TEXT: Shadows of the 
  Last War
  
  Shadows of the Last War
  Conversion Guide & Expansion
  Table of Contents
  Introduction.........................................................................1
  Prologue: The Forgotten Forge.........................................2
  An Overview: Shadows of the Last War..........................2
  Supplemental Information...............................................2
  Cast of NPCs..................................................................2
  Part One: Sharn...................................................................3
  The Message Station.......................................................3
  A Call for Help...............................................................3
  The Broken Anvil............................................................3
  Optional Encounter: Get on The Road............................5
  Part Two: Darguun...............................................................7
  Sea Travel.......................................................................7
  Overland Travel..............................................................9
  Rhukaan Draal.............................................................10
  Part Three: Rose Quarry.....................................................14
  Traveling to Rose Quarry..............................................14
  R1. Emerald Claw Camp...............................................14
  R2. Molten Glass Ruins................................................16
  R3. Cannith Re5nery....................................................16
  R4. The Ruined Church.................................................17
  Escape from Rose Quarry..............................................18
  Part Four: The Mournland...................................................19
  The Dead-Gray Mist.....................................................19
  Effects of the Mournland...............................................19
  Mournland Encounters.................................................20
  Twisted Skeletons.........................................................21
  Charnel Pit...................................................................21
  The Mouth of the Mine.................................................23
  Part Five: Whitehearth........................................................24
  W1. Mineshaft..............................................................24
  W2. Rotator Room One................................................24
  W3. Laundry................................................................24
  W4. Researcher’s Wing.................................................24
  W5. Burnt-Out Barracks...............................................25
  W7. Emergency Stores..................................................25
  W8. Support Wing........................................................25
  W9. Support Barracks...................................................25
  W10. Bath....................................................................26
  W11. Captain of the Guard...........................................26
  W12. Of5ce.................................................................26
  W14. Rotator Room Two...............................................26
  W15. Kennel Wing.......................................................26
  W16. Kennel................................................................26
  W18. Rotator Room 3...................................................27
  W19. Room of Broken Light.........................................28
  W20. Scrying Room.....................................................28
  W21. Entryway.............................................................28
  W22. Machine Chamber..............................................29
  Part Six: Showdown...........................................................31
  Ambushed!...................................................................31
  Conclusion...................................................................31
  Original Adventure: Keith Baker and Wizards of the Coast
  Conversion to 5e and Expansion Notes: Stuart Broz
  Cover: stock art from pixabay.com, modi5ed by Stuart Broz
  Interior Art: Stock art courtesy of Wizards of the Coast
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  without the express written permission of Wizards of the 
  Coast.
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  WA 98057-0707, USA. Manufactured by Hasbro SA, Rue 
  Emile-Boéchat 31, 2800 Delémont, CH. Represented by 
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  Middlesex, UB11 1ET, UK.
  Introduction
  Shadows of the Last War was an adventure published to 
  follow The Forgotten Forge, a short adventure included in the 
  original Eberron Campaign Setting for 3rd edition. This guide 
  brings Shadows of the Last War up to date for 5th edition. To 
  use this guide, you will need a copy of the original published 
  adventure for Shadows of the Last War. The Eberron 
  Campaign Setting (ECS), which includes The Forgotten Forge, 
  would be helpful as well. A compatible conversion and 
  expansion guide for The Forgotten Forge is also available on 
  the DM’s Guild. Eberron: Rising from the Last War (RLW) or 
  The Way&nder’s Guide to Eberron (WGE) is also 
  recommended, as is the Monster Manual (MM). 
  The original adventure was designed for four level two 
  characters. Notes have been included in this conversion to 
  allow for scaling encounters for characters of slightly varying 
  levels. In addition, supplemental information and 
  suggestions are included to help Dungeon Masters run—and 
  expand upon—the adventure.
  Shadow of the Last War – 1
  
  Prologue: The Forgotten Forge
  In the introductory 5rst-level adventure, PCs witness a murder 
  of a university researcher by a warforged agent of the Lord of 
  Blades. They are recruited by Lady Elaydren of House Cannith 
  to retrieve an ancient artifact the researcher had located in a 
  sealed area beneath Sharn. Agents of the Lords of Blades stand 
  in their way of retrieving it. The PCs must defeat or evade their 
  opponents and explore Sharn’s ancient undercity to recover 
  the artifact for Lady Elaydren. The artifact turns out to be a 
  schema – part of an ancient creation pattern that House 
  Cannith had been studying long ago.
  If you wish to run this adventure without having used The 
  Forgotten Forge, you can have Lady Elaydren hire the PCs 
  after her research uncovered the 5rst schema. She knows 
  others are seeking the other schemas and will engage the PCs 
  to beat them in the race to complete the creation pattern. She 
  will contact them via the message station in Barmin Tower 
  when she learns more.
  An Overview: Shadows of the 
  Last War
  Lady Elaydren recruits the PCs to retrieve another part of the 
  lost creation pattern from a secret Cannith research facility in 
  the Mournland. First, the PCs must travel to the goblin nation 
  of Darguun to 5nd the facility’s location. They travel to the 
  capital of Darguun and seek transport on an elemental-
  powered wagon to a Cannith mining town. The town has been 
  destroyed and is overrun with undead and members of the 
  Order of the Emerald Claw. The PCs must sneak in and 5nd 
  the location of the secret facility. The PCs must enter the 
  Mournland to reach the facility and then penetrate the facility 
  to retrieve their goal. If they succeed, the Emerald Claw will 
  attempt to steal their prize.
  Supplemental Information
  Those who have used my guide to The Forgotten Forge will 
  be familiar with the manner in which I added details where I 
  felt it was appropriate. I have continued this practice in this 
  guide. In some cases, I will deviate from the details 
  presented in the original adventure where I believe it will 
  bene5t play. For instance, if the PCs travel to Darguun by 
  elemental galleon, the ship is, in the original adventure, 
  listed as 60 feet long and 40 feet wide. This would result in a 
  nearly round ship. I have provided a map that depicts it with 
  more reasonable dimensions.
  This adventure is meant for 2nd-level PCs and it assumes PCs 
  will reach 3rd-level sometime before entering Whitehearth in 
  Part Five.
  Cast of NPCs
  Lady Elaydren Vown d’Cannith, Dragonmarked researcher for 
  House Cannith. Patron of the PCs.
  Garrow, Changeling Cleric of the Blood of Vol and would-be 
  vampire, Order of the Emerald Claw. Primary Antagonist.
  Aksel Jaggert, Necromancer and troubleshooter for the Order 
  of the Emerald Claw, Minor Antagonist
  Brect, Caravan leader for House Orien, Potential ally
  Cutlass, Warforged Agent of the Lord of Blades, Minor 
  Antagonist.
  Edvin Garm. Human spy for the Order of the Emerald Claw, 
  Minor Antagonist
  Eltarra d’Lyrandar, Dragonmarked captain of the elemental 
  galleon, Dragon’s Breath, House Lyrandar, Potential ally
  Eranna, hostess at The Broken Anvil, Innocent bystander
  Failin, Dragonmarked former agent of House Orien, Potential 
  ally
  Jarina Valyre d’Sivis, House Sivis message clerk, Innocent 
  bystander
  Kaela, Human Warrior, Order of the Emerald Claw. Secondary 
  Antagonist.
  Keltis Doran, Human Cleric of the Blood of Vol, Order of the 
  Emerald Claw. Secondary Antagonist.
  Mallora, Human Necromancer, Order of the Emerald Claw. 
  Secondary Antagonist.
  Old Went, Hobgoblin 5xer in Rhukaan Dral, Potential ally
  Rorsa, Awakened dire wolf, Potential ally
  Shadow of the Last War – 2
  
  Part One: Sharn
  The Message Station
  Barmin Tower
  Setting the scene. Barmin Tower, the site of the Sivis message 
  station, is not given a location in Sharn. When the PCs arrive 
  there, the door to it is outside at the end of a skybridge. 
  Given the rain and lightning, the station is almost certainly in 
  one of the upper areas of Sharn. I place the tower in Clifftop 
  in Upper Dura, both because, as the home of the 
  adventurer’s guild, it would be a natural place for the PCs to 
  frequent and because of its relative proximity to the Broken 
  Anvil.
  Clifftop is also the home of the Mystic Market – an area 5lled 
  with small businesses that specialize in magical wares, 
  including those of interest to adventurers.
  The Sivis message station is set into the outer wall of the 
  tower near an archway that provides access to the tower’s 
  interior. Inside is Kurala’s House of Healing, which is run by 
  House Jorasco. There are also several inns and other services 
  and shops which cater to travelers, including a pawn shop, 
  Jetcher, and a moneychanger (licensed by House Kundarak). 
  Many of the businesses on this level of Barmin Tower are run 
  by halJings and gnomes.
  The Survivor. The clerk’s name is Jarina Valyre d’Sivis. She 
  has 0 hit points and is unconscious, but stable. Left on her 
  own, she will regain 1 hit point (and consciousness) in two 
  hours. Any curative magic will allow her to regain 
  consciousness. Jarina is a trained scribe and member of 
  House Sivis.
  Information Gathering. This encounter has several possible 
  skill checks. Replace the listed skills as follows:
  •
  Diplomacy: Charisma (Persuasion)
  •
  Knowledge (Arcana): Intelligence (Arcana)
  •
  Knowledge (Nature): Intelligence (Nature)
  •
  Search: Intelligence (Investigation)
  •
  Survival: Wisdom (Survival)
  Use of detect thoughts or similar magic will reveal that the 
  clerk really doesn’t remember the contents of the message 
  except that it included some sort of warning.
  A Call for Help
  The Owl. Giant owls are detailed on page 328 of the 
  Monster Manual (MM). This particular owl, having lived its 
  life in Sharn, understands Gnomish rather than the Sylvan 
  which is typically understood by giant owls. 
  The Broken Anvil
  Lady Elaydren. A DC 20 Wisdom (Perception) check will 
  allow a PC to notice that Lady Elaydren is not wearing her 
  House Cannith signet ring. A DC 10 Wisdom (Insight) check 
  is enough to know that she is relieved to see the PCs and that 
  she believes her worries are genuine.
  The Hostess. The tavern’s hostess, an employee of House 
  Ghallanda, is named Eranna. She will attempt to stay out of 
  any conJicts that occur.
  Eranna
  Small humanoid (hal)ing), neutral
  Armor Class 11
  Hit Points 9 (2d8)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (+1)
  12 (+1)
  10 (+1)
  10 (+0)
  12 (+1)
  13 (+1)
  Skills Perception +3, Persuasion +3
  Senses passive Perception 13
  Languages Common, HalJing, Goblin
  Challenge 1/4 (50xp)
  Lucky. When Eranna roll a 1 on the d20 for an attack roll, 
  ability check, or saving throw, she can reroll the die and must 
  use the new roll.
  Brave. Eranna has advantage on saving throws against being 
  frightened.
  Hal,ing Nimbleness. Eranna can move through the space of 
  any creature that is of a size larger than she is.
  Naturally Stealthy. Eranna can attempt to hide even when 
  obscured only by a creature that is at least one size larger than 
  her.
  Actions
  Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft. or range 
  20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
  Eranna is an older halJing woman who has served as the 
  host at The Broken Anvil for decades. She’s seen it all, and 
  she’s learned to stay out of it. If trouble comes, she’ll fade 
  into the background until its over... and be there to clean up 
  afterwards. 
  Shadow of the Last War – 3
  
