Professional Documents
Culture Documents
307
Dead Body
Fountain
W E Everbright
A
Lanterns
The PCs can’t make a thorough examination of the Cutter: Female personality warforged barbarian 1;
body or the satchel until after they deal with the cloaked CR 1; Medium living construct; HD 1d12+2; hp 14; Init
fi gure. +0; Spd 40 ft.; AC 15, touch 10, flat-footed 15; Base Atk +1;
The Cloaked Figure: As the adventurers approach Grp +3; Atk +3 melee (1d8+2/×3, battleaxe) or +1 ranged
the scene of the crime, the cloaked fi gure who disap- (1d4+2, sling); Full Atk +3 melee (1d8+2/×3, battleaxe) or
peared over the side of the skybridge works its way across +1 ranged (1d4+2, sling); SA rage 1/day; SQ warforged
the underside to surprise them. The fi gure beneath the traits; AL CN; SV Fort +4, Ref +0, Will –1; Str 14, Dex 10,
cloak is a warforged named Cutter, a follower of the Lord Con 15, Int 10, Wis 8, Cha 11.
of Blades. Like her leader, Cutter believes that the war- Skills and Feats: Climb +6, Jump +6, Intimidate +4,
forged shall rise up and overthrow the “weak-fleshed” Survival +3; Mithral Body.
races. She bears the mark of Karrnath on her brow, Language: Common.
though she abandoned that nation to join the Lord of Possessions: Battleaxe, sling with 15 bullets, traveling
Blades in the Mournland. Now, she has come to Sharn cloak, backpack, final messenger.
for a purpose. Warforged Traits (Ex): Immunity to poison, sleep effects,
Cutter is part of a team of operatives sent to the City paralysis, disease, nausea, fatigue, exhaustion, effects that
of Towers to locate Bonal Geldem, obtain his work con- cause the sickened condition, and energy drain.
cerning House Cannith activities in pre-Galifar Sharn,
and recover a long-lost schema. Cutter has been watching Tactics: As the warforged moves to attack, PCs who
Bonal for days, and she believes that the key to the scholar’s succeed on DC 15 Listen checks can notice the sounds of
work is in the leather satchel. She leaped at the old man, an approaching climber over the noise of the falling rain.
struck him down, and was about to grab the satchel when Anyone who succeeds on this check can act during the
the adventurers arrived. surprise round. Everyone else is caught flat-footed and
The PCs have one round to examine the scene. Then unaware as the warforged leaps from beneath the bridge
Cutter climbs back over the railing nearest the body and and attacks.
attacks. She wants the satchel and its contents, but her Cutter dives into combat with gusto, attacking the
berserker nature makes it hard for her to break off a battle closest opponent. If she spots a warforged working with
once it has begun. the adventurers, she turns her attention to the “flesh-
loving traitor.” If Cutter takes 4 points of damage, she goes
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Grp +3; Atk +3 melee (1d10+1/×3, halberd) or +3 melee At this point, Elaydren either gives the PCs the ancient
(1d6+1 nonlethal, sap); Full Atk +3 melee (1d10+1/×3, journal (if they didn’t take it earlier) or asks them to
halberd) or +3 melee (1d6+1 nonlethal, sap); AL LN; SV produce it (if they did). Her signet ring and the mithral
Fort +4, Ref +0, Will +0; Str 13, Dex 10, Con 12, Int 10, threads on the cover glow in unison as she takes hold of the
Wis 10, Cha 8. small book. When she opens it, the blank pages immedi-
Skills and Feats: Climb +5, Intimidate +5, Jump +5, ately begin to fi ll with delicate script and line drawings.
Listen +2, Spot +2; Alertness, Run. She turns to a specific page, studies it for a moment, and
Language: Common. then pulls a folded map from inside her cloak.
Possessions: Studded leather armor, sap, halberd, symbol “The location of the lost foundry is deep within the
of the Sharn City Watch, 3 gp, identification papers. Dorasharn Tower,” Lady Elaydren proclaims. “Fifty-seven
levels below the tower’s present-day sewer system. I offer
THE BROKEN ANVIL you one thousand gold pieces and the good will of my house
After the encounter on the skybridge, the Watch either if you recover the heirloom and return it to me. Will you
sends the PCs on their way, or they wind up in a Watch help me?”
holding cell somewhere in Sharn. If they were arrested The Facts: Lady Elaydren belongs to the House Can-
(because they refused to stand down when Dolom ordered nith family in Aundair. However, she secretly works for
them to), they spend about an hour in a locked cell before Baron Merrix d’Cannith of Sharn. He wants the schema,
Dolom opens the gate and lets them out. “You must have but Elaydren doesn’t know why he wants it or what the relic
friends in high places,” Dolom tells them as he returns does. She just knows that he wants his interests in the relic
their equipment and turns them out. to remain hidden. She provides the PCs with 100 gp up
Shortly after either leaving the bridge or the holding front to outfit their expedition, but won’t give them the
cell, the adventurers are approached by another cloaked rest of the 1,000 gp until they return with the relic. She
figure, his hood pulled tight to keep out the rain. He provides a map that Bonal created showing the sewer system
shows them a signet ring with the House Cannith symbol and the path into the depths of the Dorasharn Tower.
emblazoned on it. “If you would know the truth of Bonal “The relic I seek is an adamantine plate in the shape of
Geldem’s murder, go to the Broken Anvil tavern at dawn.” a seven-pointed star about the size of your hand,” Elaydren
Before the PCs can ask questions, the figure turns away explains. “It has no special power by itself, but is an ancient
and quickly disappears into the night. schema—a piece of a pattern used by the Cannith artificers
The Broken Anvil is a small tavern located in the of old to craft unusual items. Recover this piece of history
Mason’s Tower. A sign above the door indicates that for us, and House Cannith will be extremely grateful.”
the establishment belongs to House Ghallanda. Inside, The PCs might have a few questions. Here are some
the halfl ing matron welcomes them and leads them to a of the possible questions and Elaydren’s answers.
secluded table near the back of the common room. “My Who killed Bonal Geldem? “A servant of the Lord of
Lady,” the halfl ing says to the woman already seated at Blades. The warforged prophet wants the schema for his
the table, “your guests have arrived.” Read the following own dark purposes.”
text aloud: Why don’t you seek the help of the local house? “House Cannith’s
leadership has been disjointed since the destruction of
The human female in the dark blue cloak has delicate features, dark blue Cyre. I am loyal to the leader of my portion of the family,
eyes, and sleek black hair bound with silver and turquoise ornaments. She which operates out of Aundair. I have nothing against the
wears a signet ring of House Cannith on her right ring finger and speaks in Sharn-based family, but I am here to further the efforts
a soft but clear voice. “Thank you for coming. We have important business of Baron Jorlanna d’Cannith of Aundair.”
to discuss that relates to the unfortunate death of Bonal Geldem. Please, How do we reach the lower levels? “This map shows the way
sit down.” to reach the sewers of the Dorasharn Tower. Somewhere
beyond the E-213 Valve Cluster you’ll find a sealed door
This is Elaydren d’Vown of House Cannith, a cousin of with the same mark as the one on Bonal’s journal. Open
the blood but not an heir. She points to glasses and three the seal, and the tunnel beyond will take you to the long-
pitchers—ale, wine, and water—then gets right to business. forgotten level far below, where the foundry resides.”
Are there any dangers we should be aware of? “Other than
“I have been working with Provost Geldem to recover a family heirloom,” the Lord of Blades, who may have other agents seeking
Lady Elaydren explains. “We were to meet earlier tonight, but as you know, the schema, who knows what lurks in the hidden places
he never made it. I learned from the Watch what had transpired, and so sent beneath the city? Now that I think about it, Bonal did say
one of my men to track you down.” that he would definitely need to bring fire on the expedi-
She continues. “The heirloom, according to family legends, was tion. I wonder what he meant? Anyway, I urge caution, but
locked away in a foundry that dates back to pre-Galifar Sharn. Poor I am completely confident that you can handle anything
Bonal believed he discovered the location of the foundry in an ancient you may encounter in your search.” (If the PCs tell her
House Cannith journal. I was going to fund an expedition to go to the about the final messenger, she looks troubled, then says that the
site, but without Bonal . . .” Her voice trails off. Then she leans close. Lord of Blades most definitely is aware of the situation.)
