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  WHAT'S PAST IS PROLOGUE
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, 
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  Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
  Sharn, City of Towers. They reach into the sky like the stone fingers of 
  civilization that they are. They hold secrets and promises, and break the same 
  just as quickly as they make new ones. You’ve got an opportunity to make a 
  little coin by assisting with an expedition for Morgrave University; this should 
  be easy money and not a lot of trouble… right?
  A Roleplaying Adventure for Brand-New Characters
  An Eberron Embers of the Last War Adventure
  Credits
  Designer: Alan Patrick
  Editing: James Introcaso, Ashley Michaela "Navigator" 
  Lawson
  Layout and Graphic Design: Rich Lescouflair
  Cartography: Wizards of the Coast
  Cover and 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-ELW00
  
  4
  T
  his section provides the adventure’s 
  background, a list of prominent NPCs, an 
  overview of the adventure in play, and hooks 
  that you can use to introduce your players’ 
  characters to the action.
  Background
  SHARN is a major city in BRELAND, a country in 
  southern Khorvaire, and is arguably the greatest seat of 
  civilization in Eberron. Trade flows regularly between 
  the many nations and this place is widely considered to 
  be a safe haven. Even so, a deadly CIVIL WAR has been 
  in effect for nearly a hundred years. Countless lives have 
  been lost in the bloody battles and deadly intrigues exist 
  everywhere. Sharn is no exception; with the massive 
  population and diverse cultures present, not everything is 
  as it seems.
  The DRAGONMARKED HOUSES provide their 
  services to anyone with the right amount of coin. 
  They also scheme and plot to further their own ends; 
  some houses seek status, some seek revenge, some 
  seek domination; the list is tangled and intricate. The 
  knowledge that the houses pursue their own agendas is 
  an open secret across the world.
  PRIVATEERS are an issue for merchants that profit 
  from the war, and in Sharn that is pretty much every 
  merchant. Fortunes are made and lost in the time it takes 
  to cast a spell or crack a wand, and the romance of it all is 
  a siren’s call to more names than history will ever be able 
  to record.
  EbErron and TimElinEs
  The Wayfinder’s Guide to Eberron and nearly all of the 
  published materials from earlier editions assume that the 
  current day is several years after the end of the Last War. 
  However, the events of this adventure take place on the 
  Day of Mourning – the catastrophic event that heralded 
  the end of that bloody conflict and ended the Last War. 
  Episodes
  The adventure takes place over two to four episodes and 
  takes approximately two to four hours to play.
  These episodes are initially introduced by a Call to Action 
  encounter.
  If you’re planning to play the entire adventure at once, 
  you only need to introduce the Call to Action once. If you 
  plan to play them over several sessions, revisit the Call to 
  Action each time you play.
  • Episode One: Ramming Speed! In which the crew of 
  the Cloudsliver discover that their employer has not 
  been entirely forthright.
  • Episode Two: The Darkest of Nights. Trapped aboard a 
  damaged airship, the characters find that not everything 
  is as it seems.
  • Episode Three: The Light at the End... Armed with 
  new knowledge, the characters have a destination and 
  an opportunity to clear their names.
  Bonus Objectives
  This adventure contains bonus objectives that the 
  characters can pursue if they have additional time to do so – 
  earning additional advancement checkpoints in the process.
  • Bonus Objective A - What Have We Here? The 
  characters may discover some encrypted research notes. 
  If they can find a member of House Sivis to translate 
  them, the information may prove quite valuable.
  • Bonus Objective B: I’m on a List?! This is optional and 
  can raise the difficulty of the adventure. Wanted posters 
  of the characters are plastered across Lower Dura. 
  Everyone is on high alert – a 500 gp reward for their 
  group is awfully tempting!
  Adventure Primer
  
  5
  Episode Sequence
  Depending on your time constraints, and play style and 
  environment, this adventure takes 2 to 4 hours.
  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 the Call to Action 
  each episode in order, however, you may include the 
  opportunity to pursue bonus objectives.
  Bonus Objectives. You can extend this adventure by 
  as much as two hours by including opportunities for the 
  characters to pursue the bonus objectives.
  Episodes two and three each feature one bonus objective, 
  which must be identified and resolved during that episode 
  in order to gain the additional benefits.
  Level 0 Gaming. This adventure requires the use of 
  level 0 pregens
  Call to Action
  Estimated Duration: 15 minutes
  Sharn is a major cosmopolitan city on the continent 
  of Khorvaire. All the known humanoid races can be 
  seen here and while some – warforged and goblins, 
  for example – may be treated with disrespect, the city 
  maintains an exterior of peace and acceptance. This is 
  all offset by the long-running civil war; the city maintains 
  a mostly-neutral position on the overall progress of the 
  war which makes it an ideal staging ground for eager 
  merchants, travelers, and refugees.
  The dragonmarked houses are especially fond of Sharn 
  due to both its population and location; they can pursue 
  their normal agendas while obscuring their hidden 
  intra- and inter-house conflicts. The population treats the 
  political system of the houses use as an open secret, and 
  while they may not be intrinsically aware of the specifics, 
  most people are quick to assume (and correctly) that the 
  dragonmarked houses always serve their own agendas 
  first and foremost.
  Common Knowledge
  As play begins, give the characters each a few moments to 
  describe themselves and their backgrounds. Explain that 
  they are surrounded by a dozen other people of various 
  races. They are all seated in The Golden Horn, an upscale 
  tavern near Morgrave University (see the Wayfinder’s 
  Guide to Eberron, chapter 6). Encourage each player to 
  add a detail or two that they can see inside the tavern, 
  then read or paraphrase the following points as they 
  interact with or just observe the other patrons:
  • The characters signed a short-term, easy money contract 
  with the university; their task is to assist Professor 
  Yarneth Moonsong, with the recovery of “certain arcane 
  artifacts” from the University’s recovery site. The 
  professor is human and has striking good looks.
  • The university assured the characters their efforts are 
  appreciated and that the work, while short, is expected 
  to prove lucrative.
  • The university reassured all applicants that although 
  the work may be hazardous, Professor Moonsong is a 
  tenure-track instructor and is quite trustworthy.
  • The worksite location is kept on a strictly “need to 
  know” basis, which is not extended to anyone present in 
  the room.
  • On a successful DC 8 Wisdom (Insight) check, the 
  characters can identify that many of the other people 
  in the room as having a significantly dangerous air to 
  them.
  lEvEl 0 GamEs
  This adventure uses pregenerated characters that are all 
  “level 0.” This means:
  • The character has chosen a name, race, and 
  background.
  • The character has NOT chosen a class.
  • The character has gear plus weapons, up to one 
  common magical item, and proficiencies granted by 
  their race and background .
  • A level 0 character has 6 + their Constitution modifier 
  for hit points, 1d6 hit dice, and no proficiency bonus. 
  Weapon and armor proficiencies may be granted by 
  race and background; those are fine!
  • You have communicated to the players that their 
  characters will become NPCs in the upcoming 
  campaign, and the events here are part of the story of 
  the Last War – guaranteed to shape events for years to 
  come! Encourage them to explore high heroics, play in 
  their environments, and get cinematically narrative with 
  their actions!
  Level 0 games assume that the characters are more 
  focused on roleplaying than critical, crunchy numbers. 
  Feel free to adjust this content to suit the needs of your 
  game. Characters at 1st level or above are not permitted in 
  this adventure. 
  After the characters have had time to mingle, they are 
  greeted by Professor Moonsong’s surprisingly deep voice. 
  He bellows out that everyone’s tab has been closed and 
  that they “should rest up; the airship leaves at dawn!” 
  The characters are directed by the professor’s assistants 
  towards a low-rent inn nearby and given explicit 
  instructions to report to the airship docks before dawn. 
  They are informed that the bill has already been paid.
  Uncommon Knowledge
  As the characters file out to leave, a passive Perception 
  score of 12 or higher overhears the professor speaking 
  to one of his assistants about how “the Boromars have 
  pulled a lot of strings and paid a lot of coin for this.” Any 
  character proficient in History or that succeeds on a DC 
  10 Intelligence (History) check knows that the Boromar 
  Clan is a organized crime syndicate led by the Boromars, 
  a family of halflings, with interests in Sharn and beyond.
  This section should provide you, the DM, with a basic 
  
  6
  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 objectives..
  Episode Flowchart
  Call to Action
  Episode One:
  Ramming Speed!
  Episode Two:
  The Darkest of Nights
  Bonus Objective A:
  What Have We Here?
  Episode Three:
  The Light at the End...
  Bonus Objective B:
  I'm on a List?!
  Wrap Up
  
  7
  Estimated Duration: 30 minutes
  T
  he following morning sees the characters 
  and other contractors arriving at the airship 
  docks. The professor is nowhere to be seen, 
  but his assistants are loading everyone 
  on an airship called the Cloudsliver. Some 
  people are tasked with loading crates, but 
  most of this is handled by the dockworkers.
  Just after dawn the airship lifts off.
  A Three-Hour Tour
  The characters and other contractors are informed 
  that the journey is roughly three hours, but until then 
  they should make themselves comfortable. A few of 
  the contractors are afraid of heights and sequester 
  themselves belowdecks, while most prefer to stay atop 
  the ship so that they can watch the journey. Airship travel 
  is not cheap and most are unlikely to ever have this 
  opportunity again. Professor Moonsong’s assistants seem 
  to be ever-present and happily talk about the ship, saying 
  that House Lyrandar really outdid themselves with “ol’ 
  Cloudsliver.”
  HousE lyrandar
  House Lyrandar drives much of the innovation 
  surrounding the elemental-powered airships and sea 
  vessels, but not every captain or pilot is necessarily an heir 
  of this dragonmarked house. It’s common knowledge that 
  the house provides signatory services that mark a vessel 
  they don’t operate as “satisfactory.” For this adventure, 
  the Cloudsliver is the property of Professor Moonsong and 
  has no affiliation with House Lyrandar.
  More information about this house and others can be 
  found in Wayfinder’s Guide to Eberron. 
  Prerequisites
  This episode begins once the characters complete the Call 
  to Action.
  Area Information
  The ship has the following features:
  Dimensions & Terrain. The ship is extremely well-
  constructed. The wooden planks are tightly fit and 
  magically treated to prevent aging, wear, and to self-repair 
  from minor damage. The airship has statistics in “The 
  Sea” in chapter 5, “Adventure Environments,” of the 
  Dungeon Master’s Guide.
  Lighting. As the airship is flying above the clouds, there is 
  plenty of sunlight. The belowdecks areas have small globes 
  with the continual flame spell cast inside of them. They can 
  be dimmed (but not shut off) by simply touching them.
  Episode One:
  Ramming Speed!
  
