TEXT: 1
  THE KILLING BLADE
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, 
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  ©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 
  Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
  As the embers of the Last War ignite across the City of Towers, House Deneith 
  enlists the characters to uncover a terrorist base of operations and storm the 
  compound before it’s too late.
   A Three-to-Four-Hour Adventure for Tier 2 Characters. 
  Optimized for APL 10.
  An Eberron Embers of the Last War Adventure
  Credits
  Designer: Robert Adducci
  Editing: James Introcaso, Ashley Michaela "Navigator" 
  Lawson
  Layout and Graphic Design: Rich Lescouflair
  Cartography: Travis Woodall
  D&D Adventurers League Guildmaster: Chris Lindsay
  D&D Adventurers League Wizards Team: Adam Lee, 
  Chris Lindsay, Mike Mearls, Matt Sernett
  D&D Adventurers League Administrators: Greg Marks, 
  Alan Patrick, Travis Woodall, Lysa Chen, 
  Claire Hoffman, Amy Lynn Dzura
  DDAL-ELW10
  
  2
  Adventure Primer
  The LORD OF BLADES has become bolder as of 
  late, sending units of warforged to disrupt, and even 
  assassinate, his enemies.
  One such unit is overseen by WHISPER, a warforged 
  assassin. Whisper and his gang of warforged have caused 
  enough trouble that the HOUSE DENEITH SENTINEL 
  MARSHALS are after them. ARLO and SILAS are 
  Marshals hunting WHISPER’S GANG, but they’re not 
  the only ones. A group of HOUSE THARASHK bounty 
  hunters are also on the lookout for the gang to collect the 
  bounty.
  The Sentinel Marshals are trying to keep a low profile 
  so as not to spook the warforged gang, so they’re not 
  bringing the full weight of House Deneith or the Brelish 
  forces to bear in Sharn. To aid with this, a mutual 
  acquaintance has alerted Arlo and Silas to the characters’ 
  prior run-ins with these types of warforged.
  Whisper’s GanG
  The warforged gang is acting at the behest of the Lord 
  of Blades. They’ve caused trouble for many of the 
  dragonmarked houses as well as the five nations in the 
  past. They’ve come to Sharn to keep their heads down, 
  so they’re more likely to try and flee than make a scene, 
  but once they’re cornered they’ll fight to the death.
  Episodes
  The adventure is spread over three to five episodes and 
  takes approximately two to four hours to play.
  Episode 1: Marshal Action. The adventure opens 
  with Sentinel Marshals confronting the characters in a 
  wide thoroughfare of Sharn. There they are asked by the 
  Sentinel Marshals to help track down Whisper’s gang. 
  This is the Call to Action.
  Episode 2: Have You Seen This Warforged? The 
  characters learn about Whisper’s gang and the weapons 
  they wield by asking the warforged of Sharn. They also 
  get in the middle of a dispute between the Sentinel 
  Marshals of House Deneith and House Tharashk bounty 
  hunters. They can also learn the plight of the warforged in 
  the Cogs. This is Main Objective A.
  Episode 3: Phoenix Forge and Foundry. Having 
  learned where Whisper’s gang is hiding out, the 
  characters confront the gang deep in the Cogs. This is 
  Main Objective B.
  Bonus Objectives
  This adventure includes two bonus objectives the 
  characters can pursue if they have time to do so—earning 
  additional advancement checkpoints in the process. 
  These bonus objectives are found in this adventure’s 
  appendices, as follows:
  Bonus Objective A: Tharashk Troubles. The 
  characters run afoul of a crew of House Tharashk bounty 
  hunters who are also after Whisper’s gang. The bounty 
  hunters are not keen on sharing their bounty with either 
  the Marshals or the characters. This objective can be 
  found in Appendix C.
  Bonus Objective B: Warforged Woes. With no culture 
  of their own the warforged of the Cogs are often taken 
  advantage of in work situations. Can the characters help 
  the warforged of the Cogs? This objective can be found in 
  Appendix D.
  sentinel Marshals
  House Deneith is also renowned for its Sentinel 
  Marshals, agents that hold the authority to pursue 
  criminals and enforce the law across the length of 
  Khorvaire. The Sentinel Marshals hold the honor of the 
  house in their hands. Being a Marshal is a privilege, 
  and it comes with high expectations.
  Episode Flow
  Depending on your time constraints, play style, and 
  environment, this adventure takes approximately two to 
  four hours to play.
  How Will You Play?
  The duration of your session depends on how much of 
  this adventure you utilize. At the very least, your session 
  will last approximately two hours. However, if you wish, 
  you can provide a longer experience for your players by 
  pursuing the bonus objectives.
  Main Objectives Only. To complete the adventure’s 
  main objectives, the characters participate in Episodes 
  1 through 3 in order, however, you may include the 
  opportunity to pursue bonus objectives.
  Bonus Objectives. You can extend this adventure
  by one to two hours by including opportunities for 
  the characters to pursue the bonus objectives. Bonus 
  Objective A triggers during episode 2, when the 
  characters begin making inquiries about the whereabouts 
  of Whisper’s gang and must be completed before episode 
  3 begins. Bonus Objective B triggers during episode 2, 
  when some warforged in the Cogs think the characters 
  might be able to help them. Objective B can be completed 
  at any time.
  WarforGed
  Many creatures in this adventure are warforged and 
  they have the following additional traits:
  Integrated Protection. A warforged’s armor class 
  is one of the following: 11 + Dexterity modifier (+ 
  Proficiency bonus if proficient with light armor), or 13 + 
  Dexterity modifier (maximum of 2) + Proficiency bonus, 
  or 16 + Proficiency bonus and they have disadvantage 
  on Dexterity (Stealth) checks.
  Warforged Resilience. Warforged also receive these 
  benefits:
  • Warforged have advantage on saving throws against 
  poison, and have resistance to poison damage.
  • Warforged are immune to disease.
  • Warforged don’t need to eat, drink, or breathe.
  • Warforged don’t need to sleep, don’t suffer the effects 
  of exhaustion due to lack of rest, and magic can’t put 
  the them to sleep.
  
  3
  Adventure Flowchart
  This section provides a basic understanding of not only the flow of the episodes, but also the outline of the different paths 
  that your players may take in reaching their stated objective.
  Marshal Action  
  (Call to Action)
   Have You Seen 
  This Warforged?         
  (Story Objective A)
  Tharashk Troubles  
  (Bonus Objective A)
  Warforged Woes 
  (Bonus Objective B)
  Phoenix Forge 
  and Foundry                
  (Story Objective B)
  1
  A
  2
  B
  3
  
  4
  You've got to ask yourself one question: "Do I feel lucky?" 
  Well, do ya, punk?
  — Dirty Harry
  Estimated Duration: 20 minutes
  The Sentinel Marshals make a show of finding the 
  characters in the streets of Sharn. In what at first seems 
  like an encounter that will lead to conflict, two House 
  Deneith Sentinel Marshals ask for the characters’ help to 
  track down agents of the Lord of Blades, ones who wield 
  especially deadly weapons.
  Showdown on Main Street
  While travelling down a main thoroughfare in Sharn the 
  characters are confronted by Silas and Arlo d’Deneith 
  (LN male Mark of Sentinel human veterans), two mid-tier 
  Deneith Sentinel Marshals.
  • The Marshals step in the characters’ way, causing them 
  to stop and give them a hard look.
  • Arlo and Silas have been searching for the characters 
  for a while.
  • They do not immediately identify themselves as Sentinel 
  Marshals.
  • The two Marshals are used to getting their own way, and 
  their abrupt attitude could rub certain characters up the 
  wrong way.
  Initially, make it seem like the characters are in trouble 
  for something. As things escalate, the Marshals announce 
  their position as Sentinel Marshals for House Deneith, 
  and eventually that they need the characters’ help finding 
  some warforged outlaws.
  If things go south, Arlo tries to calm things down 
  by apologizing. He states they’ve been tracking these 
  warforged for a while, they lost them in Sharn about a 
  week ago, and they’re flustered by the lack of progress. 
  They heard from mutual acquaintance Antonia d’Medani 
  that the characters have previously encountered 
  warforged backed by the Lord of Blades, and thought 
  these warforged were part of the same group. (If the 
  characters have not played through previous adventures 
  in the Embers of the Last War storyline, the Sentinel 
  Marshals heard of them from another NPC the characters 
  have helped.) This gang, run by a ruthless warforged 
  called Whisper, is wanted for prior involvement in 
  attempts to sabotage House Lyrandar ships, as well as 
  a number of assassination attempts on Brelish nobles. 
  Whisper and his gang are wanted dead or alive.
  The wanted warforged gang is as follows.
  • Whisper, the brains of this particular gang.
  • Slasher, a warforged who’s handy with a blade.
  • Stitcher, a warforged doctor who primarily worked on 
  soft-skins during the Last War.
  • Dozer, a brawny follower, who does whatever Slasher 
  tells her to do.
  The Marshals are not supposed to involve local law 
  enforcement or other Deneith members due to the 
  sensitivity of the crimes. The two Sentinel Marshals are 
  authorized to offer payment to those who help them in 
  their duties as follows:
  • Letter of commendation by House Deneith for each 
  character.
  • A potion of greater healing
  • A spell scroll of greater restoration
  • A bag of 1,000 gp
  Episode One:
  Marshal Action
  