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and we will make your deaths slow and painful.” +2; Atk +2 melee (1d6+1/18–20, rapier) or +4 ranged (1d8/
19–20, light crossbow); Full Atk +2 melee (1d6+1/18–20,
The stairs lead to a wider tunnel. A shallow trench, about rapier) or +4 ranged (1d8/19–20, light crossbow); SA sneak
2 feet below the tunnel floor, runs down the center of the attack +1d6; SQ evasion, trapfinding, warforged traits; AL
tunnel, carrying sewer water from east to west. A thick grate LE; SV Fort +1, Ref +6, Will +0; Str 12, Dex 16, Con 12,
allows water to flow from the east, but is otherwise impassable. Int 11, Wis 10, Cha 8.
Metal iris valves, evenly spaced along the tunnel walls, open at Skills and Feats: Balance +8, Climb +6, Disable Device
regular intervals to dump more water into the tunnel. +5, Hide +8, Move Silently +8, Open Lock +8, Search +5,
The warforged rogue’s paid associates, a pair of feral Spot +5; Mithral Body.
shifters, are positioned at the spot marked “B” on the map. Language: Common.
They shift and begin to move forward to engage the PCs Possessions: Rapier, light crossbow, case with 10 crossbow
upon hearing the rogue attack. The shifters have little bolts, thieves’ tools, traveling cloak, backpack, final messenger.
discipline. They charge into the fray, targeting the largest Warforged Traits (Ex): Immunity to poison, sleep effects,
or most powerful-looking opponent, usually attempting to paralysis, disease, nausea, fatigue, exhaustion, effects that
double up on the foe to gain a flanking advantage. If one of cause the sickened condition, and energy drain.
the shifters falls, the other flees. The shifters also flee if the Shifters (2): Male shifter warrior 2; CR 1; Medium
warforged is defeated. If one of the PCs spotted the shifter humanoid (shapechanger); HD 2d8+1; hp 14, 10; Init +1;
watching them at the Rat’s Market, that PC recognizes one Spd 30 ft.; AC 13, touch 11, flat-footed 12; Base Atk +2;
of the shifters attacking them as that shifter. Grp +2; Atk +2 melee (1d4, dagger) or +4 melee (1d4+2,
When you determine initiative for this encounter, claw while shifting); Full Atk +2 melee (1d4, dagger) or +4
consider the valves to have an initiative modifier of +4. On melee (1d4+2, 2 claws while shifting); SA razorclaw shifter
the valve’s turn every round, roll 1d12 to determine which trait (lasts 5 rounds); SQ low-light vision; AL CN; SV Fort
valve cycles open. Any character in the same row as the active +4, Ref +1, Will +0; Str 10, Dex 12, Con 13, Int 10, Wis 10,
valve is hit with a sudden wash of sewage and must make a Cha 10.
DC 15 Reflex save to withstand the rushing water. A failed Skills and Feats: Balance +3, Climb +2, Jump +5, Intimi-
save indicates that the character is knocked prone. date +4; Healing Factor.
N
C SHARN SEWER
W E
2 4 6 8 10 12 S
Valves
B Grate
Valves
A
1 3 5 7 9 11
Portcullis
THE DOOR TO YESTERDAY (EL1) Use the map of the Ruins of Dorasharn for this part of the
With the warforged and his hired shifters defeated, the adventure. This large chamber rises to a height of 30 feet,
adventurers can continue through the tunnel. When and the remains of a number of buildings are scattered
they reach the spot marked “C” on the map, they come throughout the open area. The PCs start at the passage
upon the sealed passage that leads to the ancient depths of marked “A” on the map. Passages on the other walls lead to
Dorasharn Tower. Read: other areas of the tower’s lower levels. No one has entered
this section of the tower in centuries, but that doesn’t mean
A circular metal hatch, set into the tunnel wall and engraved with arcane the place is deserted.
runes, must be the sealed door that Elaydren told you about. In the middle
of the hatch, a glowing circle of mithral depicts the same icon as on Bonal’s Dorasharn Map Key
journal—the ancient symbol of House Cannith that predates the founding Here’s a quick overview of the locations in this part of the
of the Kingdom of Galifar itself, a stylized anvil and hammer. adventure. Each one is keyed to a numbered spot on the
Ruins of Dorasharn map. The encounters are described
The door radiates magic. If the PCs attempt to open it by in more detail later in this section.
normal means, they trigger a trap. The only method to 1. Beetle Swarm: When the PCs enter the large cham-
open the hatch requires a PC to touch the icon on the front ber, a swarm of hungry black beetles spots them and moves
of the journal to the matching icon in the center of the in to feed.
circular door. If this is done, the arcane runes radiate with 2. Ruined Temple: A serene location where the PCs
mystic fire and the hatch slides open. The pathway to the can rest and recuperate in relative safety.
lower levels of Dorasharn Tower can now be accessed. 3. Saber’s Ambush: If the PCs examine this area prior
Trap: An acid splash trap protects the hatch. If someone to entering the foundry, they fi nd nothing unusual.
tries to force open the door or unlock it by magical or When they emerge from the foundry, the Lord of Blades’
mundane means (other than by using the journal), three lieutenant attacks them from the cover provided by
orbs of acid shoot from the hatch to strike random targets this area.
within 10 feet of the sealed doorway. The trap resets auto- 4. Horrid Rats: Another threat, composed of inhabit-
matically. If it is disabled, it resets itself after 10 minutes ants of the ruins, tries to make a meal out of the PCs.
have passed. Even if the trap is disabled, only Bonal’s 5. House Cannith Foundry: The goal of the adven-
journal can open the door. ture, the schema, waits within this ancient structure.
Acid Splash Trap: CR 1; magic device; touch or effect
trigger (see description); automatic reset; spell effect 1. BEETLE SWARM (EL 2)
(acid splash, 1d3 points of acid damage, no save, three orbs As the PCs drop down into the large chamber and enter the
released with each attempt to open the door); Search DC area marked “1” on the map, they hear a disturbing sound.
25; Disable Device DC 25.
A constant background noise rises from walls and ruins around you. It takes
a moment to recognize, but eventually the sounds of chittering and buzzing
PART THREE: can be picked out from among the cacophony. It’s not unlike the sound of
insects in the King’s Forest, except that the chamber seems to amplify and
T HE RUINS OF DORASHARN
The circular hatch opens onto a vertical shaft 5 feet wide
echo the noise in disturbing ways.
and cloaked in pitch blackness. Wind rushes from the Have the PCs make DC 15 Listen checks. Anyone who suc-
depths to fi nd release somewhere higher in the tower, ceeds hears the angry chittering and clacking of carapaces
demonstrating that fresh air continues to circulate even in suddenly grow louder as a swarm of black beetles rushes
the forgotten sections of the tower. If the PCs have ropes toward them. Anyone who fails the check can’t act in the
and other climbing gear (which they should have purchased surprise round.
with the advance that Elaydren gave them), the descent isn’t
that difficult. Eventually, the shaft begins to level out and A dark carpet slides across the dusty floor and moves toward you. No, not a
becomes an almost horizontal tunnel just before it opens carpet, but a mass of squirming, chittering, shiny black beetles that swarm
onto a ruined section of ancient Dorasharn. Read: toward you with hungry purpose.
