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  MURDER IN SKYWAY
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, 
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  ©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 
  Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
  On a dark and stormy night, the characters discover a dead body in Sharn’s wealthiest 
  district… just as the Sharn Watch arrives! To clear their names, the characters must 
  hunt the real killer through the mean streets of the City of Towers.
   A Two to Four-Hour Adventure for Tier 1 Characters. 
  Optimized for APL 1.
  An Eberron Embers of the Last War Adventure
  Credits
  Designer: Greg Marks
  Editing: James Introcaso
  Layout and Graphic Design: Rich Lescouflair
  Cartography: Dyson Logos
  Interior Art: Artwork provided by Wizards of the Coast 
  and used with permission.
  D&D Adventurers League Guildmaster: Chris Lindsay
  D&D Adventurers League Wizards Team: Adam Lee, 
  Chris Lindsay, Mike Mearls, Matt Sernett
  D&D Adventurers League Administrators: Bill 
  Benham, Alan Patrick, Travis Woodall, Lysa Chen, 
  Claire Hoffman, Greg Marks
  Playtesters: Greg Marks, Todd Ammerman, Phil Tobin, 
  Ben Siekert, Richard Brown, David N Krolnik, Sean 
  Mittelstaedt, Rob Silva
  DDAL-ELW01
  
  2
  The most important wartime preparations occur during 
  the cessation of hostilities. War—the ultimate pursuit of a 
  people—never entirely ends.
  —Analects of War by Karrn the Conqueror
  Murder in Skyway is an adventure for three to seven 
  1st- to 4th-level characters, optimized for five 1st-level 
  characters.
  Background
  The ashes of the Last War simmer and threaten to ignite 
  once again. MERRIX D’CANNITH of HOUSE CANNITH 
  believes that a return to war is not an if, but a when, and 
  he is prepared to profit from it. Working with LOBANA 
  PETRIEVNA, agent of the SWORDS OF LIBERTY, the 
  pair have begun a complicated plot.
  YEQ THE GRIN is a shifter operative of the 
  BOROMAR CLAN, a criminal syndicate, watched the 
  Petrievna’s compound in Skyway. When he spotted 
  a HOUSE ORIEN courier enter at this late hour, he 
  knew something worth knowing was about to go down. 
  When the courier exited the walled compound carrying 
  a scroll tube a few minutes later, Yeq followed him. The 
  courier spotted Yeq and tried to flee across one of the 
  many bridges that make up the quarter. Yeq murdered 
  the courier and claim the scroll tube. This is where the 
  characters come in.
  Episodes
  The adventure is spread over three to five episodes 
  that takes approximately two to four hours to play. The 
  adventure begins with a Call to Action scene.
  The story begins with the characters having just left a 
  rare treat, a party in Skyway, when they encounter the 
  murder scene.
  • Episode One – Death is Only the Beginning: As the 
  storm picks up, the characters witness Yeq escaping, 
  only moments later to be spotted by the Sharn Watch 
  and accused of the murder themselves. The characters 
  have no choice but to work together to clear their names.
  • Episode Two – On the Trail: The characters search 
  the city to determine the identity of the courier and the 
  assassin.
  • Episode Three – Terminus Station at Dawn: The 
  characters have only minutes to catch Yeq before the 
  shifter boards a lightning rail out of Sharn and takes 
  their chance for freedom with him.
  Bonus Objectives
  This adventure includes bonus objectives that the 
  characters can pursue if they have additional time to 
  do so—earning additional advancement checkpoints in 
  the process. These bonus objectives are found in this 
  adventure’s appendices, as follows:
  • Bonus Objective A – A Friendly Request: While buying 
  time to get their operative out of the city on the next 
  lightning rail, Clan Boromar sends some of its members 
  to ask the characters to take the fall.
  • Bonus Objective B – An Exchange of Information: 
  In exchange for information gathered on Lobana 
  Petrievna, House Orien agrees to share information 
  with the characters about who contracted the courier 
  where it was being sent.
  Episode Sequence
  Depending on your time constraints, and play style and 
  environment, this adventure takes approximately two to 
  four hours to play.
  How Will You Play?
  The duration of your session depends on how much of 
  this adventure you utilize. At the very least, your session 
  will last approximately 2 hours. However, if you wish, 
  you can provide a longer experience for your players by 
  pursuing the bonus objectives.
  Main Objective Only. To complete the adventure’s main 
  objective, the characters participate in episodes 1 through 
  3 in order, however, you may include the opportunity to 
  pursue bonus objectives.
  Bonus Objectives. You can extend this adventure 
  by one or two hours by including opportunities for the 
  characters to pursue the bonus objectives.
  Both Bonus Objective A and B can be used to extend the 
  investigation in in episode 2. If you are doing both Bonus 
  Objective A works well after the party has completed one 
  or two scenes and Bonus Objective B extends episode 2, 
  scene A when the characters visit House Orien.
  Wards and districts
  The city of Sharn is divided into large Wards that have 
  unique flavors often based on their height and further 
  divided horizontally by neighborhoods referred to as 
  Districts.
  Adventure Primer
  
  3
  Great advantage flows to the commander who first 
  recognizes the commencement of hostilities then acts 
  decisively and with overwhelming vigor.
  —Analects of War by Karrn the Conqueror
  Estimated Duration: 30 minutes
  Location (District, Ward): Azure, Skyway
  The characters have just left a rare treat, a party in 
  Skyway where they were guests or employees as befits 
  their backgrounds. Hurrying out of the quarter before 
  being hassled by the Watch for being out after dark in a 
  ward where they probably shouldn’t be, the group has 
  agreed to share a skycoach. Hurrying across an out of the 
  way pedestrian bridge, the characters find themselves 
  thrown into a conspiracy that changes their lives.
  Somethings Not Right
  The characters are just coming to the narrow hundred-
  foot-long bridge when they come across something 
  nefarious. Though the darkness and rain make visibility 
  difficult, a cloaked figure appears to be hunched over 
  something. Upon seeing the characters, the figure stands 
  and leaps over the side of the bridge.
  Lighting. It is night in a rain storm. Other than storm 
  jostled lanterns at either side of the narrow the only 
  provided illumination comes for the occasional lightning 
  flash.
  The Fleeing Figure. Characters who succeed on a DC 
  12 Wisdom (Perception) check note the following:
  • The cloaked figure is a brawny Medium-sized humanoid 
  and has a short blade in one hand and a bag in the other. 
  It doesn’t reflect any light. A successful DC 10 Intelligence 
  (Investigation) check knows the weapon is coated with 
  bladeblack, a coating of mud, coal dust, or paint to aid in 
  hiding weapons. Rogues and characters with the Criminal 
  background receive advantage on this check.
  • While the character can’t see the figure’s face, a flash of 
  lightning illuminated his especially wide and toothy grin.
  • Looking over the bridge, the assassin has fallen away 
  into darkness and the storm. There is no way to catch 
  the assassin at this time.
  The Corpse. Lying at the center of the bridge is a 
  human man dressed as a House Orien courier. Checking 
  the body, the characters can find:
  • The man is clearly dead. A satchel strap is over his 
  shoulder, but the bag was cut away with a blade.
  • A successful DC 10 Wisdom (Medicine) check notes it 
  appears he was killed with a single off-center stab to the 
  heart. This is the work of a professional.
  • With a successful DC 10 Intelligence (Investigation) 
  check, a character notes that the wound is in the shape 
  of a “+,” which is unique.
  • Searching the courier with a successful DC 10 Wisdom 
  (Perception) check finds wooden chit good for one free 
  drink at the Rat’s Paw, a tavern in the Callestan District 
  of Lower Dura.
  The Sharn Watch
  Once the party has had a chance to encounter the body 
  and make brief observations, they encounter the Watch. 
  Eight guards led by Watch Sergeant Imos (LN male 
  mountain dwarf veteran) approach from the direction 
  the characters were headed while Watchman Kavill (LG 
  male human guard) comes up behind the characters. All 
  of the patrolmen come from the Sword Point Garrison in 
  Central Plateau under the command of Belew Yorgan.
  Passing the Buck
  Seeing the characters and the body, Sergeant Imos 
  immediately orders the characters to surrender for arrest. 
  He listens to protestations, but it should be clear that 
  Kavill is uncomfortable. Eventually Kavill speaks up and 
  says that he was a coming this way because he thought he 
  saw someone jump from the bridge, which corroborates 
  the character’s story.
  Imos is in no hurry to fill out paperwork on a murder 
  that involves a dragonmarked house operative and he also 
  knows that Commander Yorgan is likely to force him to 
  do extra work, so he hits upon another idea. The patrols 
  of the Sharn Watch are given pretty wide latitude in 
  employing outside aid, so he offers to give the characters 
  24 hours to prove their innocence, or run with all haste 
  because they will not be safe anywhere in Breland. And 
  before leaving with a smile at avoiding more effort, he 
  orders Kavill to return the body to House Orien and then 
  accompany the characters on their investigation and see 
  to it that succeed or turn themselves in. A successful DC 
  15 Wisdom (Insight) check realizes that Imos is punishing 
  Kavill for defending the characters by setting him up to be 
  a scapegoat if the characters fail.
  Episode One:
  Death is Only the Beginning
  