  8
  Objectives
  The objective here is simple: survive the journey.
  Creatures/NPCs
  In addition to the characters, there are several other 
  people present on the airship Cloudsliver:
  • 12 contractors (N commoners, various races)
  • Professor Moonsong (LN human cult fanatic of the 
  Traveler, though his beliefs are held in secret)
  • Professor Moonsong’s assistants; three humans, two 
  half-orcs, two halflings, and one bugbear (N or CN, six 
  are bandits and two are bandit captains)
  Scene A. What is the Ship’s Cargo?
  Inquisitive characters may wish to explore the ship’s 
  hold and check out the cargo. For those that do, tell them 
  that the cargo hold is locked and ask how they would 
  attempt to gain entry. For descriptive efforts, consider 
  granting advantage on their skill checks; for players that 
  simply want to roll dice and forego roleplaying is fine, too. 
  Entering the cargo hold requires:
  • moving there unnoticed by succeeding on a DC 14 
  Dexterity (Stealth) check
  • unlocking the hold with a successful DC 14 Dexterity 
  check made with thieves’ tools or forcing it open with a 
  successful DC 18 Strength check
  • succeeding on a DC 10 Intelligence (Investigation) or 
  Wisdom (Perception) check determines the best point of 
  entry with the least amount of watchful eyes
  If all three are successful (remember, only one person 
  needs to unlock the cargo hold!) the characters can plainly 
  see that the hold is entirely filled with explosive materials: 
  big barrels of sealed alchemical components that are 
  highly sensitive to movement. Once the characters see 
  this, proceed to the Impact, Dead Ahead! scene.
  opTional CompliCaTion
  If the characters are seen trying to break into the hold, 
  they may need to quickly resolve the situation. Add three 
  of the professor’s assistants (use thug statistics) and 
  start off with them bellowing out “Oi, you lot! Who goes 
  there?” then consider the following:
  • The assistants are open to parley. A successful DC 14 
  Charisma (Persuasion) check to convinces them to 
  walk away. Bribes of 1 gp or more grant advantage on 
  the check.
  • Roleplay attempts should be encouraged, especially if 
  the characters are quick to take advantage of terrain or 
  tactics that they describe.
  • Combat is fast, but the assistants don’t want to kill 
  the characters. Instead, they want to render them 
  unconscious and use them as the first assault wave in 
  Impact, Dead Ahead!  
  Scene B. What do They Know?
  Professor Moonsong remains locked away for most of the 
  journey (see Impact, Dead Ahead!) and does not emerge 
  from his quarters.
  The professor’s assistants also serve as the ship’s 
  crew. They speak openly of their love for the Cloudsliver, 
  with several claiming to have gone out on it many times 
  before. They all worked for the professor on multiple 
  job sites before, but despite their obvious loyalty to him, 
  they don’t appear to harbor any true respect beyond what 
  their paychecks provide. They refuse to speak of their 
  destination with any specifics, but a successful DC 16 
  Charisma (Persuasion) check convinces them to say, 
  “This job’s gonna be a rich one, that’s for sure,” with a 
  wink. If a character fails this check or simply asks too 
  many questions, the assistants growl and wave them off.
  The contractors come from many walks of life, but 
  they all have a few things in common: they have few 
  or no living relatives in Sharn; they’re desperate for 
  money; and they all make it clear that they’re not here to 
  ask questions. Feel free to embellish some names and 
  background information if you like but move the story 
  along sooner rather than later.
  
  9
  opTional CompliCaTions
  Asking too many questions may land the characters in 
  hot water – or earn them some valuable insight.
  • If they ask too many questions or are rude in their 
  pursuits, the assistants eventually make it difficult for 
  the characters to continue doing so. They seed dissent 
  through the contractors and other assistants; this 
  causes the characters to have disadvantage on ability 
  checks made to interact with the assistants.
  • One of the contractors (a bandit captain with 35 hp) 
  pushes one of the characters down, screaming to the 
  assistants “Oi! This one was rootin’ around in the hold! 
  I found him up to no good!”
  • The characters may be able to overhear the assistants 
  discussion the professor’s “Cannith connections, and 
  how that ship is gonna bring us all home, right?” If they 
  learn this, they must succeed on a DC 10 ability check 
  of your choice that is appropriate to the setting or else 
  be discovered.  
  Scene C. Impact, Dead Ahead!
  Roughly three hours into the journey, the professor’s 
  assistants become very animated and set about a variety of 
  tasks as Professor Moonsong emerges from his quarters. No 
  longer is he clad in the clothing of an academic; he is now 
  wearing a leather jerkin, a foppish hat with a cyan feather 
  sticking out of it and has a bracer on each arm. Each bracer 
  has multiple wands attached to it and a mechanical device 
  that swings the wands from the bracer directly into his hands.
  The assistants move quickly to press the contractors 
  into labor pulling ropes, hoisting boxes, and such. The 
  characters can observe the following:
  • The professor moves fluidly around the deck, much like 
  how a predator paces before attacking its prey.
  • The contractors are now fully engaged in their work.
  • While most of the assistants are focused on lashing 
  down anything loose on the deck, two of them yell at the 
  characters, saying “Get to work, you lot, or over the rail 
  you go!”
  Spend a few moments describing a rapid increase in the 
  ship’s movement and allow the characters to either help 
  their fellow contractors or hide on the ship’s deck; any 
  that try to return to the lower decks find that the door has 
  been locked and barred (so it cannot be picked or broken 
  down). Within minutes a sleek airship emerges from a 
  nearby cloud. It does not have a name on its hull and:
  • The professor bellows out “Impact, dead ahead!”
  • Previously-hidden artillery from the belowdecks area of 
  the Cloudsliver launch barrels of explosives at the new 
  vessel, but the explosives don’t seem to have much effect 
  save for reflecting them back at the Cloudsliver.
  • As the ships collide, several contractors and assistants 
  are thrown overboard. The remainder throw grappling 
  hooks to secure the ships together
  • The professor, a wand in each hand, begins firing spells 
  at the crew members on the other vessel. The remaining 
  assistants cross to the other vessel and begin their 
  attacks as well
  Allow the characters a few moments to describe the 
  chaos of what they see and to possibly even participate 
  in the fighting. It should be clear that the professor is 
  especially savage during this event and that he expects the 
  characters to be assisting, even going so far as to say, “This 
  is what you were hired for, you curs!” Take some time to 
  describe the violent exchange between the crews, and that 
  the entire battle is over within two or three minutes – with 
  only a handful of survivors on the Cloudsliver, including 
  the characters and the Professor. The crew of both vessels 
  have been killed off in the fighting.
  opTional CompliCaTion
  If the characters are itching for a fight, consider having 
  two or three deckhands (use bandit statistics) from the 
  other ship, or a group of two bandits and one acolyte.  
  A moment after the fighting concludes, an ominous 
  groaning and cracking emanates from the belowdecks as 
  the Cloudsliver begins to break from the damage!
  • Characters can each take a single action and attempt 
  to scramble up the deck and leap for the new vessel, 
  reach for the grappling hooks and ropes, or any other 
  reasonable escape method. If they can describe it, let 
  them do it! Make it cinematic!
  • The professor has a look of panic and screams out, “No, 
  no, no! This was not in the plan!” while running for his 
  quarters.
  Upon arriving on the deck of the new ship:
  • The Cloudsliver breaks in half and begins to fall to the 
  ground far below.
  • Professor Moonsong emerges from his quarters with a 
  satchel and a look of abject horror as he realizes that he 
  can’t get to the new ship.
  • The characters find two armbands on the deck of the 
  new ship. These armbands match the cloth that the 
  professor’s assistants had been wearing, and each sport 
  the sigil of the Boromar Clan.
  • The dead crewmembers of the new vessel all have the 
  emblem of House Cannith on their tunics. There are no 
  survivors.
  Concluding the Episode
  As the characters catch their breath they can watch the 
  professor sink out of view. No other living creatures are 
  visible, and then…
   
   
  Playing the Pillars
  Combat
  Exploration
  Social
  Getting into a fight is unlikely. The assistants 
  quickly reveal their nature as pirates by 
  throwing an instigator over the railing and 
  asking, “Who else?” If an instigator cannot 
  be caught, they throw contractors overboard 
  until the combat stops.
  Sneaky explorers are almost guaranteed to 
  find that the Cloudsliver is carrying a payload 
  of explosives and nothing else.
  It should be abundantly clear that the crew 
  is comprised of cut-throats and ne’er-do-
  wells. Speaking about the explosives, asking 
  too many questions, or being discovered in 
  secured areas leaves the characters in a rough 
  spot – a challenge to diplomacy, for certain!
   
   
  
  10
  Estimated Duration: 30 minutes
  … as the Cloudsliver drops out of sight, the characters are 
  left with only the sound of the howling wind. The new 
  vessel has stopped moving and hovers silently above the 
  clouds.
  The Sound of Silence
  The ship is dead in the air. It is not moving, and above 
  the clouds the temperature is fine – for now. No sound 
  reaches the ears of the characters other than what they 
  make, and no help is coming.
  Prerequisites
  This episode can only begin after the Cloudsliver has 
  separated from the Cannith vessel and crashed.
  Area Information
  The ship has the following features:
  Dimensions & Terrain. The House Cannith vessel 
  is constructed of mithril and an exotic black wood. 
  Its dimensions are indicated on the map. The airship 
  has statistics in “The Sea” in chapter 5, “Adventure 
  Environments,” of the Dungeon Master’s Guide.
  Lighting. While the sun is up, there is plenty of daylight 
  on the deck. Once the characters go belowdecks they will 
  need to provide their own light.
  Objectives
  Discover how to operate the ship and then fly it to safety.
  Creatures/NPCs
  There are no other creatures on the ship.
  Taking Stock of the Situation
  The Cannith airship has taken significant damage, but the 
  elemental ring that keeps the ship aloft is still functioning. 
  No helm is obviously visible, so the characters need to 
  explore the ship to find out how they can get moving 
  again. A successful DC 10 Intelligence (Arcana) check 
  knows this is no ordinary airship, which means it 
  can be piloted without the use of the House Lyrandar 
  dragonmark, the Mark of Storms.
  Allow the characters some time to explore the 
  environment and give them room descriptions as they 
  uncover them. Some rooms will need to be repaired (such 
  as patching holes in the hull) while others may just have 
  a narrative description. When the characters discover the 
  pilot’s room, they need to figure out how to open it and get 
  the vessel to fly once more.
  Objectives
  Access the pilot’s cabin and get the ship moving again.
  C1. Main Deck
  The main deck is littered with debris. Several dead bodies 
  of the original crew can be seen, and one of Professor 
  Moonsong’s assistants is dead, slumped over the rail. The 
  access hatch leading to area 8. Cargo Main is unlocked 
  but extremely heavy and requires a successful DC 16 
  Strength (Athletics) check to open.
  It is easy to see the amount of damage that the ship has 
  taken. Portions of the deck are broken, and characters 
  that look over the edge can see holes in the hull that lead 
  to areas 7, 8, and 11. If the characters wish to repair 
  the damage, they can use the raw materials in area 8 to 
  do so. Encourage them to describe or roleplay how they 
  would patch the holes or ask them to make some DC 
  10 Strength (Athletics) checks to nail the replacement 
  boards in place. If the characters have any helpful tool 
  proficiencies, grant them advantage on this check.
  C2. Fire Ring
  All airships use bound elementals to power their flight. 
  The fire elemental bound here encircles the ship, but 
  the flame is a dull pulse unlike its usual raging flame 
  and flickering colors. More information on the binding 
  of elementals can be found in the Wayfinder’s Guide 
  to Eberron and is generally considered to be common 
  knowledge but is not necessary for the flow of the 
  adventure.
  C3. Weapons Deck
  A massive harpoon turret stands here, ready to fire. Six 
  unused harpoons are on the decking and the weapon is 
  loaded and cocked. There are anchor points for additional 
  weapons.
  C4. Crew Quarters
  The crew quarters are unlocked. Bunk beds and chests 
  full of clothing have been scattered across the room.
  A quick search and successful DC 12 Intelligence 
  (Investigation) check yields the following:
  • Many insignias of House Cannith; some are 
  embroidered on clothes, some printed on journals, and 
  so on
  • No evidence of weapons or armor
  • A collection of research notes written in an encrypted 
  shorthand. A successful DC 14 Intelligence (Arcana) 
  check confirms that the notes have been sealed by 
  the gnomes of House Sivis (see Bonus Objective: 
  Translations are Funny).
  bonus objECTivE a – WHaT HavE WE HErE?
  Acquiring the encrypted notes unlocks the bonus 
  objective. To successfully complete it, the characters need 
  to get the book translated by a member of House Sivis.  
  Episode Two:
  The Darkest of Nights
  
