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warforge ziggurat 2.

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Table Of Contents
1 Intro
1.1
1.1.1 Adventure Background
1.2 Arrival
1.3 Moonwatch
1.4 Moonwatch Ziggurat
1.5 Oak Moon Abby
1.5.1 Zaza Intro
1.5.2 Moonwatch Queen Intro
1.6 Warforge Manufactory
1.6.1 Intro
1.6.2 investigate table
1.7 Daggerwood forest
1.8 St. Daphne's Grain patch
1.8.1 Running the Grain Patch Encounter
1.9 Final Quest :Underground Vault
1.10 Underground Vault
1.10.1 Intro
1.10.2 Running the Vault
1.10.3 Traps and chests
2 Monsters

Credits
Written and developed by: William the Scribe.
Edited by: Princess Eliza
Artwork: All artwork and maps by William the
Scribe except monster artwork on pages 9-11.
Monster artwork is provided by Free domain
Wizards of the Coast.
Document Layout: The Homebrewery
http://homebrewery.naturalcrit.com
Playtested by: Flesh Hammer, Skullurella,
Princess Eliza, Jameson "Tripod" Feldergast,
Avinna.
Legalstuff: DUNGEONS & DRAGONS, D&D,
Wizards of the Coast, Forgotten Realms, Ravenloft,
Eberron, the dragon ampersand, Ravnica and all
other Wizards of the Coast product names, and
their respective logos are trademarks of Wizards of
the Coast in the USA and other countries.
This work contains material that is copyright
Wizards of the Coast and/or other authors. Such
material is used with permission under the
Community Content Agreement for Dungeon
Masters Guild.
All other original material in this work is
copyright 2020 by William the Scribe unless
otherwise noted and is published under the
Community Content Agreement for Dungeon
Masters Guild.

PART 1 | Table of Contents 1


Intro

T
his is a 4-6-hour short adventure for three, 3-6
level players. The adventure takes place in
Eberron, in the country of Breland. The story Places of Interest
starts at a small outpost outside of Moonwatch The Moonwatch Ziggurat
on the Breland south coast. A dozen warforge Warforge Manufactory
have migrated to this area to set up a small Oak moon Abby
community. The Warforge are constructing a Underground Vault
ziggurat to seek shelter in, house a few shops, and make for a St. Daphne's grain fields
large defensive position. In Moonwatch, the players will meet Daggerwood Forest
the Queen, Sentinel One, clean out an abandoned factory,
investigate lost warforge machines, and battle velociraptors
for OakMoon Moonshine ingredients. Included are maps of
the Warforge Manufactory, Undergound Vault, and the St. Arrival
Daphne's grain fields. The players start out in a modest passenger vessel traveling
The players will find their way to Oak Moon Abby and along the south coast of Khorvaire. When in the early
choose either the Moonshine quest and encounter morning hours, a mysterious fog appears and forces the ship
velociraptors at St. Daphne's grain fields, or choose the into large rocks near the coast. The ship sinks half way and
Queen's quest to clear the Warforge Manufactory. They can has run aground, the ships quarters are flooded and the
be done in either order, but the moonshine quest will gift the players are forced off board as the ships crew needs to find a
players a special potion, and the Maunfactory will reward trading post to buy materials to repair the ship. The players
magic rings. Once both are complete, the Queen will ask the are free to leave the ship and travel around the coastal area.
players to help her with exploring the Underground Vault. Read the following boxed text as the players leave the
shore to explore.
Adventure Background
The warforge at Moonwatch are relics of the Last war on As you leave the shore you discover a beautiful, but short dark
Eberron. They are a group of Warforge that don’t follow the Ironwood forest. The trees look the same age and are perfectly
Lord of Blades ideals. The Warforge Queen, Queen Sentinel spaced apart in a grid for acres and acres. The trees look 5
One, is trying to expand the Warforge race through other years old and have been meticulously cared for. Rising one
means and by her own ideals. Her splinter sect is named the
Moonwatch Collective. All Moonwatch Collective warforge mile away is a giant stone ziggurat towering above the forest.
‘noted by the symbol on their forehead’ share the same
thoughts as the others with a magic transmitter located Moonwatch
within their armor. The Queen and twenty warforge left the
Mournland and abandoned the Lord of Blades. She believes Moonwatch is a small stone city that the warforge are
that the warforge must have a hive mentality to become more building. Warforge are walking about, carving stone, or
efficient and start a brave new race of warforge. The Queen working in crane machines. All the warforge live in the
also wants offspring, which is forbidden and her main reason structure above the armory. All Moonwatch warforge have a
for leaving the Mournland. She believes that the Lord of device on their armor with extra arms that extend out with
Blades has a sinister plan of finding a warforge manufactory clamps, drills and other building tools. There are a few
and starting a conquest of the Mournland with his newly humans around, but a elf named Zaza, who owns the
created army. Oakmoon Abby, she is the only non-warforge that resides
The Queen uncovered the location of an abandoned here. Most come for the trading at the armory or buying
warforge manufactory outside of the boundaries of the last supplies at the Stone Cutters. Moonwatch has no
war in south Breland, at Moonwatch. This location was government, the queen runs every day to day operations. Two
discovered in an pre-war journal in the ruins of Cyre while warforge are on patrol at all times.
the Queen was the Lord of Blades personal artificer. The
queen and her sect believe that Moonwatch is the best place
to set up a new warforge civilization, and a place well hidden
from the Lord of Blades. At the time the Queen, does not
know about the Underground Vault, she will discover it after
the players complete the her quest.