  4
  A stalwart ally is dear as mithral, but should not occasion 
  a lack of vigilance.
  —Analects of War by Karrn the Conqueror
  Estimated Duration: 1 hour
  This episode represents Main Objective A: locating the 
  murderer. It is freeform and represents the different 
  avenues of investigation the characters might follow 
  with the goal of catching the murderer in episode 3. 
  The characters have 24 hours to prove their innocence. 
  Each scene has an approximate time it takes in game to 
  complete, denoted as Scene Time. This is meant to aid 
  the DM in tracking how much time the characters have 
  left, but you should feel free to adjust this time based 
  on the characters’ choices and methods. For example, 
  traveling from one ward to another might add an hour to 
  the clock.
  At the start of this episode the characters might have 
  found the following clues they could choose to follow:
  • Scene A. The victim is a House Orien courier.
  • Scene B. The victim had an unusual blade wound.
  • Scene C. If the characters saw the perpetrator, they have 
  a rough description of the assassin including a toothy 
  grin.
  • Scene D. A drink token for the Rat’s Paw tavern was 
  found on the victim’s body.
  During their investigation, the characters may also 
  uncover:
  • Scene E. The killer sometimes works for Clan Boromar, 
  and Mondo a local captain in Callestan knows him.
  • Scene F. The killer’s name is Yeq the Grin and he has a 
  bolt hole in Fallen.
  There is also one potential red herring you can use to give 
  your players more opportunities for exploration:
  • Scene G. The courier’s home in Broken Arch.
  Watchman Kavill
  Kavill is young, idealistic, and just starting to notice the 
  corruption and laziness in some of his superiors. That 
  doesn’t mean he isn’t aware that he may have stepped in it 
  this time. His superiors are happy to lock the characters 
  up and use his failure to find the true murderer as an 
  excuse to fire him, or worse. It is made all the more 
  difficult that while Kavill is a member of the Sharn Watch, 
  he’s not an investigator.
  Because of his tenuous situation, Kavill is willing to 
  allow the characters some latitude in their investigation. 
  He’ll let them carry weapons and threaten or lie to thugs 
  in order to get information, but he draws the line at 
  breaking any major laws such as murder or arson.
  He is friendly, helpful, loyal, and motivated.
  A. House Orien Azure Station
  Scene Time: 1 hour
  Location (District, Ward): Azure, Skyway
  Given their possession of the body of the victim, House 
  Orien is likely the party’s first stop. This scene can also 
  lead to Bonus Objective B: An Exchange of Information 
  if you are playing the 3-or-4-hour version of this adventure.
  Kavill shares that House Orien has courier stations in 
  the districts of Azure (Skyway), Dragon Towers (Middle 
  Central Plateau), and Korranath (Upper Central Plataeu). 
  Give that they are in Skyway, it is most likely the courier 
  was dispatched from the Azure station.
  Arriving at the House Orien Azure courier station, 
  the party is quickly ushered into a meeting room with 
  comfortable chairs and large table. Characters with a 
  passive Wisdom (Insight) score of 12 or more realize the 
  staffs’ goal is more to hide disreputable individuals and 
  business from their otherwise high-class clients than it is 
  an effort to be helpful.
  House orien
  The House of Passage manages land transportation 
  via the Lightning Rail, caravans and coaches that cross 
  Sharn and all of Khorvaire. Through the Courier’s 
  Guild, the House also delivers mail and packages. 
  Using their dragonmark, their heirs are also capable 
  of teleportation. House Orien’s biggest rival is House 
  Lyrandar who control travel over air and sea.
  Objectives
  The goal of this scene is for the characters to gather 
  basic information about information about the courier 
  and be pointed toward the Rat’s Paw (scene D). In 
  addition, they may be given the opportunity to investigate 
  Lobana Petrievna (Bonus Objective B) or be distracted by 
  investigating the courier’s home (scene G).
  Creatures/NPCs
  The characters are given several minutes to help 
  themselves to a sideboard with fresh fruit, sweet cremfel 
  pastries, and blackroot tal sweetened with honey. The 
  room emphasizes wealth and comfort.
  Eventually the part is met with Shalla d’Orien (NG 
  female dragonmarked Brelish human noble) who takes a 
  seat at the head of the table.
  Shalla’s Objectives/Goals. Shalla is here to make sure 
  the House follows all laws while doing everything she 
  can to avoid drawing it into any scandal or betraying any 
  trusts of its clients. She is cagey while still trying to offer 
  the minimum of aid.
  What does Shalla know? Shalla offers the following 
  information without applying any pressure:
  Episode Two:
  On the Trail
  
  5
  • The courier has been identified as Tars Graccen, a 
  Sharn native that has worked for the House as a courier 
  for seven years. He maintains an apartment in Broken 
  Arch district in Middle Dura, to which she offers the 
  address (scene G).
  • Tars was tasked with picking up a message from a client 
  in Azure. Due to privacy policies she cannot share the 
  client’s name. She does not know the destination other 
  than it was in the city.
  If the characters push for more, Shalla can be persuaded 
  to add a little more information:
  • While Tars has an exemplary record, he has been 
  known to associate with some less savory folk at the 
  Rat’s Paw, a tavern in the Callestan District of Lower 
  Dura (scene D). His only reprimand is for drinking to 
  excess on his off hours. House Orien takes a dim view 
  of public intoxication since criminal elements often try 
  to use such weaknesses to gather information about 
  courier routes and upcoming assignments.
  • If you are utilizing Bonus Objective B, Shalla offers an 
  exchange of information. House Orien is not willing to 
  let an attack against one of their own go, and so she 
  shares the name and address of the person who hired 
  Tars, if the characters return to her and share any 
  information they discover. Given Shalla’s position as a 
  Dragonmarked heir, Kavill does not balk at this bending 
  of the rules. If the characters agree, she informs the 
  characters that Tars contract was filed by Lobana 
  Petrievna and he was to pick up the message from her 
  estate here in Azure.
  B. Unusual Blade Wound
  Scene Time: 1+ hours
  Location (District, Ward): The Bazaar, Middle Dura
  Prerequisites
  To follow this line of investigation, the characters must 
  have noticed strange shape of the murder weapon (see 
  “Something’s Not Right” in episode 1).
  Characters asking around about specialized 
  weaponmiths or dealers of unusual weapons are directed 
  Sharpest’s Steel in the Bazaar (Middle Dura) with 
  a successful DC 15 Charisma (Investigation) check. 
  Characters with appropriate backgrounds such as Urchin 
  or Guild Artisan receive advantage on this check. This 
  ability check can be retried, but each failure represents an 
  hour of chasing down false leads of the 24 hours that the 
  characters have to clear their name.
  Objectives
  The goal is for the characters convince Lonth Sharpest 
  to reveal who purchased the blade, or acquire his records 
  to learn it for themselves (scene F). Lonth can also offer 
  some details about Yeq’s most frequent employers: Clan 
  Boromar (scene E).
  If you are using Bonus Objective A: A Friendly 
  Request, it can follow this scene.
  Area Information
  The store is particular secure for the Bazar, with bars on 
  the windows and locks on the doors. A successful DC 15 
  Dexterity check made with thieves’ tools picks the lock. 
  The inside is dimly lit and is filled with racks of metal 
  weapons from the commonplace to the exotic. The store 
  is open from sunrise to two hours after sunset.
  In the back of the shop Lonth has an office with a small 
  locked safe. A successful DC 15 Dexterity check made 
  with thieves’ tools picks the lock. The safe contains coins 
  worth 5 gp, a silver dagger, and a ledger which notes an 
  unusual antique cross-bladed stiletto was sold to a shifter 
  named Yeq the Grin from Fallen for 12 gp.
  Creatures/NPCs
  Lonth Sharpest (N male half-orc bandit captain) is a 
  retired pirate who has converted his wealth into a store. 
  He is suspicious of others, especially Kavill in his Watch 
  uniform.
  Lonth’s Objectives/Goals. Lonth knows that his 
  business can be dangerous and he is unwilling to share 
  information, unless the price is right. A bribe of at least 10 
  gp or a successful DC 15 Charisma (Intimidate) check is 
  required to motivate him.
  What Does Lonth Know? If motivated, Lonth can share 
  the same information as found in his ledger (see “Area 
  Information”). He remembers the man’s unsettling toothy 
  grin. Lonth also notes that Yeq said he needed the blade 
  because he had a job to do for Clan Boromar (scene E).
  Treasure & Rewards
  Characters that break into Lonth’s safe can rob him of the 
  few coins he has.
  Monetary Treasure. 5 gp, mostly in copper and silver 
  coins.
  C. Follow the Grin
  Scene Time: 1+ hours
  Location (District, Ward): Any
  Prerequisites
  To follow this line of investigation, one of the characters 
  must have succeeded on the Wisdom (Perception) check 
  to get a brief look at the perpetrator (see “Something’s 
  Not Right” in episode 1).
  Characters asking around about a Medium-sized 
  murderer who uses a short blade covered in bladeblack 
  must succeed in a DC 15 Charisma (Investigation) 
  check. Characters with appropriate backgrounds such 
  as Criminal receive advantage on this check. Asking 
  in any Upper Ward forces the check to be made with 
  disadvantage, as these more respectable residents of 
  Sharn are less likely to have heard of Yeq. This ability 
  check can be retried, but each failure represents an hour 
  of chasing down false leads. Success points them to Blue 
  Aust, an information broker who meets with them in a 
  secluded alley.
  Objectives
  The characters should learn that the description they 
  have matches with a killer for hire known as Yeq the Grin 
  (scene F) and that he shops at Sharpest’s Steel (scene B).
  Creatures/NPCs
  An information broker named Blue Aust (CN half-elf 
  spy) offers to help the characters. Blue Aust is an oily 
  whisperer with an overly friendly demeanor who is not on 
  good terms with Yeq the Grin.
  Aust’s Objectives/Goals. Aust was once close with a 
  lady of the evening who would share information about 
  her clients with him. Yeq killed her to prevent her from 
  sharing what she knew about one of his jobs. Ever since 
  then Aust has been looking for a chance to get revenge 
  
