TEXT:  
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  EBERRON RANDOM EVENTS 
  SHARN AND THE FIVE NATIONS 
  Michael J Winegar 
  
   
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  Introduction 
  “Opportunities are abundant, if you’re willing to dig 
  into the wounds of the Last War.” 
   - Rix-with-pale-lips, changeling spy, when asked 
  why she travels across Khorvaire. 
   
   “The enemies outside of Eberron are always 
  looking for a way in. The Dimensional Seals in every 
  land must be found and maintained.” 
   - Grishnash, half-orc Gatekeeper, when asked 
  why he explores other nations.  
   
  “Everywhere, everywhere, everywhere. Stuff to kill.” 
   -Kaska, halfling barbarian, unprompted. 
  What is a Random Event? 
  Random events are short scenarios that can be 
  introduced to your game of Dungeons & 
  Dragons. They often involve one or more skill 
  checks and always involve a choice on the part 
  of the characters. 
   
   Dungeons & Dragons is fraught with perilous 
  adventures that often ask the exciting question: 
  “Will our heroes survive?” The random events 
  presented in this supplement seek to ask other 
  interesting questions such as: 
  “Where does your character draw the line 
  between right and wrong?” 
  “How often are you willing to break the law?” 
  “Do people deserve second chances?” 
   The following tables represent a way to 
  generate random events during or between 
  adventures on the continent of Khorvaire in the 
  world of the Eberron campaign setting.  
   This supplement references the 5th edition 
  Wayfinder’s Guide to Eberron (WGE), the 
  Player’s Handbook (PHB), The Monster Manual 
  (MM), and The Dungeon Master’s Guide (DMG). 
  Page numbers may differ as other documents 
  are updated, but references given here should 
  be within a few pages. 
  Areas, Regions, and Nations 
  Some Events have an effect on an area, region, 
  or nation. For purposes of these tables, an Area 
  is a town and all villages within about three 
  days travel (~75 miles). A Region is considered 
  a major city and all cities, towns, and villages 
  within about seven days travel (~200 miles). 
  For the sake of convenience, this assumes that 
  most towns are within about a week’s journey 
  of a city and most villages are within two or 
  three days travel (about 40-60 miles) of a town 
  or other village. Some towns or villages may be 
  more remote. 
   A Nation is considered one of the Five Nations 
  of Khorvaire: Aundair, Breland, Cyre (the 
  Mournland), Karrnath, and Thrane. 
   Sharn, the City of Towers, is so large and 
  complex that you might consider breaking each 
  Quarter or Ward into an area of its own. (Page 
  131 of the Wayfinder’s Guide to Eberron has the 
  decency to put quotation marks around 
  “quarters” even though there are five major 
  divisions in Sharn. If you are upset by this, 
  quotation marks notwithstanding, please do not 
  leave negative reviews or critical comments on 
  the DMsGuild page for this supplement. Instead, 
  consider writing a strongly worded letter to the 
  publisher demanding that Sharn be officially 
  divided into Quintans.)  
   If you see an event that you particularly like, 
  you might consider marking a place on the 
  campaign map and having a chosen event 
  trigger when the party explores that location. 
  When to Use 
  Natural times to use a Random Events table are 
  between adventures, while narrating travel, or 
  as a hook into a new adventure. 
   EXAMPLE 1: The party has just finished an 
  adventure in the Starpeaks north of Thrane, a 
  quest given to them by the NPC Sir Arno. Arno 
  told them to meet him in Flamekeep if they 
  succeeded. Having completed the adventure, the 
  party meets with Arno for their reward and are 
  soon on the lookout for what’s next. Since they 
  are in the nation of Thrane, roll 1d20 and 
  Consider granting about 500 xp per event, no 
  matter the outcome. This shows that characters 
  can grow from more than just combat and that 
  even failures can be learning experiences that 
  expand the campaign world and their place in it. 
  XP 
  
   
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  consult the Thrane table to see what happens as 
  the player characters travel in search of 
  adventure. 
   EXAMPLE 2: Having started the campaign in 
  Sharn, the campaign calls for the party to travel 
  to the distant Mror Holds, a long journey across 
  the nations of both Breland and Karrnath. If the 
  party is not traveling urgently along a straight 
  line (as they would if they had discovered the 
  rare ingredient that could stop the Purpling 
  Plague) then it is assumed that they take their 
  time as they travel, stopping here and there to 
  explore, resupply, and visit new places. You can 
  roll on the tables for Breland, Karrnath, or both 
  to see what happens along the way. 
   EXAMPLE 3: Having defeated a dark sorceress 
  in the nation of Aundair, the party decides to 
  make her former tower their base of operations. 
  That means they’ll want to explore the lands 
  surrounding their new home. You can roll on 
  the Aundair table to see how the characters will 
  begin to make a life and reputation for 
  themselves in their new home. 
   As a general rule, you might limit random 
  events to once a week, or at least make sure one 
  is dealt with as much as possible before moving 
  on to another. You can increase or decrease the 
  frequency as your group sees fit. 
  Who participates in a 
  random event? 
  These are party events, which means that you 
  should engage every player during the 
  resolution of every event to see how their 
  character reacts and how they feel. Keep in 
  mind that player characters should not be 
  bound by suggested checks or resolutions in a 
  particular entry. Player characters should have 
  plenty of freedom to narrate their own activities 
  or actions. 
   Unless something happens to the entire party 
  at once, some events don’t require the active 
  participation of every character. 
   EXAMPLE: Hargar the dwarf cleric and Resma 
  the human fighter try to convince a town to 
  prepare for an imminent threat. Oloru the half-
  elf sorcerer has been treated poorly by the 
  townsfolk and doesn’t care if they believe in the 
  threat or not. Characters who decide not to 
  make a check miss out on the rewards but also 
  avoid any penalties. 
   Sometimes more than one character wants to 
  take part in a certain action. Whenever possible, 
  do not let the failure of one character nullify the 
  success of another. Here are some examples on 
  how to handle certain situations: 
  Sometimes more help is always better. 
  EXAMPLE 1: Three characters want to work 
  together to push an overturned carriage 
  upright. In this instance, their rolls could work 
  like advantage with the DM checking the highest 
  of their three rolls against the DC. 
  Some characters succeed while others fail. 
  EXAMPLE 2: A bard and a warlock decide to 
  poke around a military installation for clues; the 
  bard succeeds but the warlock fails. This means 
  that the bard has avoided notice and found a 
  clue while the warlock has been caught acting 
  suspicious and is escorted to the gates. 
  EXAMPLE 3: A barbarian and wizard both reach 
  out to catch a falling gnome. The barbarian fails 
  to catch the gnome, but the ranger succeeds. 
  This simply means that the ranger is the one 
  who catches the gnome, even though the text 
  states that the gnome falls on a failed check. 
  Find the Median. EXAMPLE 4: The entire party 
  has disrupted the plans of a gangster lord and 
  now they are hiding in an abandoned church. 
  Each party member makes a Dexterity (Stealth) 
  check and the results are 3, 12, 14, and 18 
  against a DC of 12. Rather than have the entire 
  party get found out from one bad roll, the 
  median of the checks is 13 and so exceeds the 
  DC of 12. Or perhaps, only the character who 
  failed is caught. 
  Successes vs Failures. In Example 4 above 
  (hiding from gangsters) the DM could rule that 
  three successes to one failure means success for 
  the group. In a tie, or when things are 
  questionable, always err on the side of favoring 
  the players. 
  
   
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  Opposed checks within the party. It is 
  entirely possible that two characters will decide 
  they would act on different sides of an event. In 
  these cases, the higher result succeeds and the 
  lower result fails, regardless of the DC. 
  EXAMPLE 5: A town has locked its gates to 
  search for a werewolf in their midst. The druid 
  wants to help the werewolf escape to the Eldeen 
  Reaches. The paladin decides it is their duty to 
  help the townsfolk. Both players make a check, 
  Investigation for the paladin, Stealth for the 
  druid. The paladin rolls a 7 and the druid rolls a 
  9. Even though both of these results are below 
  their respective DCs (10 to find, 12 to sneak her 
  out) the druid’s roll succeeds and the werewolf 
  escapes as though the druid had succeeded. 
  Whether the paladin knows what the druid did 
  or not is up to the DM. 
  How to Use  
  The Dungeon Master should: 
  • ASK what each character is doing at the time 
  of the event. Are they riding a horse, 
  composing a song, shopping, looking for 
  something, or running from enemies? Have a 
  good idea of which characters are walking, 
  riding on horseback, driving a cart, or 
  otherwise moving during an event. Do they 
  have any other business they should be 
  attending to that might be disrupted by an 
  event (ex. service at a temple or paying off a 
  loan shark)? 
  • ROLL 1d20 and consult the relevant table. 
  • READ the entire entry to yourself. 
  • THINK about the party and how such an 
  event would fit into your campaign. If it just 
  doesn’t make sense, consider rerolling or 
  altering the event to fit the needs of your 
  game. Think about how such an event would 
  affect every member of the group. 
  • SPEAK the bolded, first part of the entry 
  out loud. The double slash ( // ) indicates 
  that you should wait for a response from the 
  characters before reading further or narrating 
  how the rest of the event plays out. 
  • CALL for checks or saves. Checks which 
  don’t result in immediate success or failure 
  (such as using Survival to track someone or 
  Investigate to gather clues) are usually 
  allowed once per day unless stated otherwise. 
  Consider granting players advantage for 
  asking if they can incorporate spells or special 
  abilities into the event (for instance, using the 
  Invisibility spell to help with a Stealth check). 
  If an ability is not listed before a skill 
  [“Nature” instead of “Wisdom (Nature)”], then 
  the character must be proficient in that skill to 
  make the check. 
  • RESOLVE the results of checks or saves, 
  reading out loud any applicable Success or 
  Failure text. 
   
   
   
   
   
  How did we get here? 
  Some events do not mention exactly how the 
  party came to be in a certain area, learning 
  certain information, or having a relationship 
  with certain individuals. In cases like this, it 
  should be assumed that the event came up in 
  the natural course of adventuring and exploring 
  across Khorvaire. How did the party end up in 
  eastern Breland when they only meant to travel 
  from Sharn to Droaam? Perhaps they were 
  visiting family, chasing down a rumor, or 
  wanted to buy a certain item before their 
  adventure in Droaam. Try not to get too bogged 
  down in the details, but if it doesn’t seem to be 
  working, see the next section. 
  Altering and Rerolling 
  Risk is a fun and essential element to any 
  random table. That being said, the judgment of 
  the Dungeon Master and the roleplaying desires 
  of the group should always override what is 
  written. There is a chance that a player 
  character will assert something like, “My 
  character would never do that.” 
   These events are meant as shortcuts to 
  choices that reveal who the characters are, what 
  they believe in, and how they are building a 
  reputation. If the party ever rolls an event that 
  This supplement makes 
  use of a variant rule. See 
  Appendix 2: Wanted 
  Scores for more. 
  
   
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  does not seem to make sense, for them or for 
  the campaign, consider altering the event into 
  something believable for the characters. If this 
  does not seem easily possible (or is simply 
  taking too much time) consider re-rolling until 
  you find a better fit. 
   EXAMPLE 1: If House Lyrandar is trying to get 
  the party to spy on House Orien, they would 
  probably not ask a character with the Mark of 
  Passage to spy on their own house. They might, 
  however, approach another member of the 
  party with the offer. 
   EXAMPLE 2: The party consists of a shifter 
  barbarian, a half-orc druid, a warforged fighter, 
  and a halfling ranger. An event in which they 
  attend the opera might seem a little out of 
  character. Then again, perhaps that’s just the 
  kind of incongruous setting that leads to the 
  most memorable game sessions. 
   If the party rolls an event that they have 
  experienced before, consider altering it to fit the 
  circumstances: 
  The same thing could happen to different 
  people. Lots of people could dangle from a 
  bridge in Sharn, not just the gnome banker 
  presented here. It might be a different person 
  with a debt to a different criminal organization. 
  Deepen a relationship. A young noble whom 
  the party rescued in the previous event has 
  come into her inheritance and she’s ready to 
  finance a daring adventure in a faraway land. 
  Continuation of the previous event. A 
  member of the Trust, impressed with the 
  party’s actions last time they met, has another 
  job for them. 
  Something threatens to undo their success. 
  An innkeeper who was once mixed up with the 
  illegal drug trade has taken it up again to earn 
  enough money to get his brother’s family out of 
  the slums. 
   
   
  Play It Out or Narrate 
  The most important rule for a random table is 
  to run with it when you’re having fun and wrap 
  it up when it’s time to move on. 
   You should be especially mindful of how all 
  members of the group are engaged. It can be a 
  lot of fun for the rogue to play out a daring heist, 
  but not at the expense of the rest of the players 
  being bored. The random events presented here 
  should be used as an interesting way to flesh 
  out characters and to give players roleplaying 
  opportunities. It is certainly possible for 
  characters to gain experience, advance the main 
  story, find treasure, and have intense combat 
  encounters as part of these events, but keep an 
  eye out for how engaged your players are. If 
  their attention starts to waver, narrate the end 
  of the event and move on. 
   If you play out an Event in which all players 
  are actively invested, with a little creativity you 
  can turn it into a full blown adventure. 
   Players will often come up solutions and 
  options different than those presented here. 
  Whenever possible, use a player’s suggestion 
  over what you find in the event text. 
  Explore the World and 
  Write Your Story 
  You can use every opportunity presented here 
  as a way to flesh out your campaign world and 
  your characters. After an event, think about 
  what new Bonds a character might form, how 
  the event can shape their reputation, and how 
  the event could affect rolls in the future in a 
  positive or negative way. 
   Encourage characters to make note of their 
  experiences and social connections. Remind 
  them that these can be used later to their 
  advantage.
   
   
   
  Eberron Coinage 
  Copper (CP)    =  
    crown 
  Silver (SP)       = 
    sovereign 
  Gold (GP)         =  
    galifar 
  Platinum (PP) =  
    platinum dragon 
  
   
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  Sharn: The City of Towers  
   
   
  D20 
  Event 
  Sharn 
  1 
  A member of the party wakes up with a thorny, twisting tattoo that appears to be an 
  Aberrant Dragonmark. It goes from their lower jaw to their left wrist and glows 
  faintly red in dim light. // Have all members of the party roll 1d20. The character with 
  the lowest result has the mark. Detect Magic or a similar effect reveals an aura of faint 
  transmutation magic. Any attempt to activate the mark fails. 
  If the party seeks out an expert in Dragonmarks, or they do the research themselves (DC 18 
  Arcana or History, one check allowed per week), they discover that the mark is fake and 
  that House Lyrandar once dealt with a rash of fake Dragonmarks. 
  The mark will not come off using any spell less than 7th level. If anyone sees the false mark, 
  there is a 50% chance they will tell authorities about it, raising that character’s Wanted 
  Score by 1 in whichever nation their Mark was revealed. Commoners probably won’t 
  confront them, but law enforcement and Dragonmarked Houses take an immediate and 
  negative interest. 
  If the party seeks out House Tarkanan, the rumored “aberrant” House, they face mocking 
  laughter at best and violent hostility at worst. 
  If they travel to Stormhome to speak with members of House Lyrandar there, the House 
  agrees to remove the mark if the character will consent to a week of being studied first. If 
  refused, the House might very well insist. 
  Sharn 
  2 
  Remnant Home, a low income apartment building for families of soldiers who died in 
  the Last War, is in danger of closing down. Without funds or patronage, they will end 
  up in the slums or on the road as refugees. They have enough to stretch for a couple 
  of months, but then they have to start asking people to find somewhere else to live. 
  // It costs 15 galifars a day to maintain Remnant Home, which means it needs 5,500 
  galifars to run for a year. Anyone who funds the house will be respected throughout 
  Khorvaire by those who lost someone during the war. 
  Convince a wealthy person or organization in any nation to patronize Remnant 
  House: DC 17 Charisma (Persuasion) or Religion. One check allowed per organization, 
  family, or person. Each success grants Remnant House 1d6x500 galifars of funding per 
  year. If a character has a good personal relationship or history with a certain person of 
  appropriate means, you may grant can have advantage on the check. 
   
  If the party succeeds, it’s likely that someday someone will repay them tenfold by giving 
  them a fortune, an artifact, or support during a critical time. Party members with a Breland 
  Wanted Score of <5 may reduce their score by 1. 
  
   
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  Sharn 
  3 
  The party members hear a telepathic cry for help from an unknown direction. You 
  look into the crowded streets and a dozen faces look back at you in confusion or 
  surliness; humans, half-elves, dwarves, halflings, gnomes, half-orcs, the entire 
  population of Khorvaire seems to suddenly crowd the street in front of you. The cry 
  for help comes again, fainter, as if it’s moving away. // If a party member seeks out the 
  source, there is a 15% chance that they move in the right direction. If a character has 
  psychic or telepathic abilities, the chance of heading in the right direction raises to 75%. 
   If a character heads in the wrong direction, they soon realize their mistake and can choose 
  a different direction. If a character fails to move in the right direction three times in a row, 
  they lose the voice. 
  If a character successfully moves in the right direction, the chance of moving in the right 
  direct again increased by 25%. If a character moves in the correct direction twice in a row 
  they find the source a few blocks away. Read the following out loud: 
  A human and a dwarf, both cloaked in deep gray, struggle to get a large, padlocked 
  chest onto a cart. A hammering thump and a muffled scream causes several people 
  look in their direction. The human and dwarf curse at one another, drop the chest, 
  and flee in opposite directions. 
  • 
  Chase down one of the kidnappers: DC 13 Strength, Dexterity (Acrobatics) or 
  Intimidation. Only one check allowed.  
  Success: You tackle and subdue the kidnapper. He spits at you and refuses to speak. 
  Failure: You lose your quarry in the crowded streets. As you turn back to your 
  companions, your batch itches like you are being watched. 
  • 
  Open the chest: DC 13 Thieves’ Tools or DC 18 Strength. One check allowed every 10 
  minutes. If the chest is not opened in 30 minutes, the next check fails automatically.  
  Success: Curled inside the chest is a female kalashtar, bound, gagged and bleeding from 
  a head wound. Once freed, she tells you her name is Shantari. The men abducting her 
  work for an evil organization called the Dreaming Dark and they should be turned over 
  to the King’s Citadel immediately.  
  Failure: You finally wrench open the chest to find the body of a young kalashtar woman. 
  She appears to have died from an untreated head wound. 
  Shantari is a powerful telepath and as thanks she offers to help each party member relive 
  one of their happiest memories or erase one of their most painful. 
  
   
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  Sharn 
  4 
  An ogre pulls a handcart slowly through the street, taking up most of the narrow lane 
  and causing a traffic jam behind him. Some people (out of ogre arm reach) are 
  starting to curse and shout and shove, trying to get past the ogre before he reaches a 
  bridge and backs things up even more. A particularly angry human pulls back his 
  arm to throw a chunk of plaster at the back of the ogre’s head. // Have all party 
  members roll 1d20. The character with the highest result stands next to the would-be 
  thrower. The ogre stat block can be found in Appendix 3 or MM p237. 
  • Stop the thrower: DC 14 Strength or Dexterity (Sleight of Hand).  
  Success: You pull the chunk of plaster out of the would-be throwers hand and stare him 
  down. He grumbles and forces his way into an alley. It takes half an hour for the ogre to 
  reach a wider street so that traffic can flow around him. 
  Failure: You react too late and the chunk of plaster flies true, striking the ogre in the 
  back of the head. The ogre roars and spins around, lashing out indiscriminately with a fist 
  the size of a Boldrei's Feast ham. 
  Have the party roll Initiative. The ogre (whose name is Brunk, if anyone cares) acts on 
  Initiative count 10. He does not intend to kill anyone but rages and strikes out blindly for 
  1d4+1 rounds. If he is attacked by magic that deals damage or a weapon that deals piercing 
  or slashing damage, he will turn murderous on his attacker. 
  • 
  Restrain the ogre: opposed Strength check against the ogre (+4 str). If someone fails 
  to restrain the ogre twice in a row, someone is killed; see below. 
  Success: You grab the ogre by the wrists and hold them tight, preventing him from 
  breaking anything for a few moments.  
  Failure: The ogre shrugs you off and flails about, injuring 1d4 people and breaking 1d4 
  pieces of property.  
  • 
  Throw yourself between the ogre and other people: No check required. 
  You throw yourself in front of the ogre, grabbing his attention and taking a fist in the 
  chest for your trouble.  
  The character takes 4 bludgeoning damage. A character who takes this damage has 
  disadvantage on checks to restrain the ogre next turn. 
  • 
  Throw the thrower between the ogre and other people: DC 12 Strength.  
  Success: It’s only fair, since this guy started it. The man’s chest makes a sickening crunch 
  when the ogre’s fist makes contact. The ogre deals 4 damage to the thrower (commoner 
  stat block Appendix 3) and then calms down. The commoner must immediately start 
  making Death Saving Throws.  
  • 
  Calm the ogre: DC 14 Charisma (Persuasion or Performance). The ogre can be calmed 
  with voice or song. 
  Success: You soothe the ogre with a gentle tune. 
  If the ogre is successfully calmed, he turns back to his cart and moves on. He does not offer 
  thanks and will refuse to pay for any damages, which total 1d6x5 galifars. 
  If someone is killed, the ogre is arrested and set for execution in three days. Other ogres 
  might also be expelled from the city. It takes a DC 15 Intelligence (Investigation) to keep 
  this from happening. If the party has any particular influence in Sharn they may have 
  advantage on this check. 
  
   
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  Sharn 
  5 
  Professor Imber Falkin leads a group of Morgrave University professors who are 
  working on an encyclopedia called Perilous Khorvaire in which they catalogue all the 
  dangers of the continent, natural or supernatural, monstrous or mundane. They are 
  always looking for firsthand accounts, sketches, maps, and samples for their 
  research. In return, they offer small payment and tokens that can be turned in for 
  expert help in the areas of History, Arcana, Religion, Nature, Medicine, or any other 
  subject of study useful to adventurers and explorers. // Characters are paid relative to 
  the information they bring in: 
  • 
  Rumor or folklore: 1 sovereign. 
  • 
  Firsthand account: 5 sovereigns and 1 research token. 
  • 
  Sketch or map: 1 galifar and 1 research token. 
  • 
  Small sample (Troll tooth, ooze slime, bark from a living tree, or similar): 5-20 
  galifars and 2 research tokens. If the sample is stuck inside a character’s body, the 
  professors will remove it for free. 
  • 
  Large sample (must be well preserved. Naga corpse, horrid animal skeleton, 
  or similar): 50-100 galifars and 5 research tokens. 
  For each research token, the professors at Morgrave University will help a character make 
  an appropriate check with a +10 bonus. Such research takes 1d8 days. 
  If the party helps the professors with research on three separate occasions, and their 
  Breland Wanted Score is <4, they may reduce their score by 1. 
  Sharn 
  6 
  Outside Parliament, a dozen warforged peacefully protest the Treaty of Thronehold 
  clause that forbids the creation of more warforged. They have no weapons or 
  weapon attachments and they are splashed with mud, garbage, and broken glass 
  from angry onlookers. They claim that because the warforged can die like other 
  species, they should be allowed to procreate instead of watching their kind dwindle, 
  usually fighting for others. They did not ask to be created but now they demand 
  justice and dignity from their creators. //  
  • 
  Chase off hecklers: DC 10 Charisma (Intimidation) or Religion. 
  • 
  Convince the warforged their efforts would be better spent elsewhere: DC 13 
  Charisma (Persuasion or Deception) or Intelligence (History). 
  • 
  Convince someone in parliament to meet with the warforged: DC 15 Charisma 
  (Persuasion or Intimidation), History, or Religion. One check per legislator. A character 
  may have advantage or try more than once if they have a personal relationship or 
  particular influence. 
  If a character helps the warforged in any way, and their Breland Wanted Score increases by 
  1 (max 2). Change might be a long way off, but it only takes enough individuals to stand up 
  today so that more will stand up tomorrow. 
  
   
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  Sharn 
  7 
  The neighborhood of Ivory Shrine in Lower Northedge is being stalked by a 
  warforged serial killer that calls itself Ripper. Is it really a warforged or someone 
  looking to stir up fear against them with a few grisly murders? // Inquisitive Abberline 
  leads the investigation and will allow party members to help, though he has no tolerance 
  for incompetence.  
  • 
  Find physical evidence: DC 12 Intelligence (Investigation) or Wisdom (Perception 
  or Medicine). One check allowed per character per day. 
  Success: You find a clue and show it to Inquisitive Abberline. He nods his gruff 
  approval. The character gains 1 clue.  
  Failure: Inquisitive Abberline shouts that you are trampling over what little evidence 
  there is. He dismisses you from helping with the case. 
  • 
  Perform interviews: DC 12 Charisma (Persuasion) or Wisdom (Insight). One check 
  allowed per character per day.  
  Success:  You learn that someone saw something that deserves a closer look. 
  Inquisitive Abberline says you have a knack for the work. The character gains 1 clue.  
  Failure: Inquisitive Abberline growls that you are destroying the credibility of his 
  team with your clumsy questions and wild accusations. He dismisses you from helping 
  with the case. 
  • 
  Catch the murderer at night: One check allowed per character per night. 25% 
  chance that a character is in the right place to attempt the capture. This chance rises 
  by 25% for every clue obtained by the party. Roll once for each character or group 
  of characters in a certain location (they can increase their chances by spreading out, 
  but then they face Ripper alone). If the character is not in the right place, the night is 
  wasted and they cannot count it as a long rest. 
  A character in the right place makes a DC 15 Strength (Athletics) or Dexterity 
  (Acrobatics or Stealth) check against a DC of 14.  
  Failure: You turn the corner into a terrifying whirl of armor and blades. Take 4d8 
  slashing damage. In the morning you learn that Ripper has killed again. 
  Success: You hurled Ripper to the ground and restrain it. Roll 1d4 to determine 
  Ripper’s real identity: 
  1. “Death to flesh!” Ripper is a warforged devotee to the Lord of Blades. 100% chance of 
  conviction and execution. 
  2. Bandolo Canto, a Cyran refugee wearing the husk of a dead warforged. He lost 
  everything on the Day of Mourning. He blames the Last War on all of Khorvaire and so 
  set out to kill as many as he could in the most cosmopolitan city. 80% chance of 
  conviction and execution. 
  3. It was Inquisitive Abberline all along! But who will believe you? 50% chance of 
  conviction and execution. 
  4. Lord Illar ir’Gendolin, bored and wealthy patriarch of a noble half-elf family; a 
  respected and influential member of society. 20% chance of conviction and execution. 
  After the capture, a character can choose to kill Ripper instantly, though there is a 25% 
  chance of someone witnessing the murder and the character’s Breland Wanted Score 
  increasing  by 1 (min 5, max 6). Otherwise, they surrender Ripper to the authorities and if 
  their Wanted Score is <5 it is reduced by 1. 
  
   
  Not for resale. Permission granted to print or photocopy for personal use only. Eberron Random Events: Sharn and the Five Nations  
  11 
  Sharn 
  8 
  You witness a pair of goblins being dragged away from a House Cannith forge. The 
  goblins scream in Goblinoid and mangled Common; it appears they think something 
  has been stolen from them. The House guards dump the goblins in the gutter and 
  kick them several times before leaving. The goblins chatter angrily to one another 
  while they try to wipe filth off of their unusually nice clothing. //  
  • Understand the goblins: DC 14 Intelligence. One check allowed every 5 minutes. A 
  character who speaks Goblin succeeds automatically. A character who speaks Giant or 
  has the Linguist feat has advantage. If the party fails to understand them three times, 
  they leave in disgust. 
  Success: Once you can make sense of the goblin’s chattering, you learn that their names 
  are Ickly and Snrk. They tell you that they have designed a schema for controlling the 
  weather in Droaam. They spent most of their money getting the schema professionally 
  drafted and then the rest on fine clothing so they could make their pitch to House 
  Cannith. Instead of an interview, the master of the forge, Primina d’Cannith, took the 
  designs and told Ickly and Snrk to get out. If they can’t steal their schema back, they plan 
  to go back to Droaam and complain to the Sisters of Sora Kell, to whom they showed their 
  first designs. Could this spark an international incident? 
  3 Failures: The goblins leave in disgust. A few days later, you hear about two goblin 
  “thieves” being killed when they tried to break into a Cannith forge. 
  • Convince Primina d’Cannith to give the schema back: DC 15 Charisma (Persuasion 
  or Intimidation).  
  Success: Primina gives you the schema and haughtily tells you that the goblins 
  misunderstood and the designs are no good anyway.  
  2 Failures: Primina denies knowing anything about goblins designing schema. What an 
  absurd idea. She has her guards remove you from the forge. 
  • 
  Sneak into the forge and steal the schema: DC 17 Dexterity (Stealth, Acrobatics, or 
  Sleight of Hand) or Charisma (Persuasion or Deception). 
  Success: You find the goblins’ schema in a desk drawer along with another schema that 
  might be worth something on the black market if you take that as well. 
  Failure: You are caught in the act. You manage to escape out the window but you leave 
  the schema behind. Your Breland Wanted Score rises by 1. 
  • 
  Find enough evidence to involve the authorities: DC 15 Intelligence (Investigation). 
  After three failures, the goblins leave, believing the case hopeless. 
  Success: Ickly and Snrk win a legal case against House Cannith and get back their 
  schema, as well as substantial financial damages. House Cannith has noted your party’s 
  interference in its affairs. 
  3 Failures: The authorities shrug off your report. Either they don’t believe it or they 
  think themselves too smart to get caught up in business between a Dragonmarked House 
  and monsters from Droaam. House Cannith takes note of your efforts. 
  If the characters help Ickly and Snrk, even if they are ultimately unsuccessful, the goblins 
  will thank them and return to Droaam where they promise to give a favorable report to the 
  Sisters of Sora Kell. 
  
   
  Not for resale. Permission granted to print or photocopy for personal use only. Eberron Random Events: Sharn and the Five Nations  
  12 
  Sharn 
  9 
  The party spots wanted posters for Drexler Arken, a member of the famous 
  adventuring company, the Jade Ravens. This comes as a surprise because King 
  Boranel himself singled out the Jade Ravens for special awards of valor after the Last 
  War. One or more members of your party have a personal connection to the Jade 
  Ravens and something doesn’t feel right about Drexler being wanted for a list of 
  heinous crimes. Perhaps you can search places in Breland that the authorities 
  haven’t thought of yet. // One or more of the party members have a past relationship with 
  the Jade Ravens or Drexler himself. Determine randomly or take a volunteer; Drexler could 
  be a member of their own class whom they looked up to, or perhaps someone known to 
  their mentor. 
  • 
  Look for Drexler: DC 20 Intelligence (Investigation or History) or Wisdom 
  (Perception). One check allowed per week; for every new city, town, or area searched, 
  the DC to find Drexler is reduced by 2. 
  Success: Instead of finding Drexler, you are found by a changeling named Drex. Drex 
  explains that Drexler is actually a family persona that his mother passed down to him 
  after her time with the Jade Ravens. 
  Now, another changeling named Boz has done the unthinkable. Using some sort of arcane 
  device, Boz captured Drex and ripped the Drexler persona from his mind; body structure, 
  mannerisms, voice, even skills. Thankfully, Boz could not get Drexler’s memories before 
  Drex escaped. Then Boz took on the Drexler persona and committed the crimes. Making 
  sure there were witnesses to utterly destroy Drexler’s reputation. 
  Drex explains that what Boz has done is essentially murder of a family member in the 
  changeling community, in addition to the other crimes. Without any qualms, Drex asks if 
  you will help him hunt down and kill Boz. No court or government of outsiders could hope 
  to untangle and understand the situation. 
   
  A changeling player character should be especially outraged and sickened by this crime. 
   
  • 
  Find Boz with Drex’s help: DC 14 Intelligence (Investigation) or Wisdom 
  (Perception). One check allowed per week; the DC is reduced by 2 for every new city, 
  town, or area searched. 
  • 
  Find Boz on your own: DC 20 Intelligence (Investigation) or Wisdom (Perception). 
  One check allowed per week; the DC is reduced by 2 for every new city, town, or area 
  searched.  
  Success: Once cornered Boz angrily reveals that Drex is her half-brother. She says that 
  their mother stole the Drexler persona from Boz’s father, getting to know him so 
  intimately over the years that what she did was no different than what Boz did herself. 
  Now she has destroyed the Drexler persona so that no one can have it. Her task 
  accomplished, she welcomes death. 
  