  5
  Estimated Duration: 40 minutes
  There are less than 1,500 warforged in Sharn. The 
  characters can easily find that most warforged live in the 
  Cogs. Others can be found scattered about the city and 
  the characters may uncover them with questions in the 
  right directions.
  Asking criminal contacts or other Sharn locals can get 
  the characters pointed toward warforged hangouts. See 
  the Wayfinder’s Guide to Eberron for more information on 
  Sharn’s multitude of districts.
  Prerequisites
  Having gotten work from Arlo and Silas d’Deneith, House 
  Deneith Sentinel Marshals, the characters search for 
  Whisper’s gang in episode 2.
  Objectives
  Find the location of Whisper’s gang by asking the 
  warforged population around Sharn.
  Who Have You Seen?
  Characters who have been in Sharn a while have likely 
  seen some interesting folks during their time in the city. 
  Characters with specific backgrounds might also know of 
  some local warforged.
  • A character with the criminal background may have 
  heard of Guardian Six, a female warforged in Lower 
  Tavick’s Landing.
  • A character with the entertainer background may have 
  heard of Sonnet, a warforged bard in Menthis Plateau.
  • A wizard or a character with the sage background 
  may have heard of Stone, a warforged artificer of the 
  Esoteric Order of Aureon in Clifftop.
  • A soldier may have heard of Steel, a reckless former 
  soldier in Lower Dura. Steel may have been the cause of 
  death for a character’s friend or unit.
  • A character with the acolyte background or one that 
  worships Onatar may have heard of Smith, a male 
  warforged priest of Onatar in the Cogs.
  Characters who succeed on a DC 12 Intelligence 
  (History) check remember seeing one of the following 
  NPCs. A warforged has advantage on the check.
  • In Menthis Plateau, the character saw a rather 
  flamboyant-looking warforged wearing a feathered hat, 
  carrying a lute while singing. This is Sonnet.
  • The character remembers seeing a warforged at the 
  Silver Key, in Lower Tavick’s Landing, while they were 
  getting a lock fixed. This is Guardian Six.
  • While strolling through Clifftop, the character observed 
  a robed warforged entering the marble tower belonging 
  to the Esoteric Order of Aureon.
  • In Lower Dura, the character ran into Steel, a large 
  male warforged acting as a bouncer and muscle for hire.
  Tharashk Troubles
  If you’re using Bonus Objective A: Tharashk Troubles 
  remember to intersperse some of those events into this 
  episode.
  Sonnet: Menthis Plateau
  Sonnet (CN male warforged bard, see Appendix B) is 
  a wandering player who travels the streets of Menthis 
  Plateau. He can often be heard singing on street corners 
  and is known to write short love songs and poems for 
  those who tip well.
  What Do They Know? Sonnet doesn’t know of 
  Whisper’s gang personally, but figures that asking Smith 
  at the Pool of Onatar’s Tears in the Blackbones district of 
  the Cogs should get them headed in the right direction.
  Episode Two:
  Have You Seen This Warforged?
  
  6
  Guardian Six: Lower Tavick’s 
  Landing
  After the Last War, Guardian Six (N female warforged 
  master thief, see Appendix B) began using her talents 
  to help others. For a fee she checks the security of 
  households, often working with House Medani. She runs 
  a locksmith shop called the Silver Key.
  What Do They Know? Guardian Six was approached 
  by Whisper some time ago to join his gang. However, she 
  refused his offer. She doesn’t know where to find the gang, 
  but suggests the characters discreetly ask around at the 
  Red Hammer in the Blackbones district of the Cogs.
  Stone: Clifftop
  In the white marble tower that is home to the Esoteric 
  Order of Aureon, the characters can find Stone (N male 
  warforged mage).
  What Do They Know? Stone does not know of 
  Whisper’s gang. If you’re using Bonus Objective A, he 
  was asked about them previously and he explains that he 
  was questioned by a half-orc named Scarn. He suggests 
  that the characters find the Red Hammer in the Cogs, it’s 
  known to be a place where warforged congregate.
  Steel: Lower Dura
  Once a respectable part of Sharn, Lower Dura as a whole 
  has fallen into decay. It’s a place rife with danger and rot. 
  Some of the poorest and most dangerous neighborhoods 
  are in the Lower Dura ward, the inhabitants of which are 
  often in league with criminal organizations either through 
  choice or coercion.  Cutpurses and ne’er-do-wells abound 
  in Lower Dura since the Sharn City Watch rarely ventures 
  here. Newcomers can save themselves some grief with a 
  show of strength when entering the ward.
  The Laughing Dragon. Steel (CN male warforged 
  gladiator) can be found bouncing at a rough tavern called 
  the Laughing Dragon. He is a large warforged standing 
  nearly 7 feet tall. Much of his body is covered in shiny 
  metallic plates. The warforged is a cantankerous fellow 
  who enjoys fighting, but is not disciplined enough to be 
  in a mercenary unit. He occasionally takes work as hired 
  muscle for various petty criminals in the area.
  What Do They Know? Steel has heard of Whisper’s 
  gang. He tried to join up with them, but after one job 
  he was kicked out because of his recklessness. He’s 
  not interested in giving them up though, especially if 
  the characters let on they’re working with the Sentinel 
  Marshals. However, he’s more interested in exciting 
  times than any honor among thieves. If pushed to talk, 
  he suggests that he fight the toughest-looking character; 
  no weapons, no magic, one-on-one to the point of 
  unconsciousness. If a character takes Steel up on this 
  and plays by the rules, he shares what he knows after the 
  fight, no matter the outcome.
  It takes a successful DC 18 Charisma (Intimidation) 
  check to convince Steel to talk without a fight. Steel 
  knows Whisper’s gang has some sort of nasty magical 
  blades, but little more than that. He also knows they’ve 
  had some run-ins with Smith from the Pool of Onatar’s 
  Tears in the Blackbones district of the Cogs.
  The Cogs
  The Cogs is a ward that many who have lived in Sharn 
  their entire lives have never seen. It’s below ground 
  level and is the industrial center of the city. Nearby lava 
  flows make the area warm, which is compounded by 
  industrial work and the narrow passages. The dimly lit, 
  honeycombed passages are filled with the smell of smoke 
  and soot, and the sounds of industry. Caravans of dour 
  workers port goods and materials up and down the Cogs.
  It’s well known that many warforged live in the Ashblack 
  and Blackbones districts of the Cogs. Characters who 
  go to the Cogs and succeed on a DC 12 Intelligence 
  (Investigation) or Charisma (Intimidation or Persuasion) 
  check learn about the Red Hammer and the Pool of 
  Onatar’s Tears.
  Smith: Blackbones
  Among the factories and forges of Blackbones sits an 
  anomaly. A pool of lava surrounding a cool pool of water. 
  Near these pools a forge dedicated to Onatar turns out 
  metal items of high quality. The location has been dubbed 
  the Pool of Onatar’s Tears. The forge is run by Smith (NG 
  male warforged priest of Onatar) Smith believes that 
  humanity was guided by Onatar to create the warforged 
  and that the god of the forge has a plan for them. As a 
  result he’s vehemently against the ideology of the Lord 
  of Blades and speaks about it openly in sermons to other 
  warforged.
  What Do They Know? Smith knows where warforged 
  friendly to the Lord of Blades dwell within the city. 
  However, he’s been having trouble with protestors. If 
  the characters help him out, he helps them out (see 
  “Warforged Protestors”).
  Once the characters find out what Smith wants to know, 
  he tells them that Whisper’s gang has been using the old 
  Phoenix Forge in the Cogs as their base of operations.
  Crucible and Blue: Blackbones
  In Ashblack and Blackbones, the characters can learn 
  of the Red Hammer. This inn is a meeting place for 
  warforged as well as an emporium for repairs and 
  improvements, both functional and cosmetic. The Red 
  Hammer is run by two warforged, Crucible (N female 
  warforged mage) and Blue (N male warforged gladiator). 
  They believe that warforged and other humanoids should 
  work together and that the Lord of Blades is harmful to 
  their positions.
  Warforged asking questions have advantage on checks 
  to gather information while at the Red Hammer.
  What Do They Know? Crucible and Blue know where 
  warforged friendly to the Lord of Blades dwell within the 
  city, but they, like Smith, have been having trouble that 
  they’re not equipped to handle. If the characters help 
  them out, the warforged return the favor by telling them 
  the gang is staying in the old Phoenix Forge, deep in the 
  Cogs (see “Warforged Protestors”).
  Warforged Protestors
  A group of racist agitators has been protesting near the 
  Red Hammer and the Pool of Onatar’s Tears. These 
  protesters dislike warforged. The signs they wave echo 
  their views with sayings like, “Destroy them before 
  
