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TASK FOR THE TYRANTS

AN EBERRON ADVENTURE FOR 6TH LEVEL

BY ROGHAN DUGGAN METCALF


Task for the Tyrants
Credits
Author: Roghan Duggan Metcalf
Editor: Elizabeth Schippers

Cover Artist: Tithi Luadthong (tithi-luadthong.pixels.com)


Cover Art Licensed by: 123rf.com
Maps Provided by: Keir (dungeonscrawl.com)
Interior Illustrations Provided by: DMsguild.com (free stock art)
Template provided by: Nathanaël Roux (barkalotdesigns.com)

Special Thanks to:


All my players and you, for downloading this adventure

Table of Contents
Introduction 3 Dragon Towers 15
Adventure Background 3 Camila d'Deneith 15
Adventure Synopsis 3 The Spider 15
Running the Adventure 3 Traveling to the Opera 16
Adventure Hooks 4 The Lumin Opera 17
Getting In 17
Part 1: Boldrei's Rest 5 Confronting Titus 18
A Message From the Tyrants 5
Journey to the Cogs 5 Part 4: Race to the Docks 18
The Cogs 6 Flying Complications 19
Boldrei's Rest 6 Lyrandar Tower 20
Heart of Steel 7 Platform 5 20
Neera's Betrayal 21
Part 2: Boartooth Hideout 8 Fighting Ash 21
Rieveldt Warehouse 8
Entering the Hideout 9 Aftermath 21
Boartooth Hideout Locations 9 Further Adventures in Sharn 22

Part 3: A Night at the Lumin Opera 13 Appendix A: Magic Items 23


The Search for Titus 13
Independent Investigation 14 Appendix B: Creatures 23
Terminus Landing 14
Appendix C: Maps 28
Merin d'Orien 14

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2
“When the mountains and the stars were both quite different, the Traveler bestowed
his divine gifts upon the Children of Jes: shapechanging and eternal life. With these, the Children spread
across Khorvaire, some mingling with the masses of crowded cities, others sequestering themselves in the
mountains and the forests."
-Yuri Pendrast, A History of Khorvairian Mythology
“The Children? Pah! An old changeling fairy tale. If they ever existed, which I doubt,
they are long dead by now. You’d be better served focusing your efforts elsewhere.”
-Vorbis Lock, during a seminar at Morgrave University
weaponry. Silas plans to leave Sharn by night's end with
the Child in tow.
Introduction
Adventure Synopsis

T
ask for the Tyrants is a short
After receiving a cryptic message from the Tyrants, the
adventure for 3 to 4 characters of levels
party travels to a shrine known as Boldrei’s Rest, located in
5 to 7. It is set in the city of Sharn, but
the Cogs – the blistering underbelly of Sharn. Once there,
could be adapted to fit any major city in
a high-ranking Tyrant operative by the name of Kaz briefs
Khorvaire. It should take 3 to 5 sessions to
the party on their assignment to infiltrate the Rieveldt
complete.
Warehouse and reclaim a misplaced package.
The adventure will send the party rushing across the city
After infiltrating the warehouse, the characters discover
as they attempt to reclaim a package of vital importance
that Davask – the Boartooths' hobgoblin leader – has
to the Tyrants – a changeling organization specializing in
already traded the package to Titus d’Orien, scion of
blackmail and deceit – and culminates in a battle with a
House Orien. During their exploration of the warehouse
warforged titan, a cunning betrayal, and a final showdown
the party also encounters Ash, a captured former Tyrant
atop a plummeting airship.
affiliate who seeks to take the Child for themselves, and
poses as a half-elf named Neera to gain the party's trust.
Adventure Background The characters' search for Titus will either take them
The adventure takes place in the city of Sharn, where through the various districts of Sharn or to the Spider,
monolithic spires and mile-high walkways serve as the a reclusive Tyrant informant. Either way, they will learn
backdrop to many illicit exchanges. New lies weave their that Titus is attending the evening premiere of a new show
way through its streets each day, connecting the city- at the prestigious Lumin Opera.
dwellers in a web of deception. At the heart of this web sit When confronted by the party, Titus discloses that his
the Tyrants: a band of changelings that employ trickery uncle Silas d’Orien is at Lyrandar Tower, about to leave
and deceit to ensure the continued security of their race. the city with the Tyrants' package. As the party scrambles
They have recently struck gold. to get there in time, they must commandeer an airship.
During an expansion of the dragonshard mines in the At Lyrandar Tower, the characters at last come face-to-
Shadow Marches, the orc miners of House Tharashk face with Silas d'Orien, whose mind has been overtaken
unearthed a peculiar creature: a girl, with pale skin and by a Kalaraq quori of the Dreaming Dark. Silas activates a
fair hair, sound asleep beneath the rubble. Though she colossal warforged and fights the group head-on.
appeared to be in excellent health, the orcs could not find Once Silas is defeated, Ash puts their plan into action,
a way to wake her. However, one of the miners – a Tyrant betraying the characters and commandeering the airship,
spy named Nyx – immediately knew the girl for what she along with the package containing the Child of Jes. The
was: a Child of Jes, an ancient being spoken of only in party will need to either shoot the airship down as it leaves
changeling legend, and one of the first to be graced with or fight Ash on its deck to finally reclaim the package and
the Traveler's gift of shapechanging. return it to the Tyrants.
That night, Nyx spirited the Child away and had her
sent to Sharn with extreme discretion. The shipment Running the Adventure
containing the Child was left for pickup at the Rieveldt
Items listed in Italics can be found in Appendix A.
Warehouse. Unfortunately, before the Tyrants could
Monsters listed in Bold can be found in Appendix B,
reclaim the package, the building was "acquired" by a gang
or on the indicated page of the Monster Manual. NPC's
of goblins – the Boartooths.
use the commoner stat block (MM page 346) unless
Now, the Tyrants are faced with the uninviting prospect
indicated otherwise.
of breaking into a goblin hideout, a matter they’d rather
not dirty their own hands with. As such, they have decided Structure
to enlist a group of adventurers for the job. This adventure has been separated into four parts; one for
But in the time it has taken the Tyrants to respond, each major location the characters will visit.
other forces in Sharn have taken notice. The quori of Seamless transitions between these different parts are
the Dreaming Dark, eager to possess such an ancient crucial; Sharn is a big city, and it is easy for players to get
and powerful being, are now well aware of the Child's disoriented or lost.
presence in the city. One of their Inspired servants, Silas Travel descriptions have all been provided in boxed text,
d'Orien, has already sent his nephew Titus to procure but you should feel free to add flavor relating to the party's
the Child from the Boartooths in exchange for advanced current situation or mood.

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"Brimming with confidence after your successful raid on
the Goblin’s hideout, you strut back out onto the side
streets of Sharn, your objective seemingly just within
your grasp."
Or:
"The darkness of the Lower Ring welcomes you back into
its embrace, and you clutch once more at your sides. The
wounds you sustained from the depth dweller still sting,
and you fear they may never fully heal."
Connective sentences like these will help bring Sharn to
life in the minds of both you and your players.
Where necessary, indications of travel time have been
given: these are by no means definite, and you should feel
free to adjust them to suit the needs of your sessions.

Adventure Hooks
Part 1: Boldrei’s Hearth provides an instigating incident
to get your players involved in the adventure immediately.
However, some adventuring parties might need a bit more
incentive. Below are some options to more firmly connect
your group to the events of this adventure.

Returning Operatives
When forming a new group for this adventure or running
it as a one-shot, consider having the characters already
be affiliated with the Tyrants, with the adventure being
the latest in a series of assignments. Invite your players to
consider what their previous assignments were, and how
they played out. If you want, you can then splice references
to these previous missions into the adventure; perhaps
during Part 3 the party runs into a member of the noble
family whose private documents they "liberated".

Divine Favour
If one of the characters is a Cleric or Paladin, or just has
strong affiliations with a particular deity, consider adapting
Boldrei’s Rest in Part 1 to a place of worship for that
character's deity, giving them more of an incentive to visit.

Changeling Solidarity
If one of the characters is a changeling, it’s very possible
they have already heard of the Tyrants. An assignment
from a changeling-run organization could provide an
extra motivation, along with the enticing possibility of
recruitment.

Double Agents
You can also consider having the party be contacted by
an organization they are already affiliated with (such
as the Adventurers’ Guild or Morgrave University). While
this organisation doesn’t know the exact contents of
the Tyrants' shipment, its secrecy is more than enough
incentive, and they request the party to reclaim the
package while pretending to be in league with the Tyrants.
This adventure hook is particularly useful when running
Task for the Tyrants for Good-aligned characters.
Memories
Before starting the adventure, ask each player to come
up with two valuable memories for their character.
This is a wonderful way to get a player invested in their
character early on, but will also heighten the emotional
impact if they end up losing some of these memories
(see The Spider in Part 3).

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putting their coin purse back. It bears the same message as
the one above.

The What?
Allow characters to make a DC 10 Intelligence (History)
check to see if they know who the Tyrants are. Characters
native to urban areas of Khorvaire have advantage
on this check. If succesful, they know the Tyrants are
a changeling-run criminal syndicate, who operate in
information and deception rather than violence.
If any of the characters are native to Sharn, they
immediately know the Cogs are the steam-filled tunnels
that run underneath the city, and that the entrances to
these tunnels are situated in the Lower Ring. If none of the
characters know this information, anyone they ask on the
street is more than willing to provide it:
“The Cogs? Aye, that’s where them warforged all hang out,
ain’t it. You’ll find plenty entrances down in the Lower Ring,
but don’t expect to come out the same way you did before.
Those tunnels shift and change with the tides, so I hear.”

“You’re not thinking of going down to the Cogs, are you


Part 1: Boldrei’s Rest love? Mighty dangerous down there, not to mention the
fumes. I wouldn’t trust those warforged as far as I could
During this part of the adventure, the characters receive throw ‘em, me. But if you must know, there’s entrances
an invitation from the Tyrants which sends them on their along the river in the Lower Ring.”
way through the maze-like underbelly of Sharn: the Cogs.
Once there, the party will enter into Boldrei's Rest to be “Going for a little adventure, are we? Wouldn’t recommend
briefed on their assignment. the Cogs though, them’s hard goings. Still, far be it from me
to tell you what to do, Lower Ring’s where you wanna be.
You’ll find entrances damn near everywhere, just follow the
A Message From the Tyrants smog and keep heading down.”
Before starting the adventure, have each player roll a d20.
The player with the lowest roll is your pickpocketing The Tyrants
target. When the session begins, read the following text The Tyrants in this adventure differ from those described
aloud, with the second part depending on whether their in Eberron: Rising From the Last War. Still a criminal
character’s passive Perception is higher than 12: syndicate, the Tyrants’ have no interest in gaining power
for power’s sake; their primary motivation is to create
Your party walks along the bustling streets of the Middle an information network to secure the safe and peaceful
Ring of Sharn, taking in the sights: eagle-eyed merchants cohabitation of changelings with the other races of Khorvaire.
excitedly display their exotic wares, and colorful washing To this end, they have established changeling shelters within
lines are hung along towering spires which stretch ever many notable cities..
further skyward. Up above, majestic skycoaches soar
along , twisting and turning between the wide walkways of
the Upper Ring. Journey to the Cogs
If their passive Perception is lower than 12: The function of Boldrei’s Rest is well known: a shrine
to Boldrei, it was placed in the Cogs to provide comfort
A faint clinking sound reaches your ears. Instinctively, you to those that work there. Asking around, however,
reach into your pocket – your coin purse is gone! Looking
will bring the characters no closer to knowing its exact
around, you just catch sight of a pair of scabbed feet
turning hurriedly into a side-alley. location; for that, they will need to travel down into the
Cogs themselves.
The alley is completely deserted save for the coin pouch,
which the party finds sitting upon a small wooden crate. The Lower Ring
Underneath it is a small piece of parchment which reads: As the characters travel to the Lower Ring, the spires of
"Descend into the Cogs, toward Boldrei’s Rest. Follow that Sharn become increasingly dilapidated. The people here
which has a head and a tail, but no body. The Tyrants have a are skittish; they avoid the characters’ eyes and mutter
mission for you." softly to themselves.Read the following text aloud:
If their passive Perception is higher than 12: As you climb further down the spires, the daylight itself is
blocked out. By the time you reach the depths of the city,
You feel the slightest tug at the inside of your pocket. the air is a murky grey, and plumes of smoke and steam
Looking down, you see a freckle-faced street urchin – a fully obscure the sky.
dwarf, from the looks of her – grinning sheepishly as she The walls eventually run together in a gulley of soft, muddy
holds up your coin purse. ground. This is the gutter of Sharn, where all the city's
filth collects into a foul stew. Set into the walls are several
Regardless of how the player deals with the urchin,
jagged archways, out of which stream plumes of thick, hot
they notice a piece of parchment in their pocket when air. Uneven stone steps descend into the darkness.