2 Intro
She will invite the players for a free night at the inn with
meals and several bottles of her Oak Moon Moonshine, if the
players can gather her ingredients first. Zaza sends the
players out to a nearby forest to collect some St. Daphne’s
grain. This grain is what gives the moonshine it’s magical
properties. This is the start of the St. Daphne's grain fields
quest.
Read the following boxed text to the players when they
reach the bar and talk to Zaza
“Hello travelers, I have arranged several rooms for you and
meals, but ale will cost you", Says the elf. Zaza is an olive
complexion, and an obviously short stature but she comes
across with confidence and has an appeal that makes you do
what she wants. "The Queen has paid for one night, but I can
arrange for more time and magical drinks if you can help me
map the way to a patch of special grain and harvest some for
Read the following boxed text to the players as they reach me. That is of course if you have time. I require the rare St.
Moonwatch. Daphne’s grain for my Oak Moon Moonshine; it grants the
drinker fortitude for 12 hours (+5 hit points) and is one of my
The Ziggurat, a 100-foot-tall monument is built of smooth
biggest sellers and I haven't been able to create any for some
stone blocks . The structure is as wide as a city block and tall
time. If you can create a map in the forest to the grain patch,
enough to cast a shadow deep into the forest. The backside of
and harvest me 4 bushels, and I’ll give you 200 gp each and 6
the Ziggurat is a 30-foot-wide chimney, channeling all the way
bottles of Oak moon Moonshine. I have several scythes to
to the top, belching out a gray sooty smoke. At the very top of
help you harvest the grain.”
the structure are warforge, hanging and grappling to
scaffolding, placing the large blocks of stone. A large gold
If the players ask Zaza how to find it read the following text
symbol etched into the top of the ziggurat radiates from the
box.
sunshine.
Zaza continous "The bright yellow grain gives off a distinct
Moonwatch Ziggurat smell when down wind from a large patch of it, which is why I
can’t have the Warforge Collective search for me (no smell).
The Moonwatch ziggurat has a weapons armory and stone The grain only grows under specific trees found in the
cutter area on the ground floor. This causes just inside the
ground floor area to be super-hot with 20 blast furnaces Daggerwood forest. I have a map to the forest, but the patch
pumping out industrial smells and smoke. of grain will have to be found inside."
A NPC warforge named Amicus can repair and create
weapons in the armory. He sells all standard weapons and If the players ask Zaza about any threats in the forest read
armor. the following text box.
A NPC warforge named Onyx runs the stone cutters where
tools can be bought. "I hear is dangerous around the patch as Daggerwood
If any warforge are asked about the materials for the ship Velociraptors like to lay and hide and create their nests with
repairs, they are told to ask the queen, who is at Oak Moon the grain. They usually travel and hunt in pacts and are daring
Abby. The tavern and inn is a quarter mile away down a
cobblestone path behind the ziggurat. hunters."

