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  perfect Timing 
   
  In the search for perfection, what chaos will ensue? 
   
   
   
  Episode 5 of Convergence Manifesto 
   
   
   
  An Across Eberron Adventure 
   
   
  CREDITS 
   
  Writers: Derek “Ameron” Myers & Laura Hirsbrunner 
   
  Editors: Will Brolley, Wayne Chang, Anthony Turco 
  Executive Producer: Keith Baker 
   
  Cover Art & Design: Kristóf Köteles, Laura Hirsbrunner 
  Interior Art: Kristóf Köteles, Ashton Sperry (WhoDrewThis) 
  Layout: Anthony Turco 
   
  Playtesters: Tim Hirsbrunner, Joanassie Naluiyuk, Vlad Ost, Brian Pham, Marta Ray, Don Rickett, Rachel Vesper 
   
  Special Thanks from Laura: To Tim for showing her the beautiful Nentir Vale, then following her when she 
  abandoned it for Eberron. And to Patrick and Will for making this new world come alive. 
   
  Published by Across Eberron, an Eberron community project. 
   
   
   
   
   
   
   
  Disclaimer: The Across Eberron editorial staff would like to remind all lightning rail passengers to keep their arms, limbs, and bodies inside the vehicle at all times and to avoid any 
  hypothetical portals en route to their destinations. 
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, 
  all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive 
  likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material 
  or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. 
   
  ©2016 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 
   
  
   
  2 
   
  INTRODUCTION 
  Welcome to Perfect Timing, episode 5 of Convergence 
  Manifesto, an Across Eberron adventure path. This adventure is 
  the sequel to AE01-04: Living Legend, available on the Dungeon 
  Masters Guild, using characters and story elements introduced 
  in the previous adventure. This adventure plays best when used 
  in conjunction with the Wayfinder’s Guide to Eberron (WGtE) 
  by Keith Baker. If your players are unfamiliar with either the 
  Eberron setting or the DUNGEONS & DRAGONS game, you may 
  wish to use this set of 1st-level pregenerated characters, tailor-
  made for Eberron.  
   Perfect Timing is designed for five 3rd-level characters to 
  explore the diversity and themes of the Eberron campaign 
  setting. Players will have a chance to search for a thief aboard 
  the lightning rail, dive from a moving railcar into the chasm 
  below, and navigate the bureaucracy of the Perfect Order. 
  SUMMARY 
  Once again, Provost Nigel Faurious has tasked the Clifftop 
  Adventurers’ Guild with retrieving an artifact, this time from 
  Daanvi, the Plane of Perfect Order. The party boards the 
  lightning rail in Karrnath, prepared to dive into a deep river 
  gorge in order to make the transition to Daanvi. Before they can 
  do so, however, agents of the Emerald Claw steal the 
  authorization crystals they need to access the plane. 
  The party must race through the lightning rail to retrieve their 
  authorization crystals from the Emerald Claw agents, then 
  make a thrilling plunge at terminal velocity into Daanvi. There, 
  the characters find their plans hampered by endless red tape, 
  and they must navigate the legal system in the most orderly of 
  ways in order to return home with their prize.  
  RUNNING THE ADVENTURE 
  Perfect Timing is a linear adventure intended for five 3rd-level 
  characters and designed to take approximately 3 to 4 hours of 
  game time. If you find yourself with even more time to spare, 
  you may also wish to introduce the 5 bonus encounters. Each is 
  expected to add around 20 minutes to your game. 
   While running the adventure, look out for the following 
  formatting: 
   
  Text like this is intended to be read aloud or paraphrased for your 
  players. 
   
  Sidebars like this contain rules reminders, reveal background Eberron 
  lore, or point you to sources to learn more. 
   