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Even a warforged character, with his organic components, check, he or she recognizes the ancient symbols of Onatar,
provides a source of food for the swarm. god of artifice and the forge, built into the columns and sup-
ports. If the PCs enter the ruined structure, they notice that
Beetle Swarm: CR 2; Diminutive vermin (swarm); the place has a quiet, serene feel about it. Indeed, none of the
HD 4d8; hp 13; Init +2; Spd 20 ft.; AC 16, touch 16, flat- creatures roaming the chamber will enter this location, and
footed 14; Base Atk +3; Grp —; Atk swarm (1d4); Full Atk the PCs can rest and recuperate here if they so choose.
swarm (1d4); Space/Reach 10 ft./0 ft.; SA distraction; SQ If the PCs do spend 8 hours or more to recover hit
darkvision 60 ft., swarm traits, vermin traits; AL N; SV points and spells, the Lord of Blades lieutenant charged
Fort +4, Ref +3, Will +1; Str 3, Dex 15, Con 10, Int —, Wis with recovering the schema sneaks into the large chamber.
10, Cha 3. Saber, one of the trusted followers of the Lord of Blades,
Skills and Feats: Listen +4, Spot +4; Evasion. won’t attack the PCs until after they have entered and
Language: —. emerged from the foundry. Until then, he remains in
Possessions: —. hiding, watching and waiting and determining the extent
Swarm Attack (Ex): A swarm doesn’t make normal attacks. of their skills and abilities.
Instead, it deals automatic damage to any creature whose If the PCs examine the ruined temple’s interior (DC
space it occupies at the end of its move, with no attack roll 20 Search check), they discover a partially buried font in the
needed. Swarm attacks are not subject to a miss chance for northwest corner (marked “B” on the map). The clear liquid
cover or concealment. Swarms don’t threaten creatures in in the font is the equivalent of a potion of cure light wounds. There’s
their square and don’t make attacks of opportunity. enough liquid for three doses of the healing potion.
Distraction (Ex): Any living creature that begins its turn
in a square with a swarm must succeed on a DC 12 For- 3. SABER’S AMBUSH
titude save or be nauseated for 1 round. The save DC is Until the PCs have entered the foundry, Saber remains
Constitution-based. hidden. The warforged who leads the team that was sent
Swarm Traits: Swarms are not subject to critical hits or to Sharn to find Bonal Geldem and recover the schema
flanking. Swarms are immune to any spell or effect that is now on his own. The PCs have defeated his assistants,
targets a specific creature or number of creatures (includ- but thanks to their final messengers, he has been able to
ing single-target spells). Swarms take half again as much catch up with and follow the PCs to the ruins far beneath
damage (+50%) from spells or effects that affect an area, Dorasharn Tower.
such as splash weapons. If the PCs examine the piles of rubble behind the column
Swarms composed of Fine or Diminutive creatures of stone, they don’t find anything of interest other than two
are immune to all weapon damage. Reducing a swarm to narrow passages that lead to other parts of the lower tower.
0 hit points causes it to break up, though damage taken After the PCs emerge from the foundry (hopefully with the
up to that point doesn’t degrade the swarm or its ability to schema), Saber ambushes them from the cover provided by
attack. Swarms can’t be tripped, grappled, or bull rushed, the column and the surrounding piles of rubble. See Part
and they can’t grapple opponents. Four: Endgame for details of the final encounter.
Tactics: The beetle swarm is hungry and cunning, 4. HORRID RATS (EL 2)
but it isn’t intelligent. It rushes toward the nearest possible When the PCs first enter this section of the ruins, they
food source and is content to swarm over that target for as attract the attention of a pair of horrid rats. The horrid
long as it remains alive and in the space. rats are fearless hunters, moving to flank the weakest-look-
Fire attacks and alchemical weapons work best ing member of the party. Use the statistics for the horrid
against the swarm. A torch can be used as an improvised rat found on page 288 when running this encounter.
weapon, dealing 1d3 points of fire damage with each suc-
cessful hit. A lantern can be used as a thrown weapon, 5. HOUSE CANNITH FOUNDRY
dealing 1d4 points of fire damage to all creatures in The PCs eventually reach the goal of this expedition.
squares adjacent to where it breaks, and +50% more The challenge presented by the House Cannith foundry
damage against the swarm. consists of three missions: finding a way in, defeating the
If the PCs can avoid the beetle swarm for 3 consecutive iron defenders that guard the interior, and accessing the
rounds, the swarm breaks up and the beetles go off to do vault that holds the schema.
beetle things. (Of course, if the heroes run into another
encounter area, they may have to deal with that threat at Getting In (EL 1)
the same time as the swarm.) If a PC wants to retreat back The House Cannith foundry is the only intact building
into the tunnel by which he or she arrived, he or she must in this section of the tower. If the PCs walk around the
succeed on a DC 13 Climb check or a Jump check that foundry, they see solid walls and a double door on the
places the PC at least 4 feet off the ground (see High Jump, western side of the building.
page 77 of the Player’s Handbook). The double door appears to be made of adamantine.
The same icon as on the cover of Bonal’s journal spans
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3
5
Column of Stone
B
2
1
N
W E
KA both sides of the double door, but the same technique that When the PCs enter the large open room that makes
opened the sealed hatch won’t work here. The adamantine up the interior of the foundry, read:
layer of the door has hardness 20 and 20 hit points. This is
followed by three inches of steel with hardness 10 and 90 A large chunk of the ceiling has fallen in, crushing cabinets and shelves
hit points. In addition, an arcane lock spell and an amazing beneath the weight of brick and stone. The remains of what appears to be
lock (Open Lock check DC 40) seal the door. a metal dog that was also caught in the falling stones juts from the debris.
The stone walls of the building have hardness 8 and Dusty shelves, intact, line the southern wall, and a huge forge and furnace
360 hit points. If the PCs use this route to enter the build- fill the eastern part of the room. Neither appears to have been used in
ing, each round they have a 20% chance to attract more centuries. Two pairs of glowing eyes emerge from the far darkness, and you
of the chamber’s inhabitants. If the d% roll indicates that see two metal dogs creeping cautiously toward you.
something has been attracted, roll 1d6: 1–5, 1 horrid rat;
6, beetle swarm. Creatures: Two iron defenders guard the foundry.
The easiest way into the building is through the They attack anyone who enters the building. They won’t
gaping hole in the roof. The walls are 20 feet high and easy attack the PC carrying Bonal’s journal, and they won’t
to scale (Climb DC 10). attack anyone with the Mark of Making—at least not until
However they accomplish it, go to the next encounter such characters attack them. Everyone else is in danger from
when the PCs enter the foundry. these constructs. Use the statistics for the iron defender
found on page 287 when running this encounter.
Iron Defenders (EL 2) Development: When each iron defender is reduced to 0
House Cannith established this foundry around the time hit points, a rod pops out of its forehead. One rod is rectan-
of the War of the Mark. Kedran d’Cannith ran the place gular, the other triangular. The PCs must also recover the
when he wasn’t seeking ancient secrets or exploring new pentagonal rod that is buried beneath the collapsed section
ways to improve his Making techniques. Legends insist of the roof. Doing this requires the PCs to remove a chunk
that he created a powerful pattern using texts he found of stone from atop the crushed metal dog they noticed upon
when he explored what is now known as Xen’drik. Only entering the foundry. The stone requires a DC 20 Strength
Baron Merrix d’Cannith, Elaydren’s secret patron, has the check to move, and up to three characters can work together
faintest idea what the pattern can create, and he wants the to try to accomplish this. These three rods are the keys
schema for himself. The schema is only one part of the four- needed to open the hidden vault.
part pattern. The other parts and whether or not Merrix Treasure: The shelves along the southern wall are
acquires them are left for future adventures. mostly empty, though there are a number of objects wrapped
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AnI
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The Forgotten Forge was a short adventure included in the original Eberron
Campaign Setting for 3rd edition as an introduction to Eberron. It is intended for a
group of four 1st level characters. You will need a copy of the Eberron Campaign
Setting (ECS) which includes the original adventure to use this conversion. The
Wayfnder’s Guide to Eberron (WGE) is also recommended. A few optional
encounters use statistics from the Monster Manual (MM). If you are planning on
running a campaign based out of Sharn, the 3 rd edition book Sharn: City of Towers
provides a wealth of valuable setting information.
Notes have been included in this conversion to allow for scaling encounters for
larger groups and/or more powerful characters. In addition, supplemental
information and suggestions are included to help Dungeon Masters run – and
expand upon – this adventure.