  Lady Elaydren Vown d’
  Cannith
  Medium humanoid (human), neutral
  Armor Class 15 (mage armor)
  Hit Points 31 (7d8) 
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  14 (+2)
  10 (+0)
  14 (+2)
  12 (+1)
  16 (+3)
  Saving Throws Con +2, Cha +5
  Skills Deception +5, History +4, Investigation +4, Persuasion +5
  Senses passive Perception 11
  Languages Common, Giant, Gnome
  Challenge 3 (700xp)
  Spellcasting.  Elaydren is a 3rd level spellcaster. Her spellcasting 
  ability is Charisma (Spell save DC 13, +5 to hit with spell 
  attacks). She knows the following sorcerer spells:
  Cantrips (at will): acid splash, friends, message, prestidigitation
  1st level (4 slots): charm person, detect magic, mage armor
  2nd level (2 slots): detect thoughts
  Artisan’s Intuition. When Elaydren makes an Intelligence 
  (Arcana) check or an ability check with artisan’s tools, roll 1d4 
  and add it to the result.
  Innate Spellcasting. Elaydren’s innate spellcasting ability is 
  Intelligence. She can innately cast the following spells, 
  requiring no material components:
  at will: mending
  1/day: magic weapon (duration of 1 hour without requiring 
  concentration)
  Actions
  Dagger +1. Melee Weapon Attack: +5 to hit, reach 5 ft. or range 
  20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
  Potion of Greater Healing (Single use). Elaydren regains 14 
  (4d4 + 4) hit points.
  Coward’s Pearl (Single use). Elaydren casts dimension door. A 20 
  foot radius area centering at the point that she disappears from is 
  heavily obscured by mist for 3 rounds.
  Lady Elaydren is seated at a table against the back wall be-
  tween areas C and E on the map. She has a good view of the 
  door and will use the tactics described in the original adven-
  ture when attacked.
  Bar Fight!
  Though this could be a dif5cult 5ght, Lady Elaydren should 
  prove to be a signi5cant help.
  The Message Thieves. Four kobolds (195 MM) accompany 
  Cutlass. Two of them will focus on Elaydren while the other 
  two will attack the PCs. Cutlass will make use of his re-
  bounding scimitar and move between opponents.
  Cutlass
  Medium humanoid (warforged), lawful evil
  Armor Class 17 (integrated protection)
  Hit Points 52 (8d8 +16)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  12 (+1)
  15 (+2)
  11 (+0)
  12 (+1)
  12 (+1)
  Saving Throws Str +6, Con +4
  Skills Athletics +6, Deception +3, Intimidation +3, Perception 
  +3
  Damage Resistances Poison
  Senses passive Perception 13
  Languages Common, Goblin
  Challenge 3 (700xp)
  Warforged Resilience.  Cutlass has advantage on saving throws 
  against being poisoned and is immune to disease. Magic can’t 
  put him to sleep. 
  The Best Defense. If Cutlass makes a successful melee attack 
  against a creature, that creature can't make opportunity attacks 
  against him for the rest of his turn.
  Actions
  Multiattack. Cutlass makes two melee weapon attacks.
  Rebounding Scimitar. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 7 (1d6 + 4) slashing damage.
  Handaxe. Melee Weapon Attack: +6 to hit, reach 5 ft. or range 
  20/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
  Rebounding Weapon
  Weapon (any melee), uncommon
  When you make a successful attack with a 
  rebounding weapon, your next attack with it before 
  the end of your next turn has advantage if it is made 
  against a different target.
  Adjustments
  Use at least one kobold for each PC. If you are using a more 
  powerful party and need a challenge rating 4 (1,100xp) 
  opponent, make the following adjustments to Cutlass:
  •
  Increase his hit points to 78 (12d8 +24).
  •
  Change his multiattack action to read: 
  Multiattack. Cutlass makes two scimitar attacks or two 
  scimitar attacks and a handaxe attack.
  In the Bag
  The contents of the magical bag are as detailed in the orginal 
  adventure with the following additional notes:
  •
  The potions of cure light wounds are replaced by 2 
  potions of healing and one bottle of goodberry wine.
  Shadow of the Last War – 4
  
  •
  Keycharms are detailed on page 116 WGE and page 
  277 RLW.
  •
  Add two scrolls of rope trick to the center pocket.
  Goodberry Wine
  Wondrous item, uncommon
  A creature can use its action to drink a dose of 
  goodberry wine. When it does so, it regain a number 
  of lost hit points equal to 8 plus its Constitution 
  bonus. In addition, a single dose provides enough 
  nourishment to sustain a creature for one day. Once 
  a creature consumes a dose of goodberry wine, it 
  cannot bene5t from another dose until it completes 
  a long rest.
  A bottle of goodberry wine contains 5ve doses. 
  Once a bottle of goodberry wine is opened, it loses 
  its potency after 8 hours.
  Research
  Researching House Cannith. To con5rm that the leaders of 
  House Cannith died on the Day of Mourning, a PC must make 
  either a DC 14 Intelligence (History) check or spend an hour 
  researching and succeed at a DC 18 Intelligence 
  (Investigation) check.
  To con5rm that the House has been split into three factions 
  with different leaders, a PC must make either:
  •
  A DC 15 Intelligence (Investigation) check, or
  •
  A DC 18 Intelligence (History) check.
  Discovering information on Whitehearth will be very dif5cult, 
  as it was a secret facility, only known to members of House 
  Cannith. A member of House Cannith can con5rm that 
  Whitehearth was in southwestern Cyre with a DC 20 
  Intelligence (Investigation) check. More information than that 
  will be nearly impossible to attain.
  Researching Darguun. Darguun is well known as the goblin 
  nation that was formally recognized in the Treaty of 
  Thronehold. A DC 10 Intelligence (History) check will reveal 
  basic information about Rhukaan Draal, Darguun’s capital 
  and largest city. It is a fairly cosmopolitan trade city where 
  business can be conducted that may not be entirely legal in 
  the Five Nations. Rhukaan Draal is in central Darguun on the 
  Ghaal River, which empties into Kraken Bay.
  If the PCs research methods of travel, they should be able to 
  determine the approximate time each journey would take 
  with a DC 10 Intelligence (Investigation) check—less than a 
  week by elemental galleon and about two weeks over land. 
  With a 15 or more on an Intelligence (History) check, a PC 
  will realize that the overland route will go through Marguul 
  Pass, which is in the territory of less than fully-civilized 
  bugbears. 
  Optional Encounter: Get on 
  The Road
  If the PCs stall and do not leave Sharn within a day, you may 
  wish to have them trailed by members of the Order of the 
  Emerald Claw.
  A PC who 
  makes a DC 15 
  Wisdom 
  (Perception) 
  check will 
  notice that they 
  are being 
  followed. With 
  an 18 on this 
  check, the PC 
  will realize that 
  there are at 
  least three 
  individuals on 
  their tail. If the 
  PC gets over a 
  20, they will 
  notice all four 
  of the agents 
  following them.
  One of the 
  agents is clearly 
  better dressed 
  than the others. 
  This is Edvin 
  Garm, an agent 
  of the Order of 
  the Emerald 
  Claw, who will 
  pose as a 
  Karrnathi 
  noble. 
  Garm is 
  charming and 
  clever. If 
  confronted, he 
  will claim that 
  any other 
  members of the 
  Order of the 
  Emerald Claw 
  who have been 
  Shadow of the Last War – 5
  
  spotted are his employees and bodyguards. In order to get 
  close to the PCs, he will express interest in an item of value 
  that one of them is visibly carrying (such as a piece of 
  jewelry, a weapon, or even the magical bag that Elaydren 
  gave them), posing as a collector to cover for the fact that he 
  was trailing them. He will, in fact, attempt to buy the item he 
  feigns interest in if the PCs speak to him. He carries 50 gp in 
  a purse and can easily draw on another 750 gp through an 
  account with House Kundarak. 
  If threatened or attacked in public, Garm will maintain his 
  cover, disengage, and shout for the city watch while his three 
  “bodyguards” defend him. Use bandit statistics (page 343 
  MM) for the other agents of the Order of the Emerald Claw. If 
  he is attacked where few guards are available, he will 5ght 
  back, but will attempt to escape if possible. He carries a 
  feather token (page 115 WGE) and will not hesitate to leap 
  off a walkway or out a window. 
  Edvin Garm
  Medium humanoid (human), lawful evil
  Armor Class 12
  Hit Points 33 (6d8 + 6)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  15 (+2)
  12 (+1)
  13 (+1)
  14 (+2)
  16 (+3)
  Saving Throws Dex +4, Int +3
  Skills Deception +5, Insight +4, Investigation +3, Perception +4, 
  Persuasion +3, Stealth +4
  Senses passive Perception 14
  Languages Common, Dwarf
  Challenge 1 (200xp)
  Cunning Action. On each of his turns, Garm can use a bonus 
  action to take the Dash, Disengage, or Hide action.
  Sneak Attack (1/Turn). Garm deals an extra 7 (2d6) damage 
  when he hits a target with a weapon attack and has advantage 
  on the attack roll, or when the target is within 5 feet of an ally 
  of his that isn't incapacitated and Garm doesn't have 
  disadvantage on the attack roll.
  Actions
  Multiattack. Garm makes two melee attacks.
  Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 6 (1d8 + 2) piercing damage.
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 3 (1d4 + 2) piercing damage.
  In addition to his feather token, Garm carries a potion of 
  climbing, which is useful for getting around in Sharn.
  Adjustments
  If you need a more dif5cult encounter, you can use thug 
  statistics (page 350 MM) instead of bandit statistics for one or 
  more of Garm’s accomplices. 
  Shadow of the Last War – 6
  
  Part Two: Darguun
  Sea Travel
  The ship. The PCs are on board the Dragon’s Breath, a large, 
  fast ship powered by a water elemental bound into a ring 
  encircling it. The Mark of Storm allows a captain of House 
  Lyrandar to control the bound elemental easily. 
  The crew. The crew is exclusively khoravar (half-elf) and is 
  employed by House Lyrandar. The ship’s dragonmarked 
  captain is Eltarra d’Lyrandar. She is very fond of playing 
  Conqueror, a chess-like game particularly popular in Karrnath, 
  and will be positively inclined to the PCs if one of them can 
  provide her with a challenge.
  Conqueror
  Conqueror is a two-player game used to model the strategic and 
  tactical thinking required in warfare. To simulate a game of con-
  queror, make a series of three ability checks.
  •
  Intelligence (History)
  •
  Charisma (Deception) – a character who rolled 15 or 
  higher on the Intelligence (History) check gets advan-
  tage on this roll.
  •
  Wisdom (Insight) – a character who rolled 20 or higher 
  on the Intelligence (History) check gets advantage on 
  this roll.
  A character pro5cient in gaming set (Conqueror) can add their 
  pro5ciency bonus to all of the above rolls, even if they are not 
  pro5cient in the skill listed.
  Whomever scores higher on two of the three ability checks wins. 
  If no one scores higher on two, each player should add their 
  three scores together and compare the totals to determine a win-
  ner. If the totals are equal, the game ends in a draw.
  Eltarra d’
  Lyrandar
  Medium humanoid (half-elf), neutral good
  Armor Class 14 (studded leather armor)
  Hit Points 46 (7d8 + 14)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  15 (+2)
  14 (+2)
  16 (+3)
  12 (+1)
  16 (+3)
  Skills Athletics +4, Deception +5, History +5, Insight +3, Per-
  ception +3
  Damage Resistance lightning
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Elvish, Gnomish, Goblin
  Challenge 2 (450 xp)  
  Fey Ancestry. Eltarra has advantage on saving throws against 
  being charmed, and magic can’t put her to sleep.
  Windwright’s Intuition. When Eltarra makes a Dexterity 
  (Acrobatics) check or any ability check involving operating or 
  maintaining a water or air vehicle, she can roll one Intuition 
  die, a d4, and add the number rolled to the ability check.
  Headwinds. Eltarra knows the gust cantrip. She can cast the 
  spell gust of wind once and regain the ability to do so when she 
  5nishes a long rest. Charisma is her spellcasting ability.
  Actions
  Multiattack. Eltarra makes two melee or ranged attacks.
  Rapier +1. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 3) piercing damage.
  Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 
  ft., one target. Hit: 4 (1d8 + 2) piercing damage.
  Reactions
  Parry. Eltarra adds 2 to her AC against one melee attack that 
  would hit her. To do so, she must see the attacker and be 
  wielding a melee weapon.
  While Eltarra does not typically carry them, the ship’s stores 
  include 3 potions of healing and a potion of water breathing.
  The passengers. Disembarking at Korranberg in Zilargo are: 
  •
  A pair of gnome traders who are returning home from 
  Stormreach in Xen’drik by way of Sharn. They appear 
  exhausted, but their journey was quite successful, as 
  they sold a number of Xen’drik artifacts they had 
  acquired to Morgrave University.
  •
  A Valenar elf who seems particularly aloof and will 
  not initiate conversation. If approached, however, he 
  is quite friendly. He is traveling to visit an old 
  gnomish friend. They meet up every 50 years.
  •
  A human diplomat from Breland and her assistant. 
  She has business in Korranberg.
  •
  A young gnome who lives in Sharn and is visiting 
  family in Zilargo.
  Shadow of the Last War – 7
  
  •
  Three humans (an architect and two engineers) in the 
  employ of House Cannith who are traveling to 
  Korranberg to work on a project. They will not 
  discuss the particulars. One of them seems to watch 
  the PCs, but she is merely curious. They know 
  nothing of the PCs or their mission.
  In addition to the PCs, three others are traveling to Rhukaan 
  Draal:
  •
  A human priest of the Sovereign Host, who is looking 
  forward to spreading his faith among the goblins.
  •
  A pair of goblin merchants from Sharn who hope to 
  make their fortune in Darguun.
  •
  A hobgoblin who boards the ship in Korranberg. She 
  is a minor government of5cial from Darguun who 
  was in Zilargo to discuss implementation details of an 
  existing trade agreement.
  Skeleton attack
  The Emerald Claw necromancer has used a water walk ritual 
  on the skeletons, and they are waiting in the middle of Kraken 
  Bay. The necromancer’s owl familiar tracks the ship and 
  noti5es the skeletons of its path. The skeletons use grappling 
  hooks to board the ship.
  Skeletons are detailed on page 172 MM. They are currently 
  under the effect of a water walk spell, which will last another 
  10 minutes.
  Surprise. PCs who are awake may make a DC 15 Wisdom 
  (Perception) check to avoid being surprised. Anyone not on 
  deck has disadvantage on this check. Sleeping characters will 
  not be woken by the skeletons boarding. Sleeping characters 
  with a passive perception of 15 or more will wake up during 
  the 5rst round of combat. Others will continue to sleep until 
  woken.
  Shadow of the Last War – 8
  The Dragon’
  s Breath
  One Square = 5 feet
  