When the players are ready to leave Moonwatch and start for
Oak Moon Abby the forest go to Daggerwood Forest , pg.7
The tavern and inn are run by bartender and owner, Zaza. When the players finish the quest by havesting the grain,
The inn is a large stone structure behind the ziggurat. Zaza is Zaza rewards them with 200gp for the grain and an addition
an Elven druid that opened the Abby a short time ago on the 100gp if they created a map. Once this is complete the
main route from the south coast to Galethspyre. Zaza and the players will talk to the queen and do the Warforge
Queen have a good relationship and Yuna uses the warforge Manufactory quest if not complete, or continue to the
for services sometimes. Underground Vault quest, pg, 8.
Zaza creates magical drinks for travelers and fisherman
that come to her Abby. She serves most basic foods for 5sp,
and a room for a night at 50sp. The Abby has no customers
when the players enter and can speak to the queen first or
Zaza.
Zaza Intro
Moonwatch Ziggurat 4
Moonwatch Queen Intro
A highly ornate female formed warforge is seated at a large
table in the corner of the tavern. She is clad with gold
necklaces and gold waist chains. Two antenna type gold rods
protruding from her head ordained with a gold Moonwatch
symbol.
This is the start of the Warforge Manufactory section of the
adventure. Risky players will be rewarded with treasure if
they are willing to search around the factory. The queen will
present the players with a map to the factory. It is not very far
from the Ziggurat.
Read the following boxed text to the players when they are
ready to meet the queen.
“Welcome Travelers, we hope this human food is favorable to
you.” she says in a monotone voice. She continues “Fried pork
bellies, poached Korvorian eagle eggs, fresh oven baked
Breland wheat bread, and Dagger wood spiced potato slices.
Please have a seat and join us. The collective has heard of your
party’s troubles at the shore and we have decided to help you.
Give us a list of your materials from your crew and we will help
to get you off on your way. But we must ask for your help. Four
of our assembly members several days ago attempted to
reopen an old factory from the last war. The expedition ended
in tragedy and mystery. Please help us recover their shells so
they can be reborn. We have coin also if that is what you seek.
300gps each”