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The Forgotten Forge is set in Sharn and is intended to serve as
an introduction to both the city and Eberron as a whole.
There are, indeed, a few primary locations that could be used
to show off the uniqueness and wide diversity of Sharn. Un-
fortunately, the original adventure does little to describe these
locations. I’ve attempted to rectify that via sections that I’ve ti-
tled Setting the Scene where I set these locations in context,
note how they refect some of the themes of Eberron more
broadly, and provide additional plot hooks. Some encounter
locations, such as Dorasharn’s tower, aren’t clearly placed in
the original adventure. In such cases, I’ve flled in gaps as I
could, erring on the side of what I thought would be most in-
teresting.
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In addition to adding detail to locations, I’ve included a few
additional details where I felt it was appropriate. Some of
these are cleaning up loose ends or flling in missing
information in the original adventure.
I’ve also included a few extra encounters, both because the
adventure, as written, is short and because there are
multiple interesting places that the PCs pass through in the
adventure as written without any comment. I’ve attempted to
create these encounters to focus on the favor of their
locations.
TheForgot
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PartOne
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reaction to release the messenger. A released messenger will
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message. If the targeted recipient is not there (or has not
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Part One provides you with the opportunity to showcase one warforged. Any warforged can attach the message and
of the more interesting aspects of the city: its verticality. review the message contained.
Sharn is built on multiple plateaus, and it rises vertically If a warforged dies while attuned to a fnal messenger, it
from them (and stretches deep beneath their surface). The detaches and immediately attempts to deliver its message,
initial scene takes place near the top of Dalannan Tower on but the image it carries is the warforged's last sight.
the Menthis Plateau. Dalannan Tower is home to Morgrave
University, Sharn’s premier educational institution. More A fnal messenger has armor class 20, 10 hit points, a fy
information on the university is provided on page 152 WGE. speed of 60 ft, and darkvision in a 60 ft radius. After 8 hours
The tower itself is enormous, with large numbers of of fight, it becomes inert until it is attached to a warforged
buildings inside it. The map for the initial encounter on page for recharging.
308 ECS only shows a small portion of the walkway around
this level of the tower. There are many additional walkways Cut
ter,
Warf
orge
dRage
r
and bridges below (and a few above) the place where the Medium humanoid (warforged), chaotic neutral
characters begin. Armor Class 15 (composite plating)
The area near the bridge appears largely deserted due to the Hit Points 45 (6d8 +18)
dismal weather. Usually, at this time of the evening, the Speed 30 ft
everbright lanterns would provide suffcient light to make STR DEX CON INT WIS CHA
this one of the more pleasant areas of the city, and the 14 (+2) 10 (+0) 16 (+3) 10 (+0) 8 (-1) 11 (+0)
walkways and balconies in this area would be teeming with Saving Throws Str +4, Con +5
students. Damage Resistances Poison
Condition Immunities Disease, Magical Sleep
Noticing the Crime. Characters who succeed at a DC 18 Skills Athletics +4, Intimidate +3, Survival +1
Wisdom (Perception) check will see the body as well as the Senses Passive Perception 9
fgure feeing over the side of the bridge. Languages Common
Examining the Body. Have the PCs make make both a DC Challenge 1 (200xp)
10 Intelligence (Investigation) check and a DC 15 Wisdom
(Perception) check. Succeeding at the DC 10 Intelligence Rage. When Cutter is reduced to under 30 hit points, she
(Investigation) check allows a PC to swiftly note that the fies into a rage at the start of her next turn. While in a rage,
body’s wounds were created by a large, brutal weapon her Battleaxe attacks do 9 (1d8 + 4) slashing damage. The
(Cutter’s battleax) and that the victim is well dressed and still rage lasts for 3 rounds.
has both its satchel and its coin pouch. If this was a robbery, Warforged Resilience. Cutter has advantage on saving
it was a botched one. Characters who fail at a DC 15 throws against being poisoned.
Wisdom (Perception) check to hear the noise of Cutter Final Messenger. If Cutter is disabled, destroyed, or rendered
climbing on the bridge and will be surprised by her attack. unconscious, her fnal messenger fies off to warn Saber. The
fnal messenger is a delicate winged assembly that deploys
from Cutter’s chest and carries a vision of her last moments
Fi
nalMe
sse
nge
r to Saber. It has armor class 20, 10 hit points, and a fy speed
Wondrous Item, uncommon (requires attunement) of 60 ft.
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• RagingMul ⌦iat
tack.Cctter makes two meuee at- Light Crossbow. Ranged Weapon Attack: +6 to hit, range
tacks whiue raging. 80/320 ft., one target. Hit: 4 (1d8 + 2) piercing damage.
• Challenge2 (450 xp)
Guardoft
heSharnCi
tyWa
tch
Me
dium humano
id(
human)
,l
awf
ulne
utr
al
TheCi
tyWa
tch Armor Class 13 (studded leather)
Hit Points 16 (4d8 +4)
When the Watch arrives, it should be clear to the PCs that
Speed 30 ft
there are many witnesses – people who watched them fght
STR DEX CON INT WIS CHA
Cutter… and may well have seen Cutter kill her victim. This
13 (+1) 12 (+1) 12 (+1) 10 (+0) 12 (+1) 10 (+0)
should reduce the likelihood of the PCs foolishly attacking
Saving Throws Str +3, Con +3
the Watch.
Skills Athletics +3, Intimidate +2, Perception +3
The Watch should need no adjustment for a more powerful Senses Passive Perception 13
party. This is not intended to be a combat encounter. If the Languages Common
PCs fght the Watch and kill them, there will be witnesses Challenge 1/4 (50xp)
and there should be signifcant consequences. PCs who
Act
ions
have lived in Sharn for any amount of time should be given
Halberd. Melee Weapon Attack: +3 to hit, reach 10 ft., one
a DC 10 Wisdom check to realize that it is a bad idea to be
target. Hit: 6 (1d10 + 1) slashing damage.
on the wrong side of the Watch.
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one tar-
Convincing Dolom of their innocence is a DC 15 Charisma get. Hit: 3 (1d4 + 1) bludgeoning damage.
(Persuasion) check. If witnesses corroborate their story, they
will have advantage on this check. A result of 15-20 will
gain Dolom’s trust. With a result of 21 or greater, he will be
truly impressed. TheBroke
nAnvi
l
The PCs can alternatively attempt a DC 20 Charisma
(Deception) check to explain the situation, but this roll
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would be at disadvantage if witnesses are questioned. The Broken Anvil is an in run by House Ghallanda located
in Callestan in the ward of Lower Dura. This neighborhood
Dolom, being a poor inquisitive, won’t think to question contrasts dramatically with the university district. Lower
witnesses on his own. Dura is near the bottom of the city, both physically and
If the PCs gain Dolom’s trust, he may recruit them in the economically. The streets are dark and miserable. Even when
future for tasks that the Watch is ill-suited to handle. walking between towers, you can rarely see the sky.
Callestan is a district that is particularly rife with crime. The
inns that line its streets are home to many nefarious
Se
rge
antDol
om activities.
Medium humanoid (dwarf), lawful good Historically, most of the criminal activity in the area was run
Armor Class 14 (studded leather) by the halfing-led Boromar Clan. Recently, Daask –
Hit Points 67 (9d8 +27) composed of monstrous humanoids from Droaam – has
Speed 25 ft moved in, and there have been many conficts between the
STR DEX CON INT WIS CHA two groups.
14 (+2) 15 (+2) 16 (+3) 8 (-1) 12 (+1) 10 (+0)
Saving Throws Str +4, Con +5
Damage Resistances Poison
Skills Athletics +5, Intimidate +2
Senses Darkvision 60ft., Passive Perception 11
Languages Common, Dwarf
Challenge 3 (700xp)
Dwarven Resilience. Dwarves have advantage on saving
throws against being poisoned.
Act
ions
Multiattack. Dolom makes two melee or ranged attacks.
Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 2) piercing damage.