  11
  HousE sivis
  House Sivis possesses the Mark of Scribing; only 
  gnomes can manifest it. The members of this house are 
  often employed as scribes, lawyers, or signatories on 
  matters of society. Some of the more senior members 
  have earned attractive salaries performing as encryptors 
  and transcribers of sensitive military communications 
  during the current war.
  More information about this house and others can be 
  found in Wayfinder’s Guide to Eberron.  
  C5. Pilot’s Nest
  The pilot’s nest is locked and cannot be opened from the 
  outside without additional help. There is no obvious lock 
  on this side and attempts to break it down confirm that it 
  is too securely made. The door can be dissolved by using 
  chemicals found in area 10. Laboratory.
  If the door is removed, the characters can see the pilot 
  slumped over the helm, dead; a dagger protrudes out 
  of his back. The pommel of the weapon sports the sigil 
  of the Boromar Clan and matches the insignia that the 
  professor’s assistants all had. There are six magical crystal 
  platters along the walls (three on the port, three on the 
  starboard), each showing an alert and details as follows:
  • Unless the hull is already repaired, three of them 
  indicate that the vessel cannot move until the holes are 
  all patched
  • One indicates that the cargo hold (area 7) is 
  dangerously off-balance. The characters can rectify 
  this by succeeding on three DC 10 Strength (Athletics) 
  checks when attempting to re-secure the warforged 
  behind the chains.
  • Unless the characters left the orrery in area 12 in full 
  planar convergence, one of the crystals indicates that 
  room as being “Out of alignment.”
  • One simply shows “Pilot missing.” Looking at the dead 
  pilot’s position, the characters can see that there are 
  shallow indentations on the floor where the pilot’s feet 
  should be positioned, and once in position that person 
  could easily grasp the helm.
  C6. Cargo – Upper Reaches
  Several chains and pulleys dangle here, and ropes 
  crisscross the open space that descends into area 7. 
  Looking down, the characters can see many warforged 
  bodies scattered across the floor, unmoving.
  C7. Cargo – Lower Reaches
  Two dozen intimidating-looking warforged are scattered 
  across the room. A successful DC 10 Intelligence 
  (Medicine) or (Arcana) check confirms that these are inert 
  warforged – they’ve never been alive. Loose chains dangle 
  from the walls, as if the warforged were restrained but 
  had shaken loose during the fighting.
  Map: Cannith Airship
  
  12
  C8. Cargo Main
  This cargo hold contains a significant amount of raw 
  materials that could used to repair the ship. Planks, 
  tools, nails, and buckets of adhesives dot the area, and 
  many other boxes are present as well. The ship had been 
  transporting fruits and grains in addition to the contents 
  of areas 7, 9, 10, and 11, which are now scattered and 
  worthless due to being destroyed by the conflict.
  C9. Warforged Loadout
  Dismembered warforged bodies are anchored to the 
  walls, all in various states of vivisection; some even show 
  signs of damage from improperly-installed components. A 
  DC 10 Intelligence (Medicine) or (Arcana) check confirms 
  that these are inert warforged – they’ve never been alive. 
  If the characters already explored area 10. Laboratory, 
  they can determine that the items created there were 
  being used on the bodies here. The chamber in the back 
  contains a single, semi-humanoid-shaped warforged 
  juggernaut that is still inert; regardless, it is the largest 
  warforged that the characters have ever seen and is 
  positively bristling with armor spikes and weaponry.
  The characters may wish to find a way to activate the 
  juggernaut, but without access to a Cannith creation forge 
  it’s simply not possible.
  C10. Laboratory
  All manner of arcane contraptions can be spied here, 
  though most are broken now because of the recent 
  fighting. Puddles of still-bubbling liquids are pooled on 
  the floor, scorch marks can be easily seen on the walls 
  and ceilings, and shards of glass are embedded here and 
  there.
  A successful DC 10 Intelligence (Arcana) check 
  confirms that item creation experiments were taking 
  place here, with most of the efforts being focused on the 
  creation of warforged components. Unfortunately, no 
  enchanted items remain.
  If the characters have already examined the door 
  to area 5. Pilot’s Nest, they realize that the caustic 
  chemicals could be scooped up here and used to eat 
  through the wooden doorway.
  C11. Dragonshards
  This entire deck is filled with boxes that all contain 
  various sizes, shapes, types, and qualities of 
  dragonshards. These magical items are harvested from 
  many locations, and it is immediately clear that this many 
  dragonshards represents a significant investment – likely 
  what Professor Moonsong and his cohorts were after. 
  However, the characters also realize that bringing this 
  many dragonshards to a dock in Sharn (or elsewhere) is 
  guaranteed to raise a lot of questions with all the wrong 
  sorts of people.
  Treasure. The characters can recover one functional 
  spellshard if they spend ten minutes searching the boxes 
  or succeed on a DC 14 Intelligence (Arcana) check.
  C12. Inverted Orrery
  The concave portion of this chamber is decorated with 
  incredibly detailed paintings of the various planes 
  of existence. Scrawled across the walls are complex 
  formulae, almost maddening in their presentation.
  Anyone that walks across the planar bowl or that 
  succeeds on a DC 14 Wisdom (Perception) check can 
  identify that the various planes are actually separate 
  elements that can be interacted with. Moving one causes 
  the others to rotate, eventually resulting in a full planar 
  convergence. When this happens, the magical lights in 
  the room dim and the sigils representing Xoriat, the Far 
  Realm become highlighted on the walls. While it’s not 
  entirely clear, a successful DC 14 Intelligence (Arcana) 
  check suggests the following:
  • A total planar convergence may unlock Xoriat, the Far 
  Realm
  • Not much is known of Xoriat, save that the unknowable 
  horrors of Eberron are rumored to come from that 
  place.
  Concluding the Episode
  The ship automatically restarts when the damage 
  is repaired, the warforged are secured, the orrery is 
  realigned, and a pilot takes position as described in area 
  5. Pilot’s Nest. When they do, they immediately feel a 
  connection to every aspect of the ship – as if they have 
  become a part of it. They can identify the presence of the 
  other characters, the inert warforged, and each piece of 
  cargo. As these sensations threaten to overwhelm the 
  pilot, the ship shudders into motion and a flat, monotone 
  message is broadcast into their mind:
  “This unit will take you to Sharn and then dock. Further 
  repairs are needed, and this unit requires significant 
  repairs and upon arrival will slumber until they are 
  complete.”
  No further messaging or communication is possible. The 
  pilot can wriggle the ship’s course, but it proceeds as if on a 
  track. Proceed to Episode Three. The Light at the End…
   
   
  Playing the Pillars
  Combat
  Exploration
  Social
  There is nothing to fight in this episode. 
  Martial-minded characters could feasibly 
  busy themselves with cutting planks for 
  repair, moving things around, disposing 
  of corpses, and so on though.
  This entire episode is geared for 
  exploration. The characters may hear 
  creaking beams, breaking chains, the 
  crash of the warforged in the hold 
  slamming to the group, or more. Inspire 
  them to travel and play with their 
  interactions! 
  Socially-minded characters may enjoy 
  interacting with the dragonshards, House 
  Sivis, and House Cannith elements 
  on the ship.  Consider reviewing those 
  entries in the Wayfinder’s Guide to 
  Eberron, and if needed simply hand those 
  entries to the characters so that they can 
  review at their leisure.
   
   
  
  13
  Estimated Duration: 30 minutes
  The characters have returned to Sharn, whether they like 
  it or not. Their ship has spoken to them, they have a cargo 
  hold full of warforged, and a wealth of dragonshards that 
  would put the combined income of Sharn to shame.
  Safe Harbor: Not Just for 
  Fugitives Anymore
  As the ship brings itself to a remote dock in the Lower 
  Dura section of Sharn, one final message flutters across 
  the crystalline panels in the pilot’s nest:
  “Shutting down. Repairs required. This unit will slumber 
  until this unit is restored.”
  Prerequisites
  This episode can only be run when the characters have 
  returned to Sharn with the Cannith vessel.
  Area Information
  The docks have the following features:
  Dimensions & Terrain. The ship has docked at a low-
  use, run-down section. Many of the buildings show signs of 
  disrepair, and the taverns nearby – their signs easily visible 
  from the ship – indicate all manner of seedy delights.
  Lighting. It is late in the day, and shadows grow long. 
  The docks keep magical lanterns along the major roads 
  and walkways, but there are plenty of alleys and unlit 
  sections as well.
   illiCiT Goods and CarGo
  During the journey, the characters should be able to 
  piece together that a cargo hold full of dragonshards and 
  inert warforged would bring them all sorts of the wrong 
  kind of attention. You can call for Wisdom (Insight) 
  checks or roleplay this out if you like, but you can also 
  safely consider this to be common knowledge.
  Lower Dura is known as a lawless place that Sharn 
  has left to rot. There are plenty of places to get vessels 
  repaired and services rendered, but it should be 
  impressed upon the characters that the dangers of this 
  place are many and they will likely be outclassed if they 
  attempt to get combative. Additional details can be found 
  in Wayfinder’s Guide to Eberron, but consider the following:
  • The corrupt Sharn Watch have essentially sealed the 
  tunnels that lead away from Lower Dura.
  • Crime is rampant.
  • Fencing the dragonshards, warforged, and/or the ship 
  would take a lot of time and draw a lot of unwanted 
  attention.
  If the characters wish to abandon the cargo and 
  ship, you may need to adjust the following encounters. 
  Speaking truthfully to anyone about the cargo results 
  in the professor learning of it, and he sends thugs and 
  assassins to deal with the characters after the conclusion 
  of the adventure as he wants this to stay a secret.  
  Episode Three:
  The Light at the End...
  