  The skeletons will board the ship at the two points marked 
  with red circles on the map. Assume that in the 5rst round that 
  they begin boarding the ship, they can each move up to 10 
  feet from this point on their 5rst turn.
  Visibility. The fog lightly obscures the entire area that the ship 
  is moving through and reduces visibility to a maximum of 40 
  feet, even with darkvision. At the beginning of each creature’s 
  turn, roll 1d6. On a 1, that creature begins their turn in a 
  patch of denser fog that heavily obscures the 5 foot square 
  that they are in and they must move in order to see. Eltarra 
  can use her dragonmark to disperse the fog as an action, but 
  she won’t think to do so until her fourth turn unless a PC 
  suggests it.
  The necromancer. Aksel Jaggert is a necromancer-priest who 
  acts as a troubleshooter for the Emerald Claw. As the skeletons 
  board the ship, he about two miles away on shore. With his 
  head start and his owl keeping him informed of anyone trying 
  to follow him, it is extremely unlikely that the PCs will be able 
  to 5nd him. 
  Allies. On the second round of combat, Eltarra will order four 
  crew members to help the PCs. They will attack on the third 
  round. If the PCs have made a particularly good impression 
  on her, she will send an additional 1d4 crew members to help 
  one round later. The other passengers will avoid the combat. 
  The priest is awake in his cabin, but unaware of what is going 
  on. If roused, he can turn undead once (DC 12) and otherwise 
  has the statistics of an acolyte (page 342 MM).
  Dragon’
  s Breath Sailor
  Medium humanoid (half-elf), neutral 
  Armor Class 12 (leather armor)
  Hit Points 9 (2d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  13 (+1)
  11 (+0)
  10 (+0)
  12 (+1)
  12 (+1)
  Skills Athletics +3, Perception +3
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Elvish
  Challenge 1/8 (25 xp)  
  Fey Ancestry. The sailors have advantage on saving throws 
  against being charmed, and magic can’t put them to sleep.
  Actions
  Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one tar-
  get. Hit: 4 (1d6 + 1) slashing damage.
  Adjustments
  For a more challenging encounter, two of the skeletons can be 
  hobgoblin skeletons rather than human skeletons. You can 
  also speed or delay assistance from the sailors to alter the 
  encounter dif5culty.
  Hobgoblin Skeleton
  Medium undead, lawful evil
  Armor Class 16 (chain mail)
  Hit Points 13 (2d8 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  14 (+2)
  15 (+2)
  6 (-2)
  8 (-1)
  5 (-3)
  Damage Vulnerabilities bludgeoning
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages understands Common and Goblin
  Challenge 1/2 (100 xp)
  Martial Advantage. Once per turn, the hobgoblin skeleton can 
  deal an extra 3 (1d6) damage to a creature it hits with a weapon 
  attack if that creature is within 5 feet of an ally of the hobgoblin 
  skeleton that isn't incapacitated.
  Actions
  Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one tar-
  get. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing 
  damage if used with two hands.
  Overland Travel
  Lightning rail. While the lighting rail trip is uneventful, it is 
  still notable. The rail travels as swiftly as a running horse, but 
  it does not tire, powered by a series of magical conductor 
  stones and bound elementals. The rail will stop at Wroat, 
  Breland’s capital—a city quite different from Sharn. Though 
  the PCs will get off before then, the line that the PCs take ends 
  at Korranberg, so a signi5cant number of the passengers are 
  gnomes.
  Sterngate. The PCs will disembark at Sterngate. The lightning 
  rail station there will be the smallest that the PCs have seen, 
  and, as a military outpost, it was not designed with the 
  Shadow of the Last War – 9
  
  comforts other stations have for passengers. Other than the 
  PCs, few others get off at Sterngate, but a signi5cant amount 
  of cargo ends up here. Most of this is military supplies, but 
  some of it will join the PCs on the caravan.
  Sterngate itself is a large stone fortress that guards the pass 
  into Darguun, and, while it is served by a small village, it is 
  clearly an active military installation. While Breland and 
  Darguun are at peace, there are still bugbear and goblin 
  raiders that pour out of the mountains. Sterngate is Breland’s 
  shield against them.
  Orien Caravan. Brect, the caravan boss, is a member of House 
  Orien, but is not dragonmarked. He commands a competent-
  looking, well-armed crew, including a contingent of House 
  Deneith mercenaries. He will assign the PCs to a wagon near 
  the back end of the caravan which carries bolts of high-quality 
  glamerweave cloth. The wagons are pulled by mules (actually 
  hinnies produced from magebred horses).
  If the PCs decide not to travel with the caravan, they will have 
  a much rougher go of making it through to Rhukaan Draal. 
  The near-certainty of bugbear raiders should be impressed 
  upon them. 
  Marguul Pass. A small troop of Brelish soldiers, including two 
  mounted on magebred brown bears, accompany the caravan 
  for the 5rst day and a half as part of their patrol before turning 
  back to Sterngate. Beginning on the third day, PCs can make a 
  Wisdom (Perception) check once per day at DC 20 to notice 
  that the caravan is being shadowed. The caravan’s more 
  experienced members are 
  aware that something is 
  amiss and become nervous. 
  A DC 15 Wisdom (Insight) 
  check will pick up on their 
  discomfort.
  Marguul War Party
  Caravan Defenders. The Marguul War Party numbers a dozen 
  bugbears and over twice as many goblins who attack all along 
  the caravan. Fortunately, the caravan is well-defended by 
  veterans of the Last War. On the second round of combat, the 
  wagon behind the one which the PCs are assigned to will be 
  shrouded in a fog cloud, providing concealment from goblin 
  archers. On the third round of combat, a 5reball explodes on 
  the hillside farther up the caravan, taking out a large number 
  of the attackers. Eventually, the remainder of the Marguul 
  raiders will be repelled, but not without heavy losses to the 
  caravan’s defenders.
  Ambush. The goblins (page 166 MM) and bugbear (page 33 
  MM) should make Dexterity (Stealth) checks. PCs who have a 
  passive perception lower than the lowest stealth check are 
  surprised. The PCs are up against one bugbear and three 
  goblins. The bugbear will throw its javelin and then close with 
  its morningstar, attacking the most physically-intimidating 
  looking PC. In the meantime, the goblins will hide among the 
  rocks off the trail, giving them half cover. They will use their 
  short bows until they run out of ammunition (they have 6 
  arrows each) or are engaged in melee. After attacking, they 
  will use their nimble escape ability to disengage if in melee or 
  hide if at range.
  Adjustments
  For a more dif5cult encounter, add a second bugbear or 
  double the number of goblins.
  Rhukaan Draal
  Rhukaan Draal is, in many ways, a city of contrasts. It has 
  only been inhabited by goblins for the past two decades, 
  having been a Cyran town before the goblins took it. The 
  center of the city holds the palace and other modern 
  structures, but it is surrounded by older Cyran buildings that 
  have been repurposed... and a maze of huts and hide tents 
  that have been built up in every bit of available open space. 
  The palace, Khaar Mbar’ost, is a ten-story structure of red 
  granite built recently by House Cannith artisans to dominate 
  the city’s skyline... and it does this quite effectively. 
  Since Darguun was never part of Galifar, there are many 
  things legal in Rhukaan Draal, including slavery, that have 
  been long outlawed in the Five Nations. As a result, the city 
  has become a haven for smugglers and criminals. One result 
  of this is that the typical goblinoid encountered in the city is 
  less likely to be a criminal than the typical human (or other 
  non-goblin) there.
  Arriving in Rhukaan Draal. Regardless of how the PCs get to 
  the city, they will arrive near the warehouse district, either by 
  Shadow of the Last War – 10
  
  the road along the river or at the river docks. The city is not 
  particularly friendly to visitors. There is no tourism, and most 
  non-goblins who arrive are either on very speci5c business or 
  Jeeing justice of other nations.
  The Bloody Market
  Any of the merchants in the caravan should be able to direct 
  the PCs to the Bloody Market.
  Finding Failin. PCs will need to ask around to 5nd Failin. The 
  Orien caravan master knew Failin when he was still with the 
  house, but the two do not get along. He doesn’t know where 
  Failin would be and doesn’t have any interest in talking to 
  him, so it would require a DC 20 Charisma (Persuasion) check 
  to enlist his aid. No one else in the caravan knows him, 
  though if the PCs persist in asking among the merchants, 
  requiring a DC 15 Charisma (Investigation) check, one of 
  them will mention Old Went, a hobgoblin who they says 
  knows practically all the humans in Rhukaan Draal.
  Getting directions from goblins will be more dif5cult, as most 
  goblins will simply ignore the PC’s requests and many of them 
  don’t know Failin. To locate a goblin who might be helpful, 
  the PCs can make a Wisdom (Insight) check at DC 12. A DC 
  18 Charisma (Persuasion) check from a goblin-speaking PC 
  will convince a goblin to attempt to help. If the PCs failed the 
  Insight check, the Persuasion check is made at disadvantage. 
  Goblins who aren’t convinced to help are likely to send the 
  PCs into a dangerous part of town to get rid of them. Non-
  goblins are no more helpful, as many of them would be 
  considered criminals outside of Darguun and don’t trust 
  newcomers.
  A helpful goblin has a 1 in 6 chance on 
  knowing enough to refer the PCs to the 
  Clenched Fist, as it is a nearby bar that 
  caters to non-goblins. Those that don’t, 
  can refer them to Old Went.
  Years ago, Old Went served as a Deneith 
  mercenary with the Cyrans. He found that he 
  had a knack for languages and getting along 
  well with soldiers of other races, and he 
  became the person soldiers would go to in 
  order to send messages or seek out items and 
  substances of dubious legality. After leaving 
  the army, he continued in his newfound 
  career. Now, he is a semi-retired fence who 
  spends his days socializing among the 
  expatriate smugglers and criminals of 
  Rhukaan Draal. He’s well-liked in most local 
  circles for his good nature and fair-dealings.
  Old Went
  Medium humanoid (hobgoblin), neutral 
  Armor Class 11
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  12 (+1)
  13 (+1)
  15 (+2)
  14 (+2)
  16 (+3)
  Skills Insight +4, Investigation +4, Perception +4, Persuasion +5
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Elvish, Gnome, Goblin, Theives Cant
  Challenge 1/4  (50xp)
  Martial Advantage. Once per turn, the Old Went can deal an 
  extra 7 (2d6) damage to a creature it hits with a weapon attack 
  if that creature is within 5 feet of an ally of his that isn't 
  incapacitated.
  Sneak Attack (1/Turn): Old Went deals an extra 3 (1d6) damage 
  when he hits a target with a weapon attack and has advantage 
  on the attack roll, or when the target is within 5 feet of an ally 
  of his that isn’t incapacitated and he doesn’t have disadvantage 
  on the attack roll.
  Actions
  Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) bludgeoning damage.
  Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
  Old Went knows Failin and will let the PCs know to look for 
  him at the Clenched Fist with a DC 20 Charisma (persuasion) 
  check. He will make it obvious that he expects payment and 
  the DC of the Persuasion check will be reduced by 2 for each 
  10 gp worth of a bribe he is given. With a bribe of 100 gp or 
  more, no check is needed.
  Shadow of the Last War – 11
  
  If the PCs try to intimidate Old Went, he’ll laugh and tell them 
  to 5nd Failin at the Clenched Fist, but word will quickly get 
  around that the PCs are trouble, and any future dealings they 
  have in Rhukaan Draal will become more far dif5cult.
  Guard Patrol. If the PCs cause trouble, the market guards will 
  respond. The guards consist of two hobgoblins (page 186 MM) 
  and a bugbear guard (below).
  Bugbear Guard
  Medium humanoid (bugbear), neutral 
  Armor Class 16 (scale mail)
  Hit Points 27 (5d8 + 5)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  14 (+2)
  13 (+1)
  9 (-1)
  12 (+1)
  9 (-1)
  Skills Intimidation +1, Perception +3, Stealth +4
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Goblin
  Challenge 1 (200 xp)
  Brute. A melee weapon deals one extra die of its damage when 
  the bugbear hits with it (included in the attack).
  Surprise Attack. If the bugbear surprises a creature and hits it 
  with an attack during the 5rst round of combat, the target takes 
  an extra 7 (2d6) damage from the attack.
  Actions
  Halberd. Melee Weapon Attack: +5 to hit, reach 10 ft., one tar-
  get. Hit: 14 (2d10 + 3) slashing damage.
  Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage in 
  melee or 6 (1d6 + 3) piercing damage at range.
  The Clenched Fist
  The Clenched Fist is in an old wooden building that has been 
  haphazardly patched several times over. The barkeep is 
  Darna, a friendly human woman who wears a wide variety of 
  brightly colored silk scarves.
  Formerly of House Orien, Failin’s price to transport the PCs is 
  60 gp each, 40 of which he wants paid up front. A DC 15 
  Charisma (Persuasion) check can reduce the price by one gp 
  per person for each point the result is over 14. If the PC is a 
  member of House Orien and calls upon Failin’s loyalties, the 
  check has advantage, but in this case the price will be 
  doubled if the check fails.
  Failin
  Medium humanoid (human), neutral 
  Armor Class 13
  Hit Points 27 (6d8)
  Speed 35 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  16 (+3)
  10 (+0)
  12 (+1)
  14 (+2)
  11 (+0)
  Saving Throws Dex +5, Int +3
  Skills Arcana +3, History +3, Insight +4, Persuasion +2
  Senses passive Perception 12
  Languages Common, Gnome, Goblin
  Challenge 1/2  (100 xp)
  Intuitive Motion. Failin can roll one Intuition die, a d4, and add 
  the number rolled to a Dexterity (Acrobatics) check or any 
  ability check to operate or maintain a land vehicle.
  Magical Passage. Failin can cast misty step. Once he does so, 
  he cannot do so again until he completes a long rest. Dexterity 
  is his spellcasting ability.
  Sneak Attack (1/Turn). Failin deals an extra 7 (2d6) damage 
  when he hits a target with a weapon attack and has advantage 
  on the attack roll, or when the target is within 5 feet of an ally 
  of his that isn’t incapacitated and he doesn’t have disadvantage 
  on the attack roll.
  Actions
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
  Bugbear Brawl
  This encounter features two bugbears (page 33 MM) for a 
  challenge rating of 3. A bugbear will attempt to Jee if reduced 
  to less than 10 hit points. To increase the dif5culty of this 
  encounter to 4, add another combatant (either a goblin or a 
  bugbear, depending upon how dif5cult you want it to be). To 
  reduce the challenge rating to 2, replace one of the bugbears 
  with a goblin.
  More Adventures in Darguun
  Rhukaan Draal is an excellent place to set a variety of plots 
  involving criminals. If the PCs themselves are of the criminal 
  type, they could get offered jobs—the city is full of people 
  who can’t go home for fear of ending up imprisoned (or 
  worse) and could use agents to tie up loose ends (or 5nish that 
  one last job for the big score) for them.
  Alternately, an inquisitive who has been hired to 5nd a 
  criminal hiding in Rhukaan Draal might hire the PCs as 
  bounty hunters to bring that person back to a country where 
  they can stand trial. For an interesting (if complicated) twist, 
  the PCs could be hired to retrieve Failin’s elemental land cart 
  Shadow of the Last War – 12
  