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The Cogs Depth Dweller Ambush
After the characters begin to follow the coin symbols,
Give the party a moment to take in their surroundings they are ambushed by two depth dwellers. If one of the
and collect themselves before they venture into the Cogs. characters has a passive Perception of 15 or higher, they
When they move through one of the openings, read or notice the depth dwellers before they attack. Otherwise,
paraphrase the boxed text below: the characters are surprised. Read or paraphrase the
The smoke thickens as you descend, burning slightly as following before starting combat:
you inhale. The light here is sparse, and wrought-iron
As you move further along this path, the lamps grow
lamps on the walls cast the tunnel walls in an orange glow.
sparse, and the darkness of the tunnel seems to thicken
From deep within the depths of the tunnel comes a slow,
around you. All at once, the lamp next to you sputters and
rhythmic clanging: the mechanical heart of the city.
dies, and a razor sharp claw comes curving towards you
out of the shadows!
Navigating the Cogs
Encounter area. The cavern is 15 feet wide and the depth
The cavern eventually widens out into a spacious chamber.
dwellers attack the party from either side. The creatures
Any character with darkvision can see three stone
focus their attacks on the frailest characters, using their
tunnels that lead further into the Cogs. A character that
Hide bonus action to get around the frontline.
succeeds on a DC 10 Wisdom (Perception) check notices
Retreat. Once the depth dwellers are brought to a quarter
that each tunnel has a small symbol engraved beside it:
of their Hit Points, they retreat back into the caverns. If
a chimera, a book, and a coin. A character that directly
the party has had a hard time with previous encounters,
inspects the tunnels notices the symbols automatically.
consider reducing the amount of depth dwellers to one, or
Symbols. These engravings are the map by which the
even skipping the encounter entirely.
tunnels of the Cogs are navigated: each symbol represents
Last-ditch switch. If you notice the party is having trouble
a landmark, and its tunnel leads to another intersection
during the fight, consider having one of the characters
marked with similar symbols. By following a particular
stumble into a switch, which when pressed activates all the
symbol all the way, you can eventually reach the landmark
lanterns in the cavern and fills it with light (note the depth
it represents. The answer to the riddle from the Tyrants'
dwellers’ Light Sensitivity)
invitation indicates that the route with the coin symbols
Once the characters trek on towards Boldrei’s Rest, the
leads to Boldrei's Rest.
lanterns on the wall gradually flicker back to life, if they
Encounters in the Cogs haven’t already been reactivated.
If the party decides to proceed without following the coin
symbol, allow them to potter around a bit in the Cogs Boldrei’s Rest
before they figure it out. Trying to guess their way through The rest of the way towards Boldrei's Rest passes
will only lead the characters back to the first intersection. without incident. The shrine itself is a domelike
However, if the going gets tedious, you may want enclosure, carved from the rough walls of a natural
to spice things up a bit. Below are a few encounters cavern. At its center stands a blazing bonfire.
to consider springing on the party while they wander When the players enter, read or paraphrase the
through the Cogs: following text:
• A broken down warforged worker slumps against a Gazing into the fire at the center of the shrine
wall; it is missing half its face, and believes one of the immediately fills you with warmth. Ornate
characters to be its long-lost master. The warforged engravings cover the dome’s walls, stretching high
desperately grabs hold of them as they pass, refusing to above you. Beneath them, other visitors rest on
let go. The characters can either lie to console it, or put crude stone benches, reaching their palms out
it out of its misery. toward the flames.
• Three magma mephits squeeze out of the tubes that Moving among them is a tall woman, wrapped in
a white and gold robe. She speaks softly to the
span the tunnels' ceilings. They accost the characters and
assembled crowd, sometimes clasping their hands
ask them for food; the more magical the better. It takes in hers. On the other side of the fire stands a
three gifts of slightly magical items to satisfy them. If the statue of Boldrei; the Goddess' arms stretched out
characters refuse, the mephits attack. as if in invitation. Two darkened curtains hang on
• The party comes across an abandoned warforged either side of it.
foundry, its rusted metal covered with a thick blanket
Kaz. The tall woman is named Kaz – a Tyrant
of dust and debris. If they forage they can find an
operative – but has adopted the persona of
uncommon magic item, but this will also disturb the
Minerva, cleric of Boldrei. Kaz is not devoted
black ooze that has taken up residence amid the rubble.
to Boldrei, but considers the Goddess among
the few worthy of devotion; a devotion which,
These Tunnels Lead Nowhere as ‘Minerva’, they are willing to channel. Any
If the player haven’t figured out the correct path forward
character who succeeds on a DC 15 Wisdom
yet, do your best to stoke their uncertainty. Ask repeatedly if
they’re sure of the path they’ve chosen, consult your notes as (Insight) check when interacting with Minerva
if there’s a route plotted out, only to bring your players pure notices something is off about her behavior.
dismay by conveying that they have, yet again, ended up in the Hearth and home. Any character who rests by the
exact same spot. fire for a few minutes will receive Boldrei’s Blessing,
which grants them the full benefits of a long rest,
along with 10 Temporary Hit Points.
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The Mission make their homes up there in the city, though some…
If the players do not speak to choose to stay.”
Minerva, she walks up to them Kaz (Minerva) themselves was once one of these
of her own accord after a while. foundlings, but chose to continue to work for the Tyrants.
Either way, read or paraphrase Any character that succeeds on a DC 15 Wisdom (Insight)
the following: check notices that Minerva's fondness towards the
The robed woman turns towards foundlings is deeply personal. If prodded, she will mention
you, her gentle face silhouetted that she used to be one herself.
against the warm glow of the Kaz and Ash. However, characters who succeeded on
fire. Bright amber eyes, covered the earlier Insight check can tell that Kaz is still hiding
by a short fringe of auburn hair, something. A successful DC 20 Charisma (Persuasion)
survey each of you calmly. “Welcome, friends,” she smiles, check convinces Kaz to tell them of a foundling that they
“I had hoped you would accept my invitation. My name is
failed to protect.
Minerva, cleric of Boldrei and Keeper of this hearth."
Twenty years ago, a group of hunters made their way
After the characters have introduced themselves, Minerva into a Tyrant shelter under Kaz's supervision, killing
invites them to move with her behind the altar. If asked all except one of the foundlings. The foundling that
about the Tyrants, she holds a finger to her lips and smiles mananged to escape was Ash (see Part 2, Area A4). Kaz
slyly, her eyes shifting from amber to purple: still blames herself for the incident, and has been looking
“It wouldn't do to talk about those things in public. Soon, for Ash ever since.
friends, very soon.”
The Foundlings
Previous assignments. If your group has decided that Though the Tyrants conceal the children they take in from
they have worked for the Tyrants before, it would do to Sharn, their eventual goal is to re-integrate the foundlings
into the city. The Tyrants firmly believe safety for changelings
have Minerva acknowledge their involvement in some will only come through mutual co-operation. Others, like
fashion. E.g.: Ash, believe that changelings can never reconcile their
“Yes, I am well aware of who you are. I was actually the one differences with the other races, and that living amongst them
overseeing [Assignment]. Your handling of the situation is a pipe dream.
was quite… unique.”
Heart of Steel
Behind the Altar As the party reaches the end of the tunnel, it slopes down
Through the curtains, an assortment of clerical gowns lie onto a wide metal platform, jutting out into a central area
stacked in a corner and a small dining table takes up the of the Cogs. Read or paraphrase the following:
majority of the room.
On either side you see an array of gargantuan gears, made
As the characters enter, Minerva pulls a torch from its from metals of every kind and interlocked in a seemingly
sconce and moves her arm in a wide arc. With this, the endless sequence. Their presence alone is enough to
far wall of the chamber moves aside to reveal a circular send chills down your spine, and their slow yet powerful
stone passage, just high enough for a Large creature to movement is nothing short of otherworldly. Billows of
crawl through. steam whirl around this massive metal structure, its creaks
and whirrs echoing off the walls and into the distance.
The Legend of St. Luna
The engravings on the dome of Boldrei's Rest depict a torch When they arrive, Kaz drops the guise of Minerva and
being passed through two separate families, one on each side, resumes their original form. Their demeanor changes too;
for multiple generations, with the flame keeping them warm their speech, formerly gentle, is now cold and clipped.
through harsh winters, and lighting their path in the darkness.
The last engraving for both sequences is displayed on the wall
above the altar. It shows a woman, her back turned to the
central flame, proudly holding both torches up towards the
sky. This figure is St. Luna, protector of Sigilstar and the first
to carry Boldrei's conjoined flame.

Tyrants' Shelter
Minerva holds the torch out of in front of her as she leads
the party through yet another maze of tunnels. This tunnel
network is one of the Tyrants' underground changeling
conglomerates: a shelter for those of their kind who
may need it.
Changeling infants play in the tunnels off to the side,
their appearances shifting rapidly as they tumble and chase
after each other.
If the characters ask about the children, Minerva replies:
“Oh, the little ones? They’re vagrants; exiled from their
communities. We try as best we can to replace the homes
they’ve lost; we care for them, keep them fed, and teach
them to control their abilities. When they’re older, they'll

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Briefing depths even further. A full
Kaz introduces themselves to the characters as a Tyrant exploration of the tunnels in
operative, and leans back against the railing of the platform Cogs is beyond the scope of
as they brief the party on their assignment. Read or this adventure, but feel free to
paraphrase the following text. refer to the section Encounters
in the Cogs if you want to
“Right then, let me cut to the chase: I need you to recover
some goods for our organisation. Two days ago, an agent accommodate the party's
of ours carried a package of vital importance into Sharn. exploratory desires.
They left it at the Rieveldt Warehouse in the Stores, which Upon their return to the
had previously been, well… unattended. Upon our retrieval surface, the characters will
attempt, however, we found the Warehouse doors guarded be ready to move on to the
by goblins. It would seem a gang known as the ‘Boartooths’ second part of the adventure:
has taken up residence in the place. They have it on quite Boartooth Hideout.
a tight lockdown, and it is nigh impossible to get them to
leave of their own accord.
That’s where you come in. The Tyrants don’t like to
Part 2:
involve themselves directly in matters of violence, so we
have recruited your group to retrieve the package and Boartooth Hideout
deliver it to us. By midnight, and by any means necessary. Read or paraphrase the following boxed text as the
Any questions?” characters reach the Boartooth Hideout.
If the characters inquire further, Kaz can provide the Your travel back up through the city progresses smoothly.
following information on the assignment: The streets steadily become more lively as you ascend
and when you break free of the smog, the sky is visible
• The package in question is a rectangular crate bearing once again.
the Mark of Passage, firmly fastened with white rope. As you cross the last walkway to the Stores, you’re struck
• The exact numbers of the Boartooth gang are unknown, by how tightly packed the district is; the sheer amount of
but the Tyrants have managed to gather information traffic congesting in its avenues is almost suffocating.
which suggests they number around fifteen. The narrow back alley that houses the Rieveldt Warehouse
• The leader of the gang is a hobgoblin named Davask, however, is almost entirely deserted. The building itself is
known as a ruthless killer throughout Khorvaire. His rather unassuming; the only thing indicating otherwise are
the two stocky Goblins standing guard outside its doors.
gang are incredibly loyal, and treat each other like
family.
• Upon completion of the task and delivery of the items, Rieveldt Warehouse
Kaz will pay the party a total of 1,500 gp, as well as a
promise of a favour from the Tyrants, should they ever Before the warehouse fell into disrepair it was used by the
need it. Rieveldt family, who primarily traded in minor magical
• Kaz is unwilling to part with this information, as it trinkets. The family fled Sharn some thirty years back due
may up the party’s fee, but a DC 15 Charisma check to an incident involving a faulty reduce spell and a very
convinces them to disclose that Davask has contacted anrgy T-Rex, leaving most of their wares behind.
another party to initiate a sale of the package. With When Davask and the Boartooths moved in, they
whom, they are unsure, though they suspect it is one of shoved these wares to the side to make room for their own
the Dragonmarked houses. operations. As such, every room in the warehouse has
crates lined up against the wall, stacked to the ceiling, and
After answering the party's questions, Kaz whistles along spread across the floor.
the tunnels to call a foundling, who escorts the party back Lighting. The warehouse has no windows, but is brightly
to Boldrei's Rest. Kaz has other work to attend to, and lit by candles and oil lamps, which hang from the ceiling.
won’t return to the shrine until later. As the party leaves,
Kaz imparts some final words to them: Wild Magic (Optional Rule)
“Oh and, should any… complications arise, then your first None of the items stored in the warehouse's crates are
point of contact will be the Spider. He runs a shop in the particularly valuable, but many are extremely volatile. If
Tradefair district in Middle Central. You are to answer his you want to make combat in the warehouse a little more
question with the phrase "that which does not look where exciting, consider using this optional rule:
it is going". And remember: under no circumstances are On an attack roll of 3 or lower (or whenever it makes
you to open the package. We will know.” sense), the attack hits a nearby crate and causes a random
With that, Kaz slips a piece of paper containing the magical effect. Roll a d8 and consult the table below to
Spider’s address into one of the character’s hands and determine which effect occurs:
watches them leave. 1 A cascade of indigo butterflies bursts out of the crate,
Changing roles. When the characters arrive back at mesmerising those in their path. Each creature within 10
feet of the attack target must succeed on a DC 12 Wisdom
Boldrei's Rest, another Tyrant operative has taken over
saving throw or be Charmed by the attacker until the end
Kaz's role as Minerva. The new cleric bids them goodbye of their next turn.
with a knowing smile.

