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The Saviour

Of Sharn

A Solo Eberron Adventure


for Dungeons & Dragons (fifth edition)

by PAUL BIMLER

CREDITS:
All text by Paul Bimler
Art by Patrick E. Pullen, Bradley K McDevitt, Larry Elmore

Playtested by: Kristina Chun, Thomas Kent Belmore, Alex Tey


Jeremy Sprouse, Jarrod Trethowen, Graham Hood, Michal Wdowiak

Dedicated to the greatest Eberron DM of all time


James W. Starrett aka Diamond J.
Your campaign brought me into Eberron, and I can’t thank you enough for it.

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THE SAVIOUR OF SHARN:
AN EBERRON SOLO!

INTRODUCTION something in the “new” setting


Welcome to our first solo adventure offered on DM’s Guild. I’ve been
set in the captivating, rich setting of playing in an Eberron campaign for
Eberron! Specifically, this adventure quite a few months now and really
takes place in the city of Sharn (as enjoying the vibe, so was very
you probably guessed from the title) excited when Eberron became DM’s
and is aimed at Level 4 players. This Guild legal.
is a D&D 5e adventure designed for
one level 4 player, without a DM. It WHAT WILL YOU
can also be played by two players NEED?
without a DM, as a DM+1 adventure All you will need for this adventure
or even as a full campaign with is a brand new Level 4 PC, ideally
multiple players, but it is primarily created using the guidelines in the
designed for a solo player. The Player’s Handbook, and Wayfinder’s
written narrative entries in this book Guide to Eberron. To get the full
serve in place of the dungeon master, Eberron experience, it is
and guide you through the recommended that you use the
adventure. Wayfinder’s Guide supplement in
All our solo adventures so far have creating your character, especially
been set in the Forgotten Realms, so where race, and the concept of
it was a nice change to work on Dragonmarks is concerned.
Additional guidelines are laid out COMBAT SHEETS
below. All encounters in this adventure are
managed via the use of custom
TOKENS combat sheets, which are found at
If you are playing a tabletop style of the back of the Adventure Booklet
adventure with a printed maps (but don’t look now!) They progress
booklet, find something to function you through a series of events that
as PC and monster tokens: game make up each encounter, and which
tokens, coins, dice, anything with a can take many different paths.
bit of weight. You will need to roll dice, saving
throws and all other appropriate
PROGRESS POINTS rolls for yourself AND any enemies.
Now and then you will need to keep Keep in mind that not every
track of a new stat: Progress Points. encounter is what you would call
This score measures time, and time ‘balanced’. You will enter some
is of the essence! Create a box on dangerous places in the course of
your character sheet marked this adventure, and if you blunder
Progress Points and leave it empty. If into somewhere you shouldn’t be,
you accumulate 26 progress points, you may end up paying for it with
then you have, unfortunately, failed your life!
in your quest!
For a tougher FLANKING
quest, restrict Unless otherwise stated, flanking
yourself to 23 rules are used in every combat
progress points. encounter. See the Dungeon Master’s
At any time, you Guide, p251, for rules on flanking.
may spend 2
progress points to FEATS
take a short rest. Every class has combat feats; a
Whether or not fighter’s action surge, a bard’s
to use cutting words, a barbarian’s rage, a
progress rogue’s cunning action… the list is
points to long and varied. Use these in your
explore combat encounters. You do not
is a crucial need to be prompted by the text to
question. You want to get the quest do this.
done in time, but exploration may
reveal a boon or item that can
significantly increase your chances HOUSE RULES
of victory.! Death saves:
There are no death saves in this
adventure, unless there are two or
more PCs (see below), or an NPC
present. If you die, you will simply!
have to roll up another PC and try themself, runs the combat, and both
again! DM and player have the maps
Max HP: visible. The DM controls the maps
To balance out the above rule of no and reads the entries to the player.
death saves, and to account for the You could also combine both the
fact that there is only one of you, above methods to run this as a DM’d
we’ve added the additional rule that adventure with two players. Beyond
when you level up, you take max HP that, I’ll leave the maths up to you!
instead of rolling. It keeps the DM IDEAS: DMs, if you are
combat a bit more interesting and running this adventure for any
means you’re not so squishy! So, take number of players then obviously
max HP for every level of your PC you have free license to read
(and your con mod too). whatever entries you want and
examine the elements of the book in
MULTIPLAYER AND depth. Whole encounters of your
own could easily be inserted into the
DM VERSIONS OF adventure, as long as you know the
THE QUEST start and end entry numbers.
If you are playing with a friend as a Theoretically, this adventure could
two-player party, death saves are serve as the framework for a multi-
allowed. To make the game more week campaign.
balanced, you should also double
monster numbers, unless fighting
a significant villain or final boss.
In that case, you should increase
the villain’s / Boss’s AC by 2, and
its HP by half as much again.
Also, ignore the max HP rule for
your multiple PCs, unless you
want a really easy adventure.
When the narrative text calls for
skill checks, both PCs will get to
try, but the DC is raised by 2.
Also, keep tabs on who is
interacting with whatever is
going on in terms of what’s
happening in the story - it could
be both of you, or, if appropriate,
it could be just one of you while
the other stands a little way off
observing.
You can also run this adventure
as a DM+1 campaign. The DM
keeps the Adventure Booklet to
SPELLCASTING RESTING AND
I have given options throughout the HEALING
adventure for casting spells (eg: “Do Opportunities will be given to rest at
you know the spell Detect Magic? You certain points. Follow normal rules
could use this to see whether this weapon for resting and recovering hp.
is enchanted or not.”). So if you’re If you have healing abilities (Lay
playing a mage, think about what hands, Goodberry, Cure wounds etc
spells could be useful in a solo etc), or healing potions, use those
adventure. (Hint: combat spells are when you like and as appropriate,
what you should probably focus on, following normal 5e rules. You do
although you will get occasional not need to be prompted by the text
opportunities to use other spells as to use these.
well). When in combat, you do not
need to be prompted by the text
entry to cast spells. SKILLS
So, feel free to cast spells even if the Skill checks will be asked for when
text does not call for it. Use common appropriate.
sense. For example, if you want to
cast Feather Fall to prevent fall NON-DARKVISION
damage, but the option is not given,
still go ahead and cast it, avoiding PCs
If you are playing a character without
the damage. Even if the options are
darkvision, then you will need
not given, if you think the spell is
torches. When you are in combat
appropriate for the situation and all
situations in dark places, you will not
the conditions are met, then go with
be able to wield a two-handed
it. Ask the question “What would a
weapon or a shield and a weapon
DM do?” Also, keep track of your
simultaneously, and you will not be
spell slots.
able to use two-weapon fighting,
unless that space is illuminated in
some way. Outside there will always
be a small amount of light. So, when GO WITH IT
you are entering dark spaces, it is Feel free to improvise. The last thing
presumed you are always kindling a I want this adventure to be is too
torch (otherwise entering such spaces prescriptive. You might decide that
and encountering scenarios is the monster you are fighting does
basically impossible). This rule is something different, even if its not so
circumvented if you happen to find great for your PC. If it’s in the spirit
some aid to vision within the of the game, go with it.
adventure. Sometimes you may need to roleplay
something your character would
USING definitely do in this circumstance. In
that situation, you have my
DRAGONMARKS permission to perhaps look an entry
If you are playing or two ahead to see what the
this adventure using outcome is, and decide which is
a dragonmarked PC, the fairest outcome for your
make sure you are character. Try to keep this sort
familiar with all your of thing for an emergency,
extra abilities. For however, when you are certain
example, if your PC you must play it in this way.
has House Medani’s
Mark of Detection,
then youou can add your A QUICK WORD
intuition die (d4) to all ON CURRENCY
Insight and Investigation In Eberron, the currency directly
checks! Make sure you are corresponds to that of the
fully aware of these added Forgotten Realms, only the
abilities that your dragonmark names are different. Use the table
bestows. All such information is below to convert.
found in The Wayfinder’s Guide to
Eberron. Eberron FR Equivalent
Currency
1 platinum 1 platinum piece (pp)
OTHER ISSUES dragon
Any issues where you are not sure of 1 golden 1 gold piece (gp)
the judgement or how you should galifar
play it, just exercise common sense 1 silver 1 silver piece (sp)
and ask yourself… sovereign
WHAT WOULD A DM DO? 1 copper 1 copper piece (cp)
This should be your guide when in crown
doubt.
CHARACTER character using the Player’s
Handbook (and also, ideally, The
CREATION Wayfinder’s Guide To Eberron), as the
Please create a level 4 character, PHB already contains numerous
equipping them with gear according options for character creation. For
to class. In addition to that, let’s say the sake of my own sanity, I do not
they’ve already completed one quest include feat options for non-core
and received (1d10+10)x100 galifar classes in the adventure text. I can’t
(gold pieces), which you will get a possibly account for every known
chance to spend early on in the book. class and their feats by level and still
For ability scores, use point-buy. keep the adventure entries at a
XP in this adventure is not awarded manageable size! So if you are
by defeating monsters, it is awarded playing a non-core class, and in
by milestone. Expect to advance your general really, accept that you won’t
PC to Level 5 at the successful be able to do everything you can
completion of this quest. think of – that’s just the nature of
Also, come up with a compelling this style of play – and enjoy The
personal backstory and background Saviour of Sharn for what it is.
for your character as well, just Fair warning – in true gamebook
because its fun, and helps you to style, there are one or two choices in
enjoy the adventure. Your backstory this adventure that will result in
will give the events within your sudden death, so choose your options
quest a unique flavour and context, wisely. Don’t rush when considering
so this is highly encouraged. your options, especially if the
There are no restrictions on race or outcome appears to be potentially
class – go with whatever you’re deadly.
feeling, but keep in mind that this With all that out of the way, let’s get
adventure is designed to be balanced into the adventure!
with core classes. If you’re new to
D&D just stick with creating a
THE ADVENTURE BEGINS…
1. at your table and tosses it on top of
You stretch your arms, working the the book which you are reading.
crick out of your back. It is late, and "A warforged was just here," she
the librarian looks like she is tired of says. "She... well, I think it was a
your presence here and anxious to she.... told me to give you this."
get home. "Really?" you say. Picking up the
"Just a little longer, Foloria," you envelope, you immediately see that
say. The matronly woman frowns at the paper grade is not the expensive
you over the top of her monocle, then kind, which leads you to make
sighs and busies herself with assumptions about the sender. You
cataloguing the new arrivals. flip it over and see that it is sealed in
You turn your attention back to your wax, and stamped with a strange-
study, the history of Khorvaire's looking sigil. Your heart jumps for a
houses, and in particular House second - it bears a passing
Cannith’s innovations in the field of resemblance to a symbol of a
living constructs. The invention of Dragonmarked house. But no... this
the creation forge, and subsequently is something else. A complex,
the warforged race, was an interwoven symbol... possibly initials
innovation that has had a ripple effect of some kind.
through the ages. Built to fight in the "Five minutes," Foloria says. "Then
Last War, the first warforged were I'm shutting. Please have your things
mere combat drones, but through the packed up. We like having you here,
tireless efforts of Baron Merrix but really... I need to be getting
d’Cannith and his son Aaren, the home!"
warforged had been developed into You look up and smile. "That's fine.
fully sentient, self-sufficient beings. I'll just read this and I'll be out of
Incredible. your way."
You hear a voice, speaking in hushed You tear into the envelope. Inside is
tones. "Oh. All right then. Thank a folded letter, which you
you." immediately pull out and read.
You glance up. Foloria is talking to
someone at the door to the library, Dear Friend
far over the other side of the vaulted I don't know who you are. But I have
chamber. Her footsteps echo off the been watching you. And it seems to me
walls as she walks back to her desk. that you are possibly the only person in
But she doesn't stop. She continues Sharn who can help me with this
past her desk and seems to be problem.
approaching you. Looking up, you I've been to every Dragonmarked house,
are intrigued to see that she carries every society and guild I care to mention.
an envelope in her hand. She arrives Most will not even hear me out, and
those that will laugh at my story. But on
my story, the fate of the entire city of 2
Sharn rests. Gingerly pressing on the Aboleth
A great evil threatens the safety of the stone, there is a moment's pause, and
citizens of Sharn. Will you hear my then a whipping sound as darts fire
story? Will you step forward and rise to at you from either side of the
the challenge? This could make you a passage!
hero. Make a dex save, DC 15, taking 4d4
I apologize for my pleading language, piercing damage on a failed save.
my friend. But I am at my wit's end. Also, if you fail, make a constitution
Come and find me if you want to know save, DC 12. On a failed save, take
more. And if you are serious, please don't 2d6 poison damage, or half as much
dally. Time is of the essence. on a successful constitution save. If
I await your arrival. your character is still alive, continue
Yours, reading below.
Kamiel Makker As you get yourself to your feet, you
hear a scrape and a click as the trap
Address: resets itself.
Automaton & Construct Repairs Return to 164 without taking a
34 Neonis Way progress point and choose another
Upper Dura option.

You sit back, pondering the words 3


you have just read. Your heart is “You!” comes an angry shout. “What
pounding. This is certainly out of the are you doing in here?!”
blue, and you have no idea what this The shifter has seen you and has
implies. The saviour of Sharn... that risen from his throne.
has a certain ring to it, though! “TURBINE!” he yells. “Intruders,
Perhaps the person who wrote this ATTACK!”
letter is a complete crackpot. But The warforged titan turns its
then again, perhaps this is the best colossal head towards you. Shaking
opportunity to ever come your way. itself free of the scaffold support, it
Foloria shoots you a glare. advances on you, massive weaponised
"Sorry," you say, and quickly stand, arms rising into the air. Fortunately,
gathering up your stuff. this titan is only partially-built and
"Not so late next time!" Foloria thus probably won’t pack as much
chides as you walk towards the exit. punch as the finished version. But
"Sorry, Foloria," you say. "I'll make still, this is one battle that may just
sure to keep an eye on the time in test you to your limits! Thank the
future." gods you have Spanner by your side.
Go to entry 70 Go to Unfinished Warforged Titan
Combat Sheet and do battle with
this towering construct. You’ll find
Spanner’s NPC sheet on the
following page.
4 impossible to tell whether this effect
The warforged regards you for the is favourable or not.
longest time, and you wonder what is Return to entry 82 and choose
going on behind that expressionless another option.
metal face, those glowing red eyes.
Finally, wordlessly, he steps aside to 8
let you in. You feel something scratch your arm,
Go to 58. and turn to see who might have done
this, but no-one is there!
5 To your horror, you feel the effects of
Throwing caution to the wind, you poison beginning to set in. And
emerge from hiding and walk out chances are, knowing where you’ve
towards the middle of the chamber, just been, it will be a particularly
Spanner close on your heels. Now deadly poison…
that he is upright and mostly healed, Make a constitution save, DC 15.
he cuts an impressive figure, this tall, If successful, go to 151.
burly warforged. If unsuccessful, go to 117.
Despite the fact that the shifter Xor
is seated on the far side of the 9
cavernous chamber, he is visibly You ask the warforged priest if he
shocked at your appearance and rises might bless your weapon in the name
from his throne. of Onatar.
Go to entry 268. He hesitates at first as if assessing
your worthiness, but soon relents.
6 “If you make a small donation of 20
If you managed to kill Xor but not galifar to go towards the
Turbine, go to 253. maintenance of this holy site, then
If you defeated both Xor and yes, I will bless your weapon for
Turbine, go to 26. you.”
If you captured Xor and have him Make a donation, and then the priest
restrained, and killed Turbine, go to will sprinkle a little water from the
189. pool on your weapon. The effect of
If you captured and restrained Xor this will be to allow you to take an
but Turbine is still alive, go to 212. inspiration point which can only be
used to make a weapon attack with
7 advantage.
You inspect the gems closely, You thank the priest and return to
bringing all your magical knowledge the junction, setting out towards the
to bear. entrance to the abandoned sewers.
It appears that these gems are Turn to entry 87.
designed to interact with another
relic of their sort, triggering some
sort of effect, although it is
10 To wriggle free of his grasp and
"How do you know of this?" you ask. make your way out without his
"Even the noble houses paid this no escort, go to 270.
attention... what makes you any To turn and attack, go to 252.
different?" If you choose to simply go along
At this question, the man smiles with this and be guided out the door,
slightly, and takes a seat at his desk. go to 94.
Turn to 130.
14
11 Unpleasant visions begin to crowd in
You proceed forward to the north- on your mind, monstrous faces and
south passage. On reaching it you horrific scenes. You spend at least an
notice that while the passage to the hour in this way, and when you
south is well-lit, the passage to the finally wake from this stupor you feel
north is plunged in darkness. Even if utterly drained.
you have darkvision and can see up (Add 2 progress points and deduct 5
this tunnel, it appears empty. hp).
You move forward into the gloom of Finally, you regain your composure
the northern tunnel. and decide you want to be out of this
Turn to entry 85. place.
Go to 131.
12
Your spell attack does not find the 15
mark but certainly succeeds in You make your way away from the
attracting the shifter’s attention. market and back into the central area
Go to entry 248. of Dura Bazaar.
Go to 193.
13
Shaking his head, the burly attendant 16
fixes his glare on you. "Your feeble The gallery ends, and you make your
magic will not work on me, mage! way through a short, low-ceilinged
The threat of my employer's wrath is section of tunnel, like a kind of
greater than any spell you could through-way. Then you freeze: on
weave. Now, I think it's time for you the floor of this area is a skeleton,
to leave." bleached bones, absolutely stripped
The attendant grabs your arm and of flesh. You move closer, and all of a
begins frog marching you towards sudden hear a chittering, scuttling
the door! sound coming from every side!
Make a persuasion roll, DC 14. If
successful, go to 4.
If unsuccessful, go to 97.

18
(Add 1 progress point)
You step into the water, trying not
to disturb the surface too much, lest
you wake any creature that lurks in
its depths.
You make your way through the first
water-filled "room", and then turn
east and progress through the
second, not encountering anything.
Here you see that the chamber
continues to the north, opening up
into two more large rooms.
You turn and continue this way, and
Before you know it, the floor has notice that the water gets
transformed into a seething mass of substantially deeper. It has gone
beetles, all crawling towards you, like from hip height to above-waist
some sort of nightmarish liquid! height, but you plough on,
Apparently, the poor fellow on the determined to reach the other side,
floor was the entree, and if you don’t which is now visible: a set of stairs
act quickly, it looks like you’re about leads up to an open exit into a tunnel
to become the main course! at the far end of the watery chamber.
Go to Carrion Beetle Swarm Make a perception check, DC 15.
Combat Sheet. Make this check with advantage if
you noticed something earlier in this
17 chamber.
Taking a deep breath, you decide to If successful, go to 213.
go out on a limb. After all, this If unsuccessful, go to 79.
warforged and his people have just as
much to lose as you do. 19
"You don't know me," you begin As you cautiously press on the
carefully, "but I'm on an important Beholder stone, there is a moment's
mission. A mission to save your pause, and then a whipping sound as
people from grave danger. I came darts fire at you from either side of
over here because I thought there the passage!
might be someone in here who could Make a dex save, DC 15, taking 4d4
help me, someone with some valuable piercing damage on a failed save.
information. Just a hunch. What do Also, if you fail, make a constitution
you say?" save, DC 12. On a failed constitution
save, take 2d6 poison damage, and
half as much on a successful strange creature is vaguely
constitution save. If your character is humanoid, with a muscular torso, and
still alive, continue reading below. strange tentacles that appear to grow
As you get yourself to your feet, you out of its back and come forward
hear a scrape and a click as the trap over its shoulders. These same
resets itself. tentacles come grasping towards you,
Return to 164 without taking a and you ready yourself for combat
progress point and choose another with this malformed beast!
option. Go to Dolgaunt Combat Sheet and
do battle now!
20
Your ears pick up a sound which is 22
slightly out of the ordinary. You hear Conscious of recent events within
breathing, shuffling, the sound of The Jaded Sanctuary, the dream lily
another creature somewhere den, you keep a close eye on your
nearby… But you can’t tell where. surroundings and try to stay as
The east passage? Perhaps. Or, inconspicuous as possible.
perhaps in the darkness of the way Make a stealth check, DC 14.
north. Even if you have darkvision, If successful, go to 221.
however, you cannot actually see If unsuccessful, go to 8.
anything in that direction.
If you are a ranger, you could use 23
Primeval Awareness here. Turn to You notice that the joints of this
entry 258. warforged are not smoothly welded
If you are a paladin, you could use together. Rather, this appears to have
your Divine Sense to discern if there moving joints, although they are
are celestials, fiends or undead currently fixed in place. If this is the
anywhere nearby. Go to 51. case, then the blades that the statue
Or, you could cast Detect Evil and are holding would make a lethal trap,
Good. Go to 62. if they suddenly started moving
Otherwise, you could make your way about! And the glyph-sigil... that
forward cautiously, perhaps with an obviously triggers the arms to start
attack readied. moving!
Take the codeword forewarned. Armed with this knowledge, you
Turn to entry 57. move carefully around the base of the
statue, staying low, and out of reach
21 of the blades.
A sound from behind alerts you to Take an inspiration point for
the presence of an attacker, and you deducing the nature of this trap, and
wheel around quickly, hand going to then continue on your journey north
your weapon instinctively. down this passage.
What you see gives you pause: an Turn to entry 246.
aberration, a twisted, malformed
corruption of the laws of nature. This
24 someone undercuts my prices, I'll cut
You cannot perceive anything about their throat!"
this man's motives - he is entirely You think that a bit harsh, and decide
unreadable to you. not to ask him any more questions!
To ask him how he knows about the You get the impression that all this
shifter, turn to 10. character cares about is making sales.
To make your excuses and leave, Still, some of his titles look
turn to 83. interesting.
Peruse the table below and see if
25 anything catches your fancy out of
(Add 1 progress point) the tomes you manage to dig up.
This musty-smelling stall, consisting Obviously, studying the contents of
of rickety wooden tables groaning one of these books will take time
under the weight of piles of books, is (measurable in progress points), but
run by a shabbily-dressed, grumpy could provide a great benefit in your
old man who looks like he really quest ahead.
doesn't want to be there. He reads
distractedly while watching you out NOTE: The progress points to read
of the corner of his eye and puffing the books must be spent if you are to
on a noxious-smelling pipe. When use the benefit at any subsequent
you inquire about the price of a book, stage. You cannot stop to read the
he adds, "And you won't find it relevant book prior to a combat (or
cheaper anywhere else in Sharn! If similar) situation.

BOOKS, TOMES & MAPS


TITLE COST WT. NOTES
Reading time: 2 progress points
Effects: You may re-roll a History check on lore involving
A Guide To 125 constructs. Once used, you must finish a short or long rest
6 lb.
Constructs galifar before using it again. Their types, construction and
behaviour are covered in great detail in this handy guide,
which contains a detailed history of House Cannith.

Reading time: 3 progress points


Effects: You may add your proficiency bonus to Intelligence
A Sphinx’s Guide to 200 and Investigation checks made to solve riddles and
4 lb. puzzles. Additionally, may add your proficiency bonus to an
Puzzles galifar ability or skill check made to either detect or disarm a trap.
Once you used, you must take a short or long rest before
you may use it again.

The Bowels of Reading time: 1 progress point


Sharn - An Atlas of 250 Effects: This beautiful collection of maps shows many areas
4 lb. of the lower levels of Sharn. After reading this, you may add
the Lower Areas of galifar your proficiency bonus to Survival and Perception checks
the Tower City made to navigate any area in the Depths or below.
Reading time: 4 progress points
Effects: This thick but otherwise small textbook contains
Calanster’s sections on anatomy, medicine, potions, and many other
Comprehensive 300 topics.
8 lb. When rolling for hit points after drinking a healing potion
Healing Arts for the galifar or benefitting from a magical healing ability, one may roll
Layperson an extra d6 and add this to their hp score. This effect can be
used twice, after which one must finish a long rest before
using it again.

Reading time: 3 progress points


Effects: This obscure tome is bound in black leather and
trimmed with precious metals. It is a work of art in itself. It
Dragonmarked 500 contains comprehensive and obscure knowledge regarding
6 lb.
Houses of Eberron galifar the history of Eberron’s Dragonmarked houses.
Reading this book grants the reader a +2 bonus on history
and perception checks related to Dragonmarks, their
provenance and powers.