  on behalf of House Orien (this could work well if they 
  traveled with the caravan and mentioned Failin – there could 
  be an outstanding bounty on the cart as stolen property).
  While the goblins of Rhukaan Draal are not very friendly to 
  outsiders, they may well have some use for them. Here are a 
  few options for goblin-focused plots:
  •
  An agent of the Kech Volaar is alone in the city and 
  has heard that the Llesh Haruuc is to receive an 
  ancient Dhakaani treasure that was long sought by 
  the Kech Volaar. Other goblins cannot be trusted to 
  go against the Llesh Haruuc, so the agent must turn to 
  others in order to steal this item before it is delivered 
  to the palace.
  •
  Darguun is one of the few places in Khorvaire where 
  slavery is legal. The PCs could get tied up in helping 
  free some slaves or they might even get captured 
  themselves by a group of Marguul bugbear slavers.
  •
  A troop of hobgoblin guards moves to arrest two of 
  the PCs for a crime they didn’t commit. They match 
  the descriptions of the criminals. Either they must 
  evade the law or they must endure the goblin-run 
  legal system while the other PCs attempt to clear their 
  names.
  •
  The various goblin clans often distrust each other and 
  loyalties are uncertain as many have pledged 
  themselves to the Llesh Haruuc. As non-goblins and 
  newcomers, the PCs have no clear loyalties and, thus, 
  will be ideal mercenaries in the eyes of many. 
  They could be hired to assassinate the 
  bugbear leader of a Marguul clan and 
  destroy their food stores so 
  that another group could 
  come to their aid and gain 
  their loyalty. Alternately, 
  one of the lowland 
  clans might hire 
  them to seek out a 
  Dhakaani clan 
  deep in the 
  mountain in 
  order to 
  proffer an 
  alliance.
  Shadow of the Last War – 13
  
  Part Three: Rose Quarry
  Traveling to Rose Quarry
  There is no road directly to Rose Quarry, but the path lies 
  through Darguun’s plains. The weather varies from warm to 
  hot. If you wish to add an encounter on the way to Rose 
  Quarry, there are a variety of options:
  •
  A peryton, manticore, or griffon could attack the 
  moving elemental cart, trying to carry off one of the 
  PCs.
  •
  A group of goblin and worg bandits could raid the 
  party while they are camped for the night.
  •
  A wild animal, such as a lion or a giant boar could 
  wander into the camp at night, foraging for food. It 
  isn’t necessarily aggressive, but it could be dangerous 
  if cornered and something large wandering around in 
  the darkness might keep the PCs on their toes.
  Arrival
  When the PCs get within sight of Rose Quarry, they can make 
  a Wisdom (perception) check, in place of the Spot check 
  listed, with the same results. PCs with a passive perception of 
  14 or higher will hear the ringing sound.
  R1. Emerald Claw Camp
  Environment. Other than a 30 foot radius of bright 
  illumination around the 5re, the entire area is dimly lit. A DC 
  16 Wisdom (perception) check allows a PC to make out the 
  sound of prayers in the camp from up to 80 feet away. A PC 
  who succeeds at that check may make a DC 15 Intelligence 
  (religion) check to recognize the prayers as a rite of the Blood 
  of Vol.
  PCs who are within 50 feet of the camp should make 
  Dexterity (stealth) checks against the passive perception scores 
  of the soldiers to avoid being seen or heard. If the PCs fail by 
  5ve or more, they will be spotted. If they fail by less than 5ve, 
  the soldiers will have heard them and will send a patrol to 
  investigate.
  Sizing up the Opposition. Unless the PCs are higher level 
  than anticipated, it should be obvious to them that they 
  should avoid a 5ght with everyone in the camp at once.
  Emerald Claw Soldier
  Medium humanoid (human), lawful evil 
  Armor Class 14 (scale mail)
  Hit Points 16 (3d8 + 3)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  11 (+0)
  12 (+1)
  9 (-1)
  10 (+0)
  8 (-1)
  Skills Athletics +3, Intimidate +1, Religion +1
  Senses passive Perception 10
  Languages Common
  Challenge 1/4  (50xp)
  Actions
  Flail. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 
  5 (1d8 + 1) bludgeoning damage.
  Light Crossbow. Ranged Weapon Attack: +2 to hit, range 80/320 
  ft., one target. Hit: 4 (1d8) piercing damage.
  Keltis Doran, Blood of Vol Priest
  Medium humanoid (human), lawful evil 
  Armor Class 16 (half plate and shield)
  Hit Points 28 (5d8 + 5)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  8 (-1)
  13 (+1)
  10 (+0)
  15 (+2)
  12 (+1)
  Skills Intimidate +3, Medicine +4, Persuasion +3, Religion +2
  Senses passive Perception 12
  Languages Common
  Challenge 1 (200xp)
  Spellcasting. Keltis is a 2nd-level spellcaster. His spellcasting 
  ability is Wisdom (spell save DC 12, +4 to hit with spell at-
  tacks). He has the following cleric spells prepared:
  Cantrips (at will): guidance, spare the dying, thaumaturgy, toll 
  the dead
  1st level (3 slots): bane, cure wounds, detect magic, in)ict 
  wounds
  Reaper. When Keltis casts toll the dead, he can target two crea-
  tures in range who are within 5 feet of each other.
  Touch of Death (1/Short or Long Rest). When Keltis hits with a 
  melee attack, he can deal an additional 9 necrotic damage to his 
  target.
  Actions
  Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) piercing damage.
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  Keltis carries a potion of healing. His dagger is ornate, with a 
  hilt inlaid with Mabaran ebony and carved with Blood of Vol 
  iconography. It serves as his holy symbol and is worth 100 gp.
  Shadow of the Last War – 14
  
  Keltis will begin combat by casting bane. In the second round, 
  he will likely use toll the dead while identifying his ideal tar-
  get (preferably a cleric of another faith) and charging into 
  combat.
  Mallora, Emerald Claw Necromancer
  Medium humanoid (human), lawful evil 
  Armor Class 12 (15 with mage armor)
  Hit Points 28 (5d8 + 5)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  14 (+2)
  13 (+1)
  15 (+2)
  10 (+0)
  12 (+1)
  Skills Arcana +4, Deception +3, Investigation +4, Medicine +4
  Senses passive Perception 10
  Languages Common, Draconic, Elven
  Challenge 1 (200xp)
  Spellcasting. Mallora is a 2nd-level spellcaster. Her spellcasting 
  ability is Intelligence (spell save DC 12, +4 to hit with spell at-
  tacks). She has the following wizard spells prepared:
  Cantrips (at will): chill touch (+1 damage due to arcane focus), 
  dancing lights, mage hand
  1st level (3 slots): detect magic, mage armor, silent image, 
  tasha’s hideous laughter
  Actions
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  Wand of Magic Missiles (5 charges). Mallora can cast magic mis-
  sile using her wand. Casting magic missile costs one charge per 
  level the spell is cast at.
  In addition to her wand, Mallora carries an arcane focus 
  made of Mabaran Ebony and a potion of healing. She carries 
  a spellshard (page 115 WGE) with her spell book on it. In 
  addition to the spells she has prepared, it contains disguise 
  self, false life, and unseen servant. It has 14 empty pages 
  worth of space.
  In combat, she will 5rst cast mage armor and then use chill 
  touch and her wand of magic missiles. She is primarily 
  concerned with her own self-preservation and will Jee 
  (towards Garrow) if she takes more than 8 hp of damage.
  New Weapon: Scythe
  Cost: 5gp; Damage: 2d4 slashing; Weight: 6 lbs; Properties: 
  heavy, two-handed
  Emerald Claw Skeleton
  Medium undead, lawful evil 
  Armor Class 13 (leather)
  Hit Points 13 (2d8 + 4)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  14 (+2)
  15 (+2)
  6 (-2)
  8 (-1)
  5 (-3)
  Damage Vulnerabilities bludgeoning
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages understands Common
  Challenge 1/4  (50 xp)
  Actions
  Scythe. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 
  Hit: 4 (2d4) slashing damage.
  Vulture Zombie
  Medium undead, neutral evil 
  Armor Class 8
  Hit Points 22 (3d8 + 9)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  6 (-2)
  16 (+3)
  2 (-4)
  6 (-2)
  5 (-3)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages – 
  Challenge 1/4  (50 xp)
  Keen Sight and Smell. The zombie has advantage on Wisdom 
  (Perception) checks that rely on sight or smell.
  Pack Tactics. The zombie has advantage on an attack roll 
  against a creature if at least one of the zombie’s allies is within 
  5 feet of the creature and the ally isn’t incapacitated.
  Undead Fortitude. If damage reduces the zombie to 0 hit 
  points, it must make a Constitution saving throw with a DC of 5 
  + the damage taken, unless the damage is radiant or from a crit-
  ical hit. On a success, the zombie drops to 1 hit point instead.
  Actions
  Beak: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 +1) piercing damage.
  The vulture is Garrow’s pet and spy. It will not engage in 
  combat unless attacked, and will seek to escape if possible.
  Shadow of the Last War – 15
  
  R2. Molten Glass Ruins
  Environment. Unless otherwise noted, the ruins are in dim 
  light. PCs with a passive perception score of 12 or more will 
  hear the sounds of sliding glass-on-glass. The metal-striking-
  glass sound is audible to all, but a DC 18 Wisdom 
  (Perception) check is needed to discern the source of the 
  sound due to the echoes throughout the ruins. 
  Once-molten glass. The glass has AC 14 and 3 hp per inch of 
  thickness. In most places, the glass is 12 inches thick. The 
  glass is dif5cult terrain and can be slippery. Creatures on the 
  glass must make a DC 10 Dexterity (Acrobatics) check each 
  round that they are not standing still or fall prone.
  Glass Dwarf Zombie
  Medium undead, neutral evil 
  Armor Class 14 (8 without glass coating)
  Hit Points 25 (3d8 + 12)
  Speed 15 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  6 (-2)
  18 (+4)
  3 (-4)
  6 (-2)
  5 (-3)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages understands Common, Dwarven
  Challenge 1/2  (100 xp)
  Armor of Glass. If the zombie takes 8 or more hit points of 
  damage, its glass coating shatters and its armor class is reduced 
  to 8.
  Glasswalking. The zombie ignores the dif5cult terrain of the 
  glass and does not need to make Dexterity checks to avoid fall-
  ing prone.
  Undead Fortitude. If damage reduces the zombie to 0 hit 
  points, it must make a Constitution saving throw with a DC of 5 
  + the damage taken, unless the damage is radiant or from a crit-
  ical hit. On a success, the zombie drops to 1 hit point instead.
  Actions
  Slam: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 +1) bludgeoning damage.
  Adjustments
  A pair of glass dwarf zombies is an easy encounter for a 2nd 
  level party, but the environment favors them, making the en-
  counter somewhat more dif5cult. For a more challenging en-
  counter, add one or two additional zombies.
  R3. Cannith Refinery
  Environment. The re5nery is brightly lit inside by an ever-
  bright lantern and torches. A DC 13 Wisdom (Perception) 
  check will allow a PC to hear snippets of conversation. With a 
  15 on the check, they will also hear movement as the glass 
  zombie carries refuse towards the entrance.
  The Emerald Claw soldiers here have the same statistics as in 
  area R1.
  Kaela
  Medium humanoid (human), lawful evil 
  Armor Class 18 (chain shirt and shield +1)
  Hit Points 44 (8d8 + 8)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  14 (+2)
  14 (+2)
  10 (+0)
  12 (+1)
  8 (-1)
  Saving Throws Str +5, Con +4
  Skills Athletics +5, Intimidate +1, Religion +2
  Senses passive Perception 11
  Languages Common
  Challenge 2 (400xp)
  Actions
  Multiattack. Kaela makes two melee attacks or two ranged at-
  tacks.
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one tar-
  get. Hit: 7 (1d8 + 3) slashing damage or 8 (1d10 + 3) slashing 
  damage if used with two hands.
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
  Kaela carries a potion of healing. Her +1 shield bears the 
  symbol of the Emerald Claw.
  Treasure. A DC 15 Intelligence (Investigation) check will 
  discover the casket of platinum coins and a bottle of oil of 
  slipperiness (labelled “Compound 12”).
  Finding Whitehearth. The clues on the backs of the statues’ 
  heads can be found with a DC 20 Intelligence (Investigation) 
  check. PCs explicitly searching the statues have advantage on 
  this check.
  Adjustments
  To decrease the dif5culty, either allow the PCs to easily 
  separate the zombie from the soldiers or remove the zombie 
  outright. To increase the challenge to 5, either double the 
  number of soldiers or add another zombie inside the re5nery.
  Shadow of the Last War – 16
  