   
  Not for resale. Permission granted to print or photocopy for personal use only. Eberron Random Events: Sharn and the Five Nations  
  13 
  Sharn 
  10 
  A hard bitten half-elf from House Medani has taken to following the party around, 
  not trying particularly hard to disguise himself. Pipe smoke curls up around the 
  edges of his wide brim hat and there’s a fierce, almost amused, intelligence in his 
  eyes. // Inquisitive Garlo is a level 5 half-elf Rogue. 
  If all members of the party have a Wanted Score of <3, Inquisitive Garlo soon leaves them 
  alone, perhaps even telling them that he is certain they are not the ones he is looking for. 
  If at least one member of the party has a Wanted Score of >3 in any nation, determine 
  randomly which crime (or … ahem … misunderstanding) they are being investigated for. 
  • 
  Confront the Inquisitive: The half-elf introduces himself as Inquisitive Garlo. He tells 
  you that you are under investigation. He’s not at liberty to discuss the details, but he’ll be 
  around in case you want to confess something to make it easier on yourself. 
  • 
  Give Inquisitive Garlo the slip: DC 17 Dexterity (Stealth) or Charisma (Deception). 
  Only the player character being investigated needs to disappear. Characters proficient 
  in Disguise Kits or have access to a similar spell may have advantage. 
  Success: You manage to evade Inquisitive Garlo and a number of his deputies. You’ve 
  escaped for now but it might be a bad idea to show your face openly in Sharn for a while. 
  Failure: Confident that you’ve shaken off your tail, you’re surprised to see him pop back 
  up in a couple of days. 
  2 Failures: Inquisitive Garlo shows up again, this time with enough backup from House 
  Medani enforcers, local law enforcement, and wizards proficient in counterspells to take 
  you in unless you want things to get real ugly. 
  • 
  Turn yourself in: If a character decides to turn themselves in, treat them as if they 
  have a Wanted Score that is 1 lower than their actual score. 
  Sharn 
  11 
  Sergeant Harden, an idealistic and well-meaning new officer of the Sharn Watch, has 
  arrested a dozen members of the Denseknuckle Gang from Rowan Street in Old Keep. 
  The problem is that without the gang to patrol the neighborhood, violent crimes 
  against residents have increased and Sergeant Harden does not have enough 
  Watchmen to protect them. The Denseknuckle gang begs to be set free so that they 
  can protect their family and friends. // 
  • Patrol the neighborhood: Attack roll against AC 13. 
  Success: You crack some heads together and keep Rowan Street a little safer for the 
  week. But unless you intend to move in, you can’t keep this up forever. 
  Failure: You take 3d6 bludgeoning damage and 1d4 residents of Rowan Street are 
  robbed or killed. 
  • Convince Sergeant Harden to let the Denseknuckles go: DC 13 Charisma 
  (Persuasion or Intimidation).  
  Success: Sergeant Harden reluctantly lets the gang members go and then she resigns 
  her post, taking a voluntary demotion to airship docking officer. 
  Failure: Sergeant Harden stubbornly stands her ground. The Denseknuckles were 
  raiding other streets just like others are now raiding theirs. Someone has to try and stop 
  the cycle. 
  
   
  Not for resale. Permission granted to print or photocopy for personal use only. Eberron Random Events: Sharn and the Five Nations  
  14 
  Sharn 
  12 
  House Tharashk has posted a notice that they are hiring bounty hunters. Those 
  interested may sign on at the nearest enclave.  // A character who signs on gets access 
  to jobs but House Tharashk takes 40% of the reward. A member of House Tharashk 
  automatically gets the job and only has to give the House 20%. 
  Those wanted alive can be given into the custody of the closest House Tharashk enclave. 
  See Appendix 3 for stat blocks. 
  Narna Oregrinder: Female dwarf Noble. Wanted alive for fraud and embezzlement. 
  Reward: 500 galifars. Last seen near Bluevine, Aundair. 
  Narna will surrender immediately on being found. 
  Bragger No-Nose: Human bandit captain. Wanted dead or alive for banditry and 
  obscene graffiti depicting law enforcement. Last seen near Baran’s Keep, Breland.  
  Reward: Dead/1,000 galifars. Alive/2,000 galifars. 
  Bragger has 1d6+4 Bandits with him at all times. He will fight but if Bragger is knocked 
  out or killed the other bandits flee.  
  Vindus ir’Ghandra: Male half-elf mage. Wanted alive for unlawful enchantments and 
  coercion in the signing of legal documents. Last seen in Aruldusk, Thrane. 
  Reward: 2,000 galifars and 2 rolls on Magic Item Table C (DMG 145). 
  Vindus will only cast the spells Charm Person, Sleep, Crown of Madness, Hold Person, 
  Suggestion, Confusion, and Dominate Person. He tries everything to talk his way out and 
  will give up if reduced to half hit points. 
  Sashavakri: Female kalashtar cult fanatic. Wanted dead or alive for dreamlily 
  trafficking, ritual killings, and disturbful noise after midnight. Last seen near Dragon’s 
  Crown, Breland. 
  Reward: Dead or alive/1,500 galifars and 1 roll on Magic Item Table F (DMG 146). 
  Sashavakri can only be found after midnight in a remote location, usually by following 
  the noise of drums and screeching violin music. She will have 2d4+2 cultists with her, 
  all hopped up on dreamlily (WGE 146). They will all fight to the death. 
   
  • 
  Pick up the trail: DC 13 Intelligence (Investigation), Charisma (Persuasion or 
  Intimidation). One check allowed per week. On success, the character picks up the 
  wanted criminal’s trail. If they pick up the trail three times, they find the criminal. 
  
   
  Not for resale. Permission granted to print or photocopy for personal use only. Eberron Random Events: Sharn and the Five Nations  
  15 
  Sharn 
  13 
  The party is served with papers declaring that they are being sued for 2,000 galifars 
  each. The charges are: Wanton Destruction of Property, Neglectful Use of Magic 
  and/or Magic Items, Indirect Infliction of Injury, Causing a Crisis of Faith, Creating 
  Nightmares By Presenting a Frightening Aspect, and Stunting the Growth of Children 
  with the Singing of Vulgar Songs. The hearing is to be held in three days at the Middle 
  Central Magistrates Office. // Looking back on the party’s actions during the campaign, 
  could there be any truth to the accusations? Have they torn apart a tavern in a brawl, 
  escaped from a burning building, or leapt from a sinking ship? Does someone have it out for 
  the party or has there been a mistake? 
  • 
  Prepare and present your case: the DC of this check is 10 x the number of party 
  members (ex. the DC for a party of 4 is 40). Each party member makes one of the 
  following checks: Intelligence (Investigation or History), Wisdom (Insight), or 
  Charisma (Persuasion, Performance, or Deception). 
  A character has advantage if they are:  
  A Dragonmarked Heir 
  Class: Cleric, Monk, or Paladin 
  Background: Acolyte, City Watch, Courtier, Folk Hero, House Agent, Knight, or Noble  
  A character has disadvantage if they are:  
  Any race other than Human, Dwarf, Half-Elf, Elf, or Gnome 
  Class: Barbarian, Bard, Rogue, Sorcerer, or Warlock 
  Background: Charlatan, Criminal, Hermit, Outlander, Pirates, Spy, or Urchin 
  Add the results together and if it totals more than the DC, the party wins the case and 
  all charges are dismissed. 
  If the result is more than half of the DC (ex. if 20 if the DC is 40), the accuser is granted 
  a partial judgement and the damages are 500 galifars for each party member.  
  If the result is less than half of the DC (ex. 20 if the DC is 40), they must pay the full 
  damages of 2,000 galifars each within 60 days or their Breland Wanted Score 
  increases by 1 (min 3, max 4) and the damages remain outstanding. 
  • 
  Slip out of the city: DC 14 Dexterity (Stealth) or Charisma (Deception). 
  Success: Your Breland Wanted Score increases by 1 (max 4) and you are presumed 
  guilty of all charges. It is ordered that you turn yourself in and pay the damages plus a 
  100 galifar fine within 60 days or your Breland Wanted Score increases further by 1 
  (max 5) and the damages and fine remain outstanding. 
  Failure: The authorities catch you and hold you in a cell until court. You have 
  disadvantage on presenting your case and you must pay a 50 galifar fine. Your Wanted 
  Score increases by 1 in Breland (max 4). 
  • 
  Silence the accuser: DC 13 Dexterity (Stealth) or Charisma (Intimidation).  
  Success: You either kill the accuser or frighten them into dropping the case. 
  Failure: You are caught by law enforcement and “attempted murder” is added to your 
  charges. You are presumed guilty of the other crimes and your Breland Wanted Score 
  increases by 1 (min 5, max 6) before the trial, which is now criminal instead of civil. 
  
   
  Not for resale. Permission granted to print or photocopy for personal use only. Eberron Random Events: Sharn and the Five Nations  
  16 
  Sharn 
  14 
  The party has been invited to a high stakes gambling event that is underway at the 
  Dagger River Swan. The host, Flinty d’Ghallanda, holds the special event annually by 
  invitation only. Gamblers are not allowed to bet with money but must instead put 
  something of special interest or value into a bag of holding from which winners draw 
  their prizes. It could be land deeds, family heirlooms, rare magic items, greater 
  dragonshards, contracts for services, or other unusual things. The event lasts for 
  three days. // A character can play one game per day but must put something into the bag 
  for each game. They must put up something strange, rare, personal, or unusual for the 
  winner. A value of 1,000 galifars or greater is a good benchmark, but ultimately it is up to 
  your discretion. Whatever it is, the item should not be mundane (ex. no common gemstones 
  unless they come with an interesting history). 
  Games consist of opposed ability checks with a +4 bonus for the opponent. Players using a 
  gaming set for which they are proficient add their proficiency bonus to the ability check. 
  • Worms and Hydras (Dice):  Wisdom 
  • Wyvern’s Wild (Cards): Intelligence 
  • Dragonchess: Intelligence 
  • Three-Dragon Ante: Charisma 
  When a player wins roll,1d8 to see what they have won. The bag is enchanted so that 
  gamers cannot draw their own prizes: 
  1. Roll on Magic Item Table F (DMG 146) 
  2. Roll on Magic Item Table F (DMG 146) 
  3. Roll on Magic Item Table G (DMG 147) 
  4. Roll on Magic Item Table G (DMG 147) 
  5. The non-combat services of an imp (MM 76) for a year and a day. 
  6. Khyber dragonshard worth 4,000 galifars 
  7. A four bedroom cabin along the Wynarn River in Aundair worth 5,000 galifars 
  8. Free Lyrandar airship travel for six months 
   
  
   
  Not for resale. Permission granted to print or photocopy for personal use only. Eberron Random Events: Sharn and the Five Nations  
  17 
  Sharn 
  15 
  The party is approached by Lateri Lendin, a gnome who claims to work the Trust, 
  secret police from Zilargo. Due to tricky relations between Breland and Zilargo, she’s 
  looking for a third party to investigate the recent murder of the gnome Eago Melech, 
  a Sharn-based journalist for the Korranberg Chronicle. The problem is that Eago was 
  a popular conspiracy theorist with a shocking and abrasive personality which left 
  him with a long list of enemies. 
  His outrageous claims ranged from vampiric royal families and lycanthropic 
  Cardinals to secret organizations among the wealthy and plots to restart the Last 
  War. His most recent article purported to reveal that a popular troupe of Phiarlan 
  actors, The Soarwood Players, are actually assassins. 
  Lateri will pay the party 50 galifars per member per day, plus reasonable expenses, 
  to look into Eago’s murder. She tells you not to expect much help from local law 
  enforcement. Eago is on record saying that the thick foreheads of Sharn’s City Watch 
  are from ogre heritage, that the King’s Citadel is made up of spoiled children who 
  were expelled from Karrnathi military academies, and that House Medani 
  Inquisitives spend more time at pastry shops than catching criminals. No one seems 
  particularly eager to investigate the murder. // Lateri will continue to employ the party 
  as long as they keep finding clues and eventually solve the murder. If they go three days 
  without a clue, she terminates their contract (and might even decide they know too much 
  at that point and need elimination). 
  • 
  Gather clues about Eago’s murder: DC 15 Intelligence (Investigation), Wisdom 
  (Perception or Insight), or Charisma (Persuasion, Deception, or Intimidation). One roll 
  allowed per character per day. On success, that character gains a clue.  On failure, they 
  might stir up trouble for themselves for asking too many questions. 
  • 
  Solve Eago’s murder: DC 24 Intelligence (Investigation). The DC for this check is 
  reduced by 2 for every clue gathered. On success, roll 1d6 to see the identity of Eago’s 
  murderer: 
  1: Vendri Melech, Eago’s cousin and a rogue member of the Trust. 
  2: Lieutenant Brago, a human member of the King’s Citadel. 
  3: Ashlava ir’Deuntoth, a Karrnathi vampire. 
  4: Malarion d’Thuranni, an elf assassin attempting to expose and then frame the 
  Soarwood Players. 
  5-6: Devedra ir’Phiarlan, an understudy in the Soarwood Players. 
  • 
  Find and arrest Eago’s murderer: DC 26 Intelligence (Investigation), Wisdom 
  (Perception), or Charisma (Persuasion, Intimidation, or Deception). One check allowed 
  per day. The DC is reduced by 2 for every clue found. 
  The party is not obligated to share their findings with Lateri or anyone else. Depending on 
  whom they want to ally themselves with, they could find the murderer and offer to destroy 
  or alter the evidence. The guilty party will justify themselves by saying that Eago was in 
  reality a dangerous member of the Trust himself and had to be eliminated before he 
  brought about catastrophe.  
  If they take the evidence to Lateri, she will give them a bonus of 1,000 galifars, as well as 4 
  tokens for free Sending spells usable at any House Sivis enclave. She does not require them 
  to actually find the murderer themselves, though that is certainly a possibility. If she is 
  pleased with their work, she might have more jobs from the Trust in the near future. 
  
   
  Not for resale. Permission granted to print or photocopy for personal use only. Eberron Random Events: Sharn and the Five Nations  
  18 
   
  Sharn 
  16 
  The group is approached by a shady-looking half-elf who introduces herself as Nik 
  Nimblefriend. She specializes in fixing people up with what they need in Sharn. She’s 
  willing to offer her services to the party for a small annual fee of 100 galifars each. 
  She specializes in black market trading (poisons, forgery kits, etc.), scalped airship 
  or lightning rail tickets, disguises and identities, lowering Wanted Scores, and 
  especially information. // Nik is secretly a member of the Tyrants, a criminal 
  organization ruled by changelings and doppelgangers. For the fee, Nik gives them a special 
  one-way Sending Stone that only works in Sharn. Once activated, she will come to them in 
  3d20 hours.  It takes a DC 24 Arcana check to identify that the sending stone is also a 
  powerful explosive with an unknown triggering mechanism.  
  Services 
  • 
  Access to black market buying and selling. 
  • 
  Scalped airship and lightning rail tickets. Tickets through Nik are half price, 
  though using them requires a Charisma (Deception) check of 9. On failure, the ticket 
  is confiscated and the character’s Wanted Score in all nations increases by 1 (max 4). 
  • 
  New identity. A new identity costs 3,000 galifars and comes complete with 
  paperwork and a disguise.  Charisma (Deception) checks made in connection with 
  this new identity have advantage for six months. The identity becomes out-of-date in 
  one year and after that Charisma (Deception) checks made to use it are at 
  disadvantage. The identity is a new creation and this does not allow a character to 
  impersonate an existing person or a race other than their own unless they are a 
  changeling. A character caught with a false identity has their Wanted Score in that 
  nation increased by 1 (max 4) and the new identity is compromised. 
  • 
  Use Nik’s information network. For 100 galifars, a character can use Nik’s 
  information network for a +4 bonus and advantage on a single check for 
  Investigation, History, Religion, or Arcana, as well as any other appropriate, 
  information-based check that allows for at least 24 hours of work. 
  • 
  Reduce Wanted Score. Reducing a character’s Wanted Score through Nik works 
  exactly the same as reducing a Wanted Score through the Black Market as described 
  in Appendix 2. It only costs your Wanted Score x 700 galifars to work through Nik. 
  Nik uses her time before a meeting to thoroughly investigate whether or not she’s being led 
  into a trap and she never meets a party member anywhere with fewer than three exits. Her 
  Passive Perception is considered a 20. Nik is a changeling rogue (10) with a Ring of Free 
  Action (DMG 191), Wand of Invisibility (5 charges), and three Feather Tokens (WGE 115). 
  She will never fight and will use all of her actions to flee and use Change Shape, leaping 
  from a tower and using her Feather Tokens if necessary. If the party does manage to catch 
  her and turn her in to the authorities, the bounty is worth 25,000 galifars. Due to her 
  incredible connections, through the Tyrants and other channels, she is not likely to be in 
  custody long. The next midnight after the attempted capture, whether or not it was 
  successful, she detonates the Sending Stone she gave the party, causing 10d6 force damage 
  in a 40 foot radius. She will also detonate the Sending Stone if she is reduced to below 10 
  hit points but not yet unconscious. 
  
   
  Not for resale. Permission granted to print or photocopy for personal use only. Eberron Random Events: Sharn and the Five Nations  
  19 
  Sharn 
  17 
  The shifters of Sharn have developed a unique holiday to encourage good relations 
  with other races called the Night of All Moons. The celebration is held in Middle 
  Tavick’s Landing and includes a rare open game of hrazhak. This culturally 
  important sport takes place on an obstacle course. Two teams of six vie for control of 
  wooden idols and rough physical contact is inevitable. // Non-shifters who want to 
  play hrazhak must choose to be on one of the two non-shifter teams: the Blunttooths or the 
  Softclaws. A shifter player character, or someone whom they hold in high regard, may join 
  one of the shifter teams which includes the Quillspears, the Firemanes, and the Bloodfangs. 
  Player characters choose three different checks from the following list: 
  • Strength (Athletics) 
  • Dexterity (Acrobatics) 
  • Constitution Saving Throw 
  • Wisdom (Survival) 
  The player makes their three checks and then removes the highest and the lowest result. 
  This middle result is compared against 1d20+3 to represent the opposing shifter team. 
  If the non-shifters win, the player character with the highest result on that team is crowned 
  the Hairless King and given an uncomfortably heavy, lopsided hat made of antlers and 
  feathers called the Wildcrown. The Hairless King must wear the crown for the rest of the 
  night while the gathering sings, dances, drinks, and eats roasted meat. 
  The losing team must wear vests of itchy, smelly, uncured hide during the celebration 
  where they must also recite a promise to spend the next year getting more in touch with 
  their wild side. 
  Characters who remain respectful and good-natured throughout the celebration will have 
  earned the respect of the shifter community by morning. Characters who react poorly are 
  held in contempt and told they should not return for the next celebration. 
  
   
  Not for resale. Permission granted to print or photocopy for personal use only. Eberron Random Events: Sharn and the Five Nations  
  20 
  Sharn 
  18 
  While traversing Lower Dura, you hear a shout from above and then a crash as a 
  jewelry box smashes on the pavement and bursts open. The crowd in the street 
  frenzies like sharks as they snatch up the jewelry and then fight over it. A young 
  gnome hangs from the edge of a bridge forty feet up and cries for help. // The gnome, 
  Nozira Grackle, has 10 hp and will fall in three rounds unless saved, taking 4d6 
  bludgeoning damage. A character with a speed of 30 can race up some nearby stairs and 
  across the bridge, reaching Nozira at the end of the third round, just in time for one attempt 
  to catch her. 
  • Grab Nozira before she falls: DC 12 Strength (Athletics) or Dexterity. 
  Success: You catch the gnome by the wrist and pull her safely onto the bridge. 
  Failure: The gnome’s grip fails just as you reach her. You lunge and grab her wrist but 
  her momentum overbalances you. You both fall, taking 4d6 bludgeoning damage. 
  • Catch Nozira as she falls: DC 14 Strength (Athletics).  
  Success: You open your arms and step underneath the falling gnome. The impact takes 
  your breath away and you both suffer 2d6 bludgeoning damage. 
  Failure: The falling gnome crashes into you, knocking you hard to the ground. You both 
  take 3d6 bludgeoning damage. 
  • Prevent the crowd from stealing the jewelry: DC 13 Charisma (Intimidation), 
  Dexterity (Sleight of Hand), or Strength. 
  Success: For every number of the result above 12, you manage to get your hands on 1 
  piece of jewelry and keep the crowd at bay.  
  (ex. A result of 14 means 2 pieces of jewelry have been saved.) 
  Failure: The crowd starts to break up with people running in all directions. 1d6 pieces of 
  jewelry are missing when the street clears. 
  • Chase down someone who took a piece of jewelry: DC 12 Wisdom (Perception), 
  Strength (Athletics), or Dexterity (Acrobatics). One check per character. 
  Success: You snatch a piece of jewelry from a would-be thief. 
  Failure: The thief disappears around a crowded corner and is gone. 
  If Nozira is rescued but not all of the jewelry is recovered she will tearfully tell the party 
  that she is an apprentice banker and that the jewelry belonged to the infamous gangsters of 
  the Boromar Clan. She fears a violent reprisal for herself, her family, and her co-workers if 
  the jewelry isn’t recovered soon. Each piece of jewelry is worth 1d4x500 galifars. 
  Track down a piece of missing jewelry: DC 15 Intelligence (Investigation).  One check 
  allowed per day. 
  Success: You manage to track down a piece of the jewelry but if you don’t pay 100 galifars 
  you’ll have to hurt a desperately poor person to get it back. 
  Failure: You don’t find any leads. 
   
  If three days pass and not all of the jewelry is recovered (or the loss covered), Nozira 
  disappears, never to be heard from again. 
  
   
  Not for resale. Permission granted to print or photocopy for personal use only. Eberron Random Events: Sharn and the Five Nations  
  21 
  Sharn 
  19 
  Grudger Brackenbeard is a good-natured, hardworking dwarf who struggled his way 
  up from Lower Dura to Upper Dura over many years. He just finished paying off his 
  bank loan and now the Golden Mirror Inn is all his. Your party joins him and his 
  family for a night of stories, songs, and drinks on the house. While helping with the 
  festivities, a member of your party opens a barrel in the storage room to discover a 
  significant stash of dreamlily, an illegal drug. // Have all party members make a 
  Wisdom (Perception) check. The character with the highest result finds the stash. There is 
  enough dreamlily to fetch 2,000 galifars on the black market. Being caught with this much 
  raises a character’s Breland Wanted Score by 2 (max 6). 
  • Get the Dreamlily out of the Golden Mirror without anyone noticing: DC 11 
  Dexterity (Stealth) or Charisma (Deception). 
  Success: You manage to get the small barrel out the back door through the kitchen and 
  now you stand in the open air with 2,000 galifars worth of illegal drugs at your feet. 
  What now? 
  Failure: When Grudger spots you struggling with the barrel, he crashes across the room, 
  knocking down several people, as he nervously shouts that this barrel isn’t ready yet. He 
  wrenches it from your hands and carries it back downstairs where he locks it in a storage 
  room. 
  • Confront Grudger about the dreamlily: DC 10 Wisdom (Insight) or Charisma 
  (Intimidation). Automatically fails if Grudger is confronted in front of others. 
  Success: Grudger sorrowfully admits that he has been involved in the Dreamlily trade. He 
  never touches the stuff himself and mostly he stores it for agents of Daask, though, to his 
  everlasting shame he has also sold some on the side. But that’s over now. He only needed 
  the money to payback his bank loan and now he’s done with it. No one else in his family 
  knows. But will Daask let him be done? 
  Failure: Grudger angrily denies knowing anything about it and goes red in the face. 
  Several of his stout cousins put their hands on axes and cudgels as Grudger demands the 
  party leave and never come back after insulting him on a night of celebration. 
  
   
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  22 
  Sharn 
  20 
  The famous dragonmarked bard, Taelivor d’Phiarlan, is preparing to give one of her 
  heirloom performances in the Thelanis Tower Opera House tomorrow night. Her 
  performances are rare because she has a reputation as an impossible diva who 
  makes the entire crew miserable. A shady looking elf sees the party reading the 
  announcement and drops a few hints that some people would pay good money to see 
  the snobs of Phiarlan taken down a peg. The elf gives a florid bow and introduces 
  himself as Minivrel d’Thuranni. He says that if Taelivor’s performance were to suffer 
  a few “technical difficulties,” Minivrel would find it not only amusing, but an audition 
  of talent. Perhaps House Thuranni would consider them an asset in the future. He 
  doesn’t think anyone should hurt Taelivor because it’s “all in good fun.” // If any 
  attempt fails, Minivrel (rogue 4) will disavow ever having met the characters before. And 
  how could he have met them? He was in Zilargo at the time of the performance. 
  • Mechanically sabotage Taelivor’s performance with bad lighting, dropping 
  sandbags, collapsing scenery, or misplaced instruments:  DC 13 Dexterity (Stealth 
  or Sleight of Hand) or an appropriate tool proficiency. 
  Success: The performance is ruined and Taelivor storms away. Within a week, the 
  Thelanis Tower Opera House closes down and all staff are fired. Minivrel gives the party 
  1d6x50 galifars along with a promise to be in touch in the near future. 
  Failure: You are caught and kicked out of the opera house. Your Breland Wanted Score 
  increases by 1 (max 3) and you’ve made an enemy of House Phiarlan. 
  If the sabotage check is an unmodified 1, Taelivor is accidentally killed and the 
  character(s) responsible are marked for death by House Phiarlan. They escape the 
  opera house but their Wanted Score in the Five Nations increases by 2 (min 5). 
  • Heckle Taelivor: DC 10 Charisma (Intimidation or Performance). 
  Success: Taelivor leaves the stage in a huff while the audience laughs uproariously. 
  Somehow you also manage to stay anonymous. Minivrel gives the party 1d6x50 galifars 
  and a promise to be in touch in the near future. 
  Failure: You are thrown out of the opera house and are blacklisted from opera houses in 
  all of Sharn. You have incurred the displeasure of House Phiarlan. 
  If the heckling check result is less than 5, a large warforged (an obsessive fan of 
  Taelivor’s), literally throws them from the opera house. Through the nearest window. 
  • Warn Taelivor’s crew that House Thuranni is trying to spoil the performance: 
  DC 12 Charisma (Persuasion or Intimidation).  
  Success: The crew catches someone else Minivrel hired as well. The opera house owner 
  brings a note from Taelivor herself thanking them for the warning and a promise of a 
  private performance in the future. Taelivor’s diva persona actually masks a cunning 
  spymaster (Elf bard 7) who may have work for the party. 
  Failure: The crew brushes you off. Later that evening, you find a threatening note from 
  Minivrel stuck to one of your pillows by a poison-tipped dart. 
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy for personal use only. Eberron Random Events: Sharn and the Five Nations  
  23 
  Aundair 
   
   
   
   
   
   
   
   
   
  D20 
  Event 
  Aundair 
  1 
  Just north of Marketplace, a young noble leans from his carriage window to mock the 
  party’s fashion choices. The carriage driver laughs as he whips the horses to race 
  past the party. A mile down the road, the party finds the vehicle overturned in a 
  ditch. The driver lays unconscious and bleeding while the two horses neigh in panic 
  as they struggle to get free of the harness. Cries for help come from within the 
  carriage which has landed on the door side, trapping the noble inside. // The young 
  noble is Dendin ir’Bartell and he has 8 hit points remaining. The carriage contains 1d6x50 
  galifars worth of fine clothing, jewelry, and wine. 
  • Stabilize the driver: DC 10 Wisdom (Medicine).  
  2 Failures: The driver’s body seizes violently and then goes still. 
  • Free the horses: DC 10 Wisdom (Handle Animal). 
  Failure: The horses are freed but one of them breaks a leg in the process. 
  • Push the carriage upright: DC 17 Strength. 
  Failure: The carriage rocks back down with a crash causing 1d4 bludgeoning damage 
  to the noblemen inside and to everyone attempting to push the carriage upright. 
  • Recognize the noble device and livery: DC 15 Int (History). 
  Success: The swallow with a grapevine in its mouth is the device of the Bartells, a minor 
  noble family with vineyards east of Ghalt. 
  If the party rescues Dendin but fails to save the driver, Berk, the young noble will angrily 
  blame the party and report them to the Marketplace Town Guard as highway robbers. The 
  party’s Aundair Wanted Score increases by 1 (max 3). If the party saves the driver and 
  rescues Dendin, he will apologize profusely and invite the party to dine at his country 
  manor just a few miles away. He is easily impressed with tales of their adventures and soon 
  spreads stories of their exploits at all the fashionable parties. If any party member’s 
  Aundair Wanted Score is <3, it is reduced by 1. 
  Aundair 
  2 
  A bumper crop in the vineyards outside Bluevine has led to steeply discounted fine 
  wine. The party could enjoy it themselves, or it could net them a tidy profit in a 
  distant nation. // Each bottle of wine costs 5 galifars and will fetch a price of 10 galifars in 
  southern Breland, Zilargo, eastern Karrnath, or the Mror Holds. Each bottle sells for 
  20 galifars in Droaam, The Lhazaar Principalities, Q’Barra, or the Shadow Marches. The 
  party may buy as much wine as they can realistically transport but keep in mind that there 
  are particular hazards to traveling with expensive, fragile goods. The discounts in Bluevine 
  lasts for one month. 
  
   
   
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  24 
  Aundair 
  3 
  Iblin, a gnome street merchant in Fairhaven, claims to be selling pieces of the 
  infamous Whisper Rock. If you put your ear close to his tray of blue-gray stone 
  shards, you can indeed hear a slight whisper that for some reason brings a smile to 
  your face. He charges 5 galifars per stone shard and they have become moderately 
  popular. The effect of the stone shard lasts for one day, after which he will take them 
  back and “reinvigorate” them with a secret ritual for 5 sovereigns.  // The detect 
  magic spell senses an aura of faint enchantment but no illusion. If a character buys a stone 
  and holds it to their ear, they hear unintelligible whispers that make them smile. 
  A DC 12 Wisdom (Perception or Insight) check reveals that Iblin is holding a black stone 
  shard beneath the tray. If confronted, he will admit that this black stone, which reflects as 
  though it were oily tar, temporarily enchants the other stones and he calls it the Whisper 
  Shard. 
  He will sell it to them for 100 galifars or will give it up after a DC 12 Charisma 
  (Intimidation) check. He warns them to keep it in a lead box after sundown and then he 
  vanishes. If the Whisper Shard is not kept in a lead box, the moment after sundown it casts 
  Tasha’s Hideous Laughter (PHB 280) in a 10-foot radius until sunrise. Any stone kept within 
  5 feet of the Whisper Shard absorbs the whispers and gives the effect mentioned 
  previously. 
  Aundair 
  4 
  Madam Vendii Vin Voom, the famous changeling cosmologist, only takes clients of 
  her own choosing. She has selected your party for a collective fashion makeover and 
  invites you to her salon in Passage for a one-week “treatment” before an annual 
  fashion show. // Any party member who refuses will insult Madam Voom, and to insult 
  Madam Voom is to insult Aundairian nobility and, secretly, House Phiarlan. A makeover 
  session with Madam Voom not only involves washing, trimming, cutting, waxing, plucking, 
  painting, and pinching (with the occasional slap across the face), but it is also a course in 
  manners, elocution, and posture. The days are long and brutal and it requires a DC 13 
  Constitution, Wisdom, or Charisma saving throw to finish the course. Finishers are 
  presented during the fashion show and for the next six months gain advantage on their first 
  Charisma check during encounters with members of high society in Aundair, Thrane, and 
  Breland. If their Wanted Scores in these three nations are <5, they are reduced to 0. 
  Secretly, Madam Voom works for the Serpentine Table, the espionage arm of House 
  Phiarlan. Finishers who exhibit exceptional charm, cleverness, or dexterity may be invited 
  to perform certain services for the House. 
  
   
   
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  25 
  Aundair 
  5 
  Your group is invited to the fashionable soirée of the season at the mansion of the 
  Kenthi family in Fairhaven. // Refusing the invitation will insult the Kenthi family. Every 
  group member who chooses to attend the party must make a Charisma check (Deception, 
  Persuasion, or Performance): 
  Unmodified 1: Whether you strike someone who insults you, cause extensive property 
  damage, or get caught in a compromising position with a member of the Kenthi family, 
  you barely escape before the City Guard arrives. Your Wanted Score goes up by 1 (max 5) 
  and the Kenthi family will never forgive you. The rest of the characters are ejected from 
  the party in disgrace. 
  2-8: An embarrassing disaster. You repeatedly make a fool of yourself by spilling food on 
  guests, saying obtuse things, and insulting the hosts. It is unlikely you will be welcomed 
  in fashionable circles any time soon unless they intend to make fun of you. 
  9-16: You comport yourself well and will be remembered as a pleasant and interesting 
  guest. 
  16+: You are the life of the party for a portion of the evening and you make many positive 
  connections among the nobility. As long as you are in Fairhaven you are invited to 
  fashionable gatherings every 1d4 days. If your Aundair Wanted Score is <3, it is reduced 
  by 1. 
  Unmodified 20:  You are the absolute belle of the ball. Guests are enthralled by your 
  stories, laugh riotously at your jokes, and will soon emulate your style of dress in a 
  fashion craze that will sweep the nation. Lord Kenth ir’Kenthi wishes to become your 
  patron in any (legal and tasteful) endeavor and the considerable resources of his house 
  are at your disposal. If your Aundair Wanted Score is <5, it is reduced to 0. 
  Which characters blend in well with high society? Who sticks out like a warforged at a 
  wine-tasting? Did anyone think to buy new and fashionable clothing for 15 galifars before 
  the get-together? Grant Advantage or Disadvantage as you see fit. A clever pickpocket could 
  come away with 1d6x100 galifars in stolen goods (DC 16 Sleight of Hand) but on failure 
  gets thrown out and their Aundair Wanted Score increases by 1 (max 4). 
  Aundair 
  6 
  Many Aundairian magewrights and merchants are on strike over a report that the 
  Arcane Congress has been falsifying entrance exam scores to favor nobility and keep 
  rural students out. // If the party wants to hire a magewright or purchase any magic item 
  (potions, arcane foci, etc.) roll 1d2 (or flip a coin, if you must). 
  1: You cannot hire the magewright or find the item.  
  2: You can hire a magewright or find the item but it costs double. 
  The strike lasts for the two months.  
  Find out if the claims are true:  DC 16 Arcana or Investigation. One check per week. 
  Success: You discovers evidence that the claims are true.  
  If the knowledge is made public, the Arcane Congress expels some of their administrative 
  staff, whom they blame for the false scores, and agree to hold the exams again. They will 
  not, however, be particularly endeared to the party anytime soon. 
  If someone takes the evidence to the Arcane Congress first, they are offered 1,000 galifars 
  to hand over the evidence and speak no more about it. 
  