  6
  so he is more than willing to help the characters or the 
  Watch if Yeq is their target.
  What does Aust know? Aust recognizes the description 
  as belonging to Yeq the Grin, a shifter of low character 
  and murderer for hire. He knows that Yeq has a bolt 
  hole in ruined apartment in the Fallen district of Lower 
  Dura. Yeq also likes unusual blades, and he has seen him 
  shopping at Sharpest’s Steel (scene B).
  Aust also suggests that Yeq is not likely to come along 
  without violence and encourages the characters to 
  ambush him to ensure their success. A passive Wisdom 
  (Insight) score of 12 or higher realizes that Aust is hoping 
  the characters kill Yeq.
  D. Rat’s Paw
  Scene Time: 2 hours
  Location (District, Ward): Callestan, Lower Dura
  Prerequisites
  To follow this line of investigation, one of the characters 
  must either find the drink token on Tars’ body (see 
  “Something’s Not Right” in episode 1) or get pointed to 
  the Rat’s Paw by Shalla d’Orien (see scene A).
  Objectives
  From visiting the Rat’s Paw, the party should learn that 
  Tars lives in Broken Arch (scene G) and his job has been 
  the subject of a lot of questions by a rough crowd (scene 
  E) of late.
  Area Information
  The Rat’s Paw is a ramshackle one-room public house in 
  the Callestan District of Lower Dura. They serve warm 
  beer in a dirty wooden mug for 1 cp and various flavors of 
  rotgut for 2 to 5 cp. The drink token found on Tars’ body 
  can be exchanged for a beer.
  Dimensions & Terrain. The small one-room tavern has 
  a 6-foot-long bar, four tables, two booths and a hearth. All 
  of the furniture is gouged and battered. The floor is sticky 
  and smells stale beer and bodily fluids.
  Lightning. The room is dimly lit by two lanterns during 
  the day and the addition of the hearth on cold evenings.
  Creatures/NPCs
  When the characters arrive, there are four human 
  commoners and five halfling bandits drinking in 
  two separate groups. Alfler Kembler (N male human 
  commoner) is behind the bar ready to serve.
  Alfler’s Objectives/Goals. Alfler just wants to have 
  a peaceful bar that makes enough money to keep from 
  starving. He pays protection to Clan Boromar and knows 
  the three halflings are connected, so he is cagey about 
  being too obvious about giving information as relates to 
  them.
  What Does Alfler Know? Alfler knows that a House 
  Orien courier named Tars Graccen is a regular customer 
  and can tell the adventurers that he has an apartment in a 
  tower in Broken Arch (scene G).
  It is obvious that Alfler is nervous about talking with the 
  characters. Any character with a passive Wisdom (Insight) 
  score of 12 or higher notices that he makes frequent 
  glances towards the halflings who in turn are not so 
  casually listening to the discussion. If the characters can 
  get the Clan Boromar halflings to leave, Alfler also admits 
  that the halflings have been asking around about Tars 
  starting about a week ago and he knows of at least one 
  
  7
  incident when they got him drunk and started pumping 
  Tars for information. He thinks there is a connection 
  between Clan Boromar and Tars’ death. He recommends 
  they speak to Mondo who reps for Clan Boromar in the 
  neighborhood (scene E).
  Bandits’ Objectives/Goals. The halflings work for 
  Clan Boromar and watch the bar for anyone following 
  after Yeq. If the characters are clearly looking into the 
  murder, the halflings try to intimidate the characters 
  into letting the matter drop. They are not impressed by 
  Kavill’s uniform and willing to use violence to teach the 
  characters a lesson if the party does not back down. They 
  do not, however, murder anyone; instead leaving the 
  unconscious bodies in the street.
  What Do the halflings Know? The bandits are street 
  toughs and only know that they were told by their captain, 
  a man named Mondo to discourage anyone looking for 
  Tars or Yeq the Grin. If beaten up, magically coerced, 
  or otherwise intimidated, they can point the characters 
  towards Mondo (scene E).
  adjusting tHis encounter
  Here are some suggestions for adjusting this 
  encounter, according to your group. These are not 
  cumulative.
  • Very Weak: Remove two bandits.
  • Weak: Remove one bandit.
  • Strong: Replace two bandits with a thug.
  • Very Strong: Replace one bandit with a thug.
  E. Big Mondo
  Scene Time: 2 hours
  Location (District, Ward): Callestan, Lower Dura
  Prerequisites
  To follow this line of investigation, one of the characters 
  must have been directed to Clan Boromar captain Mondo 
  by someone at the Rat’s Paw (see scene D).
  tHe Boromar clan
  Once halfling immigrants from the Talenta Plains, 
  the Boromars have grown into one of Sharn’s most 
  influential families with ties to the City Council, House 
  Jorasco, and Skyway high society. Their real strength 
  comes from their massive crime syndicate that is one 
  of the most powerful organizations in the city. Through 
  graft and bribery, they control much of the Sharn Watch.
  Objectives
  The characters can confirm that the Yeq the Grin does 
  indeed sometimes work for the Boromar Clan and he has 
  a bolt hole in Fallen (scene F).
  If you are using Bonus Objective A: A Friendly 
  Request, it can follow this scene.
  Creatures/NPCs
  Big Mondo (CE male lightfoot halfling bandit captain) 
  and two halfling bandits meet with the characters in a no 
  name restaurant in Callestan that specializes in cuisine 
  from the Talenta Plains. The food is surprisingly good. No 
  one else but the staff is present.
  Despite his small stature, Mondo is every bit a large 
  personality. He is loud, intimidating, and is fond of telling 
  threatening stories about life on the Talenta Plains and 
  the savage life of his ancestors, despite having never left 
  Sharn. No conversation can be had without a massive 
  meal, which he pays for out of his gracious nature. He is 
  very insulted if the characters do not share the meal with 
  him and his men.
  Mondo’s Objectives/Goals. Mondo seeks to delay the 
  characters without drawing too much attention to Clan 
  Boromar. As such he offers the veneer of being helpful, 
  without admitting any culpability.
  What Does Mondo Know? At first Mondo is not 
  helpful and tries to force the characters to make some 
  sort of offering of respect to him and Clan Boromar. If 
  the characters impress or bribe him, he admits a shifter 
  known as Yeq the Grin worked for the Boromars in the 
  past but of course was not acting on their behalf when he 
  killed an Orien courier. He is obvious lying about the last 
  part, but acts dangerously offended if called on it and any 
  insistence that he is a liar likely ends in a combat if the 
  characters do not leave or apologize. If the characters end 
  on good terms he tells them the address of Yeq’s hole in 
  Fallen (scene F).
  Bonus Objective A: A Friendly Request. If you are 
  using Bonus Objective A, Mondo asks the characters one 
  more time to step away from this investigation; something 
  Kavill loudly refuses. Exasperated Mondo wishes the 
  characters well, but as soon as they leave the meeting, 
  they are attacked.
  Treasure & Rewards
  If the characters attack and defeat Mondo and his guards 
  they can take their belongings. Kavill takes a dim view of 
  this aggravated robbery.
  Monetary Treasure. There is 25 gp among the three 
  halflings.
  Magic Items. Mondo has a potion of growth.
  Special Rewards. If the characters start a fight in the 
  restaurant with Mondo and his guards, that goes beyond 
  the bounds of organized crime propriety. They have made 
  an enemy of the Boromar Clan.
  sHortcut to episode 3
  If you are running short on play time, Mondo may 
  assume that Yeq has enough of a head start and 
  volunteer that the Grin is on his way out of the city via 
  Terminus Lightning Rail Station.
  F. The Bolt Hole
  Scene Time: 1+ hours
  Location (District, Ward): Fallen, Lower Dura
  Prerequisites
  To follow this line of investigation, the characters must have 
  located the address of Yeq’s squat from scene B, C, or E.
  