  R4. The Ruined Church
  The Graveyard. If the PCs have not encountered Garrow yet, 
  he will be in the graveyard watching the zombies work. He is 
  hidden, and PCs will not notice him unless they succeed at a 
  DC 18 Wisdom (Perception) check.
  Treasure. Olladra’s chalice can be found within the church by 
  a DC 18 Wisdom (Perception) check or a DC 14 Intelligence 
  (Investigation) check
  Olladra’
  s Chalice
  Wondrous irem, uncommon
  Any liquid placed into this golden chalice is puri5ed 
  as if by a purify food and drink spell. 
  A priest of the Sovereign Host can also pour a Jask’s 
  worth of water into the chalice and, as an action, 
  change it into holy water. Once the chalice has been 
  used twice in this way, it cannot be used until the 
  next dawn.
  Garrow wants the PCs to escape so that he can follow them 
  to Whitehearth, so he will avoid killing them. If he thinks the 
  PCs are likely to attack him, he can cast calm emotions 
  before greeting them to avoid violence. He can also use his 
  potion of gaseous form in order to feign vampirism.
  Garrow is obsessed with the idea of becoming the vampire 
  that he pretends to be, and he will use his spells to simulate 
  vampirism whenever it is reasonable for him to do so. 
  Thamaturgy is particularly useful for this, allowing him to 
  alter his voice, cause his eyes to glow, or wreathe himself in 
  mist.
  If the PCs approach during the day, Garrow will need 
  another disguise. In this case, he will take the appearance of 
  a human prisoner of the Emerald Claw who will claim to be 
  Dakan Vidayne, an employee of House Cannith who had 
  once worked in Rose Quarry. He will say that he was sent by 
  Lady Elaydren to help the PCs as a guide. Given the option, 
  he will follow the PCs to Whitehearth, disappearing shortly 
  before they enter the facility. If possible, he will appear in his 
  vampire form and claim to have taken Dakan. He really likes 
  appearing in his vampire form.
  Garrow is intended to be a recurring antagonist throughout 
  the sequels to this adventure. If you intend to use these se-
  quels, it will be easier to do so if he survives this adventure.
  Garrow
  Medium humanoid (changeling), lawful evil
  Armor Class 17 (glamoured breastplate)
  Hit Points 91 (14d8+28)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  14 (+2)
  14 (+2)
  14 (+2)
  16 (+3)
  14 (+2)
  Saving Throws Wis +5, Cha +4
  Skills Deception +4, Insight +5, Persuasion +4, Religion +4, 
  Stealth +4
  Senses passive Perception 14
  Languages Common, Elven, Goblin
  Challenge 4 (1,100xp)
  Change Appearance. Garrow can change his appearance or 
  revert to his natural form as an action. He can transform himself 
  into another Medium sized creature of humanoid shape, but his 
  clothing, equipment, and game statistics do not change. If 
  someone has reason to suspect his ruse, he has advantage on 
  any Charisma (Deception) check made to avoid detection.
  Spellcasting. Garrow is a 5th-level spellcaster. His spellcasting 
  ability is Wisdom (spell save DC 13, +5 to hit with spell at-
  tacks). He has the following cleric spells prepared:
  Cantrips (at will): chill touch, guidance, sacred )ame, spare the 
  dying, thaumaturgy
  1st level (4 slots): command, cure wounds, false life, in)ict 
  wounds, ray of sickness, sanctuary
  2nd level (3 slots): blindness/deafness, calm emotions, ray of 
  enfeeblement, silence
  3rd level (2 slots): animate dead, meld into stone, speak with 
  dead, vampiric touch
  Reaper. When Garrow casts chill touch, he can target two 
  creatures in range who are within 5 feet of each other.
  Touch of Death (1/Short or Long Rest). When Garrow hits with 
  a melee attack, he can deal an additional 15 necrotic damage 
  to his target.
  Actions
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  Reactions
  Unsettling Visage (1/short or long rest). When a creature 
  Garrow can see makes an attack roll against him, Garrow can 
  impose disadvantage on the roll, revealing his shapeshifting 
  nature to any creature within 30 feet that can see him.
  Garrow’s glamoured breastplate provides a +1 bonus to armor 
  class and functions like glamoured studded leather. He carries 
  a potion of gaseous form and a potion of greater healing. His 
  dagger is ornate, with a hilt inlaid with labradorite and 
  Mabaran ebony and carved with Blood of Vol iconography. It 
  serves as his holy symbol and is worth 250 gp.  Garrow also 
  has an amulet of undead eyes, a new magic item described 
  below, that he uses to see through the eyes of his vuture zom-
  bie pet.
  Shadow of the Last War – 17
  
  Amulet of Undead Eyes
  Wondrous item, rare (requires attunement by a spellcaster)
  This amulet has a small compartment set into its 
  back. When you place a sliver of bone from an 
  undead creature under your control into the 
  compartment, you gain a heightened connection to 
  that undead creature. As a bonus action, you may 
  issue a command to the creature as if it could hear 
  you, regardless of the distance between you, as long 
  as you are on the same plane. 
  Additionally, as an action, you can see through the 
  creature’s eyes and hear what it hears until the start 
  of your next turn, gaining the bene5ts of any special 
  senses that the creature has. During this time, you 
  are deaf and blind with regard to your own senses.
  Escape from Rose Quarry
  Before the PCs leave Rose Quarry, it is important that they 
  5nd the location of Whitehearth. If “Dakan” is with the PCs, 
  he will tell them that he overheard his captors discussing that 
  there was a map to it in “the re5nery—the big building” that 
  they couldn’t decipher. If the PCs approach at night, Garrow 
  will try to avoid confronting them until they have deciphered 
  the map.
  If the PCs Jee from Garrow in his vampiric guise, he will 
  begin to rant about the great hunt that he will have for the 
  PCs, and he will loudly hold his men off brieJy because he 
  wants the thrill of the chase—he doesn’t want it to be over 
  too soon. He will do this in order to give the PCs a good 
  head start so that he can follow them to Whitehearth.
  Shadow of the Last War – 18
  
  Part Four: The 
  Mournland
  The Dead-Gray Mist
  Navigating Blindly. Within the mist, vision is lightly 
  obscured for 10 feet and heavily obscured beyond that. If the 
  PCs enter the mist on foot or horseback, whoever is at the 
  front of the group should make a Wisdom (Survival) check. 
  With a 20 or higher, the PCs swiftly pass through the mist 
  and stay on track. With a 15-19, the PCs make it through the 
  mist after an hour or so and are not horribly off-course. With 
  an 11-14, the PCs spend 1d4 + 1 hours lost in the mist 
  before getting making it through and getting back on track. 
  With a 10 or lower, the PCs spend 1d4 hours lost in the mist 
  only to emerge on the wrong side, back in Darguun.
  Divination spells appear twisted by the mist. This primarily 
  has the effect of preventing people from learning about the 
  origins of the Mourning, but answers provided by spells such 
  as augury or the targeting of spells such as locate object are 
  often slightly untrustworthy. Similarly, magical healing in the 
  mist is impeded. Healing spells are treated as being one level 
  lower than the level they are cast at, with 1st-level spells 
  failing entirely. The effect of goodberry functions normally 
  (including goodberry wine), as do effects which provide 
  temporary hit points or stabilize dying creatures.
  Resting in the Mist. Exhaustion effects take twice the normal 
  amount of rest to recover from while in the mist. Otherwise, 
  creatures can rest in the mist normally until they pass into 
  the Mournland itself. If the PCs rest in the mist, have the PC 
  with the highest passive Perception make a DC 15 Wisdom 
  (Perception) check. If the PC fails the roll, the PCs rest an 
  extra 1d4 hours for a short rest or an extra 2d4 hours for a 
  long rest. This extra time provides no bene5ts. Sleeping in 
  the mist can cause nightmares and visions.
  If the PCs rest in the mist, they must make a Wisdom 
  (Survival) check to 5nd their way out once they have 
  completed their rest. This check is made with disadvantage.
  Effects of the Mournland
  A Broken Land. The Mournland is fundamentally wrong. The 
  laws of nature and magic do not function properly. It is a 
  nation-sized wasteland full of horrors that, only a few years 
  ago, was a civilized land known for its beauty and culture. 
  Parts of the Mournland are like ghost towns, suddenly 
  abandoned but otherwise pristine. Other parts are 5lled with 
  impossible landscapes, chaotic magic, or bizarre monsters.
  The Mournland is unreliable and unpredictable. Magic can 
  have unwanted side effects. Spells might come to life and 
  run wild. Slain enemies could rise again as undead.
  The Mournland is also full of despair. It is exhausting, but 
  resting does little good. Everywhere you look, you are 
  reminded of what once was – you see remnants of Cyre and 
  the undecayed remains of those who died in the Last War. 
  The sun does not shine on the Mournland – the dead-gray 
  mists cover the sky. At best, the sky is lit with a diffuse, 
  unearthly glow. The mists are only a bit over 100 feet up, and 
  they can feel like they are pressing down upon you. 
  Returning Wrong. In the Mournland, spells that return 
  creatures from the dead or animate corpses or objects are 
  likely to be twisted so that the result is not what was 
  expected or desired. Similarly, regenerate will cause a new 
  limb to grow and replace one that was lost, but it will not be 
  the same as what it was replacing. DM discretion is advised 
  here.
  Creatures that die in the Mournland will often return as 
  undead.
  Stay fresh. Corpses and food in the Mournland do not rot, as 
  if they were under the effects of a gentle repose spell. 
  Wounds on living things do not fester or get infected and 
  creatures in the Mournland have advantage on saving throws 
  to attempting to resist nonmagical diseases.
  While wounds that existed on corpses before the Mourning 
  remain fresh years later, new wounds on corpses will often 
  heal over time.
  Shadow of the Last War – 19
  
  Variable Effects
  Chaotic magical effects Jow through the Mournland with 
  strange results that can change from place to place or even 
  from hour to hour. In several of the encounters below, 
  potential magical effects are listed. You may also use the 
  table on page 220 of Eberron: Rising from the Last War.
  Impeded Natural Healing. Healing is naturally impeded in 
  many parts of the Mournland. When PCs rest, roll 1d12. On 
  a 1, they are in such an area, though they may not notice it.
  In these areas, PCs cannot spend Hit Dice to recover during 
  a short rest. At the end of a long rest, a PC can spend can 
  spend one or more Hit Dice, up to the character's maximum 
  number of Hit Dice, which is equal to the character's level. 
  For each Hit Die spent in this way, the player rolls the die 
  and adds the character's Constitution modi5er to it. The 
  character regains hit points equal to the total. The player can 
  decide to spend an additional Hit Die after each roll. A 
  player cannot regain spent Hit Dice while in the Mournland 
  by resting. This impediment to natural healing does not 
  extent into extradimensional spaces accessed from within 
  the Mournland such as those created via rope trick.
  Mournland Encounters
  You may wish to add some additional encounters or events 
  to add some Javor to the Mournland. A few options are 
  below:
  Doldrum Storm
  Swirling black mists descend from the sky over a large area. 
  While in the mists, living creatures hear hissing whispers just 
  beyond the edge of comprehension and are overcome by 
  lethargy and listlessness, suffering the following effects:
  •
  it receives disadvantage on Wisdom and Charisma 
  saving throws
  •
  its speed is halved
  •
  it can neither use nor gain Inspiration
  •
  it becomes vulnerable to psychic damage
  •
  it cannot recover from levels of exhaustion.
  Once a creature is out of the doldrum storm, it can make a 
  DC 12 Charisma saving throw. If it succeeds, the effects end 
  for it. If it fails, the effects continue. A creature can repeat 
  this saving throw each hour it remains under the storm’s 
  effect.
  Creatures which are deaf or have resistance or immunity to 
  psychic damage are immune to these effects. Undead such 
  as skeletons and zombies are attracted to the doldrum storm.
  Attack of the Worm Giant
  A large hand composed of a writhing mass of worms reaches 
  out of the ground to grab a PC and attempt to draw it under 
  ground. If attacked, it will pull itself from the ground to 5ght.
  Worm Giant
  Large monstrosity, chaotic evil 
  Armor Class 10
  Hit Points 59 (7d10 + 21)
  Speed 10 ft., burrow 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  8 (-1)
  16 (+3)
  5 (-3)
  7 (-2)
  5 (-3)
  Damage Resistances piercing, psychic
  Condition Immunities frightened, prone
  Senses tremorsense 30 ft., passive Perception 8
  Languages – 
  Challenge 2 (450 xp)
  Burrowing Worms. When the giant begins its turn with a 
  creature grappled by it, the worms of its body burrow into the 
  creature, dealing 7 (2d6) piercing damage.
  Actions
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 4) bludgeoning damage and the target must suc-
  ceed at a DC 14 Strength saving throw or be grappled and re-
  strained as the worms that make up the giant envelop it.
  Environmental Effects. The ground in this region seems to 
  shift and move, inducing vertigo. Dexterity (Acrobatics) 
  checks are made at disadvantage and creatures taking the 
  Dash action must succeed at a DC 15 Wisdom saving throw 
  or fall prone.
  Living Acid
  Two bubbles of noxious green liquid that look like the effects 
  of acid splash cantrips swirl around as if playing. At the end 
  of its arc, one of them ejects what appears to be a semi-
  liqui5ed human skull. If the PCs come within 60 feet of 
  them, the two living spells notice them and attack.
  Shadow of the Last War – 20
  