   
  
   
  3 
   
  CAST OF CHARACTERS 
  Perfect Timing follows the player characters as they venture 
  forth to retrieve the Quintessence Engine. Below are characters 
  they encounter that will help or hinder them in their mission. 
  MAJOR CHARACTERS 
   
  Amaldi Kalkoran (Ah-MAL-dee KAL-kor-ahn). Amaldi, a refined 
  dwarf with a crew cut and a neatly trimmed beard, is an 
  associate of the Clifftop Guild. He specializes in obtaining maps 
  and adventure opportunities for the guild. He would love to 
  serve in a more traditional manner, but he faints at the sight of 
  blood.  
   Personality: I am charming, though a little eccentric. I like to 
  hear others’ stories and live vicariously through them. 
   Ideal: Enlightened Self-Interest. I always look out for Number 
  One first, though I’ll help others if it doesn’t inconvenience me 
  too much. 
   Bond: I owe Lhara a favor, and this job clears that debt from 
  my ledger. 
   Flaw: I’m very possessive of my things. 
   
  Rostan Losho (ROW-stan LOW-show). Rostan is a half-elf of 
  middling age, with salt-pepper hair and a long-hooked nose. He 
  is fanatically devoted to the cause of the Order of the Emerald 
  Claw. 
   Personality: I am a little twitchy, and will often break out into 
  a slight chuckle. I am unsentimental, pragmatic, and find 
  heroism laughable. 
   Ideal: All must embrace the Divinity Within. 
   Bond: The Order gave my life meaning when they saved my 
  life with vital supplies of food on the front line. I will never 
  betray them. 
   Flaw: I tend to ignore enemy spellcasters as cowards, and 
  prefer to engage in melee combat with the toughest-looking 
  opponent (preferably a paladin or cleric). 
   
  MINOR CHARACTERS 
  The party will also encounter many passengers aboard the 
  lightning rail, who are briefly described when they appear in the 
  adventure. As they do not have any direct bearing on the plot, 
  other than providing set dressing for the train exploration, they 
  are not included in the cast of characters. 
  ACROSS EBERRON CHARACTERS 
  The following characters give the initial quest for this 
  adventure, though they do not drive the ongoing narrative. They 
  are recurring characters in the Convergence Manifesto series, 
  so if you intend to continue the adventure path, you may wish to 
  spend time developing their characters. 
    
  Guild Handler Lhara (LHAR-ah). Lhara is a shifter with white 
  hair streaked with black. Her skin is pale, she has blue eyes, and 
  wears an eyepatch over the left. She holds a middling position 
  of authority within the Clifftop Guild. Lhara is the characters’ 
  handler inside Clifftop and is trying to increase the guild’s 
  coffers and reputation. 
   Personality: I am always calm, no matter what the situation. I 
  never raise my voice or let my emotions control me. 
   Ideal: Clifftop Adventurers’ Guild. The Guild is my home and 
  its members are my family. 
   Bond: I will prove that Clifftop is the best group of skilled 
  troubleshooters and that we can get any job done. 
   Flaw: I am very sarcastic, and it can be difficult for people to 
  tell when I am being serious. 
    
  Provost Nigel Faurious (NIGH-jel FAR-ee-us). The Provost is 
  very focused on his work and is often lost in thought. He seeks 
  to prove his theories on planar bodies and is willing to spend 
  the money required to build his strange device. 
   Personality: I am horribly, horribly awkward in social 
  situations and have little patience for any conversation that 
  doesn’t have to do with my work. 
   Ideal: No Limits. Nothing should fetter the infinite possibility 
  inherent in all existence. 
   Bond: My life’s work is the study of planar bodies and their 
  effects on Eberron. I must complete my work and be given the 
  recognition I deserve. 
   Flaw: Unlocking an ancient mystery is worth every coin of my 
  family fortune.  
   
  CLIFFTOP ADVENTURERS' GUILD 
  Eberron, of course, has its share of organizations dedicated to the 
  support and employment of exceptional individuals. Professional 
  adventurers in good standing might be invited to join the Clifftop 
  Adventurers’ Guild (WGtE 150, Sharn: City of Towers 52), based in 
  the Clifftop district of Upper Dura, Sharn. The CAG was founded one 
  hundred fifty years ago by a dwarf named Shekkal Korranor. The 
  current leader is Sumara Korranor, better known among her charges 
  as Summer. 
  The reputation of the CAG is well earned, and members are 
  expected to uphold the Guild’s virtuous principles. Their long-
  standing rivals, the Deathsgate Guild, have no such inclinations. 
  