Return to the Surface


The character’s journey back through the Cogs is relatively
uneventful, unless of course they decide to explore their

CHAPTER | SUBCHAPTER
8
2 Petrifying gas hisses through a crack in the crate. Each
creature within 5 feet of the attack target must make a
DC 12 Constitution saving throw at the start of each of
their next three turns. On two failed saves, a creature is
restrained as their legs are petrified. On three failed saves,
they turn to stone completely.
3 Both the attacker and the target are suddenly enveloped by
a soft white glow. After the target’s next turn, they switch
locations and turn order with their attacker.
4 All metal within 10 feet of the attack target turns to gold,
giving it -1 to damage rolls and -1 to AC (when applicable).
5 The crate blasts open in an explosion of unfettered magical
energy. Any creature within 15 feet of the attack target
must succeed on a DC 12 Dexterity saving throw or take
1d10 force damage.
6 A soft, ephemeral light trickles out of the crate,
accompanied by gentle wails. Any creature within 10 feet
of the attack target must succeed on a DC 12 Charisma
saving throw or age 1d12 years.
7 The box expands and morphs into an enraged gibbering
mouther, which attacks the nearest creature it can see.
8 A dustborn raccoon bounds out of the crate and forms
a Bond with the attacker. If its bonded partner is slain, the
raccoon vanishes into thin air.

All of these effects can be reverted with a Lesser


Restoration spell.

Davask and the Boartooths


Driven from his forest home by humans and separated
from his family, Davask Boartooth traveled across
Khorvaire in search of other Goblins that shared a similar Violence
fate. The Boartooths are a family first, gang second, and The party kicks in the door, swords and spellbooks
their hideouts emulate goblin villages. Any goblin PC’s that blazing, and hacks their way through the hideout, leaving
enter the warehouse immediately feel at home amidst the no survivors.
rich fatty smell and worn leather hides.
Boartooth Hideout Locations
Shady Dealings
Up until recently, Davask did in fact possess the Tyrants' The following locations are keyed to the map of the
misplaced package. However, Titus d'Orien managed to Boartooth Hideout in Appendix C.
procure the package in exchange for money and weaponry
(see area A3) prior to the party's arrival. A0:
The front of the warehouse is guarded by two Boartooth
goblin guards: Gromp and Nibblet. The guards eye
Entering the hideout the characters suspiciously if they get too close. If the
There are various ways the characters can tackle the characters try engaging them in conversation, Gromp
Boartooth hideout: mainly either stealth, deception, or interjects, closely followed by Nibblet:
violence. Any attempt will unavoidably become somewhat “You lot ain’t welcome here!”
of a mixture between the three, but the general pathways “Yeah, bugger off busybodies!”
for each have been outlined below:
The Gab. To talk their way in, a character will need
Stealth to succeed on a DC 15 Charisma check. Goblinoid
The party discovers the old sewer entrance to the hideout, characters have adventage on this check. However,
which leads them straight to Davask’s chest in area Davask has expressly instructed Gromp and Nibblet to not
A3. From there they can cause a distraction by scaring allow more than two people to enter at once. Unless the
away the domesticated displacer beasts, allowing the characters manage to negotiate otherwise, some of them
characters easy passage to Davask’s quarters in area A5. will need to remain outside.
Combat. Gromp and Nibblet are not battle-hungry, but
Deceit will attack if provoked or unsuccessfully threatened.
A goblinoid character (or a character disguised to appear Secret entrance. Along the side of the warehouse is a
goblinoid) convinces the guards to grant them an audience muddy side street which leads to one of the Stores’ main
with Davask. In this meeting, the characters can attempt to thoroughfares. The Boartooths have crudely placed a few
wrangle the identity of Davask's buyer out of him. If their wooden boards across the entrance to block it from view.
true intentions are made clear however, the characters will Any character that examines the boards or succeeds on a
have to fight their way back out. DC 10 Wisdom (Perception) check discovers it.

CHAPTER | SUBCHAPTER
9
Once inside the street, a sewage grate built into the side yellow tinge, presumably from the copious amounts of ale
of the warehouse is immediately visible. The entrance and meat juices it has recently absorbed.
is too narrow for anyone but a small or tiny creature to
Goblins. Around the three tables sit five Boartooth
fit through, but a DC 10 Intelligence (Investigation
goblins and two Boartooth bugbears, laughing amongst
or Nature) check reveals the ground beneath it is soft
themselves. The bugbear bent over the pot is Gormley,
enough to be scraped away, widening the hole enough
the Boartooth's resident chef. He is stirring some vegetable
for a Medium creature to enter. The entrance leads
soup he has prepared for the rest of the gang.
directly to area A3.
If the goblins in this area perceive the characters
A1: as friendly, they warn them of the tripwire
leading to area A4.
On the other side of the main door is an old reception Combat. The goblins will notice and attack any non-
area, where inventory would have been kept when this goblinoid creature that enters the room unannounced.
warehouse was still operational. The wood of the room
If the characters do not fight back, Gormley breaks up
is covered with various animal hides and a vicious, oily
stench permeates the air. On either side of you, two the fighting after the first round and asks them what
broad oak desks are manned by two gnomes, a male and a their business is. If none of the characters can provide a
female, who look positively terrified and do not say a word. satisfactory answer, the goblins resume their attack.
Opposite the entrance, a wooden staircase leads up to a
faded red curtain. Sounds of muffled revelry can be heard
from behind it.
The two gnomes seated at the desks are Fran and Timber,
a traveling merchant couple who the Boartooths captured
three days ago. The Boartooths have kept the two here for
entertainment purposes, but plan to sell or eat them after
they leave the city.
Newly-fanged furniture. The chairs Fran and Timber
sit on have been enchanted to viciously bite their behinds
should they make any attempt to move. This is the source
of the gnomes' terror. Any character who succeeds on a
DC 10 Wisdom (Perception) check notices Fran and
Timber's trousers are frayed around the rear area. A Dispel
Magic spell removes the effect on the chairs. Soup's on! A character can attack the cooking pot to
Who did this to you? If the characters are not unbalance it, causing scalding hot soup to spill everywhere.
accompanied by goblins, a successful DC 15 Charisma Any creature within 10 ft. of the pot must succeed on a DC
check convinces the gnomes to divulge the layout of the 10 Dexterity saving throw or take 2d6 fire damage, or
warehouse (except area A3 and the tripwire near area half as much damage on a successful save.
A4, of which they aren't aware). If the party has freed the Sneaking. If the characters try to Hide on the landing
gnomes from the chairs, this check automatically succeeds. before combat starts, that will require a DC 10 Dexterity
Fran and Timbur can also provide the characters with (Stealth) check.
the following additional information at your discretion: Interrogation. The goblins will give up any information
they know on a successful DC 10 Charisma check. The
• The name of the Boartooth’s leader is Davask; he goblins know that a man was at the hideout not too long
fervently dislikes any creatures that aren’t goblins. ago, but nothing about the deal Davask made nor the
• Davask owns two domesticated displacer beasts. treasure stashed in area A3.
Timber is frightened of the creatures, but Fran wonders The bugbears require a successful DC 15 Charisma
where they sleep. She has also noticed that both check to tell the players anything. They know that Davask
seem to be afraid of chickens, but won't mention this recently sold two items from the warehouse to a buyer and
information unless it seems relevant. stored the profits somewhere safe. As to the identity of
• Yesterday, a blonde-haired woman broke into the the buyer, they don’t know much more than that he was a
warehouse, but the goblins managed to subdue her. She "fancy lookin' eejit," and bore a Dragonmark on his arm.
is being held captive in area A4. Secret tunnel. Gormley’s cooking pot does more than
Indebted. If the characters allow Fran and Timbur to serve soup- it also serves as a diversion. The fire beneath
escape they are immensely grateful, and invite the party to the pot conceals a tunnel large enough for a Medium
dine with them before the gnomes leave Sharn. creature to squeeze through, leading into area A3. A
successful DC 15 Wisdom (Perception) check is needed
A2: to discover the tunnel. This check automatically succeeds if
the pot is removed.
A cacophony of drunken shouting assaults your eardrums;
Trap. Running across the length of the hallway leading
what seems to be the main storage area of the warehouse
has been converted into a kitchen, sleeping quarters, and, towards area A4 is a tripwire. The goblins intended
it appears, a bar. Goblins and bugbears crowd around the it to simply trip up intruders, but they've fallen over it
three tables in the center, while another bugbear, wearing themselves so often that it has damaged the masonry of
an apron and a chef's hat, industriously stirs a cast-iron the ceiling. If one more creature trips on the wire, it will
pan. The wood beneath their feet has taken on a sickly collapse the entire hallway, dealing 3d10 bludgeoning to
any creature that fails a DC 13 Dexterity saving throw.

CHAPTER | SUBCHAPTER
10
A3: name is Ash, a former changeling foundling. Their partner
The characters might enter this room by two Garte is also a fabrication, meant to drum up sympathy;
ways: the secret tunnel from area A2, or the sewer Fran and Timbur in area A1 specifically mentioned only
grating in area A0. one intruder. Ash is a well-trained liar, and it takes a
Occupants. The room itself is densely packed with successful DC 20 Wisdom (Insight) check to see through
boxes, leaving only a small area where two domesticated their deception.
displacer beasts lie curled up in front of an ornate Ash's goal. Ash feels that their race has hidden away
silver chest. in the cracks of society for too long. They despise the
The displacer beasts immediately notice any character Tyrants' ideals of cohabitation. Ash wants to inspire a
that enters through the secret tunnel from area A2. changeling revolt, and carve out a new home for their
Characters entering from the sewer can make an attempt people in Khorvaire. When Ash caught wind that the
to Hide against the creatures' passive Perception. Note Tyrants had found a Child of Jes, it seemed to them a
that, as per their stat block, the displacer beasts also count perfect catalyst to inspire such a revolution. They tried
as Beasts for the purposes of any spell or ability that to break into the warehouse, but underestimated Davask
influences interactions with them, e.g. Animal Friendship. and got caught.
Combat. Upon noticing intruders, the displacer beasts Behind closed doors. A large oak door leads towards
snarle and raise their tentacles. However, they've been area A5. Laughter can be heard from the other side,
trained to guard the chest, and will only attack if a creature as well as raised voices speaking in Goblin. Any
approaches it. character who understands Goblin can pick up on the
Chicken? A character that remains unseen by the following conversation:
displacer beasts can attempt to frighten them by making “Well Davask, you’ve done it again!”
chicken sounds. On a successful DC 10 Charisma
(Deception) check, the displacer beasts rush out of the “You’re damn right. 500 gold pieces and enough weaponry
hideout through the exit to area A2. All the goblins from to outfit a small army, all for a wooden crate. Quite the
area A2 except Gormley chase after them. excellent exchange, I’d say!”
Unlocking the chest. Davask, the hobgoblin captain in
area A5, has the only key to chest. Otherwise, it requires “What’s next for us, then?”
a DC 20 Dexterity check with thieves tools or a Knock
spell to open. “We live it up a little in the big city, and then, Kranz, we
head to the Eldeen Reaches! By the earth beneath our feet,
Treasure. The chest contains a coin pouch with 36 Gold
soon we will have a new home for our family!”
Pieces, 30 Silver pieces, and 5 Platinum Pieces, along with
a number of magical items which Davask traded for the [in unison]: “By the earth beneath our feet!”
Tyrants' package: 2 Potions of Superior Healing, 4 Arrows +2,
an Arrow of Slaying (Construct) a Chime of Opening, Oil of (Loud cheering, followed by a rowdy but uninteresting
Sharpness, a Stone of Good Luck, and a Wand of Lightning. discussion on the nuances of various hunting techniques)
Danger! Davask! The chest has been imbued with an
Alarm spell to alert Davask when it is opened. The spell A5:
can be discovered with Detect Magic, and a successful DC 15 Davask Boartooth and his captains, two bugbears named
Intelligence (Arcana) check reveals the chest has been Kranz and Urlik, are seated behind a table here.
enchanted, but not how. Once the Alarm spell is activated,
Davask and his captains (see area A5) immediately rush This wood-paneled room is dusty and unlit, save for a single
lantern. Massive wooden boxes have been pushed aside
towards area A3.
to make way for a large table, where a broad-shouldered
hobgoblin is resting his sabatons beside the flame. His
A4:
face, lit from below, looks more akin to a devil, and his
When the characters enter this area, read the pointed teeth gleam a bright orange in the lanternlight.
following text aloud: Tough, clawed hands caress a single gold piece from the
In a shadowy nook off to the west of the hallway stands considerable pile splayed out in front of him.
an iron cage. Inside, you can see a woman, hands bound To his right is a bugbear with a thick, wiry mane and squinty
behind her back and brow furrowed. As you enter, she pupils, wearing a cloth war-garb. To the left sits another
shuffles over to the bars. "Hey, you lot!" she whispers, bugbear, this one a hulking mass of muscle and matted
flashing you a sheepish grin, "Mind helping a girl out here?" cedar fur. Its maddening eyes are wide and bloodshot, its
mouth slightly agape. A light purple tongue lolls out over a
Prisoner. The woman in the cage calls row of stubbed teeth.
herself Neera. She tells the party that
she and her partner Garte recently tried Calm and collected. When the characters first enter the
to break in to the Boartooth Hideout, room, Davask acknowledges them with a smile. He greets
whereupon she was captured and Garte Neera, and strokes the pendant hanging across his chest,
was killed by Davask. Davask also but doesn’t mention Garte.
took Garte's pendant, a chipped red Conscription. Convincing Davask that a character
stone on a silver chain, as a trophy. If intends to join the Boartooths requires a successful DC 15
the characters untie Neera, she has no Charisma (Deception) check. Allow the characters to
problem unlocking the cage. make a DC 10 Intelligence (History) check to fabricate
Pants on fire. Everything Neera tells a believable lie about their goblin ancestry, which will
the party is a complete lie. Their real