  7
   
   
  Playing the Pillars
  Combat
  Exploration
  Social
  Getting into a fight in this episode could 
  lead to the Sharn City Watch being called 
  in depending on where the fight takes 
  place. If characters are itching for a fight, 
  Whisper could send a few warforged 
  gladiators to spice things up.
  The characters can travel to a number of 
  locations in Sharn in this episode. Be sure 
  to note how each district is different. 
  The episode is full of social interaction with 
  warforged. Be sure to read up on warforged 
  and highlight how their personalities and 
  motivations are different than other races.
   
   
  they destroy us”, “No war, no warforged”, and similar 
  sentiments. They’ve been harassing warforged that come 
  into these warforged-run establishments as well as paying 
  customers. The agitators are led by Del Sork (LE male 
  mountain dwarf commoner). Del and the protestors back 
  down if threatened physically.
  Smith, Crucible, and Blue all want to know who is 
  behind these protests and share information about 
  Whisper’s gang in exchange for learning what the 
  protestors know.
  What Do They Know? If asked why he dislikes 
  warforged Del says that that they’re dangerous and that 
  they take jobs others need. A successful DC 15 Wisdom 
  (Insight) check reveals that he’s lying. A successful DC 15 
  Charisma (Intimidation) checks convinces Del to tell the 
  truth. He and many of the other protesters are being paid 
  to protest by Councilor Nolan Toranak (a fact the other 
  protestors know and reveal with the same successful 
  check).
  If the characters take the information further and 
  confront Nolan Toranak, not much comes of the 
  confrontation except the characters draw the ire of the 
  councilor and gain the Councilor’s Anger story award. 
  However, this information is useful to Smith, Crucible, 
  and Blue, who share what they know about Whisper’s 
  gang in exchange for the information.
  An Opportunity for Aid. If the characters dress down 
  Del, a nearby nonbinary warforged named Shepherd sees 
  the interaction. Afterward they approach the characters 
  with a plea for help. This leads to Bonus Objective B: 
  Warforged Woes. Alternately, Smith or Crucible could 
  ask the characters to help other warforged in the area.
  nolan toranak
  Nolan Toranak, a dwarf, is the Sharn Councilor for the 
  Cogs, and he hates warforged. Councilor Toranak’s 
  children were killed by warforged during the Last War and 
  he’s harbored prejudice toward all warforged ever since. 
  As a result he is attempting to push them out of the 
  Cogs. He’d rather see them melted down or banished, 
  but he’d settle for them reverting back to property.
  Should the characters take the fight to Councilor 
  Toranak, he could make their life difficult by taking 
  action against House Cannith, warforged members of 
  the party, or residents in the Cogs. He’s not above hiring 
  thugs or attempting to discredit the party within Sharn.
  
  8
  Estimated Duration: 60 minutes
  The hideout of Whisper’s gang is an old industrial armory. 
  During the Last War, the Phoenix Forge churned out armor 
  and weapons at an amazing rate, now most of its forges 
  are cold and the building sees little use. However, there is 
  still some work going on. One massive crucible melts down 
  metal and two forges heat metal to create swords and 
  armor, albeit at a much slower rate than in the past.
  Prerequisites
  The characters have helped out Smith, Crucible, or Blue 
  in episode 2 in order to find out the location of Whisper’s 
  gang deep in the Cogs.
  Objectives
  Defeating Whisper’s gang and turning them over, dead 
  or alive, to Silas and Arlo d’Deneith completes the final 
  objective.
  Phoenix Forge and 
  Foundry
  The Phoenix Forge is made up of a large foundry area, 
  forges, testing rooms, assembly areas, polishing rooms, 
  warehouse space, ore rooms, and an old sales floor.
  The main building can be easily accessed via the forge 
  and foundry. The old sales floor is boarded up and locked. 
  The warehouse doors are locked.
  General Area Information
  Dimensions & Terrain. The Phoenix Forge and 
  Foundry is a sprawling complex of rooms and warehouse 
  space. All together the complex takes up about 20,000 
  square feet.
  Lighting. The majority of rooms are dark unless noted.
  Atmosphere. The sound of metal pounding on metal 
  echoes throughout the complex. Closer to the foundry, 
  the sounds of boiling liquid metal can be heard, and near 
  the forge, the sounds of hot iron sizzling in water join the 
  clamor. The heat can be felt in every area of the complex.
  What Do the Workers Know? Throughout the complex 
  there are four dozen workers. Most are human, but 
  members of any common race can be found. The workers 
  (commoners) do not put up a fight and they know there 
  are four warforged staying in the warehouse. They also 
  know there are guard constructs within the complex, but 
  do not give that information up without a successful DC 
  12 Charisma (Intimidation or Persuasion) check.
  The Foundry
  The foundry is a massive room, 100 feet by 50 feet, on the 
  west side of the building. It’s unbearably warm as great 
  kilns heat massive crucibles containing molten metals. 
  Ten workers feed the kilns coal, add ore and metal to the 
  crucibles, create sand molds, pour metal into molds, and 
  removed hardened metal. Due to the heat and danger, all 
  workers are heavily covered, and they use giant tongs and 
  pulleys on chains to move around some objects.
  Creatures/NPCs
  Since the workers are heavily covered, the characters 
  can easily sneak by with a successful DC 8 Dexterity 
  (Stealth) group check. However, there are more than just 
  the workers here. Two stone defenders and one oaken 
  bolter sit quietly among the worktables and chains 
  (details for both creatures can found in Appendix B). The 
  characters need a successful DC 15 Dexterity (Stealth) 
  group check to bypass the guard constructs, which attack 
  any intruders they notice.
  Objectives/Goals. The workers (commoners) take 
  cover as soon as combat begins. They can call off the 
  defenses if need be, but have little reason to do so unless 
  one of them is taken hostage or otherwise coerced.
  Where To?
  The foundry’s exits lead to corridors which connect to all 
  other areas of the Phoenix Forge and Foundry.
  Corridors
  The corridors in the Phoenix Forge and Foundry are 
  dimly lit. Only half of the everbright lanterns are lit 
  anymore leaving the hallways dim in most areas.
  Creatures/NPCs
  Each time the characters enter a corridor roll a d8.
  • On a result of 3 or greater, the characters encounter no 
  one in the corridors.
  • On a result of 2, the characters encounter a pair of 
  commoner workers moving through the halls.
  • On a roll of a 1, the characters encounter three iron 
  cobras slinking down the hallways on patrol.
  What Do They Know? The workers will not put up a 
  fight and they know that there are 4 warforged staying in 
  the warehouse.
  Forgeworks
  The sound of metal hammering against metal fills this 
  hot, brightly lit room. Two forges pump out heat and 
  bright light across the whole room.
  Creatures/NPCs
  A half a dozen smiths and a dozen assistants (all 
  commoners) work the two forges crafting various arms 
  and armor.
  Testing Rooms
  These smaller, dark rooms have mannequins that look like 
  they’ve been hacked to pieces. Some ruined armor slumps 
  against one wall and a dented shield sits on a table.
  Episode Three:
  Phoenix Forge and Foundry
  