Once you have finished here, you Spanner keeps watch over you (if he
may explore a different stall by is still alive) as you get some well-
returning to 55 without taking a deserved rest.
progress point, and then take a You are woken some hours later by a
progress point to choose a different commotion: Kamiel arrives,
stall to explore. accompanied by a large detachment
Or, if you are ready to leave the of the Sharn Watch, who commend
bazaar, go to entry 15. you on your bravery. Kamiel tells
you that he showed the intel from the
26 moth device to the Watch, and finally
The psychopath and his giant they sat up and listened.
plaything both lie dead. You also find some treasure in here,
As you watch, you see Xor’s body 559 galifar to be exact, which the
begin to slowly transform. The Sharn Watch let you keep. Kamiel is
shifter features and fur begin to overjoyed to see you (and Spanner),
disappear, and a new being appears in and cannot stop praising your
the space where Xor once was. This bravery.
being is silver-skinned, almost Now turn to entry 279.
translucent, with white hair and
ghostly features. 27
“A changeling,” Spanner whispers. On the wall is bolted a metal sign
“That… explains a lot.” bearing the name "Neonis Way," and
After exploring the cavern you sigh, glad to have finally found
thoroughly, you give a short message your destination.
to the moth device Kamiel gave you, You see a sign reading "Automaton
and then release it. Then, you and & Construct Repairs" halfway down
settle down to rest in the chair that the alley, the letters fashioned from
belonged to Xor… or whatever that glowing Eberron shards, and you
poor, tragic creature’s name was. make your way up to the door,
noting that light emanates from the too suspicious." He busies himself
back of the shopfront. getting you a drink, talking all the
Pushing your way through the door, while. "It's good that you've come.
you call out, "Hello?" as you make No-one else will listen to me. I-"
your way past shelf upon shelf of
mechanical parts of all
descriptions. Dismantled drones
lie about, as well as raw materials
such as treated timber and bars of
steel. All sorts of wires, tubes and
other components are neatly
organized into little boxes on
shelves that reach to the ceiling.
Slidable ladders accompany each
set of shelves, and you pout in
approval at the neatness and
organization of this workplace.
"Through here!" comes a high-
pitched voice from the back of the
shop, and you head in that
direction. A warforged torso, just
a chest and a head, seems to follow
your progress as you walk towards "Hey," you say, putting up a hand.
the door that leads to the space "Easy there. I haven't agreed to
behind the shopfront. anything yet. Just tell me what it is
In the golden-lit room that leads off you've found. This great evil you
from the counter, you find a halfling, talked about, in the note." Kamiel
seated at a desk and reading a book looks around at you. Walking
almost as big as he is! forward, he hands you your drink
"By the Dark Six... you came. You and sits down opposite on a perfectly
actually came!" Leaping up, he halfling-sized chair with a drink of
pushes some books off a seat and his own. "As you might have
thrusts it forward for you. "Please, guessed," he begins, "I repair
sit, sit! Tea? Would you like warforged. Been doing it a long time.
something to drink." You smile Contracts for House Cannith, mostly.
graciously. "You must be Kamiel “My family came to this city from the
Makker," you say. "You have a Talenta Plains with nothing, but we
strange way of making friends, I'll relied on each other and are doing
tell you that. Why didn't you just pretty well for ourselves, although
approach me personally?" The not all of us earn what you would call
halfling's face becomes suddenly a… reputable income. Anyway, that’s
serious. "I'm being watched," he says by the by..." He takes a long sip of
gravely. "I'm sure of it. Besides that, his drink and continues.
I can't leave my shop. It would look
“Nine days ago, I went to visit my since I was a kid, I…” At this, you
brother Taviel in the Lower see Kamiel’s eyes begin to well up.
Districts. He runs a salvage yard, I “What happened?” you ask gently.
go to him for parts all the time. Kamiel drains the last of his drink
When a warforged dies, its body goes and lets out a heavy breath. “I don’t
to Taviel, he breaks it down… you know,” he says. “He hasn’t returned.
get the picture. Anyways, when I I’m afraid this villain has taken him
walk in, the place is empty. Not a for his army!”
part in sight. I ask Taviel if he’s been You shake your head, thinking.
robbed, he tells me he’s been bought “This… this doesn’t make sense.
out of everything. When I ask him Don’t warforged need souls to come
who cleaned him out, he says it was alive? If this shifter character is
this shifter… kept his face hidden going to a salvage yard in the Lower
most of the time he was there. Districts to get his parts, that means
Anyway, this shifter bought he wants to stay hidden. But how is
everything, every last nut, bolt, he animating them, these
screw, tube, crystal… the works. And warforged?”
Taviel said he got… a vibe from this “Exactly!” Kamiel exclaims. “That’s
character. An evil, dangerous vibe, what I thought. And House
Taviel said.” Tharashk, they don’t make
“What for?” you ask, your interest warforged. They don’t own creation
immediately piqued. “What did he forges. So how is he imbuing them
need all the parts for?” with life? I went to House Cannith
“Well, that’s what Taviel thought as with this, they laughed me out of
well. So he tailed him. It wasn’t easy. there. Deneith, they didn’t want to
But he’s like me, Taviel, he’s a know. No-one believed that such a
tinkerer. He sent a little drone after thing was even possible!”
him, insect-sized, and it followed him You lapse into deep thought,
down into the Cogs. That little drone thinking back to your study in the
came back with a story… a horrific library. Creation forges are outlawed
story. This shifter has an army of now, and the amount of raw
warforged down there, in the materials required to build one… you
abandoned sewers beneath don’t accomplish that without being
Blackbones, centuries detected. There must be some other
old! Discarded, patched-together answer, some other way this shifter
things, they are. According to Taviel, managed to amass his army. And the
it’s enough to take the city.” Kamiel thought of that - an army of
raises his hand to take a drink, and warforged, under the control of a
you see that it is shaking. shifter who was trying to keep his
“I didn’t believe him at first,” the identity concealed - alarming stuff.
halfling continues. “I had to know for “I’ll go,” you say. “I’ll find out what’s
myself. So I sent my own Warforged going on down there. Someone has
in there, Spanner. I’ve had Spanner to.”
Kamiel gets up and comes over, takes Spanner, my warforged, make him
your hand in both of his. “Thank you, drink this!”
friend. I can’t say how much this “How will I recognize him?” you ask.
means to me.” “He has a sigil on his head,” Kamiel
Over the next hour, Kamiel gets you replies and reaches for a nearby piece
prepped for the quest ahead: drawing of parchment and a quill. Within
you a map of the route to the shifter’s moments he has sketched it out for
lair and filling you in on what you you.
might expect. “Be careful in the Cogs,” Kamiel says.
“Large rats are a given, maybe even “You may want to gather some
mutated vermin… you just don’t intelligence perhaps, before going in
know what you’re going to find down there. Word of mouth can save your
there.” life down there. As long as it's the
Kamiel then hands you a small right information. And also, you
device. Inspecting it closely, you see might want to visit the Dura Bazaar
that it is a finely crafted, incredibly before heading down. Who knows
detailed mechanical moth, made out what they’re selling that could be
of steel and embedded with crystals. useful. If they don’t have it, no one
“If you get into trouble, friend, toss will!”
this in the air. It will carry a message Kamiel presses a pouch containing
to me.” 300 galifar. “For expenses,” he says,
“Do you have anything I could take and won’t hear a word of protest.
with me that might be useful in “Save some money for the skycoach,
combat?” you ask. “Like, I don’t too,” he adds. “They’re likely to want
know, a warforged for example?” a high fee for taking you down to the
Kamiel grimaces. “Unfortunately no.” Cogs.”
He sighs, then thinks for a moment. You talk over a few more details with
“Wait,” he says and begins Kamiel, and then you are ready to
rummaging around in a drawer. “Ah! depart. Saying your farewells to the
Here it is.” He produces a vial, filled halfling, you depart his shop and are
with a whitish liquid. “It’s a crafter’s soon back out on the streets of Dura,
bonding agent, very strong. Toss it but now with a pressing mission!
at a warforged’s innards, it’ll seize You know sleep will not come now…
them right up. There’s enough there it’s time for action.
to stop one normal-sized warforged.” Go to entry 241.
“OK,” you say. “That’s definitely
useful. But, ah… normal-sized? What 28
do you mean by that.” You edge towards the row of bodies,
“Ah, nothing,” Kamiel says, waving noticing that they are all arranged so
away your concerns. He produces their backs are hard against the
another vial, this filled with a blue, chest, and in such a way that it is
swirling liquid. He regards you impossible to get to the chest
gravely. “If by any chance you see without moving them.
To move one of the bodies so you can Return to 246 (without taking a
get to the treasure, go to 150. progress point) and choose another
Otherwise, return to entry 121 option.
(without taking a progress point) and
choose a new option. 31
(Deduct a spell slot).
29 You make the motions and the
Check out the table below to discover incantations necessary for this spell,
what effect your chosen beverage and cast your eye about... but the
has. telltale aura that reveals the presence
of magic is not to be seen anywhere.
Ashgarth's Return to 246 (without taking a
Make a constitution check, DC progress point) and choose a different
Hearty 10. If you succeed, the brew
Porter (20 makes you feel invincible! Take option.
1 inspiration point.
crowns)
32
Elven Eye- You weave your subliminal magic,
Bestows darkvision for 24
PA (18 hours.
attempting to convince the guard to
crowns) let you through.
Make a wisdom save for the
When you encounter your next
Karrnath creature that isn’t undead or a attendant (d20+1) against your spell
Dead Man's construct, have it make a save DC.
constitution check, DC 14. If it If he makes the save, go to 13.
Ale (25 fails, then it can smell that you
crowns) would be repulsive to eat, and it If he fails, go to 63.
flees combat in disgust!
33
Sardath’s
Bestows advantage on charisma (Add 1 progress point)
Sultry Cider checks for one hour. One dice game attracts your
(22 crowns)
attention. It's called Dura Dozens, and
the rules are incredibly simple.
Take your brew and sip it slowly, or The aim is to get a score of 12. First,
chug it if you wish, and then return you roll two dice. 1s count as 10 or 1,
to 260 (without taking a progress so a roll of 1 and 2, or two 6s
point) to choose another option (on automatically wins (if another player
visiting which, you will take a gets 12, you split the pot with them
progress point). in this case). Otherwise, you roll and
make as close to twelve as you can.
30 Then, you choose to either stay or hit.
You take a little of the water in your You can choose to hit only once.
palm. It smells of nothing, and tastes STAY: You choose to stay when you
of nothing. For all you know, it is are as close to 12 as you think you
simply water. can manage.
HIT: You can also choose to roll an
extra d6 to get closer to 12, although
if you go over, you're bust and 35
automatically lose. Example: on the The powder hits your face, and
first roll, you get a 2 and a 5 for a immediately sets you to sneezing
total of 7. You decide to hit, hoping violently!
to get a 5 or less. Instead, you roll a 6 Make a perception save at
and are bust! If you had rolled a 5, disadvantage, DC 14.
you would have been on 12 and If successful, go to 226.
would have won the pot (unless If unsuccessful, go to 154.
someone else got 12 that round, in
which case you would split the pot 36
with them). “I think you should give up this path
STAKE: The stake is 100 galifar per and come with me, right now,” you
player per round. The winner is the say. “There are other ways for you to
player who has 12 or is the closest to get the justice you seek.”
it. In the case of a tie, both winners The shifter’s eyes narrow and he
split the pot. glares at you intently. “Never,” he
Will you play? If so, put up your 100 hisses. “You’ll have to kill me,
galifar stake then make your first meddler. And I think we both know
roll, then choose to hit or stay once that’s not going to happen.”
(getting as close to 12 as you can), “Let’s see, then,” you say, dropping
then go to 204 to see what the two into a battle stance. “Either way,
other players got. there’s no way you walk freely out of
If not, you could return to 260 here. Not while I’m still breathing.”
(without taking a progress point) and Go to Xor Combat Sheet and do
choose a different option. battle with this nefarious shifter!
If you would rather leave the tavern
now, go to entry 133. 37
Your mage hand is earning its due,
34 dutifully bringing you handfuls of
The Dolgaunt inspects the item you treasure. But this time, as it passes
have given it. “Worthless trash!” it over the ring of seated warriors, a
spits. “You insult me with such an coin slips from its grasp. The coin
offer! Your words are nothing but hits the head of one of the warriors,
lies and empty promises!” and the skin, paper-thin, tears open.
It throws the item to the side and A low whooshing sound follows, and
advances on you once more. you see a green vapour escape,
Return to Dolgaunt Combat Sheet pouring out of the wound. It quickly
and resolve this combat. begins to fill the chamber!
Terrified that this might be poison
gas, you turn and bolt towards the
north!
(cont. over)
Make an athletics check, DC 10. You tell me the real reason you're
should be able to outrun the gas snooping around these rooms?"
cloud. Will you reveal something of your
If successful, go to entry 257. mission to this strange character?
If unsuccessful, go to 215. If so, go to 194.
If not, you make your apologies and
38 leave quickly. Go to 83.
You ready an attack and stand your
ground against the attendant. As you 41
square up, you see two patrons, who From here, you see that the tunnel
you previously thought were stretches off west and east, bending
comatose, suddenly shape-shift into slightly south and north respectively.
menacing-looking human guards! To head west, go to 96.
The three of them draw cleverly To go east, turn to entry 56.
concealed scimitars and come at you.
Are you even sure of your own 42
motives here? This might not end (Add 1 progress point)
well! Still, something has led you to Taking out Kamiel's map, you see
challenge the sanctity of this Dream that you must make your way to the
Lily Den - perhaps you object to area known as Cogsgate, and from
drug abuse. Either way, prepare there access Blackbones through a
yourself for battle and go to Drug mining corridor. You get started,
Den Enforcers Combat Sheet. following the map which marks
Cogsgate south of Terminus, where
39 you arrived just a few moments ago.
Dropping and rolling, you stay You soon arrive in Cogsgate,
beneath the blades and emerge noticing a faint smell of sulfur in the
unscathed on the far side of the air. Warehouses line each side of the
warforged statue. street, many of them now darkened
Taking a few deep breaths to calm due to the late hour.
your nerves, you watch as the blade- Ahead, you see a small group of
swinging effigy slows and becomes dwarven priests emerge from a
motionless once more, but in a tunnel. By their vestments, you
different pose this time. recognize them to be clergy of
You turn and strike out north. Onatar. Between them, they push a
Go to entry 246. cart laden with tools, weapons and
other metal implements. As they
40 pass, one of the dwarves smiles
Hearing this compliment, the hesitantly and greets you. "The
enigmatic man bows his head blessings of Onatar on you, friend."
slightly. "Thank you for that," he You reason they must be coming
says in a cool, measured tone. from the Pool of Onatar's Tears, and
"Although, that's not really why seeing these dwarves lifts the gloom
you're here, is it now? Why don't you
of travelling through this grim area a thousand pieces, and a flood of
somewhat. violet light bathes everything in a
You enter the tunnel from which the vivid luminescence for a few
dwarves emerged. It is lit down both moments. The creation forge
sides by Everbright lanterns, placed shudders to a halt, and acrid smoke
regularly along the length of this begins rising from different parts of
corridor. it.
Travelling straight down this Go to entry 248.
thoroughfare, you emerge in a large
chamber which is filled with 45
buildings - a kind of underground You lapse quickly into a deep,
city. The smell of sulfur is meditative state, and visions begin
overpowering, and nearby you see floating before you... they almost
great open forges, which emit seem like portents of a sort, although
incredible heat. part of your mind knows this is the
A nearby post bears an arrow-shaped effect of a drug.
sign, which reads "This way to the In your mind's eye, you fly
Pool of Onatar's Tears." Consulting downwards, down past the towering
the map once more, you see that the spires of Sharn which rush past like
entrance to the abandoned sewers swarms of spears. You descend
(where the shifter is hiding his army) rapidly, down to the lower levels and
lies to the east. The Pool of Onatar's quickly fly into a maze of tunnels.
Tears is some distance to the north Then, a being materialises before
of your current location. you... translucent and silver in form,
To go east to the sewer entrance, go it solidifies into the form of a shifter,
to 87. then morphs into a human, an elf, a
To divert your course to the Pool of kalashtar, a halfling...every race
Onatar's Tears (which will take known to you... Then, you see this
precious time), go to 166. strange being before an army of
warforged, all roaring in victory, as
43 the towers of Sharn lay in ruins all
You line up one of the creatures, flex around.
your arm, and hurl your projectile at You awake sweating, haunted by this
it. horrific vision, and realize that much
Make a ranged attack vs AC 10, with time has passed since you took the
advantage. dose!
If successful, go to 181. (Add 2 progress points).
If unsuccessful, go to 210. You realize that you need to be gone
from this place, and your mission
44 now feels more vital than ever! Go to
Your missile hits the gem at just the 131.
right spot, right in the brightest part
of the pulsating violet light. Like a
dam bursting, the gem explodes into
46 49
(Add 1 progress point) Make a perception or nature check,
Cautiously you move forward into DC 16.
the gloom of the northern tunnel. If successful, go to 20.
Turn to entry 85. If unsuccessful, go to 203.