  Living Acid Splash
  Medium construct, unaligned 
  Armor Class 14 (natural armor)
  Hit Points 15 (2d8 + 6)
  Speed 25 ft., Jy 25 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  12 (+1)
  16 (+3)
  3 (-4)
  6 (-2)
  6 (-2)
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Damage Immunities acid
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, grappled, poisoned, prone
  Senses darkvision 60 ft., Passive Perception 8
  Languages – 
  Challenge 1 (200 xp)
  Amorphous. The living spell can move through a space as 
  narrow as 1 inch wide without squeezing.
  Magic Resistance. The living spell has advantage on saving 
  throws against spells and other magical effects.
  Actions
  Magical Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) acid damage.
  Spell Mimicry (Recharge 5-6). The living spell hurls a bubble of 
  acid at one creature within 60 feet, or two creatures within 60 
  feet that are within 5 feet of each other. A target must succeed on 
  a DC 13 Dexterity saving throw or take 1d6 acid damage.
  Environmental Effects. Food eaten in this region tastes vile. A 
  creature that eats something here must succeed at a DC 15 
  Constitution saving throw or be poisoned for 1d4 hours.
  Twisted Skeletons
  Treasure. The soldiers’ corpses have some coin: 416 cp, 79 
  gp, 191 sp, and 24 pp. One soldier has a +1 mace of 
  Cannith manufacture.
  The Bone Wolves. The skeletal wolves are disturbingly 
  twisted, with pieces of humanoid skeletons fused to them. 
  One has an arm sticking out of its back, its hand reaching 
  out blindly, grasping at nothing. Another has a human skull 
  fused into the side of its skull, eyes dully glowing with 
  tortured malevolence. The bone wolves will attempt to sneak 
  up on the PCs – roll their Dexterity (Stealth) and compare it 
  to the passive Perception of the PCs in order to see who they 
  surprise.
  Bone Wolf
  Medium undead, lawful evil 
  Armor Class 13 (natural armor)
  Hit Points 26 (4d8 + 8)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  15 (+2)
  15 (+2)
  3 (-4)
  8 (-1)
  5 (-3)
  Skills Stealth +4
  Damage Vulnerabilities bludgeoning
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages – 
  Challenge 1/2  (100 xp)
  Pack Tactics. The bone wolf has advantage on attack rolls 
  against a creature if at least one of the bone wolf's allies is 
  within 5 feet of the creature and the ally isn't incapacitated.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  7 (2d4 + 2) piercing damage. If the target is a creature, it must 
  succeed on a DC 11 Strength saving throw or be knocked prone.
  The Vulture. The adventure suggests having the PCs make a 
  check to see a single carrion bird circling below the mists on 
  the horizon behind them. It seems unlikely that a vulture in 
  the Mournland would be notable, so I suggest only 
  mentioning this if the PCs ask if they see anything in the sky.
  Charnel Pit
  When the PCs come across this area, read:
  The bodies are endless. Like the others, they appear 
  freshly killed, despite clearly being much older—you can 
  easily identify Brelish and Cyran soldiers who were locked 
  in battle. Among the sea of dead soldiers is a pile of other 
  corpses—hal)ings, elves, and their mounts. While there is 
  no smell of decay, many of the bodies are mutilated: 
  missing limbs, heads, or sliced in half.
  Shadow of the Last War – 21
  
  Carcass Crab
  Large monstrosity, neutral 
  Armor Class 18 (natural armor)
  Hit Points 68 (8d10 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  15 (+2)
  16 (+3)
  4 (-3)
  10 (+0)
  9 (-1)
  Skills Stealth +6, Perception +2
  Senses darkvision 60 ft., passive Perception 12
  Languages – 
  Challenge 4 (1,100 xp)
  Ambusher. The carcass crab has advantage on attack rolls 
  against any creature it has surprised.
  Spiny Defense. The carcass crab deals 3 (1d6) piercing damage 
  to any creature hitting it with an unarmed strike or natural 
  weapon.
  Actions
  Multiattack. The carcass crab makes two claw attacks or one 
  claw attack and one bite attack.
  Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 
  Hit: 8 (1d8 + 4) slashing damage. If the target is medium or 
  smaller, it must succeed on a DC 14 Strength saving throw or be 
  grappled.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature 
  grappled by the carcass crab. Hit: 11 (2d6 + 4) piercing damage.
  Barb. Ranged Weapon Attack: +4 to hit, range 25/100 ft., one 
  target. Hit: 2 (1d4) piercing damage, and the target must make a 
  DC 14 Constitution saving throw, taking 7 (2d6) poison damage 
  on a failed save, or half as much damage on a successful one.
  The carcass crab is a very dangerous opponent, and it may be 
  too powerful for PCs unless they have reached 3rd level.
  Adjustments
  For a less powerful (challenge rating 3) carcass crab give it:
  •
  Armor Class 16
  •
  Hit Points 50 (due to wounds)
  •
  Reduce the saving throw DCs of both its grapple and 
  poison to 12.
  Treasure. In addition to the mundane gear listed, a dedicated 
  search will 5nd items as listed below:
  After 5 minutes of searching, with a DC 10 Intelligence 
  (Investigation) check or a DC 10 Wisdom (Perception) check:
  •
  1 suit of half-plate armor in excellent condition
  After 15 minutes of searching, with a DC 10 Intelligence 
  (Investigation) check or a DC 12 Wisdom (Perception) check:
  •
  Talaen Kara (see below), also revealed by detect 
  magic
  •
  A +1 tangat (see below), also revealed by detect 
  magic
  •
  1 chain shirt
  •
  60 cp, 8 gp, 22 sp
  After 1 hour of searching, with a DC 14 Intelligence 
  (Investigation) check or a DC 16 Wisdom (Perception) check:
  •
  wand of web, also revealed by detect magic and a 
  DC 10 Wisdom (Perception) check
  •
  2 potions of healing, also revealed by detect magic 
  and a DC 10 Wisdom (Perception) check
  •
  31 cp, 5 gp, 48 sp
  After 2 hours of searching, with a DC 14 Intelligence 
  (Investigation) check:
  •
  1 cloak of elvenkind, also revealed by detect magic
  •
  A holy symbol of the Sovereign Host made of 
  Jametouched iron (see below)
  •
  52 cp, 14 gp, 43 sp
  After 3 hours of searching, with a DC 14 Intelligence 
  (Investigation) check:
  •
  1 potion of greater healing, also revealed by detect 
  magic and a DC 10 Wisdom (Perception) check
  •
  1 vial of acid
  •
  1 potion of acid resistance, also revealed by detect 
  magic and a DC 10 Wisdom (Perception) check
  •
  82 cp, 3 gp, 72 sp
  After 4 hours of searching, with a DC 16 Intelligence 
  (Investigation) check:
  •
  3 vials of antitoxin
  •
  1 potion of water breathing, also revealed by detect 
  magic and a DC 12 Wisdom (Perception) check
  •
  98 cp, 51 sp, 7 gp
  After 5 hours of searching, with a DC 18 Intelligence 
  (Investigation) check:
  •
  1 letter of credit with the Kundarak Banking Guild 
  for 400 gp, DC 15 Intelligence (Investigation) check
  •
  42 cp, 12 sp, 4 pp
  Each of the categories above is cumulative. Exceeding the 
  DC of a check by 5 or more will 5nd an item from the next 
  category as well. Additional time spent searching will only 
  turn up mundane equipment and a few additional copper 
  pieces.
  Shadow of the Last War – 22
  
  Talaen Kara
  Weapon (Valenar double scimitar), legendary (requires attunement by an 
  elf, half-elf, or character pro&cient in animal handling)
  You gain a +1 bonus to attack and damage rolls 
  made with this magic weapon. It has the following 
  additional properties. 
  Loyal steed. Talaen Kara’s bonus to attack and 
  damage rolls increases to +2 when it is used from 
  horseback. A horse being ridden by its wielder gains 
  a +2 bonus to armor class. It can cast beast bond on 
  behalf of its wielder, but will only do so with a 
  horse. It can also cast bless with its wielder and (if 
  applicable) mount as targets. It will maintain 
  concentration on these spells so that its wielder does 
  not need to do so. Once it casts one of these spell it 
  cannot cast that spell again until the next dawn.
  Sentience. Talaen Kara is a chaotic good sentient 
  weapon with an Intelligence of 10, Wisdom of 12, 
  and Charisma of 12. It has hearing and darkvision 
  out to a range of 120 feet.
  Talaen Kara understands Elvish, but does not speak. 
  It communicates empathically by transmitting 
  strong, pure emotions. While intelligent, it has the 
  mind and personality of a horse.
  Valenar double scimitars are detailed in the WGE. They are 
  two-handed weapons that deal 2d4 slashing damage. When 
  you take the Attack action and make a two-handed attack 
  with a double-bladed scimitar, you can use a bonus action to 
  make a melee attack with the blade at the weapon’s opposite 
  end using the same ability as the initial attack. The damage 
  die for this attack is a d4, and it deals slashing damage. 
  New Weapon: Talenta Tangat
  Cost: 20 gp; Damage: 1d6 slashing; Weight: 4 lbs; Properties: 5-
  nesse, versatile (1d8)
  The tangat is a weapon used by the halJings of the Talenta 
  Plains. It is a peculiarly balanced scimitar with a slightly ex-
  tended, curved haft that allows it to be wielded with blinding 
  speed – even two-handed – by a trained user.
  New Material:
   Flametouched Iron
  Flametouched iron used in a divine focus provides a +1 bonus to 
  spell damage against 5ends and undead.
  When used in a weapon, Jametouched iron deals radiant dam-
  age, instead of its normal damage type, against 5ends.
  When used to make armor, Jametouched iron provides a +1 
  bonus to armor class against melee weapon attacks by 5ends.
  Flametouched iron is a rare material mined in Thrane that takes 
  on an unearthly silver sheen when re5ned. It is considered par-
  ticularly sacred by the Church of the Silver Flame.
  The Mouth of the Mine
  Vulture attack. A DC 20 Wisdom (Perception) check will 
  allow a PC to hear the rustling of the vulture zombies wings. 
  If the PCs do not hear the zombie, those with a passive 
  perception of 12 or below will be surprised when it attacks.
  Garrow will have the vulture attack in a 5t of rage, but will 
  then calm down and realize that he could wait and have the 
  PCs retrieve the schema for him (or at least take care of some 
  of the dangers inside Whitehearth for him before they are 
  killed).
  Shadow of the Last War – 23
  