   
   
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  26 
  Aundair 
  7 
  As you camp for the night, a few days south of Ghalt, mists begin to gather beyond the 
  firelight. It starts as a distant, rhythmic thumping that soon becomes the tromp of 
  many booted feet. Out of the misty darkness steps a ghostly Aundairian captain with 
  a battalion of men at his back. He tells you that his troops became disoriented after 
  being ensorcelled by foul magic. He hopes they are in time to help fight the army of 
  Thrane on the Torian Fields. Does anyone in the party know the way? // Any party 
  member from Aundair, Thrane, or Breland understands that the ghost captain is looking for 
  what are now called the Crying Fields, just east of Ghalt. Another party member can 
  recognize this with a DC 9 Intelligence (History) check. If the party members are cordial to 
  the captain, whether or not they know the way, the captain bids them good night and the 
  battalion marches on, soon fading into the mist. Something glimmers in the trampled grass. 
  Roll once on Magic Item Table C (DMG 145). 
  The captain gets a distant look in his eyes if asked his name and does not answer the 
  question. He brushes off any attempt to tell him that he and his men are dead or that the 
  Last War is over and will get angry if the point is pressed. If the captain gets angry or is 
  treated disrespectfully (this includes attempting to Turn them or harm them by magic) he 
  and his men melt into a screaming mist that haunts the party for 1d4+1 days. During the 
  haunting, traveling speed is quartered and every party member must succeed in a DC 12 
  Constitution or Wisdom save when they attempt a long rest. On Failure, they suffer a level 
  of exhaustion. They cannot enter any city, town, or village while being haunted. 
  Aundair 
  8 
  Kirdan Garl, a senior member of the Passage Magewrights Guild, offers 100 galifars 
  and free services in his shop for a year if you will discretely take a sealed document 
  folder directly to the Daughters of Sora Kell in Droaam. // The folder is made of 
  bronzewood with an aura of abjuration magic. A DC 14 Arcana check reveals that forcing 
  the folder open requires dispel magic against a DC of 18 and that on failure the contents will 
  turn to ash. Most Dragonmarked House enclaves or wizards above 5th level would be able 
  to open the folder after 1d3 days. If successfully opened, the folder contains stolen schema 
  from both House Orien and House Cannith. If confronted about the contents, the Daughters 
  of Sora Kell claim no knowledge of it. If House Orien, House Cannith, or law enforcement 
  are notified, Kirdan Garl disappears. 
  Aundair 
  9 
  In the village of Arcanix, the party meets a stern woman named Mirel Bandor. It 
  appears her seventeen-year-old nephew, Baden, has been expelled from studying 
  magic for drunk and disorderly conduct. She arrived to take him back home to 
  Hatheril in Breland, but he has run away into the nearby woods. Baden was not well-
  liked and search parties for him have been half-hearted. // She can only offer the party 
  5 galifars to help since it will take all of the rest of her money to travel home with Baden. It 
  takes a DC 16 Wisdom (Survival or Perception) check to find Baden in the woods and there 
  is an 80% chance he is still alive. The check can be made once per day and the character 
  making the check may add +1 for every other party member who assists in the search. For 
  every failed check, the chance of finding Baden alive drops by 20%. 
  
   
   
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  27 
  Aundair 
  10 
  Florenda Cree, a celebrated professor at Arcanix, tells the party she is looking for a 
  copy of Shadows Under Syrania, a rare magical book. She knows it can’t be found in 
  Aundair and asks the characters to keep it quiet so that her rivals don’t catch wind of 
  what she is researching. She only wants a sealed copy and will pay the party  
  5,000 galifars as well as claim on her services in the future. She will reimburse them 
  for the cost of the book. // Shadows Under Syrania acts as a Tome of Clear Thought  
  (DMG 209), though it takes a DC 18 Intelligence (Arcana, History, or Religion) check to 
  identify it as such. There is a 15% chance that the party can find a sealed copy of the book 
  at one of the following locations: 
  • The Library at Korranberg, Korranberg, Zilargo 
  • Morgrave University, Sharn, Breland 
  • Atur Academy, Karrnath 
  • Private Aurum collection, Krona Peak, Mror Holds 
  • With the Daughters of Sora Kell, The Great Crag, Droaam 
  • The Great Library, Flamekeep, Thrane 
  If the party fails to find the book in a given location, they may try again after one week, but 
  the chances of finding it fall by 5% until it reaches 0%. Once found, the book costs  
  20,000 galifars. It will take Florenda 3-6 days to send a bank note for that amount. 
  The party can steal the book with a successful DC 25 Dexterity (Stealth) or Charisma 
  (Deception) check, but failure increases their Wanted Score by 1 (min 3) in that nation. If a 
  character breaks the seal and reads the book, Florenda (Half-elf Wizard 7), will not buy it, 
  reward them, or reimburse them. One of Florenda’s rivals at Arcanix, or any of these 
  institutions (other than where it was found), will pay the party 8,000 galifars for the book 
  but she will eventually find out and seek vengeance. 
  Aundair 
  11 
  In the past, your party has used the thorp of Windshire as a place to rest and 
  resupply. Now the folk of that area consider declaring themselves part of the Eldeen 
  Reaches. The people will have more protection if they remain in Aundair but they 
  will have more freedom if they join the Eldeen Reaches. // If party members want to 
  get involved, roll 1d6. Each character with a good standing in either nation, or who 
  possesses any particular talent for mediation, adds +1 to the result. 
  Unmodified 1: The situation devolves into a border clash. Dozens die and both nations 
  blame the party for meddling. Your Aundair Wanted Score increases by 1 (max 4). 
  2-3: Windshire declares itself part of the Eldeen Reaches, though it is probably only a matter 
  of time until the Aundairian army shows up to say otherwise. Your Aundair Wanted Score 
  increases by 1 (max 2). 
  4-5: Windshire remains in Aundair. Your Aundair Wanted Score is reduced by 1. 
  6:  A peaceful resolution of the characters’ choosing. 
   
  
   
   
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  28 
  Aundair 
  12 
  A prison wagon is stopped outside the Aundair Pear, a roadside inn between 
  Flamekeep and Lathleer. When one of the guards goes to relieve himself, a half-elf 
  hisses through the bars that if you’ll spring her, she’ll split a nearby stash of wands 
  and jewelry that she intended to smuggle across the border to Thrane. // Have all 
  party members make Wisdom (Perception) checks. The highest two scoring characters 
  hear her offer. The half-elf’s name is Heza Silfar (Half-elf rogue thief 3). If the two party 
  members want to do different things, have them roll Initiative to see who acts first. 
  • Help Heza escape:  DC 11 Thieves’ Tools or Dexterity (Stealth). 
  Success: She honors her word and takes you to her stash. There are twelve fire bolt 
  wands and two Wands of the War Mage +1 (DMG 212). She sheepishly admits there is no 
  jewelry, she only said that to sweeten the deal. 
  Failure: The guards recapture Heza and see your faces as you escape. Your Aundair 
  Wanted Score increases by 1 (max 4).  
  • Convince the guards to let Heza escape so that you can follow her to her stash of 
  illegal wands: DC 11 Charisma (Persuasion or Deception). 
  Failure: The guards tell you to mind your own business. They are especially vigilant 
  until they leave. 
  Success: Heza reveals a stash of twelve fire bolt wands and two Wands of the War 
  Mage +1 (DMG 212).  
  After Heza reveals the stash, characters involved can choose to let her go before the 
  guards arrive. It takes a DC 12 Charisma (Deception) check to convince the guards she 
  gave you the slip. If this deception fails, the party’s Aundair Wanted Score increases by 
  1 (max 3). 
  Aundair 
  13 
  The Twin Roc Inn was once a thriving hub for adventurers passing through Aundair. 
  The food and drink are still exceptional, the prices reasonable, and the rooms clean. 
  But the inn is struggling since the owners, Halfan and Jori Brewn, joined the Church 
  of the Silver Flame. Too many people are still bitter about Thrane’s part in the Last 
  War. But the Brewns know their faith and cannot deny it, even to keep the Twin Roc 
  open. // Halfan and Jori love to talk but are also excellent listeners. They’re willing to hear 
  any advice about their situation. If the party does nothing, there is a 60% chance that the 
  Twin Roc will close in the next two months. With some help, the chance drops to 25%. 
  • 
  Convince the Brewns to move to Thrane and open an inn there: DC 11 Charisma 
  (Persuasion) or Intelligence (History). 
  Success: It’s not hard to persuade Halfan and Jori that they’ll be happier among folks of 
  their own faith. They make plans to open a new inn, the Silver Roc, in Sigilstar. 
  • 
  Drum up some business for the Twin Roc Inn: DC 11 Charisma (Persuasion or 
  Performance).  
  Success: You tell everyone that if the wounds of the Last War are ever going to heal, it 
  has to start with people like them. A few of the locals recall the good times they’ve had at 
  the Twin Roc and begin to patronize it once more. 
  • 
  Arm wrestle or footrace locals, loser has to buy a pint at the Twin Roc: DC 12 
  Strength (Athletics) check. 
  
   
   
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  29 
  Aundair 
  14 
  A troubadour you’ve never heard of, who calls himself “Maestro Hennedy of Ghalt,” 
  has decided to witness your heroic deeds with his own eyes. He plans to win fame 
  and fortune for both of you by putting your adventures down in song. // Hennedy first 
  approaches the party and flatters them, perhaps reciting to them a version of their own 
  adventures which casts them in an even more heroic light. (use Noble stat block, +5 
  Performance and Instrument Proficiency: Lute) 
  Hennedy is competent enough with song and lute, but he hardly ever stops talking. He 
  constantly asks characters to repeat themselves so that he can write their words down 
  verbatim down and he is an incurable coward. He can initially be chased off with a DC13 
  Charisma (Intimidation) check but he will follow the party at a distance until he has 
  managed to place himself in real danger. If he survives, he’ll decide he wants to be more of 
  a musician in residence at some castle or somewhere very safe. If treated with a modicum 
  of respect, he’ll still write songs about the party if they bring or send word of their 
  adventures to Tower Valiant. 
  Aundair 
  15 
  A crowd of people stand a little way off the road, shading their eyes against the 
  setting sun. Mostly commoners, with a few nobles and merchants mixed in, they are 
  apparently waiting for two wizards to begin a duel on a hilltop some hundred yards 
  distant. They say that the two wizards, Winifred Algondin and Jorad Kinderfoot, co-
  authored a new book on magical theory but they cannot agree on whose name 
  should go first on the cover. Not to worry though, it’s the third time they’ve dueled in 
  as many days and they’re probably not going to kill each other. Probably. // If the 
  party does not interfere, soon there are flashes of blue, red, and green fire on the hilltop 
  accompanied by screams of pain and rage. After a time, the wizards stumble down the hill, 
  both scorched and declaring themselves the winner. Winifred retires to the Wayfarer’s 
  Wand and Jorad to the Baroness’s Rest, each to drink away the evening surrounded by their 
  supporters. 
  Each wizard has a copy of their book, Modern Experiential Thaumaturgy, and will gladly 
  show it to any character proficient in the Arcana skill. The book is absolute genius and may 
  very well change some of the fundamental understandings about magical theory across all 
  of Khorvaire. It is easy to see why they are arguing about whose name goes first. Jorad 
  started the manuscript but was stuck for years until he partnered with Winifred. Winifred 
  contends that Jorad’s manuscript was basically a mess of notes and diagrams and that it 
  would be sitting in a trunk if not for her breakthroughs. 
  • 
  Convince one of the wizards to let the other be named first: DC 15 Charisma 
  (Persuasion), Wisdom (Insight), or Intelligence (History or Arcana). On success, the 
  wizards make up and promise the party a first edition copy of the book, which is due to 
  be printed the following month. On failure, the wizards duel again the following day 
  and there is a 25% chance that one of them is killed, the other ends up in prison, and 
  the manuscript disappears. 
  A character who has a copy of Modern Experiential Thaumaturgy readily at hand may 
  double their proficiency bonus on Arcana checks, provided the check allows for at least 10 
  minutes to study the book. 
  
   
   
  Not for resale. Permission granted to print or photocopy for personal use only. Eberron Random Events: Sharn and the Five Nations  
  30 
  Aundair 
  16 
  Renowned for its pleasant climate, created magically by House Lyrandar, the island 
  of Stormhome has long been a retreat for the wealthy and famous. Lady Idra 
  ir’Loderna is a middle-aged half-elf looking for bodyguards and interesting 
  companions to take on her vacation there. She loves to hear stories of adventure and 
  promises to pay for absolutely everything. She hints that with so many nobles from 
  every nation, there are sure to be some very interesting things to learn for those 
  brave enough to engage in a little intrigue. // If the party accepts, Lady Idra asks them 
  to sign “standard” staff contracts that say they will guard her to the best of their ability and 
  that they will not leave her service during the weeklong trip. 
  The fine print, says that if they break the contract, or if she fires them, then by law they 
  must reimburse her for any expenses on their behalf. It takes a DC 16 Intelligence or 
  Wisdom (Insight) check to sort out the confusing wording. If anyone signs on, read the 
  following: 
  You fly to Stormhome in a first class cabin aboard the airship Flying Festival. Drinks, food, 
  and company are all wonderful. Once checked into the palatial guest home with Lady Idra, 
  however, she draws up an itinerary for the week including guard duty, dinner duty, shopping 
  duty, food tasting for poison, and many other duties that will occupy nearly 16 hours a day 
  ending with being made to read awful Thranite poetry out loud until she laughs herself to 
  sleep in a drunken stupor. Her idea of intrigue amounts to saying catty things when someone 
  leaves the room and all of the dinner guests have thinly veiled hatred for one another. Her 
  “staff” is expected to either be with her or in the guest home at all times in case she calls for 
  them. 
  Lady Idra will not hesitate to contact local law enforcement if a character displays any 
  aggression. If a character leaves her service, she will bring a lawsuit against them for 
  breach of contract and demand reimbursement for the airship ride (400 galifars) as well as 
  5 galifars per day left of their contract and 400 for the airship ticket back to the mainland, 
  which she purchased in advance. If a character refuses to pay, their Aundair Wanted Score 
  rises by 2 (max 4) and the debt remains outstanding. It takes a DC 15 Intelligence 
  (Investigation) check to either find a loophole in the contract or dig up a secret that Lady 
  Idra can be blackmailed with. 
  
   
   
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  31 
  Aundair 
  17 
  After the Last War, the University of Wynarn opened its doors to students from all 
  over Khorvaire. Initially surprised when a considerable number of hobgoblins 
  applied, the University decided to cautiously embrace the education of goblinoids. 
  Your party is sitting in the common room of The Split Sovereign, a tavern in 
  Fairhome, when a pack of six hobgoblin students arrive to celebrate successful 
  exams. Before long, the hobgoblins get rowdy and one of them tries to pick a fight 
  with someone in the party. One of the smaller hobgoblins, less drunk than the others, 
  begs his companion not to get into trouble because it could lead to expulsion for all 
  of them. Such a thing could set goblinoid education back for years to come. // Have 
  everyone in the party make a Charisma saving throw. The character with the lowest result 
  is the target of jibes, insults, and laughter from the largest hobgoblin, a male named 
  Ghanduk. Ghanduk will look for any excuse to throw a punch, including being insulted in 
  return. The sensible hobgoblin, Rhuagh, continues to apologize and plead for patience. 
  If ignored for fifteen minutes, Ghanduk will give up. If a character wants to defuse the 
  situation, it takes a DC 13 Charisma (Persuasion, Performance, or Intimidation) check. On 
  success, Ghanduk either laughs at a joke or apologizes and leaves. 
   On failure, Ghanduk takes a swing at the speaker (+4 to attack, 2 damage).  If anyone hits 
  Ghanduk in return, all of the hobgoblins except for Rhuagh join in and it turns into a full-
  blown brawl. All party members make a Strength or Dexterity saving throw against a DC of 
  14 or take 2d6 bludgeoning damage. 
  The next day, Rhuagh the hobgoblin comes to the party and begs them to tell the University 
  that they started the fight. Or, at the very least, tell them that Rhuagh was not involved. 
  If the party takes the blame, their Aundair Wanted Score increases by 1 (max 2). 
  If the party helps Rhuagh or any of the others avoid expulsion, or if they initially defused 
  the situation, Rhuagh gives them a necklace made of lizardman teeth and teaches them a 
  few phrases in goblin. Rhuagh’s clan is highly respected in Darguun and this should ensure 
  they receive hospitality from any tribe that follows the Lhesh Haruuc. 
  Aundair 
  18 
  The Bladewand Company, an Aundairian adventuring group of three knights and 
  four wandslingers, love to spar with anyone they meet. To make things interesting, 
  they offer to match any bets on the outcome of each duel. // The Bladewands travel 
  mostly in the Five Nations and seem a little more concerned with image and reputation 
  than any serious adventuring. Still, they are good-natured company and not afraid to laugh 
  at themselves after a loss or give praise where it is due. They will match any bet on the 
  outcome of a duel from 1 galifar up to 25 galifars. To duel a knight, have the character make 
  a melee attack roll with the weapon of their choice and oppose it with 1d20+4. For dueling 
  a wandslinger, the character rolls a ranged spell attack vs 1d20+4. The Bladewands gladly 
  lend weapons and wands on request and after the duels they invite the characters to dine 
  with them around the campfire and tell stories late into the night. If the characters show 
  themselves friendly, they have comrades to call upon in the future for aid or information. 
  By default, assume the Bladewands are all level 3 Fighters and Wizards but you can flesh 
  out the company as you see fit. After three or four duels, they’ll call an end to dueling for 
  the day. 
  
   
   
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  32 
  Aundair 
  19 
  A rancher named Starling d’Vadalis raises griffons outside Passage. She only raises 
  three or four grifflings at a time and she has not had a problem in years. Now one of 
  her griffons has eaten Antaeranor, a prize Valenar warhorse from the stables of Lord 
  and Lady Gindarrin. The griffon, named Sunfeather, has distinctive gold coloring and 
  there are too many witnesses to deny that it was him. Starling knows she cannot 
  keep Sunfeather in Aundair; she wants to set him free on the far side of the Eldeen 
  Reaches. But the Gindarrin’s are calling for Sunfeather to be put down as part of 
  restitution for Antaeranor’s death. A rogue griffon is no light matter and the local 
  Aundairian garrison are on the scene; archers on the ground and the airship 
  Dragar’s Breath in the sky. The army is prepared to shoot down any griffon trying to 
  escape before the conflict is resolved. // A magistrate will come to decide the case in 
  three days with a 50% chance to rule in favor of either party. 
  • 
  Help Starling smuggle Sunfeather out of Aundair in a wagon: DC 13 Dexterity 
  (Stealth) or Charisma (Deception). Once check only. 
  Success: Once across the border into the Eldeen Reaches, one of Starling’s ranch hands 
  rides Sunfeather far west over the trackless forests. 
  Failure: The wagon is stopped by law enforcement and Sunfeather begins to panic. If you 
  do nothing, Sunfeather will be killed, but if you force your way through, someone else 
  could get hurt. 
  If the party opts to fight their way through, several members of the Aundairian army 
  are injured and the party’s Aundair Wanted Score increases by 2 (max 5).  
  • 
  Convince the Gindarrin’s to let Sunfeather be set free far away, after all, didn’t 
  they once love an animal? Isn’t that what this is all about?: DC 16 Charisma 
  (Persuasion). Once check allowed per day.  
  Success: The Gindarrin’s tearily agree and let Sunfeather leave Aundair. 
  2 Failures: The Gindarrin’s have you removed from their estate. 
  There is a 50% chance the Gindarrin’s send someone to kill Sunfeather in the night.  
  • 
  Make a legal case that death cannot be required as part of restitution: DC 12 
  Intelligence (History or Investigation). One check only. 
  Success: The magistrate rules partially in favor of Starling. She is still required to pay for 
  Antaeranor, but Sunfeather is allowed to leave Aundair. 
  Failure: The Gindarrin’s solicitor points out a law allowing for the destruction of 
  dangerous monsters. Griffons are on the official list and the magistrate rules that 
  Sunfeather is to be humanely put to death the following day. 
  • 
  Gather popular support for Sunfeather and get locals to picket the Gindarrin’s 
  estate with signs that read “Justice for Sunfeather!” and “Griffons are Great!” and 
  “Death for death makes everyone dead.”: DC 14 Charisma (Persuasion or 
  Performance). One check per day. Can be retried the next day as long as Sunfeather 
  lives. 
  Success: The chances of the magistrate ruling that Sunfeather lives rises to 75%. 
  Failure: Local sentiment turns against Sunfeather instead. Concerned horse owners 
  picketing Starling’s ranch with signs that read “Justice for Anternor!” and “Get Your 
  Talons Off My Horses!” and “Who’s next on the menu?” The chance of the magistrate 
  ruling for Sunfeather’s death increase to 75%. 
  
   
   
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  33 
  Aundair 
  20 
  West of Fairhaven, Countess Glamadra ir’Falda owns the land just outside of the 
  village of Henvale. She has figured out how to grow a large crop of zaberflowers, a 
  plant that normally only grows in the coldest north of the Mror Holds. The tuber-like 
  roots of the zaberflower are highly sought after as a zest for the most famous cooks 
  in Khorvaire and they fetch a premium price at market. Unfortunately, it turns out 
  that most people are allergic to the pollen of Countess Falda’s hybrid zaberflowers. 
  The villagers and farmers in the area are plagued with chronic coughs, sniffles, and 
  red eyes but most cannot afford to move elsewhere. // All party members must make a 
  DC 17 Constitution saving throw. Failure means they too are allergic to the zaberflower and 
  they suffer 1 level of exhaustion that will not go away until they have spent 24 hours 
  outside the area. Dwarves and anyone who grew up in the Mror Holds are immune to the 
  effects of the zaberflower. 
  The Countess, who is herself not allergic to the flower, has so far ignored the pleas of the 
  people to stop growing her crop. She argues that the whole area will benefit from the extra 
  money and that they should be grateful. If characters want to do something about it, 
  possibilities include: 
  • 
  Convince the Countess that people are dying: DC 12 Charisma (Deception, 
  Performance, or Disguise kit). One attempt only. If the character gets a bunch of 
  villagers to play along, they get advantage on the check. 
  Success: Guilt-ridden, Countess Falda destroys her crop and gives 5 galifars to each of 
  the “bereaved” families. 
  Failure: Countess Falda looks closely at a “dying” villager and then laughs uproariously. 
  She tells you to move along, she is busy. 
  If the crop is destroyed after attempting to trick her, she accuses the party of 
  destroying her property and their Aundair Wanted Score increases by 1 (max 5). 
  • 
  Help find a remedy for the allergies: DC 16 Nature, Medicine, or Herbalism kit. The 
  check can be made once per week. 
  Success: You discover that a fairly common herb counteracts the allergens of the 
  zaberflower if brewed into a bitter tea. The common folk of Henvale give their thanks and 
  Countess Falda rewards you with 100 galifars each. A Wanted Score <3 reduce by 1. 
  • 
  Destroy the crop: DC 13 Dexterity (Stealth) or Charisma (Deception). 
  Success: You thoroughly destroy the crop of zaberflowers and burn down the greenhouse 
  where the seeds and samples are kept. 
  Failure: You successfully set fire to the crop, but a member of Countess Falda’s staff 
  witnesses the arson. Your Aundair Wanted Score increases by 2 (max 6). 
  If the crop is burned, the party gains the Rustic Hospitality Feature (PHB 131) in the 
  Henvale area. 
  • 
  Stir the people up in rebellion: DC 14 Charisma (Persuasion, Deception, or 
  Performance). One check allowed every three days. 
  Success: Spurred on by your rhetoric, the people form a mob that burns the crop of 
  zaberflowers. However, things quickly get out of hand and they burn the Countess’s 
  manor as well, though no one is killed. If your Aundair Wanted Score is <5, increases to 5. 
  Unless you give yourself up to the authorities and explain the situation, someone in the 
  village will hang for inciting rebellion. If you give yourself up, Countess Falda takes mercy 
  on you. You can avoid prison time, and damages of 25,000 galifars, if you spend the next 
  six months rebuilding her manor and working in her zaberflower fields. 
  Failure: The villagers chase you out and your Aundair Wanted Score increases by 1. 
  
   
   
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  34 
   
  Breland 
   
   
   
   
   
   
   
   
  D20 
  Event 
  Breland 
  1 
  In a hovel outside New Cyre, the party meets a bitter young woman named Almandra 
  ir’Morez. On the Day of Mourning, she was traveling home from when there was a 
  bright flash. She woke some days later in a hobgoblin slave wagon bound for 
  Darguun. 
  Almandra learned from the other prisoners that her family had been killed; her 
  family estate destroyed and looted. Her surge of emotions let loose a concussive 
  blast of magic that killed her captors as well as the other prisoners as well. When 
  Prince Oargev heard her story, he reluctantly exiled her from New Cyre. 
  Almandra darkly believes it is only a matter of time until someone decides to kill 
  her. Or worse, that some arcane college or Dragonmarked house will want to “study” 
  her. If only she knew of somewhere to go before her food runs out. // If the party 
  knows someone who would respect Almandra and risk teaching her to control her powers, 
  she agrees to accompany the party there. Examples of individuals who would take her in 
  include a Talenta halfling sorcerer, The Keeper of the Flame in Flamekeep, the Daughters 
  of Sora Kell in Droaam, and Gatekeeper druids. 
  Almandra (human Noble stat block) cannot intentionally cast spells but every day there is 
  a 25% chance that she will suffer a Wild Magic Surge (PHB 104). Entering combat, being 
  targeted by an attack, or seeing a hobgoblin also triggers a Wild Magic Surge. She is 
  immune to damage from her own surges. As a traveling companion, Almandra is polite but 
  cold, always grateful but never losing her dignity. 
  Breland 
  2 
  A few days out from Wroat, the party passes a camp of several dozen Cyran refugees. 
  Two years after the Last War, even generous Brelish citizens are finding it hard to 
  keep giving. The refugees have tried their luck in Wroat and Sharn but never found a 
  place for themselves. Their slow baggage train will take nearly two months to reach 
  New Cyre and they are already low on food and supplies. // The refugees need at least 
  1,200 galifars worth of supplies to make it to New Cyre. 
  • Ask commoners to help out: DC 10 Charisma (Persuasion) or Religion. One check 
  allowed per 100sq miles. The amount of galifars collected equals the successful 
  result times 10 (a result of 9 or lower does not collect any galifars). A Folk Hero or 
  someone with similar roots or respect from the common folk has advantage on this 
  check. 
  • Persuade wealthier citizens to give: DC 14 Charisma (Persuasion) or Religion. 
  The amount of galifars collected equals the result times 100 (a result of 13 or lower 
  does not collect any galifars). A Noble or character or Bard with ties to high society 
  may have advantage on this check. 
  
   
   
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  35 
  Breland 
  3 
  The party is approached by Minerva Feldspar, an elite agent of the King’s Citadel. 
  She believes that a group of warforged are being used as slave labor in the mines of 
  the Howling Peaks in Zilargo. It is likely that they are unaware of the Treaty of 
  Thronehold, which gives them their freedom. She wants them freed or evidence of 
  their plight brought back to her in Wroat. She can’t look into it directly for fear of 
  causing an international incident. Because she is acting independently, and out of a 
  desire to “keep royal hands clean,” she cannot offer payment in coin. If the party 
  helps her in this, she offers to instead put her considerable network to use finding 
  information for the party in the future. // Minerva’s sources point to a mine north of the 
  gnome town Reven.  
  • Find the mine where twenty warforged are being forced to work:  DC 15 
  Intelligence (Investigation) or Wisdom (Survival). One check per week. 
  Success: You find evidence of twenty warforged being forced to work in the mines. You 
  can take this information back to Minerva or you can try to free them yourselves. 
  Minerva thanks them and then makes plans to free the warforged within week. There 
  is a 30% chance that she finds the mines abandoned. 
  Failure: It appears that your map is out of date and the locals seem to be misleading you 
  on purpose. 
  Every time the party fails this check, there is a 25% chance that a smiling gnome 
  traveler (Rogue assassin 4) finds the party and politely suggests they leave Zilargo 
  because he thinks the local cuisine might not agree with them. If the party persists for 
  another week, have each of them make Wisdom (Perception) checks. The party 
  member with the lowest score gets mysteriously ill and suffers three levels of 
  exhaustion. If this happens a third time, the poisoned party member falls to 0 hit 
  points and must immediately start making Death Saving Throws. Even if they are 
  stabilized, they are in a coma for 1d4 weeks. 
  • Free the warforged and bring them back to Wroat: DC 14 Strength, Dexterity 
  (Stealth) or Intimidation. 
  Success: During a daring raid on the mine, you chase off the human and gnome slavers 
  and then lead the warforged back to Wroat. 
  Minerva rewards them with access to her information network and each of them also 
  receives an item from Magic Item Table B (DMG 144). 
  Failure: After making your plan, you return to the mine to find it abandoned. Only a 
  smiling gnome traveler lounges against the entrance. 
  The party meets the gnome traveler described above. 
  Minerva’s information network grants advantage on Investigation, History, Arcana, 
  Religion, and Nature checks while in Wroat.  
  Whatever the outcome, it is likely that the Trust, Zilargo’s secret police, will learn what the 
  party has done. But who knows whether their interest will be for good or ill? 
   
  
   
   
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  36 
  Breland 
  4 
  All members of the party begin to have the same nightmare every night: falling 
  through luminous clouds full of alien creatures with many limbs and many eyes. // 
  Upon waking up, all members of the party who are not kalashtar must make a Charisma 
  saving throw. The lowest scoring party member suffers a level of exhaustion as part of 
  their psyche remains in Dal Quor, the Realm of Dreams. These dreams and Charisma saving 
  throws continue until the party can find a kalashtar, a mystic, or someone who has 
  extensively studied psionics or the Realm of Dreams. This person can teach the party a 
  meditation technique that will break the dream cycle. If there is such a person in the party, 
  they may make an Intelligence (Arcana) check against a DC of 16 to see if they already 
  know the technique. 
  They might even be approached by a mindflayer or an agent of the Dreaming Dark who 
  promises to make the dreams stop … in exchange for a favor. 
  Breland 
  5 
  Several months ago, the party performed some small act of service or heroism for 
  Lady Hepzilah ir’Grenby. She was greatly impressed with you and promised to find a 
  suitable reward. You learn that Lady Hepzilah has recently passed away and all 
  members of the party have been invited to the reading of her will in Wroat next 
  week.  // At the reading of the will, Lady Hepzilah’s executor reads out,  
  “… and to those who did me such great service in time of need [name of party members or 
  adventuring company] I bequeath my island in the Lhazaar Principalities. I regret that I have 
  never seen or even named the island. I know of no one else with such adventurous spirits who 
  may put it to some use or at least explore it before deciding what to do with it.” 
  The island is about two square miles and has enough arable farmland to support about 50 
  people. See rules and suggestions for owning property or running a business on pages 126-
  129 of the DMG. If the island is already inhabited, there’s always a chance for a peaceful (or 
  at least profitable) coexistence. Roll on the table below but do not reveal it to the players 
  until they arrive to explore. 
   
   
   
  Current inhabitants of the island 
  1. Cloudreaver pirates 
  4. A secret House Thuranni enclave 
  2. The southern waters are full of 
  sahuagin (MM 263) 
  5. 1d12 + 5 Gnome islanders who did 
  not realize their island was owned. 
  3. A young copper dragon (MM 
  111) 
  6. Uninhabited 
   
  
   
   
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  37 
  Breland 
  6 
  While eating at a The Mallard Monarch tavern in Ardev, the party can’t help but 
  overhear a loud prayer to Olladra, the Sovereign of Feast and Fortune, followed by 
  the rattle of dice, a cruel cheer, and a long moan of despair. Erdlin, a farmer from 
  Flathill village, has just gambled away 60 sovereigns to three members of the 
  Hackjaw Gang, a group of thugs pleased to call themselves mercenaries. // Erdlin was 
  supposed to use the money to hire new farm hands and buy supplies but he was hustled 
  into gambling with the oldest trick in the book, the thugs pretended to lose until they 
  raised the stakes high enough to take him for everything. 
  • Win back Erdlin’s loss (6 galifars): Wisdom (Gaming Set) opposed to 1d20+3. The 
  winner gets 1 galifar for every difference in the result and the loser loses the same 
  amount. (ex. Player: 11, Hackjaw Gang: 14 means that the player loses 3 galifars and 
  the gang wins 3). The gang will play a maximum of 5 games. 
  • Scare or trick the Hackjaw Gang into giving the money back: DC 14 Charisma 
  (Intimidation or Deception). Add +1 for each member of the party crossing their arms 
  or cracking knuckles menacingly. 
  Success: The Hackjaw Gang tosses a purse of 60 sovereigns on the floor at Erdlin’s feet, 
  grumbling that it was all in good fun. 
  Failure: The tavern owner doesn’t want trouble and threatens to call the Watch unless 
  everyone settles down. 
  • Give everyone a stern talking to about the evils of gambling: DC 8 Wisdom, 
  Religion, or Charisma (Persuasion or Performance). 
  Success: You feel like your impromptu sermon goes well, but no one seems to be 
  listening. 
  Failure: You feel like your impromptu sermon goes well, but no one seems to be listening. 
   