47 50
(Add 1 progress point) "Hey!" you interject loudly. "He's
Having slaughtered the rat, you give only trying to do his job,
its festering carcass a wide berth and loudmouth!"
continue down the passage. The drunk rounds on you angrily.
Taking out Kamiel’s map yet again, "Shut your piehole!" he yells, striding
you study it intently. According to up to you. As you watch, the
the map, the entrance to the shifter’s warforged comes up behind him,
lair should be right in this area. But grabs the man by the scruff of his
try as you might, you can’t seem to tunic, picks him up and carries him to
locate it, at least not initially. the front door, where he is promptly
Make an investigation check. ejected, to loud roars of approval
If you score 0-10, go to 243. from the bar.
If you score 11-16, go to 159. The warforged walks back over to
If you score 17 or above, go to 78. you.
"Thank you for sticking up for me,
48 friend. I'm Trench. Can I buy you a
Taking out the yew leaf from your drink?"
spell components, you utter the chant Go to 54.
and make the gestures needed for
this spell. 51
The knowledge of poison gas enters You open your awareness and call on
your brain, contained within the your deity to help you detect forces
bodies of the strange, fish-like of good or evil nearby, fiends,
creatures. You look closer and see undead, celestials… but you detect
that their skin is paper-thin, no such creatures. However, you
translucent even. It looks like a cannot shake the feeling that
strong breeze could break it and something heinous lurks nearby,
release that gas. watching…
Armed with this knowledge, return Slowly, you make your way forward.
to entry 121 without taking a Turn to entry 57.
progress point, and choose a new
option. 52
Rifling the robe which the Dolgaunt
was wearing on its lower half, you
find a pouch containing 130 galifar!
Perhaps this creature’s mercenary
services were hired by whoever is
maintaining these tunnels? The You detect a note of tentative hope in
mystery deepens. his voice, which touches you, and you
Placing the pouch in your pack, you say nothing. After all, who can even
continue north. say what a soul is? The question has
Turn to entry 164. baffled the brightest minds since the
beginning of time.
53 After a while, you break the silence.
You make the gestures and "What if someone found a way?
incantations, and immediately see a What would it take?"
purplish aura appear around the area "Hmmm." Trench ponders this for a
of the door plate. Magic is at work long time. "Perhaps, if someone
here, that much is certain, although discovered some secret of House
the nature of that magic is not yet Cannith... learnt something of the art
apparent. of building creation forges... perhaps
Return to 82 and choose a new then, he might learn how to
option. reanimate a dead warforged. It is said
also that Xen’drik holds such
54 knowledge."
You sense real gratitude from this You and Trench talk for a while
warforged for your noble gesture. longer, and then you inform Trench
"Sure," you reply. that work calls, and you must leave.
A little while later, you and Trench Thanking him for the excellent
are sharing a story or two over a company, you depart the table.
beer. Well, over your beer, as Trench Take the codeword forgelore, and
doesn't drink. Talk comes around to then go to 260 without taking a
your quest, naturally. You try to ask progress point, and choose another
a few subtle questions without option (which, upon visiting, you will
letting on too much. take a progress point).
"Ah yes. The question of the soul,"
Trench says wearily. "The Treaty of 55
Thronehold gave us our free will, but (Add 1 progress point)
it was never established that we have A myriad of aromas and sounds
souls... who can say? One thing I can crowd your senses as you shuffle
say... when a warforged dies, it dies. through the bustling aisles of Dura
No amount of repair can bring it Bazaar, a hectic market covering
back." about a square mile. At the top of a
You take a sip of ale, pondering this. slight rise, you look down over the
"So... there's no process by which a canvas roofs of various stalls, and the
warforged can be re-animated?" tops of heads. It's not completely
Trench shakes his head. "No non- packed in there but the foot traffic is
magical process that I know of, no. slow-moving as buyers casually
Which... suggests that we really do peruse the merchandise on
have a soul." display. You see a few people
tucking into skewered meat and
golkular, a popular fragrant The unimaginatively titled Books,
vegetable, and this awakens your Tomes and Maps might have some
hunger, although it takes you a while useful information. To visit this stall,
before you find the stall where they go to 25.
are cooking it. You pass several Finally, Wesgoth's Weapons, Exotic and
people wearing garments made of Mundane has an interesting collection
fabric that shimmers with illusions of of weapons and other military
dancing flame, running water or paraphernalia. To visit this stall, go
tempestuous storms, and cannot help to 263.
but stare at these moving spectacles,
thinking to yourself that some people 56
are so desperate for attention! (Add 1 progress point)
A troupe of wizards is putting on a Pressing on east down this
coordinated display of illusions which primordial stone tunnel, it doesn’t
has gathered a large crowd. You stop take long before the passage reverts
for a minute and watch. The display to the newer style you were
depicts The Last War in all its travelling through earlier, circular
horrific glory. Spectral warforged and metal with a multitude of pipes
clash against spectral humans and running down either side. The
the undead armies of Karnath. You tunnel, which had been tending
hear someone nearby remark, "All slightly northeast, now turns due
that blood and no victor... boggles east once more, and is well-lit also.
the mind." "Only a matter of time You walk for a while longer before
before it starts again," comes the reaching a north-south junction.
reply. The crowd is strangely silent, Seeing little point in heading south -
watching this, and the wizards have that would surely take you back to
an air of instruction about them as if the first junction - you turn north,
showing this might somehow and press on, towards whatever fate
prevent it from happening again... awaits you in this accursed place.
You tear yourself away from this Turn to entry 121.
compelling display and focus on your
mission. 57
Within the Dura Bazaar are many You move north towards the place
goods, but three stalls in particular where a tunnel branches off towards
stand out to you. Visiting them will the right. Coming level with it, you
take time, but then who knows what peer down its length and see that,
you will face in the mission ahead? like the tunnels you have been
If you have the codeword blacklist, go travelling in so far, it is lit as far as
immediately to entry 22. you can see, but also that it curves
The stall Wands, Wards and Weapons towards the north at its end, so you
Magical has a small selection of cannot see its entire length.
magic items which could prove Standing at this juncture of passages,
useful, but the prices look steep. To you consider your next course of
visit this stall, go to 262. action.
To head down the eastern tunnel, Sit down and order some Dream lily?
turn to entry 228. Go to 171.
To move into the gloom of the Go and talk to the attendant who
tunnel to the north, go to 46. stands before the curtain opposite?
Go to 232.
58 Try and stealth your way past the
You make your way through the attendant and through the curtain?
entrance and into a long, carpeted Go to 223.
corridor. A subtle smell reaches your
nose, and you can’t really place it. It 59
seems achingly familiar. You step into a plushly furnished
Everbright lanterns, their light set room, carpeted with the same rich
very low, are placed in alcoves all red pile as the hallway.
along this hallway. Finally, you see a Numerous mannequins are
curtain at the end and reach forward, positioned around the rooms, each
moving it to the side and walking one adorned with a different outfit.
through. But it is the variety of these outfits
Beyond the curtain is a large, circular that catches your attention: some of
room, with windows that look out them are simple, common clothes,
over Sharn, although how this is such as you see adorning the bodies
possible you don’t know. You’re in of Sharn townsfolk every day. Other
the middle of the Bazaar district, garments seem fit for a king, adorned
certainly not on the edge. It must be with sequins and cut from fabric that
some sort of clever illusion. shifts colours as you pass.
Placed regularly all around the The portraits that hang on the wall
outside of this red-carpeted chamber are interesting too: there are
are plush armchairs, on which many portraits of humans, shifters,
wealthy-looking (and not so wealthy- kalashtar, warforged, elves, drow...
looking) patrons are seated, in What kind of person associates with
various stages of intoxication. Some such a wide variety of races? You do
are slumped forward, mumbling note, however, the absence of
incoherently, some are smiling, dwarves and halflings from this
laughing to themselves, and still collection of artworks. There is also a
others are either catatonic or utterly large map, taking up nearly an entire
comatose. Attendants move about in wall, of the group of islands known
wispy, see-through garments, as the Lhazaar Principalities.
delivering small doses of the drug in "I see my art collection interests
little silver vessels. you," comes a voice from a far corner
You see an attendant on the far side of the room, which makes you jump!
of this room, a large human who From the shadows, a middle-aged
stands stoically, guarding an human man, well-groomed and
identical curtain at the opposite end elegant, emerges. "They're not
of the room. acquaintances of mine," he adds.
What will you do now? "They're all by the same artist. I
collect her works. Anyway, friend, 62
what brings you to my quarters?" A You concentrate your senses,
low growl accompanies this question, physical and spiritual, and feel
and your attention is drawn to a outwards, searching for the undead,
large leopard reclining on a cushion, the otherworldly and the powerfully
its neck adorned with a diamond- good.
studded collar. But you sense nothing, or at least
You consider how to respond to this nothing within the range of your
strange character's question. spell. Perhaps further back in the
"I was looking for the privy. I must shadows, something horrid lurks.
have gotten lost." Go to 140. Cautiously, you make your way
"Do you run this place? I just wanted forward.
to compliment you on your fine Turn to entry 57.
establishment." Go to 40.
"I'm looking for information. What 63
do you know about the Cogs, The attendant falls under your spell.
specifically the area below it?" Go to "Certainly," he says graciously, and
112. steps to the side, pulling the curtain
open for you. No-one bats an eyelid
60 as you step through into a plushly-
Squeezing yourself inside the portal, carpeted corridor.
you shimmy down through a system Turn to entry 65.
of metal vents as Spanner whispers
navigation instructions from behind. 64
Eventually, you see light ahead, and You inspect the bodies closely, but
a grille which covers an opening. cannot discern whether they are alive
Reaching it, you carefully remove the or dead. They are, however,
grille and extract yourself from the completely motionless.
opening, lowering yourself down to Return to entry 121 (without taking
the floor of the cavernous chamber a progress point) and choose a new
beyond. option.
Quickly, you and Spanner move
around the side of the room and 65
conceal yourself behind a pillar. Beyond this curtain is a brightly-lit
Go to entry 176. passageway, the floor covered in deep
red carpet.
61 Entering, you let the curtain fall
You roll forward, wrenching yourself behind you and quietly begin
free of the tentacle which threatened treading down.
to enwrap you, and turn to face your There are five doors in this short
assailant! passage, two left, two right, and one
Go to Dolgaunt Combat Sheet. at the end, and each door is marked
with a plaque bearing a single letter.
B is the first door you see, then Z. 68
You notice that the door at the end of Wasting no time, you duck inside the
the passage is marked H. Finally, the large entranceway, both of you
last door on the left is marked R. staying low, and move quickly off to
All of them are locked except the the right around the edge of the
door marked H, and the locks appear room, staying in the shadows.
to be on the inside, so unpickable. Go to entry 176
To enter this room, go to entry 59.
Or, you could return to the main den 69
and choose another option. Go to (Add 1 progress point)
entry 58. You feel the ground start to descend
as you make your way down this
66 tunnel, and also notice that the faint
You catch a scent on the air, the rumbling you heard earlier has now
smell of sweat, unmistakably. gotten louder.
Something is nearby. It must be a Water is lapping around your ankles
creature of some sort. once more, but you press on,
Take the codeword forewarned. determined to get to the bottom of
Slowly, you move forward, towards this mystery.
the T-junction, and turn north. South Suddenly, you hear a wet, slapping
can only lead back to the first sound, and turn to see one of the
junction you encountered. strange, fish-like humanoids you saw
You notice that, while the passage to in the previous chamber. Only, this
the south is well lit, the passage to one is very much alive, and
the north is plunged in darkness. brandishing a vicious-looking spear!
Even if you have darkvision and can You hear another splashing sound
see up this tunnel, it appears empty. from behind you, and turn to see that
You move forward into the gloom of another one of these creatures has
the northern tunnel. cut off the way north, and he holds a
Turn to entry 85. spear too, and a net in his other hand.
You must do battle with these piscine
67 predators immediately!
As you launch off the near side of the Go to Kuo-toa Combat Sheet.
channel, you instantly know that you
didn’t build up enough speed before 70
your jump to propel you all the way (Add 1 progress point)
across the gap. The night air is warm, and the
You land in the sludge like a stone in campus bustling as you exit the
a swamp, instantly sinking up to Morgrave University Library in
your waste in black, foul-smelling Upper Menthis. On the upper levels
muck. of the buildings that surround the
Make a constitution save, DC 12. cloister, you see lights in windows
If you fail, go to 106. where late-night lectures are in
If you succeed, go to 115. progress, and around you, acolytes
and students hurry here and there
between dormitories and lecture
halls.
You leave the university grounds and
proceed towards the Skycoach
station. It certainly makes getting
from the Upper Districts down to the
lower levels a good sight easier.
The coaches are frequent, and it
doesn't take long for one to show up.
Hovering in the air alongside a
boarding platform, the sleek vessel
thrums with magical energy. You
board and walk up to the attendant.
"Upper Dura, please," you say,
handing over 2 crowns.
The attendant raises an eyebrow.
"What you want to go down there
for?" he asks roughly. "Nothing
down there but death and scum."
"That's a bit harsh," you reply.
He shrugs and hands you your ticket.
"Find a seat," he says. "If you can." everyone is all right. He seems to be
Moving back along the Skycoach, in a bit of a rush!
you can see he wasn't joking. Even at You watch as the lights and
this late hour, the ship is jam-packed buildings of the Menthis Plateau
with people of all races and come rushing up to meet you. This
appearance, nobles and commoners level of Sharn is so massive that it
alike. seems to stretch to the edge of vision.
You find a small space next to a "Ooh, look at the lights Mummy!"
woman who smells of incense. She the little girl says, leaning over the
glances at you nervously. You smile edge.
in return. "Hmm? Yes dear, I - OH! Get back
Slowly the ship makes its way from from the edge!" her mother cries,
destination to destination, disgorging pulling the girl back down onto her
its inhabitants until it is just you and seat.
two others, a woman and her
daughter who look like they might be You step off the Skycoach onto a
servants for some rich family. The crowded platform where passengers
vessel suddenly pitches sharply wait for the fast-moving ships to take
downward, and begins a steep them home. Warforged are elbow to
downward spiral, descending rapidly elbow with drow, dwarves, halfling,
toward the lower levels. The pilot and merchants loudly advertising
casts a glance back to check that their wares.
You ask around to see if anyone 72
knows the whereabouts of Neonis Taking out the key you found on the
Way, but turn up nothing. One body of the broken warforged, you
kindly old man makes a useful inspect it, seeing that the gemstones
suggestion. and some of the engraving are
"Try the information booth. I'm identical to that found on the door
pretty sure they have maps of Sharn. plate.
They'll be able to find it for you." To put the key in the lock, turn to
This sounds like a good idea, so you 122.
get in line and wait for your turn. To cast an Identify spell on the key,
The queue moves agonisingly slow, go to 238.
and you feel fatigue creeping into
your bones. It's late, and you think to 73
yourself that perhaps you should Roll a d100. Multiply your
have left your visit to Kamiel constitution modifier by 10 and add
Makker, whoever he is, until it to the roll.
tomorrow. But you're here now, you If the result is 1-7 (or a negative
reason, so you might as well go and number), go to 162.
see what all the fuss is about. If you score 8-39, go to 14.
You are three from the front when If you score 40-71, go to 177.
you feel a tug on your belt! Quickly If you score 72 or above, go to 45.
you whip around to try and catch the
thief, but they are quick. 74
Make a dexterity check, DC 14. Parting with the exorbitant sum of
If successful, go to 236. 75 galifar, you find yourself a seat in
If unsuccessful, go to 216. the richly-appointed skycoach,
alongside a wealthy who informs you
71 he is “Journeying down there because
Making the incantations and I have to… I run several factories in
gestures necessary for this spell, the Cogs. The workers are getting
knowledge comes to you. Poison gas restless! Blimmin’ peasants! I’ll show
is somewhere nearby, waiting to be them restless. How about I halve
triggered or released. their wages, see how restless they
Armed with this knowledge, return feel then!”
to entry 121 (without taking a It is all you can do to tolerate this
progress point) and choose a new horrific individual. Hopefully the
option. journey won’t take too long!
Go to entry 118.
75 and sounds of Redstone, the
(Add 1 progress point) merchant district of Upper Dura.
Exiting the station, your senses are "This way!" the girl cries merrily,
immediately assailed by the sights leading the way rapidly forward.
and sounds of Redstone, the Above the street, Everbright lanterns
merchant district of Upper Dura. hang suspended on crisscrossing
Above the street, Everbright lanterns lines, emitting an eldritch red glow
hang suspended on crisscrossing which casts a blood-coloured light
lines, emitting an eldritch red glow over everything. Buildings tower
which casts a blood-coloured light five, six stories high on both sides of
over everything. Buildings tower the narrow street, and in windows
five, six stories high on both sides of you see a multitude of transactions
the narrow street, and in windows and exchanges taking place, even at
you see a multitude of transactions this late hour. From high above, you
and exchanges taking place, even at hear a faint rumbling and look up to
this late hour. From high above, you see a skycoach flying through the air,
hear a faint rumbling and look up to delivering people to various parts of
see a skycoach flying through the air, the Menthis Plateau. You shake your
delivering people to various parts of head, marvelling at the ingenuity of
the Menthis Plateau. You shake your House Oriel at installing this
head, marvelling at the ingenuity of advanced urban transport system.
House Oriel at installing this The young girl, whose name is
advanced urban transport system. Netta, agilely weaves through the
Following the directions that you foot traffic, and you have a hard time
memorised from the map, you make keeping up with her. She has lived
your way through tight streets, your her entire life on the streets, you can
ears bending towards a myriad of tell, and you are glad to have her to
conversations. Then a whisper guide you to your destination.
catches your ear. Hopefully it will save you some time,
"Psssst! You, friend! Get over here! and you'll be able to get to the
You interested in magic artefacts? bottom of this mystery quickly!
Freshly looted from House Cannith!" As promised Netta delivers you
You turn and see a dodgy-looking promptly to the bottom of Neonis
hunchbacked character holding out way.
some sort of glowing thing towards "Here we are," she says officiously,
you. then turns with hand outstretched.
To walk over and see what this "One crown, you said. Pay up!"
scoundrel has to offer, go to 206. To pay Netta the 1 crown, go to 174.
To decline and move on, go to 275. To refuse, telling her that her
guiding duties were atonement for
76 her trying to pickpocket you, go to
(Add 1 progress point) 186.
Exiting the station, your senses are
immediately assailed by the sights
77 instantly you ready an attack, eager
You find a tight little alcove, set into to dispatch the horrid thing as
the sewer wall, and you wedge quickly as possible, whatever it
yourself in there, back as far as you might be!
can. You are quite exposed here, and Go to Skum Combat Sheet.
there is every chance you will be
found. The thought crosses your 80
mind that you should probably find a (Add 1 progress point)
better hiding spot, when suddenly An eerie green light pervades this
you hear the secret door slide open, area, perhaps from some
further down the passage. phosphorescence lurking in the
Boot-steps are coming your way… water. The smell of sulfur is
you stay absolutely still, holding particularly strong, mixed with
your breath, trying to become one another, fouler odour that you can't
with the stone. You see legs quite place. And will this passage
approaching, steel-clad legs… the ever end? It feels as if you have been
legs of two warforged. walking in a straight line down this
Make a stealth check, DC 15. rancid sewer for an hour or more.
If successful, go to 220. Once again, you take out Kamiel's
If unsuccessful, go to 276. map. If his cartography is accurate,
you should be coming up on the
78 hidden entrance to the shifter's lair
As soon as you turn your attention to sometime soon.
the task in earnest, you find the Make a perception check, DC 18.
concealed entrance almost If successful, go to 135.
immediately: the faintest of outlines, If unsuccessful, go to 185.
cleverly concealed amongst the If you have the codeword diagram, go
stonework. You push on a slightly to 237.
raised stone that looks like it might
be the mechanism, and the door 81
scrapes open, quite loudly too! If Looking at the gem above the
anyone was nearby, they would creation forge, you remember what
definitely have heard it. Trench told you in The Assassin’s Eye
Carefully you step through the tavern, and you seem to remember
entrance and into a well-maintained, him mentioning something about
circular tunnel which leads off into Xen’drik gemstones in relation to
the distance. creation forges. The idea occurs to
Go to 125. that if you destroyed this gemstone,
you could disable this whole
79 operation!
Suddenly, you feel a horrible pain Who knows what would happen then
and look down to see a blurred shape - the shifter probably wouldn’t be too
attacking your legs! Something is happy - but at least you would have
trying to wound you from below, and averted disaster.
You consider making a surprise, 83
ranged attack on the gemstone. If "Sorry, but I really have to be
you choose to do this, continue going," you tell him.
reading below and choose from one He looks confused for a moment but
of the options. Otherwise, you may then shrugs. "Have it your way," he
return to entry 176 and choose one of says. "Perhaps you don't trust me. I
the options there. don't blame you. I do have something
Is your attack a standard ranged of a reputation in Sharn, but not
weapon attack, or a spell attack of entirely of my own making, I might
some sort? add. Best of luck in your travels, my
If an ordinary ranged weapon attack, friend."
go to 184. Wondering what these cryptic words
If a spell attack, go to 218. mean, you stand, leave the room, and
make your way out of The Jaded
82 Sanctuary.
Moving up the passage, you see a Turn to entry 131.
door in the eastern wall. As you near,
the plate on which the doorknob is 84
situated catches your attention. It is What was the worth of the item
astoundingly ornate: red gems are gifted to the Dolgaunt? If it was
studded all around the keyhole and worth 50 galifar or less, go to 34.
the doorknob itself is engraved with If the item was worth more than 50
a coiled dragon. The gems galifar, turn to entry 100.
themselves seem to glow slightly as
if illuminated by some inner light. 85
Carefully trying the door, you find it With every step, you feel yourself
locked. moving deeper into danger, drawing
Do you possess a gem-encrusted nearer to the conclusion of your
key? If so, turn to entry 72. mission. You are deep in it now.
If not, you could attempt to pick the Gritting your teeth, you continue
lock. (You will need thieves’ tools to forward, towards whatever fate
do this). Go to entry 175. awaits you within this accursed place.
You could investigate for traps. Go Courage swells in your chest as you
to 247. think of all your fellow Sharn citizens
You could make an arcana check on and the threat posed to them by the
the gems. Go to 7 scoundrel Kamiel told you of.
Or, you could cast a spell to Roll a d20+6 and match this against
determine if magic is at play here. Go your passive perception. If you have
to 269. the codeword forewarned, make the
To leave the door and continue roll at disadvantage.
north, go to 149. If the result is higher than your
passive perception, go to entry 239.
If lower, go to entry 21.
86 ten feet wide, with pathways either
Searching around the statue, you see side of it.
that the joins, where the arms to Shaking your head at your
connect to the body of the statue, do foolhardiness, you make your way
not appear fused. This suggests that forward into the gloom.
perhaps these arms move, swinging Turn to 113.
the swords that they hold!
But what could trigger such a trap? 88
That much remains a mystery. At Paying the pilot, and seating yourself
least now, you will be a little more in one of the four available spaces,
cautious as you pass it. you prepare yourself for what might
Take the codeword glyphlore. be quite a hair-raising ride if the style
To proceed cautiously past this of landing you have witnessed is
warforged, primed to move quickly anything to go by.
in case you trigger a trap, go to 180. Two more people join you in the
Or, you could return to the junction glidewing and begin a quiet
and take the western passage, which conversation as they wait for the
will take time. Go to 192. pilot to take off.
Suddenly without warning, the
87 Talenta halfling kicks his craft into
(Add 1 progress point) gear, and it jolts violently up into the
Following the map, you proceed air, giving you all a start.
deeper into the tunnels of “Hey!” one of your fellow passengers,
Blackbones. The area is deserted, and a portly merchant, exclaims.
you reason that most of the workers “Sorry about that!” the halfling
who toil in the forges and factories replies jovially, fixing his goggles in
here must have returned to their place. “Hang on!”
homes in the slums of Sharn for a few You grab hold of the side of the craft
hour’s rest before they return to with white knuckles as it lurches out
these hellish pits of heat and sulfur. into the empty space that leads down
You walk on, consulting the map, to Lower Tavick’s Landing. Pitching
searching for the entrance to the steeply downwards, the pilot
abandoned sewer. It takes you some accelerates and the craft drops like a
time, but eventually you find it: a stone, to squeals of terror from the
large hole at the end of a stormwater merchant and his female friend.
canal, covered by a metal grate and Your heart is racing and you wonder
emitting a foul stench. if you will get out of this alive!
Removing the grate, you drop down Levelling the craft out as he nears
into the tunnel below. Ahead, you see Lower Tavick’s Landing, the halfling
a long passage, about fourty feet suddenly banks the glidewing
wide, extending as far as the eye can sharply right, and you lose balance in
see. A stream of fetid water runs your seat and topple towards the
along its bottom in a channel about edge of the craft!
(cont. over)
You are about 40 ft. off the ground “You should have your license
when this happens. removed!” the merchant’s wife
Make a dex save, DC 10. rebukes the pilot as you disembark at
If you succeed, go to 91. Terminus.
If unsuccessful, go to 245. “My license?” the halfling replies,
perplexed. “What… oh yeah, right.
89 License, sure.”
(Add 1 progress point) Shaking your head, you step out of
You turn down this slightly the glidewing and survey the scene
narrower tunnel and make your way before you.
forward. Initially it is well-kept and You are at Lower Tavick’s Landing,
well-lit, like the earlier tunnels, but in the area known as Terminus. Here
you soon find that it reverts to a you see travellers arriving by land on
passage more like the sewer tunnel: the lightning rail, all of them
old stone, crumbling in places, and invariably staring up, google-eyed, at
not lit at all. It appears you have Sharn’s lofty towers, ascending far
stumbled on a more ancient part of into the hazy heights above.
the dungeon. You set about finding your bearings,
It also starts to slope downwards, taking out the map that Kamiel drew
and you sense that you are also for you.
turning ever so slightly south. Isn’t Go to 42.
this taking you away from your goal?
To continue down this passage, turn 92
to 178. The tentacle wraps itself firmly
Or you could return to the junction around your neck and quickly begins
you just came from and go north to tighten. Turning around with
instead. Take a progress point and some effort, you come face to face
turn to entry 121. with your assailant!
Go to Dolgaunt Combat Sheet,
90 giving the monster 1 free tentacle
At mention of Rodigan's name, the attack before you enter initiative.
warforged steps aside, making way Then proceed with combat, noting
for you to enter. that you are grappled and will
Go to 196. probably want to try and escape on
your first turn.
91
Just in time, you catch hold of a rail 93
that runs down the middle of the Moving slowly and carefully, you
glidewing and stop yourself falling edge your way closer and closer
out. Your heart pounding, you scold towards the shifter on his ornate
the halfling severely for his throne, until you are about 30 feet
carelessness. He smiles away, Spanner behind you, and have
sympathetically, but doesn’t look still not been spotted.
particularly remorseful. You prepare a ranged attack.
Make an attack against AC 15, with 96
advantage. If it hits, take note of (Add 1 progress point)
damage, and then regardless of the Pressing on west down this
result, proceed to 271. primordial stone tunnel, it doesn’t
take long before the passage reverts
94 to the newer style you were
Allowing yourself to be ushered out, travelling through earlier, circular
you move with the attendant to the and metal with a multitude of pipes
entrance and leave the den running down either side. The
peacefully. tunnel, which had been tending
Moving away from the den's slightly southwest, now turns due
entrance, you survey your options. west once more, and is well-lit.
Go to 193. Eventually you see a t-junction
ahead. You are headed towards a
95 north-south passage.
You conjure the spectral hand and Roll perception, DC 16.
direct it to float over to the chest, If successful, go to 66.
surrounded by the strange fish-like If unsuccessful, go to 11.
humanoids. Then you give the
command for the hand to open the 97
lid of the chest. The warforged shakes his head. "I've
It does so, and the room is slightly heard so many stories from addicts
brightened by the wealth within: a trying to gain entry to this place,
pile of galifar and crowns, amidst friend. And even more from those
various small gems. Your heart skips trying to disrupt the business of my
the beat at the sight of such a hoard. employer. You'd be amazed the
You may direct the mage hand to stories they come up with - very
start transporting the wealth to you, creative. I have to say, yours is up
but it will take time. Each 3 trips of there. But, unfortunately, you're not
the mage hand will take 1 progress getting past this door tonight."
point, but will yield 2d100 worth of Seeing little else for it, you leave the
galifar (gp) in treasure value (a warforged to his duties and consider
mixture of gems and coins). If you your options.
choose to only have it make 1 or 2 Return to the entry 241 without
trips, you still take a progress point. taking a progress point, and then
Ditto if you choose to have it make 4 choose a new destination (arriving at
or 5 (take 2 progress points). which, you will take a progress
For every trip the mage hand makes, point).
roll a d100. If ever you get a roll of
10 or below, turn immediately to 98
entry 37. Feeling that you can trust this priest,
When you are done, you leave this you launch into a condensed version
room via the north exit. Turn to of your story, and your mission, and  
entry 69.
immediately have the priest’s rapt 100
attention. The Dolgaunt inspects the item you
When you finish, the warforged have given it, nodding appreciatively.
priest is at first speechless. “A fine gift,” it hisses slowly.
“This goes against everything that I “Perhaps I shall let you pass… for
believe my people stand for,” he says. now.”
“This… shifter you speak of… how Speaking thus, the Dolgaunt retreats
has he found this ability, to reanimate into the shadows from which it
our dead? It beggars belief!” emerged.
You tell the priest that you do not The way north is clear once more.
know yourself, but that you would You may proceed north by going to
appreciate any help he might be able entry 164.
to give.
Considering this for a while, the 101
priest goes to one of the other clergy Unfortunately you cannot discern
from whom he takes a small bottle. what these markings might mean.
Moving to the edge of the pool, he You give up trying to decipher the
fills the bottle with water from the runes and continue east down the
Pool of Onatar’s Tears and then abandoned sewer passage.
returns to you. Turn to entry 80.
“I normally never permit anyone to
take water from our sacred pool. But 102
your mission is worthy, more than Your spell detonates, and the gem
worthy. I don't even know if this will shatters into a thousand pieces! It
be any help, but it is all I can offer.” looked like it was barely containing
Taking the bottle of sacred Onatar itself anyway, and now an eruption of
water (add to inventory), you thank bright violet light floods the room,
the warforged priest, and depart this illuminating everything with a
holy place, returning to the junction. purplish glow for a few seconds.
From there, you proceed towards the Go to entry 248
entrance to the abandoned sewer,
following the map which Kamiel 103
drew for you. Your ranged attack hits the gem,
Go to 87. knocking a small shard off it! The
creation forge jolts, judders violently
99 as if about to explode, but somehow
Make an investigation check, DC 14. holds itself together. However, the
Make it quick! Those guards could be noise attracts the attention of Xor,
out here any second. who throws his goblet aside and rises
If successful, go to 77. from his throne.
If unsuccessful, go to 244. Go to entry 248.
104 Quickly you pull yourself from the
Spanner lays out for you what he has sewer channel and crawl towards the
seen while imprisoned inside the shadows on the far side, just as the
chamber beyond the large doors. secret entrance slides open.
"There are two ways in," he tells you. Fortunately, as you are largely
"The first, obviously, is through coated in black muck, the two
those doors. We could wait until the warforged who emerge do not see
big one comes through, then scuttle you, and turn down the passageway,
in behind him." moving jerkily away in a kind of
"OK," you say. "And the second awkward lockstep. They seem…
way?" wrong. Broken.
Spanner points to the northeast Falling in the sewage has affected
corner of the room. "Over there is a your constitution, and also made you
vent," he says, "which keeps fresh…” smell absolutely terrible. For the rest
- he sniffs the air - “well, keeps air of the quest, make all constitution
ventilating into the room from saves and checks, and all stealth
outside. It gets warm in there. The checks, at disadvantage. This effect
vent tunnel goes around and comes will be dissipated if a spell or artefact
out on the east side of the chamber." of some sort negates it.
"How far is that from the creation If you have some water from the Pool
forge?" you ask. of Onatar’s Tears, go to entry 153.
"Quite a way," he says. "We should Read that entry and then return
be able to slip in unnoticed. here.
Knowing all this, which way will you Waiting until the broken warforged
choose to enter the chamber? have disappeared, you get to your
To use the large door, go to 127. feet and make a return jump back
To enter via the vent, go to 60. over the channel. This time you
launch yourself properly and land
105 safely on the other side. Wasting no
Are you aiming for one of the strange time, you return to the secret
creatures, or aiming to make the entrance, determined to continue
object land nearby? your quest.
If aiming for one of the creatures, go Go to entry 267.
to 43.
If aiming to make the object land 107
nearby, go to 126. Now that you have dispatched it, you
have time to inspect the bizarre
106 amphibian. But it wears no clothing,
The smell of decades of unnameable and carries no possessions. Who
waste reaches your nostrils, knows how it got in here?
permeates your senses, and you It matters not. Only the quest ahead
cannot control your reaction. You concerns you, and you quickly wade
vomit violently, retching against the the rest of the distance to the set of
sickly, disgusting stench. stairs that lies at the far end of the
chamber. Ascending these stairs, you Kamiel comes forward. “Let’s keep in
dry yourself off as best as you can mind, our friend here has forestalled
and then leave this room through the a major catastrophe befalling this
open north exit. city!” Then the halfling turns to you,
(Add 1 progress point) “Sharn is safe thanks to you, my
You walk for some time before friend.”
coming across a tunnel which runs to Turn to entry 279
the west. To turn down this tunnel,
go to entry 89. 111
To continue north, turn to entry 121. Moving closer, you see that the
humanoids appear dead. They do not
108 react to your presence in any way,
You make the motions and and their eyes do not possess the
incantations, and wait for knowledge light of a living creature.
about the doorplate to be revealed. To move past the creatures towards
What you discover is that the plate is the treasure chest, go to 28.
one part of a magic artefact. When Or, return to 121 (without taking a
the other part is added (a key, progress point) and choose a new
presumably), it triggers a deadly option.
trap! The door is secondary - its only
purpose is to serve as the platform 112
for the trap. As soon as you ask this question, the
You shake your head, astounded at man's whole demeanour changes, and
the malicious intent behind this his face assumes an expression you
cunning deception. have not seen before, at least not on a
Turning north once more, you human.
continue up the eerily quiet tunnel. "Who do you seek?" he asks plainly.
Turn to entry 149. "I think I know who you seek. A
shifter with plans to dominate Sharn?
109 I'm right, aren't I?"
Touching your hand to the You have no idea who this person is,
Mindflayer stone, you see it sink in. and no idea whether you can trust
There is a creaking noise, and then to him. For all you know, he could be in
your horror, you feel the ground cahoots with the shifter. But you are
giving way beneath you! curious to know how he knows of
Make a dex save, DC 15. If you are your quest.
successful, go to 120. How will you proceed? You could
If unsuccessful, go to 274. make an insight check (DC 14).
If successful, go to 266.
110 If Unsuccessful, go to 24.
You insist that the shifter came this Or you could ask him how he knows
way, and tell the Chief of the Watch what he knows. Go to 10.
that he must have evaded capture
somehow.
113 115
(Add 1 progress point) The smell of decades of unnameable
You walk for what seems like a long waste reaches your nostrils. It is
time, every now and then hearing utterly vile, but you are made of
skittering or scratching noises that sterner stuff, and you do not allow it
make you jump. But despite these to make you violently ill.
unsettling sounds, you see nothing. Quickly you pull yourself from the
It is lonely down here, in these sewer channel and crawl towards the
endless, forgotten tunnels. You find shadows on the far side, just as the
it hard to imagine that someone secret entrance slides open.
would make their home down in this Fortunately, as you are largely
forsaken place. coated in black muck, the two
Then, after about half an hour of warforged who emerge do not see
walking, you see some markings on you, and turn down the passageway,
the wall which attract your attention. moving jerkily away in a kind of
Do you know Goblin? If so, turn to awkward lockstep. They seem…
123. wrong. Broken.
Alternatively, make a history check, Falling in the sewage has made you
DC 15. (If you have read a book smell absolutely terrible. For the rest
about the lower levels of Sharn, make of the quest, make all stealth checks
this check with advantage). at disadvantage. This effect will be
If successful, go to 250. dissipated if a spell or artefact of
If unsuccessful, go to 101. some sort negates it.
If you have some water from the Pool
114 of Onatar’s Tears, go to entry 153.
Despite your attempts, the attendant Read that entry and then return
keeps a firm grip on you, and then here.
from seemingly nowhere, two more Waiting until the broken warforged
appear. All three of them grab hold of have disappeared, you get to your
you and begin moving you forcefully feet and make a return jump back
to the door. over the channel. This time you
With a hefty shove, you are ejected launch yourself properly and land
onto the streets of Dura. safely on the other side. Wasting no
"Did you enjoy your stay?" the time, you return to the secret
warforged doorman remarks, with entrance, determined to continue
just the slightest hint of sarcasm. your quest.
Grimacing, you stand and walk away Go to entry 267.
from the den's entrance, back out into
the square that sits in the middle of 116
Dura Bazaar. You make the incantations and the
Go to entry 193. gestures, and wait for the telltale
aura to appear… but no aura appears.
There is no magic in or near this
area. (cont. over)
Return to 121 (without taking a You thank the pilot and set about
progress point) and choose a new finding your bearings, taking out the
option. map that Kamiel drew for you.
Go to 42.
117
Too late, you realize that this poison 119
will end you. You say silent prayers Backing up, you prepare to jump the
to your gods, if any, as you feel your sewer channel, which is rather wide.
life-force ebbing away... You put your head down, and try to
You should have known better than build up as much speed as you can in
to kill those enforcers at the Jaded the fifteen or so feet before the
Sanctuary! There are few who can channel.
dabble in the Sharn underworld and Make an athletics check, DC 13.
come away unscathed! If successful, go to 142.
You’ll just have to roll up another PC If unsuccessful, go to 67.
and try again. Better luck next time!
120
118 You manage to hurl yourself to the
Soon after, you feel the craft rise, and side just as the trap doors open
the square shrinks beneath you. before the door. A yawning abyss
Slowly the skycoach moves towards a would have been your fate if you had
space where the ground drops away, not moved so quickly.
and it pitches gently downwards, Carefully you move around the side
beginning a long, gentle spiral of the gaping hole and a little further
towards the lower levels. down the passage. A while later, you
The smoke of industry comes up to watch as the trapdoors slowly and
meet you long before you near the smoothly snap back into place,
Cogs. This is a dirty, grimy area, and appearing just as the normal floor of
as you near the lower levels you see the passage!
that a greyish soot coats many Return to 164 without taking a
buildings and streets. Several progress point and choose another
passengers cover their faces with option.
handkerchiefs and begin coughing. It
doesn’t bother you too much. 121
The skycoach deposits you at Lower (Add 1 progress point)
Tavick’s Landing, in the area known Walking further up this tunnel, you
as Terminus. Here you see travellers notice that the passage seems to be
arriving by land on the lightning rail, widening gradually, and then pillars
all of them invariably staring up, appear, running down either side of
google-eyed, at Sharn’s lofty towers, the tunnel. The walls are stone now,
ascending far into the hazy heights damp stone upon which numerous
above. mosses and lichens grow, and the
floor is wet and slippery. The air
seems to also be growing more
humid. Aquatic-looking vines grow To make a nature check to determine
on the pillars, twisting and ascending whether these warriors are alive, go
to a ceiling. Is this the lair of the to entry 152.
shifter? You have no way of telling.
It doesn’t appear to be inhabited. 122
Then, on the left, you see something Placing the key in the lock, you turn
odd. A group of bodies, motionless. firmly.
They are all in a cross-legged sitting Instantly, a huge ball of flame billows
position, sitting in a circle facing out from all sides, engulfing the
outwards, but they do not react to tunnel in fire!
your presence in any way. Are they Make a dexterity save, DC 17, taking
even alive? 4d6 fire damage on a failed save or
Making your way carefully forward, half as much on a successful one. If
you see that the bodies are strange, you are still alive, continue reading
almost fish-like things. Humanoid, below.
certainly, but with the head of a fish, Nursing your wounds, you are
webbed feet, and gills! Perhaps you astounded at the ferocity of this trap.
have seen creatures like this before, Who would concoct such a calculated
but you certainly weren’t expecting and deadly deception? The mind
them down here. Still though, it is a behind this must be truly vengeful.
sewer, and there is a lot of water… You try the door, but it is still
perhaps these sewers connect to the locked.
Dagger River, which might explain Gradually you recover and continue
how these aquatic-looking creatures making your way north up the
came to be here. Each one of them is tunnel.
armed, warrior-like, mostly with Turn to 149.
spears. You see the occasional
shortsword as well. 123
Then, your eyes catch the glint of You try to make sense of the Goblin
gold! Inside the ring of seated bodies runes. Centuries of erosion has worn
is a chest, slightly open, just enough away many of the markings, but you
to reveal riches within. can make out enough to get the
To move a little closer and inspect general idea.
this weird phenomena, go to 111. It warns that there is a trap ahead, a
If this whole situation just feels devilish goblin invention that takes
wrong, and you would rather be on advantage of the naturally-occurring
your way, go to 167. noxious gasses in this area. You take
You could cast a spell to determine extra time to read the section
what is going on here. Turn to entry detailing the trap’s location. “An
219. eighth of a mile east of here,” it reads.
Or, you could throw something at Forewarned of this peril, you set out
the creatures to see if they react. Go once more.
to 240. Take the codeword diagram.
Turn to entry 80.
124 feet, tramping towards you from
The Kuo-toa lay dead at your feet. somewhere up ahead!
You search their belongings, but find Just ahead, you can see that the
little of worth. Their sticky shields passage splits in two. You think you
are unusable, being suited to Kuo-toa are currently headed north, but you
anatomy, rather than your own. You can see where a passage branches off
may take a spear or a net if you wish. to the west. The booted feet are
The creatures carry no money. definitely coming from up ahead, and
You turn north once more, noticing you definitely do not want to be
that the deep rumbling you have found. It sounds like three, four,
heard since arriving in these tunnels possibly even more. A patrol of some
is now louder than ever. kind?
You strike out once more, feeling like To run ahead and attempt to make it
you are drawing ever nearer to the down the western passage before the
end goal of your quest... whatever patrol, or whatever it is, appears, go
you find, you will face it with courage to 197.
and determination. The fate of Sharn To backtrack and move back out into
rests on your shoulders! the sewer tunnel, go to 191.
(Add 1 progress point).
After a while, the
tunnel is joined by
another coming from
the southwest. You
peer down this but
see nothing, and
continue north.
Turn to entry 129.