  9
  Assembly Areas
  This room is brightly lit with three everbright lanterns. 
  Four human workers (commoners) labor with a crateful 
  of swords and daggers. They carefully wrap wet leather 
  strips around the hilts or expertly affix wire made of 
  precious metals or other flourishes to the weapons.
  Polishing Rooms
  This room is brightly lit with three everbright lanterns. 
  Four workers are surrounded by pieces of armor and 
  shields. They scrub the armor with polish, making them 
  gleam brightly.
  Ore Rooms
  Ore piled on the ground and in carts is stored here. 
  Several everbright lanterns are fastened to the wall, yet 
  only one provides light. The rest are broken.
  Sales Floor
  This large dark room used to hold product for sale. 
  However, since the end of the Last War there’s not enough 
  armory being sold. Broken display cases and mannequins 
  abound.  The window panes are cracked or broken, 
  and wood planks cover the windows. A successful DC 
  12 Strength (Athletics) check is required to tear off the 
  planks, but bystanders will notice the break-in.
  The door outside is locked and requires a successful DC 
  15 Dexterity check with thieves’ tools to unlock.
  Warehouse Space
  This massive space has crates and large pallets of 
  weapons, armor, metal sheets and rods, and metal tools 
  stacked in neat cubes. The pallets and stacks of crates 
  vary in height from 2 to 15 feet high. Pulleys and chains 
  with hooks hang down in rows all across the warehouse 
  on tracks to move pallets easier. Several everbright 
  lanterns make bright light in spots but, given the size of 
  the warehouse, much of it is left in darkness.
  Whisper and his gang have cleared a small area of 
  goods where they have set up their gear, make their plans, 
  and rest.
  Creatures/NPCs
  Whisper and his gang are as follows :
  • Whisper (CE male warforged assassin), the brains of 
  this particular gang.
  • Slasher (CE male warforged champion, Appendix B), a 
  soldier  who’s handy with a blade.
  • Stitcher (CE nonbinary warforged war priest, Appendix 
  B), a doctor who primarily worked on soft-skins during 
  the Last War.
  • Dozer (CE female warforged blackguard, Appendix 
  B), a brawny follower who does whatever Slasher tells 
  her to do.
  slasher’s sWord of WoundinG
  Slasher wields a Greatsword of Wounding. His 
  greatsword attack should be amended with the 
  following:
  • Hit points lost to this weapon's damage can be 
  regained only through a short or long rest, rather than 
  by regeneration, magic, or any other means.
  • Once per turn, when Slasher hits a creature with an 
  attack using this magic weapon, he can wound the 
  target. At the start of each of the wounded creature's 
  turns, it takes 1d4 necrotic damage for each time 
  Slasher wounded it, and it can then make a DC 15 
  Constitution saving throw, ending the effect of all 
  such wounds on itself on a success. Alternatively, 
  the wounded creature, or a creature within 5 feet 
  of it, can use an action to make a DC 15 Wisdom 
  (Medicine) check, ending the effect of such wounds 
  on it on a success.
  Objectives/Goals. Whisper and his gang are not 
  interested in dying here.  If things look rough at the end 
  of the first round Whisper commands them to retreat. 
  They disengage and retreat to the foundry. If things are 
  unraveling quickly, Whisper can command the guard 
  constructs in the foundry to help them.
  
  10
   
   
  Playing the Pillars
  Combat
  Exploration
  Social
  If things seem slow in the warehouse, have 
  the NPCs escape and take the fight to the 
  foundry where chains can be swung on, 
  characters can fall into molten metal, and 
  the environment can be exploited.
  If Whisper’s gang escapes, they flee into 
  the Cogs, making it very difficult to track 
  them down. Pushing through the narrow 
  streets and alleys counts as difficult terrain 
  unless a character makes a successful 
  DC 12 Strength (Athletics) or Dexterity 
  (Acrobatics) check.
  The workers here don’t know much about 
  Whisper’s gang, but they’re not willing to 
  risk their necks for them.
   
   
  What Do They Know? Whisper’s gang is in Sharn to 
  find and murder Merrix d’Cannith. The Lord of Blades 
  received an anonymous message stating that Merrix was 
  still constructing and enslaving warforged in a secret lab 
  somewhere in Sharn. (The characters don’t know it, but 
  this message came from Jorlanna d’Cannith of Cannith 
  West in the hopes that the Lord of Blades might kill her 
  rival, Merrix.) The Lord of Blades wants Merrix dead and 
  wants the secret creation forge for himself.
  adjustinG the encounter
  Here are some suggestions for adjusting this 
  encounter, according to your group.
  •  Weak or Very Weak: Remove the war priest.
  •  Strong or Very Strong: Replace the champion with a 
  warlord (Appendix B).
  Treasure & Rewards
  Slasher uses a sword of wounding.
  Conclusion
  Once Whisper’s gang is subdued, Arlo and Silas d’Deneith 
  give the characters their thanks for taking agents of the 
  Lord of Blades off the streets and the promised rewards 
  (see episode 1).
  Adventure Rewards
  Upon completing the adventure, everyone receives 
  rewards based upon their accomplishments. These 
  rewards include advancement, treasure, item unlocks, 
  and may include new downtime activities and story 
  awards, as follows:
  Player Rewards
  The players may earn the following rewards:
  Advancement and Treasure 
  Checkpoints
  The characters receive 1 advancement checkpoint and 1 
  treasure checkpoint for each objective they complete, as 
  follows:
  • Main Objective A. Find out that Whisper’s gang is holed 
  up at the Phoenix Forge and Foundry
  • Main Objective B. Capture or kill Whisper and his gang.
  • Bonus Objective A. Stop the Tharashk crew from 
  claiming the bounty for Whisper’s gang.
  • Bonus Objective B. Make the working conditions better 
  for the warforged at the Luminous Lanterns factory.
  Magic Item Unlock
  Characters completing this adventure unlock the 
  following magic item:
  Sword of Wounding. This item can be found in 
  Appendix E: Magic Item.
  Story Awards
  During this adventure, the characters may earn the 
  following story awards:
  House Deneith Letter of Commendation. By aiding 
  the Sentinel Marshals you’ve proven your mettle and 
  been awarded a signed letter of commendation by House 
  Deneith. More information can be found in Appendix F: 
  Story Awards
  A Councilor’s Anger. You’ve shown yourself to have 
  differing views from Sharn Councilor Nolan Toranak 
  of the Cogs. In future he’ll make your dealings with the 
  council as unpleasant as he can. More information can be 
  found in Appendix F: Story Awards
  Warforged Friends in the Cogs. By helping the 
  warforged in the Cogs you’ve proven yourself friends 
  to them and your story will spread. You’ll be treated 
  favorably not only by warforged, but by most inhabitants 
  of the Cogs. More information can be found in Appendix 
  F: Story Awards.
  level proGression in eMbers of the last War
  Between Encounters in Sharn and the Embers of the 
  Last War story arc, the Adventurers League Eberron 
  campaign has many play opportunities. If you plan to 
  play regularly and take in the entire Embers of the Last 
  War story, strongly encourage the players to use the 
  Slow Progress option where they voluntarily halve the 
  rewards received for playing. If you plan to play only 
  some of the adventures, or not take part in the bonus 
  objectives, the Normal Progression of rewards may 
  be more appropriate. Because the Embers of the Last 
  War adventures are produced as a serial, managing 
  character level according to play style is important.
  DM Rewards
  As thanks for running this adventure, you earn 
  advancement and treasure checkpoints as though you 
  played the adventure, but none of the adventure’s other 
  rewards.
  However, this adventure may qualify for rewards earned 
  by completing DM Quests. See the ALDMG (Adventurers 
  League Dungeon Master’s Guide) for more information 
  about DM Quests.
  