  8
  Fallen, loWer dura
  Fallen is the worst district in a bad ward. Once a 
  temple district over a century ago, it is now a ruined 
  slum. Further destroyed by the collapse of the Glass 
  Tower in 918 YK, the district is known for its poverty 
  and for the “ravers,” madmen who claim to be able to 
  communicate with the restless dead that still haunt the 
  area of the collapse.
  Objectives
  The characters need to search Yeq’s flat and realize that 
  he is on his way out of town via Terminus Lightning Rail 
  Station (episode 3).
  Area Information
  Yeq’s squat is in a ruin of a tower in what was once 
  a storage area. His locked door is flimsy and can be 
  battered down with a successful DC 10 Strength check 
  or picked with a successful DC 15 Dexterity check made 
  with thieves’ tools. The door is trapped (see “Swinging 
  Blade Trap”).
  Dimensions & Terrain. The apartment is a 10-foot-
  cubic square. It smells strongly of rats and old food. Dirty 
  rags are piled in a corner forming a bed of sorts next 
  to a broken dresser. The walls in the opposite corner is 
  scorched from where a cookfire has been lit in the past.
  Swinging Blade Trap. Yeq has rigged the door with 
  a simple swinging blade trap. Anyone opening the door 
  causes a rusty blade to swing down from above (+5 melee, 
  5 (1d10) slashing damage). Any character hit by the 
  blade must make a successful DC 10 Constitution saving 
  thrown or be poisoned for 2 hours as their wound festers 
  due to the filth that has been smeared on the blade. The 
  trap can be found with a successful DC 15 Wisdom 
  (Perception) check before fully opening the door and 
  disabled with a successful DC 10 Dexterity check made 
  with thieves’ tools.
  Clues. Nothing in the apartment is hidden, but it is 
  messy. Each successful DC 10 Intelligence (Investigation) 
  check reveals a clue. There is no limit to the number 
  of times the characters may search but each additional 
  attempt takes 30 minutes.
  • The apartment seems to have been rifled. Less like an 
  organized search and more like someone packed up in 
  a hurry.
  • A vial of mud and coal dust (bladeblack) can be found in 
  the pile of rags.
  • In the ashes of the fire of is the remains of receipt for 
  a lightning rail ticket leaving for Wroat from Terminus 
  station this today!
  HoW mucH time?
  If the characters have figured out where Yeq is in seven 
  hours or less, the train leaves in three hours giving 
  the party time to for a short rest and still travel to the 
  station and be able to set up an ambush.
  If the characters have taken more than seven hours, 
  Yeq leaves in an hour. The party barely has time to 
  travel to the station before he escapes!
  G. Tars’ Apartment (Red Herring)
  Scene Time: 1 hour
  Location (District, Ward): Broken Arch, Middle Dura
  Prerequisites
  To follow this line of investigation, the characters must 
  have been alerted to Tars’ apartment in either scene A or D.
  Broken arcH, middle dura
  Broken Arch was once a higher-class residential 
  neighborhood, but now it is mostly made of rows 
  of cracked stone houses circle the central towers of 
  this district. The streets are largely quiet and empty, 
  but since it houses few socially important residents, 
  Watch patrols are lighter than in the other districts and 
  criminals from Lower Dura often frequent the alleys of 
  Broken Arch and to prey on the honest citizens.
  Objectives
  This encounter is a red herring and is meant solely to 
  distract the characters, however if the players needs help, 
  you should feel free to invent a clue that gets them back 
  on track.
  If you are using Bonus Objective A: A Friendly 
  Request, it can follow this scene.
  Area Information
  Tars’ third floor apartment is atop a plain row house in one 
  of many identical towers that make up the neighborhood. 
  His door can be battered down with a successful DC 
  15 Strength check or picked with a successful DC 15 
  Dexterity check made with thieves’ tools, but excessive 
  noise causes his downstairs neighbor to go in search of 
  the Sharn Watch (see Playing the Pillars).
  Searching the Apartment. A search of the apartment 
  locates several House Orien courier uniforms, several half 
  full bottles of ale, whiskey, and other unlabeled spirits. 
  The trash bin is filled with empty bottles and remnants of 
  old food. On his nightstand is a portrait of a young woman 
  in the fullness of life. A black ribbon is tied around it, 
  suggesting she is deceased. 
   
   
  Playing the Pillars
  The investigation is freeform and there are ample directions for your players to proceed. Here are a few twists you may consider adding in.
  Combat
  Exploration
  Social
  If the characters get into a fight in public, the 
  crowd flees the scene forcing every character 
  to succeed on a DC 10 Strength saving throw 
  or be knocked prone. 
  In any fight Watchman Kavill helps the 
  characters.
  Sharn is a city where magic is everywhere 
  every day. Travel from one Ward to the next 
  can be greatly sped up by hiring a skycoach. 
  For 3 sp per person the party can fly to their 
  next destination in a matter of minutes.
  The presence of Kavill should make some 
  investigations easier, but residents of lower 
  class neighborhoods are frequently nervous 
  around the Watch who they are used to 
  be a source of corruption. Consider giving 
  disadvantage on Charisma checks made in 
  these situations when Kavill is present. 
   
   
  