125
A circular, well-kept
tunnel extends before
you. Small Everbright lanterns, set
into the ceiling, shed ample light 126
through this passage, and this puts You choose a spot near to the
you immediately on guard: these warriors, and gently lob your
tunnels look lived-in, despite their projectile there.
isolated location. This can be none The missile lands and skitters on the
other than the lair of the shifter floor, coming to a stop. None of the
Kamiel told you about. warriors react, even slightly, which
Carefully, you move forward, would suggest that they are dead.
listening hard for any sign of Return to 121 (without taking a
movement coming from ahead. progress point) and choose another
And it doesn’t take long before you option.
hear it… the sound of heavily booted
127 industry is now overpowering,
Quickly you get up, and Spanner, clanging and banging. The tunnel is
who has recovered to almost full straight and lined with all manner of
health as a result of the liquid you pipes and tubes from which the
gave to him, does the same. You both sound of rushing liquid is coming.
move over to the large door and There is nowhere to hide in here, but
press yourself flat against the wall on right now you are the only being
either side, waiting for the large present.
warforged to come through. After a short while, you reach the top
You wait for some time... a long time, of a large staircase and look down. At
really, and are on the verge of giving the base of the staircase is a horrific
up when suddenly, and with a loud sight. Piles of wrecked, broken
scraping sound, the huge door slides warforged, and discarded pieces of
open and the massive warforged warforged, lie in a jumbled mess.
enters. Slowly, stealthily, you descend,
Seizing the opportunity, you look keeping a careful watch everywhere.
pointedly at Spanner, and quickly As you near the bottom, you see that
move to slip through the door before this chamber is large, but not huge.
the colossal, partially constructed At the far end of the chamber is a
machine - or whoever is in the next large door, big enough for two cards
room - notices. to pass through abreast when open.
Make a stealth check, DC 13. The sounds appear to be coming
If successful, go to 68. from the other side of those doors.
If unsuccessful, go to 155. You make your way carefully
through this room, marvelling at the
128 piles of warforged wreckage. It seems
Your two opponents scored 8 & 9. By Kamiel's story was true! You
now you understand the rules. 10 or remember the little moth that he
above=300 galifar, 9=150, less than gave you and take it out, inspecting
9 = 0 (lose). it. If anything happens to you, you
The drow and the human depart, tell yourself, you will remember to
happy or sad depending on how they release this thing so your story can
fared at the table. be told. You may even use it before
To choose another option within the then, to pass a message, or in case
tavern, go to 260 (without taking a you don’t get a chance later.
progress point) and choose a new As you move through this chamber
option. of discarded warforged, something
If you would rather leave the tavern catches your eye... a sigil! The same
now, go to entry 133. sigil that Kamiel showed you.
Climbing and clambering up a pile of
129 broken warriors, you finally reach
(Add 1 progress point) the warforged who bears this sigil.
The passage begins to slope This must be Spanner, Kamiel's
downwards, and the sound of personal warforged bodyguard! You
take out the vial of blue liquid that Spanner tells you that this shifter, or
Kamiel gave to you and hold it up to whatever it is, has the broken pieces
Spanner's lips. Gently prying his of a creation forge in the next
mouth open, you pour the liquid chamber that he obtained from
inside, tipping the vial up so that Xen'drik. He is continually poring
every last drop drains out. over old Xen'drik manuscripts of
You wait. drow and giant origin and
Nothing happens. experimenting with strange
Suddenly the double door at the far gemstones.
end of the cavern slides open, and a This is enabling him to reanimate
bizarre machine comes lumbering broken warforged, which he is
through, a gigantic warforged, but amassing in a huge chamber that
with many parts missing. You drop, Spanner thinks is some distance off,
and hide amongst the metal limbs nearer to the surface, readied for an
and torsos, watching as the titanic invasion of the city. But he is some
creature picks up the limp bodies of way off completing his army. At
broken warforged until it has a present, the creation forge is slow,
handful, about three or four. It then and he can only reanimate about
lumbers back through the double three or four warforged a day. But he
doors, which slide shut behind it, has been working for some weeks
shutting off the noise from beyond. now and has close to a hundred
"I.. who... who's that?" a clear, already, by Spanner's reckoning.
slightly panicked voice asks. "So," you say, jabbing your thumb
You emerge from hiding to see that back at the large door, "the question
Spanner has woken and is sitting up. is, how do we get in there?"
"Spanner!" you say. "Kamiel sent Turn to entry 104.
me." You show him the empty vial
and he nods, and then proceed to tell 130
him everything you know. As you watch, the individual you
"Yes," he says, nodding gravely. presumed was human slowly morphs
"This shifter must be stopped. into a shifter, his expression and the
However... I'm not sure he is a shape of his features unchanging
shifter." even as he does so. He appears
"What do you mean?" you ask. exactly as a shifter version of the
"Well, sometimes he is a shifter... and human you beheld previously.
then at other times, a different being "You're a changeling," you say
is here. A greyish, silvery thing, coolly.
almost transparent..." "Correct," he replies. "And so is the
"You mean... there are two people one you seek. He came here, some
running this operation?" months ago, seeking financial aid. He
The warforged searches his memory. must have heard of me."
"I'm not sure," he says. "I took a few "Why?" you ask plainly. "Who are
knocks since I've been down here. I you?"
was about to be... re-assigned."
"You could say," the shifter replies, to guard it with your life. It is usable
inspecting his nails, "that I'm kind of once per day. Take it with you on
a big deal around here. I'm known." your quest, and then return it to me."
Suddenly it comes to you. This is the "What does it do?" you ask.
infamous Haze, of the Dura "Listen," Haze says. "You must
underworld, a drug baron and gang attune to this relic if you wish to use
lord hunted by the authorities. You it, which you may do here, although
stay quiet, listening. it will take a little time. When you
"Amongst changelings, and in the have attuned to it, you can use it to
underworld, I'm known as someone cast a powerful spell that will reveal
who can be helpful in aiding... shall a changeling in its true form... as
we say... unorthodox enterprises." long as that changeling does not
"Right," you say, getting his general have the will to resist you."
drift. "Go on." Calmly, Haze then takes the amulet
"And so, the one you seek came to from the box and presents it to you.
me, in the shape of a shifter, asking "Take it," he says, quite forcefully.
for money. I recognized, straight You suddenly realize the situation
away, a little scar above his left you are in. Becoming beholden to a
eyebrow. A universal sign, from one powerful drug baron might not be
of our kind to another. But when he the best course of action. But then,
laid out his scheme, I saw quite this relic could be invaluable in the
plainly.... he was mad. Insane, utterly. quest ahead.
So I sent him away. He wasn't To take the amulet, go to 231.
happy." To politely refuse, go to 187.
There is a long silence between you,
then Haze rises from his desk. "I am 131
prepared to give you help, friend," he Quickly, you leave The Jaded
says. "I want stability as much as the Sanctuary, and head back out into the
next citizen. Sharn invaded from middle of the Dura Bazaar area.
below by an army of warforged, Go to entry 193.
corrupted warforged at that? Bad for
business." 132
Haze goes to a cupboard at the back (Add 1 progress point)
of his room. Carefully, he removes a Having investigated Dura Bazaar to
small silver box, and returns to his your heart’s content, your thoughts
desk. "Here," he says. You come turn towards the mission entrusted
close, transfixed as Haze slowly to you by the halfling Kamiel
opens the box. Inside the purple Makker.
velvet interior of the box is an Casting your eyes about this crowded
amulet: a stone of deepest blue set in marketplace, you wonder how you
silver. are going to get yourself transported
"This was given to me by my down to Lower Tavick’s Landing,
grandmother, a powerful druid. She from where you will access the Cogs.
crafted it herself. You must promise Tall, multi-storied buildings crowd
around this market area on all sides, If you possess a special token from
and smoke rises from a myriad of House Orien, go to 172.
impromptu fires and cooking stalls. Otherwise, choose from one of the
In the centre of the marketplace, a two options below.
large statue of Breggor, first ruler of Talenta Glidewing (40 galifar). Turn
Breland, towers, surveying the crazy to entry 88.
sprawl of the city he helped establish. Skycoach (75 galifar). Turn to 74.
Then, past the markets, at the edge
of a wide courtyard area, you see 133
glidewings landing – the favoured You leave the raucous tavern and
transport of Talenta halflings. One head back out into the middle of the
craft comes pitching in hot, hits the square that adjoins the bustling
ground hard, losing its landing gear market, in the middle of the area
and skidding to a stop. The four known as Dura Bazaar.
passengers that the small craft holds Turn to entry 193.
then begin to severely chide the pilot
for almost killing them. You shake 134
your head – perhaps one of them (Add 1 progress point)
could be persuaded to take you down Try as you might, you cannot make
below, but can you trust them to get sense of this lock. Finally you give up
you down there safely? and put your tools away. Dismayed
As you make your way over, you also at the time you have wasted here,
see a skycoach smoothly alight in the you shoulder your pack and head
same area, but this craft takes up north once more.
three times the space of a glidewing, Turn to entry 149.
and the price probably reflects the
added luxury that these craft provide. 135
You reach the landing area and begin Your instincts are going off,
making enquiries. As you suspected, screaming danger. Something doesn't
transport is expensive. “40 galifar to feel quite right about this area. On
the Lower Tavick’s Landing,” one closer inspection, you find a row of
halfling pilot, reclining behind the flagstones that look out of place.
controls of his glidewing, tells you. Moss grows thicker on them, as if
“And you’ll not barter me down.” someone had been purposely
The skycoach is even more avoiding treading on them.
expensive. “Lower Tavick’s? 75 You also find holes in the ceiling,
galifar.” holes at regular intervals, big enough
You balk at these prices, but you are for bars to drop down and block a
running out of options, and these are retreat. All the hallmarks of a deadly
the only two on offer. trap.
Avoiding the untrodden flagstones,
you move carefully beyond this area.
Who knows what deadly delights
were primed to skewer you there!
You move further down the passage. 138
Turn to 138. (Add 1 progress point)
As you move further down, you hear
136 a skittering and scratching noise
You move to a table and sit yourself coming from ahead. Something is up
down, hoping that someone might there! However, you do not know if it
come and serve you as you listen in has detected you just yet.
on some conversations. So as to not Roll stealth, DC 14.
look too conspicuous, you take out a If successful, go to 259.
book and begin reading. If unsuccessful, go to 224.
You are beginning to get quite
engrossed in your book when a loud 139
disturbance attracts your attention. "Get off!" the drunk shouts, pushing
Looking up, you see that a you backwards. At this, the
warforged, serving an adjacent table, warforged strides forward, grabs the
has just had drinks spilt all over him. man by the scruff of his tunic, picks
A dishevelled-looking human, very him up and carries him to the front
drunk, loudly announces. "I'm not door, where he is promptly ejected,
having that soulless - thing - serving to loud roars of approval from the
my ale to me! My Thranian brothers bar.
died at the hands of these metal The warforged walks over to you.
butchers! Get away, you soulless "Thank you for coming to my aid,
vessel! AWAY!" friend. I'm Trench. Can I buy you a
The poor warforged stands there drink?"
impassively. "You will still have to Go to 54.
pay for those drinks, sir,” it says in a
composed voice. “That will be four 140
crowns." "Looking for the privy?" the man
What will you do? Stay seated and enquires. "My, you have gotten off
watch what happens? Go to 222. track, haven't you? Back in the main
Or will your nature compel you to parlour, to the left."
intervene, before something bad Quickly you thank this strange
happens? Go to 225. individual and leave his quarters.
Something about this situation just
137 doesn't feel right...
(Add 2 progress points) Making your way back down the
You walk back towards the junction, carpeted corridor, you walk through
passing the statue, heading south for the lounge and back towards the
quite some time until you reach the front entrance, leaving The Jaded
first junction. From there, you take Sanctuary.
the west tunnel. Go to entry 131.
Turn to entry 264.
141 They turn and walk off down the
Your knowledge of constructs in sewer passage, back the way you
general, and of warforged in came earlier.
particular, tells you that this is a You wait until they have completely
statue of the famous warforged disappeared, and then emerge from
known as the Lord of Blades! your hiding place. Familiar with the
Amongst many warforged, he is dimensions of the channel, you easily
considered a hero, destined to lead to make the jump a second time and
warforged race to a glorious destiny. walk over to the secret door,
And the glowing symbol on his head, determined to continue your quest.
that is obviously meant to represent Turn to entry 267.
the sigil that all warforged bear on
their heads. However, this does not 143
appear to be any ordinary sigil. In Grappling the man and wrapping
fact, it looks more like a glyph. your arms around his chest from
Then it dawns on you - it is a glyph, behind, you lock him up so he can't
designed to trigger a trap of some move. The warforged looks on
sort. Cautiously, you begin searching impassively.
around the statue to try and see if "Let me go!" the drunk roars at you.
you can discover the nature of this "Not on your life," you growl. "Not
trap, if in fact that is what the glyph till you apologize."
signifies. "What? To that thing?"
Take the codeword glyphlore. "Hey! He's got a job to do, just like
Roll investigation, DC 10. everyone else. What makes you any
If successful, go to 23. better than him?"
If unsuccessful, go to 249. Eventually the drunk cools down and
you release him. He mutters a sullen
142 apology to the warforged server, and
You make the other side, feet you return to your table.
skidding slightly on the damp Moments later, you are surprised to
surface, but thankfully avoiding the see the warforged standing before
foul sludge that runs in the channel, you.
which you are grateful for. "Thank you, friend," he says. "I'm
Quickly you search for a hiding place, Trench. Can I buy you a drink?"
and soon find one. Tucking yourself Go to entry 54.
into a low alcove, you turn and watch
to see if the bootsteps you heard 144
earlier follow you out here into the Silent as a ghost, you slip past the
sewer. attendant and through the curtain,
Sure enough, you see the panel of the barely disturbing the velvety fabric.
secret entrance slide open, and two You emerge in a corridor.
warforged emerge, walking in a kind Turn to entry 65
of jerky, awkward lockstep. They
look broken, wrong somehow.
145 recognize: the voice of the creature
You look around at the mayhem you you formerly knew as the shifter Xor.
have just created. Three Dream Lily “A changeling!” Kamiel exclaims.
Den enforcers lie dead at your feet! “Make it stop!” the creature screams.
It is probably not a good idea to hang You oblige, withdrawing the
around, you think, and you decide moonbeam spell into the amulet. .
you had better leave before a boss or The changeling is bound and taken
cartel member appears! away. You feel mixed emotions.
Take the codeword blacklist and go to Defeated, the ethereal humanoid
131. seems like such a pitiful, diminutive
creature.
146 Kamiel is full of praise for you.
Your ranged projectile soars past the “You’ve saved this city!” he gushes.
gemstone, missing it entirely. You “You truly are the Saviour of Sharn!”
hold your breath, hoping that it does You shake your head. Such accolades
not give away your position. But, it are meant for those who care for
lands somewhere out of earshot, and them. Now that this is done, your
the noise of the chamber masks any only thought is, what will your next
sound it might have made. quest be?
Breathing a sigh of relief, you Turn to entry 279.
consider your options once more.
Try to hit the gemstone again? 148
Return to entry 176 and choose a The drow got a 12! If you also got a
new option. 12, split the pot with him for 150
galifar each.
147 Play one last round? If so, put up
Taking out the amulet that the your 100 galifar stake then make
changeling Haze gave to you, you your final roll (getting as close to 12
focus it on the ranks of standing as you can), then go to 128 to see
warforged, and immediately a pillar what the two other players got.
of silvery light appears. Focusing If you are ready to leave the table,
your attention, you move it about, you could either return to 260 and
much to the amazement of the others choose a different option within the
in the room. Flames begin to engulf tavern, but be aware that this will
the warforged, who do not flinch as cost you a progress point.
the magic fire sears their bodies. Or, if you would rather leave the
Then, the moonbeam pillar settles on tavern now, go to entry 133.
one warforged, and something
incredible happens. The warforged 149
figure melts away, and a silvery, (Add 1 progress point)
ghostly being is revealed. You leave the door behind and
“Aaaahhh!!!!” it screams as the magic continue north, down a tunnel which
fire burns its skin. It is a voice you bends left, right, and then
straightens out. You seem to walk for
quite some time down this removing it from the chest, that you
abandoned tunnel, and start to do not disturb any other bodies.
wonder whether you will encounter Every time you remove 3d100 worth
anything, or whether this tunnel of galifar (in coins and gems) from
simply stretches on endlessly. You the chest, make a dexterity check,
fall to wondering what part of the DC 10. On every fail, make a new
Cogs you are now under, and are constitution save (as detailed above)
deep in thought when suddenly you and apply damage as it was applied
freeze in your tracks. following that check.
Ahead, you see a tunnel, branching For every three attempts at gaining
off to the east. Its sudden appearance treasure in this way, add 1 progress
has shocked you somewhat, but you point.
consider your options. Should you Eventually, you realize you must
take it? Where might it lead? press on. You’ve come this far, after
And just beyond this branching all - to give up now would be the
tunnel, you see that the light sources coward’s choice.
that keep these tunnels illuminated Steeling your resolve, you set off
come to an end. The tunnel that north once more. Eventually you find
continues to the north is utterly dark. your way to the far end of the
To walk up to the junction, go to 57. chamber and enter the tunnel
To see if you can discern anything beyond.
else about this area, go to 49. Turn to entry 69.