  11
  The following NPCs and locations feature prominently in 
  this adventure.
  NPCs
  • Arlo d’Deneith (Ar-low duh-de-neeth). Arlo is a 
  Sentinel Marshal. He usually tracks folks down in the 
  wilds and is not too savvy in the ways of cities.
  Personality: I prefer the ways of the wilds to the cities.
  Ideal: You can’t escape the law.
  Bond: House Deneith means everything to me.
  Flaw: It doesn’t matter what your reason, you’re coming 
  with me.
  • Blue (blo͞o). When Merrix d’Cannith offered him the 
  opportunity to have a purpose after the Last War, 
  Blue jumped at the chance. The fact that he must 
  occasionally lie about how he came to own the Red 
  Hammer is secondary to the good he does.
  Personality: I like helping others when I can.
  Ideal: If we work together we’ll be stronger.
  Bond: House Cannith helped him when he needed it.
  Flaw: He’s too trusting of House Cannith.
  • Crucible (kro͞o-sa-bel). Crucible worked for House 
  Cannith during the war, creating others of her kind. 
  After the war, Blue offered to start the Red Hammer 
  with her when she seemed unsure what to do. Due to 
  her time spent working closely with the artificers of 
  House Cannith, she dislikes the ideology of the Lord of 
  Blades.
  Personality: If something’s wrong I can fix it.
  Ideal: Everything has a reason for its existence.
  Bond:  House Cannith has done everything they could 
  for her.
  Flaw: Things don’t work when they’re broken, 
  everything must be broken.
  • Del Sork (Del Sork). Del is an impressionable young 
  dwarf. His uncle, Nolan Toranak, has convinced him 
  that the warforged are taking peoples’ jobs, and that 
  they purposefully murdered his cousins during the Last 
  War.
  Personality: If it wasn’t for others our family would be 
  doing ok.
  Ideal: My family is my life.
  Bond: The Cogs are where I was born.
  Flaw: It’s someone elses fault I’m not doing well.
  • Nolan Toranak (no-lan tor-an-ak). Nolan represents 
  the Cogs on the Sharn City Council. He holds grudges 
  and blames all warforged for the death of his children 
  during the Last War.
  Personality:  I have power so I get what I want.
  Ideal: Together we are stronger.
  Bond: My family means everything to me.
  Flaw: I will make others suffer as I have.
  • Silas d’Deneith (Sy-lus duh-de-neeth). Silas has only 
  recently joined the Sentinel Marshals after his Mark 
  spontaneously manifested. He’s eager to prove himself 
  and is a bit reckless as a result.
  Personality: I want to do what’s right.
  Ideal:  I want to be respected by others.
  Bond:  House Deneith has been there when others 
  haven’t.
  Flaw: I must make my authority known to others.
  • Scarn (Skarn). Scarn is a half-orc and a  dragonmarked 
  member of House Tharashk. When he’s hired to do a 
  job, he does it and doesn’t question why.
  Personality: It’s just a job.
  Ideal:  Retiring to a quiet life sounds nice.
  Bond:  My crew are the only reason I’m alive.
  Flaw: Your wants and needs aren’t important, just the 
  job.
  • Smith (SmiTH). After the Last War, Smith, like many 
  warforged, wondered about his purpose. When he found 
  the god Onatar, he found his purpose.
  Personality: Together we can make something greater!
  Ideal: When there is no more war we will be happy.
  Bond: Onatar’s faithful know the true me.
  Flaw: In my quest for unity I overlook things.
  • Whisper (Wis-per). A lonely warforged, drawn into 
  the fold when the Lord of Blades gave him a sense of 
  belonging. Despite this, years of abuse cause Whisper to 
  lash out at authority and act impulsively if left to his own 
  devices.
  Personality: No one truly likes me.
  Ideal:  Only the strong survive
  Bond: The Lord of Blades has tolerated me when 
  others do not.
  Flaw: I will make you pay for that slight.
  Appendix A: NPCs and Locations
  
  12
  Locations
  • Lower Dura. Once a respectable part of Sharn, Lower 
  Dura as a whole has fallen into decay. It’s a place rife 
  with danger and rot. Some of the poorest and most 
  dangerous neighborhoods are in the Lower Dura 
  ward, the inhabitants of which are often in league 
  with criminal organizations either through choice or 
  coercion.  Cutpurses and ne’er-do-wells abound in 
  Lower Dura since the Sharn Watch rarely ventures 
  here. Newcomers can save themselves some grief with a 
  show of strength when entering the ward.
  • The Laughing Dragon. A tough tavern. This place 
  sees its shares of drunken bar fights. The patrons are 
  a close-lipped lot, but will open up if someone proves 
  their strength.
  • The Cogs. The Cogs is a ward that many who have 
  lived in Sharn their entire lives have never seen. It’s 
  below ground level and is the industrial center of the 
  city. Nearby lava flows make the area warm, which 
  is compounded by industrial work and the narrow 
  passages. The dimly lit, honeycombed passages are 
  filled with the smell of smoke and soot, and the sounds 
  of industry. Caravans of dour workers port goods and 
  materials up and down the Cogs.
  • Phoenix Forge and Foundry. This foundry has seen 
  better days. During the war, massive quantities of 
  armor and weapons were created here, now barely 
  a quarter of the site is in use. Most of the everbright 
  lanterns are broken.
  • Pool of Onatar’s Tears. This pool of water surrounded 
  by lava has been consecrated as a holy site to Onatar. 
  Smith, Onatar’s servant, holds congregation here, 
  espousing the value of all beings working together.
  • The Red Hammer. Owned by Blue and Crucible, 
  but secretly funded by Merrix d’Cannith, this hall is 
  predominantly frequented by warforged. Set up as 
  a place to study warforged, Blue lies and says it was 
  funded by a lucrative adventure he had.
  
  13
  This appendix details new monsters that do not appear in 
  the Monster Manual.
  Bard
  Medium humanoid (any race), any alignment
  Armor Class 15 (chain shirt)
  Hit Points 44 (8d8 + 8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  14 (+2)
  12 (+1)
  10 (+0)
  13 (+1)
  14 (+2)
  Saving Throws Dex +4, Wis +3
  Skills Acrobatics +4, Perception +5, Performance +6
  Senses passive Perception 15
  Languages any two languages
  Challenge 2 (450 XP)
  Spellcasting. The bard is a 4th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 12, +4 to hit with spell 
  attacks). It has the following bard spells prepared:
  Cantrips (at will):  friends, mage hand, vicious mockery
  1st level (4 slots): charm person, healing word, heroism, sleep, 
  thunderwave
  2nd level (3 slots): invisibility, shatter
  Song of Rest. The bard can perform a song while taking a short 
  rest. Any ally who hears the song regains an extra 1d6 hit points 
  if it spends any Hit Dice to regain hit points at the end of that 
  rest. The bard can confer this benefit on itself as well.
  Taunt (2/day). The bard can use a bonus action on its turn to 
  target one creature within 30 feet of it. If the target can hear 
  the bard, the target must succeed on a DC 12 Charisma saving 
  throw or have disadvantage on ability checks, attack rolls, and 
  saving throws until the start of the bard’s next turn.
  Actions
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage.
  Blackguard
  Medium humanoid (any race), any evil alignment  
  Armor Class 18 (plate)
  Hit Points 153 (18d8+72)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  11 (+0)
  18 (+4)
  11 (+0)
  14 (+2)
  15 (+2)
  Saving Throws Wis +5, Cha +5
  Skills Athletics +7, Deception +5, Intimidation +5 
  Senses passive Perception 12
  Languages Common
  Challenge 8 (3,900 XP)
  Spellcasting. The blackguard is a 10th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 13, +5 to hit with 
  spell attacks). It has the following paladin spells prepared:
  1st level (4 slots): command, protection from evil and good, 
  thunderous smite
  2nd level (3 slots): branding smite, find steed
  3rd level (2 slots): blinding smite, dispel magic
  Actions
  Multiattack. The blackguard makes three attacks with its 
  glaive or its shortbow.
  Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 
  Hit: 9 (1d10+4) slashing damage.
  Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage.
  Dreadful Aspect (Recharges after a Short or Long Rest). The 
  blackguard exudes magical menace. Each enemy within 30 
  feet of the blackguard must succeed on a DC 13 Wisdom 
  saving throw or be frightened for 1 minute. If a frightened 
  target ends its turn more than 30 feet away from the 
  blackguard, the target can repeat the saving throw, ending the 
  effect on itself on a success.
  Champion
  Medium humanoid (any race), any alignment
  Armor Class 18 (plate)
  Hit Points 84 (13d8 + 26)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
   20 (+5)
  15 (+2)
  14 (+2)
  10 (+0)
  14 (+2)
  12 (+1)
  Saving Throws Str +9, Con +6
  Skills Athletics +9, Intimidation +5, Perception +6 
  Senses passive Perception 16
  Languages any one language (usually Common)
  Challenge  9 (5,000 XP)
  Indomitable (2/day). The champion rerolls a failed saving throw.
  Second Wind (Recharges after a Short or Long Rest). As a bonus 
  action, the champion can regain 20 hit points.
  Actions
  Multiattack. The champion makes three attacks with its 
  greatsword or its shortbow.
  Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) 
  slashing damage if the champion has more than half of its 
  total hit points remaining.
  Shortbow. Ranged Weapon Attack:  +6 to hit, range 80/320 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) 
  piercing damage if the champion has more than half of its 
  total hit points remaining.
  Appendix B: Creature Statistics
  