  9
  Once he is shown to be intractable, a wise ruler allows 
  his enemies no means of retreat or surrender. Only utter 
  destruction prevents a foe from rising again.
  —Analects of War by Karrn the Conqueror
  Estimated Duration: 30 minutes
  Location (District, Ward): Terminus, Lower Tavick’s 
  Landing
  Prerequisites
  Having discovered Yeq’s whereabouts from Mondo 
  (episode 2, scene E) or the burned receipt in his squat 
  (episode 2, scene F), the characters have caught up to Yeq 
  as he waits for his train. 
  Objectives
  In order to clear their name, the characters need to catch 
  Yeq the Grin, preferably alive!
  terminus, loWer tavick’s landing
  Terminus is defined by Terminus Station, the massive 
  House Orien enclave that serves as an endpoint for 
  the lightning rail line with multiple termini that can 
  take one across Khorvaire. It is a hotbed of activity, 
  and despite the presence of the Sharn Watch and the 
  Guardians of the Gate, pickpockets and other thieves 
  operate freely.
  Terminus itself offers a host of inns, restaurants, 
  taverns, and other basic services for the traveler who 
  doesn’t want to enter greater Sharn, but none are 
  notable for quality or value. In addition to House Orien, 
  Sivis, Deneith, Lyrandar, and Vadalis all have enclaves 
  in this district.
  Area Information
  Terminal 2 with service to Wroat, the Brelish capital, 
  is busy enough to merit its own building. This building 
  is primarily for passenger traffic and most freight is 
  offloaded elsewhere. All staff members are commoners 
  unless otherwise noted.
  Dimensions & Terrain. The floors are made of rose 
  marble, leading to a constant echo of conversation. 
  Ceilings are 18 feet high, rising to a height of 25 feet on 
  the platform.
  Lighting. The station is constantly lit by everbright 
  lanterns that provide bright light in all public areas.
  1. Main Concourse. The unicorn symbol of House 
  Orien is embedded in the center of the floor. There 
  are banks of rentable lockers in both northern corners 
  (marked with a star). The walls are covered with maps of 
  Sharn and Khorvaire showing the rail lines maintained 
  by House Orien. The concourse is busy with a dozen or 
  more travelers (commoners) sitting on benches, leaning 
  against walls, or walking through. Families and solitary 
  travelers are everywhere, but one group stands out: fifteen 
  school children and their teacher are waiting the next 
  coach as part of field trip to the nation’s capital. There 
  are three porters (commoners) and two guards here 
  at all times. If Yeq has any allies with him, they are here 
  watching for trouble.
  2. Platform. The platform is wide enough to board two 
  coaches at once. Luggage and crates are piled next to 
  the southeastern wall under the watchful eye of station 
  staff member. There are banks of rentable lockers in both 
  northern wall between the stairwells (marked with a star). 
  One of the large crates contains Yeq’s bronze scout. It 
  is connected to a magical whistle that Yeq carries and 
  comes to defend him whenever it is blown.
  3. Ticketing Concourse. A large ticket booth is in the 
  northern wall. The southern corners have a convivence 
  Episode Three:
  Terminus Station at Dawn
  
  10
  stand selling knickknacks, food items and copies of the 
  Sharn Inquisitive and the Korranberg Chronicle. All told 
  there are another five staff here (all commoners).
  4. Main Office. Two staff members (commoners) are 
  here organizing receipts, tickets, and schedules.
  5. Gift Shop. A larger version of the stands in ticketing 
  area that includes House Orien and Sharn-themed 
  clothing and souvenirs. Two more staff members 
  (commoners) and one guard are here.
  6. Cafeteria. An area for purchasing food. Most of the 
  options are portable meals that do not require cooking. 
  Three more staff members (commoners) sell food and do 
  some limited preparation.
  7. Kitchen. A small kitchen area to prepare the few 
  limited cooked meals. There is one cook (commoner) 
  here.
  8. ir’Tain Dining Hall. Table seating for those waiting 
  for a train or enjoying a meal.
  9. Lightning Bar. A bartender (commoner) works this 
  smoke-filled lounge where there a selection overpriced 
  drinks are offered.
  10. Wayfinder Lounge. A private club for House Orien 
  heirs and members of the Wayfinder Foundation, a guild 
  for adventurers and explorers that funds dangerous 
  expeditions to exotic locales. It offers higher quality food 
  and drink than found elsewhere in the station. The doors 
  are locked with an arcane lock spell that only members 
  can open. It is currently empty.
  WHere’s Yeq tHe grin?
  If the characters are early, having arrived in seven or 
  less hours have elapsed, Yeq is in the Lighting Bar 
  nursing a drink in a dark corner. If the characters 
  arrive in more than seven or more hours, he is on the 
  platform next to his crate.
  Creatures/NPCs
  The many travelers and staff go about their routine as 
  expected. If any violence occurs, they flee via the shortest 
  route. The only exception being guards who attempt to 
  subdue any troublemakers.
  Yeq’s Objectives/Goals. Yeq the Grin wants nothing 
  more than to escape and his paranoia is growing rapidly. 
  He realizes that if caught he will either be given to the 
  tender mercies of a dragonmarked house, or suffer an 
  early demise when the Boromar Clan decides he’s a 
  liability. If he is attacked or someone tries to arrest him, 
  he summons his bronze scout with a magical whistle and 
  attacks foes looking for an escape route. If he has hired 
  allies, he willingly sacrifices them. If the majority of the 
  characters are 1st-level, then the bronze scout’s lightning 
  flare has already been used.
  What do they know? If he is captured, Yeq tries to 
  negotiate for protective custody. Promises of protection 
  cause him admit he robbed the courier and took a 
   
   
  Playing the Pillars
  The lightning rail station is dynamic setting that should provide an exciting combat moving from room to room.
  Combat
  Exploration
  Social
  The station guards are a wild card in the 
  fight. If the party is having trouble, they could 
  recognize Kavill’s uniform come to their aid. 
  If the party is having an easy time of it, they 
  might they might mistake the characters for 
  miscreants and try to subdue them. Either 
  way, the guards know the layout and are able 
  to move freely throughout the station. They 
  try to cut any escape.
  If Yeq escapes the station he could run 
  into the train yard, where he tries to hide 
  from pursuit. In addition to hide and 
  seek, running near the lightning stones is 
  dangerous. Anyone running through the 
  yard must succeed on a DC 13 Dexterity 
  saving through or get to close, taking 7 
  (2d6) lightning damage and be thrown 10 
  feet and knocked prone.
  Characters who arrive early might try to enlist 
  help. The staff and guards can be convinced 
  to help set up an ambush with a successful 
  DC 12 Charisma (Persuasion) check. In 
  particular the guards are most willing to 
  cordon off an area and the staff has little 
  trouble making false announcements or 
  opening/locking doors.
   
   
  
  11
  message addressed to Merrix d’Cannith of Cannith South. 
  He didn’t look at the message but instead handed it off to 
  a member of Clan Boromar who was to deliver it to his 
  bosses. He doesn’t know any specific names, but thinks 
  it was orchestrated at the highest level of the criminal 
  organization.
  adjusting tHe scene
  Here are some suggestions for adjusting this scene, 
  according to your group.
  • Very Weak: Remove the bronze scout.
  • Weak: Change the bronze scout’s statistics to be those 
  of a flying sword but it still appears as a bronze scout.
  • Strong: Add an acolyte of the Traveler that Yeq has 
  hired to help him escape.
  • Very Strong: Add an acolyte of the Traveler and a 
  bandit that Yeq has hired to help him escape.
  Treasure & Rewards
  If the characters capture Yeq the Grin, Kavill impounds 
  the bronze scout or whatever is left of it. He looks the 
  other way if the characters take Yeq’s other possessions.
  Monetary Treasure. Yeq has a pouch with 17 gp and 
  three rubies, each worth 50 gp.
  Magic Items. Yeq wears an insignia of claws.
  Conclusion
  If the characters successfully capture Yeq, the Watch 
  let the characters off with a warning. Days later they 
  read in the Inquisitive that Yeq the Grin, know murderer 
  mysteriously died in custody. Yeq was found in a locked 
  interrogation room where he had been alone. The cause 
  of dead is believed to be poison.
  Adventure Rewards
  Upon completing the adventure, the characters each 
  receive rewards based upon their accomplishments. 
  These rewards include advancement, treasure, and 
  faction recognition; and may include new downtime 
  activities and story rewards, as follows:
  Advancement and Treasure 
  Checkpoints
  The characters receive 1 advancement checkpoint and 
  1 treasure checkpoint for each story objective that they 
  complete, as follows:
  • Story Objective A: Connect Yeq to the Boromar
  • Story Objective B: Capture Yeq the Grin
  The characters receive 1 advancement checkpoint and 
  1 treasure checkpoint for each bonus objective that they 
  complete, as follows:
  • Bonus Objective A: Defeat or avoid Yelfis and his crew
  • Bonus Objective B: Connect Lobana Petrievna to High 
  Cardinal Krozen of Thrane.
  Player Rewards
  The characters earn the following player rewards for 
  completing the adventure:
  Magic Item Unlock
  Characters completing the adventure unlock:
  Insignia of Claws. This insignia depicts a furry paw 
  with extended claws. While wearing it the bearer suffers 
  no harm from temperatures as cold as -20 degrees 
  Fahrenheit or as warm as 120 degrees Fahrenheit. This 
  item can be found in Appendix 7.
  Story Awards
  During this adventure, the characters may earn the 
  following story award:
  Enmity of the Callestan Boromar. You are known as an 
  enemy to the members of Clan Boromar in the Callestan 
  District. More information can be found in Appendix 8.
  level progression in emBers oF tHe last War
  Between Encounters in Sharn and the Embers of the 
  Last War story arc, the Adventurers League Eberron 
  campaign has many play opportunities. If you plan to 
  play regularly and take in the entire Embers of the Last 
  War story, strongly encourage the players to use the 
  Slow Progress option where they voluntarily halve the 
  rewards received for playing. If you plan to play only 
  some of the adventures, or not take part in the bonus 
  objectives, the Normal Progression of rewards may 
  be more appropriate. Because the Embers of the Last 
  War adventures are produced as a serial, managing 
  character level accordingly to play style is important.
  Dungeon Master Rewards
  In exchange for running this adventure, you earn 
  advancement and treasure checkpoints and downtime 
  as though you played the adventure, but none of the 
  adventure’s player rewards.
  However, this adventure may qualify for rewards earned 
  by completing DM Quests. See the ALDMG (Adventurers 
  League Dungeon Master’s Guide) for more information 
  about DM Quests.
  