150 151
You gently grasp one of the fishy You feel the poison coursing through
humanoids, taking hold of its torso, your veins and have to find a place to
and try to slide it towards you so sit down, your heart is beating so
that you can get to the treasure. fast.
But as you do so, the skin of the Take 1d6 poison damage and add 1
thing, apparently paper-thin, tears, progress point for the time it takes
and a green gas billows out, you to recover.
engulfing you! Then, if you are still alive, you may
Make a constitution save, DC 18, go to 55 and choose which stalls you
taking 3d6 poison damage on a failed would like to inspect.
save or half as much on a successful
save. If you are still alive, continue 152
reading below. Make a nature check, DC 12.
(Add 1 progress point for recovery If successful, turn to entry 229.
time). If unsuccessful, go to 64.
Eventually you recover, and stand
shakily, surveying your options. 153
With a small gap cleared, you may Taking out the sacred water given to
help yourself to some of the treasure! you by the warforged priest, you
But you must be careful as you are pour it over your bottom half,
desperate to wash some of the can only be the creation forge. A
disgusting filth off of yourself. warforged lies on a gurney before a
To your surprise, as soon as the stone archway which sits at one end
blessed water touches you, the smell of the machine. At the top of the
begins to dissipate. Standing up, you archway, a large violet gem is set
stamp a few times and manage to get into the stone and glows with a
most of the sludge off your clothes. volatile light. The machine judders
Remove this item from your spasmodically and makes creaking
inventory, and ignore all listed and groaning spasmodically, as if
effects from the rest of the previous barely holding together.
entry. You will not suffer And at the far northwestern corner
disadvantages of any kind from of the chamber, you see a tall, elegant
falling in the sewage. shifter, dressed in flowing robes,
Return to the last entry and continue walking towards you quickly. He
reading from where you left off. looks angry.
"That's him," says Spanner, who
154 stands by your side. The burly
Finally the powder clears and you warforged cuts an impressive figure.
get your bearings again. Looking "That's Xor."
around, you see Netta has vanished... Turn to entry 268.
along with a good chunk of your
money! 156
Subtract 2d20 galifar from your (Add 1 progress point)
inventory and proceed to entry 27. Making your way up this passage,
the rumbling you have been hearing
155 all along grows louder, and now and
Despite your best efforts, your entry then you also hear loud metallic
into this cavernous chamber does not clanking. Whatever is going on in
go unnoticed! this place, it appears you are getting
A shout comes from the far side of closer to it.
the chamber. "You there! Stop!" You also notice that this part of the
Quickly you take in your tunnel appears more well-used. Here
surroundings, scanning the room in a and there, parts of the wall are
couple of moments. Towards the damaged, torn as if by the passage of
back of the chamber, you see a huge some huge creature.
pile of warforged parts, and around The passage begins bending, turning
this mound of detritus, an army of in a north-eastern direction, and the
small automatons, busy sorting the rumbling turns into more definable
parts by type and moving them to sounds - that of large machines if you
shelves where they are stacked are not mistaken.
neatly. You are in the midst of trying to
Directly in front of you, not twenty discern the nature of these sounds
metres away, is a colossal, when a horrific creature appears from
thrumming piece of machinery that one of the ragged openings in the
eastern wall. Scuttling forward on As you near the statue, you see that
needlepoint limbs, it appears like it is a statue of a bulky warforged,
some malformed spider-crab hybrid. wielding multi-bladed swords in its
Its single eye is focused on you, and hands. It stands in a battle pose,
it is coming quickly. looking like it is about to spring into
Turn to Mad Slasher Combat Sheet action. It truly makes for a
and do battle with this nightmarish formidable sight.
beast! You search for any familiar sign, any
indication why this monument might
157 be here, and strangely, your attention
(Add 1 progress point) is drawn to a mark on the statue's
You start down the wide, well-lit head, a symbol of some sort which
tunnel, your senses finely tuned for appears to glow slightly.
any sound out of place. But it is Make an arcana or religion check
utterly quiet in here. From far off, (DC 16) on this motionless construct
you hear a rumbling of some sort, statue. Perhaps you have special
although it is impossible to tell what knowledge which will give you a
it might be. bonus on this check (if so, you would
In places, clear water runs in have been informed of this during
channels at the bottom of the this adventure).
passages. You find yourself grateful If successful, go to 141.
to be out of that horrid, foul sewer, If unsuccessful, go to 255.
but also on a razor's edge, as it
obvious that these well-kept tunnels 158
house some being or beings. And if Despite a thorough investigation,
Kamiel's drone brought back an you cannot find anything resembling
accurate report, then you could soon a trap on this statue.
have more on your hands than you To proceed cautiously past this
bargained for. warforged, primed to move quickly
A corner is ahead, and you edge in case you trigger a trap, go to 180.
towards it. Stopping right at the Or, you could return to the junction
corner, you lean forward, and dart and take the western passage, which
your head out and back again. From will take time. Go to 192.
a quick glance, you see that the
passage is empty, but something 159
immobile stands halfway down. You (Add 1 progress point)
risk another look, peering out more It takes only a little while inspecting
slowly this time. the slime-covered walls of the sewer
Yes, right at the middle point of this passage, but eventually you spot it -
straight, a large metallic statue is the faintest of outlines, cleverly
positioned. It appears to be of a concealed amongst the stonework.
warrior clad in armour. You round You push on a slightly raised stone
the corner and begin edging slowly that looks like it might be the
towards it. mechanism, and the door scrapes
open, quite loudly too! If anyone was realize that the dose you have taken
nearby, they would definitely have is lethal!
heard it. You should have known - the Dream
Carefully you step through the Lily can be lethal even to hardened
entrance and into a well-maintained, addicts. It's a roll of the dice every
circular tunnel which leads off into time you indulge. You will have to
the distance. roll up another PC and try again!
Go to 125.
163
160 (Add 1 progress point)
You scoop a little of the water up in You work on, and suddenly hear
your palm and bring it close to your something click and release. Trying
face. It smells of nothing and the door handle, you pull it open…
touching your tongue to it, you find and find nothing but a solid wall of
that it tastes like nothing also. Pure brick on the other side.
water, nothing more, nothing less. Shaking your head, and dismayed at
Return to 246 (without taking a the time you have wasted here, you
progress point) and choose another put your thieves’ tools away and
option. continue north.
Go to 149.
161
You try vainly to dodge the blades, 164
but the mechanised weapons are too (Add 1 progress point)
fast and catch you, wounding you in The Everbright lanterns reappear -
several places. perhaps the Dolgaunt found a way to
Take 2d8 slashing damage. If you are deactivate them, so he could launch
still alive, continue reading below. his surprise attack - and the tunnel is
You manage to get past the statue well-lit once more. It occurs to you,
eventually, and you spend a few not for the first time, that perhaps
moments tending to your wounds as the scoundrel who you are
the statue's movements slow and attempting to find has some way of
finally come to a halt. keeping an eye on his tunnels, and
Turning, you survey the way north this is why they are so brightly
once more. What other perils does illuminated.
this place have in store for you? You You are somewhat shocked to see the
shudder to think. passage end abruptly ahead. A
Taking a deep breath, you press on sturdy-looking stone door sits at the
north. end of the passageway, barring your
Turn to entry 246. path.
Nearing the door, you see that it has
162 no lock, door handle or anything that
You feel a rushing sensation, taking could be used to gain entry.
you out of yourself, but it quickly However, above the door, set in the
gets out of control. Too late, you arch above it, are four stones, each
bearing an image of a beast or If you cannot decide which to press,
monster of some kind. you could always return to the earlier
You pause and survey the images. junction and take the east passage. If
Perhaps pressing on one of these will you decide to do this, go to 217.
cause the door to open. But, which
one? 165
In your studies of eldritch creatures Your powers of observation and
in the Morgrave University Library, investigation are finely tuned, and
you have read about and know the you immediately home in on the
names of all these creatures. To the keyhole as being the most likely
far left is the horror known as the place where a trap would be located,
Aboleth. Then, a Beholder is if one existed.
depicted. The third and fourth Sure enough, peering inside the
images are a Basilisk and a ornate aperture, you see a tiny glyph
Mindflayer. of some sort. You’ve seen this sort of
You consider for a long time which thing before - such glyphs can
stone to press. The Gods only know trigger powerful magical effects, such
what effect will result from pressing as fireball traps and scything blade
the wrong stone! traps. If you’re not mistaken, this
glyph was craftily
concealed here
with the express
purpose of causing
harm to anyone
who attempted to
unlock this door!
Indeed, it might
even be that the
door is just for
show.
Shaking your head
at the deviousness
of this trap, you
Choose a stone to press. heft your pack once more and
Aboleth: go to 2. continue north down this silent
Beholder: go to 19. tunnel.
Basilisk: go to 227. Turn to entry 149.
Mindflayer: go to 109.
Alternatively, you could make an 166
Intelligence check to see if you can (Add 1 progress point)
deduce the nature of this puzzle. The Making your way south, you pass a
DC is 18. If successful, go to 183. If steady stream of pilgrims returning
unsuccessful, go to 277. (cont.over) from the Pool of Onatar’s Tears.
“Service has just finished, friend,” at the end of a narrow, alley-like
someone tells you, but you press on thoroughfare.
regardless, curious as to what help Go to entry 27.
you might find in this sacred place.
You emerge in a peaceful oasis – a 169
large cavern, with a pool of crystal- Finally the iron bars that had you
clear water at its centre. Strangely, trapped in this area raise, retracting
the smell of sulfur is much less back into the ceiling, and you stagger
apparent here, and you find you can forward out of the poisonous gas
breathe quite easily. A few dwarven cloud. Rancid sewer air has never
clerics attend to shrines around the tasted so sweet!
edge of the pool, and a warforged, You gather your wits, then stand and
also dressed in the robes of a cleric, fix your mind on the task ahead once
moves back and forward, talking to more.
the other clerics. This is an Turn to entry 138.
exceedingly odd sight: a warforged
priest? You have never heard of such 170
a thing. (Add 1 progress point)
The warforged catches sight of you Walking up to the entrance, your
and approaches. progress is suddenly halted by a
“Many apologies, friend, but the thick, metallic arm. "No entrance
service to Onatar has concluded for without the password, friend," the
the evening. You could return warforged informs you. The
tomorrow morning if you so wished.” construct is immaculately groomed,
How will you respond to this gentle the metal of its face polished to a
warforged priest? reflective sheen and, and its body
To ask him for a blessing, go to 9. fitted with opulent clothes. "This is
To tell him something of your quest The Jaded Sanctuary, not some
in the hope that he might be able to common tavern. I'm afraid we can't
assist, go to 98. have just anyone walking in here."
To cast Charm Person on this burly
167 fellow, go to 278.
Spooked by this weird scenario, you To tell him you're here to see
turn and move north through the someone, go to 205.
chamber. Eventually you reach the To try and finesse your way in with a
tunnel exit at the far end, and press bit of smooth talking, go to 234.
on northwards, eager to complete To be frank with him and tell him
your mission. something of your mission - after all,
Turn to entry 69. it does involve warforged - go to 17.