  Breland 
  7 
  Kadra d’Lyrandar wants to hire the party to update trade route maps over the next 
  six months. She’ll pay party members 200 galifars each for their help and consider it 
  a special favor to the House. She’ll pay double if a party member is proficient with 
  Cartographer’s Tools (DMG 154).  // If the party accepts the offer, they are paid 50 
  galifars up front and can claim another 50 galifars in one month from a House Lyrandar 
  enclave. They receive a packet of confidential instructions, maps, and documents. After 
  some study, it becomes fairly clear that House Lyrandar is using the heroes to gather 
  information about House Orien, perhaps in a bid to horn in on the overland travel market. 
  If the party follows the instructions, they’ll be in House Lyrandar’s good graces and can 
  expect more job offers in the future. 
  A member of House Orien would be intensely interested in the documents and would pay 
  the party 1,000 galifars to let them make a copy and slightly alter the instructions so that 
  House Lyrandar learns only what House Orien wants them to know. There is a 40% chance 
  that House Lyrandar finds out about the deception, cancels the contract, and then uses 
  their influence to make the party’s Wanted Score increase by 1 in Aundair, Breland, 
  Karrnath, and Thrane. 
  
   
   
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  38 
  Breland 
  8 
  House Orien is starting a program that pays adventurers to map and explore 
  dangerous areas within 200 miles of its trade roads. If you join the program and 
  report your findings back to a House Orien enclave, the party will receive 12 seven-
  day passes for traveling in modest coaches along the lightning rail and 400 galifars 
  per detailed report. They’ll pay double if a party member is proficient with 
  Cartographer’s Tools or Painter’s Supplies (DMG 154). // Locals, travelers, merchants, 
  or patrolling law enforcement need to attest in writing that the party has explored a given 
  area for at least seven days. All appropriate forms can be purchased at a House Orien 
  enclave for 1crown each. Example locations could include The Mournland, the Eldeen 
  Reaches, Droaam, Darguun, The Talenta Plains, and Valenar. 
  Breland 
  9 
  While visiting New Cyre, the party shares an evening with Kadar Wedig a blacksmith 
  and former priest for Onatar. Depression and despair are rampant among the 
  survivors of Cyre and he has found it difficult to live his faith after the Day of 
  Mourning. Kadar is an important leader in the community and his personal crisis of 
  faith has affected many. He asks the party if they have seen evidence in the wider 
  world that the Sovereign Host cares what happens to the people of Eberron, or if 
  indeed any deity does. // Each character with advice for Kadar can make one check. 
  Kadar takes the advice of the player character with the highest result. Ideas for advice 
  could include: 
  • “Stop pitying yourself, these people need you to help build good lives here and 
  now. Get tough or get out.” Charisma (Intimidation) 
  • “It’s all part of the plan. Show your people that faith is the way forward.” 
  Wisdom or Religion 
  • “Learn to stand on your own two feet. It doesn’t matter if there are gods, you 
  should still make the world a better place for those who follow. Focus on the 
  economic needs of New Cyre.” Intelligence (History) 
  • “If you want a spiritual experience, go and see the natural world for yourself.” 
  Intelligence (Nature) 
  • “Why not take up a new religion?” Charisma (Persuasion) 
  • “Nothin’ matters, man. Time is a flat circle.” Charisma (Pessimism) 
  
   
   
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  39 
  Breland 
  10 
  Lord and Lady Rethpool are nobles with a country estate outside Ardev in western 
  Breland. They want to support Droaam’s efforts to, in their own words, “civilize the 
  monsters.” They ask the party to go to Droaam and hire “some poor beast” to come 
  and be a guard at their estate. The bigger, the better and the Rethpools will pay the 
  party the creature’s weight in galifars. They plan to pay the creature the full rate of 2 
  galifars per day as well as house them in a converted barn. They do not want more 
  than one creature to start with. // 
  • Talk the Rethpools out of their idea:  DC 15 Charisma (Persuasion, Intimidation, or 
  Performance).  One check per day, after two failures, they rescind their offer to the 
  party and find someone more willing. 
  • Talk a monster into taking the job: DC 13 (Medium)/DC 15(Large)/DC 18 (Huge) 
  Charisma (Persuasion, Deception, or Intimidation). One check allowed per day, per 
  monster. 
  Success or Failure: Word starts to get around Droaam that someone is trying to 
  compete with House Tharashk when it comes to brokering monster mercenary 
  contracts. 
  After every attempt to hire a monster, there is a 20% chance that House Tharashk 
  enforcers track the party down and threaten them. A typical enforcer party is a half-
  orc leader (Bandit Captain) with 2d4 enforcers (Bandits) and 1d3 ogres. They will 
  threaten the party twice and attack the third time. 
  The chance of an encounter with the enforcers raises by 15% every time the party 
  talks to a monster about the offer. 
  • Convince the monster to take the job seriously instead of going on a rampage in 
  the first six months: DC 13 Charisma (Persuasion or Intimidation). 
  Success: The monster seems to grasp that this is a good opportunity. After six months, it 
  is likely that the Rethpools or some of their friends may ask for your help again. 
  Failure: The monster grunts a lot, but that could mean anything. 
  There is a 30% chance that in the first month the monster will tire of being treated as 
  an oddity or an exotic pet and go back to Droaam. It will likely burn or break 
  something and then take whatever, and perhaps whomever, it can carry back home. 
  The Rethpools blame the party for a “faulty” monster and the party’s Breland Wanted 
  Score rises by 1 (max 2). 
  Feel free to adjust the DCs and weight according to the specific monster and the 
  circumstances of their hiring. 
   
   
   
  Possible monsters 
  1. Ung the ogre – 600 lbs. 
  4. Chipwing the gargoyle – 250 lbs.  
  2. Raugnir the troll – 500 lbs. 
  5. Kordak the minotaur – 350 lbs. 
  3. Zarga Halfhand the orc – 220 lbs. 6. Brodr the hill giant – 3,000 lbs. 
   
  
   
   
  Not for resale. Permission granted to print or photocopy for personal use only. Eberron Random Events: Sharn and the Five Nations  
  40 
  Breland 
  11 
  As you travel into Moonwatch, you are greeted with the impressive sight of Argonth 
  a magically floating small town that doubles as a mobile fortress. A group of 
  townsfolk approach the party and tell them that several young people from nearby 
  villages went up to see the fortress with a recruiting officer and have not returned. 
  The recruiting officers in town claim to know nothing about the young people. 
  Argonth is scheduled to leave in two days. // Argonth is a fortress run by the Brelish 
  army under Captain Alain ir’Ranek. It is a military fortress and they don’t allow just anyone 
  to go poking around without good reason. They will, however, allow the party up to 
  Argonth if they present a legitimate reason, such as being interested in mercenary work or 
  speaking with Eera ir’Jalon, the Argonth’s master of magic. A Brelish character who 
  worked with the army during the Last War will also be admitted to see old friends. 
  The townsfolk insist that the youth were only going up for a look.  
  • Report the missing youth and convince an officer to look into it: DC 11 Charisma 
  (Persuasion or Intimidation). 
  Success: The officer soon returns and tells you that the youth in question have signed on 
  with the Brelish army and they are already in basic training and not to be disturbed. 
  Failure: The officer says he doesn’t have time for this and he warns you not to poke 
  around the Argonth or you’ll will be thrown off, maybe literally. 
  • Find the missing young people: DC 12 Dexterity (Stealth), Wisdom (Perception), or 
  Intelligence (Investigation). 
  Success: You find the missing youth and speak with one of them. They have been tricked 
  into signing up for two years of service by a crooked recruiter looking to swell his numbers 
  to seek a promotion. The paperwork is legally binding and if the youth leave now, they will 
  be branded as deserters. 
  Failure: The guards have had enough of your poking around and escort you from the 
  Argonth. 
  After failure, a character may attempt to makes this check one more time. If they fail, they 
  barely escape being arrested and their Breland Wanted Score rises by 1. 
  • Make a case before a military tribunal that the contract is unenforceable: DC 16 
  Intelligence (Investigation or History). One check allowed without expert legal advice. 
  Further checks can be made once per week at the cost of hiring a solicitor for 20 
  galifars, even if Argonth has moved on. 
  Success: In a scene of breathtaking courtroom drama, you convince the military 
  tribunal to let the youth out of their contracts and court martial the recruiter, who is 
  dismissed from the Brelish Army. 
  If a character’s Breland Wanted Score increased due to this event, reduce their score 
  by that much. The party gains the Rustic Hospitality Feature (PHB 131) in the 
  Moonwatch area. The disgraced recruiting officer, Jargad Hester, is likely to seek 
  revenge. 
  Failure: The tribunal rules that the contracts are in force and they remind everyone that 
  the penalty for desertion is death by hanging. 
  The tribunal loses patience after three failures and any subsequent attempts raise the 
  party’s Breland Wanted Score by 1 (max 3). 
  
   
   
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  41 
  Breland 
  12 
  Talk of abolishing the monarchy in favor of Parliament has been gaining momentum 
  since the end of the Last War. Now, Elder Simdar, leader of the thorp Ringbriar, has 
  taken it a step further by declaring that they no longer recognize the authority of 
  King Boranel. They will continue obey the law as presented by the Brelish 
  Parliament. The situation is a political necklace of fireballs that could blow up and 
  change the future of Khorvaire forever or going down in history as just another 
  crushed rebellion. A battalion of the Brelish army under General Hava ir’Starn has 
  already set up camp nearby. They are closely questioning anyone on the road. 
  The standoff is tense and could last several days as the eyes of Breland are upon 
  them. Journalists from the Korranberg Chronicle and the Sharn Inquisitive are 
  flitting about the area, only increasing the tension with their constant questions, 
  unwanted opinions, and obnoxious prognostications. // Many common folk, fearing 
  the reprisals of the King, have already fled the area. The bulk of people left in and around 
  Ringbriar (~250) are those willing to fight and perhaps die for what they believe in. They 
  have set up several blockades on the road. The villagers have erected a wooden palisade 
  around Ringbriar and they have with stockpiled food, weapons, and medicine. 
  General Hava may be conflicted herself, as she is related to Lord Konner ir’Starn, the governor 
  of Wroat who only serves at the pleasure of the King. If character’s want to get involved, they 
  must talk to both parties every day. 
  • Convince Simdar to stand down and find a less dangerous way to change 
  Breland: DC 16 Charisma (Persuasion) or Intelligence (History). One check per day. 
  Success: Simdar agrees that perhaps there is a way to bring about change without 
  bloodshed, though he seems tired and resigned. He gives himself up to be arrested and is 
  taken to Wroat for trial. 
  The party’s Breland Wanted Score is reduced by 2. 
  Failure: The villagers refuse and await the coming of the army with fatalistic courage. 
  • Convince General Hava that no lives need be lost here: DC 12 Charisma (Persuasion) or 
  History. One check per day. 
  Success: General Hava agrees that a rash decision can only lead to sorrow and perhaps 
  more rebellion. She will bide her time for another day. 
  Failure: General Hava has the party removed from her camp. They plan to attack 
  tomorrow unless Simdar gives up. 
  If the army attacks Ringbriar, they burn it to the ground and slaughter over a hundred of 
  the rebels. The villagers who die there, including Simdar, become martyrs to the cause for 
  abolishing the monarchy. Whatever the outcome, it is only a matter of time before another 
  town or group tries the same thing. The spark of democracy is bound to find dry tinder at 
  some point. 
  If a player character stands with the villagers of Ringbriar and fights against the army, they 
  may choose to either be arrested or escape into the nearby woods. If they are arrested, 
  they spend 1d4+1 months in prison in Wroat and their forearm is branded with a sigil that 
  means “rebel”. When they are released, their Breland Wanted Score is 3. 
  If a character escapes, they are branded an insurrectionist and their Breland Wanted Score 
  increases to 7. 
   
  
   
   
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  42 
  Breland 
  13 
  The noble Sontain family owns extensive farm and logging lands in eastern Breland. 
  They used to have considerable means, but the head of the house, Rivik ir’Sontain, 
  made a series of investments that blew up in his face on the Day of Mourning (along 
  with all of Cyre)*. Now the family is struggling to remain solvent enough to protect 
  their land and the people who work it. Rivik promised to lower taxes after the Last 
  War but has not done so. There is discontent among the peasantry and even a rumor 
  that there is an illegal stockpile of weapons and wands somewhere nearby. Rivik is 
  not a particularly harsh landlord; he expects payment on time but is often willing to 
  negotiate. He says if the peasantry will bear the taxes for just one more year, he will 
  be able to salvage the family’s finances. But someone needs to find that stockpile 
  before things get out of hand. // 
  • Convince Rivik to lower the taxes: DC 13 Charisma (Persuasion or Intimidation). 
  Two checks allowed over two days. 
  Success: You remind Rivik that his family is not the only one that suffered during the 
  Last War. He sorrowfully agrees to lower the taxes as promised. 
  There is a 75% chance that in the next six months the Sontain’s will fall to ruin and be 
  forced to sell their lands to the Threvar family. After hearing how near the peasants 
  were to revolt the Threvar’s rule the area harshly and use mercenaries to bully the 
  peasants. 
  • Convince the peasants to stand down for one year: DC 13 Charisma (Persuasion or 
  Intimidation). One check allowed per day. 
  Success: You explain to the peasants that Rivik is doing everything in his power to keep 
  them all safe without forcing any of them off the land. 
  There is still a 40% chance that the peasants revolt within the next year. If they bear 
  the taxes for one more year, there is an 80% chance that it saves the Rivik fortune and 
  he does indeed lower the taxes. 
  2 Failures: The common folk refuse to listen. Why should they continue to pay for 
  Rivik’s misfortune? He still has a fancy house and fancy clothes and dinner every night. 
  There is a 75% chance that the peasantry revolt in the next two months. It quickly 
  gets out of hand and turns bloody when the Aundairian army steps in. Lives are lost, 
  the mansion is burned, and the Sontain family is ruined. 
  • Find the stash of weapons and wands by putting together clues or pretending to 
  be a member of the revolt: DC 14 Intelligence (Investigation), Charisma 
  (Deception), or Wisdom (Survival). The stash is buried in the woods north of the 
  estate and it contains 18 mundane melee weapons, 6 crossbows, 2 wands of Fire Bolt, 
  and 1 Ray of Frost wand. Removing the stash drops the chance of a revolt down to 
  10% in the next year. 
   
  *If a player with a Cyran character complains about the insensitive nature of this description, 
  apologize and give them something from Magic Item Table C (DMG 145). 
  
   
   
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  43 
  Breland 
  14 
  Near Starilaskur, a warforged who calls herself Prophetess preaches that the 
  warforged are the divine offspring of Eberron and Siberys and that they are superior 
  to the fleshy races. Two dozen warforged have joined her camp and, strangely 
  enough, she has also attracted double that number in human and halfling followers. 
  Just before the moon Eyre is full, she plans to lead her followers to the Dragon’s 
  Crown where they hope to commune with the Progenitor Dragons. The Brelish army 
  is mustering under General Calvern to scatter the Prophetess’s cult before it grows 
  any larger. //  
  • Help disperse the cult: Attack roll against AC 15. Success: The cult is scattered and the 
  Prophetess arrested and taken to Starilaskur. Failure: The Prophetess’s followers escape 
  into the night, heading for the Dragon’s Crown. 
  • Convince General Calvern to let the group be: DC 12 Charisma (Persuasion or 
  Deception), History, Religion, or Insight. Success: The Prophetess soon leads her people 
  to the Dragon’s Crown. The army does not follow. Failure: General Calvern eyes you 
  suspiciously. She thinks it’s too much of a risk and decides to move on the group 
  tomorrow. 
  • Help the Prophetess repulse the Brelish Army: Attack roll against AC 12. Success: 
  The army is pushed back, though several are wounded and killed on both sides. The 
  Prophetess gathers her people and flees toward Dragon’s Crown. 
  Failure: The cult is scattered and the Prophetess arrested and taken to Starilaskur. You 
  escape but your Breland Wanted Score increases to 7. 
  If the Prophetess’s group makes it to the Dragon’s Crown while Eyre rises full, she arranges 
  her followers in a circle between the standing stones. Player characters may observe or 
  participate. Roll 1d4 to see what happens: 
  1. The Prophetess rants and stomps around for an hour before falling dead. Disturbed and 
  confused, her followers disperse. 
  2. A portal opens in the center of the circle, revealing a land made of clockwork machinery, 
  part of the plane of Daanvi, the Perfect Order. The Prophetess bids all to follow her to their 
  new home. She does not intend to return to Eberron for hundreds of years, if at all. Any 
  character who enters the portal is trapped on Daanvi when the portal closes. 
  3. The participants are enveloped in green fire. Warforged player characters permanently 
  gain 1d4 hit points. Non-warforged take 5d6 radiant damage. If this damage reduces a player 
  character to 0 hit points, they do not die but are covered in greenish burn scars and are now 
  afraid of green fire. None of their gear is burned. 
  4. Participants behold a vision in the sky depicting the Progenitor Dragons and the creation 
  of the world. Khyber kills Siberys and is in turn trapped within Eberron. However, this time 
  the moon Eyre transforms into a mechanical dragon which burrows into Eberron and 
  destroys Khyber. Could this be a vision of the fulfillment of the enigmatic Draconic Prophecy? 
  After the night on Dragon’s Crown, if the Prophetess still lives, she leads her followers into 
  the Mournland. 
  
   
   
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  44 
  Breland 
  15 
  While traveling near the King’s Forest, a half-elf dressed in hunting greens stumbles 
  from the undergrowth and collapses in the road, two arrows in his back. Before he 
  dies, he uses the last of his strength to toss a coin purse at your feet and gasp, 
  “Please! Give this to my sister in Black Pit so that she can escape!” A few moments 
  later, a pair of Knight Rangers emerge from the trees and tell you this man was a 
  wanted poacher. After checking to make sure he is dead, they ask if the party took 
  anything from him. // If the party manages to revive the poacher, the Knight Rangers 
  take him into custody but he says nothing about the purse, only pleading with the 
  characters with his eyes. It takes a DC 11 Charisma (Deception or Intimidation) check to 
  convince the Knight Rangers that the party has nothing. On failure, the Knight Rangers are 
  suspicious and try to arrest the party as well. If the party resists and the Knight Rangers 
  are outnumbered, they leave without a fight but the party’s Breland Wanted Score rises by 
  1. 
  The purse contains a long green finger with a sharp, black nail (DC 14 Arcana or Nature to 
  identify it as belonging to a Green Hag). 
  The village of Black Pit is a haven for outlaws, fugitives, and deserters. There they can find 
  the poacher’s sister, Ambra, with a DC 13 Intelligence (Investigation) check, or by asking 
  who would be interested in a hag’s finger. They are directed to Nil, a changeling wizard 
  (Wizard 4) who holds Ambra as an indentured servant. After receiving the finger, Nil 
  releases Ambra but with her brother dead she has nowhere to go. 
  Breland 
  16 
  While staying at a traveler’s hostel in Xandrar, the party is approached by a young 
  woman wearing a hood and cloak. She asks if they have travelled far across 
  Khorvaire and what they know of the nations. After some talk, she reveals that she is 
  Sandara d’Cannith and she possesses a Greater Mark of Making. She is young but her 
  studies have already marked her as one of incredible potential. Now she must make 
  a choice whether to study with the Twelve in Korth, the Library at Korranberg, The 
  Arcane Congress in Aundair, or with her own House in Sharn. The House keeps a 
  close watch on all heirs with Greater Marks and she does not have the time or means 
  to visit all of those places before making her decision. She welcomes any advice they 
  have. // If the party is especially welcoming to her, she reveals that she has even been 
  approached by someone claiming to represent the Chamber. If the party makes a 
  convincing argument for one of these institutions, she is grateful and they may have a 
  powerful ally in the near future. The institution with which she studies will also consider 
  themselves in the party’s debt. If two party members disagree, have them roll opposed 
  Charisma (Persuasion) checks. 
  
   
   
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  45 
  Breland 
  17 
  Prince Oargev of New Cyre is looking for someone to voyage to Q’Barra and deliver a 
  box to King Sebastes ir’Kesslan. For some reason, he seems reluctant to entrust the 
  mission to a Cyran. He will pay for ship’s passage to Q’Barra but can offer little else 
  from New Cyre’s mostly empty coffers. He promises honor and hospitality to anyone 
  willing to help. // The box, about the size of a loaf of bread, is made of densewood lined 
  with lead. The top is carved with a crystalline lighthouse (DC 11 History check to identify it 
  as the Kesslan family crest). It takes a DC 20 check to open with Thieves’ Tools. Inside the 
  box is a Sivis sending stone, scrolls detailing the history of the Kesslan family and several 
  deeds for land in Cyre. There is also a scorched golden ring with settings for three 
  gemstones but only a single cracked gem remains. The ring may be identified as a Ring of 
  Three Wishes with only one wish left. If used, the cracked gem might make the 
  repercussions of a wish particularly unpredictable. 
  Breland 
  18 
  The town of Vathirond, just west of the Mournland, saw one of the largest influxes of 
  Cyran refugees when the Last War ended. Now, nearly a hundred Cyrans have 
  abandoned New Cyre and seek to integrate with the Brelish population there. Mayor 
  Frola ir’Taskar is worried about so many refugees and has turned them away at the 
  gates. The refugees are camped outside the walls and it is probably only a matter of 
  time until they run out of food or something emerges from the Mournland and 
  attacks them. // Inside the walls of Vathirond, the efforts of Mayor Frola have gone well 
  and the town seems to be recovering. She insists that the balance is delicate. The refugees 
  are exhausted from walking and they are low on food, medicine, and other supplies. 
  • Convince the village to take in the refugees: DC 15 Charisma (Persuasion), Wisdom 
  (Insight), or Religion. One check only. 
  • Convince the village to donate supplies to the refugees: DC 10 Charisma 
  (Persuasion) or Religion. One check per week with the DC increasing by 3 every time. 
  Success: The town gathers enough to feed the refugees for one week. 
  • Convince the refugees to move on or return to New Cyre: DC 14 Charisma 
  (Persuasion) or Intelligence (History). One check only. 
  If all attempts at mediation fail, the refugees grow angry and rush the gates, intent on 
  stealing food and supplies. Several refugees, citizens, and guards are wounded and killed. 
  After the clash, the refugees break apart, each family for itself. Public sentiment in 
  Vathirond turns against Cyrans and there is a 50% chance that any given Cyran family 
  already inside Vathirond will be driven out. A Brelish character has advantage when 
  speaking with the town and a Cyran character has advantage dealing with the refugees. 
  
   
   
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  46 
  Breland 
  19 
  Wheymor is a village in western Breland, close to the border with Droaam. In the 
  past, the village has elected a new Chief Councilman every three years. Edber Ghar, 
  the current Chief Councilman, has decided there will be no election this year and he 
  invites anyone with a difference of opinion to speak with his new assistant 
  councilors, a pair of ogres named Vumber and Grag. He has also decided that the 
  Chief Councilman is allowed to use taxes to build a new house. // Vumber and Grag 
  are mercenaries from Droaam that Edber can only afford to pay because he found a cave of 
  common quartz. He has convinced the ogres that he is paying them in “gemstones.” 
  • Speak to the villagers: The villagers tell you that Edber left town and came back two 
  weeks later with the ogres. Vumber and Grag are lazy and surly, but the villagers keep 
  them well-fed and so far no one has been hurt. Oblique threats of violence from Edber 
  remain constant. One or both of the ogres are always near Edber and no one can 
  approach the Chief Councilman without getting past them. 
  • Speak with Vumber or Grag: DC 13 Charisma (Persuasion or Deception) or Wisdom 
  (Insight or Perception). 
  Success: The ogres get tripped up as you ply them with questions. They reveal they are 
  mercenaries from Droaam and that Edber is paying them in gemstones. They prove it by 
  pulling a handful of common quartz from their waist pouch. 
  Failure: The ogres threaten you with a thumping if you don’t buzz off. They take to 
  calling you “lil’ stirges.” 
  If a character fails this check twice in a row, the ogres attack but not with the intent to 
  kill anyone. After striking a target, they will back off unless further provoked. 
  • Speak with Councilman Edber: DC 12 Charisma (Persuasion or Intimidation) or 
  Wisdom (Insight). Cannot be attempted until Vumber and Grag are dealt with. 
  Success: Edber nervously reveals that he came up with the plan after discovering the 
  quartz in a nearby cave. Now he’s afraid if it gets revealed the ogres will take it out on 
  the village. But let’s be honest, he’s especially nervous of what they will do to him 
  personally. 
  Failure: Edber tells Vumber and Grag to escort the party away from the village. 
  • Convince Vumber and Grag that their contract is fulfilled: DC 11 Charisma 
  (Deception). 
  Success: The ogres shrug and leave town without a fuss. 
  Once they find out their “gemstones” are worthless, there’s a 50% chance that they’ll 
  return to Wheymor, plunder it, and kill Edber. 
  Failure: The ogres grow suspicious and come to the conclusion that someone is trying to 
  trick them and they don’t care who. They’re going to solve it ogre style. 
  Roll initiative. If reduced to half hit points, the ogres will flee back to Droaam. 
  If Edber’s duplicity is revealed to the ogres, have the party roll initiative. The ogres can be 
  convinced to leave peaceably in the first round of combat with a successful Charisma 
  (Persuasion or Intimidation) check against a DC of 15. Otherwise they move to smash a few 
  things and head back to Droaam with some plunder, including Edber’s head. 
  
   
   
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  47 
  Breland 
  20 
  The Last War may be over for the city folk, but shifters and lycanthropes from the 
  Eldeen Reaches have never stopped raiding the ranches around the village of 
  Shavalant. They often kill human and cattle alike. Two shifters from Sylbaran have 
  been captured on private land nearby. Now the villagers are calling for them to be 
  executed and their bodies placed on display near the border. 
  Lord Veirner ir’Tajar, commander of the Brelish forces at Fort Orcbone, agrees with 
  the measure, having fought any number of such savages in his career. What’s more, 
  the village spokesperson is Helvin Vidalis and his involvement gives the appearance 
  of House Vidalis’s blessing. // Commander Veirner does not hide the fact that he thinks 
  the only good shifter is a dead shifter. To him, being taken on Brelish soil is enough to 
  condemn them. Helvin Vidalis will say that House Vidalis agrees with his protecting of 
  House property, but he is bluffing. The shifters, Moonclaw and Catch, are being held in a 
  reinforced barn between Orcbone and Shavalant. 
  • Rescue the shifters: DC 12 Dexterity (Stealth) or Strength (Athletics).  
  Success: Under the cover of night, you break Moonclaw and Catch out of the barn and 
  get them back across the border to Sylbaran. No one knows you were involved. 
  2 Failures: Soldiers from Orcbone catch you trying to pry boards loose at the back of the 
  barn. You escape but your Breland Wanted Score increases by 1. Moonclaw and Catch 
  are executed immediately. 
  • Convince Commander Veirner and Helvin to let the shifters go: DC 16 Charisma 
  (Persuasion or Intimidation). One check per day. Not talking to them for a day counts 
  as a Failure. 
  Success: Moonclaw and Catch go free and you have their thanks, but racial tension in 
  the area remains high. You gain the Rustic Hospitality Feature among shifters in the 
  Sylbaran area. 
  3 Failures: The local leaders refuse and plan to execute the shifters in the morning. Any 
  attempt to rescue them is at disadvantage now the Orcbone soldiers know there are “fur 
  sniffers” in the area. 
  If a character contacts a different member of House Vidalis, they learn that House Vidalis is 
  much more concerned with maintaining good relations with the Eldeen Reaches and the 
  party may have advantage on the check to convince Helvin to let the shifters go. If the party 
  enlists help from Sylbaran, they may have advantage on either check. 
  
   
   
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  48 
  Cyre (The Mournland)  
   
   
   
   
   
   
   
  D20 
  Event 
  Cyre 
  1 
  A patrol of heavily armed and armored warforged spot the party and march toward 
  them. It looks to be three juggernauts and one skirmisher. // If the party waits for the 
  warforged and make no aggressive moves, the patrol will halt and demand to know their 
  business in the domain of the Lord of Blades. Whatever the party claims to be doing 
  (scavenging, passing through, looking for someone), the warforged demand 100 galifars as 
  tribute. Despite their bluster, they will not actually attack unless attacked and they can be 
  Intimidated or Deceived away (DC 12), though they leave with their heads held high. They 
  exhort all to warn the fleshy races of the fear and majesty of the Lord of Blades. If it comes 
  to combat, the skirmisher runs away at top speed while the juggernauts fight to the death 
  (see Appendix 3 for stat blocks). 
  If there are warforged in the party, the patrol offers to take them home to their own kind. 
  Warforged characters must succeed in a DC 10 Charisma saving throw or be persuaded 
  long enough to leave the party and travel with the patrol for 1d4 days. 
  Cyre 
  2 
  You meet a warforged named Hatchet wandering the Mournland. She confesses that 
  she originally came to seek the Lord of Blades, but now she has doubts. She wants to 
  be with other warforged but worries that she is just trading one violent-minded 
  master for another.  // Each character with advice for Hatchet can make one check. 
  Hatchet takes the advice of the player character with the highest result. Ideas for advice 
  could include: 
  • 
  “It is your responsibility to your race to at least hear what the Lord of Blades has 
  to say. Then you can give an informed decision to other warforged you meet.” 
  Charisma (Persuasion) 
  • 
  “You’ve been brought into this world with a purpose. If you increase your faith, 
  you will find the answers you seek.” Wisdom or Religion 
  • 
  “The Lord of Blades is just another warmonger destined to get you killed. Isn’t it 
  time to think for yourself?” Charisma (Intimidation) 
  • 
  “The fact that you are so hesitant means you don’t really want to seek him out, 
  doesn’t it? Listen to your heart and find purpose elsewhere.” Wisdom (Insight) 
  • 
  “Family is who you surround yourself with. It shouldn’t matter if they are 
  warforged or not as long as they accept you.” Charisma (Persuasion) 
  • 
  “Actually, I think you’re all abominations and that you should go throw yourself 
  in the nearest glowing crag.” Charisma (Intimidation) 
  • 
  “I’ve heard of a place where warforged are gathering outside the Mournland…” 
  Charisma (Persuasion or Deception) 
  
   
   
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  49 
  Cyre 
  3 
  You are plagued by ghosts of the Last War on the Day of Mourning. People of every 
  race on Khorvaire fade in from thin air and go about their day, marching, cooking, 
  shopping, selling, laughing, weeping. All of the visions end the same way: the ghosts 
  look in the same direction and scream before they pop out of existence. // All 
  members of the party must succeed in a DC 10 Wisdom save or suffer 3d6 psychic damage 
  and 1d3 levels of exhaustion. A character who claims Cyre as their homeland has 
  disadvantage on this saving throw. If this damage reduces the character to 0 hit points, they 
  do not die but instead stumble about at half speed in a catatonic state until they are led 
  back out of the dead gray mists. 
  The party member with the highest saving throw, who also succeeded, watches a ghost 
  bury something. If they dig in that spot, roll on Magic Item Table B (DMG 144). 
  Ideas for combat encounters from the Monster Manual: 1d4+3 Skeletons or Zombies;  
  a Banshee; 1d4 Animated Armors made from household junk 
  Cyre 
  4 
  Just before a bleary dawn, a damaged, sparking warforged titan crashes through the 
  place where your party is resting. The huge, humanoid machine swings broken arms 
  wildly at anything nearby and makes a squealing, grinding noise that almost sounds 
  like it is in pain. The 12-foot, metal behemoth moves east, toward the Talenta Plains. 
  // Party members must succeed in a DC 12 Dexterity or suffer 1d6 slashing and 1d6 
  bludgeoning damage. Characters may choose to follow the titan and put it out of its misery 
  but there is a 50% chance that the act is witnessed by a warforged skirmisher who then 
  disappears over the horizon. 
  If the party does not stop the titan, weeks later they hear news of a Talenta halfling village 
  reduced to rubble by a damaged warforged titan. 
  Combat encounter: If you wish this to be a combat encounter for CR 4, you may use the 
  stats provided in Appendix 3 for the Damaged Warforged Titan. 
  Cyre 
  5 
  A group of five warforged approach, two skirmishers and three juggernauts. They 
  pull two handcarts piled with random objects and scraps. They ask if the party will 
  sell them any items or equipment. They will pay in gemstones. // They will pay full 
  market price for any objects of metal, stone, or wood the party is willing to part with. They 
  pay double for items made of special materials (darkwood, adamantine, etc.) See PHB 144: 
  Selling Treasure. 
  The warforged are private about their affairs, but if pressed or tricked they will reveal that 
  they follow the Lord of Blades, though they have not met him yet. They have 1,000 galifars 
  worth of gems. If attacked, the warforged with the gem pouch flees while the others try to 
  cover the escape and then flee themselves. The scraps in the handcart are worth about 500 
  galifars. 
  