  Part Five: Whitehearth
  General Features. Unless otherwise noted, the doors in 
  Whitehearth are three-inch-thick steel and sealed with arcane 
  lock. Using the proper color-coded keycharm will unseal a 
  door. Otherwise, bypassing doors is near-impossible without 
  impressive magic. 
  Due to a permanent Mordenkainen’s private sanctum spell, no 
  sound can pass between Whitehearth and the outside world, 
  and divination spells cast outside the area cannot locate, 5nd, 
  or affect anything within it. No one outside can even see 
  within it, as it appears shrouded in darkness. The border of 
  these effects is between area W1 and area W2.
  Manifest Zone. Whitehearth is in a Fernia manifest zone that 
  has been changed by the Mournland. Flickering James that 
  give off more light than heat lick up the walls and across the 
  ceiling sporadically, complementing the defective everbrite 
  lanterns and casting the majority of the facility (unless 
  otherwise noted) in dim light. As another effect of the manifest 
  zone, materials that would normally burn are more likely to 
  melt 5rst, resulting in strange puddles of questionable origin 
  throughout the facility.
  W1. Mineshaft
  Shock Trap. This magical trap is set off if the hatch takes 
  damage, someone touches it, or someone uses tools in an 
  attempt to open it. Use of the proper keycharm disables the 
  trap and allows the hatch to be opened. The trap will reset 
  once the hatch is closed.
  The trap targets whoever triggered it. The target must make a 
  DC 15 Dexterity save, taking 22 (5d8) lightning damage on a 
  failed save, or half as much on a successful one. An 
  Intelligence (Investigation) check of 18 or higher reveals tiny  
  runes etched in copper on the hatch. A successful dispel 
  magic (DC 13) cast on the door disables the trap for 10 
  minutes.
  Note that if the PCs are not careful, one of them could easily 
  be reduced to 0 hp by these traps. This can serve as an 
  excellent warning about the dangers that are inside 
  Whitehearth.
  There are a few ways to determine which hatch is the real one 
  and which are the decoys. Divination magic can be used, as 
  the Mordenkainen’s private sanctum effect does not cover the 
  hatches. Searching for signs of passage and use is also a 
  possibility, though none of the passages have been used for 
  years. A successful DC 15 Intelligence (Investigation) check 
  will reveal that the rough-hewn staircases down have been 
  worn with use. A DC 20 Intelligence (Investigation) check will 
  reveal that the blue enamel socket in the hatch marked “b” 
  has seen use, while the ones marked “a” seem more pristine.
  W2. Rotator Room One
  The rotator rooms should be disorienting for the PCs. Those 
  with a passive Acrobatics of less than 14 are likely to be 
  disoriented the 5rst time a room rotates, as they will not be 
  expecting the movement.
  Make sure you understand how the rotator rooms work and 
  which hallways are unlocked by which keycharms. Color-
  coded guides have been included with each rotator room 
  entry (see below).
  W3. Laundry
  Since there’s no reason for the white tunic to have been dirty, 
  I’d suggest that the unseen servant only take something to the 
  washbasin if the PCs touch it.
  The washbasin can be removed from the room. It is three 
  feet in diameter, 1 foot high, and weighs 15 lbs. It appears to 
  be made out of enameled metal. If removed from the room, 
  the unseen servant will wash any dirty cloth that is set on a 
  Jat surface within 60 feet of the washtub. It will, however, 
  get confused if used in a place where there is no shelf upon 
  which to stack folded linens.
  W4. Researcher’
  s Wing
  Ashen Remains. The everbright lanterns in the hallway have 
  been destroyed, and the hallway is dark except for a 
  Shadow of the Last War – 24
  
  Jickering glow coming from the room at the end of the hall. 
  PCs should make a Wisdom (Perception) check. A 14 or 
  higher will reveal the sound of crackling James from the 
  direction of the glow. A 16 or more will notice the bones 
  mixed in with the soot and ashes on the Joor.
  Hiding From The Fire. If the PCs decide to sneak up on area 
  W5, they need only exceed the living spell’s passive 
  Perception of 8.
  W5. Burnt-Out Barracks
  A Light In The Darkness. The everbright lanterns in the this 
  room have been destroyed. The only light comes from the 
  man-sized ball of Jame. The living Jaming sphere here is 
  empowered due to the effects of the manifest zone.
  Living Flaming Sphere (Empowered)
  Medium construct, unaligned 
  Armor Class 15 (natural armor)
  Hit Points 45 (6d8 + 18)
  Speed 25 ft., Jy 25 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  12 (+1)
  16 (+3)
  3 (-4)
  6 (-2)
  6 (-2)
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Damage Immunities 5re
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, grappled, poisoned, prone
  Senses darkvision 60 ft., passive Perception 8
  Languages – 
  Challenge 3 (700 xp)
  Amorphous. The living spell can move through a space as 
  narrow as 1 inch wide without squeezing.
  Magic Resistance. The living spell has advantage on saving 
  throws against spells and other magical effects.
  Actions
  Magical Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 8 (1d10 + 3) 5re damage.
  Spell Mimicry (Recharge 5-6). The living spell creates a 5-foot-
  diameter sphere of 5re in an unoccupied space within 60 feet of 
  it and lasts for 1 minute or until the living spell’s concentration 
  ends (as if concentrating on a spell). Any creature that ends its 
  turn within 5 feet of the sphere must make a DC 13 Dexterity 
  saving throw. The creature takes 4d6 5re damage on a failed 
  save, or half as much damage on a successful one.
  As a bonus action, the living spell can move the sphere up to 30 
  feet. If it rams the sphere into a creature, that creature must make 
  the saving throw against the sphere’s damage, and the sphere 
  stops moving this turn.
  When the living spell moves the sphere, it can direct the sphere 
  over barriers up to 5 feet tall and jump it across pits up to 10 feet 
  wide. The sphere ignites Jammable objects not being worn or 
  carried, and it sheds bright light in a 20-foot radius and dim light 
  for an additional 20 feet. 
  Adjustments
  For a more dif5cult 
  encounter, add a 
  Steam Mephit (page 
  217 MM) 
  taunting the 
  living spell.
  W7. Emergency Stores
   
  The door at the end of the hallway is locked (DC 15 to open) 
  and is not protected by a keycharm. The box contains a po-
  tion of healing, a potion of greater healing, a potion of vitality, 
  and a potion of &re resistance.
  W8. Support Wing
  Wolves Beyond The Walls. A PC who makes a successful Wis-
  dom (Perception) check of DC 12 will hear the sounds of ani-
  mals from area W10. An Intelligence (Nature) check of 12 or 
  more will recognize the sound as coming from something dog 
  or wolJike. A 15 or more on this check will recognize the 
  sound of wolves at play. 
  Unless the PCs make a successful Dexterity (Stealth) check 
  that beats Rorsa’s passive perception of 13, she will hear them 
  and step out of area W9 to talk.
  W9. Support Barracks
  Wolfspeaker. Rorsa was awakened by the devastation that cre-
  ated the Mournland. In the original adventure she gained the 
  ability to speak Common. It 
  might be interesting to 
  have her speak Draconic, 
  Primordial, Giant, or 
  some other language in-
  stead, perhaps provid-
  ing a clue as to the 
  nature of the 
  Mournland.
  Shadow of the Last War – 25
  
  Rorsa
  Large beast (awakened dire wolf), neutral 
  Armor Class 15 (natural armor)
  Hit Points 68 (8d10 + 24)
  Speed 50 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  16 (+3)
  17 (+3)
  14 (+2)
  12 (+1)
  14 (+2)
  Saving Throws Dexterity +5, Constitution +5
  Skills Insight +3, Investigation +4, Perception +3, Stealth +5 
  Survival +3
  Senses passive Perception 13
  Languages Common
  Challenge 3 (700 xp)
  Keen Hearing and Smell. Rorsa has advantage on Wisdom 
  (Perception) checks that rely on hearing or smell.
  Pack Tactics. Rorsa has advantage on an attack roll against a 
  creature if at least one of her allies is within 5 feet of the 
  creature and the ally isn't incapacitated.
  Actions
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 
  13 (2d6 + 6) piercing damage. If the target is a creature, it must 
  succeed on a DC 16 Strength saving throw or be knocked prone.
  W10. Bath 
  Unlike Rorsa, the two wolves here are normal wolves, using 
  the statistics at page 341 MM.
  W11. Captain of the Guard 
  Weapons Rack. The weapons rack contains three swords—a 
  greatsword worth 200 gp, a longsword worth 125 gp, and a 
  shortsword worth 100 gp. These are a matching set, 
  exquisitely crafted by a Cannith artisan and inlaid with mithral 
  tracery. If sold together, the set is worth 600 gp. The chain 
  shirt is armor of gleaming (page 136 XGE), which will never 
  get dirty. The shield bears the Cannith seal and may be worth 
  50 gp to the right buyer.
  The Wardrobe. The wardrobe lock is DC 16 to open. Finding 
  the secret compartment in the wardrobe once it is open re-
  quires a DC 14 Intelligence (Investigation) check. The 
  wardrobe contains a darkweave cloak (see below).
  In addition to the coin, ring, and keycharm, the secret com-
  partment in the wardrobe contains a potion of hill giant 
  strength and a vial of oil of sharpness.
  New Material:
   Darkweave
  Darkweave is a fabric that has shadow woven into it. When 
  worn as clothing, it provides a +1 bonus to Dexterity (Stealth) 
  checks to hide while in dim light or darkness.
  W12. Office
   
  A PC will notice the scroll upon entering the room with a DC 
  14 Wisdom (Perception) check. The scroll is a spell scroll con-
  taining the spell protection from energy.
  W14. Rotator Room Two
  W15. Kennel Wing
   
  A PC will hear sounds from W16 with a DC 10 Wisdom (Per-
  ception) check. With a result of 13 or higher, the PC will be 
  able to identify the sounds as animal sounds. A DC 14 Intelli-
  gence (Nature) check will identify them as wolves. If the PCs 
  have encountered Rorsa and her companions, they will have 
  advantage on the Nature check. Unless the PCs make a suc-
  cessful Dexterity (Stealth) check that beats the stone wolf’s 
  passive Perception of 15, it will hear them and emerge from 
  area W16 to investigate.
  W16. Kennel
   
  Wolves. The wolves (page 341 MM) can be released from the 
  kennels easily. If Rorsa is there, she will take charge of them. 
  If not, they will hide and cower in the corners of their cages. 
  They have been locked up for most of their lives and won’t 
  understand freedom. Most uses of the Animal Handling skill 
  will be at disadvantage with them until they adjust to their 
  newfound freedom. The ever-5lling containers are built in to 
  the cage walls and cannot be removed without destroying 
  them. The water they produce is clean, and the food they pro-
  duce is nutritious, but tasteless.
  Shadow of the Last War – 26
  
  Treasure. Replace the essence node of blinding with the 
  essence of the scout, below.
  Stone Wolf
  Medium construct, unaligned 
  Armor Class 17 (natural armor)
  Hit Points 51 (6d8 + 24)
  Speed 40 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  13 (+1)
  19 (+4)
  3 (-4)
  12 (+1)
  3 (-4)
  Skills Perception +5
  Damage Immunities poison, psychic; bludgeoning, piercing, 
  and slashing from nonmagical attacks that aren't adamantine
  Condition Immunities charmed, exhaustion, frightened, para-
  lyzed, petri5ed, poisoned
  Senses darkvision 60 ft., passive Perception 15
  Languages –
  Challenge 4  (1100 xp)
  Immutable Form. The stone wolf is immune to any spell or 
  effect that would alter its form.
  Magic Resistance. The stone wolf has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The stone wolf’s weapon attacks are magical.
  Inescapable Jaws. If the stone wolf targets a creature with its 
  bite attack that it has slowed, it scores a critical hit on a 19 or 
  20.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  14 (3d6 + 4) piercing damage. If the target is a creature, it must 
  succeed on a DC 14 Strength saving throw or be knocked prone.
  Slow (Recharge 5–6). The stone wolf targets one or more crea-
  tures it can see within 10 feet of it. Each target must make a DC 
  14 Wisdom saving throw against this magic. On a failed save, a 
  target can't use reactions, its speed is halved, and it can't make 
  more than one attack on its turn. In addition, the target can take 
  either an action or a bonus action on its turn, not both. These ef-
  fects last for 1 minute. A target can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on a success.
  Adjustments
  For a challenge rating 5 Stone Wolf:
  •
  increase its hit points to 68 (8d8 + 32)
  •
  Replace its Bite attack with:
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one tar-
  get. Hit: 17 (3d8 + 4) piercing damage. If the target is a 
  creature, it must succeed on a DC 15 Strength saving throw 
  or be knocked prone.
  •
  Increase the DC of its Slow effect to 15.
  For a challenge rating 3 Stone Wolf, change its damage immu-
  nities to resistances.
  Essence of the Scout
  Wondrous item (warforged component), uncommon (requires attunement 
  by a warforged)
  This dark metal disk is engraved with symbols of 
  stealth. It can be attuned by a warforged, at which 
  point it becomes embedded in its chest.
  While attuned, a warforged gains pro5ciency in the 
  Stealth skill. If the warforged already has pro5ciency 
  in the Stealth skill, its pro5ciency bonus is doubled 
  for any ability check it makes that uses Stealth.
  W18. Rotator Room 3
   
  Well Trap. This trap 
  is set off if the 
  orange keycharm is 
  used without 5rst 
  using the red 
  keycharm. Once 
  the trap is 
  triggered, the green 
  keycharm can still 
  be used to access 
  its corridor, but 
  area W21 (orange) 
  will not be 
  accessible until the 
  red keycharm is 
  used. Once the orange keycharm is used, the trap will reset. 
  When the trap is triggered, the room is plunged into total 
  darkness. Creatures in the room must make a DC 8 Dexterity 
  (Acrobatics) check or fall into the well. Creatures that fall into 
  the well take 10 (3d6) bludgeoning damage and land in the 
  water. PCs who are stuck in the water for long periods of time 
  may begin to suffer from exhaustion (see page 116 DMG). The 
  walls of the well are smooth (DC 20 to climb) and the damp 
  environment has made them slick, imposing disadvantage on 
  climbing checks. The water is 20 feet deep.
  Shadow of the Last War – 27
  