168 171
(Add 1 progress point) You find yourself a chair and sit
Navigating your way through a maze down, wondering what all the fuss is
of narrow streets, you finally arrive about this supposedly potent drug. A
thin, waif-like attendant soon appears anything you have ever seen. It is
carrying a silver tray on which are a large, like a key used in a ceremony,
number of silver vessels. and the bow (the bit you hold to turn
"120 galifar per dose," she says it) is encrusted with fiery red
quietly, so as not to disturb the other gemstones. The metal appears to be
patrons. adamantine, one of the hardest
Will you pay for the Dream Lily? If known metals. If you don’t find the
so, deduct the money from your door that this fits into, you could
inventory then proceed to 73. perhaps sell its raw materials. It
If you would rather try something looks valuable.
else, return to 58 and choose a new Puzzling over this, you make your
option. way back to the secret entrance,
determined to continue your quest.
172 Turn to entry 267.
You show the skycoach pilot the
House Orien token given to you by 174
Rodigan, and his expression changes You fish out a coin and toss it to
immediately. Netta. She deftly catches it and
“Find yourself a seat, your pockets it in her belt pouch.
eminence,” he says deferentially, "Thanks," she says and goes to leave.
addressing you as if you were a "Oh, by the way... if you ever visit
noble. “We’ll be leaving very The Jaded Sanctuary, ask for
shortly.” Rodigan. If anyone can help you, it’s
You are taken aback by this Rodigan. With all kinds of things.”
treatment. Well, the saying is true, You frown at this cryptic
It’s who you know, not what you information. "That's all you're giving
know! me?" you ask.
Go to 118 Netta gives you a broad grin and a
wink. "That's all!" she says
173 cheerfully, and in the blink of an eye,
You make a quick inspection of the the roguish little girl is gone.
warforged bodies, curious to see what Shaking your head, you turn to look
they are carrying. The armblades are up Neonis Way.
crude, fashioned from pieces of old Go to 27.
weapons. They appear to have been
fused on by a novice repairman. The 175
joins, although solid, are messily You take out your thieves’ tools and
welded and the work looks amateur. get to work on the lock, which
Then, you find a panel on the side of appears very complicated.
one of the constructs. It opens quite As you try to work the mechanism,
easily. you see it is unlike anything you have
Inside, you find a curious item. It encountered before. Indeed, you
appears to be a key of some kind, struggle to see how even your
although the workmanship is unlike thieves’ tools will get this unlocked.
To persist, make a thieves’ tools proportioned male shifter sits,
check, DC 18. holding a goblet in his left hand.
If successful, go to 163.
If unsuccessful, go to 134. "Odd," Spanner says. "He's usually
got his nose buried in some ancient
176 tome."
You quickly find a position behind "Maybe he's taking a break," you
one of the wide pillars that run suggest.
around the room's perimeter and As you watch, you see the giant
proceed to get your bearings in this warforged, parts falling off him, re-
huge chamber. enter the room, the massive door
Peering out, you see that you are in a sliding downwards behind him. He
high-vaulted, cavernous room, carries the wrecked bodies of three
consisting of several distinct areas. discarded warforged in a single hand.
Towards the back of the chamber, Walking over to the pile where the
you see a huge pile of parts, and drones work, he sets the machine-
around this mound of detritus, an corpses down and then turns to face
army of small automatons is busy the shifter.
sorting the parts by type and
moving them to shelves where
they are stacked neatly.
Directly in front of you, not
twenty metres away, is a
colossal, thrumming piece of
machinery that can only be the
creation forge. A warforged lies
on a gurney at one end before a
stone archway that marks the
entry point to the forge. At the
top of the archway, a large violet
gem is set into the stone and
pulses with a volatile light. The
machine judders and creaks
spasmodically, as if barely
holding together.
"It looks like it's about to blow!"
you whisper to Spanner. "Where
is the shifter you spoke of?"
By way of reply, Spanner nods
towards the far northwestern
corner of the chamber. You turn and "That's enough for today, Turbine,"
look in that direction, and see him for the shifter shouts across the
the first time. Reclining on an ornate, chamber. "Go get yourself fixed up
upholstered throne, a tall, well- now."
The creature lumbers off towards the and also that you appear to be
southwestern corner towards a entering a more ancient part of the
scaffold structure. He backs into this complex. The walls have turned from
framework and then more drones metal to stone, and a strange, damp
scurry towards him and begin smell pervades the air. Ahead, you
working on his massive bulk, adding see a low tunnel that appears to go
parts and replacing those which fell through to a further stone passage on
off. the other side.
"That's a titan," Spanner tells you. Turn to entry 16.
"Xor's crowning jewel. He says that
Turbine will lead the army in the 179
invasion to take Sharn. Unless he's You focus your awareness on the
stopped, this city is doomed." environment before you, and extend
Concealed here behind the pillar, you your senses throughout the chamber,
take a few moments to consider your searching for anything that might be
options. present... and your awareness
Do you have the codeword forgelore? suddenly rings like an alarm, sensing
If so go to entry 81. the presence of an aberrant life-form!
To emerge and announce your Something lurks in these depths, an
presence, go to 5. abomination of nature.
To join with Spanner in making a Primed in this way, you could begin
surprise attack on Turbine, the wading through the water, with this
unfinished warforged titan (before it awareness giving you protection
attacks you), go to 242. against being surprised. Turn to 18.
Or, to try and make a surprise attack Or, you could retrace your steps and
on the shifter Xor, go to 272. return to the first junction and
choose the west tunnel, which will
177 take quite a while. Turn to 137.
The drug begins to take hold, and
pleasant, beautiful visions begin to 180
swim before you, entering your body Gingerly, you creep past the giant,
and mind. You feel yourself lapse blade-wielding statue.
into a state of pure bliss, and spend a You are level with it when suddenly
long time in this way. the metal monolith jolts awake,
(Add 2 progress points). swinging its multi-bladed weapons in
When you wake, you realize you a wide circumference around its
have wasted much time here, and body. You move quickly to avoid
decide you need to be gone from this being sliced to pieces!
place! Make a dexterity save, DC 16. If you
Go to 131. have the codeword glyphlore, make
the save with advantage.
178 If successful, go to 39.
You follow this tunnel, and note that If unsuccessful, go to 161.
it is definitely sloping downward,
181 to imbue otherwise charmless characters
The projectile hits the head of the with an irresistible aura.
warrior you were aiming at, and the
skin, paper-thin, tears open. A low "Are those descriptions for real?" you
whooshing sound follows, and you ask the bartender, who answers with
see a green vapour escape, pouring a smile.
out of the wound. It quickly begins to "Who's to say?” he replies. “I don't
fill the chamber! brew the stuff, I just pour it!".
Terrified that this might be poison To buy a tankard of one of these
gas, you turn and bolt towards the brews, choose and pay now, then go
north! to entry 29 to discover what effect it
Make an athletics check, DC 10. You has!
should be able to outrun the gas Otherwise, you may return to 260
cloud. (without taking a progress point) and
If successful, go to entry 257. choose a new option (but this will
If unsuccessful, go to 215. cost you a progress point once you
visit this option).
182 Or alternatively, perhaps you want to
You move over to the press of bodies leave the tavern, in which case turn
at the bar and try to listen in on to entry 133.
some conversations, but soon realize
your efforts are futile. There is just 183
too much noise here! However, your You spend some time racking your
attention is drawn to the drinks brains, trying to deduce this puzzle…
board where some very interesting and then it all falls into place.
beverages are on offer. How could you have missed it?
Amongst those who study such
Ashgarth's Hearty Porter (20 creatures, the aboleth, beholder and
crowns): A formidable brew that will put illithid are known as aberrations,
hairs on your chest and make you feel like whereas the basilisk is known as a
you're invincible! monstrosity. The basilisk is the odd
Elven Eye-PA (18 crowns): A sweet one out.
and subtle brew made a family of elves Armed with this knowledge, return
from the district of Dancing Shadows. now to entry 164 (without taking a
Said to actually enable you to see in the progress point) and choose your
dark, if that ability doesn't come option.
naturally to you.
Karrnath Dead Man's Ale (25 184
crowns): A bitter brew that will make Using your normal ranged weapon,
you repulsive to creatures who might make an attack against AC 14.
otherwise eat you! And there's a few of If successful, go to 103.
those roaming the Eberron underworld... If you crit the attack, go to 44.
Sardath’s Sultry Cider (22 If unsuccessful, go to 146.
crowns): A sweet, seductive tonic known
185
Suddenly you feel a flagstone
sink beneath your foot as you
tread on it. There is an audible
click, and bars slide quickly
down to the west and east,
trapping you in a small section
of the passage. To your horror,
you then hear the soft hiss of
gas being released! The area
you are in begins filling with a
sulfuric greenish vapour, and
you cover your mouth with
your hand. But there is no
escaping the gas, and your
lungs start to burn with pain!
do have something of a reputation in
Make a constitution save, DC 16, Sharn, but not entirely of my own
taking 4d6 poison damage on a failed making, I might add." He smiles,
save, or half as much on a successful shifting back into a human as he does
one. so, which you find slightly
If you are still alive, go to 169. disconcerting. "Best of luck on your
quest, brave one. I will be watching
186 your progress with interest."
"You tried to pickpocket me," you Wondering what these cryptic words
tell the street urchin. "I think you mean, you stand, and thanking Haze
should consider guiding me here as for his help, make your way out of
your good deed for the day." the Jaded Sanctuary. The attendants
Netta scowls at these words and and guards view you with some awe
looks you up and down disgustedly. as you leave, knowing now that you
Then, with a flourish, she reaches just had an audience with their
into a pouch and tosses some strange, employer!
purplish powder into the air! Turn to entry 131.
Make a dex save, DC 14.
If successful, go to 200. 188
If unsuccessful, go to 35. You laugh at the creature’s demands
for a toll.
187 “If my reason won’t convince you,”
"Thank you, but I'll have to decline," you say, “then perhaps you really are
you tell Haze. prepared to die for your so-called
The changeling looks confused for a master!”
moment but then shrugs. "Have it Thus resolved, you throw yourself
your way," he says. "Perhaps you back into battle.
don't trust me. I don't blame you. I (cont. over)
Return to Dolgaunt Combat Sheet You reason to yourself that you
and resolve this combat. should probably hide. If that patrol
comes out into the sewer, they’ll see
189 you straight away!
Having captured and restrained the To search for a hiding place on this
shifter Xor, you proceed to explore side of the channel, go to 99.
the chamber, and soon find Xor’s To attempt to jump the sewer
notes and his detailed plans for the channel and hide on the other side,
invasion of Sharn. This is shocking which would probably result in a
material, and the realization of the lower chance of being found, go to
atrocities this psychopath was 119.
planning to commit shakes you to the
core. 192
You release the moth device which (Add 1 progress point)
Kamiel gave to you, and some hours You walk back towards the junction.
later are relieved to see Kamiel It takes a little while, but eventually
appear, accompanied by a large you reach the junction where you
detachment of the Sharn Watch, who may take either the northern passage
commend you on your bravery. (turn to entry 157) or the west
Kamiel tells you that he showed the passage (turn to 264).
intel from the moth to them, and
finally they sat up and listened. 193
You also find some treasure in here, You stand in the midst of the Dura
559 galifar to be exact, which the Bazaar district.
Sharn Watch let you keep. Kamiel is To visit the famed Dura Bazaar, a
overjoyed to see you, and cannot stop large, bustling nighttime market, go
praising your bravery. to 55.
Now turn to entry 279. To visit The Assassin's Eye, a nearby
tavern, go to 260.
190 Nearby, you also spy what looks like
Make a strength check, DC 13. a Dream Lily drug parlour. To move
If you are successful, go to 143. over to the entrance (which is
If unsuccessful, go to 139. guarded by a warforged doorman),
go to 170.
191 If you are ready to leave this area and
(Add 1 progress point) progress down to the Cogs, where
You turn and scurry quickly back to your mission awaits, go to 132.
the secret entrance that leads out
into the tunnels. It takes you a few 194
seconds of panicked searching to find Something about this odd individual
the mechanism, but finally you do. tells you that you should reveal
The stone slides away and you exit something of your mission to him -
out into the tunnel, closing it behind perhaps he can help.
you.
To your own surprise, you find corridor. A subtle smell reaches your
yourself revealing a large part of the nose, and you can’t really place it. It
quest Kamiel entrusted you with. To seems achingly familiar.
your even greater surprise, your Everbright lanterns, their light set
audience does not seem in the least very low, are placed in alcoves all
surprised by your story, nodding along this hallway. Finally, you see a
sagely at various points, as if this was curtain at the end and reach forward,
exactly the story he was expecting moving it to the side and walking
from you. through.
Finally you conclude your tale, and Beyond the curtain is a large, circular
wait for his response. Then, room, with windows that look out
something bizarre happens. over Sharn, although how this is
Turn to entry 130. possible you don’t know. You’re in
the middle of the Bazaar district,
195 certainly not on the edge. It must be
You read the Elvish script aloud to some sort of clever illusion.
yourself. Placed regularly all around the
outside of this red-carpeted chamber
This little trinket was crafted by the are plush armchairs, on which many
wizard Galan Rychell for the use of his wealthy (and not so wealthy) patrons
son, Turan Rychell, to aid him in his are seated, in various stages of
studies. Once per day, if a magical intoxication. Some are slumped
conundrum puzzles you, this Ring of forward, mumbling incoherently,
Magelore will help you find the some are smiling, laughing to
knowledge. But if you don’t know, dear themselves, and still others are either
son, you should study harder! catatonic or utterly comatose.
You see an attendant on the far side
Apparently the bones of Turan of this room, a large human who
Rychell lie on the floor before you. stands stoically, guarding an
Who knows how long he has lain identical curtain at the opposite end
here, awaiting discovery. You feel of the room.
somewhat moved by this. Perhaps You move casually over to the
after you leave, you can seek out his human and say, “I’m here to see
father. Rodigan.”
(This ring will grant you advantage The attendant looks down at you
on an arcana or intelligence check, quizzically, as if not believing what
once per long rest). you’ve just said. Then, with a slight,
Slipping the ring on your finger, you almost imperceptible nod, he moves
consider your options. aside and pulls the curtain open for
Turn to entry 41. you.
Beyond this curtain is another, more
196 brightly-lit passageway. Entering,
You make your way through the you let the curtain fall behind you
entrance and into a long, carpeted and quietly begin treading down.
There are five doors in this short are bedecked with bookshelves
passage, two left, two right, and one containing all manner of objects.
at the end, and each door is marked Weapons racks are on the left wall
with a plaque bearing a single letter. and fascinating maps of the continent
B is the first door you see, then Z. of Khorvaire decorate the walls.
You notice that the door at the end of “Netta thought you might be able to
the passage is marked H. Finally, the help me,” you say. “She said you can
last door on the left is marked R. help with… anything.”
You knock gently. A moment later, Rodigan nods, pouting thoughtfully.
the door unlocks and opens, and an She pours herself a drink from a
attractive woman stands facing you. large decanter and takes a sip.
“That’s true,” she says. “And for
Netta, I would do anything. But I’d
like you to tell me a little about
exactly what it is you need help
with.”
“I need safe transport,” you say. “To
Lower Tavick’s Landing.”
Rodigan takes another sip, eyeing
you carefully. “Hm. What for?”
“There’s a great evil down there,
beneath the Cogs,” you say. “My
friend, he’s seen things… he’s asked
me to go and put a stop to it. I’m not
sure I can, not without help.”
“There is much evil in the Cogs,”
Rodigan says, and pauses, for a long
while. The silence is uncomfortable.
“But I like you. I like that you
“Yes?” she demands. “Who are you?” haven’t given everything away, yet
You are taken aback. “I… I’m a you haven’t lied either. I’ll arrange
friend of Netta’s. I’m here to see passage for you, certainly.”
Rodigan.” Rodigan reaches into a drawer and
“Netta,” the woman says, her takes something out. She tosses it to
expression softening. “Yes, I you, and you catch it. It is a coin, but
remember. Poor little thing. I looked unlike any coin you’ve seen before.
after her, many years, gave her much “This is a special token belonging to
work. Until Yzagul stepped in, of House Orien. Show this, and any
course. Scumbag. Please, come in.” driver will take you anywhere you
The woman, evidently Rodigan, want to go, no questions asked.”
motions that you step inside. Thanking Rodigan profusely, you
“So… what brings you here?” she make your way out of the Dream Lily
asks, plonking herself down behind a Den and back out onto the streets of
large, opulent leather desk. The walls the Bazaar District.
Go to 241. Do not take a progress the air where you stand. Giving a few
point from that entry, but do take a coughs - the stuff smells rancid! - you
progress point on proceeding to a straighten up, and look for Netta to
new entry from there. give her a good scolding. But Netta
is long gone.
197 Turn to entry 27.
As quickly and as quietly as you can,
you sprint forward towards the 201
tunnel branching off to the west. The Mindful that you are in a pretty
bootsteps are definitely getting public area, you quickly rifle the dead
louder, and you grit your teeth, thugs’ clothes. Evidently their con
willing yourself on. has proven pretty lucrative. You find
Finally you make the tunnel and 77 galifars and a Potion of Healing.
duck down it, putting some distance You look around for the hunchback
between you and the junction. who led you in here, thinking he
You wait, listening… the bootsteps might have hidden out of fear. But he
appear to go past the western has apparently fled, and is nowhere
passage and continue south, towards to be seen.
the exit out into the sewers. Chiding yourself for your foolishness
Breathing a little easier, you survey at having been led into this trap, you
the way forward and consider your make your way back out onto the
options. street and continue your journey
To continue down this western towards Neonis Way.
passage, go to 264. Go to entry 168.
To return to the junction and take
the north passage instead, go to 157. 202
Make an investigation roll, DC 17.
198 If successful, go to 86.
Make a nature check, DC 12. If unsuccessful, go to 158.
If successful, go to 160.
If unsuccessful, go to 30. 203
You stop and listen, straining your
199 senses to pick up anything out of the
Taking out the small silver mirror ordinary, any sound, smell or sight…
required for this spell, you make the but nothing is apparent.
incantations and gestures required to Cautiously, you make your way
protect yourself from attacks. forward.
Thus protected, you may now return Turn to entry 57.
to 121 (without taking a progress
point) and choose a new option. 204
Your two opponents, a human and a
200 drow, got 8 and 10 respectively. If
You move out of the way just in time you got 10, take 150 gp. If you got
to avoid the powder, which hangs in
11 or 12, take 300! If you got less These hoodlums don't look like they
than 10, you lose your stake. can be bargained with. You're going
Play again? If so, put up your 100 to have to fight your way out of this
galifar stake then make your next one! Go to Dura Street Hood
roll (getting as close to 12 as you Combat Sheet.
can), then go to 148 to see what the
two other players got. 207
If you are ready to leave the table, You produce the mica chip, then
you could either return to 260 make the incantations and gestures
(without taking a progress point) and required, moving closer to the
choose a different option within the humanoids so that they are caught in
tavern, but be aware that you will the spell’s range. Feeling the
take a progress point on moving to thunderous energy building in your
the new option. arms, you release it, and watch with
Or, if you would rather leave the satisfaction as the bodies of the fish-
tavern now, go to entry 133. like humanoids are utterly
disintegrated.
205 But your elation turns to horror as
Do you have a name in mind to you see a huge ball of green gas
mention here? If so, take the first billow out from the carcasses, and
letter of that name, and count its come towards you. Too late, you
place in the alphabet. Halve that realize you have been the victim of a
number and put a zero on the end. heinous trap. Even puncturing one of
This provides an entry number. Go these gas-filled bodies might have
there now. been enough to kill you, but all of
them? The gas overpowers you,
206 inflicting massive damage to your
(Add 1 progress point) lungs and vital organs, and you feel
You move into the alleyway where your soul leave your body as you go
the shady dealer is standing. "All to join your ancestors.
right then," you say. "Show me what Your quest ends here! You will have
you've got." to roll up another PC and try again.
The miscreant's face crinkles up Best of luck next time!
maliciously, and he snaps his fingers.
"Nothing but time for saps like you, 208
friend." To your alarm, you see two You creep around the north side of
burly-looking thugs emerge from the the room, keeping to the shadows,
shadows further down the alley. You slowly making your way to the
turn to quickly depart, but the way northwestern corner where the
behind is likewise cut off by another shifter Xor sits, his face now buried
two thugs wielding nasty-looking in a huge tome.
clubs. The hunchbacked one who Make a stealth check, DC 14.
lured you in slinks back into the If successful, go to 93.
shadows, and the muscle advances! If unsuccessful, go to 211.
209 The chamber you reach, as Spanner
You investigate the area where the suspected, is filled with rows of
levitation disc ascended upwards, warforged, all in a dormant state, but
allowing the shifter Xor to escape. apparently reanimated and armed to
Obviously Xor has kept the disc up the teeth, Prepped for invasion.
there somehow, as it has not No sign of the shifter Xor, however.
descended. You struggle to see how “It appears our culprit has escaped,”
anyone could get up there, even a the Chief of the Watch says gruffly.
mage with levitation powers or a He comes before you and addresses
creature that could fly. The roof you directly. “Are you sure he came
appears solid. this way? Perhaps you saw wrong…
“Perhaps it’s too late,” Spanner says, an illusion perhaps. Or, maybe there’s
a note of despair creeping into his something you’re not telling me, eh?”
voice. “Perhaps he has already To insist that the shifter came this
released his corrupted warforged into way, go to 110.
Sharn. Even now, they could be If you possess an Amulet of
running rampage, killing innocent Moonbeam, go to 147.
civilians at will.”
“I can’t believe that,” you say. “I 210
won’t believe that.” Your missile lands short of the
Then you remember the moth device creature, skittering to a stop on the
given to you by Kamiel, and you give floor. Cursing your poor aim, you
it a quick message to deliver to the consider your next course of action.
halfling repairman before releasing You do note, however, that none of
it, detailing your exact location and the creatures reacted. At all. Which
Spanner’s suspicions about the suggests that they are probably dead.
chamber above. Return to 121 (without taking a
Many hours later, Kamiel appears progress point) and choose a new
with a large detachment of Sharn option.
Watch, armed to the teeth.
Apparently the intel you gave to the 211
moth device made them sit up and As you are attempting to stealthily
listen. approach the shifter’s position, you
Soon after, a panel opens in the roof accidentally knock over a small pile
and you see the face of several Sharn of warforged parts, which clatter to
Watch warriors peering down into the ground noisily!
the chamber, eyes wide as they take Go to entry 271.
in the dimensions of the chamber
below. These warriors obviously 212
found an access point to that Having the shifter bound, you
chamber from above. quickly search him and find the
A rope is let down, and one by one amulet that he uses to control the
you all ascend. warforged titan. Removing it from
his neck, Turbine shudders to a stop.
While Spanner watches over the 214
shifter, you explore the chamber, find The loathsome entity dead, you calm
Xor’s notes and his detailed plans for your nerves and proceed north.
the invasion of Sharn. This is With every step, the sounds of
shocking material, and the realization industry grow louder, deep rumbling,
of the atrocities this psychopath was the clank of metal, the sound of
planning to commit shakes you to the machinery, gears and cogs. Surely
core. whatever is making this racket
You release the moth device which cannot be far off.
Kamiel gave to you, and some hours The north-eastern passage meets
later are relieved to see Kamiel another tunnel coming from the
appear, accompanied by a large south, and as these join together the
detachment of the Sharn Watch, who tunnel that continues on turns due
commend you on your bravery. north.
Kamiel tells you that he showed the Turn to entry 129.
intel from the moth to them, and
finally they sat up and listened. 215
You also find some treasure in here, You sprint as hard as you can, but
559 galifar to be exact, which the the cloud is fast moving and
Sharn Watch let you keep. Kamiel is overtakes you. You fall to the
overjoyed to see you, and cannot stop ground, lungs burning, as the poison
praising your bravery. The shifter invades your body.
Xor is manhandled to his feet and Make a constitution save, DC 18,
then taken to face the consequences taking 3d6 poison damage on a failed
of his crimes. For some reason, you save or half as much on a successful
are perhaps inclined to suggest save. If you are still alive, continue
leniency to those who have him in reading below.
custody. As he is led away, you catch (Add 1 progress point for recovery
his eyes, unblinking, focused on time).
you… Eventually you recover, and stand
“See you soon,” he says with a smile, shakily, surveying the way ahead.
as the Sharn Watch lead him away. You must press on. You’ve come this
Now turn to entry 279. far, after all - to give up now would
be the coward’s way.
213 Steeling your resolve, you set off
Something catches your eye - a fast- north once more. Eventually you find
moving shape, coming quickly your way to the far end of the
towards you in the water! Heart chamber and enter the tunnel
pounding, you ready yourself for an beyond.
attack, a small part of you glad that Turn to entry 69.
you weren't caught by surprise.
Go to Skum Combat Sheet.
216 220
You turn just in time to see a young Not daring to move a muscle, you
girl disappear into the crowd with allow only your eyes to move as two
your money pouch. warforged, silent and stoic, pass your
(Deduct 2d20 galifar from your hiding place. They do not see you,
inventory). and now you notice their movements:
The little sneak! You peer over the stiff and unnatural, unlike other
crowd, but realize there would be no warforged you have seen, who have a
hope of finding her in here. The certain grace to their movements
thieving tyke is long gone. Cursing despite their mechanical nature.
your loss, you sigh and turn back to The patrol continues down the
face ahead in the queue. passage, not conversing or
Turn to entry 261. interacting with each other in any
way, just focused on carrying out
217 their patrol duties.
(Add 1 progress point) Almost as if they didn’t have souls,
Stumped by the door puzzle, you you think to yourself.
turn south and retreat to the When they are well out of range, you
junction, taking the east passage. emerge from your fox-hole and pad
Turn to entry 228. back to the secret entrance, glancing
over your shoulder to make sure you
218 are unseen.
Make your ranged spell attack. The You return quickly to the secret
gem has an AC of 14. entrance, determined to continue
If you hit, go to 102. your quest.
If your attack misses, go to 12. Turn to entry 267.