   
   
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  Cyre 
  6 
  There is something very, very wrong with this part of the Mournland, even worse 
  than usual. The ground feels like a spongy, living thing and the air grows thick, 
  humid, and uncomfortably warm. // If anyone in the party is a Druid, Wizard from the 
  Divination School, Cleric with the Life or Nature Domain, or anyone else you deem 
  appropriately aware of natural surroundings, they suffer 1d6 psychic damage and feel that 
  the party must leave this area immediately or suffer dire consequences. Any divination 
  spell or extra sensory ability (such as a Paladin’s Divine Sense) makes that character suffer 
  the same results. Animals are panicky and Handle Animal checks are at Disadvantage. 
  You travel as fast as you can but it seems that living air and earth follows you with a 
  malevolent will. 
  The party must travel for 48 hours without taking a long rest or each character must roll on 
  the mutation table below. If the party travels for 48 hours without a long rest, have them all 
  make Constitution saving throws. The character with the lowest score still rolls on the 
  table. The mutation lasts 1d4+1 weeks, until the character receives a high level healing 
  spell (such as Greater Restoration), or as long as you think the party is having fun with it. 
  Consider re-rolling to make sure no member of the party gets the same mutation. 
  1. Your non-dominant hand turns into a scorpion claw. Disadvantage on Dexterity checks 
  involving ten fingers. Advantage on Strength checks that require a good grip. The claw can 
  be used for an unarmed attack that deals 1d8+Strength modifier damage. The claw can be 
  used for the somatic component of spells after a day of practice. 
  2. You sprout a prehensile tail covered in patchy black fur. Advantage on Dexterity checks 
  involving climbing or balancing but clothing or armor must be made to accommodate. The 
  tail cannot effectively hold a weapon or perform delicate tasks (such as Sleight of Hand). It 
  can be used for a bonus action unarmed attack at the character’s normal unarmed bonuses. 
  3. Gills open up behind your ears. Breathe underwater. The character must spend 1 hour of a 
  long rest with their head submerged in water or gain a level of exhaustion. 
  4. Your skin turns stiff and squamous. +1 natural armor to AC, -5 speed. Disadvantage on 
  Charisma checks that rely on an attractive appearance to non-scaley races. 
  5. Your eyes glow brightly in the dark. Darkvision in color up to 100 feet. Disadvantage on 
  Hide checks if eyes are open. 
  6. Without constant mental effort, your body softens into a liquid state. Resistance to piercing 
  damage. The character’s body liquifies while unconscious. If the character does not long 
  rest in a container no larger than 3 cubic feet and no smaller than 1 cubic foot, they suffer a 
  level of exhaustion and cannot heal damage naturally. As an action, the character may enter 
  a liquid state voluntarily to be poured through bars, under doors, or through other tight 
  spaces, though they cannot carry anything with them that would not also fit in such a space. 
  While in a liquid state, they retain their senses up to 20 feet and gain resistance to piercing, 
  bludgeoning, and slashing damage; they cannot take actions other than moving 10 feet and 
  returning to a normal state.  
  
   
   
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  Cyre 
  7 
  You meet a traveler who claims to be a dragon trapped in the form of a middle-aged, 
  human female. She introduces herself as Skarasha the Volcanic. She can break the 
  spell if only she finds a way to channel some extra magic for a while. // Skarasha at 
  least believes that she is telling the truth and to detect magic or other such senses she emits 
  a strong aura of Transmutation magic She is haughty and completely fearless. Use the stats 
  for a Mage in Appendix 3 but without access to any spells or equipment and with immunity 
  to fire damage. 
  If they trust her and want to help, it’s up to the players to come up with creative ways to 
  boost her magic. Ideas could include casting spells like magic circle (PHB 256), arranging 
  magic items in a pattern, lending dragonshards, or herding a living spell toward her. A 
  Sorcerer or Monk might act as a living conduit. A Cleric or Warlock might implore the aid of 
  a deity or patron. 
  If something is done to help Skarasha, she spends one hour performing a channeling ritual. 
  For a combat encounter, the magic energies or bright lights might draw something 
  unpleasant out of the Mournland and the party must defend Skarasha until she is finished. 
  If she successfully completes the ritual, roll 1d4 to see what she turns into: 
  1. Skarasha’s skin sprouts orange fur striped with black, her head becomes that of a tiger with 
  a disconcerting smile. He hands bend into the distinct backward hands of the fiendish 
  Rakshasa. She gives a florid bow to acknowledges her debt and then disappears in a flash of 
  acrid smoke. A disembodied voice sings that she can be found in the Demon Wastes if you wish 
  to collect a favor. 
  2. Skarasha’s body takes on a metallic sheen and she swells into the form of a young brass 
  dragon. She roars her thanks and asks for your help once again to destroy the mummy 
  sorcerer who cursed her into human form. Without waiting for an answer, she takes off into 
  the sky as if she cannot bear to be earthbound any longer. She calls back that she will find you 
  once the villain has been located. 
  3. A gout of bright red flame bursts from the ground and engulfs Skarasha with a blinding 
  flash. When you blink away the afterimage of the flame, an adult red dragon stands before 
  you. She goes now to battle the stone giant warlock who transformed her and usurped her lair 
  in the Mror Holds. She invites you to find her on Mount Ghormnal where she will reward them. 
  If Skarasha defeats the stone giant warlock on her own, party members each receive 
  something from Magic Item Table F (DMG 146). If they help her defeat her enemy, they 
  receive something from Magic Item Table G (DMG 147). 
  4. A brilliant glow suffuses the area, bringing with it the scent of old books and waterfalls. 
  Skarasha stands before you, transformed into a resplendent gold dragon. She touches each of 
  you in turn, permanently increasing your hit points by 1/3 your level rounded up. She wings 
  away, promising to share your deeds with other dragons of the Chamber.  
  Ideas for combat encounters from the Monster Manual: a giant scorpion, a basilisk, 1d4 
  giant vultures, 2 gibbering mouthers 
  
   
   
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  Cyre 
  8 
  The party treks through an area of the Mournland covered in dunes of black sand. 
  The shifting winds have uncovered the skeletal corpse of a dwarf in tattered finery. 
  // A DC 12 History check reveals the dwarf to be from the Doldarun clan in the Mror Holds 
  (a dwarf or someone from the Mror Holds or Karrnath has advantage on this check). Inside 
  his shredded jacket is a wallet made of scaled leather. The wallet has an aura of Abjuration 
  magic and is all but indestructible inside and out. Within the wallet are gems and rings 
  worth 1d6x100 galifars and a packet of papers that turn out to be foreclosure notices and 
  deeds for several farms in Aundair. 
  If the characters return any of the goods to Clan Doldarun, they will gain influence in the 
  Mror Holds. 
  If they instead take the deeds to the farmers in Aundair, they will be celebrated as kind 
  strangers and if their Aundair Wanted Score is less than 5 it is reduced by 1. 
  Ideas for combat encounters from the Monster Manual:  a bulette driven mad by the 
  black sand, desiccated zombies or mummies, a mutated blue dragon wyrmling with two 
  heads (two breath attacks). 
  Cyre 
  9 
  Your party enters the dead-grey mist surrounding the Mournland. You travel for 
  some time, feeling as though you are at the bottom of a gray ocean. Vast, unseen 
  things lurk in the depths. Though you have traveled in a straight line, the mist does 
  not end when expected. Either you’ve lost your way, or something more nefarious is 
  at hand. // All party members must make a DC 14 Intelligence save. On failure, they are 
  separated from the party and take 1d6 psychic damage from the horror of the lurking 
  shadows. This is a fear effect. 
  If at least one party member’s Intelligence saving throw result is an 18, the group can 
  either choose to leave the mists or find a missing party member. 
  A character separated from the group takes 1d6 psychic damage per day and must have a 
  result of 18 or higher on their own to leave the mists or find another party member. 
  Long rest is impossible while lost in the mists. For every day a character is in the mist, the 
  DC to leave the mists decreases by 2. (e.g. Day 1= 18, Day 2= 16, etc.) 
  When a character or party leaves the mist, there is a 50% chance they emerge on the 
  outside of the Mournland. Otherwise they emerge on the inside. 
  Ideas for party combat encounters from the Monster Manual: 1d8+1 steam mephits, 
  1d4 gray oozes with a fly speed of 20ft, 2 reef sharks that somehow swim through the air. 
  Ideas for separated character combat encounters from the Monster Manual:  
  1d4 slaad tadpoles with a fly speed of 30ft, 2 zombies of drowned elves, a confused and 
  crazed sahuagin. 
  
   
   
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  Cyre 
  10 
  A horrid odor wafts on the breeze. If you had to guess, you’d say it was the smell of 
  burning hair extinguished by the vomit of a troll who just ate a family of skunks. You 
  soon discover the source of the reek. A battlefield of still-fresh corpses is being 
  slowly overtaken by a glowing fungus. The greenish-yellow glow stretches as far as 
  the eye can see in the direction you were traveling. // It takes a DC 15 Constitution save 
  to avoid getting sick and suffering a level of exhaustion. Then read the following: 
  The battlefield is immense and it will take at least six hours of travel to get around it. If the 
  characters instead opt to walk through the battlefield, or if any character examines the 
  fungus by touching it, they stink like it for 1d4 weeks. Smelly characters and traveling 
  companions may grow accustomed enough to conquer the urge to be sick, but no tavern, 
  inn, house, or shop will allow them inside. Animals keep their distance and it takes a DC 20 
  Handle Animal check every day to get a creature to carry the smelly character. Most 
  Charisma checks involving social interaction will automatically fail. Any myconoids 
  encountered will worship the smelly character as a divine being until the smell wears off. 
  Ideas for combat encounters: 2d4+1 Fungus zombies with the Pacifying Spores ability of 
  the Myconoid Adult (MM 232). If hit, a character suffers the lingering odor as described 
  above. 
  Cyre 
  11 
  A group of Cyrans, camped just outside the Mournland, tell you that eight of their 
  young people left during the night. Their leader, a young half-elf named Kedron, has 
  talked for weeks about relieving the extreme poverty of their community by treasure 
  hunting in the ruins of their former home. // If the party actively looks for Kedron’s 
  group, a DC 16 Survival check shows signs that they have gone in the direction of the 
  ruined town of Amton. 
  You reach what is left of Amton about an hour before sundown. The crumbling buildings are 
  draped with torn, dusty scraps of colorful cloth and carpets. Once a community that thrived 
  on its dye and fabric industry, it is jarring to see so many brightly clad skeletons scattered 
  about the streets like broken toys. 
  Find the missing youths: DC 13 Wisdom (Perception or Survival). One check per 
  character per day. 
  Success: You find 1d4 frightened, wounded members of Kedron’s group.  
  Failure: Muffled noises of people talking, walking, or crying out seem to always come from 
  the side or behind you. Yet every time you investigate a sound, there’s nothing there and no 
  sign of Kedron’s group.  
  At the end of each day, one unfound youth dies and the adventuring party finds their body 
  the next day while searching. 
  The survivors have managed to scrape together 1d6x10 galifars worth of valuables as well 
  as something from Magic Item Table B (DMG 144). The survivors will sell the magic item to 
  a character for 500 galifars. 
  Ideas for combat encounters:  hobgoblin scavengers, living spells, warforged laying claim 
  to the territory, human marauders, or mutated versions of once domesticated animals. 
  
   
   
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  Cyre 
  12 
  Clutched in the arms of an iron skeleton, you spot a priceless piece of delicate art. It 
  is a recreation of the Metrol Clocktower made of purple metal and set with flawless 
  gemstones. The tiny hands still tick with the correct time. It is worth a fortune if you 
  can get it out intact. The skeleton is fused into the stony ground and cannot be 
  moved. // Freeing the fragile art from the iron skeleton takes three checks, each at DC 20: 
  Dexterity (Sleight of Hand), Strength, and Intelligence. Each character in the party 
  proficient with Alchemist’s, Jeweler’s, Smith’s, or Tinker’s tools reduces the DC of each 
  check by 5. It takes 6 hours to carefully remove the clocktower. If any of the three checks is 
  a failure, they may be attempted again, reducing the DC by 2. If the result of a check is ever 
  below 7, the clocktower breaks. 
  Convince a jeweler or other appropriate professional to journey with you into the 
  Mournland: DC 20 Charisma (Persuasion or Deception). Advantage if the jeweler is Cyran. 
  One check per professional. 
  Success: The professional warily agrees to accompany you but demands 50% of the profit. 
  It takes 12 hours of work to remove the clocktower intact. The professional will not work 
  during combat and if wounded there is a 50% chance that they demand to leave 
  immediately. If anything damages the skeleton, the clocktower shatters. 
  Intact, the clocktower could fetch 20,000 galifars. Many would argue though, that such an 
  important cultural item, and its attendant worth, belongs to the Cyran people who survived 
  the Day of Mourning. The citizens of New Cyre could scrape together 5,000 galifars to buy it 
  from the party. 
  Broken, the pieces of the clocktower are worth 2,000 galifars. 
  
   
   
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  Cyre 
  13 
  Looking for shelter, your group finds a sizable cave in a hill that has sprouted 
  crystalline ridges that catch the sunlight and throw it back in dazzling colors. Upon 
  inspection, you find that it is actually more of a tunnel wide enough to drive a wagon 
  through. The floor is bumpy but not overly rough and the walls are shot through with 
  bristling crystal. // Any light source in the Crystal Tunnel has its radius doubled. The 
  crystal itself is clear gypsum and not worth very much. There is no water nor any living 
  things in the cave and the air is hot and dry. If the party travels the cave for a full 12 hours, 
  they find another opening. Upon exiting, and after a DC 10 Wisdom (Perception, Survival, 
  or Nature) or Intelligence (Investigation) check, the group can discover that they have 
  traveled 300 miles across the Mournland. 
  It is up to you where to place the Crystal Tunnels. Such a discovery, if it proves relatively 
  safe and stable, would be incredibly valuable to anyone interested in a shortcut across the 
  Mournland. Breland, Karrnath, New Cyre, and House Orien would be particularly 
  interested. If their squabbling turns sinister, it’s likely the adventuring party will be caught 
  in the middle. 
  There can be as many openings as you decide and the tunnels could be inhabited by things 
  that might need clearing out. Perhaps a smaller tunnel branches off and leads to the very 
  depths of Khyber itself. 
  Ideas for combat encounters: Crystal golems, living spells, purple worm, demons from 
  Khyber, Daelkyr who made the caves as an artistic expression. 
  Cyre 
  14 
  The land slopes down into a valley that once held farmhouses, manors, and orchards. 
  The trees all remain standing but have transformed in various ways. Some bend over 
  like rubber and pat the ground around their branches as if looking for something. 
  Others ooze a bubbly sap that shimmers sky blue. Still others are laden with fruit ten 
  times the normal size, though somehow the branches don’t break. In this strange 
  place, you meet a troop of twenty hobgoblin treasure hunters. They carry full packs 
  and many of them are eating the oversized fruit. They offer to share their food and 
  supplies with the party in exchange for directions southwest toward Darguun. Every 
  time they try to leave the valley, the sun seems to shift position and then end up 
  going downhill instead of up. // The oversized fruit is perfectly fine to eat. The sun has 
  not shifted for the characters and they are able to lead the hobgoblins out of the valley if 
  they choose. The hobgoblin leader, Ghorak, tells them that his troop was attacked by a 
  living spell several days ago and it has been a little hard to think straight ever since. They 
  are taking their goods back to the Lhesh Haruuc himself to help Darguun become a true 
  nation. They are carrying 1d6+4x100 galifars worth of treasure and 1d4+3 items from 
  Magic Table B. 
  Ideas for combat encounters: The hobgoblins could fall to complete madness and attack 
  one another as well as the party, some of the rubbery trees could become awakened trees 
  (MM 317) or act as ropers (MM 261), a living confusion spell (an air elemental [MM 124] 
  that casts confusion as a bonus action every other turn), ettin or fomorian orchard keepers. 
  
   
   
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  Cyre 
  15 
  You hear a crackle of clicking noises, like many hard claws across a marble floor. 
  After pausing your trek to look around, you discover the source of the noise. It is 
  coming from your own packs and pockets. Any animals you have start to kick, shiver, 
  and scratch themselves in rising panic. // Have a member of the party make a 
  percentage roll. That amount of the party’s food has been affected. Read: 
  As you open your packs and reach into your pockets, you discover that some of your food has 
  grown kicking, squirming centipede legs about two inches long. 
  The legs are harmless but make considerable noise out in the open. They stop moving once 
  plucked from the food and if cracked open they prove to be meaty on the inside like a crab 
  leg. If anyone is willing to eat them, the party finds their food supply has actually increased 
  by 50%. 
  Cyre 
  16 
  During the course of one day, the party sees several other groups at a distance, each 
  going their own way across the Mournland; a troop of two dozen hobgoblins, a rough 
  looking pack of ten human and half-elf marauders, a Royal Expedition from Karrnath 
  with eight mounted guards and several skeleton soldiers, a lone wagon drawn by 
  oxen and driven by a cloaked figure who gives you the shivers, and the most horrific 
  living fireball spell the party has ever seen. 
  In the late afternoon, the party is approached by a warband of eight Valenar elves 
  mounted on fierce steeds. Several of the elves already have their signature double-
  scimitars in hand, the blades gleaming orange in the low sunlight. Their leader asks 
  you if you have seen anyone worth fighting, strongly implying that you are not. The 
  leader is condescending and all of the elves are haughty. Even the elven horses toss 
  their manes and look down with contempt. // If anyone in the party returns a rude 
  answer, the elf leader asks earnestly if the party wants to test their mettle against the might 
  of Valenar. If they do, the elves trot 120 feet away and prepare to charge. 
  If the party gives directions toward any of the other groups they’ve seen that day, the 
  Valenar leader tosses a sack on the ground and commands his warband to ride off without 
  another word to the party. The sack contains 50 crowns.  
  If given directions to the hobgoblins, marauders, or Karrnathi, the elves will ride back by 
  the next day, boasting of their glorious victory. They toss a handful of gold coins on the 
  ground before riding off again. 
  If given directions to the lone wagon or the living spell, three scorched survivors of the 
  warband ride by the party in rage the next day, claiming the party tricked them into a 
  deadly, unfair fight. They swear vengeance and ride off in the direction of Valenar. 
  
   
   
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  Cyre 
  17 
  After a long, restless night, everyone in the party shares the nightmares they had of 
  living through the Day of Mourning as if they were actually there. Some dreamed of 
  multi-colored lightning from a sky full of stars, others of the earth splitting open to 
  spill horrors over the land. Still another remembers the vast majority of Cyre’s magic 
  items suddenly exploding with unpredictably devastating results. Some even recall 
  the people of Cyre turning on one another and burning their own cities. Whatever 
  the truth is about the Day of Mourning, the nightmares leave the party drained and 
  demotivated. // All members of the party must choose to make either a Constitution or 
  Wisdom saving throw against a DC of 13. Failure results in 1 level of exhaustion. The party 
  are so certain that the disturbing dreams will return that no one can gain the benefits of a 
  long rest for 24 hours. 
  Cyre 
  18 
  Near the husk of a roadside inn, you find the remains of a battle between scavenger 
  parties. Fifteen humans, half-orcs, dwarves, and half-elves lay dead around or inside 
  the building. Their bodies have been gnawed by unknowable things and anything of 
  value they once had is gone. // Have all characters make a Wisdom (Perception) check. 
  The player with the highest result spots movement from an upper story window of the 
  ruined inn. 
  If a character opens the door without warning, a female scavenger will take a shot at them 
  with a heavy crossbow, +5 attack, 1d10+2 damage. If someone calls up to the window or 
  outside the door, they are met with a string of expletives and a promise to haunt her killers, 
  but they can then peek in the door and see: 
  In a room at the top of the stairs, you find the lone survivor of the skirmish: a is a thickly 
  muscled human female about forty years old. She sits against the far wall with one hand 
  pressed to her bloody side and with the other she points a heavy crossbow at the door.  
  Her name is Jorna and she was once a native of Cyre. 
  It takes a DC 14 Charisma (Persuasion or Deception) check to get Jorna to lower her 
  crossbow and talk. She has a rough sort of charisma about her and she laments the loss of 
  her gang. Her wounds are beyond natural healing and she’ll be dead within the hour unless 
  she receives magical healing. 
  Her loot, which she intends to take back to New Cyre (this is a lie, DC 14 Wisdom [Insight]), 
  is worth 1d6x50 galifars and she possesses one item from Magic Item Table C (DMG 145). If 
  healed, she’ll leave on her own and take up her marauding ways again, but she won’t forget 
  the debt she owes to the characters. 
  
   
   
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  Cyre 
  19 
  You meet a platoon of the Cyran Repossession Army Patrol wearing stained and 
  worn out uniforms, most of which do not fit very well. Their leader, a halfling named 
  Sergeant Fiana Belindo, cheerily explains that anything the party finds in the 
  Mournland rightly belongs to Cyran citizens. If they will please hand over all Cyran 
  goods, she will write them a receipt and if it has been legally purchased from a Cyran 
  citizen then they can pick it up again in New Cyre for a small processing fee in about 
  90 days. // Sergeant Fiana and her patrol are obnoxiously persistent but will not fight. 
  They can be scared off with a DC 12 Charisma (Intimidation) check or baffled by 
  bureaucratic nonsense with a DC 10 Charisma (Persuasion or Deception) check. 
  The platoon also has a quick sketch artist, Lanten, who makes drawings of the party, 
  occasionally asking them to turn this way or that. He will make a personal sketch for them 
  at the cost of 2 sovereigns. 
  Cyre 
  20 
  A band of sixteen armed men and women wearing Cyran uniforms frogmarch two 
  prisoners, a pair of warforged skirmishers. The skirmishers hands are tied behind 
  their backs, they are led by chains about their necks, and their mouths have been 
  nailed shut. // If hailed, Captain Arkona tells the party that they are reclaiming the rightful 
  property of Cyre. If the characters’ party contains any warforged, Captain Arkona demands 
  that they be turned over to his keeping. If the party refuses or tries to get the Captain to 
  free the other warforged he will get aggressive but will not attack unless attacked and they 
  leave. Use the Raider Captain and Raider stat blocks in Appendix 3. 
  Free the warforged by stealth: DC 13 Dexterity (Stealth). One check only. 
  Success: You manage to sneak into the Cyran camp and free the warforged. Their names are 
  Crag and Bold. 
  If the character performing the check has any poison or traps, they may use it in the camp. 
  The warforged approve. 
  Failure: You make too much noise and alert the Cyrans. 
  If you do not wish for a combat encounter, the party members get away but the warforged 
  skirmishers are killed by the Cyrans. 
  If it comes to combat, Captain Arkona and his band will flee after four or five casualties or if 
  Captain Arkona himself is killed. If the fight happens in the middle of the night, it takes 
  1d4+1 rounds for half of the band to wake up and arm themselves. 
   
   
   
   
   
  
   
   
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  Karrnath  
   
   
   
   
   
   
   
   
   
  D20 
  Event 
  Karrnath 
  1 
  While traveling on the north side of the Ashen Spires, you find a cleverly hidden cave 
  system. Inside the cave you discover the remnants of a Karrnathi laboratory from early in 
  the Last War. The walls and ceilings are sound and cleanly designed, but almost everything 
  within has rotted to uselessness. In the central room, there is a globe the size of an ox cart 
  half buried in the floor that hums with unknown power. // It takes three successful checks 
  to determine the nature of the globe, each DC 25: Arcana, Nature, and History. If any of 
  these fail, hint that the character knows there is more to discover but they need to 
  research. The checks can be attempted again once the character making the roll has spent 
  at least 16 hours researching magic, natural materials, and the history of the Last War in a 
  place of learning. Such locations could include Arcanix, Morgrave University, or the library 
  of The Twelve in Atur. Each visit to a new place of learning lowers the DC of a check by 4. 
  Once all three checks have been made, the researchers discover that the globe is an artifact 
  called the Aegis Dolurrh. Once fully activated, it creates a 1 mile radius magical barrier 
  against undead and deathless. They cannot willingly push through the barrier and it causes 
  them 3d20 radiant or necrotic damage per round they are inside of it. All necromantic 
  spells and spells cast by undead or deathless spellcasters automatically fail within the 
  barrier and against the barrier. Those within the barrier are immune to divination spells 
  cast by undead or deathless creatures, such as scrying. 
  The caves make a good base of operations and no Karrnathi patrol seems to go near the 
  place. However if word of this magical technology got to Karrnath’s enemies and the party’s 
  involvement were known, the party’s Karrnath Wanted Scores would increase to 7. If they 
  cooperate with King Kaius’s agents, they could instead be given a chance to serve the 
  crown. 
  Blood of Vol and the Undying Court of Aerenal would be especially persistent about taking 
  control of it if they were aware of its existence, though if active they would have to use 
  living servants. It is world-shaking knowledge that is not to be revealed lightly and could 
  bring immediate war between Karrnath, Aerenal, and the Blood of Vol. 
  
   
   
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  60 
  Karrnath 
  2 
  The party discovers a warband of Valenar elves who have all fallen ill from bad 
  water. They are so sick that most lay shivering in their blankets and cannot even 
  speak. Their second-in-command, Doramil Lefarion, is barely well enough to stand 
  and speak to the party, though there is still a hint of proud defiance in his bearing. 
  They came to raid and plunder the countryside and perhaps die in glorious battle 
  but now they are in danger of dying honorless deaths. If their whereabouts are 
  revealed to the Karrnathi while in their current condition, they will be put down like 
  sick foals. They demand in the name of honor that you keep their presence a secret 
  until they are well enough to fight. // The party can easily kill all seven sick elves 
  without resistance, though if they do so the horses remain aggressive and never let a 
  member of the party ride them. 
  If the party tells a Karrnathi patrol where to find the elves, they kill the warband without 
  mercy and take the horses. The party later learns that one of the elves escaped. 
  If the party keeps silent, or even guards the elves for 1d4+1 days until they are well, the 
  elves swear a debt of honor. 
  It takes a DC 16 Charisma (Persuasion) check to convince the elves to leave Karrnath 
  peacefully. The check can be made once per day until the elves are well enough to ride. If 
  this fails, the elves make plans to attack a nearby Karrnathi outpost and invite the party to 
  ride with them. 
  If discovered aiding the elves, the party’s Karrnath Wanted Scores increase by 1 (min 5). 
  Karrnath 
  3 
  A lone undead soldier wanders listlessly along the roadside. It carries no weapon 
  and when it turns glowing eyes in the direction of the party, a rasping voice issues 
  from between its broken teeth. 
  “The … memoriesss … are coming baaaaaack. I … I want to move … beyond. Pleassse 
  destroy me. Pleeeeeeaaassse…” 
  It lurches forward with bony hands clasped together. //The undead soldier makes no 
  attacks but will always move toward a cleric or paladin if the party has one. The soldier has 
  1 hit point and if destroyed his voice will continue to issue from his skull. If the body is 
  completely crushed or burned, a faintly glimmering outline of the soldier follows the party, 
  still begging for destruction. A long rest grants no benefit while it follows the party. The 
  ghost haunts them until it is turned by a class feature or dealt radiant damage, at which 
  point it will rasp a final thanks and drift up toward the sky until it fades. 
   
  
   
   
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  Karrnath 
  4 
  In Irontown, near the Mror Holds and Talents Plains borders, a noble Karrnathi 
  family has converted to the Church of the Silver Flame. The Thulevars are now 
  demanding that their dead family members stop serving as undead soldiers. They 
  have been in the area for so many generations that their ancestors make up a 
  considerable number of the guard. Unfortunately, the town is always in danger of 
  attack from halflings and Valenar to the south and raiding monsters from the Iron 
  Root Mountains. The Karrnathi army has refused the Thulevar’s demands and 
  Irontown doesn’t have the funds to hire mercenaries. The Thulevars are threatening 
  to pull all of their investments and leave, which would cause further economic 
  devastation. //  
  • 
  Convince the Thulevars that it is a noble thing to let their family members keep 
  protecting their people: DC 16 Charisma (Persuasion), Insight, or History. Advantage 
  if a character is Karrnath or a member of the Church of the Silver Flame. 
  Success: The Thulevars agree that they have always been proud of their family members 
  in the past and that it might be unfair to try and make everyone live their new faith. 
  2 Failures: The Thulevars demand that you leave their estate immediately. 
  • 
  Convince the Thulevars to let the their family soldiers keep serving long enough 
  to find and train replacements: DC 13 Charisma (Persuasion) or History. 
  Success: The Thulevars agree to the terms, though they do not seem happy about it. 
  The town can train and hire more guards in 1d4 months. 
  Failure: You are thrown off the estate and the Thulevars make immediate plans to have 
  a few mercenary clerics destroy their family soldiers. Your Karrnath Wanted Score 
  increases by 1 (max 2). 
  • 
  Convince the mayor to obey the family’s wishes and make do with a smaller 
  guard for the time being: DC 13 Charisma (Persuasion or Intimidation). Advantage if 
  the party agrees to stay in town for one month to help bolster the guard. During this 
  time, their room and board is free. At the end of the month the party’s Karrnath 
  Wanted Scores are reduced by 1 (if <5). 
  
   
   
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  Karrnath 
  5 
  Henggin, the elder of a small eastern village called Ratha Hill, invites the party to 
  dine in his modest home where he asks them if they have ever had dealings with the 
  Blood of Vol. Normally taking fierce pride in their independence from noble fiefdom, 
  he admits that many nearby farms are in danger of foreclosure from a bank in 
  Vedykar. A priestess of the Blood of Vol, Aghana, has offered to help villagers keep 
  their farms if they will join their cult. //  
  • 
  Tell the Henggin that pretending to worship Vol isn’t such a bad trade for 
  economic security: DC 12 Charisma (Persuasion or Deception), History, or Religion. 
  Successful or not the characters Karrnath Wanted Score increases by 1. 
  • 
  Chase Priestess Aghana out of town: DC 13 Charisma (Persuasion). It is unlikely that 
  this will do the villagers much lasting good. 
  • 
  Convince the bank to extend the loans for another year: DC 15 Charisma 
  (Persuasion). Advantage if a character puts something worth 500 galifars up as 
  collateral. There is a 70% chance that in one year the farmers are prospering and once 
  more current on their loan payments. 
  • 
  Convince a wealthy merchant to invest in the area: DC 14 Charisma (Persuasion). A 
  character trained in Nature or Survival has advantage because they recognize the area 
  as having several natural peat bogs that could be quite profitable. 
  Karrnath 
  6 
  Word has it that a heavily guarded caravan full of magic items and materials was on 
  its way to the Twelve in Korth. It was hit by a large, organized force that then 
  scattered. The Twelve will pay a bounty for apprehended thieves and returned 
  items. An unscrupulous person, or one who doesn’t trust the Twelve, might track 
  down the thieves and keep the goods for themselves. // x 
  • 
  Track down some thieves: DC 15 Survival or Intelligence (Investigation). One check 
  allowed per week. Three successes allowed. 
  Success: You discover 1d4 bandits who say they were hired by the Emerald Claw for the 
  job. They were paid but weren’t allowed to keep anything they stole. 
  The bandits are worth a bounty of 20 galifars each. 
  • 
  Find a hidden stash in the wilderness: DC 15 Wisdom (Perception or Survival) or 
  Intelligence (Nature or Investigation). One check per week. Two successes allowed. 
  1st Success: You follow the clues to a secret underground stash. 
  Roll 4 times on Magic Item Table D (DMG 145). 
  2nd Success: You follow the clues to an abandoned windmill. 
  Roll 3 times on Magic Item Table F (DMG 146). 
  The Twelve pay 100 galifars for each returned magic item. If a character keeps an item and 
  uses it in Karrnath, there is a 25% chance once per day that the item is recognized as stolen 
  from the Twelve. If this happens, the Character’s Karrnath Wanted Score increases by 2 
  (min 4, max 6). If arrested, the character will be taken to the Twelve who might decide the 
  debt can be repaid with some dangerous work. 
  
   
   
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  Karrnath 
  7 
  A group of six young nobles, on break from their military studies in Rekkenmark, 
  decided to “go on campaign” deep inside the Nightwood. They were supposed to be 
  staying at a hunting lodge north of Karrlakton but now they’ve been quietly reported 
  missing. Sergeant Urlend, their commanding officer at the academy will be eternally 
  grateful if you could find them without their influential families knowing about it. If 
  something happens to him, it will likely mean his head. // Three young nobles are from 
  the Thauram family, distant relations to the famed General Thauram of the Korth White 
  Lions. The other three belong to the extended Tennet family whose patriarch, Hyran 
  ir’Tennet, is the Civic Minister of Karrnath’s capitol city, Korth. 
  They supposedly set out from Karrlakton for the 3 day ride to the lodge in the Nightwood. 
  • 
  Track the young nobles in the forest: DC 14 Wisdom (Survival) or Intelligence 
  (Nature). One check allowed per character per day. 
  Success: You find 1d4 of the noble children lost, hungry, and frightened. They gratefully 
  follow you back to civilization. 
  Failure: You find a few traces of the youths’ presence, but no solid leads. 
  • 
  Investigate in Karrlakton: DC 14 Intelligence (Investigate). One check allowed per 
  character per day. Only one success allowed. 
  Success: You find 1d4 of the young nobles at a shabbily extravagant club called Dead or 
  Alive. They have been drinking, carousing, and indulging in dreamlily instead of actually 
  going to the hunting lodge. 
  Failure: Karrlakton has a reputation for being a place where the buttoned-up Karrnathi 
  nobility can relax a little. It’s hard to get anyone to talk much. 
  At the end of each day, there is a 10% chance that one of the young nobles is killed by a 
  beast in the forest. This chance increases by 5% every day any of them remain missing. 
  If all of the young nobles are returned safe and sound, Sergeant Urlend gives the party a 
  family heirloom from Magic Item Table F (DMG 146). If not all of the young nobles make it 
  back alive, Sergeant Urlend is executed and the party’s Karrnath Wanted Scores increase by 
  1 (max 5) when their involvement is discovered by the families. 
  Karrnath 
  8 
  A dwarf merchant named Midgrim ir’Kundarak takes a liking to your party. He 
  listens with special interest whenever your adventures mention treasure. He wags 
  one of this silver-ringed fingers and says that finding a cache of valuables is all well 
  and good, but the path to true wealth always lies with investment. He tells them that 
  he belongs to a certain organization of the wealthy. If they can show that they can 
  run a profitable business, he might just see if he can get them an invitation. // 
  Midgrim wears eight silver rings to show that he is a mid-level member of the Aurum. A DC 
  12 Intelligence (Investigation) check shows the offer is legitimate. If they can own a 
  successful business and support an Aristocratic lifestyle for six months (10 galifars per day 
  minimum, PHB 157-158), Midgrim will start introducing them to more of his friends. 
  