  14
  on “Wanted!” broadsheets and flyers throughout the 
  district. This effectively sets the entire district on high 
  alert, as the reward offered by Morgrave University is 
  substantial – 500 gp per person, paid upon surrender of 
  the entire group… dead or alive!
  For the remainder of the adventure, all Charisma-based 
  skill checks the characters make against residents of 
  the docks and NPCs other than Geryn and Xen have 
  their DCs increased by 2 (or made with disadvantage for 
  particularly adept groups; DM’s discretion). Additionally, 
  for every 5 minutes that the characters spend in the docks 
  they risk being spotted by the Sharn Watch:
  • The Sharn Watch patrols are comprised of one acolyte 
  of the Sovereign Host, two scouts, and two thugs (the 
  thugs have 35 hp each). They are mostly human, but a 
  few half-elves and half-orcs sometimes join them. They 
  are all of neutral alignment.
  • The Watch can be bribed at a rate of 3 gp per patrol 
  member, or 1 gp if the characters succeed on a DC 12 
  group Charisma check (using a skill of their choice).
  • The Watch is actively searching for the characters, 
  so the characters need to succeed on a DC 14 group 
  Dexterity (Stealth) check every 5 minutes or else they 
  are discovered.
  • One human Watch thug joins every non-Watch combat 
  that the characters get into for the remainder of the 
  adventure.
  Scene. Prying Eyes
  There aren’t many ships that dock here, and the 
  harbormasters are an offshoot of the Sharn Watch. As 
  with the Watch, the dockworkers are notoriously corrupt. 
  The characters need to somehow convince the workers 
  that their ship does not need to be manually inspected.
  Creatures/NPCs
  The harbormaster for this part of the docks is Shalindra 
  Essenstone (LE female Brelish human commoner). She 
  is a no-nonsense sort of person, but highly superstitious. 
  She is quick to suggest that damaged vessels talk to 
  Sebastian at Half-Tusk Fabricators, as she gets a small 
  kickback on services rendered.
  Objectives. Shalindra and her crew of six workers 
  take their tasks seriously. They monitor the docks, query 
  inbound vessels for their shipping manifests, and perform 
  spot-checks as-needed. Shalindra wants to perform a 
  manual spot-check on the contents of the airship that the 
  characters arrived in.
  What Do They Know? Shalindra knows that the 
  Boromar halflings are the true controllers of these docks, 
  and she is eager to keep them appeased. With a little 
  prodding and coin (DC 10 skill checks of the character’s 
  choice; grant advantage if they bribe 1 gp or more), 
  she can be convinced to skip the manual inspection. 
  Regardless, she is a good source of information about the 
  general area and can direct the characters to a nearby 
  magewright’s shop that is known to work on airships 
  “when the money is right and the questions are few.”
  If the characters are unable to convince Shalindra to not 
  perform an in-depth investigation of their vessel, she does 
  so. This results in her defaulting to the events listed in the 
  "Optional Complications" sidebar
  Objectives
  Repair the vessel and escape with the cargo and their lives.
  Optional Scene. Most Wanted
  As the characters disembark they see some familiar faces 
  on broadsheets throughout the quarter – their own!
  bonus objECTivE b – i’m on a lisT?!
  Morgrave University and Professor Moonsong blame 
  the characters for the destruction of the Cloudsliver and 
  placed wanted posters with their likenesses all over 
  Sharn. This bonus objective can make the adventure 
  very challenging, so proceed with extreme caution.  
  Prerequisites
  This scene should take place after the characters have their 
  initial interactions with Shalindra.
  What Do We Do Now?
  The characters are faced with the fact that their 
  reputations have preceded them: their faces are plastered 
  
  15
  opTional CompliCaTion
  There is a chance that Shalindra reports the characters 
  and their vessel to the Boromar Clan, especially if they 
  try to intimidate her or disrespect her and her staff. 
  If this happens, the characters are faced with three 
  Boromar toughs (bandits) and one Boromar captain (a 
  bandit captain with 35 hp) when next they return to their 
  ship. If the group is especially powerful, the Boromar 
  may bring along an Acolyte of the Sovereign Host (cult 
  fanatic). She also reports the ship if she discovers the 
  true cargo that the ship is carrying, even if the characters 
  were respectful in their interactions.  
  Scene. Finding a Mechanic
  There are many talented craftsmen around Sharn, but in 
  the docks only one has earned Shalindra’s vote of support 
  – Half-Tusk Fabrications. In lieu of Shalindra’s advice, 
  the characters can determine this for themselves with a 
  successful DC 8 ability check as you deem appropriate 
  such as Charisma (Persuasion) if asking around, 
  Intelligence (Investigation) if looking around, etc.
  Creatures/NPCs
  Half-Tusk Fabrications is a repair shop that is open for 
  business so long as the Boromar clan allows it to be. 
  Sebastian “Xen” Krailes (N half-orc scout), a broken-
  tusked half-orc that could easily pass for male or female, 
  operates the facility but is deeply in debt to the halflings 
  thanks to a gambling problem.
  Objectives. The characters need to get their ship 
  repaired, and Sebastian is the best – and only available 
  – shipwright and fabricator in the area. However, 
  Sebastian has a keen eye and wants to use the 
  characters and their ship as their ticket out of Sharn 
  away from the Boromar Clan.
  What Do They Know? The ship is going to need 
  many repairs, and Sebastian has all the basic materials. 
  Consider the following points in conversation:
  • Sebastian makes small talk but has already identified 
  the characters as adventurers – and the most likely 
  chance to get away from Sharn before the Boromar 
  Clan shows up.
  • Trust still needs to be established; sharing tales of 
  exploits or a successful DC 10 Charisma (Persuasion) 
  check should suffice.
  • Sebastian makes it clear that much time is needed to 
  finish everything, but basic repairs make the ship flight-
  worthy in a few hours.
  Once a deal is reached, Sebastian sets about working on 
  the ship. If the characters do not wish to bring Sebastian 
  into the crew, they are free to trade some dragonshards or 
  other goods in exchange for the work – especially if they 
  leave enough to pay off their debts, with a little extra “for 
  discretion.”
  opTional CompliCaTion
  If time allows or if the characters are especially eager for 
  combat, consider having two Boromar toughs (bandits) 
  show up and demand, “Your payment or your life; three 
  months is long enough!” from Sebastian.  
  Optional Scene. Translations are 
  Funny
  As they prepare to return to the ship, they see a gnome 
  with the Greater Mark of Scribing on his bald head get 
  tossed out of a tavern near the docks.
  Prerequisites
  This scene can only be run if the characters obtained the 
  encrypted research notes from the crew’s quarters in 
  Episode Two.
  Creatures/NPCs
  Geryn d’Sivis, (NG gnome mage, no prepared spells) 
  gnome dragonmarked heir of House Sivis, is not quite 
  entirely drunk. If the person that bears the notes comes 
  close, his head spins around and he looks them square 
  in the eye, saying “I can feel it. That’s one of mine, isn’t it? 
  My encryption?”
  If the characters acknowledge that they bear the 
  encrypted notes, he is quite eager to work with them. He 
  has the following to share, provided that the characters do 
  not mistreat him:
  • He has trained dozens of dragonmarked members of 
  House Sivis to use his encryption technique
  • House Sivis is known to provide translation and 
  encryption services for matters of business and, “er, 
  other discretions.”
  • He has recently run afoul of other senior members of his 
  house and offers to translate the notes if the characters 
  promise to get him safely out of Sharn. If pressed for 
  information, he only adds “I wrote something down that 
  I shouldn’t have, and now the Boromar Clan really wants 
  to make sure that I don’t write down anything further.”
  If the characters refuse to take him along he is upset but 
  wanders away, muttering about “finding my own way, with 
  lightning rails and fewer halflings!”
  If the characters agree to bring him along, three 
  Boromar toughs (bandit) and one Boromar captain 
  (bandit captain) accost the group. These halflings 
  demand Geryn’s head and attack unless he is surrendered 
  to them.
  Treasure
  The Boromar toughs each carry a handful of coins, and 
  the captain has a silver short sword in his possession.
  Additionally, this counts as a successful completion of 
  Bonus Objective A - What Have We Here?
  Final Scene. A Familiar Face
  As Sebastian prepares to complete the basic repairs, the 
  ship is approached by a familiar face.
  
  16
  Prerequisites
  This scene can only be run after all previous scenes have 
  been resolved.
  Creatures/NPCs
  Professor Moonsong (LN human cult fanatic of the 
  Traveler) has survived his drop from the Cloudsliver and 
  is here to collect the Cannith ship. He is incredulous that 
  the ship has returned to Sharn at all and seeks to keep 
  this as quiet as possible.
  Objectives. Professor Moonsong is arrogant and believes 
  that he can fend off any pushback from the characters by 
  offering them gainful employment and protection, or failing 
  that, simply killing them in short order.
  What Do They Know? The professor has not been 
  entirely truthful with his identity. He has the following to 
  share:
  • This ship, the Platinum Egret, was created based on his 
  schematics. He claims to be a Cannith by blood.
  • He starts with profuse thanks and attempts to walk onto 
  the deck as if he owns the ship; if barred from this, he 
  quickly becomes hostile.
  • He claims to have been abandoned by his family “much 
  like you lot abandoned me, though I see that you have 
  returned with the most exquisite of presents to make 
  up for it”. A successful DC 10 Wisdom (Insight) check 
  confirms that he believes he is telling the truth.
  • He explains that he wishes to take the ship and its 
  experimental equipment to the highest bidder, and then 
  “we can all live like kings.”
  • He says that he survived the drop thanks to his feather 
  token, a magic item that casts feather fall.
  If the characters offend him or if he sees that he is not 
  going to get what he wants, he begins combat. He dual 
  wields wands, a wand of magic missiles and a wand of 
  web; he can use both wands with a single Action but all 
  attacks made against him have advantage until the start of 
  his next turn.
  Just when the combat appears to be going in the 
  professor’s favor, when a character may be subject to 
  particularly gruesome end, or before a character strikes 
  a killing blow on the professor, a click is heard and is 
  immediately followed by a loud thrum: a crossbow turret 
  on the deck has fired a magical harpoon that pierces the 
  professor’s chest, flinging him out of sight!
  Moving Forward
  As the absurdity of the weapon hit washes over the 
  characters, they spy a large group (twelve or more, 
  depending upon party strength) of very angry Boromar 
  halflings and thugs (mostly bandits and bandit captains, 
  with some acolytes and a thug as-needed) approaching the 
  ship. Sebastian appears from the hold, bellowing out “the 
  ship is ready, let’s go, let’s GO! Whitehearth beckons!” and 
  frantically waving for everyone to get on board.
  The characters can scramble up the side of the ship, 
  rush up the gangplanks, climb the hanging ropes, or 
  even clamber atop nearby boxes and jump for the rails – 
  encourage them to narrate their experience, or simply call 
  for a DC 8 Strength or Dexterity check (including skills) 
  that best suit each character. Once aboard the ship, it 
  lurches into action – even without a pilot attaching to the 
  helm. Any character by the railing can see that the sides 
  of the ship separate in vaguely arm-like appendages that 
  violently punch the docks, shattering them beyond repair 
  and cutting off the Boromar Clan from pursuing.
  If the characters do not board the ship, they see the 
  above – but must fend for themselves as they flee the very 
  angry halfling mob and the shattered remains of the dock.
  WHErE do WE Go From HErE?
  So concludes What’s Past is Prologue. Be sure to retain 
  the following information:
  • The character names and races. Explain to the players 
  that these characters and the Platinum Egret are going 
  to reappear in later adventures of the Embers of the Last 
  War storyline, and that they’ve just helped create some 
  of the adventure narrative!
  • If the ship is not in their possession, reassure them 
  that everything is still relevant – they’re just at the 
  beginning of the story.
  • The status of Geryn and Sebastian. A translator and a 
  mechanic are an indispensable part of the crew.  
   
   
  Playing the Pillars
  Combat
  Exploration
  Social
  There are several potential combat 
  encounters, but excessive combat may 
  draw unwanted attention from the Sharn 
  Watch and the dockworkers. If this 
  happens, encourage the characters to 
  interact with their environments: hide 
  in trash piles, snipe from rooftops, and 
  so on!
  If the characters take some time to 
  explore the docks they may find that they 
  can arrange for debris and miscellaneous 
  packages to block their gangway. The 
  ship itself cannot be hidden but they can 
  make pursuit difficult with some creative 
  ability uses!
  Characters that keep an ear to the ground 
  may learn about Xen’s gambling debts, 
  Geryn’s trouble with House Sivis, or even 
  Shalindra’s own desires. Information 
  gathering is a valuable tactic; be sure to 
  reward the characters with inspiration 
  and additional knowledge if they do this.
   