219 221
Choose from one of the following You keep an eye out, but don’t see
spells. It must be in your spell list. anyone following you or acting
Detect Magic: turn to entry 116. suspiciously.
Detect Poison & Disease: turn to entry Return to 55 and choose which stalls
48. you want to examine.
Find Traps: turn to entry 71.
Mage Hand - to lift the chest lid and 222
retrieve some treasure: turn to entry You stay where you are and watch
95. the events unfold. As you watch, you
Sanctuary: turn to 199. see the loudmouth stand and draw
Shatter - to destroy these humanoids, his fist back, and you watch, glued to
whether they are alive or dead: turn this drama. He throws his punch,
to 207. which bounces harmlessly off the
Unseen Servant - to move over and try metal jaw of the warforged, and cries
to get to the chest: turn to entry 256. out in pain, cradling his hand.
The warforged server grabs him by Will you try and restrain him,
the arm, walks him to the door, and making a gesture of protecting the
ejects him onto the street, to a warforged (although it clearly
mixture of booing and roars of doesn't need your help)? Go to 190.
approval from the bar. Or will you address him loudly,
To do something else within the trying to divert his attention? Go to
tavern, return to entry 260 (without 50.
taking a progress point) and choose a
new option (which will cost a 226
progress point). You feel another tug at your belt,
If you have had enough of this place and catch hold of Netta's hand. The
and would like to leave, turn to entry cheeky little scamp! But she is quick,
133. and as you are sneezing, you feel
teeth sinking into your hand. You
223 roar in pain and quickly release her
Sticking to the walls, you move before she can do any real damage.
around the circular room towards the When the powder clears, Netta is
curtain, trying to stay as stealthy as gone... but at least your coinage is
possible. This will not be easy. still safe!
Make a stealth check, DC 17. Turn to entry 27.
If successful, go to 144.
If unsuccessful, go to 254. 227
Pausing for a second, wondering
224 whether you have chosen the right
You creep forward, trying your best option, you throw caution to the
to stay hidden from whatever lurks wind and press the basilisk stone.
ahead. However, you misstep and There is a moment's pause, and then
your foot slips on a patch of slime by the door releases and swings open
the sewer channel's edge. You look before you, revealing a passageway
up and see a malformed, sickly- beyond.
looking rat, looking straight at you! Breathing a sigh of relief, you step
Go to Horrid Rat Combat Sheet. through the door and continue your
journey.
225 Turn to entry 156.
As you stand up and move over
towards the loudmouth's table, he too 228
stands, and draws his fist back, ready (Add 1 progress point)
to punch the warforged square in his You turn down this eastern tunnel
metal jaw. and make your way down a circular
(cont. over) passage illuminated by regular
Everbright lanterns. It seems
whoever lives around here wants to
remove all hiding places within this
complex of tunnels. Not lingering at
all, you press on down this strangely 231
silent corridor until it begins to bend You extend your hand. Haze turns
towards the north. After some time, his shifter-like paw and drops the
the tunnel - which appears to be magic item into your waiting palm.
recently constructed to your eyes - The weight of it catches you slightly
abruptly changes to a more ancient, off-guard, but it is not more than a
stone style of dungeon, and the light heavy gem or piece of gold. You stow
drops to near darkness. the amulet carefully with your other
Slowly you make your way forward. belongings.
The path seems to be descending, Spend 2 progress points attuning to
and the ground growing damp. this magic item, and add it to your
There is a foul smell here too, inventory.
slightly reminiscent of death and
decay. Amulet of Moonbeam
Ahead, you see an area where the Wondrous item, rare (requires
tunnel widens out into a sort of attunement).
gallery. You press on, primed for any When you are wearing this amulet, you can
movement in your peripheral vision. use an action to cast the spell Moonbeam,
Turn to entry 16 once per day, at 2nd level. Moonbeam: A
silvery beam of pale light shines down in a
229 5-foot-radius, 40-foot-high cylinder centred
on a point within range. Until the spell
You discern that these fish-like ends, dim light fills the cylinder. When a
humanoids are most certainly dead. creature enters the spell’s area for the first
Their eyes have lost all their gloss, time on a turn or starts its turn there, it is
and they give off a faint rotting engulfed in ghostly flames that cause
aroma. searing pain, and it must make a
Return to entry 121 (without taking Constitution saving throw (DC 15). It takes
2d10 radiant damage on a failed save, or
a progress point) and choose a new half as much damage on a successful one. A
option. shapechanger makes its saving throw with
disadvantage. If it fails, it also instantly
230 reverts to its original form and can’t
Finally you crunch the last of the assume a different form until it leaves the
hideous beetles underfoot and survey spell’s light. On each of your turns after
you cast this spell, you can use an action to
this scene. You inspect the bones of move the beam 60 feet in any direction.
the last hapless victim, but find
nothing. At least initially. Then,
surveying the bones closely, you see You thank Haze for his help and
that a gold ring adorns one bleached prepare to leave. He shakes your
finger. Carefully you wiggle the ring hand and wishes you the best of luck
off and hold it up. It is ornately in your journey, shapeshifting back
crafted and bears inscriptions. into his first, human form as he does
If you know Elvish, go to 195. so. You think he might do this for
Otherwise, proceed to entry 41. effect, but strangely, this criminal
overlord has made quite an
impression on you in your short time The creature’s eyes narrow, and it
here! curses in some bizarre, eldritch-
You leave The Jaded Sanctuary sounding language.
unmolested. The attendants and “Perhaps what you say has a grain of
guards view you with some awe as truth in it,” it says, and considers for
you leave, knowing now that you just another long while. “But I will not let
had an audience with their employer! you pass so easily. Give me
Turn to entry 131. something, one of your possessions.”
If you agree to give the Dolgaunt one
232 of your possessions, choose an item
You move over to the burly human from your inventory now, then go to
attendant. "What's behind the 84.
curtain?" you ask, peering past him. If you refuse, go to 188.
He eyes you dismissively. "Nothing
you need concern yourself with, 234
friend. Be on your way." You start trying to finesse your way
To cast Suggestion or Charm Person through the door, making some
on this attendant, go to 32. comments about "connections" and
To leave the den and return outside, "you don't know who I am but..."
go to 131. The warforged puts a hand up,
stopping you mid-sentence.
233 "I am afraid, friend, that you are
“Who is your master?” you demand, wasting your time. There is no way
manoeuvering away from the you will ever be able to convince me
creature. “You are a skilled warrior… to abandon my duty to my employer.
surely this master of yours is not And now, on your way please."
worth dying for!” Seeing little else for it, you leave the
“What do you know of it?” the warforged to his duties and consider
creature hisses. “Xor has promised your options.
me a general’s rank in his army… Return to the entry 241 without
what can you offer me?” The creature taking a progress point, and then
comes rushing at you. choose a new destination (arriving at
“And you believe him?” you shout, which, you will take a progress
dodging out of his way. “This Xor, as point).
you call him, has only his own
interests at heart. Your loyalty is 235
misplaced!” “Nothing you do will bring your
The creature stops in its tracks. family back,” you say to Xor. “And
“What do you know of this Xor, of the people up there,” you point up at
his background? Probably as little as the ceiling to indicate the population
I. And if you do not know someone, of Sharn, “They had no say in the
how can you trust them? Or be matter, no control over what the
prepared to lay down your life for soldiers of Breland did to your
them?”
people. They are innocent of the 236
crimes you accuse them of.” "Gotcha," you say, grabbing hold of
The shifter’s expression seems to the kid's arm. You look down and see
harden at these words. “All you seek that the young girl couldn't be more
to do is delay what must happen,” he than 12 years old. But she doesn't
says. “I suspect you do not care at all look frightened, only resigned to the
to hear my history. The simple fact that you've caught her.
version is this: soldiers of Breland, "Right, I'm handing you over to the
during the Last War, utterly guard," you say, motioning to the
destroyed my tribe. For no other lone guard that mans the door out to
reason than we just happened to be in the platform.
their path when they passed, and The girl smiles. "Gregius? Oh. All
they felt like killing something. right then." She doesn't seem too
Nothing more. Centuries of culture perturbed about this, and you
and history, erased on a momentary immediately surmise that the old
whim. That, my friend, is why I do guard will probably just let her off
what I must do!” with a warning.
You begin to protest the innocence of Then it occurs to you.
the people of Sharn to this shifter, "Hey... do you know where Neonis
but he is not hearing a bar of it. You Way is?"
even invoke the topic of war crimes, She shrugs. "Yeah, sure. I know
and tell him that operating a creation every street in Sharn."
forge is a serious offence, possibly You grin. "Take me there, and I
punishable by death. won't hand you in. There might even
“I care nothing for the laws of this be a crown in it for you."
land!” he roars. “Nothing you say will The girl beams broadly and
change my determination. And now, straightens up, then gives you a
for better or worse, I go to fulfilll mock salute. "Right - this - way -
that destiny!” Then, raising his voice, sir!" she exclaims, then turns and
he yells, “TURBINE! KILL!!” leads the way towards the station
You turn and see, to your horror, the exit.
huge warforged titan shudder into Struggling to keep up, you run after
life, and begin lumbering towards her.
you. “He’s escaping!” Spanner Go to 76.
exclaims, and you turn back to see
that the shifter has made his way to 237
the back of the room, towards what You immediately recognize this area
looks like a levitation disc. But the as the trap described in the diagram
warforged is upon you now…. you found earlier. Carefully, you
Go to Unfinished Warforged move around the flagstones that
Combat Sheet and do battle! obviously trigger the mechanism,
and continue on your way down the
long, forgotten passage.
Go to 138.
241
238 (Add 1 Progress Point)
You make the motions and It is now midnight, but the streets of
incantations, and wait for knowledge Upper Dura are certainly not
about the key to be revealed. deserted. Everyone seems to be
What you discover is that the lock heading in the same direction, and
and the key are two parts of a magic you remember Kamiel's
artefact that triggers a deadly trap! recommendation about visiting the
The door is secondary - its only Dura Bazaar.
purpose is to serve as the platform You make your way along the street,
for the trap. considering how you will get down
You shake your head. Oh well, to the Cogs. A skycoach or a Talenta
perhaps the key will be worth glidewing down to Lower Tavick’s
something. Landing seem to be the obvious
You turn and leave, continuing north options, and you start keeping an eye
up the tunnel. Go to entry 149. out for a transport station.
It doesn't take long before you near
239 the famed Dura Bazaar. Nearby, you
Too late, you hear a sound behind also spy a doorway where many
you and feel something cold and people come and go, and note that
clammy start to wrap around your those leaving look very unsteady on
neck! their feet. You've heard of this. This
Choose either an athletics or is one of the ill-reputed Dreamlily
acrobatics roll for your PC, then Dens that Dura is famous for. A sign
make a grappling roll for your over the door reads "The Jaded
attacker (d20+2). Compare the two Sanctuary."
rolls. Ahead is the bustling market, row
If the target’s roll is higher, you are upon row of stalls, food vendors and
grappled! Go to 92. all manner of tricksters, buskers and
If your roll is higher, go to 61. opportunists... A little way back from
the market, you also see the entrance
240 to a tavern, The Assassin’s Eye -
(If this is not your first visit to this possibly a good place to listen for
entry, add a progress point). chit-chat and rumours. But you are
You look around for something to aware that time is of the essence, and
throw, but cannot see any stones or so you consider where your time will
other projectiles. be best spent.
Perhaps you could throw something (cont. over)
from your inventory. A caltrop, a
torch, or even a weapon.
Choose an item to throw, and then
proceed to entry 105.
Where will you go? Remember that nearby, they would definitely have
there is only a limited time to heard it.
complete your mission. Carefully you step through the
To visit the Dura Bazaar, go to 55. entrance and into a well-maintained,
To inspect the Dreamlily Den, go to circular tunnel which leads off into
170. the distance.
To visit the tavern, go to 260. Go to 125.
If you are ready to leave the Bazaar
District and make your way down to 244
the lower levels of Sharn, go to 132. You desperately search for a hiding
place, but in vain. You cannot find
242 anywhere to conceal yourself, and
You tell Spanner of your idea to take then you hear the secret door slide
out the titan first, and he agrees. open. You watch, rooted to the spot,
“It’s dangerous, yes… but tactically, as two warforged emerge in the
a smart move.” sewer tunnel.
You make your way around the south They see you and stop. Then, one
wall towards the scaffold framework lifts its arm to point at you and cries,
where Turbine the warforged titan is in a metallic, abrupt voice: “Intruder!
being attended by a swarm of small, Attack!”
harmless-looking drones. There is something wrong with these
Now absorbed in a huge tome of warforged. They move as if broken.
some sort, Xor, sitting on his ornate Go to Broken Warforged Patrol
throne, has not noticed you Combat Sheet and do battle.
approaching his pet project. The
titan also appears in a temporarily 245
dormant state. You desperately grab for the
You are about 40 ft away from it, and glidewing’s railing, but to no avail.
hidden in the shadows by the wall. You go toppling out of the craft, and
Make a stealth check, DC 12. find yourself thinking as the ground
If successful, go to 273. comes rushing up towards you that
If unsuccessful, go to 3. you should have ponied up the extra
galifar and taken the skycoach!
243 You hit the ground hard.
(Add 2 progress points) Take 4d6 fall damage.
It takes some time inspecting the If you are still alive, you slowly pick
slime-covered walls of the sewer yourself up and gather your bearings.
passage, but eventually you spot it - You had the foresight to have your
the faintest of outlines, cleverly backpack on when you fell, so all
concealed amongst the stonework. your belongings are with you.
You push on a slightly raised stone Gradually you recover and inspect
that looks like it might be the your surroundings.
mechanism, and the door scrapes Turn to entry 42.
open, quite loudly too! If anyone was
246 248
(Add 1 progress point) “Noooo!!!” the shifter cries,
You press on north, senses on high abandoning his throne and running
alert as you journey ever deeper into towards the machine. “My forge!”
this strange network of tunnels. Then, he sees you and Spanner
Then you turn another corner, and standing by the east wall. “You!” he
see that up ahead the passage opens growls, stopping in his tracks. “You
out into a space which appears to be a destroyed my forge! You have no
series of interconnected, water-filled idea what you have done, you fool!
rooms. As you near the chamber you TURBINE, ATTACK!”
see that just inside the entrance, a The huge warforged shudders into
smooth staircase descends into waist- motion and begins lumbering
high water, filling multiple sections towards you and Spanner. You watch
of this partitioned space. If you want as Xor himself takes off towards the
to progress through here, you are back of the chamber.
going to have to wade all the way “He’s going to the chamber where he
through! keeps his completed soldiers!”
The chamber is well-lit, and you Spanner says. “He means to escape!”
cannot see anything lurking The titan is now almost upon you,
underneath the water from your and Xor is escaping!
current vantage point. Go to Unfinished Warforged Titan
You could cast Detect Magic to see if Combat Sheet and do battle now!
anything of an arcane nature lurks in You will also find Spanner’s NPC
this room. Turn to 31. stat block there, on the page after.
If you are a ranger, you could use
your primeval awareness to sense if 249
there are any dangerous creatures Try as you might, you cannot find
lurking in these jade-coloured anything resembling a trap on this
waters. Turn to entry 179. statue.
You could investigate the water, to To proceed cautiously past this
see if it dangerous or poisoned in any warforged, primed to move quickly
way. Go to 198. in case you trigger a trap, go to 180.
Or, you could begin moving Or, you could return to the junction
cautiously wading through the room, and take the western passage, which
primed for anything out of the will take time. Go to 192.
ordinary. Turn to entry 18.
250
247 You have no knowledge of the
Make an investigation check, DC 18. Goblin language, just enough to
If successful, go to 165. recognize it, but you do know
If unsuccessful, go to 265. something of this area, perhaps from
something you have read on the
history of the lower levels of Sharn.
It is Goblin, you know that, and you 252
also know that this sewer was built Simultaneously you turn and push
using part of a tunnel that used to the attendant, going for your
form a subterranean Goblin weapon.
settlement. The area you’re in right Make a dexterity or strength check,
now, in particular, is the notorious DC 15.
“Temple of Death,” a famed area If successful go to 38.
riddled with traps to keep out If you fail, go to 114.
intruders.
And from this scant knowledge, you 253
can decipher the rest of the markings. As soon as Xor drops dead to the
A crude diagram shows a particularly ground, Turbine stops dead in his
deadly trap, and its position relative tracks also. Examining Xor’s corpse,
to where you are now: about an you see he wears an amulet of some
eighth of a mile to the east. This trap sort, which evidently was allowing
appears to use a type of noxious gas him to control the giant construct.
prevalent in the area. As you watch, you also see Xor’s
Armed and forewarned, you proceed body slowly transform. The shifter
on down the foul-smelling, damp- features and fur begin to disappear,
walled passage. and a new being occupies the space
Take the codeword diagram. where Xor once was. This being is
Turn to entry 80. silver-skinned, almost translucent,
with white hair and almost ghostly
251 features.
The colossal warforged titan “A changeling,” Spanner whispers.
collapses to the ground in a massive “That… explains a lot.”
pile of twitching steel wreckage. After exploring the cavern
Immediately his wrecked bulk is thoroughly, you release the moth
swarmed by drones who begin a device given to you by Kamiel, and
futile effort to try and piece him back settle down to rest in the chair that
together. Spanner walks up and kicks belonged to Xor… or whatever that
a few off them off. They arc off poor, tragic creature’s name was.
screaming, hitting the wall and Spanner keeps watch over you (if he
disintegrating. is still alive) as you get some well-
If Xor has escaped the room, go to deserved rest.
209. You are woken some hours later by a
If Xor is dead also, go to 26. commotion: Kamiel arrives,
If Xor is restrained, go to 189. accompanied by a large detachment
of the Sharn Watch, who commend
you on your bravery. Kamiel tells
you that he showed the intel from the
moth to them, and finally they sat up
and listened.
You also find some treasure in here, and then you see it gently moving
559 galifar to be exact, which the the corpse aside. The body appears
Sharn Watch let you keep. Kamiel is dead, not simply motionless. It makes
overjoyed to see you, and cannot stop a gap, and moves through.
praising your bravery. But as it does so, the body pitches to
Now turn to entry 279. the side and lands on the stone floor
with an audible “thwack!” The skin of
254 its head, paper-thin, splits, and you
The attendant turns just as you are see a green vapour escape, which
about to slip through into the quickly begins to fill the chamber!
corridor. Shaking his head, the burly Terrified that this might be poison
attendant fixes his glare on you. gas, you turn and bolt towards the
"You won't get past me so easily, you north!
little sneak! Now, I think it's time for Make an athletics check, DC 10. You
you to leave." should be able to outrun the gas
The attendant grabs your arm and cloud.
begins frogmarching you towards the If successful, go to entry 257.
door! If unsuccessful, go to 215.
To wriggle free of his grasp and
make your way out without his 257
escort, go to 270. You lean forward, sprinting for all
To turn and attack, go to 252. you’re worth, across the whole
length of the chamber and into the
255 tunnel beyond.
You rack your brains, but cannot Finally pausing, you turn to look
remember any bit of lore referring to back. The poisonous cloud has not
a warforged such as this. Is he followed you this far.
famous in some way? And what is a Catching your breath, and feeling an
statue of him doing in the middle of overwhelming sense of release, you
an abandoned sewer? turn and continue north.
To search around this statue, go to Turn to entry 69.
202.
To proceed north down this passage, 258
go to 180. Using your finely honed ranger
skills, you cast your senses forward,
256 feeling around for any dangerous
You conjure your magical minion creatures. And there, somewhere
and direct the shapeless force beyond sight but not too far away,
towards the chest, with the simple you sense an aberration, an
command, “Open.” abomination of a life-form.
You see it as a shimmer, a Trying not to appear too alarmed
disturbance on the air, as it moves (which might put it on guard) you
over towards the chest. It pauses for bring the magic to its conclusion and
a moment before the ring of bodies,
then begin to slowly make your way gambling going on too... In fact, a
forward towards the east junction. whole area of the bar is devoted to it,
Take the codeword forewarned. and the clink of crowns and galifars
Turn to entry 57. fills the smoky air.
To go over to the bar, turn to entry
259 182.
Softly you creep forward, eyes To try your hand at the chance
probing the darkness. And then you tables, go to 33.
see it! There, feasting on some To hang around and see what you
unnameable foul dead thing, you spy can overhear, go to 136.
a yellow-toothed, diseased-looking To leave the tavern, go to 133.
rat. But this is no ordinary rat - it
appears to be the result of some sort 261
of genetic experiment gone wrong! Cursing the thief who stole your
Go to Horrid Rat Combat Sheet crowns, you take a few deep breaths
and read the encounter. You may to calm yourself and remain in the
make one surprise attack against this line, not letting some petty thief
enemy before entering combat distract you from your mission -
proper. whatever that might be!
Finally, the last person in front of
260 you departs, and you are face to face
(Add 1 progress point) with the booth attendant, a wrinkled
You keep your head down and old dwarf with a look of supreme
quickly walk towards the tavern. indifference.
Glancing up, you read the sign "Yes?" he asks in a monotone.
hanging over the door - The Assassin's "Neonis Way. Can you tell me where
Eye is the name of the place - and it is?"
ascend the stone steps that lead up to The old man frowns for a second,
the open entrance. On the balcony, then turns in his chair and reaches
drinkers watch the living flotsam of back towards a shelf, from which he
Dura go by. produces a folded piece of parchment.
Entering The Assassin's Eye Tavern With a deft flick, he opens out a map
you see that it is packed with all of Menthis Plateau, intricately
manner of adventurers and likely detailed. He seems pleased to have a
sorts. A harried-looking proprietor change from the monotony of selling
pours drinks as quickly as he can for skycoach tickets.
the mob that presses forward at the "Yes, I do know that one... hmmm...
bar. Tabaxi rub shoulders with ah, here!"
kalashtar, humans, dwarves and a He holds the parchment up for you,
dozen other races, all vying for pointing to a tiny spot.
attention. The din is intense. At "Just there," he says. "You've got a
various shady tables you see covert bit of a walk, but it's not too far."
conversations, solicitations and deals Gazing at the parchment, you
being made. There's a fair bit of memorize the location and how to
get there from the station and then, "Everything all right? Any
thanking the dwarf, head towards the questions?" she asks you, with a
station exit. gentle smile. You reply, "No, just
Go to 75. browsing," and she goes back to her
numbers.
262 Not everything here is useful - some
(Add 1 progress point) of the items on display are designed
Wands, Wards & Weapons Magical to make day-to-day life easier, not to
(main shop Dava Gate) is a neatly- aid adventurers in their search for
arranged stall attended by a corrupted warforged! However, there
youngish female elf, who wears the are a few items that could prove
robes of a sorcerer and gold-rimmed useful. Peruse the wares below to see
spectacles. She has her head in a if there is anything that takes your
ledger as you peruse her wares, only fancy.
glancing up occasionally to check on
her customers.

WANDS, WARDS & WEAPONS MAGICAL


ITEM COST WT. NOTES
Potion of 100
- Standard healing potion.
Healing galifar
Wondrous Item, common.
Contains an Eberron dragonshard imbued with the effect of a
continual
Everbright 150 flame spell. This bright light is mounted inside a normal
2 lb bullseye lantern, allowing the light to be shuttered off. An
Lantern galifar Everbright lantern provides clear
illumination in a 60-foot cone and shadowy illumination in a
120-foot cone, just like a mundane bullseye lantern, but its flame
never goes out.

Wondrous item, uncommon (requires attunement - 3 progress points)


A small jade ring, cast in the form of a tentacled sea beast. It
leaks a black oily substance that stains your fingers like those of
300 a scribe.
Band of Coils - Once per day, you can use your reaction when you are attacked
galifar by a creature within 5 feet of you to shoot a spray of ink from
the ring, dealing 1d4 acid damage to that creature. They must
succeed a DC 15 Dexterity saving throw or be blinded until the
start of their next turn.

Wondrous Item, uncommon.


These dark-coloured leather breeches require the Mark of
Breeches of 200 Passage (House Orien) to use. When moving to new locations,
2 lb.
Swiftness galifar roll a d20. On a roll of 15 or above, you may disregard the
instruction to take a progress point.
Wondrous Item, uncommon, requires attunement (3 progress points).
Monocle of 400 0.5 To attune this item, you must possess the Mark of Finding
(House Tharashk). When actively searching for traps and other
Trap Finding galifar lb. hidden hazards, you may add your intuition die to the
Investigation / Perception check.

Weapon (Quarterstaff), very rare, requires attunement by a monk (3


progress points)
Staff of This magical quarterstaff is a simple shaft of worn wood. While
500
Flurried Blows 4 lb. attuned to this weapon you may use your action to make a
galifar single melee attack against any number of creatures within 5
(Monk Weapon) feet of you, spending 1 ki point for each creature beyond the
first.

Weapon (Longsword), very rare, requires attunement (3 progress


800 points)
Morbid Doom 3 lb. Morbid Doom scores a critical hit on a roll of 15 or higher.
galifar After you score a critical hit with it, Morbid Doom becomes a
non-magical longsword until the next sunrise.

Once you have finished here, you corner of Eberron, and fought in
may explore a different stall by many battles, although his joyous
returning to 55 without taking a nature runs contradictory to that.
progress point, and then take a Perhaps it is to mask an underlying
progress point to choose a different pain, but you sense not. Wearing
stall to explore. loose, colourful robes, Wes greets
Or, if you are ready to leave the everyone who visits his stall with a
bazaar, go to entry 15. warm hug (including you), and
promptly hands them a skewer of
263 sizzling meat, cooked by his son who
(Add 1 progress point) stands at a grill nearby. The tactic is
Wes is an exuberant, expansive working - Wes's stall is one of the
character, the type of merchant who busiest in the whole market, and
always has a story for his customers. there is a good selection of exotic
As you browse, you listen in on his weapons as well. His wares are listed
banter. It seems he has visited every below.

WESGOTH’S WEAPONS, MUNDANE & EXOTIC


WEAPON COST DAMAGE WT. PROPERTIES
Rapier 25 galifar 1d8 piercing 2 lb Finesse
Scimitar 25 galifar 1d8 slashing 3 lb Finesse, light
Longsword 15 galifar 1d8 slashing Versatile (1d10)
Shortsword 10 galifar 1d6 slashing 2 lb Finesse, light
Javelin 5 1d6 piercing 2 lb Thrown, range 30/120
sovereign
Darts 5 crowns 1d4 piercing ¼ lb Finesse, thrown, range 20/60
Cyrrian 100 See - Use to coat one slashing or piercing
weapon or up to three pieces of
Poison galifar description ammunition. Applying it takes an action.
A creature hit by it makes a DC 12 con
save or take 1d10+2 poison damage. The
poison lasts for 1 minute before drying.

EXOTIC WEAPONS

Three- 4 galifar 1d8 8 lb. Finesse, Special, Two-Handed


Sectioned bludgeoning
Staff
Breland 125 1d10 slashing 6 lb Heavy, Special, Versatile
Bastard galifar or piercing (1d12)
Sword
Bolas 1 galifar 1d4 2 lb. Finesse, Light, Special,
bludgeoning Thrown (Range 10/30)
Drow 10 galifar 1d4-1 2 lb. Finesse, Light, Special,
Bladed bludgeoning Thrown (Range 20/60)
Boomerang + 1d4
piercing
Wrist 250 1d6 piercing 2 lb. Ammunition (Range 25/90),
Crossbow galifar Light, Loading, Special

Boomerang: This weapon will you meet a specific strength


return to you if you fail to hit your requirement. You must have a
target. Using your reaction, you can Strength score of at least 18 or suffer
catch it by succeeding a DC 10 disadvantage on all attacks made
Dexterity check. with this weapon.
Three-Sectioned Staff: Enemies Bolas: Enemies have disadvantage on
have disadvantage on any saves from any saves from an attack that would
an attack that would allow you to allow you to knock them prone when
disarm them when attacking with attacking with this weapon.
this weapon. This can be utilized as a Wrist Crossbow: You cannot be
monk weapon. disarmed of this weapon.
Breland Bastard Sword: This
particular weapon is too large to Once you have finished here, you
wield in one hand normally unless may explore a different stall by
returning to 55 without taking a "How do you know of this?" you ask.
progress point, and then take a At this question, the man smiles
progress point to choose a different slightly and takes a seat at his desk.
stall to explore. Turn to 130.
Or, if you are ready to leave the
bazaar, go to entry 15. 267
(Add 1 progress point)
264 Triggering the mechanism once
You make your way down this well- more, you enter and return to the
lit passage, unnerved by the utter junction.
quiet that pervades these corridors. To take the north passage from the
Far off, you hear a rumbling, but junction, go to 157.
there is no way of telling what is To take the west passage, go to entry
causing it. You press on, and it seems 264.
to you that your heart is beating
incredibly loud, so loud that you 268
think it could very well be "Who are you, to come unbidden into
announcing your presence to anyone my chamber?" he demands angrily.
or anything that lurks nearby! "How dare you disturb my
Eventually the tunnel angles towards preparations!"
the north, and you follow this "It's not your chamber!" you counter.
direction, senses on the alert for any "You're an intruder here. This
sound or motion. chamber, these tunnels, this whole
Then, you catch sight of an place, is the property of the city of
irregularity on the east wall of the Sharn and you have no business
passage, up ahead. Cautiously, you being here! I know what you're up to,
approach. preparing an army of warforged. The
Turn to entry 82. game is up, Xor."
Xor is silent as he digests this
265 information. He rises from his throne
You spend a while examining the and comes forward, a look of grim
door from top to bottom, but don’t determination on his face.
find anything that alerts your "You know nothing, stranger," he
attention. If there is a trap here at all, hisses. "Breland has taken everything
you can’t see it. from me. My family, my home, my
Return to entry 82 and choose life and dignity. I am simply
another option. reciprocating in kind."
There is a note of tragedy, of utter
266 despair in Xor's voice. "Look," you
You get a strong feeling that this say, "I don't know what hap-"
enigmatic individual bears you no ill "Tell me," Xor cuts you off, "If
will. If anything, he only seems someone killed your entire family,
concerned with his own interests, not your tribe, razed your village to the
with causing you any harm. ground, would you be fine with that?
Or would you do the honourable “And you’ve brought a friend this
thing, the only thing, and seek time, I see…” he looks you up and
revenge?" down. “You have no idea of what you
Xor's logic is hard to refute here. are meddling in, stranger,” Xor says
What is your next course of action? in a low tone. “No idea of the crimes
Try to reason with this obviously perpetrated by those you seek to
highly motivated character? Go to protect. But I will not let you
235. THWART MY PLANS! TURBINE!
Or, move in to apprehend him, going ATTACK!!!”
to combat if necessary? Go to 36. To your horror, you see the giant
warforged titan heave into motion
269 and begin lumbering towards you.
To cast Detect Magic, go to 53. While you are so distracted, Xor
To cast Identify on the door plate, go makes a bolt for the back of the
to 108. cavern, where you see a levitation
disc hovering.
270 “He’s trying to escape!” Spanner
You try to shake the attendant loose cries. “He’s going to the chamber
- you don't need his hands on you, where he keeps his army!”
guiding you towards the door! That's You are deep in it now! Can you fend
just annoying, and an affront to your off the titan and somehow apprehend
dignity. this criminal at the same time?
Make a dexterity or strength check, Go to Unfinished Warforged
DC 15, to get free of the attendant's Combat Sheet to find out!
grasp.
If you succeed, you walk to the door 272
unaccompanied. Take an inspiration You tell Spanner of your plan to
point for not allowing yourself to be attack the shifter Xor directly, but
manhandled in that way! the warforged disagrees with this
If you fail, you are escorted out! tactic.
Either way, you find yourself out on “He’ll just set Turbine on us and try
the street again. to escape,” he tells you. “Turbine
Go to 131. does all his dirty work for him -
handling the warforged bodies,
271 fending off any monsters that wander
The shifter jumps to his feet, and it in…”
doesn’t take long for him to spot you “But if we capture him first,” you say,
and Spanner. “then he can face justice for his
“You again!” he says, pointing at crimes.”
Spanner. “I thought I’d gotten rid of Weighing Spanner’s words, you
you!” consider your course of action.
“You thought wrong,” Spanner says (cont. over)
determinedly.
To proceed with attempting a 275
surprise ranged attack on Xor, go to The hunchbacked fence hisses his
208. disapproval.
To try and make a surprise attack on "Your loss, friend," he snarls,
the titan instead, go to 242. slinking back into the shadows.
You take a breath and move on down
273 the street. You weren't born
If you wish to, make a surprise yesterday.
ranged attack on the titan with Go to entry 168.
advantage. If it hits, take note of
damage. Then, regardless of the 276
outcome, read below. You wedge yourself back into the
Alerted to your presence, the shifter hole as far as possible, listening as
jumps to his feet. “Turbine, the sound of bootsteps closes in.
ATTACK!” he yells, then runs Then, to your horror, they stop. And
towards the back of the room, where you hear two words, two brutal,
you see a levitation disc hovering. machine-like accusations.
The massive, partially-built “There! In-truder!”
warforged creaks and groans into Emerging from your hideout, you see
life, emerging from its scaffold two warforged, striding towards you
framework. Uttering a horrific, with jerky, spasmodic movements. In
metallic cry, it comes lumbering unison, they raise their armblades
towards you, its weaponised hands and quickly close in on you!
raised in the air! Go to Broken Warforged Patrol
Go to Unfinished Warforged Titan Combat Sheet and do battle.
Combat Sheet and do battle,
alongside Spanner as an NPC. His 277
stats are found on the page after the Despite a thorough study of the
Unfinished Warforged Titan. puzzle, racking your brains all the
while, you cannot make head or tail
274 of it!
You try to throw yourself to the side, Return to entry 164 (without taking
but too late... trapdoors drop beneath a progress point) and choose which
you and you fall to your doom. You option you would like to take.
have plenty of time to pray to your
gods as you plummet to your death 278
down into a seemingly bottomless You begin to make the incantations
abyss! and gestures necessary for the spell,
Unfortunately, your adventure ends as subtly as you can. But the
here. But all is not lost! Roll up warforged seems to notice, and the
another PC and try again. Sharn slightest of smiles - if there is such a
needs a saviour! thing as a warforged smile - seems to
cross his face.
“Do not waste your time, stranger. squadrons of bards sing your praises,
Such enchantments do not work and for a few weeks at least, you are
against me, only on your fellow the hero of this city.
humanoids. I am what they call a But all things must come to an end,
construct, after all…” and after the fanfare dies down and
You realize he is right. How could people forget who you are once more,
you have forgotten that?! your mind turns to adventure once
“I think you’d best be on your way,” more...
he says coolly. “You don’t want to go As reward for this quest, advance your
making a scene around here. character to Level 5.
Wouldn’t look good” Continue to the Epilogue, below.
Realizing he is right, you quickly
move away from the doorway to The EPILOGUE
Jaded Sanctuary. Interactions with The author sincerely hopes you have
Sharn drug cartels generally don’t enjoyed The Saviour of Sharn, and
end well, if the street talk is anything hopes you will recommend it to your
to go by. fellow Eberron Enthusiasts, or any
Returning to the square at the centre who are curious about this amazing
of this area, you assess your options. setting. Hopefully, if demand is
Where will you go? Remember that evident, more Eberron solo
there is only a limited time to adventures will be written. In the
complete your mission. meantime, you could perhaps pick up
To visit the Dura Bazaar, go to 55. the very-soon-to-be-released product
To visit the tavern, go to 260. The Solo Adventurer’s Toolbox which
If you are ready to leave the Bazaar will enable you to solo freeform
District and make your way down to through Eberron.
the lower levels of Sharn, go to 132. Or, if you don’t mind a bit of
Forgotten Realms action, 5e Solo
279 Gamebooks has a series of solo
Your hero has successfully completed gamebooks for that setting: The
the quest! Congratulations on Death Knight’s Squire, Tyrant of
getting to this entry, and becoming Zhentil Keep, Citadel of the Raven, and
The Saviour of Sharn. Tables of Doom, as well as two
If not already awarded, the Sharn adventure conversions: Rage of the
Watch let you keep the 559 Galifar Rakasta and Menace of the Icy Spire.
which you found in Xor’s lair. Lots to play and enjoy.
In the days that follow, you are See you next time.
lauded as a champion, toasted by the
nobility and congratulated by the
Dragonmarked houses. House
Cannith holds a feast to celebrate
your uncovering of the plot,
COMBAT SHEETS
COMBAT SHEET: Dura Street Hoods
Dura Street Hoods
(x4)
Medium Humanoid, Neutral Evil

Armour Class 12
Hit Points 7
Speed 30 ft.