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Languages Common, Halfing, Goblin
Opti
onalEncounter: Challenge 1/4 (50xp)
DaaskAmbus
h( Chall
enge1
)
Setting this scene in Callestan provides an opportunity for an Lucky. When Eranna roll a 1 on the d20 for an attack roll,
optional combat encounter with a few low-level members of ability check, or saving throw, she can reroll the die and
Daask. A pair of Gnolls (page 163MM, one armed with a must use the new roll.
morningstar 1d8+2 piercing damage and the other with a Brave. Halfings have advantage on saving throws against
short sword 1d6+2 slashing damage) can attempt to shake being frightened.
down the PCs just before they reach the Broken Anvil. Their Halfing Nimbleness. Halfings can move through the space
Goblin (page 166, MM) handler was at the Inn and heard of any creature that is of a size larger than theirs.
Elaydren describe the PCs to the inn’s hostess. He will Naturally Stealthy. Halfings can attempt to hide even when
assume the PCs have business with the Boromar Clan and obscured only by a creature that is at least one size larger
want to discover what it is… though the gnolls are perfectly than them.
happy with a good fght. In a fght, they are overconfdent
and will, thus, not be masters of tactics. Act
ions
Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one
The gnolls will approach the PCs and attempt to ask them target. Hit: 3 (1d4 + 1) piercing damage.
about their upcoming meeting and how it relates to the
Boromar Clan. They are impatient and barely speak Eranna is an older halfing woman who has served as the
Common. and the goblin should have really been the one to host at The Broken Anvil for decades. She’s seen it all, and
approach the PCs. One of the gnolls will speak to the PCs. she’s learned to stay out of it. If trouble comes, she’ll fade
The other will pull a limp, dead chicken (freshly killed, still into the background until its over... and be there to clean up
feathered) from a sack and begin eating it). afterwards. She’s a loyal employee of House Ghallanda, but
If a fght breaks out, the street clears quickly. This sort of she isn’t averse to accepting a gift from the Boromar Clan on
thing happens here, and the City Watch usually steers clear occasion. In return she’s happy to share information that
of Callestan. The goblin will hang back, hiding, and attempt she’s overheard with them. Discretely.
to run off if the PCs defeat the gnolls. If he succeeds, he will
attempt convince his superiors in Daask that the PCs are
high-level operatives for the Boromar Clan in order to
Me
eti
ngLadyEl
aydre
n
explain his failure. This could lead to future encounters with While Elaydren appears alone, an agent of House Cannith is
members of Daask. keeping watch and ready to assist her if needed. If necessary,
treat him as a Spy (page 349, MM).
Adj
ust
ment If the PCs ask about the connection with the warforged or
To increase the diffculty of this encounter to a challenge the Lord of Blades, Elaydren looks a bit nervous and
rating of 2, add a third gnoll and use a Hobgoblin (page answers:
186, MM) who will join in on combat instead of the goblin.
We… intercepted an agent of the Lord of Blades attempting
to break into a secure House facility. After a certain amount
of persuasion, he admitted that he was seeking the lost
The Broken Anvil is one of the very few upper class foundry and who his master was. I would not be surprised if
establishments in Callestan. It is warm and cozy, like many the Lord of Blades has other agents in the city. If he does,
Ghallanda Inns. The inn is carved into the wall of a corner of the fnal messenger will have identifed you to them, so I
Mason’s Tower. A map should not be necessary, though one would be wary.
is available in the follow-up adventure Shadows of the Last The map that Elaydren gives the party is a simple one, as she
War. The name of the inn’s halfing host is Eranna. chose The Broken Anvil in part because of its proximity to
Dorasharn Tower.
Eranna
Small humanoid (halfing), neutral
Armor Class 11
Hit Points 9 (2d8)
Speed 25 ft
STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 10 (+0) 10 (+0) 12 (+1) 12 (+1)
Skills Perception +3, Persuasion +3
Senses Passive Perception 13
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LadyEl
aydre
nVownd’
Canni
th
Medium humanoid (human), neutral
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PartTwo:
Int
otheDe
pths
You’ve scoured the lowest level of Dorasharn Tower you
Se
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heSce
ne could fnd in an attempt to locate an entrance to the sewers.
The further down in Sharn you go, the poorer and more The only stairway leading down ends you’ve seen leads to a
dangerous things are. Part Two begins in Lower Dura, one of small chamber in which a well-dressed goblin has set up a
the most crime-ridden areas of Sharn, and then the PCs tailor shop. It looks like there’s a door back behind the
descend from there. Twice. First, they will enter the sewers counter. Could it lead to the sewers?
under Sharn and then they will travel into the Depths – the The tailor’s name is Nibbur, and his shop is a haven of peace
forbidden bowels of UnderSharn that were sealed away a in the chaos of Malleon’s Gate. A DC 10 Wisdom
thousand years ago by King Galifar I. (Perception) check will reveal that his clothes – though
The PCs head to the lowest offcially-inhabited level of mostly designed for goblinoids – are well made and
Dorasharn Tower, in Malleon’s Gate. To get there from the distinctive in style. A result of 15 or higher on that check
Broken Anvil, they will pass through some of the poorer will also reveal that he has several nicer outfts, including
residential neighborhoods of Sharn. Malleon’s Gate, though, some that incorporate glamerweave.
is a different sort of neighborhood: a goblinoid slum.
Remember, in Eberron, goblins and their ilk aren’t inherently
Ni
bbur
Small humanoid (goblinoid), lawful neutral
evil, and they are far from uncivilized. Before humans even
came to Khorvaire, the land was ruled by the goblin-run and Armor Class 12
highly advanced Dhakaani Empire which only fell due to the Hit Points 10 (3d6)
invasion of the Daelkyr from the realm of madness. Sharn Speed 30 ft
itself is built on the ruins of an ancient goblin city. STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 12 (+1) 12 (+1) 10 (+1)
Today, many of the goblins in Sharn are descended from Skills Insight +3, Perception +3
slaves taken by humans who colonized Khorvaire. They Senses Darkvision 60 ft, Passive Perception 13
know little of their noble history, and live in poverty in the Languages Common, Goblin
bowels of the city. Challenge 1/4 (50xp)
Tribes of goblins live in the dark sewers beneath Sharn,
looking through the rest of the city’s garbage for anything Nimble Escape. Nibbur can take the Disengage or Hide
with value. Those few things they fnd, they bring to places action as a bonus action on each of his turns.
in the lower city like the district of Malleon’s Gate to sell at Act
ions
what has become known as a rat’s market.
TailoringShe ar s. MeleeWe apo nAt tack
:+4 to hit, reach 5 ft.,
Malleon’s Gate itself is as busy and chaotic as it is run-down. one target. Hit: 4 (1d4 + 2) piercing damage.
The original adventure simply has the PCs arrive at the rat’s
market, but if you’d prefer to provide them with a reason to Nibbur has lived his whole life in Sharn. His father was a
seek out the rat’s market in particular, you can use the well-known tailor in the upper city, and Nibbur apprenticed
following encounter. under him. Nibbur splits his time between Malleon’s Gate
and appointments elsewhere. He has considered moving his
shop to a wealthier part of the city, but he has been visited
Op tionalEnc ount er:
TheTowe rBot tom( Chal l
enge1 ) by several parties, including Gasslak, who have encouraged
The streets of Dorasharn Tower are lined with ramshackle him to stay as he brings a measure of respectability to the
apartments and flled with goblins, hobgoblins, and the area.
occasional bugbear. Sharn has always had goblins, but they
aren’t often seen in numbers outside of Malleon’s Gate.
Nibbur tells the PCs that the door behind him is sealed. If
A DC 15 Wisdom (Perception) check will allow a character they are polite, he invites them to try to open it, though he
to notice that there is an entirely-too-lifelike statue of an will become upset if they disrupt his wares.
angry hobgoblin warrior near the entrance to one of the
apartments, the handiwork of the medusa Gasslak, who has The door is, indeed, bolted and rusted shut. Opening it will
taken it upon himself to bring some order to Malleon’s Gate. require a DC 25 Strength check. Without a crowbar, this
check will be at disadvantage. A steel weapon of an
A DC 10 Intelligence (Investigation) check will lead the PCs appropriate type (such as Mandy’s war pick, below) would
to a stairwell off to the side of Dorasharn’s central square. work in place of a crowbar, but would likely destroy the
weapon in the process.