CHAPTER | SUBCHAPTER
11
reduce the DC by 5. If the characters have actual goblin has not, a successful DC 10 Charisma (Persuasion) check
ancestry, the check automatically succeeds. is enough to convince Davask to drop the matter. If they
The missing package. If the characters ask any question have, a successful DC 15 Charisma (Deception) check
about the package, or a leading question towards it, Davask is required. If either check fails, Davask assumes they’ve
picks up on it, saying: killed the rest of the Boartooths, but doesn't let it show.
“Maybe I have it, and maybe I don’t. Who’s to say? Even if At some point during the conversation, he snuffs out the
I did sell it, I wouldn't divulge my buyer's information, now lantern in front of him and attacks.
would I? I've got more integrity than that… ”
Fighting Davask
Davask is purposefully tempting the party; if they want to If Davask isn't on edge (i.e. if the party hasn't failed
know whether Davask has the package, they will have to their earlier Charisma checks) he and his captains are
either fight him or make a deal. surprised if the party suddenly attacks them.
Combat. Kranz takes up the bulk of the frontline, with
Making a Deal Urlik standing back to cast his spells. Davask attempts to
Davask Boartooth is nothing if not flexible. The party can skirt around the party, moving in and out of their range.
make a deal in any of the following ways: He will always try and use his reaction to prevent damage
Money. If the characters have the means, Davask will to Kranz or Urlik, unless he himself is at death's door.
accept any bribe upwards of 1,000 gp, to be paid up-front. Family. The last thing Davask wants is to lose his family
Upon payment however, Davask still won't disclose again. If either Kranz or Urlik could plausibly die from
his buyer, saying that if the characters really want the a character's attack, Davask shouts at them to stop and
information they can surely fork up another 500 gp. lowers his sword. If the character still continues their
(Davask is pushing his luck and he knows it, because he attack, Davask fights to the death. The next attack against
fully believes that his men can take the characters in a him is an automatic critical hit.
fight.) A successful DC 10 Charisma check convinces him Treasure. The boxes in the room do not hold much:
that the extra 500 gp aren’t necessary. various trinkets that seem more dangerous than they're
Part of the family. The other option for the characters is worth, and none of them carry the Mark of Passage. The
to promise one of their own will join the Boartooths. This gold on the table numbers 500 gp in total.
is only an option if there are goblin characters in the party. If the characters take the pendant from Davask, Neera
Davask will suggest this if the characters do not, noting implores them to return it to her. Otherwise, she
that he does not mind if the character only joins when the grabs it herself.
Boartooths leave Sharn three days from now. A character Clue. Sticking out from underneath the pile of gold
not intending to join the Boartooths will need to succeed on Davask’s desk is a letter that bears the seal of House
on a DC 10 Charisma (Deception) check to convince Orien. Any character that succeeds on a DC 10 Wisdom
Davask otherwise. (Perception) check notices the letter. If the characters
Escalation. If the characters strike up any other kind of don’t investigate, they notice Neera picking up the letter
conversation Davask humours them for a while, before to inspect it. Characters previously involved with House
calmly asking if they have killed any of his men. If the party Orien recognize the seal immediately; other characters
recognize it on a DC 10 Intelligence (History) check.
The letter, written in flowery, elaborate handwriting,
reads as follows:
“I hereby confirm my receipt of the goods provided by
Davask Boartooth, and acknowledge that the exchange sum
has been paid in full.

Signed, Titus d’Orien.”


Neera offers to join the party in the search for Titus, as
thanks for letting her get revenge (or for freeing her if
they opted for making a deal). In truth, Ash is waiting
for the right moment to take the Child for themselves. If
the players choose to take Neera with them, she joins the
party (refer to Ash's statblock in Appendix B for combat,
ignoring their Pendant of Shadow Control until the climax
of Part 4). If the party leaves Neera behind, she thanks
them before they leave:
"If there’s ever anything I can do for you, just let me know.
I live up on Clifftop, near the edge of the city. Again, I can't
thank you enough."
Revenge. If Davask is left alive and finds out the
characters killed one or more Boartooths, he will pursue
them until the ends of the earth. (A hobgoblin with a
grudge makes a great recurring villain.)

CHAPTER | SUBCHAPTER
12
Part 3: A Night at the
Lumin Opera
In this part of the adventure, the characters will discover
Titus d’Orien’s evening whereabouts: The Lumin Opera,
cornerstone of musical theatre in Upper Menthis. This can
be achieved through their own investigative abilities, or
with a little help from the Spider. The party will then need
to make their way to the Opera, confront Titus and obtain
the current location of the Tyrants' package.

Titus' Current Location


At the moment the characters exit the Boartooth hideout,
Titus d’Orien is in Lyrandar Tower, overseeing the
handover of the Tyrants’ package to his uncle Silas d’Orien.
Silas needs the package – which contains a Child of Jes –
for his own nefarious purposes (detailed in Part 4), and
has taken care to cover his nephew’s tracks.
It’s near impossible for the characters to stumble upon
Titus during this transaction; all the information they can
collect will lead them to the Lumin Opera, where Titus
will arrive that evening.

Insurance
Though he is fairly certain no one will track down his
nephew, Silas d'Orien has enlisted the help of House
Tarkanan to keep an eye out. As the party leaves the
Boartooth hideout, two elite Tarkanan assassins begin
to follow them through the streets.
Every time the party travels to another location during
Part 3, roll a Dexterity (Stealth) check for the assassins.
If the result is lower than any of the character's passive
Perception scores, they notice that they are being
followed. If the party decides to confront the assassins,
proceed with the encounter outlined at the end of Part 3,
leaving out the detail of the abandoned skyway.

The Search for Titus


When searching for Titus, the characters can either
launch their own investigation into his whereabouts, or
enlist the Spider – previously mentioned by Kaz – to help
them gather information. Either method will provide the
party with the knowledge that Titus will be attending a
performance at the Lumin Opera that night. However,
both methods have their drawbacks.
An independent investigation will be significantly
longer, meaning the party will be unable to rest before
heading to the Lumin Opera. Consulting the Spider is
by far the faster route and gives the party ample time to
prepare, but will require them to give up something of
their own in return.

Player Deduction
The players might think Titus plans to leave on an airship. If
the players ask where airships depart from, feel free to direct
them towards Lyrandar Tower. Silas has covered Titus’ tracks
very effectively however, and it is not remotely possible for the
characters to obtain any sort of lead there.

CHAPTER | SUBCHAPTER
13
Independent Investigation Talking to Merin. If the characters inquire about Titus,
Merin tells them he remembers that the youth dropped
Any character that succeeds on a DC 10 Wisdom check by in the morning, and that they spoke briefly. However,
can think of two likely places Titus might be: Terminus the stress of the current situation prevents Merin from
Station, situated in the Terminus District of Lower Tavick’s recalling further details of their encounter.
Landing, or the Dragon Towers, a district in Middle Central.
Terminus Station is the main entry point for the Getting Things Back on Track
Lightning Rail, a commodity and leisure railway line If the characters ask about the holdup, Merin explains that
owned and operated by House Orien. The station is an owlbear has fallen asleep on the Lightning Rail tracks
of interest both due to its affiliation with house Orien just outside the city (something Merin assures them is
and because of its potential to ferry goods to and from quite uncommon).
the city, making it the obvious choice if you wanted to The Terminus Landing guards, though well-trained,
transport a package. aren't equipped to deal with a monster of this size and
The Dragon Towers are the main contact point for ferocity, and so are scared to wake the creature, lest they
any Dragonmarked house; while members from the upper anger it. Merin has sent word to the City Watch about
eschelons of house Orien don’t usually frequent the area, the situation, but they won't be at the Landing for another
it’s not a bad place to start asking some questions. two hours. Meanwhile, the queue of passengers is only
As noted before, Titus d’Orien will be at none of these getting longer.
places, but if they go to both, the party will have enough If the character's offer to deal with the owlbear, Merin is
information to deduce Titus' nightly activities. more than willing to share its exact location with them.

Terminus Landing Dealing with the owlbear


A visit to Terminus Landing can provide the characters The party finds the owlbear half a mile out of the city,
with valuable information as to where Titus d’Orien might some ten minutes travel along the Lightning Rail tracks.
be headed to next. Any character that succeeds on a DC 10 Intelligence
Travel time. From the Stores or the Spider, the journey check immediately notices the creature's slumber is far
to Terminus Landing takes only three hours, whereas from from natural; its eyes move rapidly beneath their lids, and
the Dragon Towers it takes the party five hours. its spasmodic movements indicate it is having some sort of
Read or paraphrase the boxed text below as the party nightmare. Though the characters are unaware of this, the
moves toward Terminus Landing: increased presence of the Quori in Sharn is to blame for
Rounding the last set of winding steps, the gentle hubbub the creature's sudden rest. A successful DC 15 Intelligence
of an assembled crowd welcomes you to Terminus (Arcana) check reveals the owlbear's sleep is a result of
Landing. The Landing's usual to-and-fro motion of malicious ambient magic, but not its source.
passengers however, is noticeably absent. Creatures of Wake up, sleepyhead. The owlbear can be woken up
all races are clustered round the Landing's high-vaulted peacefully with a successful DC 20 Wisdom (Animal
dome, beyond which you can see the Lightning rail, Handling) check. This check can be attempted twice; if
conspicuously immobile. the second attempt fails, the owlbear attacks; it flees when
forced to use its smoke secretion. If successfully woken up,
Along the edges of the throng, a lean half-elf male in a neat
green-gold uniform gently ushers people about. He nods the owlbear is docile, expressing its gratitude by nuzzling
as you approach. His face is pale, and he is slighlty out of up to whoever woke it.
breath. "Hello, hello! Terribly sorry, but it looks like our The owlbear can also be roused by an attack which does
transportation service is going to be held up for a while. In 10 or more damage to it in a single hit. Attacks against
the meantime, is there anything I can help you with? The the sleeping owlbear have advantage. If woken up this
name's Merin d'Orien, and I'm the ticket master here." way, the owlbear perceives its attackers as the cause of its
restless sleep, and attacks relentlessly until dropping to 15
Merin oversees Terminus Landing's operations; when
HP, at which point it retreats from the tracks.
Titus d'Orien visited at the Landing for a routine
inspection before heading to the Boartooth
hideout, Merin was his main point of contact.
However, the Lightning Rail has come to an
unprecedented standstill, and Merin is currently
too preoccupied with the holdup to remember
the details of his conversation with Titus. If the
characters can get the Lightning Rail moving
again, Merin will be able give them some helpful
information.

Merin d'Orien
Merin is a pleasant, rosy-cheeked man who takes
to his position very well, and gives everyone who
requires his assistance his undivided attention.
As such, the sudden influx of duties caused by the
standstill has left him rather frazzled.