  12
  The following NPCs and locations feature prominently in 
  this adventure.
  NPCs
  • Alfler Kembler (ALF-lur KEM-blur). Alfler Kembler is 
  the bartender at the Rat’s Paw. If the place is open, he 
  is behind the bar ready to serve. He just wants to have 
  a peaceful bar that makes enough money to keep from 
  starving.
  Personality: The humble man with his head down 
  doesn’t get it cut off.
  Ideal: It’s better to pay protection that suffer the 
  consequences.
  Bond: I feel a connection to my regulars.
  Flaw: I am a coward.
  • Big Mondo (Big Mon-DO). Big Mondo is the Clan 
  Boromar captain in Callestan. Despite his small 
  stature, he is every bit a large personality. He is loud, 
  intimidating, and is fond of telling threatening stories 
  about life on the Talenta Plains and the savage life 
  of his ancestors, despite having never left Sharn. No 
  conversation can be had without a massive meal, 
  which he pays for out of his gracious nature. He is very 
  insulted if people refuse his gifts.
  Personality: I am the generous life of the party and if 
  you don’t think so, you need to be taught a lesson.
  Ideal: Rule through fear tempered by gifts.
  Bond: A big meal solves all differences.
  Flaw: I take offense easily.
  • Blue Aust (Blue Ahst). Blue Aust is a half-elf 
  information broker with an oily whisper and overly 
  friendly demeanor. He once close with a lady of the 
  evening named Lise who would share information about 
  her clients with him, but she was killed by Yeq the Grin 
  and ever since Aust has been looking for a chance to get 
  revenge.
  Personality: I’m your best friend, especially if you pay 
  me.
  Ideal: Secrets are the new coin.
  Bond: Lise was my friend and her memory haunts me.
  Flaw: I thirst for vengeance and pass up coin if it means 
  Yeq suffers.
  • Lobana Petrievna (LO-ban-ah PET-treev-nah). Lobana 
  Petrievna is a secret operative the Swords of Liberty 
  in Wroat pretending to be newly arrived in Sharn from 
  Thrane as an  agent of Thrane and Cardinal Krozen. 
  She dresses in white with accents of silver, always 
  tasteful but never ostentatious. Lobana is stoic and 
  short. Her welcomes are without any warmth and her 
  answers perfunctory. Her goal with the meeting is to 
  deflect any attention from her, Merrix d’Cannith, or the 
  Swords of Liberty. If anyone suspects her of lying, she 
  tries to deflect so suspicion is placed on High Cardinal 
  Krozen and Thrane.
  Personality: Personality is for the weak.
  Ideal: The monarchy should not rule. The people 
  should.
  Bond: I would give my life to protect the Swords of 
  Liberty!
  Flaw: I will do ANYTHING for the Swords of Liberty, 
  and die before I give them up.
  • Lonth Sharpest (Lonth Sharp-est). Lonth Sharpest is 
  a retired half-orc pirate who has converted his wealth 
  into a store that deals in quality blades. He is suspicious 
  of others, especially authorities who assumes are just 
  pirates in a uniform.
  Personality: I am retired, but gold still matters to me.
  Ideal: Now that I am retired, I would like to be thought 
  of as respectable.
  Bond: Gold first, crew second, everyone else third.
  Flaw: Never trust the Watch.
  • Shalla d’Orien (SHAL-ah D OR-E-en). Shalla is a 
  dragonmarked heir who manages the Orien courier 
  station in Azure. Her job is as much public relations as 
  anything else, making sure House Orien follows all laws 
  while doing everything she can to avoid drawing it into 
  any scandal or betraying any trusts of its clients. She is 
  cagey while still trying to offer the minimum of aid.
  Personality: I try to look at the other guy’s cards before 
  looking at my own.
  Ideal: My House before all.
  Bond: I take pride in running a smooth business.
  Flaw: I am willing to overlook the flaws in my wealthy 
  clients.
  • Watch Sergeant Imos (EYE-mos). Imos is a gruff 
  veteran of the watch from the Sword Point Garrison in 
  Central Plateau under the command of Belew Yorgan, 
  who likes things quiet and tied up quickly. While not 
  evil, he is a bit lazy. He dislikes Commander Yorgan 
  for forcing the watch to do special favors for the rich 
  because it makes more work for Imos.
  Personality: I look for the easy way.
  Ideal: I am looking forward to a comfortable retirement.
  Bond: I care about my men, but I will always place 
  myself above them.
  Flaw: I am lazy and get flustered when something 
  seems too difficult.
  • Watchman Kavill. Kavill is young, idealistic, and just 
  starting to notice the corruption and laziness in some of 
  his superiors. He has only been on the Watch for nine 
  months.
  Personality: I put the best face forward and friendly, 
  helpful, loyal, and motivated.
  Ideal: I can make life better and safer for the people of 
  Sharn.
  Bond: People are basically good, some just get thrown 
  into bad situations.
  Flaw: Sometimes I caught by surprise when my 
  superiors don’t follow the rules that they set for others.
  Appendix 1: Locations & NPCs
  
  13
  • Yelfis (YELL-fis). Yelfis is a psionically gifted halfling 
  enforcer for Big Mondo of Clan Boromar. He doesn’t 
  care for the troubles of others and delights in causing 
  pain. He pretends to care about his Talentan heritage, 
  but it is a lie.
  Personality: I will hurt you because I can.
  Ideal: Might makes right.
  Bond: Others are to be used to get what I want.
  Flaw: I am a liar, bully, and love hurting others. My 
  heritage is a lie.
  • Yeq the Grin (Yek). Yeq is a longtooth shifter sometimes 
  hired as a spy or assassin by Clan Boromar. He is barely 
  more than a feral monster.
  Personality: Animals have it right. Take what you want 
  and feed your desires.
  Ideal: Desires exist to be met.
  Bond: I like animals and objects. People are not worth 
  my time.
  Flaw: I am afraid of those who travel in large packs, like 
  Clan Boromar or dragonmarked houses. When on the 
  run, my paranoia grows.
  Locations
  • Azure, Skyway. Skyway is a district that floats above the 
  city between Central Plateau and Menthis Plateau on 
  an island of solidified clouds. It consists of two Districts: 
  Azure to the south and Brilliant to the north. It is home 
  to the estates of some of the wealthiest people on the 
  continent. The people here decide the social, political, 
  and religious fates of much of the world.
  • Broken Arch, Middle Dura. Broken Arch was once 
  a higher-class residential neighborhood, but now it is 
  mostly made of rows of cracked stone houses circle 
  the central towers of this district. The streets are 
  largely quiet and empty but since it houses few socially 
  important residents, Watch patrols are lighter than in 
  the other districts and criminals from Lower Dura often 
  frequent the alleys of Broken Arch and to prey on the 
  honest citizens.
  • Callestan District, Lower Dura. Lower Dura is a 
  dark and dangerous place that has largely been left 
  to fester and rot while the miserable poor struggle 
  to get by. Street violence by amateurs and criminal 
  gangs are a common site, much more than the Sharn 
  Watch. Callestan is a district of inns and taverns for the 
  poor serving as a center for illegal trade and activity. 
  The people who come to stay in the inns of Callestan 
  sacrifice comfort to avoid the watchful eyes of the 
  law, and many crooked deals are arranged in its dark 
  taverns.
  • Fallen, Lower Dura. Fallen is the worst district in a 
  bad ward. Once a temple district over a century ago, it 
  is now a ruined slum. Further destroyed by the collapse 
  of The Glass Tower in 918 YK, the district is known for 
  its poverty and for the “ravers,” madmen who claim to 
  be able to communicate with the restless dead that still 
  haunt the area of the collapse.
  • Rat’s Paw. The Rat’s Paw is a ramshackle one room 
  public house in the Callestan District of Lower Dura. 
  It is run by Alfler Kembler, who pays protection to Clan 
  Boromar. Tars Graccen the House Orien courier used to 
  drink there.
  • The Bazaar, Middle Dura. The Bazaar is the largest 
  commercial district in Sharn, a labyrinth sprawling 
  across a dozen towers. Almost anything can be found 
  in this district, though the quality of any particular item 
  or service cannot be guaranteed. Of the four markets 
  of Sharn, the Bazaar has the highest concentration of 
  criminal activity, both for hire and actively practiced 
  against shoppers.
  