   
   
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  Karrnath 
  9 
  Wands for Waifs, a charitable organization from Aundair, is trying to help poor 
  villagers get training as magewrights. Unfortunately they lack enough arcane foci. A 
  donated arcane focus is always named after the generous donor. // If a member of the 
  party donates an arcane foci, such as an orb, crystal, staff, wand, or rod, the organization 
  will name it “The Wand of [Insert character name].”  If any member of the party donates a 
  substantial number of arcane foci, or even a magic item, the charity workers are overjoyed. 
  They’ll send word back to their headquarters in Lathleer, and the party is sure to receive a 
  warm welcome if ever they should go that way. That character’s Aundair Wanted Score is 
  reduced by 1 (if <4). 
  Once per month for six months, there is a 5% chance that one of the would-be magewrights 
  commits a heinous crime while wielding an arcane focus named after the character. If this 
  happens, that character’s Karrnath Wanted Score increases by 1 (max 4).  
  Karrnath 
  10 
  Near the border with the Talenta Plains, half a dozen fields of good farmland lay 
  unused and going to weeds. Locals tell the party they contain an unknown number of 
  traps, both magical and mundane, left over from the Last War. The owner of the land, 
  Lord Gelroy demands the farmers get back to work because he intends to tax them as 
  if the fields were productive. // Roll 1d4+1 secretly to determine the number of 
  mundane traps and then another 1d4+1 to determine the number of magic traps. Lord 
  Gelroy lives in a manor nearby. If the party wants to help out in the name of good (or 
  profit), they can: 
  • 
  Locate and disarm a mundane trap (takes 1 hour). DC 13 Wisdom (Perception or 
  Survival) or Dexterity (Sleight of Hand or Thieves’ Tools) On failure, take 2d6 piercing 
  damage. 
  • 
  Locate and disarm a magical trap (takes 10 minutes): Cast detect magic or similar 
  spell and make a DC 12 Arcana check (they were designed to be difficult to locate, even 
  by magic). A character proficient in both Arcana and Thieves’ Tools has advantage. On 
  failure, take 1d6 fire damage and 1d6 force damage. 
  • 
  Get Lord Gelroy to pay them to disarm the traps. DC 12 Charisma (Persuasion or 
  Intimidation). On success, he pays the check result in silver pieces per trap disarmed. 
  On failure he tells the party they can do it for free if they are so concerned. 
  • 
  Convince Lord Gelroy to hire magewrights to do it. DC 15 Charisma (Persuasion or 
  Intimidation) or History. After three failures, he orders his guards to escort them from 
  his land. 
  The party gathers enough material to build their own traps equal to half the number of 
  traps successfully disarmed. If they disarm (or set off) all of the traps, it takes one last hour 
  to be certain the fields are clear. During this final sweep, they discover something from 
  Magic Item Table C (DMG 145). 
  
   
   
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  Karrnath 
  11 
  Herkensword Academy in Vedykar offers free room and board to warriors of all 
  classes willing act as a guest lecturer and offer demonstrations. Contributors also 
  have their names engraved onto a guest faculty wall and might find themselves in 
  good graces with some of the Karrnathi nobility. // Any character wanting to teach a 
  class must make a Charisma (Performance), or Intelligence (History) check and consult the 
  table below. A Fighter, Barbarian, Ranger, or Rogue may substitute their attack roll with 
  their favored weapon for the check: 
  Unmodified 1: Disaster. A student with 5 hit points takes 1d6 damage during a 
  demonstration gone horrifically wrong.  
  Your Karrnath Wanted Score increases by 2 (min 3, max 5). Parents of an injured student 
  demand that you spend a month in jail and pay a fine of 500 galifars. 
  If a student dies, you spend 1d4 weeks in jail awaiting a trial where the death is ruled an 
  accident. You spend six more months in jail and then must then pay a fine of 10,000 galifars or 
  five years doing hard labor. You are on parole for three months to come up with the money 
  and you must check in with a House Deneith enclave once per week or your Karrnath Wanted 
  Score increases to 6. The parents of the student will probably never forgive you and may even 
  seek vengeance. 
  2-9: Embarrassment. Fumbled words, confusing explanations, mortifying mix-ups and, at the 
  end, a demonstration that injures a student. You are expelled from the academy and told 
  never to return. The injured student’s family will hear of this. Your Karrnath Wanted Score 
  increases by 1 (max 3) and you are fined 500 galifars. 
  10-14: It goes well enough, but no one is terribly impressed. The faculty promises to put your 
  name on the wall but never actually gets around to it. 
  16+: The students are interested and attentive during the demonstration. The faculty is 
  pleased and offer you a fee of 25 galifars for up to four guest lectures a year in the future. 
  Your name goes up on the guest faculty wall the next week along with an engraving of you 
  performing a suitable martial exploit (though your eyes aren’t that far apart…). Your 
  Karrnath Wanted Score is reduced by 1 (if <3). 
  Unmodified 20: The class and the faculty stare in awe at the combat techniques and tactical 
  insights presented. Other classes stop and the lecture hall is jammed with onlookers by the 
  time your presentation is over. The dean of the academy takes a seat in the front and nods 
  along in agreement. Your Karrnath Wanted Score is reduced by 1 (if <4). Your name is not 
  only engraved on the guest faculty wall but you are awarded an honorary professorship and 
  offered a private apartment and a job as an advisor for 1,500 galifars a year. You’d have to 
  give up adventuring for three months out of the year to take the job. If you do take the job, 
  your Karrnath Wanted Score drops to 0 (if <5). 
  
   
   
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  Karrnath 
  12 
  A warband of Valenar cavalry have plundered a caravan and fled to the Talenta 
  Plains. Along with other valuables, they carried off a number of historical items; 
  medals, cameo portraits, sashes, pins, braids, and letters. Captain Traig, of the 
  Karrnathi Army stationed near Fort Deepdark, tells the party that the other 
  valuables can be replaced but the historical items are unlikely to be seen as valuable 
  by anyone outside their culture. She fears the Valenar will destroy or discard them 
  and, due to a recent treaty, she cannot pursue them across this part of the border. 
  There are four elves left after the raid and she will lend the characters horses to 
  track them down and get the historical items back. // If the characters agree, it takes 
  1d6 days of hard riding a DC 13 Wisdom (Survival) check to find the elves camped out in a 
  grove of stunted trees. On failure, they must ride another 1d4 days. After three failures, 
  they lose the trail. 
  Two of the elves are wounded but will take up weapons anyway if anyone approaches. The 
  items can be stolen back with a DC 15 Dexterity (Stealth) check along with 1d6x10 galifars 
  worth of valuables. The elves can also be convinced to give up the historical items, but not 
  any valuables, if they are offered healing and the party swears to let them go. 
  Captain Traig thanks the characters for returning the items and gifts them the horses as a 
  reward along with a letter of introduction with her seal. This letter grants advantage on the 
  first Charisma, Wisdom, or Intelligence check that party members make in a social setting 
  in Karrnath. The letter lasts as long as they do nothing to besmirch Captain Traig’s 
  reputation. Some of the Karrnathi might be angry to learn that the party let the elves go. 
  If the party instead opts to keep the items and take them to a museum or university in 
  another nation, the historical items can be sold for 400 galifars. Word gets around, 
  however, and in one month the party’s Karrnath Wanted Scores increase by 2 (max 4). 
  
   
   
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  Karrnath 
  13 
  While staying at The Tranquil Sundown, a roadside inn northeast of Vulyar, the party 
  hears a tremendous crash outside. They look out the windows just in time to see a 
  lumbering threehorn dinosaur charge up and over the nearest hill. The innkeeper’s 
  storage shed lies in splinters. Soon, a distressed halfling on a two-legged dinosaur 
  rides up and asks if anyone saw a harmless runt of a dinosaur who answers to the 
  name “Squidgie.” A patrol of Karrnathi soldiers also arrive and, after hearing the 
  innkeeper’s complaint, they plan to hunt the dinosaur down and kill it. The halfling, 
  Knifehand Marno, says the threehorn was just spooked and does not deserve to be 
  killed. The innkeeper wants to know who will pay for the damages. //  
  • 
  Help Marno herd Squidgie back across the border to the plains before the 
  soldiers catch him. DC 14 Wisdom (Survival). One check per day.  
  Success: When you find Squidgie, Marno gives a whoop of joy and leaps onto the 
  dinosaur’s back. He rides back across the border safely, hoping you will visit the 
  Shieldcrest Tribe someday.  
  2 Failures: The soldiers find Squidgie first and kill him. 
  If the Karrnathi would kill Squidgie, a party member may choose to instead declare 
  that they kill a Karrnathi soldier to allow Squidgie to escape. This raises that 
  character’s Karrnath Wanted Score by 2 (min 5, max 6). 
  • 
  Convince the soldiers to let you handle the situation. DC 11 Charisma (Persuasion). 
  One check only. 
  Success: The soldiers give you three days to succeed in helping Marno as written 
  above with no penalty for failures until the third day. 
  • 
  Hunt down Squidgie. DC 14 Wisdom (Survival). One check only. 
  Success: You find the lumbering dinosaur being led back across the border by its master. 
  The halfling bares his teeth at you. 
  If the party presses the confrontation into combat, use the stats for a Triceratops (MM 
  80). Use the Berserker stats in Appendix 3 for Marno. 
  Failure: You hear a trumpeting roar just as the halfling rides the threehorn in a charge 
  through your party. 
  Have all party members involved in the hunt make a Dexterity saving throw. The 
  character who rolls the lowest suffers 3d10+6 bludgeoning damage and a broken leg 
  as Squidgie escapes across the border. 
  If Squidgie is killed, Marno flees back across the border, cursing through his tears. Within 
  two weeks, the Tranquil Sundown is burned to the ground and border tension between the 
  Karrnathi and the halflings hits an all-time high since the Last War. 
   
  
   
   
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  Karrnath 
  14 
  An agent of the secretive Count Vedim ir’Omik has an interesting proposition for the 
  adventurers. He offers them a Wand of Extended Gentle Repose and says Vedim will 
  trade magic items for any unusual corpses they might “find” in their travels. If the 
  party gets the corpse to an outpost for House Orien or House Lyrandar, they can put 
  it on Vedim’s expense acCount and send it on to Korth. Each corpse must be unique 
  and relatively intact (no severe burning, missing limbs, crushed bones, etc.). // The 
  wand has 1 charge and keeps a corpse in perfect condition for a year and a day. It gains 1 
  charge back when the moon Aryth is full. The Count is not interested in any of the usual 
  animal or humanoid species found in the Five Nations (with the exception of mutated 
  beings from the Mournland). The creature must be rare and exotic, the more dangerous or 
  angelic, the better. If the party does not send a satisfactory corpse for six months, or sends 
  three unacceptable specimens in a row, the Count sends an agent to take the wand back 
  and rescind his offer. 
  The Count gives something from Magic Item Table B (DMG144) for tiny, small, or medium 
  specimens; Magic Item Table C (DMG 145) for large; and Magic Item Table F (DMG 146) for 
  huge (lugging a hill giant’s corpse to a House Orien outpost and then convincing the folks 
  there to put it on a transport could be an adventure all its own). It’s up to you how liberally 
  to accept such things and whether or not members of House Orien or House Lyrandar start 
  to ask questions. 
  Count Vedim could be using the corpses for rituals in the Cult of the Dragon Below, as 
  monstrous undead shock troops for the Blood of Vol, as experimental soldiers for King 
  Kaius III, or because he plans to open a museum. The Count could also start paying them in, 
  secret information, high level spellcasting services, or dragonshards. 
  
   
   
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  Karrnath 
  15 
  The Healer’s Guild in Vedykar also runs an asylum just outside the city. A wildly mad, 
  dragonmarked heir of House Jorasco has escaped and Warden Fareli d’Jorasco is 
  quite desperate to see him returned quickly. The dragonmarked heir in question, 
  Antimmon d’Jorasco, believes himself to be the reincarnation of Hard-to-Eat Bartu, a 
  legendary halfling warlord from the Age of Monsters. 
  Antimmon is likely headed for the Talenta Plains where he means to stir up the 
  people into an army that will conquer Khorvaire. The warden does not want the 
  Karrnathi to know he has escaped and can’t send any halflings after him because 
  Antimmon is dangerously persuasive (which is how he escaped). Can your party 
  bring him back alive? // Vedykar is some 300 miles from the Talenta border. Antimmon 
  steals a fresh horse whenever possible and rides hard but won’t travel along roads. He will 
  reach the border in one week traveling at about 30-40 miles per day. If the party takes 
  more than 3 long rests, he reaches the border before them. 
  Track Antimmon: DC 14 Wisdom (Survival). One check per day. 
  2 Successes: You catch up with Antimmon near the border with the Talenta Plains. His fine 
  clothing has been cut and knotted in an approximation of ancient halfling war dress and his 
  dragonmark swirls across his bare right shoulder. There is an intensity in his hard gaze that 
  has nothing of the wildness you would expect from a mad person. Somewhere along the way 
  he picked up a spear and shield. He says that he knows why you are here and that to fight him 
  is to fight the Talenta Plains themselves and all her dinosaur children. His people have been 
  pushed into one tiny land by the taller races but the time has come for them to rise once more.  
  After his speech, Antimmon turns to go and the party will have to fight him if they want to 
  bring him back. Use the stat block for a Gladiator in Appendix 3, but Antimmon has 
  Strength and Charisma score of 20. Any halfling in the party must succeed in a DC 15 
  Charisma saving throw or firmly believe that Antimmon really is the reincarnation of Hard-
  to-Eat Bartu. A Ranger’s Primeval Awareness, a Paladin’s Divine Sense, and other 
  supernatural senses register Antimmon as a celestial. 
  Antimmon will fight, but then attempt to flee every other round, using his own horse or 
  stealing one from a player character. If reduced to 0 hit points, he falls unconscious and 
  when he wakes he is meek and confused. He silently returns to Vedykar and refuses to eat 
  until he dies in a matter of weeks. Warden Fareli tells you that House Jorasco is in your 
  debt, thought she sounds despondent. 
  3 Failures: Though you push yourselves hard and find some signs of Antimmon’s passing, he 
  ultimately eludes you. After one week searching on the Talenta Plains you are approached by 
  a halfling war party of thirty bladetooth riders. He tells you to warn Khorvaire that the time 
  of the tall folk is over before he rides away. 
  
   
   
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  70 
  Karrnath 
  16 
  A squad of Royal Swords, Karrnath’s secret police, confronts the party in a crowded 
  marketplace in Atur. They have been investigating a recent terrorist attack and they 
  announce that the party is under arrest on suspicion of being agents of the Emerald 
  Claw.  // Each character may decide for themselves whether they give themselves up or 
  attempt escape. It takes a DC 13 Dexterity (Stealth) check to get lost in the crowd and find a 
  place to lie low; their Karrnath Wanted Score increases to 5. If this roll fails, they are 
  arrested. Use the Veteran stat block in Appendix 3 for the Royal Swords. 
  If anyone gives themselves up to the law, they spend five days in prison before trial where 
  there is an 60% chance that they will be found innocent and let free, otherwise they are 
  found guilty and set for execution by strangulation in three days. Their bodies will be 
  raised to bolster the Town Guard as zombies. 
  Every arrested character may make one check to improve their chances at trial as a group. 
  A successful DC 12 Charisma (Persuasion, Deception, or Performance), Wisdom (Insight), 
  or Intelligence (Investigation) check raises the percentage of being found innocent by 10%. 
  For every character who attempted escape and failed, the percentage of being found 
  innocent falls by 10%. 
  Characters who escaped the initial encounter may: 
  • 
  Find evidence that the party is innocent: DC 15 Intelligence (Investigation). Check 
  allowed once per day, each success increases the chances of being found innocent by 
  5%. 
  • 
  Break a character out of prison: DC 17 Dexterity (Stealth), Charisma (Deception), or 
  Strength. A successful check frees 1d4 arrested characters. Check allowed once per 
  night but each failure increases the DC of later escape attempts by 2. Failure of this DC 
  by 5 or more leads to being arrested and drops the chance of the whole party being 
  found innocent by 40%. 
  • 
  Bribe an official to find the arrested characters innocent: DC 10 Charisma 
  (Persuasion) check and 100 galifars per arrested character. This raises the chance of 
  being found innocent by 25%. Failure results in the official taking the money and then 
  doing nothing. 
  • 
  Fabricate evidence so that the arrested characters are found guilty and get 
  strangled so that you can finally stop hanging out with those losers: DC 18 
  Charisma (Deception) check. On success, the chances of the arrested party members 
  being found innocent drop by 50%. On failure, the other party members learn about 
  the attempt. 
  Characters who escape from the arrest or prison have their Karrnath Wanted Score 
  increase by 1 (min 5). If the party really has committed terroristic acts in or around Atur 
  recently, the chances of being found innocent drop to 5%. 
  Whatever happens, the maximum chance of being found innocent is 95% and the minimum 
  is 5%. If the rolls go poorly and someone is set for definite execution, there’s always the 
  chance that someone sinister will spring them and then demand a favor in return. 
  
   
   
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  71 
  Karrnath 
  17 
  Soman ir’Hargath, a young warlord, has retired to his estate at an unusually young 
  age. The rest of the Hargath family has joined him in the walled compound and they 
  have cut ties with their social contacts and extended family. They have also expelled 
  all of their Karrnathi servants and guards, hiring foreign mercenaries instead. 
  While staying at The Gloaming Swan, a tavern outside Vurgenslye, the party is 
  approached by a cloaked and veiled lady. The lady is tall and commanding and, 
  though she keeps her face covered, shows obvious signs of great wealth.  She wants 
  to know what is going on at the Hargath estate and if the party is willing to pose as 
  mercenaries. As a sign of good intentions, she opens a tab with the tavern and tells 
  the keeper to give the party whatever they want for the rest of the night. The job 
  pays 800 galifars and “the continued good will of powerful people.” She will take 
  their answer in the morning. // It takes a DC 14 Intelligence (History) check to recognize 
  Lady Moranna, the King’s aunt and closest advisor. A native of Karrnath, a Bard, or a noble 
  has advantage on this check. 
  If the party accepts her offer, they can travel to the Hargath estate on the coast of Scions 
  Sound about 40 miles west of Vurgenslye. An agent of the cloaked lady will be waiting at 
  the Gloaming Swan for a report. 
  • 
  Infiltrate the Hargath estate by posing as mercenaries: DC 12 Charisma 
  (Deception). A character with experience as a mercenary or in a military has advantage 
  on this check. On failure, a dozen hobgoblin guards escort them from the estate. See 
  below for success. 
  • 
  Sneak into the Hargath estate: DC 14 Dexterity (Stealth). On failure, the character 
  escapes but the guards are watching too closely for anyone else to attempt it. See 
  below for success. 
  • 
  Piece together information from tradespeople and social connections: DC 15 
  Intelligence (Investigation). One check allowed per day. The DC increases by 2 for 
  every failure. 
  If any of the above methods prove successful, the party learns that the Hargath family have 
  converted to the Church of the Silver Flame and they are preparing to defect to Thrane in 
  three days. There they will seek asylum against a government they believe is in league with 
  the Blood of Vol. 
  If the Hargaths are aware that the party wants to help them, they give their thanks and 
  offer their hospitality and patronage once they are settled in Thrane. 
  If any character tells the lady’s agent, they are given the reward and thanked for their 
  service. The Hargaths attempt their escape but disappear before arriving in Thrane. 
  In reality, Lady Moranna has given the family protection and recruited them in her secret 
  war against the Blood of Vol. 
  
   
   
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  Karrnath 
  18 
  The Soarwood Players, an elven troupe of actors from Breland, have stirred up 
  controversy by performing “Shadows Over Korth.” The play is a political satire 
  written by the infamous playwright known only as Verity. In addition to criticizing 
  the feudal system perpetuated by hereditary nobility, some say the play also likens 
  the noble families of Karrnath to vampires feeding on the lower classes. Whatever 
  Verity meant when the play was written, the play has been banned for stirring up 
  fatal riots in the past. Now, someone has tipped off the Royal Swords and they are on 
  their way to arrest the theatre troupe. // There is a 75% chance that the Royal Swords 
  arrest the Soarwood Players unless the party does something to delay them. 
  • 
  Delay the Royal Swords and help the Soarwood Players escape: DC 13 Strength, 
  Charisma (Persuasion, Deception, Performance, or Intimidation), or Dexterity (Sleight 
  of Hand). One check per character. 
  Success: The chance of the Soarwood Players being arrested falls by 20% for every 
  successful check. Any character attempting this has their Karrnath Wanted Score 
  increase by 1 (max 4). 
  • 
  Prevent the Soarwood Players from escaping until the authorities arrive: DC 13 
  Strength, Charisma (Deception or Intimidation). 
  Success: The chance of the Soarwood Players being arrested increases by 20% for 
  every successful check. 
  • 
  Break the Soarwood Players out of prison after they are arrested: DC 14 Dexterity 
  (Stealth), Charisma (Deception), or Strength. One check allowed per day but every 
  failure increases the DC by 3. 
  Success: You break the Soarwood players out of prison and as they don disguises and 
  scatter into the night, they congratulate you for striking a blow against tyranny. One of 
  them reveals herself as Caranael d’Phiarlan and promises to be in touch in the near 
  future. 
  Failure: Though you escape the botched rescue attempt, the guards identify you. Your 
  Karrnath Wanted Score increases by 2 (min 3, max 6).  
  If the Soarwood Players are arrested, they spend a week in jail before their troupe leader is 
  set for execution the following day. During the night, they all mysteriously disappear. 
  
   
   
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  Karrnath 
  19 
  A dragonmarked heir of House Deneith, Kalissa, has been tasked with hiring and 
  training monsters from Droaam for an experimental brigade within the Defender’s 
  Guild. So far, she has only hired ogres, bugbears, gnolls, and minotaurs. Recently, her 
  monsters have started disappearing or dying at an unexpectedly high rate. Many 
  regular human and half-orc mercenaries have expressed their distaste for the idea of 
  serving alongside monsters and others have expressed concern that the monsters 
  will take their jobs. She needs someone outside the Guild to investigate. If they can 
  turn anything up, she offers 300 galifars each, a writ for the services of ten 
  mercenaries for two weeks (useable at any time in the future), and the favor of 
  House Deneith. //  
  • 
  Talk to some of the monsters: DC 12 Intimidation (Persuasion checks automatically 
  fail but do not count as an attempted check). Only one check per character allowed. 
  Advantage for a character with mercenary or military experience. 
  Success: Speaking the only language they understand, you bully some of the monsters 
  into giving you some useful information.  
  A character making an Intelligence (Investigation) check for this event gains +2. 
  • 
  Get information from the human and half-orc mercenaries: DC 13 Charisma 
  (Persuasion or Intimidation). Only one check per character allowed. Advantage for a 
  character with mercenary or military experience.  
  Success: The mercenaries aren’t a bad lot, soldiers just don’t like change and they like to 
  keep things simple. They tell you a little about what’s been going on. 
  A character making an Intelligence (Investigation) check for this event gains +2. 
  • 
  Investigate the disappearances: DC 20 Intelligence (Investigation). One check 
  allowed per day. 
  Success: You piece together a conspiracy with House Tharashk at the heart. It looks like 
  they’ve been killing monsters and sabotaging House Deneith’s efforts in order to protect 
  their monopoly on monstrous mercenaries.  
  Failure: There’s something sinister going on here, you’re just not sure what. 
  Unfortunately, while you are trying to figure it out, 1d6 monsters are killed on the job. If 
  8 or more monsters die, the program fails, House Deneith gives up on brokering 
  monster mercenaries for the time being, and Kalissa, seen as a failure, is demoted 
  within the House. 
  With evidence in hand, House Deneith can force House Tharashk to stop interfering. The 
  program succeeds and the party gains the favor of House Deneith. 
  The success of House Deneith’s program means facilitating the spread of the monstrous 
  races across Khorvaire, for good or ill. It also leads to a drop in mercenary prices and 
  increased tension between House Deneith and House Tharashk. It’s entirely possible that a 
  shadow war breaks out behind the professional overtures between the Houses. 
  If the party instead keeps the evidence to themselves, the program fails. The tide of 
  monstrous mercenaries across Khorvaire is stemmed due to rising prices and increased 
  mistrust. If the characters are savvy, they can bargain with House Tharashk to get a writ for 
  the services of four monstrous mercenaries for two weeks and House Tharashk’s favor.  
  
   
   
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  Karrnath 
  20 
  On the road to Vulyar, the party discovers an overturned wagon with its contents 
  spilled across the road. Two dozen peasants sit on casks, locked trunks, or the 
  ground as they laugh and sing and eat. The party suddenly hears a shout from 
  somewhere in a nearby tree. 
  “These filthy serfs are eating my livelihood! In the name of decency I implore you to 
  chase the villains off and save my wares!” // If the characters address the man in the 
  tree, read: 
  The man in the tree wears a fine doublet, ripped silken hose, a pointed goatee, and an 
  imperious expression. Without getting down from the tree, he introduces himself as Jakup 
  Valier, purveyor of fine foods to the noble families of Karrnath, Thrane, and Breland. Normally 
  he travels with a heavy escort but his assistant failed to extend the guard’s contract and they 
  never appeared before Jakup had to leave to keep his schedule. 
  If any members of the party are dressed like nobility, some of the peasants flee at the sight 
  of them and others stand and take their hats off, seeming ashamed. Otherwise they invite 
  the party to join them in their revelry. They contend that the wagon overturned when 
  Jakup, whipping his horses near to exhaustion, nearly ran down a family in the road and it 
  overturned when the horses swerved. Figuring that nobles were too good to eat food that 
  had been on the ground, they decided to enjoy themselves. 
  If Jakup sees the party enjoy the goods with the peasants, he will tell everyone who will 
  listen increasing their Karrnath Wanted Scores by 1 (max 3). 
  If the party helps Jakup disperse the peasants (they will not fight), he will ask for their 
  escort into Vulyar and then introduce them to high society there. Their Karrnath Wanted 
  Scores decrease by 1 (if <4). 
  If any of the peasants are apprehended and held for a law enforcement patrol, they will be 
  executed in three days. 
  The lost goods, mostly cheese, wine, and sausage cost 10,000 galifars to replace. 
   
   
   
   
   
   
  
   
   
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  Thrane 
   
   
   
   
   
   
   
   
   
   
  D20 
  Event 
  Thrane 
  1 
  Foot traffic in the town square of Nathyrr has all but halted as two priests shout 
  competing sermons until it turns into a debate. One, a priest of Boldrei, advocates 
  mercy on the few, even when it affects a larger population. The other priest, from the 
  Church of the Silver Flame, preaches that it is just to protect the many at the expense 
  of the few, if no other way can be found. Tempers rise, spittle flies, and the tension is 
  palpable. More arguments are cropping up all around the square, like sparks from a 
  campfire catching in the grass. Whatever members of the party believe, it's going to 
  be hard to get anything done in town until the conflict is resolved. // While the 
  argument goes on, trying to get anything done in town today takes twice as long. There’s 
  even a 35% chance that a shop owner has locked up to go and watch; Thranites love them a 
  good religious debate. Each party member may choose to make a single check:  
  • 
  Take a side in the debate: Roll 1d20 for each priest to represent the strength of their 
  arguments. Party members may make a Wisdom, (Insight), Intelligence (History or 
  Religion), or Charisma (Persuasion) check. Add the results of respective sides 
  together. The church that wins the debate invites characters who sided with them 
  back to the refectory for a simple but filling feast; such characters will be welcome at 
  this church in the future. 
  • 
  Mediate an agreeable middle ground, at least long enough to clear the square: 
  DC 15 Wisdom (Insight), Intelligence (History or Religion). This result takes 
  precedence over a winning side as described above. Both sides agree to ponder 
  further and meet at a later time to discuss it in a more civil manner. A character who 
  succeeds on this check is invited to join the Nathyrr Society of Religio-Philosophy.  
  • 
  Heckle one or both sides: DC 16 Charisma (Performance or Intimidation). 
  Success:  The crowd laughs and begins to break up; both priests leave, a little 
  embarrassed to have let their zeal get the better of them. 
  Failure: The crowd doesn’t take kindly to the mocking of anyone’s beliefs and they make 
  it known by punching and kicking the character for a while, causing 2d6 bludgeoning 
  damage and ruining a piece of their clothing. Your Thrane Wanted Score increased by 1 
  (max2). 
   
   
  
   
   
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  Thrane 
  2 
  Your tired party arrives in Tellyn just after sundown to find the gates shut and the 
  place brightly lit by torches and lanterns. There was a grisly murder the night before 
  and the Town Watch is convinced that the werewolf responsible is still in town 
  somewhere. Most of the citizens seem willing to open their homes and help in the 
  search, many carrying silver butter knives and serving forks. One of the moons will 
  rise full in only a few hours. // The Town Watch will let the party in to help with the 
  search but will not let them out again for three nights or until the werewolf is caught. 
  • 
  Help the town find the werewolf: DC 13 Wisdom (Perception) or Intelligence 
  (Investigation). 
  Success: You lead villagers to discover a snarling, blood-covered, teenage girl hiding in 
  the loft of a stable. Members of the Town Watch drag her to the square and kill her with 
  a silver-tipped spear as a priest prays for her soul. The body is burned.  
  Failure: The moon rises and soon a terrible cry of fear and pain pierces the night. 
  Another townsperson has been killed and the search continues until dawn. 
  • 
  Find the werewolf on your own: DC 12 Wisdom (Perception) or Intelligence 
  (Investigation). 
  Success: You find a frightened, wounded teenage girl hiding in the loft of a stable. Her 
  name is Katira and she does not want to die but neither does she want to hurt another 
  innocent person. She will give herself up to execution if you think that is the right thing 
  to do. 
  Failure: As the moon sets, a bloodcurdling scream cuts off suddenly. Another 
  townsperson has been killed and the werewolf remains at large. 
  • 
  Help Katira escape Tellyn: DC 12 Dexterity (Stealth), Charisma (Deception), or 
  Strength. One check only. 
  Success: You manage to get Katira out of town just as another full moon rises. Her 
  thanks turns to a growl in her throat as the beast takes over and she lopes southeast 
  toward the trees of the Harrowcrowns.  
  Failure: Katira is caught and killed by the Town Watch just as you are making your 
  escape. The town shuts the gates and begin to throw things at you: rocks, knives, 
  tankards, fruit. Your Thrane Wanted Score increases by 1 (min 3, max 6). 
  
   
   
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  Thrane 
  3 
  The speeches and writings of Endrid Branchmar have inflamed some monarchists to 
  riot and rage against the Church of the Silver Flame. His followers have vandalized 
  church property, beaten members of the clergy, and stolen church goods to 
  redistribute among the people.  So far, no one has been killed, but it’s only a matter 
  of time.  
  Endrid bears no ill will toward the Church itself, but he does not believe it should 
  rule Thrane. He advocates the overthrow of the Church, by violence if need be, and 
  the reinstatement of Queen Diani as sole ruler. He was arrested two days ago and is 
  set to hang tomorrow; there is sure to be an escape attempt. // If party members take 
  different sides, have them write their intentions on a note, roll Initiative, and then resolve 
  the notes in Initiative order. Success goes to the higher number of player characters who 
  succeeded, if this number is equal, compare results. 
  • 
  Help Knights of the Silver Flame guard Endrid’s prison and quell the restless 
  crowd: DC 13 Strength, Dexterity, Arcana, Perception, or Religion. 
  Success: Endrid is executed in the morning. 
  Failure: Endrid’s followers get the best of you and he escapes. 
  A character who helps has their Thrane Wanted Score reduced by 2 (if <4). 
  • 
  Help Endrid’s followers break him out and smuggle him out of Thrane: DC 14 
  Dexterity (Stealth or Acrobatics) or Charisma (Persuasion or Deception). 
  Success: Endrid escapes prison and flees across the border where he continues to inflame 
  monarchists with his writings. 
  Failure: The knights seem to have anticipated every contingency and they know you 
  were involved. Endrid is executed in the morning. His followers vow to carry one his work. 
  Your Thrane Wanted Score increases by 1. 
  • 
  Call for the execution to be delayed until the situation can be considered more 
  fully: DC 14 Charisma (Persuasion) or Intelligence (History or Religion). 
  Success: The execution is stayed for one month while hearings and debates are arranged. 
  There is a 20% chance that Endrid escapes prison during this time and flees to another 
  nation where he continues to advocate the overthrow of the theocracy. 
  Actions here could have a much wider effect on Thrane and soon the party may be called on 
  to help one side or the other to shift the balance of power in its favor. 
  