When the players arrive at the Manufactory, go to pg. 6

Warforge Antenna and Arm

5 Warforge Manufactory
Three wooden tables rest against the wall with several large
Warforge Manufactory barrels. Metal and woodworking tools are littered about. 3
investigable areas.
Intro
The factory was an expeditionary structure build toward the 4-way
end of the last war. Barely 15 years old, it has been A Long metal conveyor belt 3 feet tall crosses the path of the
abandoned for 10 and forgotten about until discovered by the blue sparking light. Two animated large tools 1 investigable
Moonwatch collective. The first expedition inside was a area.
disaster for the collective where four warforge were killed
and bodies never recovered. The players need to find the four Two large tools slowly move in the sparking light. Gear
warforge bodies scattered about the factory and turn off the powered clamps and silver rivet guns protrude from the giant
magical energy that is creating the animated tools. moving tools cylinder shaped body.
When the players are ready to enter the Manufactory, read
the following text box.
Parts Conveyor Belt
Opening A long conveyor belt 3 feet tall runs parallel with the walls.
Brown tables anchored to the walls are littered with
Large iron doors, 15 feet tall appear between a large stone
wrenches, screwdrivers, and gear parts. Two more warforge
structure overrun with trees, and vegetation. You push your bodies are discovered with serious stab wounds. 3
way through the rough, insert the key and slowly open the investigable areas.
large doors. A faint blue sparking light is pulsating rhymical
every 30 seconds in the dark background of the structure. A Arcane Cord Storage
wave of warm air rushes toward you carring a burning metal Large blue web-like square containers are stacked two or
stench.
three high. Some are open, revealing red arcane cords.
Another warforge body lays sliced open chin to waist and
dangling from the cords. Three investigable areas. (History or
Arcane test DC(14) revels that these cords are used as
muscles in the manufacturing of Warforge)
Manufactory Notes Metal Sheets
Lose Bolt of Magic: Inside the factory there is a Large sheets of all different kinds are sitting on blue
loose bolt of magical energy that springs out every pushcarts. 1 investigable area
5 turns from the main enchantment area, that
creates an Animated Tool near the players until the Large Conveyor belt
source is turned off.
Searching the factory: Every area has a certain
Giant J-hooks hang from the ceiling holding large molds. The
number of objects to investigate, but a fail or
molds are humanoid shaped. 1 investigable area
success of [Investigate test DC(10)] will trigger a
roll on the investigate table Main Enchantment area
A large open area with a control panel to the left is sparking
the mysterious blue light. One of the levers is broken off and
the panel is leaking magical energy. The players can try to
investigate table jam something in as a replacement for the lever or something
1d4 Fail Table 1d4 Success Table
more creative. They will have to deal with the Animated
Blade first. The last warforge body is hidden in one of the
1 Animated Tool 1 Magic Ring +1 Int back chambers.
activates, 5ft from
player 2 Magic Ring +1 Str
A pedestal with a warforge body resting on top fills the center
2 Electrical Dmg. DC 10 3 Full Health Potion
of the room. Five empty chambers with shallow channels lead
save or (1d4) Dmg 4 2 Silver Ingots (50 gp) to the main pedestal. A slashing blade rips through the air as
3 Spiked Punch, you encounter the Animated Blade.
Piercing, DC 10 save
or (1d4) Dmg
4 Clamp, Crushing, DC Finshing up
12 save or (1d6) Dmg Once the players have secured the manufactory, they can
head back to the queen when ready to claim their reward and
Entryway start the next quest.
The entryway is dimly lit with only the sunlight from the
outside peaking in. Glass cases fill the walls with miniature
models of any different warforge, colossus, automated tools.
Some of the cases are broken. A warforge body lays cut in
half. [investigation check DC(10) ] Body was cut clean in half
by a strong bladed weapon.
Workshop
Warforge Manufactory 6
When the players are ready to enter the map area, read the
Daggerwood forest following text box.
Daggerwood forest is extremely dense and has the tallest and
largest trees in all of Breland. It is extremely easy to get lost A sweet smell fills the air as the wind gently blows through the
and lose position of the sun or stars due to the dense forest. A large yellow patch of St. Daphne’s grain grows near a
treetops. This part of the quest will use the hour by hour small stream. Unfortunately, a small brown head pops up
approach. The players will begin searching the forest every through the grain, squints its eyes, and bears its sharp serrated
hour by making a [survival or nature DC(15) roll]. On teeth.
success, the players find the grain patch, on a fail, use the
Daggerwood Forest Encounter Table
Running the Grain Patch
Encounter
Calming the Dinos
The Daggerwood Velociraptors in the forest may be The players may enter the map at the West Highlands,
calmed down by making an [Animal Handling test Northern Heights, or the Rocks. Each of these locations
DC(18) or DC(14)] if raw meat is presented also. offer different strategies to opproach the grain field. The
Velociraptors will protect the nest until death or calmed
down. The Raptors will hide at first in the tall grain (Full
Cover), when they move, use Partial Cover rules.
Of course, the players may come up with other creative ideas Climbing down the cliffs to get in the river, the players must
to deal with the hungry Daggerwood Velociraptors. If the succeed on a DC 10 Dexterity (Acrobatics) check to land on
players need some raw meat, the Daggerwood forest is ample their feet. Otherwise, they land prone in the river.
with game for them to hunt. Use the Wilderness rules in the The West Highlands has the easiest access to the grain
Dungeon Master's Guide pg. 111 patch since the players will not have to cross the river, but is
If the players find magic mushrooms they can try to identify susceptible to melee attacks from the raptors.
it with a [nature DC(14) roll]. Success of the roll yeilds that The North Heights is the furthest from the grain patch but
the eater of the magic mushroom can calm one animal, once the safest. Players may take pot shots with range weapons at
a day. These effects will stack, so hoarding is allowed. the velociraptors with partial cover.
Another option is the players can simply eat the mushrooms The Rocks is another vantage point where the player may
and learn of its effects that way. make ranged attacks and provide partial cover.