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If the PCs somehow get the door open, they fnd that it will insist that they dispose of his body. (If they have opened
opens onto a large (150 ft diameter), unlit cistern flled with the cistern door, that provides an obvious solution.) While
wastewater to about 50 ft below the door. The smell is Malleon’s Gate is fairly lawless, a number of non-goblins
nauseating. If the PCs manage to light or explore the space, carting around a goblinoid corpse will attract unwanted
there are no other obvious exits. If they brave the water, they attention, so the PCs may wish to come up with a clever
may discover that the liquid is about 15 ft deep, beyond plan for getting rid of the body.
which there is vile sludge. If the PCs light the area, or if one
If the PCs help Nibbur out, he can become a valuable
of them who has darkvision examines the walls, they may
contact, as he’s one of the rare goblins who is accepted in
make a DC 15 Intelligence (Investigation) check to notice
both goblin society and the more upscale parts of Sharn. If
that the cistern’s stone walls are suspiciously clean of grime
they help him out without destroying his shop, he’ll also
and fungus. This is the work of a large Ochre Jelly (page
offer them a discount on services.
243, MM) that lives in the cistern and feeds on the waste
that fows into it. This ooze is lurking below the water’s
surface, waiting to attack anything that comes within range. Mandy
Medium humanoid (goblinoid), lawful neutral
Nibbur does not know the location of the E-213 Valve
Armor Class 13
Cluster, but he looks thoughtful and will reluctantly tell the
Hit Points 52 (8d8+16)
PCs that he suspect he knows someone who might – a
Speed 30 ft
goblin who makes a habit of exploring the sewers for
STR DEX CON INT WIS CHA
treasure. (Nibbur, a more cultured goblin than many,
16 (+3) 16 (+3) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
shudders as he says “treasure.”)
Skills Intimidation +2, Stealth +6, Survival +2
As the PCs are talking to Nibbur, they’ll hear some banging Senses Darkvision 60 ft, Passive Perception 10
on the stairs as a strangely well-dressed – but grimy – Languages Common, Goblin
bugbear with a large, well-used, and wicked-looking war Challenge 2 (450xp)
pick tucked under his shoulder like a gentleman’s walking
stick, This is Mandy, and Nibbur stiffens as he appears. Brute. A melee weapon deals one extra die of its damage
when the Mandy hits with it (included in the attack).
A PC who noticed Nibbur’s nicer outfts will recognize that
Surprise Attack. If Mandy surprises a creature and hits it with
Mandy is wearing clothes in the same style that Nibbur
an attack during the frst round of combat, the target takes an
makes. A DC 10 Wisdom (Insight) check will allow a PC to
extra 7 (2d6) damage from the attack.
recognize that Nibbur is terrifed of Mandy.
Act
ions
Mandy will demand his “new suits” from Nibbur, who will
Multiattack. Mandy makes two melee attacks
offer him a single (clearly newly-made) bugbear-sized pair of
War Pick. Melee Weapon Attack: +5 to hit, reach 5 ft., one
trousers and then begin to beg for more time. Nibbur’s
target. Hit: 11 (2d8 + 3) piercing damage.
insistence that he needs more than a few hours to fashion an
entire wardrobe will only agitate Mandy. Eventually, Mandy
Mandy is an exceptional bugbear – a veteran mercenary who
will start breaking things in an attempt to motivate Nibbur,
fought during the war and made enough money that he
but he’ll fnd that breaking things is fun… so he’ll just
thought he could retire as an aristocrat in Sharn. He
continue to do that unless the PCs stop him. In the
underestimated the expenses of aristocracy, and has decided
meantime, Nibbur will silently beg the PCs for help… and,
to seek out its trappings in a style more traditional for
perhaps, add something along the lines of, “Yes. I can help
bugbears – by bullying goblins.
you with that Valve issue, but Mandy here is my most
important customer. Of course. And I have to take care of Note that Mandy can deal a lot of damage to low level
him frst. I’m sorry, but until he’s… done. You’ll just have to characters. If you need a weaker version, simply use the
wait.” statistics for the Bugbear on page 33, MM, reducing its armor
class to 13.
If the PCs do nothing, Mandy will eventually storm off,
demanding his suits be done soon, after destroying Nibbur’s
shop. Nibbur will be huddling in a corner, whimpering. If
the PCs then question him, he’ll dejectedly tell them the
location of the Rat’s Market and says that maybe he should
just set up shop there himself, since all he has now is trash.
If Mandy is reduced to fewer than 20 hit points, he will
attempt to fee and harbor a grudge against the PCs. If the
PCs drive Mandy off or kill him, Nibbur will happily tell
them about the rat’s market. If they do kill Mandy, Nibbur
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TheRa
t’sMarke
t Nimble Escape. Skakan can take the Disengage or Hide
action as a bonus action on each of his turns.
Act
ions
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ne Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one
The group crowding around Skakan is made up mostly of target. Hit: 4 (1d4 + 2) piercing damage.
goblins. There are a few humans, a couple of shifters, and a Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5
bored-looking hobgoblin. A DC 15 Insight check will note ft., one target. Hit: 5 (1d6 + 2) piercing damage.
that the humans are particularly dirty and probably live in
the sewers themselves, while most of the goblins look Skakan is the face of a small sewer clan that fnds things in
cleaner and are probably residents of Malleon’s Gate. The the sewers that Skakan then sells to bring in some coin. A
shifters look relatively clean as well, by comparison. The couple of the dirtier goblins in the crowd are part of his clan
hobgoblin seems to be waiting for one of the goblins to and there to attempt to stir up interest in his goods.
fnish shopping.
A PC not engaged in the conversation with Skakan who
There is little of interest for sale at the rat’s market. PCs can surveys the area can make a DC 15 Wisdom (Perception)
make an Intelligence (Investigation) check to fnd the check to notice the shifter watching them.
following items:
DC 10 40 ft of hemp rope, half rotten (attempts to break it
Optional: Skakan’s Revenge. If the PCs threatened Skakan –
have advantage), 25 cp.
or if he saw that the PCs had a signifcant amount of gold
A clearly handmade and rusted, but serviceable
and they spent less than 10 gp with him, Skakan will pull
hammer, 22 cp.
together some of his sewer-scouring companions use the
DC 15 A scratched, but usable, steel mirror, 58 cp.
statistics for Goblins (page 166, MM) – and set an ambush
A rusty iron bell, 23 cp.
for the PCs when they emerge from the Depths.
DC 20 A small scrap of dirty, yellow glamerweave cloth that
appears to be on fre and sheds light as a candle, 52
cp.
A cracked vial of a strong, cloying perfume, SharnSe
wer
thickened to a paste-like consistency, 32 cp.
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fre his crossbow from his perch for his sneak attack and ft. of an auut of the agent that isn’t incapacitated and the
then drop down to engage with his rapier. agent doesn’t have disadvantage on the attack rouu.
The lantern will provide bright light to square “A” and the Act
ions
stairs down – and dim light in the four squares in front of the Rapi er.Me leeWe aponAt tac k: +5 to hit, reach 5 ft., one target.
grate. The PCs will likely have their own light sources as well. Hit: 7 (1d8 + 3) piercing damage.
Sewer water. PCs will need to step into the sewer water to LightCr ossbow. Range dWe apo nAt tac k:+5 to hit, range
progress. It is about 1 ft deep (in a 2 ft deep trench) and 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
fowing from right to left. Moving through the water is
considered diffcult terrain.
The Valves. The adventure suggests giving the valves an Fe
ralShi
fte
r
initiative of 4 and having one open each round. I would Medium humanoid (shifter), chaotic neutral
suggest simply having the valves release water at the
Armor Class 12 (leather armor)
beginning of each round. If you want to make them more
Hit Points 22 (3d8 +3), 28 when shifted
chaotic, instead of rolling a d12 each round, frst roll a d6.