   
   
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  Thrane 
  4 
  As twilight falls on the road, the party sees a flash and a growing point of bloodred 
  light from a nearby hilltop. There they find a Paladin of the Silver Flame lying in the 
  middle of the scorched grass. She is covered in blood and ichor, her armor blackened 
  and cracked. Above her swirls a maelstrom of red and white light just large enough 
  for her to have fallen through. 
  “Close it …” she gasps with what might be her last breath before she goes still. 
  “No! Please! I hate it here!” whines a slurring voice from above. A demon that looks 
  like a cross between a pot-bellied kua-toa and a goat grips the sides of the portal, 
  trying to force it large enough to step through. Its horrid, toothy face is wild with fear 
  and pain. “The paladin promised to help me escape the overlords if I led her here!” // 
  The party does not have time to heal and wake the paladin or have a lengthy discussion 
  with the demon. They must decide instantly whether to help the creature through the 
  portal or to force it back long enough for the portal to close. Have the players roll Initiative 
  and act in order. 
  • 
  Help the demon through the portal: Wait to see what all players are doing. Then this 
  action automatically succeeds unless a character later in the Initiative order succeeds 
  in preventing it. 
  • 
  Stop the demon from entering Eberron: DC 14 Strength, Arcana, or Religion. 
  Success: Stabbing and striking at its hands, you push the demon back until the portal 
  closes. A final, piteous wail sounds across the hilltop. 
  If multiple characters are trying to help the demon through, the check to stop it is made 
  with disadvantage. If multiple characters fight off the demon, this check has advantage. 
  • 
  Stabilize the paladin: DC 14 Medicine. She acts last in Initiative and starts the round 
  with two failed death saving throws. Even with magical healing she will not regain 
  consciousness for 1 minute. 
  If the demon makes it through, it falls at the feet of the party and thanks them in the most 
  fawning manner. If attacked it takes the Dash action to flee at double its speed of 45 ft. 
  If the party talks to the demon, who calls itself Festerbile, it reiterates its agreement with 
  the paladin. Festerbile only wants to be free of the constant pain and fear of living under 
  the heel of the Overlords. It has no desire to fight or kill and if the party knows any wizards 
  in remote locations who would be interested in a demonic assistant it’d be happy to apply. 
  A successful DC 15 Arcana, Religion, or Deception check can get Festerbile to reveal its true 
  demonic name: Inkorzyx. Having its true name allows a character to have Inkorzyx make 
  binding promises, though it might do everything in its power to twist the letter of the 
  promise to its own ends. 
  If the paladin wakes up, she will at first deny her deal with Festerbile but when pressed will 
  relent and say it is true, though she is disgusted with herself for lying because she never 
  intended to keep the promise. She still thinks they should kill the demon but she will not 
  fight the party. 
  
   
   
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  Thrane 
  5 
  The Argent Chargers, an order of aging knights who all have drooping white 
  mustaches, campaigned in Karrnath during the Last War. They claim that one of their 
  members fell there and now his body has been raised to fight as a skeleton in the 
  Karrnathi army.  
  “How could you possibly recognize Sir Dornden’s skeleton?” you ask. Well, before he 
  died Sir Dornden was famous for having undergone an experimental procedure 
  which replaced his kneecaps with steel plates. He wasn't much for walking after that, 
  but he could ride a horse with the best of them. Now, rumor has reached the Argent 
  Chargers that there is a skeleton with metal knees guarding Loom Keep southwest of 
  Karrlakton. Apparently, the children there make a game out of slingshotting acorns 
  at the metal knees of an enormously tall skeleton warrior with a drooping white 
  mustache. Since the last “misunderstanding,” the Argent Chargers themselves have 
  been forbidden by both governments from ever entering Karrnath again. The 
  Chargers will gift fine swords and horses to someone who could bring their 
  companion back to Auxylgard for a proper burial. // If the party travels to Loom Keep, 
  any village child in the area will gladly show them the skeleton with metal knees. The party 
  can knock Sir Dornden’s skeleton apart to cease its animation and then carry it back in a 
  box or sack. 
  • 
  Steal Sir Dornden’s skeleton and run: DC 13 Dexterity (Stealth) or Strength 
  (Athletics). All involved characters must make the check. 
  Success: After a harrowing chase, you manage to get Sir Dornden’s remains onto a ship 
  and back to Thrane. 
  Failure: You get separated by the group and singled out by the pursuing Karrnathi 
  soldiers. Your Karrnath Wanted Score increases by 1 (min 3) and it takes you nearly a 
  month to meet your companions back in Auxylgard.  
  • 
  Convince local Karrnathi officials to release the body in the name of political 
  relations: DC 13 Charisma (Persuasion or Intimidation) or Intelligence (History).  
  2 Failures: They refuse to give up the body, claiming there is no way to prove that it is 
  Sir Dornden’s body. Even if there were, he died killing Karrnathi and it is just that he now 
  protects them. 
  • 
  Bribe a local official to let them take Sir Dornden’s remains: An opportunistic 
  local official tries to charge the party 1,000 galifars but this number can be cut down 
  to 200 galifars with successful DC 14 Charisma (Persuasion or Intimidation) or 
  Wisdom (Insight) check. One roll per party member, 3 failures and he alerts the army, 
  granting disadvantage on checks to steal it. 
   A character who successfully helps return Sir Dornden’s remains to the Argent Chargers is 
  gifted with a silvered longsword or shortsword and a white or gray warhorse. They are also 
  offered honorary membership in the Order of the Argent Chargers once they are of an 
  appropriately distinguished age. 
  
   
   
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  Thrane 
  6 
  In the remote village of Kedyr, a priest named Brother Aberfin has been taking 
  exorcised demon spirits into himself where he destroys them. Recently, he exorcised 
  and entire family and their combined demons are too powerful. Without your help, 
  he will be dead by morning and the spirits loose. He plans to transfer a demon to 
  anyone willing so that he can take them back one by one and destroy them. He would 
  not ask if the situation weren’t completely desperate. // Helping is an act of purest 
  good and self-sacrifice and he has nothing to offer but his own thanks. The number of 
  demons is equal to the number of player characters plus one. He suggests that the vessels 
  be chained to beds for everyone’s safety. Four commoners offer to help for the night. 
  A character may take in a maximum of two demons but this grants disadvantage on the 
  following saving throw. After a decision is made about who and how many demons are 
  being transferred, announce that Clerics, Paladins, Monks, Sorcerers, and Warlocks have 
  advantage on this roll. Barbarians have disadvantage. A character with the Channel Divinity 
  feature may expend one use to destroy their own demon. 
  Resist the demon: DC 14 Charisma or Wisdom saving throw. On failure, roll 1d4. 
  1. You burst your bonds, causing 2d6 bludgeoning and slashing damage to yourself. You 
  attack anyone else in the room savagely with your hands and teeth, dealing a further 1d6 
  bludgeoning damage to yourself at the beginning of every turn. If no one is available to 
  attack, you move at top speed until you find someone. You cannot be knocked unconscious and 
  if reduced to 0 hit points you remain conscious and fighting while you make death saving 
  throws. Make another Charisma check at the end of every round to regain control. If you 
  succeed, you become unconscious. 
  2. Smoke and acid fly from your mouth and nostrils. Everyone in the room takes 2d6 acid 
  damage, including you. When you wake up in the morning, you can’t smell or taste anything 
  for one week. You also become permanently immune to the Ray of Sickness cantrip. 
  3. The demon spirit causes one of your limbs to twist at odd angles while you wail and sing 
  songs in Abyssal. You wake up to find that limb broken. Roll 1d4: 1. Right arm 2. Left arm 3. 
  Right leg 4. Left Leg. 
  4. Your mind is cast into Khyber. You suffer 4d6 psychic damage. All of your senses are 
  assaulted by scenes that come close to driving you completely mad. You wake up shaken to the 
  core of your being. You are blind for 3 days. From now on, during the first round of combat 
  with any fiend you must make a Wisdom saving throw against a DC of 15 or take 1d6 psychic 
  damage and become frightened for 1 minute, this is a fear effect. You no longer have to make 
  this saving throw after you personally reduce a fiend to 0 hit points. 
  Any character who failed to resist the demon wakes up in the morning with 3 levels of 
  exhaustion. 
  Whether party members succeeded or failed, Brother Aberfin’s plan works and all of the 
  demon spirits are destroyed by morning. He has the most profound respect for the party 
  and he bows low to them, promising that in the future he will bend all of his influence to 
  help them in any good thing they wish to accomplish. If they bring him books or items, he 
  can make a Religion, Arcana, or History check on their behalf with a +10 bonus. 
  
   
   
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  Thrane 
  7 
  The rural area around Lessyk is holding their annual archery tournament in a field 
  behind a roadside inn called The Moving Target (despite its name, it does not actually 
  move). Bows and arrows are provided and anyone is welcome to join for an entry fee 
  of 1 sovereign. No magic of any kind is permitted. The prize is the loan of a magic 
  bow called Perenthesy. The winner must present the bow to next year’s champion. // 
  Roll 1d20+3 three times to represent the best of the other competitors. Player characters 
  who compete must make a single ranged attack with a longbow or a short bow and 
  compare the result to the other winners. 
  Winner: 400 galifars and the loan of Perenthesy the +1 longbow. Damage from Perenthesy 
  counts as both silvered and radiant and the bow shimmers with dim yellow light if a fiend 
  is within 300 feet. 
  2nd Place: 100 galifars, 6 +1 arrows, and one free meal per month at The Moving Target. 
  Third Place: 50 galifars, 2 +1 arrows, and a certificate for a free weekend at the Meditation 
  Gardens bathhouse in Lessyk 
  A character can cheat with a successful DC 14 Dexterity (Sleight of Hand) check that gives 
  them advantage on the tournament roll. They may also cheat with a successful DC 13 
  Arcana check that allows them to surreptitiously cast a spell. If either of these fail, the 
  character is banned from the tournament for life and their Thrane Wanted Score increase 
  by 1 (max 2). 
  If a player character wins the bow, they must either return for next year’s contest or else 
  give it to someone in the Lessyk area for safekeeping before then. If the bow is lost or 
  destroyed, they are expected to provide another magic bow. If they fail to do this, their 
  Thrane Wanted Score increases by 2 (max 5) until they pay a fine of 5,000 galifars. 
  Thrane 
  8 
  A traveling priestess named Herava, asks if anyone in the party will pledge 
  themselves to the Silver Flame. She offers to teach any new devotees the first prayers 
  and tenants of the faith and will give them symbol of their new faith, a stylized 
  arrowhead made of silver. // No roll is necessary if the character sincerely wants to join 
  the church. If any unscrupulous characters just want the silver (worth 10 galifars), it takes 
  a DC 10 Charisma (Deception) check to convince the priestess they want to join. The 
  priestess can be converted to a different faith with a successful DC 22 Religion check. 
  If a character falsely pledges themselves to the Silver Flame and takes the arrowhead, the 
  next time they sleep they have dreams of a bright and terrible light. They wake up feeling 
  as though they have sunburned eyes and they suffer 1 level of exhaustion. This level of 
  exhaustion does not go away until the character leaves Thrane, returns the arrowhead to 
  Herava, or steps on unhallowed ground. Finding Herava again takes a DC 14 Intelligence 
  (Investigation) check that can be made once every three days. While cursed, Thranites are 
  uncomfortable around the character, even if they don’t know why. 
  
   
   
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  Thrane 
  9 
  A House Jorasco healing center in Nathyrr has been buying up all medical supplies in 
  the area, threatening to gain a monopoly while more affordable or charitable places 
  of healing run out of supplies. Imvidi d’Jorasco, the heir who runs the center, has so 
  far declined to make public comment. //  
  • 
  Make a legal case against House Jorasco: DC 14 Intelligence (History or 
  Investigation). One check allowed. Further checks can be made once per week at the 
  cost of hiring a solicitor for 20 galifars per week.  
  Success: You prove that due to a law enacted during the Last War it’s actual illegal for 
  House Jorasco to stockpile healing supplies to such a degree. 
  • 
  Appeal to Imvidi d’Jorasco DC 13 Charisma (Persuasion), Wisdom (Insight), or 
  Intelligence (History or Religion). 
  Success: Imvidi agrees to limit her buying in the immediate area, though only because 
  you’ve gone and stirred up the public about it. She tells you not to come running to her 
  when you get a splinter (or a knife in the back of the knee). You may have damaged your 
  relationship with House Jorasco, but the other places of healing are grateful to you. Your 
  Thrane Wanted Score is reduced by 1 (if <3). 
  • 
  Steal supplies from House Jorasco: DC 15 Dexterity (Stealth or Sleight of Hand). 
  Success: You steal 2d6x10 Healing Kits with no one the wiser. 
  Failure: You are caught trying to break in and chased off. House Jorasco learns your 
  identity and your Thrane Wanted Score increases by 1 (min 3, max 3). 
  • 
  Find a wealthy patron for the other places of healing: DC 12 Charisma (Persuasion) 
  or Religion. 
  Success: You find someone willing to stand up to House Jorasco in the name of the 
  Nathyrr community. 
  Failure: You should have known you couldn’t find anyone willing to go up against a 
  Dragonmarked House. 
  • 
  Burn the Jorasco healing center to the ground with everyone inside. That will 
  teach them to respect the “do not harm” part of the healer’s oath: DC 18 Dexterity 
  (Stealth). 
  Success: As you bask in the screams and panic, you feel something inside of you die. The 
  ground in front of you suddenly erupts into fire and a massive, demonic countenance 
  looks into your eyes. “Your offering is accepted,” booms the demon overlord. With another 
  flash of fire that burns you to ash, your soul is pulled down to serve your new master in 
  Khyber. 
  Failure: You are caught setting the blaze and beaten to a pulp as they arrest you. You 
  are set for execution in three days. 
  The character can escape with a successful DC 20 Strength, Charisma (Deception), or 
  Dexterity (Stealth) check. If they escape, their Thrane Wanted Score becomes 7. House 
  Jorasco marks them for death and hires House Thuranni to do the job. 
  
   
   
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  Thrane 
  10 
  A young human priestess of the Silver Flame walks by the side of the road. She tells 
  you that her name is Theranda Benshar and that she is on pilgrimage to Flamekeep. 
  Somewhere along the way she lost the arrowhead amulet given to her by her 
  grandfather. She was traveling with a caravan but they left her behind after she 
  delayed them for over an hour looking for her amulet. Even worse, the amulet is 
  enchanted with a spell of nondetection so that it cannot be found by any but the most 
  powerful spells. Will you help her find it? // It takes a DC 23 Wisdom (Perception) check 
  to find the amulet tangled in a tussock of muddy trampled grass. The check can be made 
  once every hour. Any spell below 5th level will automatically fail to locate it. 
  If the party sticks with Theranda long enough to find her heirloom, she is overjoyed and 
  tries to give them 20 galifars, all that she has. Her joy turns to apprehension as she realizes 
  that she is still because she is still a hundred miles from Flamekeep and now has no one to 
  travel with. 
  If the group escorts her to Flamekeep, she will once again thank them effusively. She will 
  not hesitate to help them in the future in whatever small way she can. 
  The night after parting company with Theranda, the party members share a vision in which 
  a bright column of silver fire invites them to seek an audience with the Keeper. 
  If the group follows the vision, they are admitted into the Keeper’s presence and they are 
  told she has been expecting them. She thanks them for helping Theranda reach Flamekeep 
  for she is a chosen servant. The Keeper will now answer one question each, withholding 
  nothing of her near-omniscient knowledge. If she does not know the answer, she will invite 
  them to ask a new question up to three times. The only things on Eberron unknown to the 
  Silver Flame are those things hidden by a being with a Challenge Rating of more than 20. 
  In one year, Theranda has risen to a level 11 cleric and she will hold to her promise of 
  helping the party in any way that does not break her oaths. 
  Thrane 
  11 
  The people of Olath are being troubled by spirits of those who died when Shadukar 
  was burned. In a strange twist, these angry spirits refuse to acknowledge the power 
  of anyone who represents the Silver Flame. They blame The Keeper and her minions 
  for their demise and subsequent torment. A cleric of another faith is needed to quell 
  the spirits but Lady Evidar, mayor of Olath, is having a difficult time finding anyone 
  willing to help. // Lady Evidar will pay a cleric, or anyone with the Turn Undead ability, 
  1,000 galifars to spend a week helping the spirits of Shadukar move on. She will also pay a 
  500 galifar finder’s fee if the party can convince a cleric to come from another nation. 
  It takes a DC 15 Charisma (Persuasion), Religion, or History check to find and convince a 
  cleric of another faith to come and help. This check can only be made once per cleric and 
  must be made outside Thrane. The cleric will require the party to pay travel expenses, 
  escort them to Olath, and to stay there the entire week. 
  
   
   
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  Thrane 
  12 
  The church in the village of Medyar has been shut and is guarded day and night by a 
  single weary paladin named Sir Badar. He bids the party move on because the village 
  cleric was struck with a terrible illness several days ago and it was her plea before 
  seclusion that she be given seven days to heal herself and that if she had not by the 
  time, she would be dead with no wish to spread the disease to others. // A DC 10 
  Wisdom (Insight) check reveals that Sir Badar knows more than he is telling and that he is 
  heartsick and worried. But he knows his duty and he will not let anyone enter.  
  • 
  Sneak past the weary Sir Badar and investigate the church: DC 14 Dexterity 
  (Stealth). Advantage if they wait until nightfall when Sir Badar has fallen asleep with 
  his back to the doors. 
  • 
  Overcome Sir Badar by main force and enter the church: DC 14 Strength or 
  Dexterity check. Advantage if they wait until he sleeps against the doors at night. 
  • 
  Convince Sir Badar that you can help: DC 15 Charisma (Persuasion or Deception) or 
  Religion. On success, he weeps and then lets them enter, following close behind. 
  Upon gaining entrance to the church, they discover the main level empty but a door leading 
  to underground catacombs. Inside the catacombs, they find a chamber with a thick wooden 
  door that has been barred and nailed shut. It takes a DC 18 Strength check to break it down. 
  If they attempt during the day, a despairing female voice screams for them to leave her to 
  die. If they attempt to break the door down during the night, they hear horrid grunts and 
  squeals and the sound of splintering wood. Sir Badar will admit that the priestess, Shamira, 
  is secretly his wife and that she has contracted lycanthropy. She has begged him to kill her 
  but he cannot bring himself to do it. Neither he nor Shamira will not stop the player 
  characters if they agree to do it during the day. If it is night, Shamira (Wereboar, MM 209) 
  fights with ferocity and tries to escape.  
  Thrane 
  13 
  The party spends the night at The Harmless Dove in a village called Hushvale. The 
  new village council has recently introduced sweeping morality laws that ban alcohol, 
  tobacco, dancing, potion drinking, rude gestures, crude language, lewdness, 
  immodesty, impiety, books in which characters quiver, cheese aged longer than one 
  year, songs which do not appear on the official Approved List, and any artwork which 
  depicts any of the previously mentioned items or behaviors. Local adults and small 
  children seem genuinely happy. Far from being, pushy with outsiders, they appear to 
  have almost endless patience while they explain the rules again. And again. Only 
  some of the youth seem particularly dissatisfied. // If a character blatantly or 
  repeatedly breaks any of these rules, the village militia will give them three warnings and 
  then ask them firmly to leave. This increases a character’s Thrane Wanted Score by 1  
  (max 2). If push comes to shove, there is a group of knights who patrol the area and will 
  remove or arrest troublemakers and the offending Character’s Thrane Wanted Score 
  increases by a further 1 (max 3). 
  If a character secretly provides any contraband that breaks the rules, some locals will pay 
  triple price for such goods, though getting caught selling it increases a character’s Thrane 
  Wanted Score by 1 (max 4). 
  
   
   
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  Thrane 
  14 
  A group of monstrous mercenaries from Droaam, led by a half-orc named Nashtik 
  Tharashk, got confused at the border near Fort Light and entered Thrane instead of 
  Aundair. They have been detained and harassed by the Thranite garrison and last 
  night their wagons were broken and vandalized and their oxen stolen.  All of their 
  paperwork is on order but the Thranite soldiers will do nothing to help them. 
  Nashtik has his mercenaries housed in a converted barn and it is all he can do to 
  keep them from rampaging through the shantytown of traders, blacksmiths, 
  bowyers, and farriers that surrounds the castle. Then again, they have been treated 
  so poorly that Nashtik feels less like keeping a leash on them by the hour. // 
  • 
  Locate Nashtik’s wagons and oxen: DC 15 Intelligence (Investigation) or Wisdom 
  (Survival). One check allowed per day. On success, the party finds out that four 
  members of the garrison are responsible for the mercenaries’ trouble. They offer to 
  return the oxen and pay for repairs to the wagon if the party promises not to reveal 
  their identities. 
  • 
  Convince the Captain of the garrison to look into it: DC 15 Charisma (Persuasion or 
  Intimidation), History, or Religion. One check allowed per day. On success, the captain 
  looks into it and that evening he brings the oxen back to Nashtik along with enough 
  money to cover repairs. He tells them unconvincingly that he does not know who is 
  responsible, but it’s fixed now so move along.  
  If three days pass and nothing has changed, Nashtik disappears and the monsters rampage 
  through the shantytown, killing eight members of the garrison and lighting several 
  buildings on fire before they grab whatever plunder they can and scatter into the night. If 
  the party was seen talking to Nashtik before this, their Thrane Wanted Score rises by 1. 
  Thrane 
  15 
  The party stops for rest and supplies in the town of Athandra to find it divided 
  between royalists and theocrats. Supporters of Queen Diani wear red armbands 
  marked with a crown and supporters of Keeper Jaela wear white with a silver flame. 
  No one in town will do business with someone wearing the wrong color armband or 
  no armband at all. // An armband costs 3 crowns. If the characters want to stay at an inn, 
  hire a local, or buy any supplies, roll a 1d2 (or flip a coin that’s red on one side and silver on 
  the other) to see which armband the townsperson wears. If the character’s armband 
  matches, they can do business. If a character wears one armband and then switches to 
  another for a different transaction, there is a 15% chance that they are found out and no 
  one in town will do business with them anymore. This chance raises by 15% every time 
  they switch. 
  
   
   
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  Thrane 
  16 
  A homeless madman in a small town called Briva prophesies something will crawl up 
  from Khyber soon and besiege the town. But he has raved for years and no one wants 
  to listen. Local clerics and wizards have cast their own auguries and see no such 
  signs. You’ve got that feeling in your guts that only seasoned adventurers get. //  
  • 
  Convince the town to take the warning seriously: DC 16 Charisma (Persuasion or 
  Intimidation), History, or Religion. One check allowed per day. On success, the Town 
  Watch and several wizards, clerics, and paladins agree to be extra vigilant for one week 
  and the town is prepared for the attack. If the same character fails twice, they are told 
  to leave town or face arrest for disturbing the peace. A character capable of casting an 
  appropriate Divination spell of 3rd level or higher (ex. Divination or Commune) they 
  can cast such a spell and then have advantage on this check. 
  • 
  Make your own defensive preparations: DC 12 Strength, Dexterity, Intelligence, or 
  Wisdom. One check allowed per character. A character with an appropriate 
  proficiency, such as Survival, Thieves’ Tools, Medicine or History, or one who has 
  experience defending towns (ex. Soldier Background) has advantage on this check. On 
  success, this character is prepared for the attack. 
  There is a 75% chance that the prophesy comes true in the next 1d4 days. A creature (or 
  creatures) bursts from beneath the town square and begins to wreak havoc. The creature 
  causes 2d6x10 deaths before it is subdued or chased off. If the town is prepared for the 
  attack, reduce casualties by 50%. For every character prepared for the attack, reduce the 
  number of deaths by 1d4x10. 
  Ideas for combat encounters from the Monster Manual: 2 Nightmares, 3 bearded devils, 
  2d6 dretches, 20 lemures. 
  Thrane 
  17 
  Outside the great seminary building in Sigilstar, a trio of warforged have altered 
  themselves to include silvered armor and equipment. They claim they have been 
  called by the Silver Flame to protect Eberron from fiendish threats. The three 
  warforged, named Argent, Mercury, and Sterling, have requested that they be 
  allowed to take vows and become paladins of the Silver Flame. Ignored by the clergy, 
  the warforged sit outside the building and pray quietly day and night. // A paladin or 
  cleric of the Silver Flame has advantage on any of the following checks. 
  • 
  Convince the clergy to allow the warforged to take the oaths: DC 15 Wisdom, 
  Religion, Charisma (Persuasion), or History. On success, the clergy relents and allow 
  the warforged to take the oaths. The trio thank the party and tell them they will not 
  forget their kindness. If there is a warforged in the party who would like to become a 
  paladin or cleric of the Silver Flame, now is their chance. If the same character fails this 
  check twice, they are told to leave by the knights who guard the seminary. 
  • 
  Tell the warforged they should go to Flamekeep instead: DC 13 Wisdom (Insight), 
  Religion, or Charisma (Persuasion). One check allowed per character. On success, the 
  warforged thank them and go to Flamekeep where they are allowed to take the oaths.  
  If al attempts fail, the next time the party passes through Sigilstar the three warforged still 
  sit outside the seminary, now partially covered in growing moss and garbage. 
  
   
   
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  Thrane 
  18 
  The party is invited to a secret meeting with Cardinal Rilden. He tells them that he 
  wishes to do everything in his power to bring lasting peace between church and state 
  so that no more Thranite blood need be spilled over the matter. Are they willing to 
  help him in secret? // Cardinal Rilden’s first request is to take a sealed message to Father 
  Gemballi in Wroat in the Temple of Aureon. He cannot pay them directly for their service, 
  lest his efforts be traced back to himself, but one of his agents owns The Steel Emporium in 
  Sigilstar. If they give the owner, Mistress Kashdan, a code word she will repair any of their 
  gear and provide any mundane equipment they wish at no cost (within reason). 
  If they do this, the Cardinal will have other work for them in the future such as guarding a 
  priest, politician, or royal family member from an assassination attempt, finding an ancient 
  holy artifact, or slaying a monster and giving credit to a certain paladin. If they accomplish 
  his missions, stay in regular contact, and keep his secrets, Cardinal Rilden proves a 
  powerful patron with many connections, some of which can be used to reduce Wanted 
  Scores if necessary (and appropriate). He loves Thrane, her people, and his faith above all 
  else and his intentions are pure. 
  Thrane 
  19 
  Bandry and Hendim Shalebarn are a pleasant halfling couple who run a Gold Dragon 
  Inn just outside the small town of Delidrin in northern Thrane. They are always 
  pleasant and the food is fantastic. There is a rumor, however, that the Shalebarn’s 
  establishment is not actually sanctioned by House Ghallanda. If that is true, it’s only a 
  matter of time before the dragonmarked house finds out, shuts down the inn, and 
  probably throws the Shalebarns in prison. // If asked, the Shalebarns will reveal it is 
  true. The town petitioned House Ghallanda for years to open an inn near their town to help 
  encourage visitors. The Shalebarns took the matter into their own hands and soon the town 
  was flourishing again, gaining a reputation as a favorite spot for several noble families. 
  • 
  Convince the Shalebarns to change the name of their inn: DC 11 Charisma 
  (Persuasion or Intimidation) or Intelligence (History). If they do this, there is a 20% 
  chance that within six months most nobles stop visiting the town and it starts to 
  struggle again. On failure, they keep their inn for 1d4 months before House Ghallanda 
  shuts them down and the Shalebarns are thrown into prison. Marred by the scandal, 
  the town’s economy takes a turn for the worse. 
  • 
  Convince an agent of House Ghallanda to sanction the Shalebarn’s inn: DC 14 
  Charisma (Persuasion) or Intelligence (Investigation). Only one check allowed. On 
  success, the party makes a convincing case that it will profitable and they decide to let 
  the Shalebarns keep their inn. On failure, they keep their inn for 1d4 months before 
  House Ghallanda shuts them down and the Shalebarns are thrown into prison. Marred 
  by the scandal, the town’s economy takes a turn for the worse. 
  
   
   
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  Thrane 
  20 
  The villagers of Halftree in the Lessyk area present the party with a kalashtar 
  trapped in a pit with a metal grate over the top. They captured him because everyone 
  in the village has been suffering from terrible nightmares and it is beginning to affect 
  day to day life. They claim that the kalashtar refuses to make the nightmares stop. 
  None of them dares open the pit and they don’t want to kill him but they will have to 
  if the nightmares persist. 
  The kalashtar, whose name is Molotash, says he will go willingly with the party and 
  that he has nothing to do with the nightmares, though he does feel another psychic 
  presence nearby. He lost a crystal dear to him in the nearby woods, which is what he 
  was looking for when he was taken by the villagers. // The party can take Molotash 
  away without helping him find his item, but once released he will return to Halftree to find 
  it. The party later finds he was caught and killed and the village blames them for their 
  sloppy job. Their Thrane Wanted Scores increase by 1 (max 2). 
  If the party spends the night in the village, they too suffer from terrible dreams and must 
  make a DC 12 Constitution or Charisma saving throw to avoid suffering a level of 
  exhaustion (this effect will never take anyone beyond 1 level of exhaustion). 
  • 
  Help Molotash find his crystal: DC 17 Wisdom (Perception). The check can be made 
  once per day. If the party does no locate the crystal in three days, a group of six soldiers 
  and a priest arrive and attempt to forcibly remove Molotash from Thrane. 
  • 
  Locate the source of the dream disturbance: DC 15 Intelligence (Investigation or 
  Arcana). The source turns out to be a jade statuette sent to a villager as a gift from a 
  relative in the Lhazaar Principalities. They willingly surrender it to the party. If the 
  statuette is destroyed, the largest piece of it still causes bad dreams within one mile. A 
  DC 13 Arcana check reveals that the effect can be blocked if the statuette is placed in a 
  lead box. 
  The party can travel to the Lhazaar principalities to find out that the origin of the statuette 
  was an ancient Sarlonan shipwreck. The Dreaming Dark will kill to get their hands on it. 
   