  14
  Iron Cobra
  Medium construct, unaligned
  Armor Class 13
  Hit Points 45 (7d8 + 14)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 
  16 (+3) 
  14 (+2) 
  3 (−4) 
  10 (+0) 
  1 (−5)
  Skills Stealth +7
  Damage Immunities poison; bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands one language of its creator but can’t 
  speak
  Challenge 4 (1,100 XP)
  Magic Resistance. The iron cobra has advantage on saving 
  throws against spells and other magical effects.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) piercing damage. If the target is a creature, it 
  must succeed on a DC 13 Constitution saving throw or suffer 
  one random poison effect:
  1. Poison Damage: The target takes 13 (3d8) poison damage.
  2. Confusion: On its next turn, the target must use its action 
  to make one weapon attack against a random creature it 
  can see within 30 feet of it, using whatever weapon it has in 
  hand and moving beforehand if necessary to get in range. 
  If it’s holding no weapon, it makes an unarmed strike. If no 
  creature is visible within 30 feet, it takes the Dash action, 
  moving toward the nearest creature.
  3. Paralysis: The target is paralyzed until the end of its next turn.
  Master Thief
  Medium humanoid (any race), any alignment
  Armor Class 16 (studded leather)
  Hit Points 84 (13d8 + 26)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  18 (+4)
  14 (+2)
  11 (+0)
  11 (+0)
  12 (+1)
  Saving Throws Dex +7 Int +3
  Skills Acrobatics +7, Athletics +3, Perception +3, Sleight of Hand 
  +7, Stealth +7
  Senses passive Perception 13
  Languages any one language (usually Common) plus thieves’ 
  cant
  Challenge 5 (1,800 XP)
  Cunning Action. On each of its turns, the thief can use a bonus 
  action to take the Dash, Disengage, or Hide action.
  Evasion. If the thief is subjected to an effect that allows it to 
  make a Dexterity saving throw to take only half damage, the 
  thief instead takes no damage if it succeeds on the saving 
  throw, and only half damage if it fails.
  Sneak Attack (1/Turn). The thief deals an extra 14 (4d6) 
  damage when it hits a target with a weapon attack and has 
  advantage on the attack roll, or when the target is within 5 
  feet of an ally of the thief that isn’t incapacitated and the thief 
  doesn’t have disadvantage on the attack roll.
  Actions
  Multiattack. The thief makes three attacks with its 
  shortsword.
  Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage
  Light Crossbow. Ranged Weapon Attack:  +7 to hit, range 
  80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
  Reactions
  Uncanny Dodge. The thief halves the damage that it takes 
  from an attack that hits it. The thief must be able to see the 
  attacker.
  Oaken Bolter
  Medium construct, unaligned
  Armor Class 16 (natural armor)
  Hit Points 58 (9d8 + 18)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  18 (+4)
  15 (+2)
  3 (-4)
  10 (+0)
  1 (-5)
  Damage Immunities poison; bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands one language of its creator but can’t 
  speak
  Challenge 5 (1,800 XP)
  Magic Resistance. The oaken bolter has advantage on saving 
  throws against spells and other magical effects
  Actions
  Multiattack. The oaken bolter makes two lancing bolt attacks or 
  one lancing bolt attack and one harpoon attack. 
  Lancing Bolt. Melee or Ranged Weapon Attack: +7 to hit, 
  reach 5 ft. or range 100/400 ft., one target. Hit: 16 (2d10 + 4) 
  piercing damage.
  Slam. Ranged Weapon Attack: +7 to hit, range 50/200 ft., 
  one target. Hit: 9 (1d10 + 4) piercing damage, and the target 
  is grappled (escape DC 12). While grappled in this way, 
  a creature’s speed isn’t reduced, but it can move only in 
  directions that bring it closer to the oaken bolter. A creature 
  takes 5 (1d10) slashing damage if it escapes from the grapple 
  or if it tries and fails. As a bonus action, the oaken bolter can 
  pull a creature grappled by it 20 feet closer. The oaken bolter 
  can grapple only one creature at a time. 
  Explosive Bolt (Recharge 5-6). The oaken bolter launches an 
  explosive charge at a point within 120 feet. Each creature within 
  20 feet of that point must make a DC 15 Dexterity saving throw, 
  taking 17 (5d6) fire damage on a failed save, or half as much 
  damage on a successful one.  
  
  15
  Shadow Dancer
  Medium humanoid (elf), neutral
  Armor Class 15 (studded leather)
  Hit Points 71 (13d8 + 13)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  16 (+3)
  13 (+1)
  11 (+0)
  12 (+1)
  12 (+1)
  Saving Throws Dex +6, Cha +4
  Skills Stealth +6
  Damage Resistances  necrotic
  Condition Immunities  charmed, exhaustion
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Elvish
  Challenge 7 (2,900 XP)
  Fey Ancestry. The shadow dancer has advantage on saving 
  throws against being charmed, and magic can’t put it to sleep.
  Shadow Jump. As a bonus action, the shadow dancer can 
  teleport up to 30 feet to an unoccupied space it can see. Both 
  the space it teleports from and the space it teleports to must be 
  in dim light or darkness. The shadow dancer can use this ability 
  between weapon attacks of another action it takes.
  Actions
  Multiattack. The shadow dancer makes three spiked chain 
  attacks.
  Spiked Chain. Melee Weapon Attack: +7 to hit, reach 10 ft., 
  one target. Hit: 10 (2d6 + 3) piercing damage, and the target 
  must succeed on a DC 14 Dexterity saving throw or suffer one 
  additional effect of the shadow dancer’s choice:
  • The target is grappled (escape DC 14) if it is a Medium 
  of smaller creature. Until the grapple ends, the target is 
  restrained, and the shadow dancer can’t grapple another 
  target.
  • The target is knocked prone.
  • The target takes 22 (4d10) necrotic damage.
  Stone Defender
  Medium construct, unaligned
  Armor Class 16 (natural armor)
  Hit Points 52 (7d8 + 21)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  10 (+0)
  17 (+3)
  3 (-4)
  10 (+0)
  1 (-5)
  Damage Immunities poison; bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren't adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands one language of its creator but can’t 
  speak
  Challenge 4 (1,100 XP)
  False Appearance. While the stone defender remains 
  motionless against an uneven earthen or stone surface, it is 
  indistinguishable from that surface.
  Magic Resistance. The stone defender has advantage on saving 
  throws against spells and other magical effects.
  Actions
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) bludgeoning damage, and if the target is 
  Large or smaller, it is knocked prone.
  Reactions
  Intercept Attack. In response to another creature within 5 feet 
  of it being hit by an attack roll, the stone defender gives that 
  creature a +5 bonus to its AC against that attack, potentially 
  causing a miss. To use this ability, the stone defender must be 
  able to see the creature and the attacker.
  