Speed 35 ft
On a result of 2-4, roll a d12 as normal. On a result of 1, the
STR DEX CON INT WIS CHA
valves do nothing that round. On a result of 6, roll 2d12 and
12 (+1) 13 (+1) 13 (+1) 10 (+0) 10 (+0) 10 (+0)
have two valves open. If both d12 rolls give the same result,
Skills Athletics +3, Intimidation +2. Perception +2
the rushing water is particularly strong and characters in the
Senses Darkvision 60 ft, Passive Perception 12
same row as that valve have disadvantage on their save. To
Languages Common, Goblin
resist the rushing sewage, a creature must make a DC 15
Challenge 1/2 (100xp)
Strength Save. Failure results in the victim being knocked
prone. If they are in the trench in the middle of the tunnel, Pack Tactics. A shifter has advantage on an attack roll against
they are lying in sewage. a creature if at least one of its allies is within 5 ft. of the
creature and the ally isn’t incapacitated.
Shifting. As a bonus action, a shifter assumes a more bestial
Age
ntoft
heL
ordofBl
ade
s appearance for 1 minute. When shifted, it gains 6 temporary
Medium humanoid (warforged), lawful evil
hit points and a bite attack.
Armor Class 16 (darkwood core)
Act
ions
Hit Points 22 (4d8 +4)
Multiattack. The shifter makes two attacks: one with its bite
Speed 35 ft
and one with its dagger.
STR DEX CON INT WIS CHA
Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one
12 (+1) 16 (+3) 12 (+1) 10 (+0) 10 (+0) 8 (-1)
target. Hit: 3 (1d4 + 1) piercing damage.
Saving Throws Dex +5, Int +2
Bite (only when shifted). Melee Weapon Attack: +3 to hit,
Damage Resistances Poison
reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Condition Immunities Disease, Magical Sleep
Skills Athletics +5, Acrobatics +5, Investigation +2.
Perception +2, Stealth +7 Adj
ust
ment
s
Senses Passive Perception 12 The fght with the agent and his hirelings should be a fairly
Languages Common tough one. To increase its diffculty for a more powerful party,
Challenge 1 (200xp) you can make the agent a challenge rating 2 (450 xp)
opponent with the following adjustments:
War f
or gedRe s
ilienc e.The agent has advantage on saving • Increase his hit points to 44 (8d8 +8)
throws against being poisoned.
FinalMe ssenge r.If the agent is disabued, destroted, or • Add the action: Multiattack. The agent makes two
rendered cnconsciocs, his fnau messenger fies off to warn attacks with his rapier.
Saber. The fnau messenger is a deuicate winged assembut
that depuots from his chest and carries a vision of his uast
moments. It has armor cuass 20, 10 hit points, and a ft
speed of 60 ft.
Cunning Action. On each of its turns, the agent can use a
bonus action to take the Dash, Disengage, or Hide action.
Sne akAt tack( 1/Tur n).The agent deaus an extra 7 (2d6)
damage when it hits a target with a weapon attack and has
advantage on the attack rouu, or when the target is within 5
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TheDoort
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ste
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y
Ac i
dTr ap .This magicau trap is set off if the door takes
damage, someone attempts to force it open, or cses toous in
an attempt to open it. The trap randomut targets cp to 3
creatcres within 10 ft. Each target mcst make a DC 15
Dexteritt save, taking 5 (2d4) acid damage on a faiued save,
or hauf as mcch on a scccessfcu one. An Inteuuigence
(Investigation) check of 15 or higher reveaus smauu pits in
the foor and wauu near the door. A 20 or more fnds tint
guowing rcnes that ebb and fow in intensitt based on how
the door is interacted with. A DC 20 Inteuuigence (Arcana)
check identifes these as an ancient variant of a Gutph of
Warding speuu. A scccessfcu dispeu magic (DC 15) cast on the
door disabues the trap for 10 minctes.
If PCs enter the after opening the hatch, thet want to cuose
it after them – bct the hatch was seaued and trapped from
the octside as a wat to keep evertone oct of this part of
UnderSharn. There is no wat to cuose it from the inside.
Stiuu, PCs might think to buock or trap the entrance. This
wiuu be diffccut with the verticau shaft, bct not impossibue.
The al arm speuu might be csefcu here if ant of the PCs
know it as a ritcau. Consider how Saber wiuu adapt his puans
if the PCs manage to buock his access or auert themseuves of
his presence. He mat set cp a trap for them in the sewers
instead of in the cavern.
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PartThre
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harn
The shaft from the door into the Depths is vertical for 25 ft Act
ions
before it begins to level out. It continues for another 70 ft Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
until it opens into the large chamber. Remember that the Hit: 5 (1d6 + 2) piercing damage and 3 (1d6) acid damage.
opening into the chamber is 6 ft above the chamber foor.
This may be an issue if any of the PCs attempt to leave the
chamber quickly.
Be
etl
eSwarm
Any PC who fails at a DC 15 Wisdom (Perception) check
will be surprised by the beetles. Use the Swarm of Insects on
page 338, MM. The beetle variant has a burrowing speed,
though this is unlikely to come into play. If this is an
insuffcient challenge for the party, you may wish to use
multiple beetle swarms.
Rui
nedTe
mpl
e
A DC 10 Intelligence (Religion) check will identify the
temple as being dedicated to Onatar. With a 15 or more on
the check, a PC will be able to connect some of the
iconography with some that has been incorporated into
common secular use by House Cannith.
Finding the Font requires a DC 20 Intelligence (Investigation)
check. The font is equivalent to 3 potions of healing.
Hous
eCanni
thFoundr
y
Horri
dRa
ts Since many buildings in Sharn are built into towers, it is
Depending upon the strength of the PCs, you may wish to important when you describe the foundry building to the
add one or more extra horrid rats. Two horrid rats should be PCs, to do so in such a way that they know it has a roof. A
an average challenge for a 1st level party of four, but it will PC who searches the area around the building will fnd
likely be an easy one for fve or more. Note that adding some broken pieces of the roof on the ground near its
additional rats makes them signifcantly more effective due northwest corner from when it caved in if they succeed at a
to their pack tactics. DC 20 Intelligence (Investigation) check.
Horri
dRa
t
Small beast, unaligned
I
ronDe
fende
r
Armor Class 16 (natural armor) Small construct, unaligned
Hit Points 11 (2d6 +4) Armor Class 16 (natural armor)
Speed 30 ft Hit Points 16 (3d6 +6)
STR DEX CON INT WIS CHA Speed 50 ft
7 (-2) 15 (+2) 15 (+2) 2 (-4) 10 (+0) 4 (-3) STR DEX CON INT WIS CHA
Damage Immunities Acid 14 (+2) 15 (+2) 15 (+2) 8 (-1) 11 (+0) 7 (-2)
Senses Darkvision 60 ft, Passive Perception 10
DamageI mmuni ⌦
ie spoison
Challenge ½ (100xp)
Condi ⌦ionI mmuni ⌦ iesbuinded, charmed, deafened,
exhacstion, frightened, parautzed, petrifed, poisoned
Keen Smell. The rat has advantage on Wisdom (Perception)
Skills Perception +2, Stealth +4
checks that rely on smell.
Senses Darkvision 60 ft, Passive Perception 12
Pack Tactics. The rat has advantage on an attack roll against a
Languages understands Common but cannot speak
creature if at least one of the rat’s allies is within 5 ft. of the
creature and the ally isn’t incapacitated. Chal lenge½ (100xp)
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Act
ions creatures standing on the metal plates in front of the forge.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Each such creature must make a DC 15 Dexterity saving
Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it throw, taking 7 (2d6) lightning damage on a failed save, or
must succeed on a DC 11 Strength saving throw or be half as much damage on a successful one. The trap can be
knocked prone. identifed with a DC 20 Intelligence (Investigation) check. If a
PC identifed the acid trap, they have advantage on
For a greater challenge, you can use the alternate stat block Intelligence checks to identify this one. A successful dispel
below: magic (DC 15) cast on the depressions atop the forge disables
the trap for 10 minutes.