   
  
  17
  Wrap Up
  Once the ship lifts off, the adventure ends. Summarize 
  the information from below, and then read the “Next 
  Time!” points to the players.
  Main Objective: Secure the Platinum Egret. The 
  Platinum Egret sails away from Sharn and back towards 
  the kingdom of Cyre. As the sun touches on the western 
  horizon, a massive explosion and wave of energy rips 
  through the landscape, and an ominous plume of smoke 
  in the distance is joined by dozens of smaller explosions 
  and eruptions of smoke and fire. Where the characters 
  go from here is up to the DM and the players if they wish 
  to continue, but the adventures in this series account 
  for these characters becoming NPCs. Regardless, the 
  characters have just witnessed what would later be 
  referred to as the Day of Mourning – a day in which a 
  mysterious explosion wiped out the nation of Cyre and 
  ended the Last War.
  Bonus Objective A: What Have We Here? If the 
  characters were able to get Geryn d’Sivis on board the 
  ship safely, he is willing to break the encryption on the 
  notes. This process takes him a few days and while the 
  arcane notes are well beyond the ability of both him and 
  the characters to fully digest, the research indicates that 
  that House Cannith had been working on turning this 
  ship into an “automated, self-piloted warship of death 
  and despair. Or a warforged, but that’s impossible, right?” 
  Regardless, Geryn is worried – and the characters should 
  be, too, as such work is illegal by Brelish law.
  Bonus Objective: I’m on a List?! If the characters 
  found the wanted posters and managed to escape Sharn, 
  the truth eventually comes out that the University was 
  acting on the false information as provided by Professor 
  Moonsong. Their names are legally cleared, but the 
  community may think otherwise of them in the future. Not 
  everyone has a glowing opinion of Morgrave University…
  Treasure & Rewards
  So long as the characters are on board the Platinum Egret, 
  they have earned their own airship with its own personality 
  and curious abilities. Unfortunately, the professor’s body 
  cannot be recovered before the ship leaves, and it is taken 
  by the Boromar Clan even if the characters don’t get on the 
  ship and attempt to disappear into the guts of Sharn.
  Next Time!
  Give the players the following information:
  •	These characters are now retired. Their story isn’t 
  necessarily over, but they are no longer player characters.
  •	Murder in Skyway, the next adventure in the Embers of 
  the Last War storyline, picks up four years after this 
  adventure.
  •	The players can make new 1st-level characters to be used 
  in the rest of the Embers of the Last War storyline, which 
  takes place in Sharn. The rewards they earned in this 
  adventure can be applied to those new characters.
  Embers of the Last War
  This prologue adventure sets up the coming adventures in 
  the Embers of the Last War storyline. The new characters 
  the players create find themselves at the center of a 
  mystery that involves the fractured branches of House 
  Cannith, the Boromar Clan, the Church of the Silver 
  Flame, the Lord of Blades, and many other factions.
  The Embers of the Last War Storyline
  Two years ago, the Treaty of Thronehold ended the Last 
  War, emancipated the warforged, and outlawed the use 
  of creation forges. Merrix d’Cannith, head of Cannith 
  South, keeps a secret creation forge in a hidden laboratory 
  beneath Sharn. In this lab Merrix creates new, more 
  powerful and obedient warforged to secretly sell to the 
  governments of Khorvaire that each fear the end of peace.
  
  18
  Merrix’s enemies in Cannith West are onto his plot. 
  They hope to find evidence of his violation of the treaty 
  so they can ruin him and rise as the true leaders of their 
  fractured house. Without a presence in Sharn, Cannith 
  West has contracted the Boromar Clan crime syndicate to 
  aid them in their nefarious task.
  When the characters find a House Orien courier’s 
  corpse in Sharn’s elite Skyway district, to clear their 
  names, they must get embroiled in the Embers of the Last 
  War storyline...
  Adventure Rewards
  Upon completing the adventure, the characters are 
  retired, however players can use rewards received 
  rewards based upon their accomplishments toward brand 
  new characters they create for the rest of the Embers 
  of the Last War storyline. These rewards may include 
  special rewards, such as story awards or new downtime 
  activities, as follows:
  Advancement and Treasure 
  Checkpoints
  The characters receive 2 advancement checkpoints and 2 
  treasure checkpoints for completing the adventure’s main 
  objective, Secure the Platinum Egret.
  The characters receive 1 advancement checkpoint and 
  1 treasure checkpoint for each bonus objective that they 
  complete, as follows:
  • Bonus Objective A. What Have We Here?
  • Bonus Objective B. I’m on a List?
  Player Rewards
  The characters earn the following rewards for 
  completing the adventure:
  Magic Item Unlock
  Characters completing adventure’s main objective unlock 
  this magic item.
  Spellshard. This polished dragonshard is bright red 
  and cut by the finest House Cannith artisan. It can hold 
  your favorite work of literature or be a blank slate for 
  your own writing. This item can be found in Appendix 2: 
  Player Handouts.
  DM Rewards
  In exchange for running this adventure, you earn 
  advancement and treasure checkpoints as though you 
  played the adventure, but receive 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.
  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.  
  Appendix 1: NPCs
  The following NPCs and locations feature prominently in 
  this adventure.
  Professor Yarneth Moonsong
  Human male, 41. This devilishly handsome man has dark, 
  slicked-back hair, a permanent five o’clock shadow, and 
  a cleft chin. He has been a professor in the History and 
  Acquired Cultures department at Morgrave University for 
  almost 20 years, and is secretly Merrix d’Cannith, a lost 
  heir to the Cannith empire.
  • Personality: Everything is better through bravado, 
  especially my own. But don’t you dare do that to me!
  • Ideal: There is no stronger bond than family – or more 
  virulent poison.
  • Bond: Legacy drives me, shapes me, controls me.
  • Flaw: I believe that I have been chosen by destiny.
  Geryn d’Sivis
  Gnome male, mid-50s. Geryn is a scion of House Sivis, 
  the dragonmarked house that has gained the Mark of 
  Scribing. He is an adept translator and enjoys playing 
  with puzzles, codes, and brain teasers. Has a soft spot for 
  lemon tea and thrice-distilled dwarven spirits (especially if 
  served at room temperature with a side of crispy bacon).
  • Personality: I know that I’m the smartest one in the 
  room, but I hate sharing that knowledge.
  • Ideal: Life and love are the two puzzles that should 
  never be solved.
  • Bond: Everything has a pattern and rhythm, and I bond 
  with those that keep regular schedules and practices.
  • Flaw: I can’t turn down a good puzzle.
  Sebastian “Xen” Krailes
  Half-orc genderfluid, late 20s. Xen is closer to their 
  tools and vehicles than any living person. They currently 
  operate Half-Tusk Fabrications near the docks but is 
  desperately underwater on bad gambling debts with the 
  Boromar Clan. Does not take offense to being called “he” 
  or “she” and enjoys playing both sides of that perception.
  •	Personality: Gruff exterior and extremely loyal. I will go 
  to the ends of Eberron for their friends.
  •	Ideal: I want to live a life that permits me to explore 
  mechanics and engineering.
  •	Bond: Tools and objects never betray me, so long as I do 
  my part.
  •	Flaw: I WILL fix it.
  
  19
  Appendix 2: Player 
  Handouts
  The following handouts can be given to the players when 
  the adventure calls for it.
  Player Handout 1: Magic Item 
  Unlock
  You have unlocked the following magic item, which can be 
  purchased for 1 treasure checkpoint.
  Spellshard
  Wondrous item, common
  This polished dragonshard is bright red and cut by the 
  finest House Cannith artisan. It can hold your favorite 
  work of literature or be a blank slate for your own writing.
  A spellshard is a polished Eberron dragonshard, sized 
  to fit into the palm of a hand. The shard is imbued with 
  a particular work of literature. By holding the shard and 
  concentrating, you can see its pages in your mind’s eye. 
  Thinking of a particular phrase or topic will draw you 
  to the first section that addresses it, and a simple ritual 
  allows you to add content to the shard.
  An arcane caster can use a spellshard instead of a 
  spellbook; the spellshard costs 1 gp per “page” in the 
  shard, and otherwise functions as a mundane spellbook. 
  Spellshards can also be used as diaries or journals.
  Appendix 3: Dungeon 
  Master Tips
  This adventure is designed for three to seven 0 level 
  characters. Characters outside this level range cannot 
  participate in this adventure.
  nEW To d&d advEnTurErs lEaGuE?
  Welcome to the D&D Adventurers League! You can learn 
  more about this global organized play campaign on our 
  website.
  nEW To EbErron?
  Eberron adventures are truly adventurous. They are 
  noir and action, humor and intrigue, and so much 
  more. If you have not already purchased a copy of 
  the Wayfinder’s Guide to Eberron, doing so is strongly 
  encouraged.
  nEW To bEinG THE dunGEon masTEr?
  A plethora of great Dungeon Master advice can be found 
  all across the internet. New DMs are urged to purchase 
  a copy of the Dungeon Master’s Guide and join our 
  Facebook (player group and  DM group) and Twitter 
  discussions.  
  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.
  If this adventure proves too easy for your players, 
  consider adding more combats using the provided 
  encounters in the adventure, or if the players want more 
  roleplaying encourage them to narrate through combat in 
  the most cinematic way possible! Endeavor to convince 
  the players to interact with their environments whenever 
  possible: twirl the chains, swing on ropes, push over 
  stacks of crates, and so on so that they can realize their 
  heroic intentions.
  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. 
  This adventure focuses on roleplaying and encourages 
  heroic antics, so if the players do something to 
  surprise you that might “break” an encounter… roll 
  with it! Be ready to adjust details on the fly and you 
  should endeavor to have this adventure play out like a 
  combination of an action movie where the protagonist is 
  just a normal person, a crime or heist movie where the 
  odds are stacked against them, and just a touch of heroic 
  cinematic experiences like Indiana Jones and Zorro.
  a Word To THE WisE
  Although this adventure intends the use of level 0 
  characters with basic races and backgrounds, some 
  intrepid players may be using dragonmarks or criminal 
  ties to groups like the Boromar clan. Be sure to work 
  with them so that their narrative can be woven into the 
  story without too much interruption.  
  
  TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
  HIT POINT MAXIMUM
  RACE
  CLASS & LEVEL
  PLAYER NAME
  CHARACTER NAME
  BACKGROUND
  EXPERIENCE POINTS
  ALIGNMENT
  PROFICIENCY BONUS
  PASSIVE WISDOM (PERCEPTION)
  INSPIRATION
   
   SAVING THROWS
   
   ARCANA
   
   HISTORY
   
   INVESTIGATION
   
   NATURE
   
   RELIGION
  INTELLIGENCE
   
   SAVING THROWS
   
   ANIMAL HANDLING
   
   INSIGHT
   
   MEDICINE
   
   PERCEPTION
   
   SURVIVAL
  WISDOM
   
   SAVING THROWS
   
   DECEPTION
   
   INTIMIDATION
   
   PERFORMANCE
   
   PERSUASION
  CHARISMA
   
   SAVING THROWS
   
   ATHLETICS
  STRENGTH
   
   SAVING THROWS
   
   ACROBATICS
   
   SLEIGHT OF HAND
   
   STEALTH
  DEXTERITY
   
   SAVING THROWS
  CONSTITUTION
  EQUIPMENT & CHARACTER NOTES
  OTHER PROFICIENCIES & LANGUAGES
  ARMOR
  CLASS
  NAME
  ATK BONUS
  DAMAGE/TYPE
  ATTACKS & SPELLCASTING
  FEATURES & TRAITS
  CURRENT HIT POINTS
  TEMPORARY HIT POINTS
  INITIATIVE
  SPEED
  IDEALS
  BONDS
  FLAWS
  PERSONALITY TRAITS
  DEATH SAVES
  HIT DICE
  SUCCESSES
  FAILURES
  Total
  +0
  9
  -1
  25
  I'm rude to people who lack 
  my commitment to hard work 
  and fair play.
  10
  +0
  8
  +0
  +0
  I'm committed to the people I 
  care about, not to ideals.
  8
  Dorius Til
  neutral good
  0
  -1
  I created a great work for someone, and then found 
  them unworthy to receive it. I'm still looking for 
  someone worthy. 
  1
  -1
  No one must ever learn that I once 
  stole money from guild coffers.
  -1
  -1
  14
  -1
  14
  +2
  d6 + 2
  +2
  +2
  +2
  +2
  +2
  +2
  +2
  +2
  Walking stick (club)
  +0
  1d4 + 0 (bludgeoning)
  +2
  +2
  +2
  ●
  ●
  +2
  +2
  +2
  +2
  14
  +2
  +2
  +2
  15
  0
  Guild Artisan
  Rock gnome
  +2
  +2
  +2
  12
   
   
  Darkvision. Accustomed to life 
  underground, you have 
  superior vision in dark and 
  dim conditions. You can see 
  in dim light within 60 feet of 
  you as if it were bright light, 
  and in darkness as if it were 
  dim light. You can't discern 
  color in darkness, only 
  shades of gray. 
   