  16
  War Priest
  Medium humanoid (any race), any alignment
  Armor Class 18 (plate)
  Hit Points 117 (18d8 + 36)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  10 (+0)
  14 (+2)
  11 (+0)
  17 (+3)
  13 (+1)
  Saving Throws Con +6, Wis +7
  Skills Intimidation +5, Religion +4
  Senses passive Perception 13
  Languages any two languages
  Challenge 9 (5,000 XP)
  Spellcasting.  The priest is a 9th-level spellcaster. Their 
  spellcasting ability is Wisdom (spell save DC 15, +7 to hit with 
  spell attacks). They have the following cleric spells prepared:
  Cantrips (at will): light, mending, sacred flame, spare the dying
  1st level (4 slots): divine favor, guiding bolt, healing word, shield 
  of faith
  2nd level (3 slots): lesser restoration, magic weapon, prayer of 
  healing, silence, spiritual weapon
  3rd level (3 slots): beacon of hope, crusader’s mantle, dispel 
  magic, revivify, spirit guardians, water walk
  4th level (3 slots): banishment, freedom of movement, guardian of 
  faith, stoneskin
  5th level (1 slot): flame strike, mass cure wounds, hold monster
  Actions
  Multiattack. The priest makes two melee attacks..
  Maul. Melee Weapon Attack:  +7 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) bludgeoning damage.
  Reactions
  Guided Strike (Recharges after a Short or Long Rest). The 
  priest grants a +10 bonus to an attack roll made by themselves 
  or another creature within 30 feet of them. The priest can make 
  this choice after the roll is made but before it hits or misses.
  Warlord
  Medium humanoid (any race), any alignment
  Armor Class 18 (plate)
  Hit Points 229 (27d8 + 108)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  16 (+3)
  18 (+4)
  12 (+1)
  12 (+1)
  18 (+4)
  Saving Throws Str +9, Dex +7, Con +8
  Skills Athletics +9, Intimidation +8, Perception +5, Persuasion +8
  Senses passive Perception 15
  Languages any two languages
  Challenge 12 (8,400 XP)
  Indomitable (3/Day). The warlord can reroll a saving throw they 
  fail. They must use the new roll.
  Survivor. The warlord regains 10 hit points at the start of their 
  turn if they have at least 1 hit point but fewer hit points than 
  half their hit point maximum.
  Actions
  Multiattack. The warlord makes two weapon attacks..
  Greatsword. Melee Weapon Attack:  +9 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 5) slashing damage.
  Shortbow. Ranged Weapon Attack:  +7 to hit, range 80/320 ft., 
  one target. Hit: 6 (1d6 + 3) piercing damage. 
  Legendary Actions
  The warlord can take 3 legendary actions, choosing from the 
  options below. Only one legendary action option can be used 
  at a time and only at the end of another creature’s turn. The 
  warlord regains spent legendary actions at the start of their turn.
  Weapon Attack. The warlord makes a weapon attack.
  Command Ally. The warlord targets one ally they can see within 
  30 feet of them. If the target can see and hear the warlord, the 
  target can make one weapon attack as a reaction and gains 
  advantage on the attack roll.
  Frighten Foe (Costs 2 Actions). The warlord targets one enemy 
  they can see within 30 feet of them. If the target can see and 
  hear the warlord, the target must succeed on a DC 16 Wisdom 
  saving throw or be frightened until the end of the warlord’s 
  next turn.
  
  17
  Estimated Duration: 60 minutes
  Unbeknownst to the characters, Arlo and Silas d’Deneith 
  are not the only people looking for Whisper’s gang. A 
  bounty hunter crew from House Tharashk is also on the 
  warforged gang’s trail.
  The bounty hunters in the crew are as follows:
  • Scarn, a male Mark of Finding half-orc assassin
  • Torashtai, a nonbinary Kalashtar psychic warrior (use 
  the githyanki knight statistics)
  • Isti, a female Karrnathi human mage
  • Dailian, a male Valenar elf shadow dancer (see 
  Appendix B)
  Prerequisites
  Once the characters have interviewed at least one 
  warforged character this bonus episode can be started.
  Bonus Objective
  If the characters defeat the Tharashk bounty hunters, or 
  convince them to stop searching for Whisper’s crew, they 
  complete the objective.
  We’re Being Followed
  While travelling the streets of Sharn a character with 
  a passive Wisdom (Perception) score of 16 or higher 
  notices they’re being followed. If confronted, Dailian will 
  try to escape and warn Scarn and the crew that he was 
  made. If he’s captured, he can be convinced to talk with a 
  successful DC 14 Charisma (Intimidation) check.
  What Do They Know? Dailian knows that they were 
  hired to track down these warforged and capture them. 
  He doesn’t know who hired them.
  Intimidation
  After the characters talk to one or two people in their 
  search for Whisper’s gang, Scarn and his crew attempt to 
  intimidate the characters into leaving Whisper’s gang to 
  House Tharashk. They do this when Silas or Arlo are not 
  around, but when they’re also in a public place. The crew 
  won’t outright attack the characters in public. When their 
  attempts at intimidation do not work, they move to more 
  extreme methods. If the characters try to escalate the 
  encounter, a Sharn City Watch patrol happens to walk by 
  right at that moment, helping to de-escalate the situation 
  allowing the bounty hunters to escape.
  The Setup
  If intimidation tactics didn’t work, the Tharashk crew 
  attempts to set up an ambush for the characters. They can 
  do this in one of several ways.
  • Scarn’s crew gets to Steel or Guardian Six (see episode 
  2) first, who tell the characters they know where to find 
  Whisper’s gang and lead them into the ambush.
  • A warforged by the name of Candle (commoner) 
  approaches the characters with the information they’ve 
  been looking for.
  • If time is running out, Scarn’s crew can ambush the 
  characters on their way to the Phoenix Forge and 
  Foundry.
  • If the DM has time, and wishes to run a complicated 
  encounter, Scarn and his crew can attack as a third 
  party during episode 3.
  The Ambush
  During the setup, the characters are led to a false 
  location, a warehouse in Lower Dura, where they’re 
  ambushed by Scarn’s crew. Scarn and his crew won’t kill 
  the characters. The warehouse is dark and dingy. The 
  Tharashk bounty hunters try to use the darkness to their 
  advantage.
  If Scarn and their crew are able to get the best of the 
  characters they leave them tied up, hoping to capture 
  Whisper’s gang before the characters can do anything 
  about it.
  adjustinG the encounter
  Here are some suggestions for adjusting this 
  encounter, according to your group.
  •  Weak or Very Weak: Remove the mage.
  •  Strong or Very Strong: Add a githyanki knight.
  Treasure
  If the characters defeat Scarn’s crew they find the 
  following:
  • A potion of healing
  • A spell scroll of blur
  Appendix C: Tharashk Troubles
  (Bonus Objective A)
  