  W19. Room of Broken Light
  A Colorful Silence While in the room, any creature that is not 
  immune to illusions is considered deafened.
  Living Color Spray
  Medium construct, unaligned 
  Armor Class 15 (natural armor)
  Hit Points 15 (2d8 + 6)
  Speed 25 ft., Jy 25 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  12 (+1)
  16 (+3)
  3 (-4)
  6 (-2)
  6 (-2)
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Damage Immunities radiant
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, grappled, poisoned, prone
  Senses darkvision 60 ft., Passive Perception 8
  Languages – 
  Challenge 1 (200 xp)
  Amorphous. The living spell can move through a space as 
  narrow as 1 inch wide without squeezing.
  Magic Resistance. The living spell has advantage on saving 
  throws against spells and other magical effects.
  Actions
  Magical Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) radiant damage.
  Spell Mimicry (Recharge 5-6). A dazzling array of Jashing, col-
  ored light springs from the living spell. Roll 6d10; the total is how 
  many hit points of creatures are affected. Creatures in a 15-foot 
  cone originating from the living spell are affected in ascending 
  order of their current hit points (ignoring unconscious creatures 
  and creatures that can't see).
  Starting with the creature that has the lowest current hit points, 
  each creature affected by this spell is blinded until the end of the 
  living spell’s next turn. Subtract each creature's hit points from 
  the total before moving on to the creature with the next lowest 
  hit points. A creature's hit points must be equal to or less than the 
  remaining total for that creature to be affected.
  Adjustments
  For a more challenging encounter, use a Greater Living Color 
  Spray (below):
  Greater Living Color Spray
  Large construct, unaligned 
  Armor Class 15 (natural armor)
  Hit Points 57 (6d10 + 24)
  Speed 25 ft., Jy 25 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  15 (+2)
  18 (+4)
  3 (-4)
  6 (-2)
  6 (-2)
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Damage Immunities radiant
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, grappled, poisoned, prone
  Senses darkvision 60 ft., Passive Perception 8
  Languages – 
  Challenge 5 (1,800 xp)
  Amorphous. The living spell can move through a space as 
  narrow as 1 inch wide without squeezing.
  Magic Resistance. The living spell has advantage on saving 
  throws against spells and other magical effects.
  Actions
  Multiattack. The living spell makes two magical strike attacks.
  Magical Strike. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 21 (5d6 + 4) radiant damage.
  Spell Mimicry (Recharge 5-6). A dazzling array of Jashing, col-
  ored light springs from the living spell. Roll 10d10; the total is 
  how many hit points of creatures are affected. Creatures in a 15-
  foot cone originating from the living spell are affected in ascend-
  ing order of their current hit points (ignoring unconscious crea-
  tures and creatures that can't see).
  Starting with the creature that has the lowest current hit points, 
  each creature affected by this spell is blinded until the end of the 
  living spell’s next turn. Subtract each creature's hit points from 
  the total before moving on to the creature with the next lowest 
  hit points. A creature's hit points must be equal to or less than the 
  remaining total for that creature to be affected.
  W20. Scrying Room
  I Spy. A DC 14 Wisdom (Perception) check will reveal the 
  chest with the schema. PCs who get a result of 18 or higher 
  on this check will also notice the vials marked with a Jame 
  symbol. A DC 14 Intelligence (Arcana) check will identify the 
  symbol as marking potions of &re resistance. The red key-
  charm can be found by a DC 15 Intelligence (Investigation) or 
  Wisdom (Perception) check.
  W21. Entryway
  The adamantine doors to W22 require an orange keycharm.
  Shadow of the Last War – 28
  
  W22. Machine Chamber
  The Dome. A PC studying the controls for the dome can make 
  a DC 20 Intelligence (Arcana) or Intelligence (Investigation) 
  check each round to 5gure out the controls and open the 
  dome. If a PC simply attempts to use the controls without un-
  derstanding them, have the PC make a Wisdom check with 
  disadvantage. With a result of:
  25 or more, the dome opens
  20 – 24, the PC gains some understanding, knows 
  that these controls can open the dome, and can make 
  a check (either another Wisdom check or an Intelli-
  gence check as above) with advantage next round.
  16 – 19, the dome does not open, but the PC knows 
  that these controls can open the dome.
  13 – 15, the dome does not open, the scrying illusion 
  in W20 is dispelled
  9 – 12, the dome does not open, and it jams. The next 
  attempt to open it has disadvantage.
  8 or less, the dome does not open and the crucible is 
  shaken, spilling molten glass. Creatures within 10 feet 
  of the crucible must make a DC 14 Dexterity saving 
  throw, taking 27 (5d10) 5re damage on a failed save 
  or half as much on a successful one.
  Feel the Heat. Creatures that stay in this room will suffer from 
  extreme heat (page 110 DMG). Creatures who begin their turn 
  within 5 feet of the crucible 5lled with molten glass must 
  make a DC 12 Constitution saving throw or take 3 (1d6) 5re 
  damage. The two 5re elemental drudges in the room (see be-
  low) will attack immediately upon the appearance of the PCs.
  The Crystalline Chest. The large, transparent chest is ex-
  tremely resistant to 5re. It is locked with a DC 15 lock. The 
  chest itself is 3 feet deep, 3 feet tall, and 4 feet wide. It weighs 
  several hundred pounds. It contains:
  •
  2 copies of the schema and the creation pattern
  •
  2 potions of &re resistance
  •
  2 potions of greater healing
  •
  a spell scroll of protection from evil and good
  Fire Elemental Drudge
  Medium elemental, unaligned 
  Armor Class 13
  Hit Points 55 (10d8 + 10)
  Speed 50 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  17 (+3)
  12 (+1)
  6 (-2)
  10 (+0)
  7 (-2)
  Damage Immunities 5re, poison
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Condition Immunities exhaustion, grappled, paralyzed, petri-
  5ed, poisoned, prone, restrained, unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages Ignan
  Challenge 3 (700 xp)
  Fire Form. The drudge can move through a space 1 inch wide 
  without squeezing. A creature that touches the drudge or hits it 
  with a melee attack while within 5 feet of it takes 4 (1d8) 5re 
  damage. In addition, the drudge can enter a hostile creature's 
  space and stop there. The 5rst time it enters a creature's space 
  on a turn, that creature takes 4 (1d8) 5re damage and catches 
  5re; taking 4 (1d8) 5re damage at the start of each of its turns 
  until someone takes an action to douse the 5re.
  Illumination. The drudge sheds bright light in a 20-foot radius 
  and dim light in an additional 20 feet.
  Water Susceptibility. The drudge takes 1 cold damage for every 
  5 feet it moves in water or gallon of water splashed on it.
  Actions
  Multiattack. The drudge makes two touch attacks.
  Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 8 (2d4 + 3) 5re damage. If the target is a creature or a 
  Jammable object, it ignites. Until a creature takes an action to 
  douse the 5re, the target takes 4 (1d8) 5re damage at the start of 
  each of its turns.
  Shadow of the Last War – 29
  Machine Chamber
  One Square = 5 feet • = Elemental
  X = Crystal Chest
  Z = Dome Control
  
  Adjustments
  As written, this should a challenge encounter for a group of 
  3rd-level PCs. The encounter can be made easier by making 
  the dome mechanism simpler to decipher, though that might 
  lead to an unsatisfying victory as the elementals quickly es-
  cape. Replacing the two elementals with a single, standard 
  5re elemental is an option that can keep the encounter chal-
  lenging while providing a less lethal combat.
  For a more dif5cult encounter, make the following changes:
  •
  Investigating or studying the dome controls takes an 
  action separate from using them (thus typically re-
  quiring two turns to attempt to open the dome).
  •
  The DC on the chest is increased to 18
  •
  Creatures who begin their turn within 10 feet of 
  the crucible 5lled with molten glass must make a 
  DC 8 Constitution saving throw or 
  take 3 (1d6) 5re damage.    
  •
  Creatures who begin their 
  turn within 5 feet of the cru-
  cible 5lled with molten glass 
  must make a DC 14 Constitu-
  tion saving throw or take 7 
  (2d6) 5re damage. Crea-
  tures that succeed on this 
  saving throw take half 
  damage. This re-
  places the dam-
  age taken 
  within 10 
  feet and is 
  not cumula-
  tive with it.
  Shadow of the Last War – 30
  
  Part Six: Showdown
  Ambushed!
  Guise of the Vampire. Fortunately for Garrow, The mists of the 
  Mournland block sunlight, even during the day, so he can 
  easily maintain his vampiric disguise. Garrow will use the 
  thaumaturgy cantrip to project his voice so that it echoes 
  hollowly. If he appears, his eyes will glow red. He’s willing to 
  use calm emotions in order to reduce the hostility of the PCs 
  as a step towards convincing them to give him the schema in 
  exchange for their lives.
  Garrow is not particularly interested in 5ghting. If he faces the 
  PCs, he will use enough of his offensive spells to impress 
  those around him with his necromantic prowess and then he 
  will escape using some combination of his eversmoking 
  bottle, sanctuary, and (if necessary) meld into stone.
  If you are planning on running the remainder of the 
  adventures in this series, you will want try to keep Garrow 
  alive.
  Conclusion
  The Trip Home. If you wish to add more encounters, there are 
  plenty of opportunities to do so. In addition to the hazards 
  mentioned earlier, travel in the Mournland could involve:
  •
  A trio of ghouls, feasting on the dead. For a more 
  challenging encounter, replace one of the ghouls with 
  a ghast. The ghouls may not have treasure, but the 
  bodies they are consuming very well could.
  •
  A herd of sheep, mutated nearly beyond recognition, 
  with razor-sharp wool and a cruel intelligence. Treat 
  each of these as a pony, but remove its Hooves attack 
  and give it:
  Razor Wool. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 7 (2d4 + 2) slashing damage.
  and
  Pack Tactics. The razor sheep has advantage on an 
  attack roll against a creature if at least one of the 
  sheep’s allies is within 5 feet of the creature and the 
  ally isn't incapacitated.
  •
  A wounded relic-
  seeker in need of 
  aid. It could be what 
  it appears to be, and 
  the PCs might 
  develop a new 
  contact… or perhaps 
  it is a lamia hoping 
  to prey on the PCs.
  •
  A lovely-looking 
  cottage, seemingly 
  pristine and untouched by the devastation of the 
  Mournland, but completely devoid of life. In reality, a 
  mutated mimic has wrapped itself around an 
  abandoned hut as bait for travelers.
  Mutant Mimic
  Large monstrosity (shapeshifter), neutral 
  Armor Class 13 (natural armor)
  Hit Points 75 (10d10 + 20)
  Speed 15 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  11 (+0)
  15 (+2)
  5 (-3)
  13 (+1)
  8 (-1)
  Skills Stealth +2
  Damage Immunities acid
  Condition Immunities prone
  Senses darkvision 60 ft., passive Perception 11
  Languages – 
  Challenge 4 (1,100 xp)
  Shapechanger. The mimic can use its action to polymorph into 
  an object or back into its true, amorphous form. Its statistics are 
  the same in each form. Any equipment it is wearing or carrying 
  isn't transformed. It reverts to its true form if it dies.
  Adhesive (Object Form Only). The mimic adheres to anything 
  that touches it. A Huge or smaller creature adhered to the 
  mimic is also grappled by it (escape DC 15). Ability checks 
  made to escape this grapple have disadvantage.
  False Appearance (Object Form Only). While the mimic 
  remains motionless, it is indistinguishable from an ordinary 
  object.
  Grappler. The mimic has advantage on attack rolls against any 
  creature grappled by it.
  Actions
  Pseudopod. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 14 (2d8 + 5) bludgeoning damage. If the mimic is in 
  object form, the target is subjected to its Adhesive trait.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  12 (2d6 + 5) piercing damage plus 6 (1d12) acid damage.
  Shadow of the Last War – 31
  
  Back in Goblin-land. If you’d like to add an encounter when 
  the PCs make it back to Darguun, refer back to those 
  suggested on the trip to Rose Quarry.
  Failin. If Failin took the PCs to the Mournland, he will stay 
  around for a short while in case they survive and need a ride 
  back. He will, of course, charge them for this. Failin will 
  happily take valuable goods in place of coin, and this could 
  be an opportunity for the PCs to liquidate some of the items 
  that they may have retrieved. Failin will also be happy to 
  introduce the PCs to smugglers and fences in Rhukaan Draal, 
  for a price.
  Rorsa. Rorsa feels a responsibility to her pack. If the PCs freed 
  the wolves being held in the kennels, she will have her work 
  cut out for her… though the food and water in the kennels 
  will be of great use. If, for some reason, Rorsa decides to leave 
  Whitehearth with the PCs, she will travel with them as far as 
  Rhukaan Draal. The goblin af5nity for wolves and the respect 
  she receives there will make an impact on her, and she will 
  likely decide to stay there for a while and seek her fortune. 
  She will not forget the PCs, though, and they may be able to 
  call on her assistance in the future.
  Lady Elaydren. When Elaydren meets the PCs in Rhukaan 
  Draal, she looks more like herself than when they last met her, 
  though she wears a plain traveling cloak so as to not stand out 
  among those in the goblin city.
  If the PCs relay to her their encounters with the Emerald Claw, 
  she will be very concerned and discuss the possibility of going 
  on the offensive. She will attempt to get as many details from 
  the PCs as possible.  This sets up the alternative storyline for 
  Whispers of the Vampire’s Blade.
  Available on the Dungeon Masters Guild
  See other works by Stuart Broz, including expansion and 
  5e conversion guides for:
  •
  The Forgotten Forge
   
   
  •
  Shadows of the Last War
   
    
  •
  Whispers of the Vampire’s Blade
   
   
  •
  Grasp of the Emerald Claw
   
   
  Shadow of the Last War – 32
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Stuart Broz/Shadows of the Last War v2.pdf