  Gnome Cunning. You have 
  advantage on all Intelligence, 
  Wisdom, and Charisma 
  saving throws against magic.
  Tool: calligrapher's tools 
  Languages: Common, 
  Gnomish, Goblin 
  Armor: none 
  Weapons: none 
  one item from the Tinker list on the next page, a set of 
  calligrapher's tools, a letter of introduction from your guild, a set of 
  traveler's clothes, and a belt pouch containing 15 gp 
   
  walking stick (club)
  
  CHARACTER NAME
  EYES
  AGE
  WEIGHT
  HEIGHT
  HAIR
  SKIN
  NAME
  TREASURE
  CHARACTER BACKSTORY
  CHARACTER APPEARANCE
  ADDITIONAL FEATURES & TRAITS
  ALLIES & ORGANIZATIONS
  SYMBOL
  TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
  Dorius Til
  44
  3'5"
  42 lbs.
  brown
  grayish
  white
  Due to a niche complication in 
  local law, Dorius Til shares his 
  name with several other 
  gnomes - and because of this, 
  they are all considered to be 
  the same person. Dorius has 
  decided to work this to his 
  advantage and has begun to 
  seek out methods by which he 
  can grow his own wealth and 
  eventually escape from what 
  he perceives to be a live of 
  servitude in Sharn, especially 
  in the employ of House Sivis.  
  He has taken a keen interest in 
  testing his own limits and 
  despite the fact that he has 
  lived most of his life in an office 
  chair, he desires to have a 
  more adrenaline-filled life. 
  Having recently discovered that 
  Morgrave University often 
  requests "no questions asked" 
  labor for their expeditions, he 
  has set out to see what they 
  have to offer...
  Artificer's Lore. Whenever you make an Intelligence (History) check related to magic items, 
  alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of 
  any proficiency bonus you normally appIy. (For level 0 characters, add +1 to such checks instead.) 
  Tinker. You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 
  hour and 10 gp worth of materiaIs to construct a Tiny clockwork device (AC 5, 1 hp). The device 
  ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device 
  functioning), or when you use your action to dismantle it; at that time, you can 
  reclaim the materiaIs used to create it. You can have up to three such devices active at a time. 
       When you create a device, choose one of the following options: 
  - Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, 
  dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of 
  your turns in a random direction. lt makes noises as appropriate to the creature it represents. 
  - Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or 
  campfire. Using the device requires your action. 
  - Music Box. When opened, this music box plays a single song at a moderate volume. The box 
  stops playing when it reaches the song's end or when it is closed.  
  Guild membership: Sharn calligrapher's guild, and junior intern of House Sivis
  A sheet of parchment upon which is drawn a complex mechanical 
  contraption, seemingly powered by exposure to lava
  
  TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
  HIT POINT MAXIMUM
  RACE
  CLASS & LEVEL
  PLAYER NAME
  CHARACTER NAME
  BACKGROUND
  EXPERIENCE POINTS
  ALIGNMENT
  PROFICIENCY BONUS
  PASSIVE WISDOM (PERCEPTION)
  INSPIRATION
   
   SAVING THROWS
   
   ARCANA
   
   HISTORY
   
   INVESTIGATION
   
   NATURE
   
   RELIGION
  INTELLIGENCE
   
   SAVING THROWS
   
   ANIMAL HANDLING
   
   INSIGHT
   
   MEDICINE
   
   PERCEPTION
   
   SURVIVAL
  WISDOM
   
   SAVING THROWS
   
   DECEPTION
   
   INTIMIDATION
   
   PERFORMANCE
   
   PERSUASION
  CHARISMA
   
   SAVING THROWS
   
   ATHLETICS
  STRENGTH
   
   SAVING THROWS
   
   ACROBATICS
   
   SLEIGHT OF HAND
   
   STEALTH
  DEXTERITY
   
   SAVING THROWS
  CONSTITUTION
  EQUIPMENT & CHARACTER NOTES
  OTHER PROFICIENCIES & LANGUAGES
  ARMOR
  CLASS
  NAME
  ATK BONUS
  DAMAGE/TYPE
  ATTACKS & SPELLCASTING
  FEATURES & TRAITS
  CURRENT HIT POINTS
  TEMPORARY HIT POINTS
  INITIATIVE
  SPEED
  IDEALS
  BONDS
  FLAWS
  PERSONALITY TRAITS
  DEATH SAVES
  HIT DICE
  SUCCESSES
  FAILURES
  Total
  +0
  14
  +3
  30
  I've spent so long in the temple that I 
  have little practical experience dealing 
  with people in the outside world.
  8
  -1
  6
  -1
  -1
  I trust that my deity will guide my actions. I 
  have faith that if I work hard, things will go 
  well.
  16
  Flash
  lawful good
  0
  +3
  I would die to recover an ancient relic 
  of my faith that was lost long ago.
  1
  +3
  I judge others harshly, and 
  myself even more severely.
  +3
  +3
  15
  +3
  11
  +0
  d6
  +0
  +1
  +1
  +1
  +1
  +1
  +1
  +1
  Dagger
  +3
  1d4 + 3 (piercing)
  +2
  +2
  +2
  ●
  Dart (thrown only)
  +3
  1d4 + 3 (piercing)
  +2
  ●
  +2
  +2
  +2
  13
  +1
  +1
  +1
  12
  0
  Acolyte
  Goblin
  +1
  +1
  +1
  11
  The dagger can also be 
  thrown 20 feet (or 60 feet with 
  disadvantage) using the same 
  attack bonus and damage. 
   
   
   
   
   
   
  Darkvision. You can see in dim light 
  within 60 feet of you as if it were bright 
  light, and in darkness as if it were dim 
  light. You can’t discern color in 
  darkness, only shades of gray. 
   
  Fury of the Small. When you damage 
  a creature with an attack or a spell and 
  the creature’s size is larger than yours, 
  you can cause the attack or spell to 
  deal extra damage to the creature. The 
  extra damage equals your level. Once 
  you use this trait, you can’t use it again 
  until you finish a short or long rest. 
   
  Nimble Escape. You can take the 
  Disengage or Hide action as a bonus 
  action on each of your turns. 
   
  Goblins are Small creatures.
  Tool: none 
  Languages: Common, Elvish, 
  Goblin, Orc 
  Armor: none 
  Weapons: none 
  a holy symbol (a gift to you when you entered the priesthood), a 
  prayer book or prayer wheel, 5 sticks of incense, vestments, a set 
  of common clothes, and a belt pouch containing 2 gp, ball 
  bearings (1,000) 
   
  leather armor, dagger, 2 darts
  
  CHARACTER NAME
  EYES
  AGE
  WEIGHT
  HEIGHT
  HAIR
  SKIN
  NAME
  TREASURE
  CHARACTER BACKSTORY
  CHARACTER APPEARANCE
  ADDITIONAL FEATURES & TRAITS
  ALLIES & ORGANIZATIONS
  SYMBOL
  TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
  Flash
  12
  4'4"
  35 lbs.
  pink
  orange
  wispy, changes color in the light
  Goblins are known throughout Sharn, 
  and in many cases their presence is 
  accepted or at least tolerated. For some 
  goblin clans in the Cogs, though, this is 
  not the case - they are often faced with 
  severe adversity and outright hostility; 
  the environment of the Cogs is not 
  known for peaceful living. 
   
  Flash was surrendered to the Church of 
  the Silver Flame as an infant, and has 
  spent his life in contemplation and in 
  pursuit of peaceful resolution to life's 
  problems. During a particularly stirring 
  sermon, Flash muttered to himself that 
  he wished that he could be rid of all the 
  ne'er-do-wells in the Cogs, and two 
  things happened: he knew it was false 
  when he said it (he didn't honestly wish 
  ill of anyone), and one of his teeth fell 
  out. Whether this was because he was 
  still a child and his adult teeth were 
  growing in or because the gods saw fit 
  to punish him for his idle wish is not 
  entirely clear. 
   
  Since that day, Flash has been keeping 
  his teeth in a bag as they fall out and 
  will sometimes consult them for 
  whatever messages they might impart. 
  Most recently, he discerned that he 
  should be on the lookout for a motley 
  group on a mission for Morgrave 
  University.
  Feature: Shelter of the Faithful 
  As an acolyte, you command the respect of those who share your faith, and 
  you can perform the religious ceremonies of your deity. You and your 
  adventuring companions can expect to receive free healing and care at a 
  temple, shrine, or other established presence of your faith, though you must 
  provide any material components needed for spells. Those who share your 
  religion will support you (but only you) at a modest lifestyle. 
   
  You might also have ties to a specific temple dedicated to your chosen deity 
  or pantheon, and you have a residence there. This could be the temple 
  where you used to serve, if you remain on good terms with it, or a temple 
  where you have found a new home. While near your temple, you can call 
  upon the priests for assistance, provided the assistance you ask for is not 
  hazardous and you remain in good standing with your temple. 
   
  a bag containing forty-seven goblin teeth, one of which is rotten.  
   
  pole of collapsing (common magic item, Xanathar's Guide to 
  Everything) 
   
  While holding this 10-foot pole, you can use an action to speak a 
  command word and cause it to collapse into a 1-foot-long rod, for ease 
  of storage. The pole’s weight doesn’t change. You can use an action 
  to speak a different command word and cause the rod to revert to a 
  pole; however, the rod will elongate only as far as the surrounding 
  space allows.
  
  TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
  HIT POINT MAXIMUM
  RACE
  CLASS & LEVEL
  PLAYER NAME
  CHARACTER NAME
  BACKGROUND
  EXPERIENCE POINTS
  ALIGNMENT
  PROFICIENCY BONUS
  PASSIVE WISDOM (PERCEPTION)
  INSPIRATION
   
   SAVING THROWS
   
   ARCANA
   
   HISTORY
   
   INVESTIGATION
   
   NATURE
   
   RELIGION
  INTELLIGENCE
   
   SAVING THROWS
   
   ANIMAL HANDLING
   
   INSIGHT
   
   MEDICINE
   
   PERCEPTION
   
   SURVIVAL
  WISDOM
   
   SAVING THROWS
   
   DECEPTION
   
   INTIMIDATION
   
   PERFORMANCE
   
   PERSUASION
  CHARISMA
   
   SAVING THROWS
   
   ATHLETICS
  STRENGTH
   
   SAVING THROWS
   
   ACROBATICS
   
   SLEIGHT OF HAND
   
   STEALTH
  DEXTERITY
   
   SAVING THROWS
  CONSTITUTION
  EQUIPMENT & CHARACTER NOTES
  OTHER PROFICIENCIES & LANGUAGES
  ARMOR
  CLASS
  NAME
  ATK BONUS
  DAMAGE/TYPE
  ATTACKS & SPELLCASTING
  FEATURES & TRAITS
  CURRENT HIT POINTS
  TEMPORARY HIT POINTS
  INITIATIVE
  SPEED
  IDEALS
  BONDS
  FLAWS
  PERSONALITY TRAITS
  DEATH SAVES
  HIT DICE
  SUCCESSES
  FAILURES
  Total
  +0
  11
  +1
  30
  I have a crude sense of 
  humor.
  16
  +3
  8
  +3
  +3
  Ideals aren't worth killing 
  over or going to war for.
  12
  Grannok Twinpines
  neutral
  0
  +1
  Someone saved my life on the battlefield. 
  To this day I won't leave an ally behind.
  1
  +1
  I'd rather eat my armor than 
  admit when I'm wrong.
  +1
  +1
  8
  +1
  14
  +2
  d6 + 2
  +2
  +2
  +2
  +2
  +2
  +0
  +0
  +0
  ●
  Greatclub
  +3
  1d8 + 3 (bludgeoning)
  -1
  -1
  -1
  ●
  ●
  -1
  -1
  -1
  -1
  15
  +2
  +2
  +2
  10
  0
  Soldier (Infantry)
  Half-orc
  +0
  +0
  +0
  12
   
   
   
  Darkvision. Thanks to your orc blood, 
  you have superior vision in dark and 
  dim conditions. You can see in dim 
  light within 60 feet of you as if it were 
  bright light, and in darkness as if it 
  were dim light. You can't discern color 
  in darkness, only shades of gray. 
   
  Relentless Endurance. When you are 
  reduced to 0 hit points but not killed 
  outright, you can drop to 1 hit point 
  instead. You can't use this feature 
  again until you finish a long rest. 
   
  Savage Attacks. When you score a 
  criticaI hit with a melee weapon attack, 
  you can roll one of the weapon's 
  damage dice one additional time and 
  add it lo the extra damage of the 
  criticaI hit. 
  Tool: volatile cargo cart (land 
  vehicle), Three-Dragon Ante 
  (card game) 
  Languages: Common, Orc 
  Armor: none 
  Weapons: none 
  an insignia showing the rank of private, a trophy taken from a 
  fallen enemy (an old divination card showing your face), a set of 
  bone dice or deck of cards, a set of common clothes, and a beIt 
  pouch containing 10 gp 
   
  greatclub
  
  CHARACTER NAME
  EYES
  AGE
  WEIGHT
  HEIGHT
  HAIR
  SKIN
  NAME
  TREASURE
  CHARACTER BACKSTORY
  CHARACTER APPEARANCE
  ADDITIONAL FEATURES & TRAITS
  ALLIES & ORGANIZATIONS
  SYMBOL
  TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
  Grannok Twinpines
  17
  7'2"
  260 lbs.
  ice blue
  gray
  bald, black eyebrows
  Grannok originally hails from the 
  Shadow Marches, and a year 
  ago discovered the corpse of a 
  human soldier from Breland. 
  The corpse held little of value, 
  save for a fortune-teller's card 
  that clearly showed Grannok's 
  face. For some reason, the 
  elements had not seemed to 
  affect the card at all. 
   
  Grannok left his tribe and 
  sought to explore this curious 
  card's origin. During his travels 
  he was pressed into service in 
  the Brelish army, receiving 
  training on the "volatile cargo" 
  cart (really, the rolling mess hall 
  for the soldiers). After becoming 
  fed up with the rampant 
  disrespect that the mostly 
  human soldiers showed him, he 
  deserted and made his way to 
  Sharn. 
   
  Now, he seeks allies in his 
  quest to discover just what fate 
  has in store for him.
  Feature: Military Rank (private) 
  You have a military rank from your career as a soldier. SoIdiers 
  loyal to your former military organization still recognize your 
  authority and influence, and they defer to you if they are of a 
  Iower rank. You can invoke your rank to exert influence over 
  other soldiers and requisition simple equipment or horses for 
  temporary use. You can aIso usually gain access to friendly 
  military encampments and fortresses where your rank is 
  recognized.
  an old divination card showing your face 
   
  everbright lantern (common magic item, Wayfinder's Guide to Eberron) 
   
  An everbright lantern contains an Eberron dragonshard imbued with the 
  effect of a continual flame spell. This bright light is mounted inside a normal 
  bullseye lantern, allowing the light to be shuttered off. An everbright lantern 
  provides clear illumination in a 60-foot cone and shadowy illumination in a 
  120-foot cone, just like a mundane bullseye lantern, but its flame never 
  goes out. 
   
  
  TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
  HIT POINT MAXIMUM
  RACE
  CLASS & LEVEL
  PLAYER NAME
  CHARACTER NAME
  BACKGROUND
  EXPERIENCE POINTS
  ALIGNMENT
  PROFICIENCY BONUS
  PASSIVE WISDOM (PERCEPTION)
  INSPIRATION
   
   SAVING THROWS
   
   ARCANA
   
   HISTORY
   
   INVESTIGATION
   
   NATURE
   
   RELIGION
  INTELLIGENCE
   
   SAVING THROWS
   
   ANIMAL HANDLING
   
   INSIGHT
   
   MEDICINE
   
   PERCEPTION
   
   SURVIVAL
  WISDOM
   
   SAVING THROWS
   
   DECEPTION
   
   INTIMIDATION
   
   PERFORMANCE
   
   PERSUASION
  CHARISMA
   
   SAVING THROWS
   
   ATHLETICS
  STRENGTH
   
   SAVING THROWS
   
   ACROBATICS
   
   SLEIGHT OF HAND
   
   STEALTH
  DEXTERITY
   
   SAVING THROWS
  CONSTITUTION
  EQUIPMENT & CHARACTER NOTES
  OTHER PROFICIENCIES & LANGUAGES
  ARMOR
  CLASS
  NAME
  ATK BONUS
  DAMAGE/TYPE
  ATTACKS & SPELLCASTING
  FEATURES & TRAITS
  CURRENT HIT POINTS
  TEMPORARY HIT POINTS
  INITIATIVE
  SPEED
  IDEALS
  BONDS
  FLAWS
  PERSONALITY TRAITS
  DEATH SAVES
  HIT DICE
  SUCCESSES
  FAILURES
  Total
  +0
  12
  +2
  30
  I have a strong sense of fair play 
  and always try to find the most 
  equitable solution to arguments.
  8
  -1
  7
  -1
  -1
  Tyrants must not be allowed to oppress the 
  people.
  14
  Jindox
  neutral good
  0
  +2
  My tools are symbols of my past life, and I 
  carry them so that I will never forget my 
  roots.
  1
  +2
  I'm convinced of the significance of my 
  destiny, and blind to my shortcomings and 
  the risk of failure.
  +2
  +2
  10
  +2
  12
  +1
  d6 + 1
  +1
  +2
  +2
  +2
  +2
  +3
  +3
  +3
  Dagger
  +2
  1d4 + 2 (piercing)
  +0
  +0
  +0
  ●
  ●
  ●
  ●
  Sling
  +2
  1d4 + 2 (bludgeoning)
  +0
  +0
  +0
  +0
  14
  +2
  +2
  +2
  17
  0
  Folk Hero
  Changeling
  +3
  +3
  +3
  12
  The sling has a range of 30 
  feet, but can be used to attack 
  a target up to 120 feet away 
  with disadvantage. 
   
  The dagger can be thrown 20 
  feet (or 60 feet with 
  disadvantage).
  Unsettling Visage. When a 
  creature you can see makes 
  an attack roll against you, you 
  can use your reaction to 
  impose disadvantage on the 
  roll. You must use this feature 
  before knowing whether the 
  attack hits or misses. Using 
  this trait reveals your 
  shapeshifting nature to any 
  creature within 30 feet that 
  can see you. Once you use 
  this trait, you can’t use it 
  again until you finish a short 
  or long rest.
  Tool: carriage (land vehicle), 
  woodworker's tools 
  Languages: Common, 
  Gnomish, Goblin 
  Armor: none 
  Weapons: none 
  a set of woodworker's tools, a shovel, an iron pot, a set of 
  common clothes, and a belt pouch containing 10 gp 
   
  dagger, sling
  
  CHARACTER NAME
  EYES
  AGE
  WEIGHT
  HEIGHT
  HAIR
  SKIN
  NAME
  TREASURE
  CHARACTER BACKSTORY
  CHARACTER APPEARANCE
  ADDITIONAL FEATURES & TRAITS
  ALLIES & ORGANIZATIONS
  SYMBOL
  TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
  Jindox
  unknown
  variable
  variable
  variable
  variable
  variable
  Jindox ("Jin", for short) was once a 
  simple woodworker and lived near the 
  southern shoreline of Khorvaire. As the 
  war began to exert its influence on 
  everyone and everything, Jin was 
  pressed into Breland's military service. 
  As they were in a human form at the time 
  - hiding their heritage as a changeling - 
  no one thought anything of their addition 
  to the infantry. Jin would spend the next 
  several months changing shape in order 
  to shy away from active service and 
  attempting to escape, but always found 
  themselves back with the troops - alas, 
  safety in numbers.  
   
  Eventually Jin found that they had a 
  knack for defusing stressful situations 
  and often scouted ahead of the army and 
  would convince the local population to 
  calm down before their arrival. In return, 
  Jin would sneak supplies back to the 
  farmers and citizens as the army left. 
   
  One day a half-orc showed up, 
  impressed of his own role in destiny and 
  bearing a fortune-teller's card that clearly 
  showed his face. Jin took an interest in 
  the half-orc's presence and took it upon 
  themself to guide the half-orc out of the 
  military and into Sharn. This half-orc is 
  named Grannok Twinpines, and Jin has 
  been following him ever since.
  Change Appearance. As an action, you can transform your appearance or revert to your 
  natural form. You can’t duplicate the appearance of a creature you’ve never seen, and you 
  revert to your natural form if you die.  
       You decide what you look like, including your height, weight, facial features, the sound of 
  your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can 
  make yourself appear as a member of another race, though none of your game statistics 
  change. You also can’t appear as a creature of a different size than you, and your basic 
  shape stays the same; if you’re bipedal, you can’t use this trait to become quadrupedal, for 
  instance. Your clothing and other equipment don’t change in appearance, size, or shape to 
  match your new form, requiring you to keep a few extra outfits on hand to make the most 
  compelling disguise possible. 
       Even to the most astute observers, your ruse is usually indiscernible. If you rouse 
  suspicion, or if a wary creature suspects something is amiss, you have advantage on any 
  Charisma (Deception) check you make to avoid detection. 
   