   
   
  
   
   
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  Appendix 1: Nation Record Sheet 
   
  Nation:___________________________________________________________ 
  Regions/ Areas Visited:________________________________________ 
  ___________________________________________________________________ 
  ___________________________________________________________________ 
  ___________________________________________________________________ 
  ___________________________________________________________________ 
  ___________________________________________________________________ 
  ___________________________________________________________________ 
  Locations of Interest:_________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________ 
  NPCs/Organizations:_________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________ 
  Notes:__________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________
  _________________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________ 
  
   
   
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  Appendix 2: Wanted Scores 
   
  In the course of adventuring far and wide, 
  a character (or entire party) can sometimes 
  end up on the wrong side of the law and 
  public opinion. A Wanted Score allows a 
  Dungeon Master to track how player 
  characters are perceived by rulers, law 
  enforcement, and citizens of a particular area, 
  region, or nation. This score comes with an 
  attendant status that gives further guidance 
  on how the world reacts to a character’s 
  presence based on their past actions. 
  Like Hit Points, a Wanted Score is an 
  abstract way for the DM to see where things 
  stand at a glance. Increases and decreases to a 
  character’s Wanted Score are declared by the 
  DM. The score should not be increased for 
  every minor infraction and it should not be 
  decreased by every heroic deed.  
  Lines between one score and the next are 
  soft, meaning the DM should make a judgment 
  call as to whether or not a certain incident 
  should increase the Wanted Score, especially 
  if this grants a new status. 
  The Public Perception and Law 
  Enforcement sections of the following 
  descriptions are addressed to players to help 
  them understand their status. The other 
  sections are guidance for Dungeon Masters. 
  Score 1-2 
  Known Troublemaker 
  Public Perception: Some people just seem to 
  always be nearby when things go wrong. You 
  might not have broken any laws (or at least not 
  been charged with breaking any) but you’ve 
  got something of a reputation for disturbing 
  the peace by starting fights, ignoring local 
  customs, or seeking to cause mischief. Common 
  people might think of you as being rude, drunk, 
  incompetent, unpleasant, or unlucky. 
  The very sight of you probably prompts a 
  guard to demand that you state your business. 
  When you walk in, tavernkeepers shake their 
  head as they offer that time-honored, 
  charmingly colloquial double negative, “I don’t 
  want no trouble.” 
  Law Enforcement: Guards and garrisons are 
  likely to keep a close eye on you. They might 
  harass or detain you just to let you know who’s 
  boss. Known troublemakers are the first to be 
  rounded up with the usual suspects when 
  there’s a disturbance. 
  Known Troublemaker
  1
  2
  Lawbreaker
  3
  4
  Wanted Alive
  Criminal
  5
  6
  Wanted
  Dead or Alive
  Enemy of
  the State
  7+
  Score          Status 
  
   
   
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  Punishments: If Troublemakers face formal 
  government punishment, it usually amounts 
  to fines of 50 to 100 galifars, a few days in jail, 
  or perhaps some time in the stocks. Suits 
  against them are likely to be civil rather than 
  criminal. 
  Reducing the score: Unlike lawbreakers and 
  criminals, being a known troublemaker is 
  more about reputation than restitution. As 
  such, it can be hard to lower a score without 
  actively working to improve public image or 
  letting time pass. A Known Troublemaker’s 
  score is reduced by 1 for every six months 
  they stay out of trouble (or at least stay away). 
  Score 3-4 
  Lawbreaker 
  Public Perception: Things get a little more 
  serious when you have a reputation for actually 
  breaking the law. Finger wagging and head 
  shaking turn into actual mistrust and unease. 
  Some folk might refuse to do business with you 
  and others might point you out to law 
  enforcement. Mostly, folks just hope you move on 
  without dragging them into your next 
  confrontation with law enforcement. 
  Law Enforcement:  There is a good chance that 
  there is a warrant out for your arrest. Though 
  the farther you are from the site of your last 
  misdeed, the less likely this will be. A competent 
  disguise and keeping a low profile are usually 
  enough to get by without too much notice. Once 
  recognized, however, law enforcement will 
  consider it a priority to arrest you. As long as 
  you remain in their jurisdiction, they want to see 
  you pay for breaking the law and stand trial for 
  everything you’ve been charged with. 
   Professional bounty hunters do not usually 
  concern themselves with mere lawbreakers, but 
  they may consider it worth their time if a you 
  have incurred significant fines or caused notable 
  damage. If you wronged an influential person, 
  they might consider hiring someone to track you 
  down and bring you to their idea of justice. 
  Punishments: Fines in the hundreds of 
  galifars are not an uncommon penalty for 
  lawbreaking. Imprisonment could last for 
  weeks or even months at a time. Public 
  beatings are not out of the question. 
  Reducing the score: Being known as a 
  lawbreaker can have unfortunate side effects 
  but it is not an irredeemable condition. Paying 
  fines, repairing damage, serving jail time, 
  turning one’s self in, or even just finding the 
  right person to talk to can all lead to a 
  reduction in Wanted Score. 
   Unless they have a reason to be prejudiced, 
  most magistrates, watch captains, and other 
  officials will listen to a reasonable explanation 
  of mitigating circumstances. Once restitution 
  or excuse has been made to the satisfaction of 
  an official or offended party, a lawbreaker’s 
  score is reduced accordingly. 
   Letting time pass or showing a community 
  they have changed their ways are also ways to 
  reduce a lawbreaker’s score. With no other 
  effort, a lawbreaker’s score will reduce by 1 a 
  year after the last known incident. 
  Score 5-6 
  Criminal 
  Public Perception: Troublemakers and 
  lawbreakers are a nuisance to civilized society, 
  but criminals represent an outright danger. You 
  are seen as an enemy to society and someone to 
  be brought in line or kept out of it entirely. Law-
  abiding citizens fear you and most will turn you 
  in or assist law enforcement against you. 
  Expecting violence or robbery, some common 
  folk might proactively lash out at you or try to 
  drive you away. Good people with courage 
  refuse to do business with you and others are 
  careful not to be seen associating with you. 
  Law Enforcement: The hammer comes down 
  once you are considered a criminal. Wanted 
  posters are hung in public and your description 
  is circulated. Your known places of resort and 
  your associates are being watched carefully. 
   Bounty hunters and detectives truly enter the 
  picture at this stage. Rewards for your capture 
  
   
   
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  are significant and, depending on your crimes, 
  they might be encouraged to swing the club first 
  and ask questions later. 
   When someone comes after you, they will do it 
  in force. It takes repeated, damaging, or violent 
  crimes to reach this status and groups 
  attempting your capture are not going to worry 
  overmuch about being gentle. 
   Worse still, is that others are now being 
  scrutinized for having associated with you in the 
  past. Family members might be harassed on a 
  weekly or even daily basis by law enforcement 
  trying to flush you out. Business partners might 
  find their own holdings in danger of being seized 
  and themselves under investigation. 
  Punishments: Before they are even arrested, a 
  criminal’s publicly known assets or property 
  are likely to be seized by the government. If 
  this amounts to considerable value, it might 
  work toward the restitution or repair of some 
  crimes, but prison time measured in years is 
  still more than likely. 
   Strong evidence of especially violent crimes 
  will almost always lead toward execution.  
  Reducing the score: There is an invisible 
  threshold between being a lawbreaker and 
  being a criminal that could very well be called, 
  “the point of hard return.” Unless a player is 
  willing to give their character up to years in 
  prison (more on this later), then their only 
  legal hope is to find a way to clear their name 
  or seek a pardon from a powerful party.  Until 
  then, if they want to keep adventuring, they’ll 
  have to do it on the lam. 
  Score 7+ 
  Enemy of the State 
  Public Perception: You have reached the nadir 
  of public opinion. You are known and reviled 
  across the land, your name whispered with the 
  special disgust and fear reserved for infamous 
  villains. Common folk cower in fear and run 
  away only to tell everyone they know that they 
  once saw you face-to-face and lived to tell the 
  tale. No matter what else happens in your 
  career, your name will be on thousands of lips 
  for years to come. 
  Law Enforcement: Soldiers and guards are 
  required to memorize your likeness, 
  mannerisms, associates, and known possessions. 
  There is a dedicated team of elite agents and 
  detectives dedicated to tracking you down and 
  they often work with foreign governments and 
  agents to find you no matter where you are. 
  Unless granting you asylum, a foreign 
  government will almost certainly extradite you 
  to the nation where your Wanted Score is the 
  highest. 
   Famous adventurers and the highest profile 
  bounty hunters constantly dog your heels, 
  looking to make a fortune from your death or 
  capture. 
   Your disguises and deceptions must be 
  masterful to succeed. If you show even the 
  slightest bit of resistance, anyone confronting 
  you will not hesitate to go for the kill. 
  Punishments: This status is reserved for 
  insurrectionists, mass murderers, and others 
  who pose an existential threat to civilized 
  lands. The hallmarks of this status are 
  incontrovertible evidence of significant death 
  or destruction, widespread public knowledge 
  of crimes, and personal offense to the most 
  powerful people in the land. Swift death is the 
  only punishment to be expected. If an enemy of 
  the state eludes capture long enough, some of 
  their associates might be put to death if they 
  refuse to aid in the capture. 
   
   
  Variant: Protected Status 
  Sometimes a character with Criminal status falls 
  under the protection of a powerful, influential 
  organization or individual. Their score reads 5P 
  or 6P. This might be a crime boss, a royal 
  benefactor, or a Dragonmarked House. While the 
  protection lasts, most law enforcement will not 
  attempt to arrest the character and if they do, 
  charges are soon dropped. 
   
  
   
   
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  Reducing the score: The only possible ways to 
  expunge the title of enemy of the state are a full 
  royal pardon for reasons the public will 
  understand, divine intervention, or a display of 
  utterly epic heroism witnessed by hundreds or 
  thousands of people (things like single-
  handedly fighting off a horde of enemies at the 
  gates of the city, slaying a dragon in the castle 
  courtyard, defeating a demon lord in the town 
  square). Even then, some crimes may never be 
  forgiven. 
  Min-Maxing Wanted Scores 
  Think carefully about whether or not a given 
  action should push a character into another 
  status. 
   In the course of a bad week, a certain 
  character might inadvertently humiliate a town 
  priest, ruin a noble’s vacation, and accidentally 
  startle a bull into charging through a cabbage 
  stall. Even though each of these three instances 
  would likely increase that character’s Wanted 
  Score by 1 (granting them the status of Known 
  Troublemaker), they do not gain status as a 
  Lawbreaker for the third event. A third 
  troublemaker event simply restarts the clock 
  on how long that nation collectively 
  remembers the character as a Known 
  Troublemaker. 
   The main difference between a Lawbreaker 
  and a Criminal is whether or not the crimes are 
  violent, pose a repeated threat to public safety, 
  or involve a significant amount of property 
  damage or stolen goods. 
   On the other side of the spectrum, there are 
  actions that push a Wanted Score up to a 
  specific status. If a character with a Wanted 
  Score of 0 is caught in a compromising 
  situation and charged with murder, law 
  enforcement wouldn’t shake their heads and 
  say, “What a troublemaker you are. Well, it’s 
  your first offense so just don’t let me see you 
  do it again.” In such a case, their Wanted Score 
  immediately increases to 5. If that event is 
  resolved to the satisfaction of law enforcement 
  (turns out the butler did it), the Wanted Score 
  is reduced proportionately. However, in most 
  cases a character should retain a Wanted Score 
  of at least 1 to show that the stain on their 
  reputation does not immediately go away.  
  I Know When I’m Not Wanted 
  Here are some other ways to reduce a Wanted 
  Score other than the more legitimate examples 
  given in the status descriptions.  
  The Black Market: With the help of forgery, 
  theft, destruction of evidence, and bribery, it’s 
  possible to reduce a Wanted Score by finding a 
  competent agent of the black market. If the 
  character has no such existing contacts, it takes 
  a DC 20 Intelligence (Investigation) check and 
  500 galifars to find one in a major city. If this 
  check fails, the 500 galifars are lost and the 
  check cannot be made again in that city for one 
  month. Attempting to do so will bring reprisals 
  from law enforcement and the criminals hiding 
  from them. 
   It costs a character’s current Wanted Score 
  times 1,000 galifars to reduce their score in 
  one any one nation. It does not have to be the 
  nation in which they are contacting the Black 
  Market. It takes one week for the reduction to 
  take effect and another reduction cannot be 
  made this way for one month.   
   For example, a character with a Breland 
  Wanted Score of 5 must pay 5,000 galifars to 
  have their Breland Wanted Score reduced by 1. 
  Their new Breland Wanted Score will be 4. If 
  they wish to reduce it by 1 again, they must 
  wait a month and then pay 4,000 galifars. 
  Connections: If a character knows the right 
  people, they can be petitioned to use their 
  influence to get a Wanted Score reduced, either 
  for a character or one of the character’s 
  associates. Doing so depends highly on the 
  strength, age, and nature of the relationship. In 
  almost all cases, the connection will want 
  something in return that approximates the 
  values given under the Black Market section. 
  There’s Always a Bigger Fish: Sometimes a 
  character can get their own Wanted Score 
  reduced if they cooperate with law 
  enforcement to nab an even more wanted 
  
   
   
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  criminal. This could involve testifying at trial, 
  undercover work, sting operations, or even 
  government sanctioned assassination. 
   This option goes particularly well with the 
  Protected Status variant rule. 
  You Got a Familiar Face, Stranger 
  The chance of a character with a Wanted Score 
  being recognized is a percentage equal to their 
  Wanted Score times 10. For instance, a 
  character with a Wanted Score of 1 has a 10% 
  chance of being recognized and treated as a 
  Known Troublemaker. A character with a 
  Wanted Score of 4 has a 40% chance of being 
  recognized and treated as a Lawbreaker. 
   Recognition rolls are usually made when a 
  character first meets someone or enters a 
  populated area in the nation where they have a 
  Wanted Score. The more people there are, the 
  more likely someone will connect a character 
  with what they’ve heard about a similar 
  person. As a general rule of thumb, roll once a 
  day in a city, once a week in a town, and only 
  once when entering a village or thorp. Whether 
  or not someone does anything once they 
  recognize a wanted individual is up to you. 
  Crime and Punishment 
  With few exceptions, encounters with law 
  enforcement should not be fatal to characters. 
  If reduced to 0 hit points, an adjacent member 
  of law enforcement uses their action to 
  stabilize a dying player character. 
  Resisting arrest and/or breaking out of prison 
  increases a character’s Wanted Score by 1 
  (max 6). 
   Once caught, unless a character is broken out 
  or their name is cleared, they likely face time in 
  prison or execution. If the former is true, here 
  are two ways to deal with a player character 
  doing time. 
  Shelving a character: If Hiblin Fuego, a 
  Warlock with a fascination for fiery arson, is 
  arrested and convicted of burning down The 
  Harmless Dove inn, his prison sentence is five 
  years. If Hiblin’s player decides she doesn’t 
  want to break Hiblin out and live as a fugitive, 
  she can instead opt to create a new character. 
  Hiblin hasn’t died or been erased from the 
  campaign. For now, his character sheet can sit 
  on the shelf until he gets out for good behavior 
  or the group decides they need his particular 
  expertise with combustibles. 
  Fast forward: If a player doesn’t want to give 
  up playing an incarcerated character, another 
  option is to turn the clock forward the 
  appropriate number of weeks, months, or 
  years. Such a decision should involve the entire 
  group. If everyone agrees, they can narrate 
  what their character has been up to during that 
  time. It isn’t fair for every character’s 
  development to be stalled while they wait, so it 
  is likely that the other characters grow in 
  experience, wealth, connections, or equipment. 
  The risk of missing out on these rewards is 
  what gives crime its thrilling edge. A complete 
  lack of consequences makes for an unrealistic 
  and unsatisfying experience with Wanted 
  Scores. 
  Your Honor, I have never seen 
  this person before in my life. 
  Disparate Wanted Scores can and should cause 
  conflict between characters, but not players. 
  The classic example is the pickpocketing, 
  backstabbing Rogue opposed to the honest and 
  honorable Paladin. Without a powerful story 
  reason to continue adventuring together, it can 
  strain credulity to keep the party dynamic the 
  same over the course of the campaign. 
   This kind of inter-party conflict can lead to 
  fun and exciting roleplaying opportunities. Is 
  there an optimistic character who believes the 
  criminal can change? Is a good character being 
  seduced by the expediency of bending the rules 
  in the name of the greater good? What actions 
  are unforgivable? 
   
  Quick Bounties 
  Lawbreaker 
  Criminal 
  ¼ of debt or fines. The 
  bounty for a character 
  who owes 400gp is 
  100gp. 
  ½ character level 
  X 
  1,000gp 
   
  
   
   
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  Wanted Score Record Sheet 
  Character/Party_________________________________ 
  Nation/Region/ Area:____________________________________________________________________    Wanted Score_________________________ 
  Incidents, Crimes, or Misunderstandings:__________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________
  _________________________________________________________________________________________________________________________________________ 
  NPCs/Organizations Involved:_______________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________ 
  --------------------------------------------------------------------------------------- 
  Wanted Score Record Sheet 
  Character/Party__________________________________ 
  Nation/Region/ Area:____________________________________________________________________    Wanted Score_________________________ 
  Incidents, Crimes, or Misunderstandings:__________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________
  _________________________________________________________________________________________________________________________________________ 
  NPCs/Organizations Involved:_______________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________ 
  
   
   
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  Appendix 3: Encounter Stat Blocks 
   
  Commoner 
   
  Medium humanoid (any race), any alignment 
   
  Armor Class 10 
   
  Hit Points 4 (1d8) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 
  10 
  (+0) 
   
  Senses passive Perception 10 
   
  Languages any one language (usually Common) 
   
  Challenge 0 (10 XP) 
   
  Actions 
   
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) bludgeoning damage. 
   
   
  Commoners include peasants, serfs, slaves, servants, 
  pilgrims, merchants, artisans, and hermits. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Noble 
   
  Medium humanoid (any race), any alignment 
   
  Armor Class 15 (breastplate) 
   
  Hit Points 9 (2d8) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3) 
   
  Skills Deception +5, Insight +4, Persuasion +5 
  Senses passive Perception 12 
   
  Languages any two languages 
   
  Challenge 1/8 (25 XP) 
   
  Actions 
   
  Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 5 (1d8 + 1) piercing damage. 
   
  Reactions 
   
  Parry. The noble adds 2 to its AC against one melee 
  attack that would hit it. To do so, the noble must see the 
  attacker and be wielding a melee weapon. 
   
   
  Nobles wield great authority and influence as 
  members of the upper class, possessing wealth and 
  connections that can make them as powerful as 
  monarchs and generals. A noble often travels in the 
  company of guards, as well as servants who are 
  commoners. 
   
   
  The noble’s statistics can also be used to represent 
  courtiers who aren’t of noble birth. 
  
   
   
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  Acolyte 
   
  Medium humanoid (any race), any alignment 
   
  Armor Class 10 
   
  Hit Points 9 (2d8) 
  Speed 30 ft. 
    
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 
  11 
  (+0) 
    
  Skills Medicine +4, Religion +2 
  Senses passive Perception 12 
   
  Languages any one language (usually Common) 
   
  Challenge 1/4 (50 XP) 
  Spellcasting. The acolyte is a 1st-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 12, +4 to hit 
  with spell attacks). The acolyte has following cleric spells 
  prepared: 
   
  Cantrips (at will): light, sacred flame, thaumaturgy 1st 
  level (3 slots): bless, cure wounds, sanctuary 
   
  Actions 
   
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) bludgeoning damage. 
     
  Acolytes are junior members of a clergy, usually 
  answerable to a priest. They perform a variety of 
  functions in a temple and are granted minor 
  spellcasting power by their deities. 
   
  Priest 
   
  Medium humanoid (any race), any alignment 
   
  Armor Class 13 (chain shirt) 
   
  Hit Points 27 (5d8 + 5) 
  Speed 25 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 
  13 
  (+1) 
   
  Skills Medicine +7, Persuasion +3, Religion +4 
  Senses passive Perception 13 
   
  Languages any two languages 
   
  Challenge 2 (450 XP) 
  Divine Eminence. As a bonus action, the priest can 
  expend a spell slot to cause its melee weapon attacks to 
  magically deal an extra 10 (3d6) radiant damage to a 
  target on a hit. This benefit lasts until the end of the turn. 
  If the priest expends a spell slot of 2nd level or higher, the 
  extra damage increases by 1d6 for each level above 1st. 
   
  Spellcasting. The priest is a 5th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 13, +5 to 
  hit with spell attacks). The priest has the following 
  cleric spells prepared: 
   
  Cantrips (at will): light, sacred flame, thaumaturgy 
   
  1st level (4 slots): cure wounds, guiding bolt, sanctuary 2nd 
  level (3 slots): lesser restoration, spiritual weapon 3rd level (2 
  slots): dispel magic, spirit guardians 
   
  Actions 
   
  Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6) bludgeoning damage. 
   
   
  Priests bring the teachings of their gods to the 
  common folk. They are the spiritual leaders of 
  temples and shrines and often hold positions of 
  influence in their communities. Evil priests might 
  work openly under a tyrant, or they might be the 
  leaders of religious sects hidden in the shadows of 
  good society, overseeing depraved rites. 
   
  A priest typically has one or more acolytes to help with 
  religious ceremonies and other sacred duties. 
  
   
   
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  Town Watch/Guard/Soldier 
   
  Medium humanoid (any race), any alignment 
   
  Armor Class 16 (chain shirt, shield) 
   
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0) 
   
  Skills Perception +2 
   
  Senses passive Perception 12 
   
  Languages any one language (usually Common) 
   
  Challenge 1/8 (25 XP) 
   
  Actions 
   
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 4 (1d6 +1) piercing 
  damage, or 5 (1d8 + 1) piercing damage if used with two 
  hands to make a melee attack. 
   
   
  Guards include members of a Town Watch, sentries, 
  caravan guards, and the bodyguards of merchants 
  and nobles. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Scout/Forest Ranger 
   
  Medium humanoid (any race), any alignment 
   
  Armor Class 13 (leather armor) 
   
  Hit Points 16 (3d8 + 3) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0) 
   
  Skills Nature +4, Perception +5, Stealth +6, Survival +5 
  Senses passive Perception 15 
   
  Languages any one language (usually Common) 
  Challenge 1/2 (100 XP) 
   
  Keen Hearing and Sight. The scout has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  sight. 
  Actions 
   
  Multiattack. The scout makes two melee attacks or 
  two ranged attacks. 
   
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage. 
   
  Longbow. Ranged Weapon Attack: +4 to hit, ranged 
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing 
  damage. 
   
  Scouts are skilled hunters and trackers who offer 
  their services for a fee. Most hunt wild game, but a 
  few work as bounty hunters, serve as guides, or 
  provide military reconnaissance. 
   
   
  
   
   
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  Thug/Body Guard 
   
  Medium humanoid (any race), any non-good alignment 
   
  Armor Class 11 (leather armor) Hit 
  Points 32 (5d8 + 10) 
   
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0) 
   
  Skills Intimidation +2 
   
  Senses passive Perception 10 
   
  Languages any one language (usually Common) 
  Challenge 1/2 (100 XP) 
   
  Pack Tactics. The thug has advantage on an attack roll 
  against a creature if at least one of the thug’s allies is 
  within 5 feet of the creature and the ally isn’t 
  incapacitated. 
   
  Actions 
   
  Multiattack. The thug makes two melee attacks. 
   
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6 + 2) bludgeoning damage. 
   
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage. 
   
   
  Thugs and bodyguards are ruthless enforcers skilled 
  at intimidation and violence. They work for money 
  and have few scruples. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Veteran/Bounty Hunter 
   
  Medium humanoid (any race), any alignment 
   
  Armor Class 17 (splint) 
   
  Hit Points 58 (9d8 + 18) 
   
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) 
   
  Skills Athletics +5, Perception +2 
  Senses passive Perception 12 
   
  Languages any one language (usually Common) 
   
  Challenge 3 (700 XP) 
   
  Actions 
   
  Multiattack. The veteran makes two longsword attacks. If 
  it has a shortsword drawn, it can also make a shortsword 
  attack. 
   
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) 
  slashing damage if used with two hands. 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) piercing damage. 
   
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 
  100/400 ft., one target. Hit: 6 (1d10 + 1) piercing 
  damage. 
  Veterans are professional fighters that take up arms 
  for pay or to protect something they believe in or 
  value. Their ranks include soldiers retired from long 
  service and warriors who never served anyone but 
  themselves. 
  Bounty Hunters track down criminals for a cash 
  reward. 
  
   
   
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  100 
  Gladiator/Pit Fighter Champion 
   
  Medium humanoid (any race), any alignment 
   
  Armor Class 16 (studded leather, shield) Hit 
  Points 112 (15d8 + 45) 
   
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2) 
   
  Saving Throws Str +7, Dex +5, Con +6 
   
  Skills Athletics +10, Intimidation +5 
  Senses passive Perception 11 
   
  Languages any one language (usually Common) 
  Challenge 5 (1,800 XP) 
  Brave. The gladiator has advantage on saving throws 
  against being frightened. 
   
  Brute. A melee weapon deals one extra die of its damage 
  when the gladiator hits with it (included in the attack). 
   
  Actions 
   
  Multiattack. The gladiator makes three melee attacks or 
  two ranged attacks. 
   
  Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. 
  and range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing 
  damage, or 13 (2d8 + 4) piercing damage if used with two 
  hands to make a melee attack. 
   
  Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the 
  target is a Medium or smaller creature, it must succeed on a 
  DC 15 Strength saving throw or be knocked prone. 
   
  Reactions 
   
  Parry. The gladiator adds 3 to its AC against one melee attack 
  that would hit it. To do so, the gladiator must see the attacker 
  and be wielding a melee weapon. 
   
   
  Gladiators battle for the entertainment of raucous 
  crowds. Some gladiators are brutal pit fighters who 
  treat each match as a life -or- death struggle, while 
  others are professional duelists who command huge 
  fees but rarely fight to the death. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Berserker 
   
  Medium humanoid (any race), any chaotic alignment 
   
  Armor Class 13 (hide armor) Hit 
  Points 67 (9d8 + 27) 
   
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 12 (+1) 17 (+3) 9 (−1) 11 (+0) 9 (−1) 
   
  Senses passive Perception 10 
   
  Languages any one language (usually Common) 
   
  Challenge 2 (450 XP) 
   
  Reckless. At the start of its turn, the berserker can gain 
  advantage on all melee weapon attack rolls during that turn, 
  but attack rolls against it have advantage until the start of its 
  next turn. 
   
  Actions 
   
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 9 (1d12 + 3) slashing damage. 
   
   
  Hailing 
  from 
  uncivilized 
  lands, 
  unpredictable 
  berserkers come together in war parties and seek 
  conflict wherever they can find it. 
  
   
   
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  101 
  Bandit/Raider 
   
  Medium humanoid (any race), any non-lawful 
  alignment 
   
  Armor Class 12 (leather armor) 
   
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
   
  STR 
  DEX    CON 
  INT 
  WIS 
  CHA 
   
  11 (+0)  12 (+1)  12 (+1)  10 (+0)  10 (+0)  10 (+0) 
   
  Senses passive Perception 10 
   
  Languages any one language (usually Common) 
  Challenge 1/8 (25 XP) 
   
  Actions 
   
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6 + 1) slashing damage. 
   
  Light Crossbow. Ranged Weapon Attack: +3 to hit, range 
  80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing 
  damage. 
   
  Bandits and Raiders rove in gangs and are sometimes 
  led by thugs, veterans, or spellcasters. Not all bandits 
  are evil. Oppression, drought, disease, or famine can 
  often drive otherwise honest folk to a life of banditry. 
   
   
   
   
   
   
   
   
   
  Bandit/Raider Captain 
   
  Medium humanoid (any race), any non-lawful 
  alignment 
   
  Armor Class 15 (studded leather) 
  Hit Points 65 (10d8 + 20) 
   
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2) 
   
  Saving Throws Str +4, Dex +5, Wis +2 
   
  Skills Athletics +4, Deception +4 
   
  Senses passive Perception 10 
   
  Languages any two languages 
   
  Challenge 2 (450 XP) 
   
  Actions 
   
  Multiattack. The captain makes three melee attacks: 
  two with its scimitar and one with its dagger. Or the 
  captain makes two ranged attacks with its daggers. 
   
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) slashing damage. 
   
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 
  3) piercing damage. 
   
  Reactions 
   
  Parry. The captain adds 2 to its AC against one melee 
  attack that would hit it. To do so, the captain must see 
  the attacker and be wielding a melee weapon. 
   
  It takes a strong personality, ruthless cunning, and a 
  silver tongue to keep a gang of bandits in line. The 
  bandit captain has these qualities in spades. 
    
  More than treasure, a bandit captain craves infamy. 
  A prisoner who appeals to the captain’s vanity or ego 
  is more likely to be treated fairly than a prisoner who 
  does not or claims not to know anything of the 
  captain’s colorful reputation. 
   
   
  
   
   
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  Cultist 
   
  Medium humanoid (any race), any non-good alignment 
   
  Armor Class 12 (leather armor) 
   
  Hit Points 9 (2d8) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11(+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0) 
   
  Skills Deception +2, Religion +2 
  Senses passive Perception 10 
   
  Languages any one language (usually Common) 
   
  Challenge 1/8 (25 XP) 
   
  Dark Devotion. The cultist has advantage on saving throws 
  against being charmed or frightened. 
   
  Actions 
   
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  creature. Hit: 4 (1d6 + 1) slashing damage. 
   
   
  Cultists swear allegiance to dark powers such as 
  elemental princes, demon lords, or archdevils. Most 
  conceal their loyalties to avoid being ostracized, 
  imprisoned, or executed for their beliefs. Unlike evil 
  acolytes, cultists often show signs of insanity in their 
  beliefs and practices. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Cult Fanatic 
   
  Medium humanoid (any race), any non-good alignment 
   
  Armor Class 13 (leather armor) 
   
  Hit Points 33 (6d8 + 6) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2) 
   
  Skills Deception +4, Persuasion +4, Religion +2 
  Senses passive Perception 11 
   
  Languages any one language (usually Common) 
   
  Challenge 2 (450 XP) 
   
  Dark Devotion. The fanatic has advantage on saving 
  throws against being charmed or frightened. 
   
  Spellcasting. The fanatic is a 4th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 11, +3 to hit 
  with spell attacks). The fanatic has the following cleric 
  spells prepared: 
   
  Cantrips (at will): light, sacred flame, thaumaturgy 
   
  1st level (4 slots): command, inflict wounds, shield of faith 
   
  2nd level (3 slots): hold person, spiritual weapon 
   
  Actions 
   
  Multiattack. The fanatic makes two melee attacks. 
   
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 
  5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) 
  piercing damage. 
   
  Fanatics are often part of a cult’s leadership, using 
  their charisma and dogma to influence and prey on 
  those of weak will. Most are interested in personal 
  power above all else. 
   
   
  
   
   
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  Ogre 
   
  Large giant, chaotic evil 
   
  Armor Class 11 (hide armor) 
  Hit Points 59 (7d10 + 21) 
   
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 8 (−1) 16 (+3) 5 (−3) 7 (−2) 7 (−2) 
   
  Senses darkvision 60 ft., passive Perception 8 
  Languages Common, Giant 
   
  Challenge 2 (450 XP) 
   
  Actions 
   
  Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) bludgeoning damage. 
   
  Javelin. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 
  4) piercing damage. 
   
  Hobgoblin 
   
  Medium humanoid (goblinoid), lawful evil 
   
  Armor Class 18 (chain mail, shield) 
   
  Hit Points 11 (2d8 + 2) 
   
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 9 (−1) 
   
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Goblin 
   
  Challenge 1/2 (100 XP) 
   
  Martial Advantage. Once per turn, the hobgoblin can deal 
  an extra 7 (2d6) damage to a creature it hits with a weapon 
  attack if that creature is within 5 feet of an ally of the 
  hobgoblin that isn’t incapacitated. 
   
  Actions 
   
  Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) 
  slashing damage if used with two hands. 
   
  Longbow. Ranged Weapon Attack: +3 to hit, range 
  150/600 ft., one target. Hit: 5 (1d8 + 1) piercing 
  damage. 
  Griffon 
   
  Large monstrosity, unaligned 
   
  Armor Class 12 
   
  Hit Points 59 (7d10 + 21) 
   
  Speed 30 ft., fly 80 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 15 (+2) 16 (+3) 2 (−4) 
  13 (+1) 8 (−1) 
   
  Skills Perception +5 
   
  Senses darkvision 60 ft., passive Perception 15 
   
  Languages —  
  Challenge 2 (450 XP) 
   
  Keen Sight. The griffon has advantage on Wisdom 
  (Perception) checks that rely on sight. 
   
  Actions 
   
  Multiattack. The griffon makes two attacks: one with its 
  beak and one with its claws. 
   
  Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) piercing damage. 
   
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage. 
   
   
  
   
   
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  104 
  Mage 
   
  Medium humanoid (any race), any alignment 
   
  Armor Class 12 (15 with mage armor) Hit 
  Points 40 (9d8) 
   
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  9 (−1) 
  14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0) 
   
  Saving Throws Int +6, Wis +4 
   
  Skills Arcana +6, History +6 
   
  Senses passive Perception 11 
   
  Languages any four languages 
   
  Challenge 6 (2,300 XP) 
   
  Spellcasting. The mage is a 9th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 14, +6 to 
  hit with spell attacks). The mage has the following wizard 
  spells prepared: 
   
  Cantrips (at will): fire bolt, light, mage hand, 
  prestidigitation 
   
  1st level (4 slots): detect magic, mage armor, magic 
  missile, shield 
   
  2nd level (3 slots): misty step, suggestion 3rd level 
  (3 slots): counterspell, fireball, fly 
   
  4th level (3 slots): greater invisibility, ice storm 
   
  5th level (1 slot): cone of cold 
   
  Actions 
   
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing 
  damage. 
   
  Damaged Warforged Titan  
   
  Huge construction, chaotic neutral 
   
  Armor Class 15 (damaged plate) 
   
  Hit Points 65 (7d12 + 17) 
   
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  21 (+5) 8 (−1) 19 (+4) 5 (−3) 9 (−1) 6 (−2) 
   
  Skills Perception +2 
   
  Senses passive Perception 12 
   
  Damage Immunities poison, psychic 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned 
  Languages none 
   
  Challenge 4 (1,100 XP) 
   
  Unstoppable charge. The titan moves its full speed 
  every round and makes an attack against any 
  creature within its reach. It does not suffer attacks 
  of opportunity. 
   
  Actions 
   
  Broken Arm. Melee Weapon Attack: +8 to hit, reach 10 ft., 
  one target. Hit: 18 (3d8 + 5) bludgeoning damage. 
   
   
  
   
   
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  105 
  Warforged Skirmisher 
   
  Medium construct, any alignment 
   
  Armor Class 15 (Darkwood Core) 
   
  Hit Points 16 (3d8 + 3) 
  Speed 35 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0) 
   
  Skills Nature +4, Perception +5, Stealth +6, Survival +5 
  Senses passive Perception 15 
   
  Damage Resistances poison, advantage on saving 
  throws against poison 
  Condition Immunities diseased, magical sleep, 
  exhaustion due to lack of sleep 
  Languages Common 
  Challenge 1/2 (100 XP) 
   
  Light Step. When traveling alone 
  for an extended period of time (one hour or 
  more), the warforged skirmisher can move 
  stealthily at a normal pace. 
  (See chapter 8 of the Player’s Handbook for more 
  information about travel pace.) 
   
  Actions 
   
  Multiattack. The skirmisher makes two melee attacks 
  or two ranged attacks. 
   
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage. 
   
  Longbow. Ranged Weapon Attack: +4 to hit, ranged 
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. 
   
  Warforged Juggernaut 
   
  Medium construct any alignment 
   
  Armor Class 17 (Heavy Plating) 
   
  Hit Points 58 (9d8 + 18) 
   
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) 
   
  Skills Athletics +5, Perception +2, 
  Senses passive Perception 12 
   
  Damage Resistances poison, advantage on saving 
  throws against poison 
  Condition Immunities diseased, magical sleep, 
  exhaustion due to lack of sleep 
  Languages Common 
   
  Challenge 3 (700 XP) 
   
  Actions 
   
  Multiattack. The juggernaut makes two longsword 
  attacks. If it has a shortsword drawn, it can also make a 
  shortsword attack. 
   
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) 
  slashing damage if used with two hands. 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) piercing damage. 
   
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 
  100/400 ft., one target. Hit: 6 (1d10 + 1) piercing 
  damage.
  
   
   
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  106 
   
   
   
   
   
   
   
   
   
   
   
   
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