CHAPTER | SUBCHAPTER
14
Owl's well that ends well ticket, and decided to take it for herself. If the characters
Merin heaves a sigh of relief upon hearing that the tracks look for Camila’s ticket, have them roll an Intelligence
are cleared, and immediately begins loading people (Investigation) check. The player with the highest
onto the carriages. Afterwards, he provides any details result spots Alfy’s face peaking out from behind a beam in
about his encounter with Titus that he can. This is what the ceiling.
Merin remembers:
Catching Alfy
• Titus was quite well-dressed for the Lower City. Alfy is easily lured out from her
• He mentioned having plans in Upper Menthis that hiding spot, and when caught
evening. is rather bashful, despite her
• Titus was carrying a letter bearing the seal of house mischievous nature. She never
Orien. intended to deliberately hurt
anyone, and if confronted with
the consequences of her actions
The Dragon Towers will – somewhat reluctantly –
Visiting to the Dragon Towers will provide the party with part with the ticket.
an opportunity to learn about the premiere of a new opera If the characters wish to
– White Blossom's Beauty – and procure a ticket to it. console Alfy, they can provide
This opportunity comes in the form of Camila her with any item of slight
d'Deneith, a noblewoman who was hoping to make her importance to them (a scrap of
debut into high society at this evening's performance. a valuable letter, the scabbard
However, her ticket has suddenly vanished, and she is of their sword, etc.) If Camila is
inconsolable. The party can search for Camila's lost ticket; present, she is quite taken with
it is up to them whether they choose to return it or keep it the pixie and gives her a rose-
for themselves. shaped silver brooch which she
Travel time. From the Stores, the journey to the Dragon received from a suitor, as a token of forgiveness.
Towers takes three hours, whereas from Terminus
Landing it takes the characters about five.
As the party arrives at the Dragon Towers, read or
The Spider
paraphrase the following: The simplest way for the party to discover Titus’
whereabouts is to contact the Spider, whose shop, as
The imposing stonework of the Dragonmark house
mentioned by Kaz in Part 1 is located in the Tradefair
enclaves rises up from all round, with other minor – though
no less elaborate – enclaves scattered around the edges of
district in Middle Central. However, they will have to give
the plaza. On any other day, the expansive view of Middle up something in return. If the party decides to travel to the
Central would be enough to justify the steep climb towards district, read or paraphrase the following text:
this district’s central plateau. However, on this occassion The Tradefair district is a cornucopia of sight and sound;
you have little time to fully appreciate it. seemingly every corner houses a new fascination, and
The characters will find no new information on Titus every shop window or extravagant sideshow pulls at your
coin purse, begging you to loosen its contents. With some
when asking around the enclaves. However, upon moving
effort, you wrench yourselves away from the throng of
through the reception area of House Orien's enclave, they the main streets and into a quieter area, which runs along
hear a gentle sobbing: Camila d'Deneith is sitting, her back the edge of a lengthy tower. The Spider’s shop, Fenbris’
against the wall, lamenting the loss of her opera ticket. Antiques, is nestled comfortably in-between a perfumery
and a rustic jewelry store.
Camila d'Deneith
If the characters ask Camila what’s wrong, The characters can spy a number of curios in the windows
the noblewoman launches into a lengthy of Fenbris’ Antiques; old wind-up clockwork toys, various
and frantic diatribe about how she “just archaic teapots, and faded newsprints. Character who
took her eyes off it for a minute,” and succeed on a DC 10 Intelligence (Arcana check) notice
“everybody who’s anybody is going to be the shop’s faint magical aura, and any character that casts
there” and that she “promised Marybell Detect Magic recognizes the aura as Illusion magic.
she’d come”. If the characters enter the shop, read or paraphrase the
Once she’s calmed down, Camila following boxed text:
explains to the characters that she left The shop smells like a loft, or other places where old
her ticket on a desk inside this enclave, secrets have settled into the woodwork. Though it has no
only to turn around and find it had windows, the interior is brightly lit by a variety of lanterns,
disappeared. all of which illuminate a vast array of antique fixtures and
furniture. Through the closed door, the muffled sounds of
the street outside are still somewhat audible. A wizened
Finding the ticket man sits behind a mahogany counter, his face bent over
The one behind the ticket’s mysterious heaps of paperwork. He looks up as you walk in, and his
expression brightens. “Hello, now here’s a delight!” He
disappearance is Alfy, a Chaotic Good
says, sitting back as he clasps the rests of his armchair,
Pixie (MM page 253) who hangs around in the rafters “what manner of business brings you all here?”
of the enclave. Alfy has a fondness for items of personal
importance; she noticed how happy Camila was with the
CHAPTER | SUBCHAPTER
15
Talking shop. The old man’s name is Fenbris (or so • The promise of a future favour, which comes
he says), and he will happily answer any questions put accompanied by a burning Spider tattoo on the
to him about his wares. He only shuts up if explicitly character's arm; it will light up again when the time
asked to do so. comes to act upon this promise.
Down to business. If the characters say they are looking
A deal worth making. If the character’s pick any of the
for the Spider, Fenbris goes still and looks them directly in
first three options, the Spider’s extends his arm, pushing
the eye, asking in slow, deliberate tones:
a thin glass vial to their lips, and asks them to whisper the
“Are you now? Then tell me, what is it that gets information into it. Upon complying, a thick dark liquid
caught in a web?” dribbles out through the character’s open mouth into the
If the characters reply correctly (see Part 1), the shop vial until it is full, whereupon the Spider withdraws his
is plunged into magical darkness. Read or paraphrase arm. The character immediately forgets the information
the following: they just provided, knowing only that something has been
taken from them, but not what.
The lights are snuffed out, and the shop around you is
plunged into darkness. The muffled hubbub from outside Roleplaying the Spider
is immediately silenced. From the ceiling, a single strand The Spider can be tricky to roleplay – you have to keep up the
of light trickles down, and where the cheerful old man air of mystique and all that, so here are a few pointers:
was sitting before, you now make out the outline of a • Don’t laugh. Or smile.
spindly figure. • Be pleasant; the Spider would never frighten away
A finger, bony and white, moves into the patch of light and potential customers.
beckons you forward. It is accompanied by a raspy shadow • Don’t directly answer a question that you don’t have to.
of a voice, which cuts through the silence like a knife across • When possible, ask the characters about themselves: about
their fears, and their dreams. Any information given for free is
silk: “Correct… To what do I owe the distinguished pleasure
a win in the Spider's book; he will remember it all.
of a missive from the Tyrants?”
When asked about Titus’ whereabouts, the Spider states Traveling to the Opera
very plainly that he doesn’t know the boy’s current location
After the characters have discovered Titus' location, they
(something he finds slightly disturbing), but that he can
will need to make their way to the Lumin Opera. If the
tell the characters where Titus will be that night. However,
party visited two or more locations in the previous section
they must offer him something in return.
of the adventure, they will only have time for a short rest
Information exchange before the performance of White Blossom’s Beauty begins.
The Spider doesn’t operate in grand conspiracies and If the party visited only one location, they will be able to
power plays. He believes that true power is the control take a long rest before heading to the opera. Remind the
of individuals. Thus, the Spider only deals in personal party of this if they forget, as they will need their health.
information. This is where the precious memories from Travel time. Regardless of where the characters are, it
the characters, mentioned in the sidebar on page 4, might will take two hours for them to reach the opera.
come into play.
Death from above
Below are listed some things the Spider might request
Before reaching the Lumin Opera, the two elite
from the party:
Tarkanan assassins make their move.
• A valuable memory (i.e. a significant figure/moment in Read the following boxed text below:
the character’s life). A chill wind sweeps across the skybridge as you pass,
• An untold truth from the character’s past (only if suddenly uncomfortably aware that the noise of the city
absolutely no one else knows will the Spider accept this). has dimmed. All at once, two robed figures drop down
• An ability (a character can choose to give up one of their from the spires on either side of the skybridge! Without
skill proficiencies or known languages). uttering a word, they rush towards you, twin daggers
glinting in the glaring orange light coming off the towers.

CHAPTER | SUBCHAPTER
16
Getting in
A bulky warforged attendant named Cervix has squeezed
itself into a maroon glass-paneled ticket booth, sighing
despondently every now and again as it hands out tickets.
Unless the characters climb the opera’s walls (see sidebar:
Scaling the Lumin Opera) they will have to speak to Cervix
to get tickets and enter the opera. Trouble is, the show is
all sold out.

Cervix
A combat-built warforged who struggled to find a job
after the Last War, Cervix is not particularly happy with
its current line of work, as any character who succeeds on
a DC 10 Insight check will notice. If the
characters take pity on the warforged's
predicament, Cervix becomes more loose-
lipped about the Lumin Opera's interior,
and on a DC 10 Charisma check can
provide the following information:
Motive. A successful DC 15 Charisma Check convinces • Members of dragonmarked houses have
a captured assassin to reveal that they were hired locked private booths on the upper floor.
by a member of House Orien, though they don't Cervix doesn’t know which doors belong
know their name. to who.
• One of the hallways on the upper floor
The Spider's Request
has a heating issue, and the windows to
I'll leave it up to you to decide what form the Spider's request outside have been left open.
will take, if you continue with this group of players. One piece • Every private booth has two guards posted outside, one
of advice though: make it small. It's tempting to have debts like of which holds the key to the door.
this be resolved with high drama, but here's two reasons why • Teenage nobles often climb up into the private booths
not to do that in this case: from the middle row of the auditorium during the
• 1: It would be out of character; the Spider doesn't do high-
drama plans, and prefers to operate on a smaller scale.
performance, for a laugh.
• 2: If the request is something small, you don't have to decide • Titus d'Orien has not yet picked up his ticket.
immediately what the consequences are, and can later work
out a way for it to significantly impact your larger story.
A further DC 10 Charisma check can convince Cervix
For inspiration, here are some examples of small requests to let the characters tour the foyer while the current show
which can really get under your player's skin: is ongoing. Entry to the upper floors, however, is blocked
• A child is praying beside an altar as the party strolls into a by two opera guards, who refuse to let the characters
village. The Spider requests that they tell the child to distrust through without a ticket.
the next person they meet. Appropriation. If the characters try to impersonate
• The party bumps into a postal worker, whose letters fall
to the ground. The Spider ask the party to steal one of the
a ticket holder who has not yet arrived, they will need
letters and burn it, without reading it. If they do read it, the suitable attire and a name. A DC 10 Intelligence
letter is blank. (Investigation) or Widsom (Perception) check
will catch a few names of potential ticketholders in the
assembled crowd.
If the characters attempt to use one of these names
The Lumin Opera with Cervix, roll a d20: on an even result the ticket is still
The Lumin Opera, situated centrally in the entertainment available, and Cervix hands it over on a successful DC 10
sector of Upper Menthis, is an astonishing piece of Charisma (Deception) check, made with advantage
architecture. Dozens of famous characters from operatic if the character is wearing suitable clothing. On an odd
history have been carved into its walls. Its tallest spires result the ticket has already been picked up, and Cervix
reach almost up to the Skyway, offering unparalleled depth tells the character(s) to stop wasting its time. At the second
of acoustics. failed attempt, Cervix calls the opera guards to escort the
The building derives its name from Luminous Sunstone, characters away.
which was the principal material used in its construction,
and gives the Lumin Opera its famed nightly glow.
Upon arriving, the party finds that the concourse in front Scaling the Lumin Opera
of the opera is already packed with people mulling around The many reliefs on the side of the Lumin Opera make for
excellent handholds; the tricky part is not getting spotted.
in anticipation of the new show. Due to the building's natural glow, any check made to Hide
If at any point the party displays an interest in the opera, while climbing it has disadvantage. The window mentioned by
refer to the sidebar White Blossom's Beauty on page 18, Cervix is a good 80 ft up, and a character will need to succeed
which lays out the opera's story. on a DC 10 Athletics (Strength) or Dexterity (Acrobatics)
check to reach it.

CHAPTER | SUBCHAPTER
17
Titus’ arrival • The package itself was a large wooden box. Titus
remembers it was quite heavy, and swears he saw it
Titus d’Orien, a wiry young man with squinty eyes and move once.
slicked-back brown hair, arrives about half an hour after • The package will be shipped out of Sharn within the
the characters. He mingles with the crowd for a while, hour.
before collecting his ticket and entering the Lumin Opera. • His uncle, always a rather strange man, was acting
Characters who chat with Titus or follow him as he enters particularly odd that afternoon. If asked what he means
learn that his private booth is booth A-4. by this,Titus says he isn't sure; only that he remembers
Following Titus while remaining feeling slightly drowsy after meeting with Silas.
unnoticed requires a DC 10 Dexterity
(Stealth) check, and his door, which is If asked to accompany them to Lyrandar Tower, Titus
guarded by two Opera Guards, requires complies, but will attempt to alert the opera guards and
a DC 20 Dexterity check with thieves’ escape the first chance he gets.
tools to unlock. Make sure to emphasise that it will take the characters
no less than an hour to travel to Lyrandar Tower on foot;
by which point they will probably already be too late. In
Confronting Titus Part 4, they will need to commandeer an airship if they are
The characters might accost Titus to reach the docks in time to stop Silas from leaving.
before, during, or after the performance.
Either way they'll need to get him alone.
The young noble needs absolutely no
intimidating or persuading; he is scared out of his wits and
spills the beans the instant he feels his life is genuinely in
Part 4: Race to the Docks
This part of the adventure sees the characters rushing
danger. This is what he knows:
towards the docks to face off against a warforged titan
• Silas d’Orien, Titus’ uncle, asked him to pick up an and its owner, Silas d’Orien, a nobleman who has
important package and check in at Terminus Landing been possessed by a Quori of the Dreaming Dark. The
beforehand. (This was to throw off potential pursuers, characters will need to stop Silas before he manages to
though Titus doesn't know this.) escape with the Tyrants’ missing cargo.
• Titus delivered the package, as well as an Orb of Storms
from his father’s vault, to his uncle at platform 5
of Lyrandar Tower. (Characters can make a DC 10
Intelligence (History) check to see if they know the
Orb's properties)

White Blossom’s Beauty


White Blossom’s Beauty is a recent opera written by Shantay
Pepperbridge. It tells the story of a Dasha, a girl in the Hamlet
of Lessyk, who begins exchanging letters with a boy named
'Halli'. Dasha happens upon the first letter in with the usual
mail delivery to her parents' house. The letter describes her in
such delicate and beautiful words, calling her a White Blossom.
It is signed 'Halli', in an elegant hand.
Flattered and slightly curious, Dasha sends a letter in return,
and thus begins an ongoing exchange with Halli. One day,
Dasha's curiosity gets the better of her, and she sends a letter
asking to meet the boy. However, Halli refuses, saying it would
be a bad idea for both of them. Naturally headstrong and by
this point very much in love, Dasha travels to the post office in
Sigilstar to learn where her return letters are being sent to.
Upon arriving, Dasha discovers that each of her letters
was stolen before it could ever be sent. She Investigates the
matter herself, and eventually manages to determine the letter
thief's location. By this point, Dasha's parents have noticed her
prolonged absence and her father sets off in search of her.
When Dasha finally arrives at the thief's location – an
abandoned cave out west of Sigilstar – she finds Halli inside,
and learns the truth: 'Halli' is a deformed creature from the
Mournlands, whose mind and body have been tainted by
the land's terrible magic. The creature, which still calls itself
Halli, begs Dasha to stay away, but she ignores its pleas and
throws herself into its arms, promising to take the creature
home with her.
Sadly, Halli is not the soft-spoken, gentle person from her
letters; unable to control its instincts, the creature devours
Dasha, just as her father, hot on his daughter's trail, finds the
entrance to the cave. Once he sees what this creature has
done to his daughter, Dasha's father kills it without hesitation,
bringing the child home so as to bury her.