  FEATURE: RUSTIC HOSPITALITY 
  Since you come from the ranks of the common folk, you fit in among them with ease. You 
  can find a place to hide, rest, or recuperate among other commoners, unless you have 
  shown yourself to be a danger to them. They will shield you from the law or anyone else 
  searching for you, though they will not risk their lives for you.
  a tiny portrait of a goblin that looks a lot, but not exactly, like 
  Flash; this portrait seems to move ever so slightly when someone 
  looks at it directly
  
  TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
  HIT POINT MAXIMUM
  RACE
  CLASS & LEVEL
  PLAYER NAME
  CHARACTER NAME
  BACKGROUND
  EXPERIENCE POINTS
  ALIGNMENT
  PROFICIENCY BONUS
  PASSIVE WISDOM (PERCEPTION)
  INSPIRATION
   
   SAVING THROWS
   
   ARCANA
   
   HISTORY
   
   INVESTIGATION
   
   NATURE
   
   RELIGION
  INTELLIGENCE
   
   SAVING THROWS
   
   ANIMAL HANDLING
   
   INSIGHT
   
   MEDICINE
   
   PERCEPTION
   
   SURVIVAL
  WISDOM
   
   SAVING THROWS
   
   DECEPTION
   
   INTIMIDATION
   
   PERFORMANCE
   
   PERSUASION
  CHARISMA
   
   SAVING THROWS
   
   ATHLETICS
  STRENGTH
   
   SAVING THROWS
   
   ACROBATICS
   
   SLEIGHT OF HAND
   
   STEALTH
  DEXTERITY
   
   SAVING THROWS
  CONSTITUTION
  EQUIPMENT & CHARACTER NOTES
  OTHER PROFICIENCIES & LANGUAGES
  ARMOR
  CLASS
  NAME
  ATK BONUS
  DAMAGE/TYPE
  ATTACKS & SPELLCASTING
  FEATURES & TRAITS
  CURRENT HIT POINTS
  TEMPORARY HIT POINTS
  INITIATIVE
  SPEED
  IDEALS
  BONDS
  FLAWS
  PERSONALITY TRAITS
  DEATH SAVES
  HIT DICE
  SUCCESSES
  FAILURES
  Total
  +0
  12
  +2
  30
  Sarcasm and insults are my 
  weapons of choice.
  8
  -1
  6
  -1
  -1
  I distribute the money I acquire 
  to the people who really need it. 
  14
  Sharyl Fiennes
  neutral
  0
  +2
  ●
  A powerful person killed someone I love. 
  Some day soon, I'll have my revenge.
  ●
  1
  +2
  I'm convinced that no one could 
  ever fool me the way I fool others.
  +2
  +2
  14
  +2
  11
  +0
  d6
  +0
  +1
  +1
  +1
  +1
  +3
  +3
  +3
  Witch Bolt
  +0
  1d12 (lightning)
  +2
  +2
  +2
  ●
  Dagger
  +2
  1d4 + 2 (piercing)
  +2
  +2
  +2
  +2
  12
  +1
  +1
  +1
  16
  0
  Charlatan
  Human (variant)
  +3
  +3
  +3
  11
  You can also throw your 
  dagger 20 feet (60 feet with 
  disadvantage) using the same 
  attack bonus and damage. 
   
   
   
  Aberrant Dragonmark. Can 
  cast true strike (cantrip) as an 
  action. You can also cast 
  witch bolt (1st level) as an 
  action once per long rest. 
   
  Shiftweave Clothes. You can 
  utter the command word 
  "incognito" and shift your 
  clothing into one of five 
  distinct outfits (fine clothes 
  plus four that you choose).
  Tool: disguise kit, forgery kit 
  Languages: Common, 
  gnomish 
  Armor: none 
  Weapons: none 
  set of fine clothes made of shiftweave (common magic item from 
  Wayfinder's Guide to Eberron), a disguise kit, a set of weighted 
  dice, belt pouch containing 15 gp 
   
  dagger 
   
  
  CHARACTER NAME
  EYES
  AGE
  WEIGHT
  HEIGHT
  HAIR
  SKIN
  NAME
  TREASURE
  CHARACTER BACKSTORY
  CHARACTER APPEARANCE
  ADDITIONAL FEATURES & TRAITS
  ALLIES & ORGANIZATIONS
  SYMBOL
  TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
  Sharyl Fiennes
  28
  5'8"
  155 lbs.
  Hazel
  pale
  flowing, brown
  "Sharyl Fiennes" is just the most 
  recent in a long list of aliases that 
  this person has had. She has a 
  mix of memories, including being 
  male, female, nonbinary, and 
  even of being non-human. From 
  time to time she recalls bits and 
  pieces of training, including the 
  use of disguise kits, magic, and 
  interrogation techniques. Most of 
  her background is a foggy 
  mystery, even to her. 
   
  The only thing that she is certain 
  of is that she is fleeing something 
  - something big and terrible, and 
  that the Dragonmarked Houses 
  want her dead. She takes great 
  lengths to keep her aberrant 
  dragonmark hidden from all but 
  her most trusted allies, and even 
  then she is reluctant to reveal its 
  nature and abilities. 
   
  She fears that she may actually 
  be marked (or cursed, as she 
  says with a sneer) "for something 
  greater in the Draconic 
  Prophecy."
  Feature: False Identity 
  Sharyl has created a second identity (player chooses what it is) that includes 
  documentation, established acquaintances, and disguises that allow her to assume 
  that persona. Additionally, she can forge documents including official papers and 
  personal letters, as long as she has seen an example of the kind of document or the 
  handwriting she is trying to copy. 
   
  The skin around her aberrant dragonmark is withered, angry, and dry to the point of 
  flaking. 
   
  You learn a cantrip from the sorcerer spell list. In addition, choose a 1st-level spell 
  from the sorcerer spell list. You learn that spell and can cast it at its lowest level. 
  Once you cast it, you must finish a long rest before you can cast it again. 
  Constitution is your spellcasting ability for these spells.  
  • You can increase the power of your aberrant spells at the risk of your own vitality. 
  When you cast a spell with your aberrant mark, you can use one of your Hit Dice to 
  increase the spell’s level by 1. Immediately after you cast the spell, roll the Hit Die. 
  You take damage equal to the number rolled. A level 0 character has 1 Hit Die.
  
  TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
  HIT POINT MAXIMUM
  RACE
  CLASS & LEVEL
  PLAYER NAME
  CHARACTER NAME
  BACKGROUND
  EXPERIENCE POINTS
  ALIGNMENT
  PROFICIENCY BONUS
  PASSIVE WISDOM (PERCEPTION)
  INSPIRATION
   
   SAVING THROWS
   
   ARCANA
   
   HISTORY
   
   INVESTIGATION
   
   NATURE
   
   RELIGION
  INTELLIGENCE
   
   SAVING THROWS
   
   ANIMAL HANDLING
   
   INSIGHT
   
   MEDICINE
   
   PERCEPTION
   
   SURVIVAL
  WISDOM
   
   SAVING THROWS
   
   DECEPTION
   
   INTIMIDATION
   
   PERFORMANCE
   
   PERSUASION
  CHARISMA
   
   SAVING THROWS
   
   ATHLETICS
  STRENGTH
   
   SAVING THROWS
   
   ACROBATICS
   
   SLEIGHT OF HAND
   
   STEALTH
  DEXTERITY
   
   SAVING THROWS
  CONSTITUTION
  EQUIPMENT & CHARACTER NOTES
  OTHER PROFICIENCIES & LANGUAGES
  ARMOR
  CLASS
  NAME
  ATK BONUS
  DAMAGE/TYPE
  ATTACKS & SPELLCASTING
  FEATURES & TRAITS
  CURRENT HIT POINTS
  TEMPORARY HIT POINTS
  INITIATIVE
  SPEED
  IDEALS
  BONDS
  FLAWS
  PERSONALITY TRAITS
  DEATH SAVES
  HIT DICE
  SUCCESSES
  FAILURES
  Total
  +0
  11
  +0
  30
  I am horribly, horribly 
  awkward in social situations.
  14
  +2
  9
  +2
  +2
  Self-Improvement. The goal of a life 
  of study is the betterment of oneself.
  10
  Silver Codex
  neutral
  0
  +0
  ●
  I work to preserve a library, 
  university, scriptorium, or monastery.
  1
  +0
  I am easily distracted by the 
  promise of information.
  +0
  +0
  14
  +0
  16
  +3
  d6 + 3
  +3
  +1
  +1
  +1
  +1
  -1
  -1
  -1
  ●
  Saber (shortsword)
  +2
  1d6 + 2 (piercing)
  +2
  +2
  +2
  ●
  +2
  +2
  +2
  +2
  12
  +1
  +1
  +1
  8
  0
  Sage (Scribe)
  Warforged Envoy
  -1
  -1
  -1
  11
   
   
  Quirk: You try to apply wartime 
  tactics and discipline to every 
  situation. 
   
  Sentry's Rest. When you take a 
  long rest, you must spend at least 
  six hours in an inactive, motionless 
  state, rather than sleeping. In this 
  state, you appear inert, but it 
  doesn't render you unconscious, 
  and you can see and hear as 
  normal. 
   
  Integrated Protection. Your body 
  has built-in defensive layers, which 
  determine your armor class. You 
  gain no benefit from wearing armor, 
  but if you are using a shield, you 
  apply its bonus as normal.
  Tool: calligrapher's supplies 
  Languages: Common, Goblin 
  Armor: none 
  Weapons: none 
  Integrated Protection: darkwood core (unarmored). 11 + dex 
   
  Integrated Tool: Calligrapher's tools have been integrated into your body, and you 
  double your proficiency bonus for any ability checks you make with it. You must 
  have your hands free to use this integrated tool. 
   
  saber (shortsword), a bottle of black ink, a quill, a small knife, a letter from the 
  previous Silver Codex imploring you to find "the truth of Whitehearth," a set of 
  common clothes, and a pouch containing 10 gp
  
  CHARACTER NAME
  EYES
  AGE
  WEIGHT
  HEIGHT
  HAIR
  SKIN
  NAME
  TREASURE
  CHARACTER BACKSTORY
  CHARACTER APPEARANCE
  ADDITIONAL FEATURES & TRAITS
  ALLIES & ORGANIZATIONS
  SYMBOL
  TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
  Silver Codex
  6
  4'10"
  175 lbs.
  Brown
  Darkwood & steel
  none
  The warforged were not 
  considered to be free people 
  until after the Last War's 
  conclusion. As Silver Codex is 
  effectively a deserter, removing 
  the hat of disguise will reveal 
  this fact and may draw 
  unwanted attention.
  Silver Codex is a warforged 
  envoy that had been tasked 
  with the indexing and 
  maintenance of all of the 
  Brelish army's personnel files in 
  Sharn. In truth, "Silver Codex" 
  is more of a title than anything; 
  every year, a new Silver Codex 
  is introduced and the previous 
  one is decommisioned - the 
  specifics of this practice are 
  known only to the Cannith 
  artificers that perform it. 
   
  When you assumed your 
  mantle, you discovered a 
  journal that had been left for 
  you, hidden away in a box. This 
  journal includes notes from at 
  least two previous Silver 
  Codexes, and hints that "there 
  is ultimate truth for all 
  warforged in Whitehearth." Also 
  inside the box was a crystal 
  doorknob and a fancy plumed 
  hat.
  Feature: Researcher 
  When you attempt to learn or recall a piece of lore, if you do not know 
  that information, you often know where and from whom you can obtain 
  it. Usually, this information comes from a library, scriptorium, 
  university, or a safe or other learned person or creature. Your DM 
  might rule that the knowledge you seek is secreted away in an almost 
  inaccessible place, or that it simply cannot be found. Unearthing the 
  deepest secrets of the multiverse can require an adventure or even a 
  whole campaign. 
   
  As a warforged envoy, you have advantage on saving throws against 
  being poisoned and you have resistance to poison damage. You are 
  immune to disease, you don't need to eat, drink, or breathe, you don't 
  need to sleep and you don't suffer the effects of exhaustion due to lack 
  of rest. Finally, magic can't put you to sleep.
  a crystal doorknob that was given to you by the previous Silver 
  Codex 
   
  hat of disguise (uncommon magic item, requires attunement) 
   
  While wearing this hat, you can use an action to cast the disguise 
  self spell from it at will. The spell ends if the hat is removed.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/DMsGuild Adept/DMsGuild Adept/DDAL-ELW00 - Whats Past is Prologue v2.pdf