I
ronDe
fende
r(Gre
ate
r) Treasure. The following items can be recovered from the
Medium construct, unaligned hidden vault: sack of 100 sp, sack of 100 gp, 4 gold ingots
Armor Class 16 (natural armor) each worth 50 gp, 3 potions of greater healing, 1 potion of
Hit Points 26 (4d8 +8) fre resistance, an old map, and the schema.
Speed 50 ft Finding a collector for the coins is a DC 20 Intelligence
STR DEX CON INT WIS CHA (Investigation) check. The PCs can gain advantage on this
16 (+3) 15 (+2) 15 (+2) 8 (-1) 11 (+0) 7 (-2) check if they specifcally look via the university.
DamageI mmuni ⌦
ie spoison
Condi ⌦ionI mmuni ⌦ iesbuinded, charmed, deafened,
exhacstion, frightened, parautzed, petrifed, poisoned
Skills Perception +2, Stealth +4
Senses Darkvision 60 ft, Passive Perception 12
Languages understands Common but cannot speak
Chal lenge1 (200xp)
Pac kTac ⌦
ics.The iron defender has advantage on an attack
rouu against a creatcre if at ueast one of the iron defender’s
auuies is within 5 ft. of the creatcre and the auut isn’t
incapacitated.
Act
ions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) piercing damage. If the target is a creature,
it must succeed on a DC 11 Strength saving throw or be
knocked prone.
TheVaul
t
The shocking trap is remarkably similar to the acid trap
(above) in design.
Shock Trap. This is a magical trap that is set off each time a
rod is placed in the incorrect order. The trap shocks all
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PartFour:
Endgame
The more time the PCs spend in the foundry, the more Saber Ni
ghtVi
sor
has studied the area. If he can, he will attempt to use Wondrous item, uncommon (requires attunement)
diffcult terrain and obstacles to separate PCs from each
A night visor appears to be a belt-like ring of black metal, a
other. If most of the PCs lack darkvision, he will target those
bit over one inch wide and with a diameter of about two feet.
carrying light sources in order to give himself an advantage
A warforged can attune to the night visor, at which point it is
in the dark.
placed around his head, covering his eyes. The night visor
Saber will attempt to fee if he is reduced to less than 18 hp. shrinks to ft the warforged once attuned. While the night
visor is attached, it cannot be removed from you against your
will. You can spend one minute to end the attunement and
Sab
er remove the night visor.
Medium humanoid (warforged), lawful evil A warforged attuned to a night visor has darkvision to a
range of 60 ft.
Armor Class 19 (heavy plating)
Hit Points 52 (8d8 +16) Adj
ust
ment
s
Speed 30 ft Saber should be a daunting opponent for the PCs. If you are
STR DEX CON INT WIS CHA using a more powerful party and need a challenge rating 4
16 (+3) 12 (+1) 15 (+2) 11 (+0) 12 (+1) 10 (+0) (1,100xp) opponent, make the following adjustments:
Saving Throws Str +5, Con +4
Damage Resistances Poison • Increase his hit points to 78 (12d8 +24).
Condition Immunities Disease, Magical Sleep • Change his multiattack action to read: Multiattack.
Skills Athletics +5, Intimidation +2. Perception +3, Stealth Saber makes two longsword attacks. If he has a free
+3 hand, he may also make an iron fsts attack.
Senses Darkvision 60 ft, Passive Perception 13
Languages Common If Saber needs to set up an ambush in the sewers, he’ll
Challenge 3 (700xp) attempt to attack the PCs as they are in the vertical shaft. If he
has time, he will collect as much vile sewage as he can and
Warforged Resilience. Saber has advantage on saving set it up so that he can dump it down the shaft. Those caught
throws against being poisoned. in it must make a DC 13 Constitution saving throw or be
Final Messenger. If Saber is disabled, destroyed, or rendered poisoned for 5 rounds. He’ll use this and the hatch to delay
unconscious, his fnal messenger fies off to a message the PCs so that he can fght them individually, if possible.
station where a message will be relayed to the Lord of This can potentially make this encounter much more deadly.
Blades. The fnal messenger is a delicate winged assembly
that deploys from his chest and carries a vision of his last
moments. It has armor class 20, 10 hit points, and a fy
speed of 60 ft.
Act
ions
Multiattack. Saber makes two longsword attacks or a
longsword attack and an iron fsts attack.
Longsword +1. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 8 (1d8 + 4) slashing damage.
Iron fsts. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1d4 + 3) bashing damage.
Flaming bolts (2). Ranged Weapon Attack: +3 to hit, range
80/320 ft., one target. Hit: 7 (1d8 + 1) piercing damage and 3
(1d6) fre damage.
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Fi
nalThought
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tCome
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If you used any of the optional encounters here, the PCs
AFe
wLoos
eThre
ads might be targeted by Daask or (if he survived) Mandy. Did
Saber or any agents of the Lord of Blades escape?
What is the map the PCs found in the vault?
If the PCs made an impression on any other NPCs (Sergeant
While the adventure says that the meaning of the symbols
Dolom, Nibbur, Skakan, etc.) might those NPCs ask for (or
would be explained in the follow-up adventure Shadows of
offer) help in the future?
the Last War, this wasn’t clearly done. It might be alluding to
the secret Cannith facilities mentioned in that adventure, but
it seems unlikely for those to have been old enough to show
up on the map.
Furt
herExp
lora
tion
The ruins in the Depths under Dorasharn Tower lead to a
If you plan on using Shadows of the Last War, I would make portion of Sharn that was sealed in the early days of the
them match up to those locations, but have the symbols Kingdom of Galifar, over 900 years ago.
indicate small manifest zones to different planes in places
that House Cannith secured land for facilities. Adding a The tunnels off of the cavern that the PCs explored in this
small manifest zone to Fernia in Whitehearth would be adventure can easily lead to others. A wide variety of
simple – and the other locations could inspire a wide variety dungeons could be linked off of these tunnels, allowing for
of adventures.. future exploration.
Why is the Lord of Blades involved? What does he know? The PCs might also consider trying to keep the journal so
they can access the cavern and turn it into a secure base of
The Lord of Blades clearly knows something about the operations. There’s nothing wrong with this idea… except
schema and is dedicated to acquiring it. In the Mournlands, that the entrance to their base (unless they discover another
the Lord of Blades could easily have access to otherwise-lost one) is in the sewers below a goblin neighborhood, their
information of House Cannith, so him knowing something base is in a forbidden area of the city, and once they open
about the schema is plausible. If he is interested in it, it the door to their base, they can’t close it from the inside.
might well have something to with either warforged or the Still, it could make for some interesting situations.
Mournlands.
What sort of pattern is the schema for?
Shadowsoft
heLas
tWar
There is an answer to this in the offcial sequels, but if you
are looking to create your own follow-up story, consider the The offcial story path that began in The Forgotten Forge
following: continues in Shadows of the Last War. This adventure has
Lady Elaydren recruit the PCs to fnd another piece of the
• The warforged were originally created using similar pattern. To do so, they must leave Sharn and head to
ancient patterns. Maybe this is something like the Darguun, a country run by goblins; face necromancers of
warforged – maybe it is a pattern for creating the Order of the Emerald Claw; and travel into the
docents. Mournland itself.
• The giants were locked in a war with Dal Quor and
likely created many terrible weapons. Perhaps this
tells how to create one of them.
.
.
.orYourSt
ory
The Forgotten Forge can alternatively be used to launch your
• The Mournland may have been the result of a own unique campaign. I’ve tried to present plenty of plot
magical experiment gone awry, and the Lord of hooks to get you started, and the search for the other missing
Blades may know more about this. Could the pieces of the pattern can be used to focus the adventurers on
pattern somehow tie into whatever it was that the aspects of Eberron that you want to explore.
destroyed Cyre?
Where do the other tunnels off of the cavern go?
See the next section below for some ideas.
Did the PCs make any friends or enemies who might show
up in the future?
Lady Elaydrin is an obvious source of future jobs.
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