CHAPTER | SUBCHAPTER
18
Read the following boxed text as the characters exit the Guess Who's
Lumin Opera: Back?
What few nobles are left on the concourse take little notice If the party did not
of you as you leave the opera building behind you. One of decide to team up
them, a squat bearded dwarf, is in the process of relieving with Neera (Ash)
his private airship from its moorings. earlier, this is an
The spires around you are fully lit, to accommodate for opportunity to
the cloud-covered dusk. The stars above are practically reintroduce them
invisible, as if apprehensive about revealing themselves.
into the adventure.
Beside the platform the air traffic is moving swiftly along;
every so often, a joyriding airship breaks loose from the
Neera could fly by
congestion, careening dangerously close to the edge of on an airship, note that the characters look like they're in a
the plateau. hurry and offer to take them wherever they need to go.
Due to the closed-off nature of this section of Upper
Menthis, public air transport isn't available. The party Flying complications
will need to find another means of transportation to reach At four points during their travel to the docks, have
Lyrandar Tower on time. They might commandeer one of whichever character is driving the airship roll a d10,
the joyriding airships, or appropriate the ship of the nearby then consult the table below to determine whether a
dwarven noble. comlpication occurs. Consider increasing, decreasing, or
doing away with the rolls depending on the current state
Teenage Drop-in of the party's resources. Every time a complication calls for
A character can attempt a DC 15 Dexterity (Acrobatics) a check, assume this has to be made by the current pilot of
or Strength (Athletics) check to land on one of the the airship unless otherwise specified.
passing airships that comes close to the edge of the plateau. Most of the effects on the table can deal damage to the
If the check fails by 5 or less, the character still manages to airship; if the airship ever sustains more than 30 total
grab hold of the edge of the ship. Failing the check by any points of damage, it loses buoyancy and begins to dip
more results in a deathly drop, which the other characters down, forcing the party to quickly make their way onto
in the party will need to rescue them from. another airship. Alternatively, if the ship is about to be
Upon successfully catching hold of a passing airship, the damaged, a character can throw themselves in front of
characters find it occupied by three surprised elves in their harm's way to take the damage instead of the airship. if you
teenage years: Kai, Rizza, and Julien. roll a complication you've already encountered, roll again.
Questionable judgement. Julien is the son of a minor Complications Table:
noble in Sharn; both he and Kai agreed to Rizza's 1 Speeding past the airship in front of you, you suddenly
suggestion to take the ship for a spin, a decision they are notice you are heading straight for a cross-tower
now slowly beginning to regret, fearing Rizza's reckless bridge! The airship's pilot must make a DC 15
flying is mere minutes away from pancaking them Dexterity (Acrobatics) check to get past the bridge.
The ship takes 2d10 bludgeoning damage on a failed
into a wall.
check.
Joyride! Upon noticing the characters, Rizza insists they
2 The traffic up ahead is extremely congested. Either
tell the teens what their business is, threatening to ram
attempt to ram the ship through, taking half of 3d6
the airship against a tower if they don't. Upon hearing bludgeoning damage, or attempt to maneuvre past
something resembling the truth, Rizza hands over the with a DC 10 Dexterity (Acrobatics) check, taking
reigns, eager to experience a 'real' joyride. no damage on a successful check and full damage on a
failed check.
Dwarf on Deck 3 A large airborn barge appears round the corner! Make
The dwarf nobleman unmooring his ship is Lindle a DC 10 Intelligence (Arcana) check to accelerate
d'Kundarak, an opera enthusiast who attends shows in the airship beyond its normal speed to pass the barge.
large part to escape the soul-crushing mundanity of his On a failed check, the barge clips one of the occupants
of the ship and sends them flying off. If you choose
everyday life.
to fly after them, roll another complication dice. The
If threatened, Lindle is initially fearful of the party, and flying occupant is rescued before the complication, if
gives them control over his airship without protest. If there is one.
approached amicably, Lindle mulls it over for a little before 4 Above you, you hear a clattering sound; someone
willingly relinquishing the airship. has dropped their cargo! Make a DC 15 Dexterity
In either case, the dwarf manages to muster up the (Acrobatics) check as a large wooden crate hurtles
courage to ask one thing in return: that the party take towards the ship, which takes 3d10 bludgeoning
him with them. damage on a failed check
Airship-ridin' son of a gun. While meek-mannered at 5 One of the airship's sails is jammed! A character other
first, Lindle's thrill-seeking personality begins to shine than the pilot must make a DC 10 Dexterity (Sleight
of Hand) check to unjam it without damaging the
through as the party speeds through the city's airways. By ship. On a failed check, the airship takes 3d6 fire
the end of the trip, he is hollering, gesticulating at other damage from the friction.
airships, and revelling in the dramatics of it all. He thanks 6-10 No complication
the party with several furious handshakes before departing
from Lyrandar Tower, flushed with excitement.

CHAPTER | SUBCHAPTER
19
Lyrandar Tower moon you can make out a single airship, the moorings of
which now dangle loosely from the hull. A man in light
When the characters arrive at Lyrandar Tower, read the blue robes, his back to you, is lowering a large wooden
following boxed text below: crate into the docked ship with a pulley. As you enter,
he straightens up and looks out over the moon-rimmed
The city’s incandescence dims as you travel, as more and
clouds. “Ah, visitors. How did you come here, I wonder? My
more lights from the spires switch off. By the time you’ve
fool of a nephew, no doubt. Well, no matter. You are too
reached the crowded platforms surrounding Lyrandar
late. The Dreaming Dark will not be halted now.”
Tower, the entire district seems to be shaded in a deep
blue, lit only by what little light manages to seep through Upon uttering these last words, a light forms around Silas
the clouds. in the shape of a Quori. At the same time, a bright set of
As you stop at the platform, however, you notice that lights and thunderous clanking sounds signal the activation
the mass of commuters is not what it had seemed. Every
of the warforged titan (house Orien) 20 ft. to his left.
single person on the platform lies flat on the ground; their
eyelids are closed, and their muscles twitch violently. A thin
crepuscular haze hangs in the air, casting scintillations of Fighting Silas
moonlight across the bodies.
Area. The landing platform itself is 80 ft. wide and 40
If any characters interacted with the sleeping owlbear ft. long, with an 50ft. wide opening at the North side,
in Part 3, they immediately recognise the similarities in the middle of which sits the airship, itself 25 ft. wide.
between the two cases. The party enters the area from the South onto a raised
Upon inspection, a successful DC 5 Wisdom platform, 10 ft. above the central area, with 10 ft. long
(Medicine) check reveals that the people on the platform steps leading down to the left and right.
are sleeping, but not through natural means. A successful Silas' actions. Silas is standing in front of the airship
DC 10 Intelligence (Arcana) check determines that the when combat starts. On his first turn, he dashes towards
condition has been caused by ambient magic. Casting Detect the warforged, which lifts him up onto one of the
Magic reveals that the ambient magic is Illusion magic, and platforms built into its chassis. The turn after that, Silas
that its origin lies somewhere inside Lyrandar Tower. casts mage armor; on subsequent turns he makes a ranged
A successful DC 15 Charisma or Strength check can attack with his crysteel dagger at any creature within 10
snap someone on the platform out of their stupor for ft. of the warforged, using Vicious Mockery on any creature
half a minute, during which they tell the characters that a that is further away.
middle-aged man with a soothing voice and wearing light Warforged tactics. The Orien warforged titan targets
blue robes passed by them not too long ago. After this, creatures closest to it with its Hammerfist and Axehand
their eyelids close, and they can't be woken up again. attacks, unless Silas commands it to do otherwise. Upon
brought to 2/3 health, the warforged uses its Sweeping
Platform 5 Axe, and anytime on recharge in subsequent turns. If Silas
dies or is knocked unconscious the warforged continues
Silas d’Orien has been possessed by a Kalaraq Quori and fighting, operating under the last command given to it.
thus can’t be surprised. When the characters enter the Silas' escape. If the warforged is defeated before Silas, he
docking area, read the following boxed text aloud: attempts to make his way onto the airship, jumping off the
Evening shadows mull about the landing platform, which warforged if it happens to be close enough.
juts aggressively out into the night sky. By the light of the Treasure. Silas carries an Orb of Storms.

CHAPTER | SUBCHAPTER
20
Neera's betrayal Aftermath
After defeating Silas and the warforged, Neera attempts Once the encounters with Silas and
to be the first to climb onto the airship if it is not yet in Ash have concluded, the characters
flight, so as to restrain the characters with her Pendant will have a variety of options
of Shadow Control before they can get on the ship. If she depending on their situation, most
has the opportunity, she will grab the Orb of Storms first, of which have been outlined in this
but otherwise she will have one of her three shadows section.
bring it to her.
Inside the King’s Forest
Grappling with Shadows If the party was on the ship and
Once Neera reaches the airship deck, each character must it plummeted down, they find
make a DC 15 Dexterity saving throw as the shadows themselves in the King’s Forest along
attempt to grapple them. Neera, assuming their true form with the package. If they shot the
as Ash, then uses the Orb of Storms to set the airship in ship down from the platform, the
motion. Once the airship is moving, Ash calls the shadows package has fallen into the King’s
back to them. Forest and the party will need to look
for it. Either way, end your current
In case of Ash's premature demise session at this point, and consult the suggestions for forest
If Ash/Neera has for some reason been killed before this, don’t monsters on page 302 of the Dungeon Master’s Guide to
fret; it's the players' game after all. Besides, if your group is determine what challenges the party might face when
open to killing a character, they’ll probably be satisfied with retrieving the package.
just fighting a giant Warforged anyway. If however you still
want to have a climactic scene with the ariship, either have Dealing with Ash
Silas jump onto the ship before he dies, or have the Warforged
The party might decide they don’t want to kill Ash. In this
activate the Orb Storms by sending waves of magical energy
outwards as it's destroyed. case, they will most likely take them back to the Tyrants
as well. Kaz's response to Ash’s reappearance in this way is
outlined below.
Pursuing Ash. In case the party shoots the airship down from the
The characters have multiple opportunities to prevent landing platform, Ash is subjected to the Featherfall spell.
Ash’s escape. A timely DC 10 Dexterity check allows At your own discretion, they might be unconscious when
them to grab on to the ship's the flailing moorings as it flies the players arrive, or they might escape and become a
off. A character can also make a DC 15 Athletics check potential reoccurring villain.
grab hold of the outside of the ship without the moorings.
Both of these will require similar checks to successfully Opening the package
make it up onto the deck while the ship is in flight. The characters might decide to open the Tyrants' package
If a check fails by 10 or more, the character loses their before heading back to Kaz. It is not enchanted, nor is it
grip and falls. Any nearby character can make a DC 10 locked, and the ropes are easy enough to untie. However,
Dexterity or Strength check to grab them as they fall. the moment the box is opened, the Child of Jes rubs its
Shoot it down! Characters can also attempt to shoot down eyes and sits up, finally awake.
the airship. It has 13 AC, 180 HP, and moves 40 ft. per The Child is quite calm, and immediately takes a liking
round for the first three rounds, after which it speeds up to to the characters. It cannot speak (yet), and the party has
80 ft. per round. Upon being destroyed, the airship begins the option to take the Child with them, or return it to the
to plummet towards the ground. However, the Child will Tyrants. If they choose to keep it, agents of the Tyrants
cast Featherfall before the ship hits the ground, keeping will most certainly try to track them down.
both it and Ash intact.
Returning to Kaz
Fighting Ash If the characters decide to return to Boldrei’s Rest, Kaz
listens to their account of events with rapt attention.
In combat, Ash stays back and throws daggers, preferring They are somber when hearing of Ash’s involvement,
to let their shadows fight in melee range. Once they are and reveal that Ash was once a Changeling foundling
killed, their shadows disappear. under their care. If the characters have brought Ash along,
Skyfall. Upon being killed or knocked unconscious, Kaz requests the party to leave them with Kaz in the
Ash drops the Orb of Storms, and the deck of the airship conglomerate.
lurches. A character within 5 ft. of Ash can make a DC Payment. If the party managed to stop Silas but failed to
15 Dexterity check to catch the Orb before it hits the retrieve the package, Kaz is willing to pay them 500 gp, but
ground. If they fail, the Orb shatters, and the airship starts urges the party to retrieve the package as soon as possible,
plummeting to the ground. assuring them that it is not easily destroyed.
Featherfall. If the characters find themselves in freefall In the event that the party was unable to stop Silas or
with no way out, a strange light begins emitting from Ash from leaving with the package, Kaz is extremely cold
the wooden casket on the deck; the Child, in an act of to them and refuses to pay a single gold piece until the
unconscious self-defence, then casts Featherfall on the package is in their hands.
entire party, allowing them to safely glide down into the
King's Forest.

CHAPTER | SUBCHAPTER
21
If the party manages to bring back the package,
Kaz pays them the full reward of 1,500 gp, or
whatever was agreed upon earlier.

XP Story Rewards
Grant the party 1,500 XP each for returning
the package to the Tyrants. Additionally, if the
party managed to make it through the Boartooth
hideout without killing goblins, award them
1,000 XP each. Figuring out Titus' location
without consulting the Spider also grants each
party member 1,000 XP.
Finally, if the characters completed the
secondary objectives at Terminus Landing or the
Dragon Towers, award them 500 XP for each
objective completed.

Further adventures in Sharn


After concluding the adventure and having
gained a secure foothold in the city, the party
may want to continue to work with the Tyrants
and use Sharn as their base of operations. Here
are some ideas for further adventures within and
without Sharn, which expand on the characters
and themes of this adventure.

Do you dream of the dark?


The Dreaming Dark’s operations have begun in
earnest, and the citizens of Sharn are plagued
by nightmares. Kaz, the party’s main point of
contact with the Tyrants, has also fallen prey to
its influence. The characters are contacted by
Lok, a member of the Tyrants’ Inner Circle, who
asks that they determine the location of Silas
d’Orien’s masters in order to stop the nightmares
spreading throughout Khorvaire.