Crossing the River


If the players try to cross the river they may only
move 10ft per turn, and make a strength DC(10)
check to stay sure footed or on a fail, the player is
swept downstream (south) 10 feet.

1d4 Daggerwood Forest Encounter Table


1 None
2 Four Magic Mushrooms
3 Got lost for an hour, roll table again
4 Encounter 4 Daggerwood Velociraptors

St. Daphne's Grain patch


A family of 6 Daggerwood velociraptors are hiding in the
grain patch protecting a nest. An [Investigation check
DC(12)] will reveal the number of raptors and their locations.
The raptors will attack in pairs until the players leave the
patch. The players will have to deal with the raptors some
how to harvest the grain, (1 hour) either by force or some
other creative way. After the raptors are disposed of, the
players may harvest the grain and return to the Abby and
start the hour by hour approach again to find their way out.

7 Daggerwood Forest
Running the Vault
Final Quest :Underground The players will enter through the entry way and into the
Vault great hall. In the great hall are the three Breland Undead
The player can skip the St. Daphne's Grain quest if they like, Soldiers. Each soldier has a different key to the main vault
but they will miss out on the free bottles of Oak Moon lock on the sealed doors. The keys are attached to a ring on
Moonshine that will grant additional Hit Points, but the the handle of their swords. The players must defeat the
WarForge Manufactory quest must be complete to continue. soldiers and find the different keys. The fourth and last key is
Read the following text box when the players approach the still near the remains of the Breland Undead Soldier inside of
Queen at the Abby and are ready to start the quest. the dark cavern. Here the players will encounter the Chuul.
The collapsed room, room1 and 2 each have a trapped
treasure chest filled with Breland jewelry. Once all the keys
“Thank you for your assistance in helping the collective. I have are found they must be placed in the locking mechanism and
dispatched some of our workers to your ship at the coast to turned at the same time for the doors to open. Inside the
help with repairs. The ship has apparently moved some large chamber are the war machines covered in a cave collapse.
rocks out of the way and opened up a passage to a large
cavern. We believe that it is a Breland War Vault. If you can Traps and chests
help the collective with exploring it we will reward you with The collapsed room and room 1 and 2 have trapped chests in
300pg each and any treasure you find, you can keep." the corners of the room. In order to pick the lock the players
will need to make a successful [Dexterity DC (12) to unlock
If they ask the queen for more information it]. A fail on the test unleaches a magic bear trap that
unsnarles the player. The player will have to make a
“The collective has not entered the passage way yet, but if it is
successful [Strength DC (12)] to pull themselves out or take
a Breland War Vault, then it may be guarded well with Undead
(1D6) damage.
Breland Soldiers. Breland vaults are also known for having a
completed 4 key locking mechanism on the main vault doors.

Underground Vault
Intro
After the Mourning, Breland Lords had constructed an
underground vault to house the country’s most brutal
Warforge creations in case of a future war. Expensive to make
in large quantities and absolutely critical on the battlefield.
The Cadaver collector and Warforge Juggernaut have a very
good reason to be mothballed. These actions were all done in
secret, since the most violent warforge were supposed to
have been deconstructed after the war. The builders created a
giant vault with large rock doors that move on an expansive
key and locking rail system using a system of four keys.
The Lords of Breland want to protect the vault and keep it
sealed off. They rose four Breland Undead Soldiers to protect
it. After years of being near the coast, a cave system collapsed
into a section of the vault and water has seeped in. This
created a habitat for a lost Chuul. Once the Chuul moved in, it
was attacked by the Breland Undead Soldiers. The Chuul
was able to kill one, but retreated back into its cave severely
wounded. Since that day, the Chuul never leaves the cave
system and the Soldiers never enter, both settling for a
uneasy truce.

Underground Vault 8
Large Animated Tools
Medium, construct, unaligned

Armor Class 15
Hit Points 30
Speed 20ft.