STR DEX
15 (+2) 13 (+1)

CON INT
9 (-1) 10 (+0)

WIS CHA
COMBAT NOTES (Use Map: Dura Alley)
10 (+0) 13 (+1)
1. Place tokens. H: Hoods. PC: You. Note that
Senses Passive Perception 10 there are two in front and two behind. You
Skills Intimidation +3 might have to get creative here to escape their
Languages Common flanking maneuvers.
CR 1/8 2. Roll initiative.
3. The hoods will atempt to flank you to gain
Rally Any time a melee attack
misses an ally, a hood will hear combat advantage.
shouts of encouragement from his 4. Battle to the death!
fellow hoodlums. The hood makes a
wisdom check, with the DC being the ♦ If you are victorious, go to entry 201.
target’s dex score. If successful, the
hood may make an attack as a
reaction.
ATTACKS
Spiked Club +4 to hit, 1d6+2
piercing damage
COMBAT SHEET: Drug Den Enforcers
Drug Den Enforcers
(x3)
Medium Humanoid, True Neutral

Armour Class 16
Hit Points 11
Speed 30 ft.

STR DEX
13 (+1) 12 (+1)

CON INT
12 (+1) 10 (+0)

WIS CHA COMBAT NOTES (Use Map: Drug Den)


11 (+0) 13 (+1) 1. Place tokens. E: Enforcers, PC: You. Roll
initiative.
Senses Passive Perception 12 2. The hoods will atempt to flank you to gain
Skills Perception +2
combat advantage, and also use their Drive Back
Languages Common
feat to edge you towards the door.
CR 1/4
3. If you reach the door, all three will attempt to

Drive Back Any time makes an push you outside on their turn. Make a strength
enforcer makes a successful melee save, DC 18, at disadvantage. If you fail, you fall
attack, the target must roll a strength backwards out the front door, which is promptly
save, DC 13. On a fail, they must
move back 5 ft. The enforcer moves shut and locked!
with them, pressing them towards ! If you are victorious, go to entry 145.
the door. This movement does not
provoke an attack of opportunity.
ATTACKS
Scimitar +3 to hit, 1d6+1 slashing
damage
COMBAT SHEET: Horrid Rat
Horrid Rat
Small beast, Neutral Evil

Armour Class 15
Hit Points 11
Speed 30 ft.

STR DEX
7 (-2) 15 (+2)

CON INT
15 (+2) 2 (-4)

WIS CHA
10 (+0) 4 (-3)

Damage Immunities Acid


Condition Immunities Charmed
COMBAT NOTES (Use Map: Sewer passage 1)
Senses Passive Perception 11 1. Place tokens. R: Horrid Rat, PC: You.
Languages - Roll initiative.
CR 2 2. If you managed to sneak up on the rat,
then you can make a surprise attack (with
Ill-Tempered Animal handling checks
involving a horrid rat are always made with
advantage).
disadvantage. 3. The sewer channel is full of nasty, toxic
Keen Hearing and Smell The rat has sludge. If you go in it, you will need to
advantage on Perception checks that rely on
hearing or smell. make a constitution save, DC 13, or suffer
Pack Tactics The rat has adv. on an attack disadvantage on constitution and stealth
roll against a creature if at least one of the
rat's allies is within 5 feet of the creature and
checks for the rest of the adventure, or
the ally isn't incapacitated. until you find some remedy for this
ATTACKS condition. The rat is immune to such
Multiattack The horrid rat makes two attacks. effects. If you do wind up in the channel,
Bite Melee Weapon Attack +4 to hit, reach 5 ft, it counts as difficult terrain for both you
one target. Hit 2d4+2 piercing dmg, and the and the rat.
target must make a DC 12 con save or contract
a disease. Until cured, the target can only ! If you are victorious, go to entry 47.
regain hp by magical means, and their max hp
decreases by 1d6 every 24 hours. If the target’s
max hp drops to 0 as a result of this disease,
the target dies.
!
COMBAT SHEET: Broken Warforged
Patrol
Broken Warforged
Soldier (x2)
Medium Construct, Unaligned

Armour Class 15
Hit Points 36
Speed 30 ft.

STR DEX
13 (+1) 13 (+1)

CON INT
14 (+2) 6 (-2)

WIS CHA
6 (-2) 4 (-3)

COMBAT NOTES (Use Map: Sewer Passage 2)


Skills Athletics +5
Damage Resistances poison 1. Place tokens. B: Broken warforged, PC: You. Roll
Condition Immunities poisoned initiative.
Senses Passive Perception 9 2. The warforged spew out sparks and clouds of
Languages Common smoke intermittently. They are standing and
CR ! moving, but are unstable and prone to spasmodic
movements!
Living Construct The warforged is
3. If you have Crafter’s Bonding Agent, you may use
immune to disease, and is both a
construct and a humanoid. It regains this to sieze up the innards of one of these
half hp from a magical effect that warforged! If you do so, choose a warforged and
would not benefit a construct. If
reduced to 0 or fewer hit points and make a dex save, DC 13. If successful, it becomes
not outright destroyed, it becomes siezed up and cannot function.
stable but inert until repaired. Any 4. At the beginning of each warforged’s turn, roll a
further damage while inert destroys
it. d20. On a roll of 1 or 2, it experiences a
malfunction and jerks violently either 5 ft toward
ATTACKS
or away from you. (d4: 1-2=toward, 3-4=away). If
Armblade Melee Weapon Attack +3
to hit, reach 5 ft, one target. Hit toward, and the warforged enters your square,
1d6+1 slashing dmg. make a DC 12 dex save, taking 1d4 bludgeoning
! damage on a failed save. If away, and the
warforged leaves melee range, take no damage,
and make an attack of opportunity on it.
! If you are victorious, go to entry 173.
COMBAT SHEET: Skum
Skum
Medium Aberration (Aquatic), LE

Armour Class 13
Hit Points 17
Speed 20 ft., swim 40 ft.

STR DEX
19 (+4) 13 (+1)

CON INT
13 (+1) 10 (+0)

WIS CHA
10 (+0) 6 (-2)

Skills Stealth +3 (+5 underwater), COMBAT NOTES (Use Map: Watery Chamber)
Perception +2 (+4 underwater)
1. Place tokens. S: Skum, PC: You. Roll initiative.
Senses Darkvision 60 ft, Passive 2. If you were surprised, the Skum gets a free attack at
perception 10
advantage before turn order starts.
Languages Aquan 3. The skum makes darting attacks, hitting you quickly and
CR 1 then moving away, as far as it can up to its movement
allowance (40 ft. swim). Opportunity attacks will be hard,
ATTACKS however. The water is moving, blurring the creature’s
shape. The skum is also a fast swimmer. Because of these
Multiattack The skum makes two rake
attacks with its rear claws while it is factors, you will need to make a dex check (DC 16) every
underwater, otherwise above ground it time it makes one of these attacks, to see whether you can
only makes one. make an attack of opportunity on it.
Rake Melee Weapon Attack +6 to hit, 4. Any acid- or fire-based attacks are useless here. The skum
reach 5 ft, one target. Hit 1d6+4 stays underwater, knowing that it has the advantage if it
slashing dmg.
does so.
5. There is a raised area to the north where you could take a
! breather, and the skum will not touch you here. In order to
progress out of this chamber, however, you will need to
enter the water and continue north (the exit is off the map,
to the north). You could even try fleeing, if you have swim
speed. The skum will not pursue beyond the water’s edge
(just off the map to the north).
6. The water you are wading through counts as difficult
terrain for your PC (unless some feat negates this).
! If you are victorious, go to entry 107.
COMBAT SHEET: Kuo-Toa
Kuo-Toa (x2)
Medium Humanoid, NE

Armour Class 13
Hit Points 18
Speed 30 ft., swim 30 ft.

STR DEX CON


13 (+1) 10 (+0) 11 (+0)

INT WIS CHA


11 (+0) 10 (+0) 8 (-1)

Skills Perception +4
Senses Darkvision 120 ft, Passive perception 14
Languages Undercommon
COMBAT NOTES (Use Map: Damp
CR ! Tunnel)

Otherworldly Perception Kuo-toa senses any creature 1. Place tokens. K: Kuo-Toa, PC:
within 30 ft. of it that is invisible or on the Ethereal Plane. You. Roll initiative.
It can pinpoint such a creature that is moving.
Slippery Adv. on checks / saves to escape a grapple. 2. The Kuo-toa with the net (to the
north) will stay at distance, and
ATTACKS
throw the net as his first attack.
Bite Melee Weapon Attack +3 to hit, reach 5 ft., one
target. Hit: 3 (1d4 + 1) piercing damage. 3. The Kuo-toa to the south attacks
Spear Melee or Ranged Weapon Attack +3 to hit, reach 5 with spear. Both of them have
ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing
sticky shields (read under
damage, or 5 (1d8 + 1) piercing damage if used with two
hands to make a melee attack. “Reactions”)
Net Ranged Weapon Attack +3 to hit, range 5/15 ft., one ! If you are victorious, go to entry
Large or smaller creature. Hit Target is restrained.
Creature can use an action to make a DC 10 Strength 124.
check to free itself or another creature, ending effect on a
success. 5 slashing damage to the net (AC 10) frees
target without harming it and destroys the net.
REACTIONS
Sticky Shield When a creature misses it with a melee
weapon attack, the kuo-toa uses its sticky shield to catch
the weapon. Attacker must make a DC 11 Str save or the
weapon adheres to the kuo-toa's shield. If the wielder
can't or won't let go of the weapon, the wielder is grappled
while the weapon is stuck. While stuck, it can't be used. A
creature can pull the weapon free by taking an action to
make a DC 11 Strength check and succeeding.
COMBAT SHEET: Dolgaunt
Dolguant
Medium Aberration, LE

Armour Class 16
Hit Points 22
Speed 30 ft.

STR DEX CON


14 (+2) 19 (+4) 12 (+1)

INT WIS CHA


13 (+1) 15 (+2) 11 (+0)

Saving Throws Dex +6


Skills Acrobatics +6, Stealth +6
Damage Resistances Damage from non-
COMBAT NOTES (Use Map: Tunnel 1)
magical weapons
Senses Blindsight 360 ft (blind beyond this 1. Place tokens. D: Dolgaunt, PC: You. Roll
radius), Passive perception 12 initiative.
Languages Common, Undercommon 2. The Dolgaunt’s tactic is to use multiattack,
(Khyber’s Tongue), Tentacle Sign
Language 30 ft. but to use one of its attacks to attempt to
CR 1 grapple with you. It will make a plain
tentacle attack with its second attack.
ATTACKS 3. If the player is unable to escape a grapple
Multiattack The dolgaunt makes two during its turn, on the Dolgaunt’s next turn
tentacle attacks. In place of any attack, it it will use its Vitality Drain feat.
can attempt to grapple an opponent up to
10 feet away. 4. The Dolgaunt addresses you during combat,
Tentacle Melee Weapon Attack +5 to hit, “You are foolish to trespass here, in the
reach 10 ft., one target. Hit 3 bludgeoning realms of my master!” To attempt to
damage
Vitality Drain Melee Weapon Attack +5 to converse with it, make a charisma check, DC
hit, reach 10 ft., one target that is 15. If successful, go to entry 233.
incapacitated, restrained, or grappled by the
dolgaunt. Hit 3 piercing damage and 2d6
! If you are victorious, go to entry 52.
necrotic damage. The target's hp maximum
is reduced by the amount of necrotic
damage taken, and the dolgaunt regains hp
equal to that amount. The reduction lasts
until the target finishes a long rest. The
target dies if this effect reduces its hp
maximum to 0.
COMBAT SHEET: Carrion Beetle Swarm
Carrion Beetle Swarm
Large swarm of tiny beasts, Unaligned

Armour Class 13
Hit Points 50
Speed 20 ft., burrow 5 ft., climb 20 ft.

STR DEX CON


3 (-4) 13 (+1) 10 (+0)

INT WIS CHA


1 (-5) 7 (-2) 1 (-5)

Damage Resistances Bludgeoning, piercing,


slashing
Condition Immunities Charmed, Frightened,
Grappled, Paralyzed, Petrified, Prone, Restrained, COMBAT NOTES (Use Map: Tunnel 2)
Stunned
1. Place tokens. B: Beetle swarm, PC:
Senses Blindsight 10 ft., passive perception 8
You. Roll initiative.
Languages -
2. The swarm will immediately move
CR 1/2
into your space and begin trying to
Engulf Whenever the target misses an attack, the gain “territory” on your body. Take
beetle swarm gains “territory“ on the body of the note of the Engulf feat, and the
target, aiming to completely engulf it. For each
missed attack, the target takes 1 hp piercing
Nauseate feat also.
damage at the start of each of their turns thereafter 3. Several feats change in nature once
(max 5 hp per turn). This effect ends when the the swarm drops below half hp (25).
swarm’s hp has been reduced by half or more.
Read the stat block thoroughly to see
Nauseate A living creature that begins its turn in the
same space as the swarm must make a DC 16 how this plays out.
constitution save. If they fail, they make every ♦ If you are victorious, go to entry
subsequent attack at disadvantage. Once two such
constitution saves are made, the creature becomes
230.
immune to this effect.
Swarm As its movement, the swarm occupies the
same space as its target.
ATTACKS
Bites (more than half hp) Melee Weapon Attack +3
to hit, reach 0 ft., one target in the swarm's space.
Hit (4d4) piercing damage.
Bites (half hp or less). Melee Weapon Attack +3 to
hit, reach 0 ft., one target in the swarm's space. Hit
(2d4) piercing damage.
COMBAT SHEET: Mad Slasher
Mad Slasher
Medium Aberration, CE

Armour Class 15
Hit Points 33
Speed 40 ft.

STR DEX CON


13 (+1) 17 (+3) 15 (+2)

INT WIS CHA


6 (-2) 10 (+0) 6 (-6)

Skills Survival +7
Senses Darkvision 60 ft., passive perception 10
Languages -
COMBAT NOTES (Use Map: Tunnel 3)
CR 1
1. Place tokens. M: Mad Slasher, PC:
Combat Reflexes Whenever a melee attack misses You. Roll initiative.
the mad slasher, it may make one claw attack as a 2. The slasher uses its Whirlwind
reflex.
Attack feat on its first turn, and
ATTACKS every time it is successfully
Multiattack The mad slasher makes two claw recharged therafter.
attacks.
Claw Melee Weapon Attack +5 to hit, reach 5 ft., one 3. This monster is skittish. It will attack
creature. Hit 1d4 + 3 slash. dmg, you every turn, but will then retreat,
Whirlwind Attack (Recharge 4-6) As an action, the
mad slasher activates its many limbs, which attack
invoking an attack of opportunity if
rapidly in a whirwind of slashing strikes. It makes six necessary. It will move away to its
fast claw attacks at advantage on any creatures full allowance, unless it used up its
within melee range (multiple targets possible).
Attacks on the slasher have advantage until the start movement earlier during its turn, in
of its next turn. It uses this attack whenever which case it will stay in melee
successfully recharged.
range.
4. Note the Combat Reflexes feat.
! If you are victorious, go to entry 214.
COMBAT SHEET: “Turbine”
Unfinished Warforged Titan
Unfinished Warforged Titan
Huge Construct, Neutral

Armour Class 17
Hit Points 64
Speed 40 ft.

STR DEX CON


15 (+2) 10 (+0) 15 (+2)

INT WIS CHA


3 (-4) 11 (+0) 1 (-5)
COMBAT NOTES (Use Map: Xor Lair)
Damage Immunities Poison 1. Place tokens. T: Titan, X: Xor, PC: You, S:
Spanner. Roll initiative.
Condition Immunities Charmed, exhausted,
frightened, paraylzed, petrified, poisoned. 2. Note Turbine’s improved reach of 15 ft. He can
hit anything up to 15 ft away.
Senses Darkvision 60 ft., passive perception 10 3. Turbine tries to stay at least 15 ft away. If he is
Languages Common 15 ft away from any one character at the start of
CR 2 his turn, he will back up by 5 ft, then move 20 ft
towards the target and attack, using the Charge
feat, even if this incurs an attack of opportunity.
Charge If the titan moves at least 20 feet straight
He will then try to move 20 ft past the target so
toward a target and then hits it with an attack on the
he can use this feat again next round.
same turn, the target takes an extra 2d8
bludgeoning damage. If the target is a creature, it 4. Opportunity attacks: Since Turbine occupies 3X3
must succeed on a DC 16 Strength saving throw or squares, the only time he provokes an
be knocked prone. opportunity attack is if his whole body moves
The titan may move through the space of prone out of melee range of another player.
creatures. A creature whose space the warforged 5. Xor is trying to escape by reaching his levitation
titan enters for the first time on a turn must make a disc. To capture Xor or engage him in combat,
DC 14 dex save throw, taking 2d6 bludgeoning use his stat block (refer notes, 2 pages ahead).
damage on a failed save, or half as much damage 6. If you still have any Crafter’s Bonding Agent
on a successful one. available, you may use an action to spray some
Unfinished Due to Turbine being not quite of this into Turbine’s innards, partially siezing
complete, parts of him are falling off. Every time he up his functions. This is a melee action. From
moves through the PC’s or Spanner’s space, roll a that point on, every round Turbine must make a
d20. On a roll of 1-3, a metal part drops off above strength save, DC 12. If he fails, he will only be
your PC. Have your PC make a dex save, DC 12, able to use one of his arms for attack (roll d4. 1-
taking 1d6 bludgeoning damage on a failed save. 2: Axe Arm, 3-4: Hammer Hand).
ATTACKS 7. If you are out of range to approach for melee,
Turbine will pick up and throw one of the many
Multiattack The warforged titan makes two attacks: available drones at you! He can hurl the drones
one with its axe arm and one with its hammer hand.
up to 120 ft, a standard ranged attack, and if
Axe Arm Melee Weapon Attack +4 to hit, reach 15
ft., one target. Hit 2d6+2 slashing damage. they hit they will do 1d6 bludgeoning
Hammer Hand Melee Weapon Attack: +4 to hit, damage.
reach 15 ft., one target. Hit 3d4+2 bludgeoning ! If you are victorious, go to entry 251.
damage.
!

Spanner (NPC)
Medium Humanoid (Warforged)
L4 Fighter – Champion, LG

Armour Class 17
Hit Points 36
Speed 30 ft.

STR DEX CON


18 (+4) 13 (+1) 15 (+2)

INT WIS CHA


10 (+0) 12 (+1) 12 (-1)

Saving Throws Str +6, Con +4


Skills Animal Handling +3, Athletics +6, Intimidation +1, Perception +3,
Senses Passive Perception 13
Languages Common, Halfling

Fighting Style: Duelling Add 2 damage to each melee weapon attack


if no weapon in the other hand (mad has been accounted for in
armblade attack stats).
Living Construct Immune to disease, does not need to eat or breathe,
but can ingest food and drink if he wishes.
Second Wind If Spanner falls to 15 hp or below, he will use a bonus
action on his turn to regain 1d10+4 hp.
Action Surge Extra action during turn once between short rests.
Improved Critical Spanner’s attacks crit on a 19 or 20.

ACTIONS
Armblade Melee Weapon Attack, +6 to hit, range 5 ft, one target. Hit:
1d8+6 slashing damage
COMBAT SHEET: Xor
Xor
Medium Humanoid (Arcane Trickster Rogue), TN

Armour Class 15
Hit Points 33
Speed 30 ft.

STR DEX CON


8 (-1) 18 (+4) 13 (+1)

INT WIS CHA


14 (+2) 10 (+0) 13 (+1)
COMBAT NOTES (Use Map: Xor
Saving Throws Dex +7, Int +5 Lair)
Skills Athletics +2, Deception +4, Perception +3, Sleight of 1. Place tokens (see Turbine encounter,
Hand +10, Stealth +10 above). Roll initiative.
2. On his first turn as a free action, Xor
Senses Passive Perception 13
will summon Turbine (the warforged
Languages Common, Shifter, Drow, Giant Titan) to join the combat. He will
then use this as an opportunity to
Spellcasting Xor is an Arcane Trickster Spellcaster (Spell escape, taking attacks of opportunity
Save: DC 11, Spell Attack mod +3) with the following spells if necessary. He may also use Charm
prepared: Person and Tasha’s Hideous
Cantrips: Mage Hand, Fire Bolt, Poison Spray Laughter to keep you preoccupied
st
1 Level (3 slots): Charm Person, Magic Missile, Tasha’s while he escapes. You as “DM” will
Hideous Laughter decide what Xor is most likely to do,
Sneak Attack Once per turn, Xor deals 2d6 extra damage to a and your PC and Spanner will
creature hit with an attack if he has advantage on the attack respond accordingly.
roll. Attack must use a finesse or a ranged weapon. He doesn't 3. Xor will flee towards his levitation
need advantage if an ally is within 5 feet of the target, the ally disc (marked LD) and then, unless
isn't incapacitated, and he doesn't have disadvantage on the
stopped, will ascend out of the room
attack roll.
(this takes one round). The Titan will
ATTACKS do everything it can to keep you
engaged while its master escapes.
Dual Wielding Xor wields a rapier in one hand and a dagger in
4. Follow these notes and the notes for
his off hand.
the titan encounter (above) to guide
Rapier Melee Weapon Attack +7 to hit, reach 5 ft., one target.
you through this combat.
Hit 1d8+4 piercing damage.
Dagger Melee Weapon Attack +7 to hit, reach 5 ft., one target. ♦ If you manage to defeat or apprehend
Hit 1d4+4 piercing damage. (If thrown, normal range to 20 ft.; Xor before he has a chance to escape,
disadvantage long range 21 to 60 ft.) go to entry 6.
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