Trouble on the Rail


Merin d’Orien contacts the characters. From
checking the passenger records, he has noticed
a discrepancy in the amount of people entering
and exiting the Lightning Rail’s carriages
recently. It’s not that they are disappearing; the
number of passengers exiting is higher than it
should be. Clearly something is going on. Merin
invites the party aboard the Lightning Rail to
investigate the problem. Unbeknownst to him,
the group behind these curiosities is about to
make their first move…

Cogswallop
The inner mechanisms of the Cogs haven't been
running smoothly as of late. Entire foundries
have been abandoned by their workers, leaving
no signs of struggle nor trace of abduction.
Tyrant conglomerates are plagued by nightly
wailing, echoing through the tunnels. Whatever
is holding the workers captive must lurk far
beneath the city, perhaps lower even than the
Cogs themselves.

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22
Appendix A: Magic Items Appendix B: Creatures
This appendix describes the magic items that appear in the Creatures that appear in this adventure are presented in
adventure and presents them in alphabetical order. this appendix in alphabetical order.

Arrow +2 Ash (Neera)


Weapon (arrow), rare Medium humanoid (changeling), lawful evil
You have a +2 bonus to attack and damage rolls made with Armor Class 14 (leather armor)
this piece of magic ammunition. Once it hits a target, the Hit Points 31 (7d8)
Speed 30 ft.
ammunition is no longer magical.
STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 11 (+0) 14 (+2) 13 (+1) 18 (+4)
Arrow of Construct Slaying Saving Throws Dex +5, Wis +3
Weapon (arrow), very rare Skills Deception +8, History +4, Insight +3, Sleight of Hand +5,
An arrow of construct slaying is a magic weapon meant to Stealth +7, Survival +3
slay constructs. Senses passive Perception 11
If a creature that is a construct takes damage from the Languages Common, Elvish, Thieves Cant
arrow, the creature must make a DC 17 Constitution Challenge 2 (450 XP)
Pendant of Shadow Control (1/Day). While wearing their
saving throw, taking an extra 6d10 piercing damage on pendant, Ash can use an action to select up to three creatures
a failed save, or half as much extra damage on a successful within range that aren't incapacitated. They can then summon
one. Once an arrow of construct slaying deals its extra a shadow within 5 feet of each creature. These shadows are
damage to a creature, it becomes a nonmagical arrow. controlled by Ash, and act on Ash's turn.

Chime of Opening Sneak Attack (1/Turn). Ash deals an extra 9 (3d6) damage
Wondrous item, rare when they hit a target with a weapon attack and they have
advantage on the attack roll, or when the target is within 5 feet
This hollow metal tube measures about 1 foot long and of an ally of Ash that isn't incapacitated.
weighs 1 pound. You can strike it as an action, pointing it
at an object within 120 feet of you that can be opened, such Actions
as a door, lid, or lock. Multiattack. Ash makes two attacks with their dagger
The chime issues a clear tone, and if the sound can reach
the object, one lock or latch on the object opens. If no Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft.
locks or latches remain, the object itself opens.The chime or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage.
can be used ten times. After the tenth time, it cracks and
In order to keep their existence hidden from the Tyrants
becomes useless
Ash must continuously hide their true appearance. This
Oil of Sharpness fact only further fans the flames of their conviction- that
Potion, very rare one day their race will be released from the shadows
This clear, gelatinous oil sparkles with tiny, ultrathin of Khorvaire.
silver shards. The oil can coat one slashing or piercing
weapon or up to five pieces of slashing or piercing
Boartooth Goblin
Small humanoid (goblinoid), neutral evil
ammunition. Applying the oil takes 1 minute. For 1 hour,
Armor Class 15 (leather armor, shield)
the coated item is magical and has a +3 bonus to attack and Hit Points 7 (2d6)
damage rolls. Speed 30 ft.
STR DEX CON INT WIS CHA
Orb of Storms 8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 9 (-1)
Wondrous item, very rare Skills Stealth +6
This crystalline orb seems to house a miniature Senses darkvision 60 ft., passive Perception 9
thunderstorm. The magical energy contained within Languages Common, Goblin
Challenge 1/4 (50 XP)
allows any creature that touches the orb to connect their
Nimble Escape. The goblin can take the Disengage or Hide
mind to a single airship within 60 ft., enabling them to fly action as a bonus action on each of its turns.
it without the required training or dragonmark.
Creatures with an Intelligence score of 5 or lower cannot Actions
use this item. When using this item, a creature cannot take Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one
a free action on their turn. target. Hit: 5 (1d6+2) slashing damage.

Potion of Superior Healing Flintlock Pistol. Ranged Weapon Attack: +4 to hit, range
Potion, rare 80/320 ft., one target. Hit: 6 (1d8+2) piercing damage.
You regain 8d4+4 hit points when you drink this potion.
The potion’s red liquid glimmers when agitated. Stumpy and stubborn, the Boartooth Goblins come
from all walks of life and have sworn to treat each other
Stone of Good Luck like family. However, such oaths are not always the
Wondrous item, uncommon (requires attunement) easiest to keep.
While this polished agate is on your person, you gain a +1
bonus to ability checks and saving throws.

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23
Boartooth Goblin Guard Challenge 4 (1,100 XP)
Amorphous. The pudding can move through a space as
Small humanoid (goblinoid), neutral evil
narrow as 1 inch wide without squeezing.
Armor Class 15 (studded leather, shield)
Hit Points 22 (5d6+5) Corrosvie Form. A creature that touches the pudding or hits
Speed 30 ft. it with a melee attack while within 5 feet of it takes 4 (1d8)
STR DEX CON INT WIS CHA acid damage. Any nonmagical weapon made of metal or
14 (+2) 12 (+1) 12 (+1) 8 (-1) 12 (+1) 10 (+0) wood that hits the pudding corrodes. After dealing damage,
Skills Perception +3, Persuasion +2, Stealth +3 the weapon takes a permanent and cumulative -1 penalty
Senses darkvision 60 ft., passive Perception 13 to damage rolls. If its penalty drops to -5, the weapon is
Languages Common, Goblin destroyed. Nonmagical ammunition made of metal or wood
Challenge 1 (200 XP) that hits the pudding is destroyed after dealing damage. The
Nimble Escape. The Goblin can take the Disengage or Hide pudding can eat through 2-inch-thick, nonmagical wood or
action as a bonus action on each of its turns. metal in 1 round.

Actions Spider Climb. The pudding can climb difficult surfaces,


Multiattack. The goblin makes two attacks with its including upside down on ceilings, without needing to make an
shortsword. The second attack has disadvantage. ability check.

Shortsword. Melee Weapon Attack: 4 to hit, reach 5 ft., one Actions


target. Hit : 5 (1d6+2) piercing damage. Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6+3) bludgeoning damage plus 18 (4d8) acid
Gromp and Nibblet are the largest of the Boartooth damage. In addition, nonmagical armor worn by the target is
goblins, with Gromp being only half a foot smaller partly dissolved and takes a permanent and cumulative penalty
than a bugbear. Davask found them in the Northern to the AC it offers. The armor is destroyed if the penalty
areas of Breland, stealing food from local towns. reduces its AC to 10.

Boartooth Bugbear Reactions


Split. When a pudding that is Medium or larger is subjected to
Medium humanoid (goblinoid), chaotic evil lightning or slashing damage, it splits into two new puddings
Armor Class 14 (hide armor) if it has at least 10 hit points. Each new pudding has hit points
Hit Points 27 (5d8+5) equal to half the original pudding's, rounded down. New
Speed 30 ft.
puddings are one size smaller than the original pudding.
STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 8 (-1) 11 (+0) 9 (-1)
Skills Stealth +6, Survival +2
Senses darkvision 60 ft., passive Perception 10
Davask Boartooth
Languages Common, Goblin Medium humanoid (goblinoid), lawful evil
Challenge 1 (200 XP) Armor Class 17 (half plate)
Brute. A melee weapon attack deals one extra die of its Hit Points 39 (6d8+12)
damage when the bugbear hits with it (included in the attack). Speed 30 ft.
STR DEX CON INT WIS CHA
Surprise Attack. If the bugbear surprises a creature and hits 15 (+2) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 13 (+1)
it with an attack during the first round of combat, the target Senses darkvision 60 ft., passive Perception 10
takes an extra 7 (2d6) damage from the attack. Languages Common, Goblin
Challenge 3 (700 XP)
Martial Advantage. once per turn, Davask can deal an
Actions extra 7 (2d6) damage to a creature he hits with a weapon
Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one attack if that creature is within 5 ft. of an ally of Davask that
target. Hit: 11 (2d8 +2) piercing damage. isn't incapacitated.
Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft.,
one target. Hit: 11 (1d8+2) piercing damage. Actions
Multiattack. Davask makes two greatsword attacks.
The swarthiest of the Boartooths, most of these
Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Bugbears were the only survivors of raids on goblin
target. Hit: 9 (2d6+2) slashing damage.
homesteads; they carry the sorrow of many on their
back, and it helps to have others around willing to Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft.,
share that load. or range 30/120 ft, one target. Hit: 5 (1d6+2) piercing damage.

Leadership (Recharges after a Short or Long Rest). For


Black Pudding 1 minute Davask can utter a special command or warning
whenever a nonhostile creature that he can see within 30 ft. of
Large Ooze, unaligned him makes an attack roll or a saving throw. The creature can
Armor Class 7 add a d4 to its roll provided it can hear or understand Davask.
Hit Points 85 (10d10+30) A creature can benefit from only one Leadership die at a time.
Speed 20 ft., climb 20 ft. This effect ends if Davask is incapacitated.
STR DEX CON INT WIS CHA
16 (+3) 5 (-3) 16 (+3) 1 (-5) 6 (-2) 1 (-5) Reactions
Damage Immunities acid, cold, lightning, slashing
Condition Immunities blinded, charmed, deafened, Sacrifice. If an attack would hit an ally of Davask that is within
exhaustion, frightened, prone 5 ft of him, Davask can use his reaction to have the attack hit
Senses blindsight 60 ft. (blind beyond this radius), passive him instead.
Perception 8
Languages --
CHAPTER | SUBCHAPTER
24
Nothing happens within the Boartooth gang without Actions
Davask Boartooth knowing about it. He considers his Multiattack. The displacer beast makes two attacks with
general paranoia and distrust a point of particular pride. its tentacles.

Depth Dweller Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one
Medium aberration, chaotic evil target. Hit: 7 (1d6+3) bludgeoning damage plus 3 (1d6)
Armor Class 13 piercing damage.
Hit Points 66 (12d8+12)
Speed 30 ft. Despite their appearance and general reputation,
STR DEX CON INT WIS CHA Displacer Beasts are more susceptible than other
1 (-5) 17 (+3) 12 (+1) 14 (+2) 13 (+1) 14 (+2) monstrosities to being trained. Those particularly
Saving Throws Dex +5, Con +3 skilled in dealing with beasts might sometimes take
Skills Stealth +5
up the challenge of domesticating these creatures, to
Damage Vulnerabilities cold, radiant
Damage Resistances acid, fire, thunder, bludgeoning, varying degrees of success.
piercing, and slashing from nonmagical weapons
Damage Immunities lightning, necrotic
Condition Immunities exhaustion, grappled, poisoned,
Dustborn Raccoon
prone, restrained Small elemental, neutral good
Senses darkvision 120 ft., passive Perception 11 Armor Class 14 (natural armor)
Languages understands Common but cannot speak, telepathy Hit Points 13 (3d6+3)
120 ft. Speed 30 ft.
Challenge 4 (1,100 XP) STR DEX CON INT WIS CHA
Shadow Stealth. While in dim light or darkness, the depth 14 (+2) 16 (+3) 12 (+1) 14 (+2) 12 (+1) 14 (+2)
dweller can take the Hide action as a bonus action. Saving Throws Cha +4
Skills Arcana +4, Perception +3
Incorporeal Movement. The depth dweller can move Senses darkvision 60 ft., passive Perception 13
through other creatures and objects as if they were difficult Languages understands Common and Ignan but can't speak
terrain. It takes 5 (1d10) force damage if it ends its turn inside Challenge 1/2 (100 XP)
an object. Bonding. Immediately after its creation, the raccoon magically
bonds with one creature it can see within 30 feet of it. The
Light Sensitivity. While in bright light, the depth dweller bond lasts until the bonded creature dies, whereupon the
has disadvantage on attack rolls, as well as on Wisdom raccoon disintegrates back into dust. While bonded, the
(Perception) checks that rely on sight. raccoon responds only to the creature it is bonded with, and
can communicate telepathically with it up to a range of 50 feet.
Actions Keen Hearing and Smell. The raccoon has advantage on
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one Wisdom (Perception) checks that rely on hearing or smell.
creature. Hit 10 (2d6+3) slashing damage, or, if the depth
dweller had advantage on the attack roll, 17 (4d6+3)
slashing damage. Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Depth Dwellers are formed when the darkness of the Hit: 6 (1d6+2) piercing damage. If the target is a creature,
it must succeed on a DC 12 Constitution saving throw or be
cogs fuses with the magical energies underneath. The
poisoned. The target can repeat the saving throw at the end of
creatures' arms, though stubby at first glance, can extend each of its turns, ending the effect on a success.
into lengthy spindly stalks that rake at unsuspecting
tunnelgoers. Dustborn Animals are created when living magic fuses
with dust particles upon agitation, chaining them together
Displacer Beast into a recognizable, conscious form. Upon its formation
(Domesticated) the animal seeks out an anchor - often a nearby creature
with high magical affinity - and forms a Bond, which
Large Beast, chaotic evil
Armor Class 13 (natural armor) persists until the magic eventually fades.
Hit Points 85 (10d10+30)
Speed 40 ft. Elite Tarkanan Assassin
STR DEX CON INT WIS CHA Medium humanoid (human), neutral evil
17 (+3) 14 (+2) 16 (+3) 4 (-3) 10 (+0) 12 (+1) Armor Class 15 (chain shirt)
Senses darkvision 60 ft., passive Perception 10 Hit Points 45 (7d8+14)
Languages -- Speed 30 ft.
Challenge 3 (700 XP) STR DEX CON INT WIS CHA
Avoidance. If the displacer beast is subjected to an effect that 14 (+2) 17(+3) 14 (+2) 12 (+1) 15 (+2) 12 (+1)
allows it to make a saving throw to take only half damage, it Skills Athletics +6, Deception +5, Perception +4, Sleight of
instead takes no damage if it succeeds on the saving throw, Hand +5, Stealth +7
and only half damage if it fails. Senses darkvision 60 ft., passive Perception 14
Languages Common, Thieves Cant
Displacement. The displacer beast projects a magical illusion Challenge 2 (450 XP)
that makes it appear to be standing near its actual location, Innate Spellcasting. The assassin's innate spellcasting
causing attack rolls against it to have disadvantage. If it is hit ability is Constitution (spell save DC 12, +4 to hit with spell
by an attack, this trait is disrupted until the end of its next attacks). It can innately cast the following spells, requiring no
turn. This trait is also disrupted while the displacer beast is material components:
incapacitated or has a speed of 0.
At will: frostbite, message
Domesticated. All Animal Handling checks made by 1/day: chromatic orb
humanoids to interact with the displacer beast have advantage.