STR DEX CON INT WIS CHA


20 (+5) 13 (+1) 15 (+2) 4 (-3) 5 (-3) 5 (-3)

Condition Immunities Poison, Physic


Languages None -

Actions
Multi-attack The large tool can make one clamp
attack and one rivet gun attack each turn.
Clamp. Melee Weapon Attack: Bludgeoning, +3 to
hit, reach 5ft., one target. Hit (2d4 + 2), [Escape
test (15)] to break free
Animated Tools Rivet Gun. Range weapon attack: Piercing. 45 ft.
Small construct, unaligned range. Hit (1d6)

Armor Class 15
Hit Points 7
Speed 20ft.

STR DEX CON INT WIS CHA


10 (0) 13 (+1) 12 (+1) 4 (-3) 5 (-3) 5 (-3)

Condition Immunities Poison, Physic


Languages None -

Actions
Sharp Tool. Melee Weapon Attack: +3 to hit, reach
5ft., one target. Hit (1d4 + 2)

Monsters
9
Animated Blades
Large construct, unaligned

Armor Class 15
Hit Points 45
Speed 30ft.

STR DEX CON INT WIS CHA


20 (+5) 15 (+3) 20 (+5) 5 (-2) 5 (-2) 5 (-2)

Condition Immunities Poison, Physic -


Daggerwood
Languages None Velociraptor
Medium beast, unaligned
Actions
Armor Class 13
Multi-attack. The large tool can make two blade Hit Points 15
attacks each turn Speed 30ft.
Blade attack. Melee Weapon Attack: Slashing, +4 to
hit, reach 10ft., two targets. Hit (1d6) or Duel STR DEX CON INT WIS CHA
attack: one target, Hit (2d8)+2
6 (-2) 14 (+2) 13 (+1) 4(-3) 12 (+1) 6 (-2)

Senses passive Perception 13


Languages -

Pack Tactics. The velociraptor has advantage on an


attack roll against a creature if at least one of the
velociraptor's allies is within 5 feet of the creature
and the ally isn't incapacitated.

Actions
Multiattack. The velociraptor makes two attacks:
one with its bite and one with its claws.
Claws. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 4 (1d4 + 2) slashing damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 5 (1d6 + 2) piercing damage.

Monsters 10
Chuul Breland Undead
More information on pg. 40 in Monster Manual 5E
Large aberration, chaotic evil
Soldier
More information on Pg. 295 in Eberron: Rising
Armor Class 16 from the Last War.
Hit Points 93 Medium undead, lawful evil
Speed 30ft.
Armor Class 17 (half plate)
Hit Points 52
STR DEX CON INT WIS CHA Speed 30ft.
19 (+4) 10 16 (+2) 5 (-3) 11 5 (-3)
STR DEX CON INT WIS CHA
Condition Immunities Poison
Senses Dark Vision 60ft., passive perception 14 16 (+3) 14 (+2) 16 (+2) 12 (+1) 13 (+1) 5 (-3)
Languages Deep Speech
Condition Immunities charmed, frighten, poisoned
Amphibious. This creature can breath under water. Senses darkvision 60ft., passive Perception 13
Languages Common
Sense Magic. The chuul senses magic within 120
feet of it at will. This trait otherwise works like the Pack Tactics This soldier has advantage on an attack
detect magic spell but isn't itself magical. roll against a creature if at least one of the soldier's
allies is within 5 ft. of the creature and the ally isn't
Actions incapacitated.
Multiattck. The chuul makes two pincer attacks. If
the chull is grappling a creature, the chuul can also Actions
use its tentacles once.
Multiattack The soldier attacks three times with one
Pincer. Melee weapon attack: +6 to hit, reach 10ft., of its weapons.
one target hit: (2d6+4) bludgeoning damage. If the
target is grappled (escape DC14) if it is a large or Long sword Melee Weapon Attack: +5 to hit, reach
smaller creature and the chuul doesn't have two 5ft., one target. Hit (1d8 + 3) slashing dmg. or
other creatures grappled. (1d10+3) slashing dmg. if used with two hands.
Tentacles. One creature grappled by the chuul must Longbow Melee Weapon Attack: +4 to hit, range
succeed on a DC13 constitution savings throw or 150/600ft., one target. Hit 5 (1d8 + 2) piercing
be poisoned for 1 minute and paralyzed. dmg.

11 Monsters

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