  14
  Appendix 2: Creature Statistics
  This appendix details new monsters that do not appear in 
  the Monster Manual.
  Bronze Scout
  Medium construct, unaligned
  Armor Class 13
  Hit Points 18 (4d8)
  Speed 30 ft., burrow 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  16 (+3)
  11 (+0)
  3 (-4)
  14 (+2)
  1 (-5)
  Skills Perception +6, Stealth +7
  Damage Immunities poison; bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 16
  Languages understands one language of its creator but can’t 
  speak
  Challenge 1 (200 XP)
  Earth Armor. The bronze scout doesn’t provoke opportunity 
  attacks when it attacks.
  Magic Resistance.  The bronze scout has advantage on saving 
  throws against spells and other magical effects.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 5 (1d4+3) piercing damage plus 3 (1d6) lightning 
  damage.
  Lightning Flare (Recharges after a Short or Long Rest). 
  Each creature in contact with the ground within 15 feet of 
  the bronze scout must make a DC 13 Dexterity saving throw, 
  taking 14 (4d6) lighting damage on a failed save, or half as 
  much on a successful one.
  Yeq the Grin (Shifter Spy)
  Medium humanoid (longtooth, shifter), chaotic evil
  Armor Class 12
  Hit Points 27 (6d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  15 (+2)
  10 (+0)
  12 (+1)
  14 (+2)
  16 (+3)
  Skills Deception +5, Insight +4, Intimidate +5, Investigation +5, 
  Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4
  Senses darkvision 60 ft., passive Perception 16
  Languages Common, Halfling
  Challenge 1 (200 XP)
  Cunning Action. On each of its turns, the spy can use a bonus 
  action to take the Dash, Disengage, or Hide action.
  Shifting (Recharges after a Short or Long Rest).  As a bonus 
  action, Yeq can assume a more bestial appearance. This 
  transformation lasts for 1 minute, until he dies, or until Yeq 
  reverts to his normal appearance as a bonus action. When Yeq 
  shifts, he gains 6 temporary hit points. In addition, he gains 
  access to Elongated Fangs attack. Once you shift, you can’t do 
  so again until you finish a short or long rest
  Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage 
  when it 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 the spy that isn’t incapacitated and the spy doesn’t have 
  disadvantage on the attack roll.
  Actions
  Multiattack. The spy makes two melee attacks
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 
  30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Bonus Actions
  Elongated Fangs. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6 + 1) piercing damage (include insignia 
  of claws).
  
  15
  Duergar Soulblade
  Medium humanoid (dwarf), lawful evil
  Armor Class 14 (leather armor)
  Hit Points 18 (4d8)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  16 (+3)
  10 (+0)
  11 (+0)
  10 (+0)
  12 (+1)
  Damage Resistances poison
  Senses darkvision 120 ft., passive Perception 10
  Languages Dwarvish, Undercommon
  Challenge 1 (200 XP)
  Duergar Resilience. The duergar has advantage on saving 
  throws against poison, spells, and illusions, as well as to resist 
  being charmed or paralyzed.
  Create Soulblade. As a bonus action, the duergar can create a 
  shortsword-sized, visible blade of psionic energy. The weapon 
  appears in the duergar’s hand and vanishes if it leaves the 
  duergar’s grip, or if the duergar dies or is incapacitated.
  Innate Spellcasting (Psionics). The duergar’s innate spellcasting 
  ability is Wisdom (spell save DC 12, +4 to hit with spell 
  attacks). It can innately cast the following spells, requiring no 
  components:
  Cantrips (at will): blade ward, true strike
  1st level (2 slots):  jump, hunter’s mark
  Sunlight Sensitivity. While in sunlight, the duergar has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Actions
  Soulblade. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) force damage, or 10 (2d6 + 3) force 
  damage while enlarged. If the soulblade has advantage on the 
  attack roll, the attack deals an extra 3 (1d6) force damage.
  Enlarge (Recharges after a Short or Long Rest). For 1 minute, 
  the duergar magically increases in size, along with anything 
  it is wearing or carrying. While enlarged, the duergar is Large, 
  doubles its damage dice on Strength-based weapon attacks 
  (included in the attacks), and makes Strength checks and 
  Strength saving throws with advantage. If the duergar lacks 
  the room to become Large, it attains the maximum size 
  possible in the space available.
  Invisibility (Recharges after a Short or Long Rest). The 
  duergar magically turns invisible for up to 1 hour or until it 
  attacks, it casts a spell, it uses its Enlarge, or its concentration 
  is broken (as if concentrating on a spell). Any equipment the 
  duergar wears or carries is invisible with it.
  
  16
  Appendix 3: Terminus Station Map
  
  17
  Appendix 4: Bonus Object A – A Friendly Request
  Estimated Duration: 1 hour
  Scene Time: 30 minutes
  Location (District, Ward): Any
  Prerequisites
  This bonus objective occurs once the characters have 
  been asking questions about Yeq or the Boromars. The 
  characters have attracted too much attention from the 
  Boromar Clan and so the criminal organization sends a 
  psionically enhanced enforcer named Yelfis to buy some 
  time for Yeq the Grin to make his escape on the next 
  lightning rail.
  Objectives
  In order to be successful, the party need only drive off the 
  halflings or avoid the fight entirely.
  Area Information
  This encounter could happen any place you deem 
  appropriate. Its most likely that the halflings stop the 
  party on the street, but they could just as easily come for 
  them in a restaurant or inn where they are staying.
  Creatures/NPCs
  One of the Boromars’ most ruthless enforcers is a 
  psionically gifted Yelfis (LE male halfling, statistics as 
  duergar soulblade) who runs with a group of three 
  toughs (CN male halfling tribal warriors) recently arrived 
  from the Talenta Plains. Kavill takes an instant dislike to 
  Yelfis.
  Yelfis’ Objectives/Goals. Yelfis approaches with a smile 
  and his minions at his back. He asks the party if they 
  would consent to a friendly request. He wants them to 
  stop their investigation, for their own good of course since 
  snooping around Sharn can be very dangerous. He offers 
  them 100 gp each if they just wait a day before asking 
  any more questions. Of course, he is sympathetic to their 
  plight, but it can’t be helped. If the characters don’t agree, 
  he starts to make veiled threats against their families and 
  friends. If the characters won’t take the rap, he’ll have to 
  silence them another way.
  What Does Yelfis Know? Yelfis knows that a House 
  Orien courier died and whoever killed the courier is 
  protected. He’s been asked by Big Mondo to dissuade 
  the characters from any further investigation. He doesn’t 
  know why, nor does he care.
  adjusting tHe scene
  Here are some suggestions for adjusting this scene, 
  according to your group.
  • Very Weak: Yelfis is a scout and remove one tribal 
  warrior.
  • Weak: Remove two tribal warriors.
  • Strong: Add one tribal warrior.
  • Very Strong: Add two tribal warriors.
  Treasure & Rewards
  If the characters manage to subdue the halflings, Kavill 
  will call in the Watch to take them away.
  Magic Items. It turns out that Yelfis is wanted for 
  assault, so as a reward, the Watch lets the characters 
  keep the potion of healing that he has in his pouch.
   
   
  Playing the Pillars
  Combat
  Exploration
  Social
  The halflings try to have their confrontation in 
  places where their small statue can be used 
  to their advantage. A battlefield with tables or 
  wagons they can stand under and attack with 
  half cover. 
  Sharn is a three-dimensional city that 
  is always filled with hustle and bustle. 
  Characters looking to avoid a combat could 
  easily turn this into a chase in which they 
  trying to turn the halfling’s slow speed 
  against them. 
  The tribal warriors don’t speak Common and 
  have never been to a large city before. With 
  a successful DC 15 Charisma (Persuasion) 
  check character could convince them that 
  their “friend” Yelfis is as much as of a friend 
  as they think and are instead using them to 
  cause trouble. A character that cannot speak 
  Halfling makes this check with disadvantage.  
   