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25
Unstable Mark. When the assassin casts an innate spell, each
creature within 10 feet of the assassin must make a DC 12
Kranz
Medium humanoid (goblinoid), chaotic evil
Constitution saving throw, taking 5 (1d10) force damage on a
failed save, or half as much damage on a successful one. Armor Class 14 (chain shirt)
Hit Points 75 (10d8+30)
Speed 30 ft.
Actions STR DEX CON INT WIS CHA
Multiattack. The assassin makes two rapier attacks. 18 (+4) 13 (+1) 16 (+3) 9 (-1) 12 (+1) 11 (+0)
Skills Athletics +6, Intimidation +2, Stealth +3, Survival 3
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one Senses darkvision 60 ft., passive Perception 11
target. Hit: 7 (1d8+3) piercing damage plus 7 (2d6) Languages Common, Goblin
poison damage. Challenge 4 (1,100 XP)
Brute. A melee weapon deals one extra die of its damage when
Chromatic Orb (1/Day). Ranged Spell Attack: +4 to hit, range Kranz hits with it (included in the attack).
90 ft., one creature. Hit: 18 (4d8) damage of a type chosen by
the assassin: acid, cold, fire, lightning, poison, or thunder. Heart of Hruggek. Kranz has advantage on saving throws
against being charmed, frightened, paralyzed, poisoned,
Frostbite (Cantrip). The target must make a DC 12 stunned, or put to sleep.
Constitution saving throw. On a failed save, the target takes
3 (1d6) cold damage, and it has disadvantage on the next Rage. Kranz can use his bonus action to enter a rage, dealing
weapon attack roll it makes before the end of its next turn. +2 damage with his melee attacks, and taking half damage
from non-magical attacks. While raging, if Kranz rolls a total of
Highly trained, these Assassins specialize in neutralizing 9 or lower on an attack, he hits an ally next to him for half that
their targets before their weapon has even been drawn. attack's damage.
Due to their higher combat capacity, however, they
Surprise Attack. If Kranz surprises a creature and hits it with
are often kept at arm’s length from the house’s official
an attack during the first round of combat, the target takes an
dealings, as their betrayal would prove an unnecessarily extra 7 (2d6) damage from the attack.
high security risk.

Enraged Gibbering Mouther Actions


Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Medium aberration, neutral
target. Hit: 13 (2d8+4)/(+6when raging) piercing damage.
Armor Class 9
Hit Points 67 (9d8+27)
Kranz’s powerful features are certainly arresting, and most
Speed 20 ft., swim 10 ft.
Condition Immunities frightened, prone who meet the bugbear often make the mistake of assuming
Senses darkvision 60 ft., passive Perception 9 there is little else to him. However, those who look past
Languages -- their immediate impression will find a caring, huggable
Challenge 2 (450 XP) lump of a creature, who takes life at a measured pace.
Aberrant Ground. The ground in a 10-foot radius around
the mouther is doughlike difficult terrain. Each creature that
starts its turn in that area must succeed on a DC 10 Strength
Magma Mephit
Small elemental, neutral evil
saving throw or have its speed reduced to 0 until the start of
Armor Class 11
its next turn.
Hit Points 22 (5d6+5)
Speed 30 ft., fly 30 ft.
Gibbering. The mouther babbles incoherently while it can
STR DEX CON INT WIS CHA
see any creature and isn't incapacitated. Each creature that
8 (-1) 12 (+1) 12 (+1) 7 (-2) 10 (+0) 10 (+0)
starts its turn within 20 feet of the mouther and can hear the
Skills Stealth +3
gibbering must succeed on a DC 10 Wisdom saving throw. On
Damage Vulnerabilities cold
a failure, the creature can't take reactions until the start of
Damage Immunities fire, poison
its next turn and rolls a d8 to determine what it does during
Condition Immunities poisoned
its turn. On a 1 to 4, the creature does nothing. On a 5 or 6,
Senses darkvision 60 ft., passive Perception 10
the creature takes no action or bonus action and uses all its
Languages Ignan, Terran
movement to move in a randomly determined direction. On a
Challenge 1/2 (100 XP)
7 or 8, the creature makes a melee attack against a randomly
Death Burst. When the mephit dies, it explodes in a burst
determined creature within its reach or does nothing if it can't
of lava. Each creature within 5 feet of it must make a DC 11
make such an attack.
Dexterity saving throw, taking 7 (2d6) fire damage on a failed
Enraged. The gibbering mouther's attacks have advantage, save, or half as much damage on a successful one.
and attacks against the gibbering mouther have advantage.
False Appearance. While the mephit remains motionless, it is
indistinguishable from an ordinary mound of magma.
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Innate Spellcasting.(1/Day). The mephit can innately
Hit: 17 (5d6) piercing damage. If the target is Medium or cast heat metal (spell save DC 10), requiring no material
smaller, it must succeed on a DC 10 Strength saving throw or components. Its innate spellcasting ability is Charisma.
be knocked prone. If the target is killed by this damage, it is
absorbed into the mouther. Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Unpleasant at the best of times, if a Gibbering creature. Hit: 3 (1d4+1) slashing damage plus 2 (1d4)
Mouther is kept in one place for too long the different fire damage.
components of its fleshy form begin to grate against
each other. This agitates the creature, sending it into an Fire Breath (Recharge 6). The mephit exhales a 15-foot cone
of fire. Each creature in that area must make a DC 11 Dexterity
uncontrollable rage.
saving throw, taking 7 (2d6) fire damage on a failed save, or
half as much damage on a successful one.

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Opera Guard Crysteel Dagger. Melee or Ranged Weapon Attack: +4 to
hit, reach 5 ft., or range 20/60 ft., one target. Hit: 4 (1d4+2)
Medium humanoid (any race), any non-evil alignment piercing damage plus 7 (2d6) force damage.
Armor Class 16 (chain shirt, shield)
Hit Points 11 (2d8+2) Vicious Mockery (Cantrip). Silas unleashes a string of
Speed 30 ft. insults laced with subtle enchantments at one creature he
STR DEX CON INT WIS CHA can see within 60 feet of him. If the target can hear Silas, the
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 14 (+2) target must succeed on a DC 13 Wisdom saving throw or take
Skills History +2, Perception +2 2 (1d4) psychic damage and have disadvantage on the next
Senses passive Perception 12 attack roll it makes before the end of its next turn.
Languages Common
Challenge 1/8 (25 XP) Spurned by his siblings for his interests in magic beyond
the boundaries of the Material Plane, Silas d’Orien was
Actions a more than willing host for the Quori of the Dreaming
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one Dark to make headway into the Dragonmarked houses.
target. Hit: 5 (1d8+1) slashing damage, or 6 (1d10+1) slashing Though he retains his presence of mind, his formerly
damage if used with two hands. unbending will is sadly no longer his own.

Owlbear Urlik
Medium humanoid (goblinoid), chaotic evil
Large Monstrosity, unaligned Armor Class 17 (chain shirt, shield)
Armor Class 13 (natural armor) Hit Points 45 (10d8)
Hit Points 59 (7d10+21) Speed 30 ft.
Speed 40 ft. STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 15 (+2) 15 (+2) 11 (+0) 12 (+1) 12 (+1) 16 (+3)
20 (+5) 12 (+1) 17 (+3) 3 (-4) 12 (+1) 7 (-2) Saving Throws Wis+3
Skills Perception +3 Senses darkvision 60 ft., passive Perception 11
Senses darkvision 60 ft., passive Perception 13 Languages Common, Goblin
Languages -- Challenge 3 (700 XP)
Challenge 3 (700 XP) Brute. A melee weapon deals one extra die of its damage when
Keen Sight and Smell. The owlbear has advantage on Urlik hits with it (included in the attack).
Wisdom (Perception) checks that rely on sight or smell.
Heart of Hruggek. Urlik has advantage on saving throws
Actions against being charmed, frightened, paralyzed, poisoned,
Multiattack. The owlbear makes two attacks: one with its stunned, or put to sleep.
beak and one with its claws.
Surprise Attack. If Urlik surprises a creature and hits it with
Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one an attack during the first round of combat, the target takes an
creature. Hit: 10 (1d10+5) piercing damage. extra 7 (2d6) damage from the attack.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Innate Spellcasting. Urlik's innate spellcasting ability is
Charisma (spell save DC 13, +5 to hit with spell attacks).
Hit: 14 (2d8+5) slashing damage.
He can innately cast the following spells, requiring no
material components:
Silas d'Orien (Inspired) 2/day each: heroism, shield of faith
Medium humanoid (human), lawful evil 1/day: aid
Armor Class 12 (15 with mage armor)
Hit Points 31 (7d8)
Speed 30 ft.
Actions
STR DEX CON INT WIS CHA Multiattack. Urlik makes two melee attacks.
10 (+0) 15 (+2) 10(+0) 16 (+3) 10 (+0) 16 (+3)
Saving Throws Wis +2, Cha +5 Sickle. Melee Weaon Attack: +4 to hit, reach 5 ft., one target.
Skills Deception +5, History +5, Insight +2, Perception +2, Hit: 7 (2d4+2) slashing damage.
Persuasion +5
Damage Resistances psychic Urlik is a wispy, brooding bugbear who pledged himself
Condition Immunities charmed, frightened to Arawai. In his youth, faith brought him comfort and
Senses passive Perception 12 consolation, but ever since fleeing his home he has felt
Languages Common, Quori unworthy of his gifts. Urlik’s distaste for his own magic
Challenge 2 (450 XP) grows with each passing day.
Innate Spellcasting. Silas' innate spellcasting ability is
Intelligence (spell save DC 13, +5 to hit with spell attacks).
He can innately cast the following spells, requiring no
Warforged Titan (House
material components: Orien)
At will: mage hand, vicious mockery Huge construct, lawful neutral
1/day each: charm person, dissonant whispers, mage armor Armor Class 20 (natural armor)
Hit Points 125 (10d12+60)
Dual Mind. Silas has advantage on Wisdom saving throws. Speed 45 ft.
STR DEX CON INT WIS CHA
23 (+6) 8 (-1) 22 (+6) 3 (-4) 11 (+0) 1 (-5)
Actions Damage Immunities poison, psychic
Multiattack. Silas makes one attack with his crysteel dagger, Condition Immunities charmed, exhaustion, frightened,
and one attack with vicious mockery. paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
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27
Languages understands the languages of its creator but can't
speak
Appendix C: Maps
Challenge 8 (3,900 XP) The following appendix contains references for the maps
Platforms. The warforged titan has two platforms built into used throughout the adventure, in the order they appear.
its chassis. One Medium or smaller creature can ride on each
platform without squeezing. To make a melee attack against a
target within 5 feet of the warforged, they must use spears or
weapons with reach and the target must be Large or larger. Boartooth Hideout:
Siege Monster. The warforged titan deals double damage to A0
objects and structures.

Dragonmarked. The warforged titan can cast the following


spells using Dexterity as its spellcasting ability.
A1
1/day: misty step

Actions
Axehand. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 19 (3d8+6) slashing damage, plus 11 (2d10)
slashing damage if the target is prone.
A2
Hammerfist. Melee Weapon Attack: +9 to hit, reach 10 ft.,
A3
one target. Hit: 19 (3d8+6) bludgeoning damage. If the target
is a creature, it must succeed on a DC 17 Strength saving
throw or be knocked prone.

Sweeping Axe (Recharge 6). The warforged titan makes a


sweep with its axehand, and each creature within 10 feet of it
must make a DC 17 Dexterity saving throw. A creature takes
19 (3d8+6) slashing damage on a failed save, or half as much A4
damage on a successful one.

During the final days of the Last War, artificers of the


various dragonmarked houses found a way to tap in to A5
the driving magic of the dragonmarks. Constructs keyed
to the signature magic of each dragonmarked house were
built, co-opting the magical techniques used to build shield
guardians. Unlike most Warforged, these constructs
are not sentient. Additionally, they aren't limited to one
owner; control can switch at any point to another creature
bearing the construct's dragonmark. Platform 5 (Lyrandar Tower):

CHAPTER | SUBCHAPTER
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