  18
  Estimated Duration: 60 minutes
  Prerequisites
  Once the characters deal with the protesters in episode 2, 
  they’re approached by a shy warforged named Shepherd 
  and asked for help.
  This bonus objective can be completed anytime during 
  or after the main objectives.
  Bonus Objective
  If the characters help the warforged workers of the 
  Luminous Lanterns factory by making their working 
  situation better, as determined by the DM, they complete 
  the bonus objective and gain the Warforged Friends in the 
  Cogs story award.
  Background
  Warforged working at the Luminous Lanterns factory are 
  being taken advantage of. They’re being persuaded to work 
  long hours without much, if any time off, for little pay.
  The owner of the factory, Carlisle ir’Oronsek, is a 
  Brelish nobleman who rarely shows up. In his stead the 
  foreman runs the factory. The foreman is a dwarf by the 
  name of Habden Strakeln. Habden knows Carlisle detests 
  coming down to the factory unless absolutely required, so 
  he’s taken full advantage of his autonomy to enact policies 
  that both increase production and keep warforged down.
  habden strakeln
  Habden is the nephew of Nolan Toranak, the Sharn 
  Councilor for the Cogs. Like his uncle, Habden dislikes 
  warforged and blames all warforged for his cousins’ 
  deaths during the Last War. Habden’s treatment of the 
  warforged mostly comes at the behest of his uncle.
  Shepherd’s Story
  Shepherd can relate the following information they know 
  about working at the Luminous Lantern factory:
  • Everbright lanterns are made at the factory
  • The warforged are required to work 20 hours a day or 
  they will not be called back for more work.
  • They do not get breaks.
  • The factory is run by Habden Strakeln, a dwarf 
  commoner.
  • The warforged workers are often discriminated 
  against, as some locals see the warforged as having 
  taken their jobs.
  • The factory is owned by a Brelish noble family.
  Further investigation reveals the following with the 
  associated successful Intelligence (Investigation) checks. 
  These results are cumulative.
  Check Result
  Clue
  12
  Habden’s cousins were killed by warforged 
  during the Last War.
  15
  The Luminous Lantern factory is owned by 
  Carlisle ir’Oronsek, a Brelish nobleman.
  18
  Habden is the nephew of Nolan Toranak, 
  the Sharn Councilor for the Cogs.
  Confronting the Problem
  If the characters try to confront Habden at the factory, 
  they’re not allowed up to see him. If they pressure 
  workers, Habden commands several warforged to escort 
  the characters out of the factory.
  Habden can be confronted on his way to or from the 
  factory while he’s escorted by two warforged (gladiators). 
  If his escorts are defeated or he’s otherwise spoken with 
  alone, Habden denies that the policies were his ideas. A 
  successful DC 12 Wisdom (Insight) check reveals this 
  to be the truth. If the characters suggest that the ideas 
  came from Carlisle he agrees. However, a successful DC 
  12 Charisma (Intimidation) check reveals that his uncle 
  Nolan Toranak persuaded Habden to make these policies 
  to get more warforged under control.
  Dealing with Toranak is nigh impossible as he’s not 
  likely to change his mind, and as a member of the Sharn 
  Council he has power. If he’s strong-armed, he eventually 
  relents and has his nephew lighten up on the warforged, 
  but the characters make a life-long enemy of the councilor 
  and gain the Councilor’s Anger story award.
  The characters’ best option is to talk with Carlisle 
  ir’Oronsek. The nobleman has no idea what’s going on 
  at this factory. If some proof can be offered to him of the 
  goings-on, he remedies the problem immediately as he 
  agrees that warforged should be respected as people.
  Appendix D: Warforged Woes
  (Bonus Objective B)
  
  19
  Characters completing this adventure’s objective unlock 
  this magic item.
  Sword of Wounding
  Weapon (any sword), rare (requires attunement)
  Tier 2-4, 20 treasure checkpoints
  Magic Item Table G, Dungeon Master’s Guide
  Hit points lost to this weapon's damage can be regained 
  only through a short or long rest, rather than by 
  regeneration, magic, or any other means.
  Once per turn, when you hit a creature with an attack 
  using this magic weapon, you can wound the target. At 
  the start of each of the wounded creature's turns, it takes 
  1d4 necrotic damage for each time you've wounded 
  it, and it can then make a DC 15 Constitution saving 
  throw, ending the effect of all such wounds on itself 
  on a success. Alternatively, the wounded creature, or a 
  creature within 5 feet of it, can use an action to make a 
  DC 15 Wisdom (Medicine) check, ending the effect of 
  such wounds on it on a success.
  Appendix E: Magic Item
  
  20
  The following story awards can be obtained during this 
  adventure.
  House Deneith Letter of 
  Commendation
  By aiding the Sentinel Marshals you’ve proven your mettle 
  and been awarded a signed letter of commendation by 
  House Deneith.  This letter grants you advantage when 
  dealing with House Deneith.
  Councilor’s Anger
  You’ve shown yourself to have differing views from Sharn 
  Councilor Nolan Toranak of the Cogs. In future he’ll make 
  your dealings with the council as unpleasant as he can. 
  This award grants disadvantage when dealing with the 
  Sharn Council.
  Warforged Friends in the Cogs
  By helping the warforged in the Cogs you’ve proven 
  yourself friends to them and your story will spread. You’ll 
  be seen favorable not only by warforged, but by most 
  inhabitants of the Cogs. When dealing with folks from 
  the Cogs (except those who hate warforged), you’ll have 
  advantage on social checks.
  Appendix F: Story Awards
  
  21
  This adventure is designed for three to seven 5th-10th 
  level characters and is optimized for five characters 
  with an average party level (APL) of 10. Characters 
  outside this level range cannot participate in this 
  adventure.
  neW to d&d adventurers leaGue?
  http://dnd.wizards.com/playevents/organized-play
  neW to the annual storyline?
  http://dnd.wizards.com/articles/news/eberron-
  adventurers-league-embers-last-war-storyline
  neW to beinG the dunGeon Master?
  http://dnd.wizards.com/articles/features/public-
  dungeon-master
  To DM an adventure, you must have 3 to 7 players—
  each with their own character whose level is within the 
  adventure’s level range. Characters playing in a hardcover 
  adventure may continue to play too but if they play a 
  different hardcover adventure, they can’t return to the 
  first one if they’re outside its level range.
  Preparing the Adventure
  Before you start play, consider the following:
  • Read through the adventure, taking notes of anything 
  you’d like to highlight or remind yourself of while 
  running the adventure, such as a way you’d like 
  to portray an NPC or a tactic you’d like to use in 
  a combat. Familiar yourself with the adventure’s 
  appendices and handouts.
  • Gather any resources you’d like to use to aid you in 
  running this adventure--such as notecards, a DM screen, 
  miniatures, and battlemaps.
  • Ask the players to provide you with relevant character 
  information, such as name, race, class, and level; 
  passive Wisdom (Perception), and anything specified as 
  notable by the adventure (such as backgrounds, traits, 
  flaws, etc.)
  Players can play an adventure they previously played as 
  a Player or Dungeon Master but may only play it once with 
  a given character. Ensure each player has their character’s 
  adventure logsheet (if not, get one from the organizer). 
  The players fill out the adventure name, session number, 
  date, and your name and DCI number. In addition, the 
  player also fills in the starting values for advancement and 
  treasure checkpoints, downtime days, and renown. These 
  values are updated at the end of the session.
  Each player is responsible for maintaining an accurate 
  logsheet. If you have time, you can do a quick scan of 
  a player’s character sheet to ensure that nothing looks 
  out of order. If you see magic items of very high rarities 
  or strange arrays of ability scores, you can ask players 
  to provide documentation for the irregularities. If they 
  cannot, feel free to restrict item use or ask them to use a 
  standard ability score array.
  Point players to the D&D Adventurers League Players 
  Guide for reference. If players wish to spend downtime 
  days and it’s the beginning of an adventure or episode, 
  they can declare their activity and spend the days now, 
  or they can do so at the end of the adventure or episode. 
  Players should select their characters’ spells and other 
  daily options prior to the start of the adventure, unless 
  the adventure specifies otherwise. Feel free to reread the 
  adventure description to help give players hints about 
  what they might face.
  Adjusting This Adventure
  When combat is a possibility, the adventure will provide 
  a sidebar that helps you to determine the best mix/
  number of opponents to provide them with to create an 
  appropriate challenge. While you’re not bound to these 
  adjustments; they’re here for your convenience and 
  consideration.
  To determine whether you should consider adjusting the 
  adventure, add up the total levels of all the characters and 
  divide the result by the number of characters (rounding .5 
  or greater up; .4 or less down). This is the group’s average 
  party level (APL). To approximate the party strength for 
  the adventure, consult the table below.
  Determining Party Strength
  Party Composition Party 
  Party Strength
  3-4 characters, APL less than 
  Very weak
  3-4 characters, APL equivalent 
  Weak
  3-4 characters, APL greater than 
  Average
  5 characters, APL less than 
  Weak
  5 characters, APL equivalent 
  Average
  5 characters, APL greater than 
  Strong
  6-7 characters, APL less than 
  Average
  6-7 characters, APL equivalent 
  Strong
  6-7 characters, APL greater than 
  Very strong
  Appendix G: Dungeon Master Tips
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/DMsGuild Adept/DMsGuild Adept/DDAL-ELW10 - The Killing Blade.pdf