   
  
  18
  Estimated Duration:  1 hour
  Scene Time: 1 hour 
  Location (District, Ward): Azure, Skyway
  Prerequisites
  This bonus objective extends episode 2, scene A when 
  Shalla d’Orien offers to tell the party who hired Tars to 
  pick up the message if they look in who Lobana Petrievna 
  really is. The characters can follow up on this line of 
  investigation any time after meeting with Shalla. 
  Objectives
  The goal of this encounter is to gather information about 
  Lobana Petrievna. The characters succeed if they can 
  connect her to High Cardinal Krozen of the Church of the 
  Silver Flame in Thrane (which is a ruse set-up by Lobana 
  since she actually works with the Swords of Liberty). This 
  could be accomplished by meeting with her and getting 
  her to let something slip or snooping around her Azure 
  district mansion. 
  Area Information
  Dimensions & Terrain. Lobana Petrievna’s walled 
  mansion has manicured grounds and a guard at the 
  front gate. There are ample decorative trees, bushes, 
  and flower beds. The gate is locked and the stone walls 
  are ten feet high. A successful DC 20 Dexterity check 
  made with thieves’ tools picks the lock and a successful 
  DC 15 Strength (Athletics) check climbs the wall 
  without equipment.
  Lighting. At night the garden paths are lit by everbright 
  lanterns though there are still many areas of darkness. 
  A. We Have a Few Questions
  One option to gain access is to play on Kavill’s position 
  as a member of the Sharn Watch. Kavill is not especially 
  comfortable pushing his way into to see someone of 
  such high a station, but can be talked into going along 
  with it. Even then it takes a successful DC 12 Charisma 
  (Persuasion or Intimidation) check to get past the gate 
  guard. 
  Creatures/NPCs
  Lobana Petrievna (LE female human noble) meets with 
  the characters in an austere sitting room that reflects 
  her own style. Everything is white with accents of silver, 
  tasteful but not ostentatious. Threats against her result in 
  a dozen guards being summoned to escort the party off 
  the grounds. The same happens if she feels the party is 
  learning too much.
  Lobana’s Objectives/Goals. Lobana is stoic and short. 
  Her welcomes are without any warmth and her answers 
  perfunctory. Her goal with the meeting is to deflect any 
  attention from her, Merrix d’Cannith, or the Swords of 
  Liberty. She instead tries to make the characters think the 
  government of Thrane is involved in the murder.
  What Does Lobana Know? Lobana is well aware that 
  she was passing a coded message from the Swords of 
  Liberty to Merrix d’Cannith, but she would NEVER let 
  that slip. Indeed, she knows more than she is telling 
  (noticed with a passive Wisdom (Insight) score of 15 
  or higher) but is generally not helpful. She offers the 
  following pieces of information (all lies):
  • She has recently moved to Sharn from Sigilstar in 
  Thrane. Her husband Yuri, who is now deceased, 
  expanded the family fortune through logging. 
  • She moved to Sharn to get away from memories of 
  her husband and because she is interested in learning 
  about art. The art scene is Sharn is said to be quite 
  impressive. 
  • She hired the House Orien courier to deliver a letter to 
  her sister Alexia in Flamekeep. 
  Characters who are skilled in conversation might notice 
  flaws in her story and maneuver her in to mention things 
  she did not intend. The DM is encouraged to work these 
  details into a verbal duel where Lobana spares with the 
  characters. If necessary, a successful DC 15 Charisma 
  (Deception or Persuasion) check could also reveal the 
  following: 
  • She is not a devout follower of the Silver Flame. 
  • She knows very little about Thrane. 
  • She knows nothing about art. 
  B. I’m Just Going to Look Around
  Anyone able to sneak around the mansion while dodging 
  staff and guards can gather the following interesting 
  pieces of information (planted by Lobana) with each 
  successful DC 15 Intelligence (Investigation) check:
  • In Lobana’s study is a portrait of High Cardinal Krozen. 
  Next to it is a copy of the Analects of War by Karrn the 
  Conqueror that is signed by High Cardinal Krozen “to 
  my most capable Lobana.”
  • In Lobana’s bedroom she has a locked trunk that 
  can be opened with a successful DC 20 Dexterity 
  check using thieves’ tools. The trunk is also trapped 
  with a poison needle trap (see chapter 5, “Adventure 
  Environments,” of the Dungeon Master’s Guide). Inside 
  the trunk is a suite of studded leather, two rapiers, a 
  dozen needles, three vials of basic poison and holy 
  symbol of the Silver Flame.
  • There are multiple symbols of the Silver Flame 
  throughout the mansion.
  Appendix 5: Bonus Object B –
  An Exchange of Information
  
  19
  Appendix 6: Adventure Flowchart
  This section should provide you, the DM, with a basic understanding of not only the flow of the adventure, but also the outline 
  of the different paths that your players may take in reaching their stated objective
  Episode One:
  Death is Only the 
  Beginning
  Bonus Objective B:
  An Exchange of 
  Information
  Episode Three:
  Terminus Station at 
  Dawn
  Episode Two:
  On The Trail
  Bonus Objective A:
  A Friendly Request
  
  20
  Appendix 7: Magic Item
  Characters completing this adventure’s second main 
  objective unlock this magic item. 
  Insignia of Claws
  Wondrous Item, Uncommon
  Tier 1, 16 treasure checkpoints
  While wearing this insignia, you gain a +1 bonus 
  to the attack and the damage rolls you make with 
  unarmed strikes and natural weapons. Such attacks are 
  considered magical. This item is found in Hoard of the 
  Dragon Queen.
  This insignia depicts a furry paw with extended 
  claws. While wearing it the bearer suffers no harm from 
  temperatures as cold as -20 degrees Fahrenheit or as 
  warm as 120 degrees Fahrenheit.
  Appendix 8: Story Award
  Characters who fight Big Mondo receive this story award.
  Enmity of the Callestan Boromar
  You are known as an enemy to the members of Clan 
  Boromar in the Callestan District.
  
  21
  Appendix 9: Dungeon Master Tips
  This adventure is designed for three to seven 1st-4th 
  level characters and is optimized for five characters 
  with an average party level (APL) of 1. Characters 
  outside this level range cannot participate in this 
  adventure.
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  Adjusting This Adventure
  When combat is a possibility, the adventure will provide 
  a sidebar that helps you to determine the best mix/
  number of opponents to provide them with to create an 
  appropriate challenge. While you’re not bound to these 
  adjustments; they’re here for your convenience and 
  consideration.
  To determine whether you should consider adjusting the 
  adventure, add up the total levels of all the characters and 
  divide the result by the number of characters (rounding .5 
  or greater up; .4 or less down). This is the group’s average 
  party level (APL). To approximate the party strength for 
  the adventure, consult the table below.
  Determining Party Strength
  Party Composition Party 
  Party Strength
  3-4 characters, APL less than 
  Very weak
  3-4 characters, APL equivalent 
  Weak
  3-4 characters, APL greater than 
  Average
  5 characters, APL less than 
  Weak
  5 characters, APL equivalent 
  Average
  5 characters, APL greater than 
  Strong
  6-7 characters, APL less than 
  Average
  6-7 characters, APL equivalent 
  Strong
  6-7 characters, APL greater than 
  Very strong
  a note on prerequisites and oBjectives
  D&D Players love to do things that their DM’s can’t 
  possibly anticipate, and at the same time, Dungeon 
  Masters are encouraged to customize the content of 
  our adventures, mixing and matching bits here and 
  there to make the final story as-played, their own.
  To help facilitate this kind of flexible play, please utilize 
  a rearrangeable approach for each adventure, part of 
  which is providing clearly stated PREREQUISITES, 
  (things that must take place prior to the beginning of 
  an episode) and OBJECTIVES (things that should be 
  accomplished before the end of an episode).
  Objectives and prerequisites allow DMs to more 
  easily swap the position of episodes throughout play. 
  The DM might even add content to an episode or 
  remove content from an episode without losing track of 
  what needs to happen when by explicitly calling out the 
  dependencies that exist between the different parts of 
  the adventure or episode.
  a Word to tHe Wise
  It is also possible, given a complex episode with 
  multiple locations, to make use of prerequisites and 
  objectives to make encounter order flexible inside the 
  episode itself. Consult with the admins in charge of 
  content before doing this however.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/DMsGuild Adept/DMsGuild Adept/DDAL-ELW01 - Murder in Skyway.pdf