   
  4 
   
  SCENE 1: A TIME AND PLACE 
  “The very fundamental laws of the cosmos will prove me 
  correct.” 
  —fragment of Provost Nigel Faurious’s Convergence Manifesto 
   
  The player characters receive a call from Lhara, their Guild 
  Handler, for another mission with the Clifftop Adventurers’ 
  Guild. The party meets in the entrance hall to the guild, where 
  Lhara greets them. Read or paraphrase the following: 
   
  Another day, another summons to the Clifftop Adventurers’ Guild for 
  another mission. You approach the increasingly familiar tower of drab 
  granite that houses the Guild you have come to call your own. 
  Entering the guildhall, you see a well-known figure, that of Lhara, your 
  Guild Handler. The shifter brightens as you enter, sauntering over to 
  you. 
  “Good, we’re all ready now! Provost Faurious has another mission 
  for you. This one is exceptionally...exhilarating. I know most our guild 
  members enjoy their initiation ritual, jumping from the towers of 
  Sharn. Well, this might bring back some fond memories.” Lhara bares 
  her fangs in an amused grin. 
   
  Lhara is a bit skeptical about Provost Nigel Faurious’s latest 
  mission, or at least, the method he’s chosen to complete it. But 
  she has confidence that he wants the adventurers to come back 
  alive, if only because he wants his artifact back in one piece. If 
  the party attempts to ask questions about the mission, Lhara 
  responds with a knowing smile and encourages them that the 
  Provost is best suited to answer their questions. Read or 
  paraphrase the following: 
   
  Lhara leads you and the others gathered with you through a maze 
  of stone corridors, statues lining the walkways. She pauses at the an 
  oaken door, opening it to reveal a study with a familiar man inside, 
  Provost Nigel Faurious. 
  He pulls his attention from the journal on the desk, giving you an 
  appraising look before nodding his approval at Lhara, who explains, 
  “Provost Faurious has located another artifact he needs for his 
  research. The professionalism of our Guild has impressed him, and 
  he’s retained our services for another job. Provost?” She turns 
  toward the scholar, prompting him to address your party. 
  Faurious steeples his fingers together and begins, an excited glint 
  in his eye. “After much searching through ancient texts, I have 
  obtained conclusive evidence of a marvelous artifact. It has been 
  unreachable for the last three centuries, but Daanvi, the Plane of 
  Perfect Order, will soon be coterminous, allowing us...or you, rather, 
  to step through to another plane, in search of this device.” He 
  pushes a sketch across the desk, which Lhara picks up and hands to 
  the nearest of you. You see a transparent sphere, inside of which are 
  what appear to be various tracks with balls rolling on them. 
  “You can keep that, you might need it to identify the artifact,” 
  Faurious remarks. “She’s called the Quintessence Engine, lovely thing 
  that she is. Not too big, perhaps as big as your handspan. To retrieve 
  the Engine, you’ll have to travel to a small manifest zone in Karrnath, 
  along the lightning rail line. You will need an authorization crystal, 
  made of Daanvian diamond, which allows you to access Daanvi itself. 
  A Clifftop associate, Amaldi Kalkoran, is in the process of procuring 
  one for each of you. You will meet him on the lightning rail at 
  Irontown, in Karrnath.  
  “According to the most reliable texts, once you pass through the 
  portal, the Engine will be right on the other side. You simply take it, 
  come back the way you came, and voila! Mission accomplished.” 
  Lhara clears her throat. “And perhaps you should mention how 
  they pass through the portal, sir?” 
  The Provost chuckles. “It’s a simple matter of riding the rail until 
  you near Krona Peak. The rail bridge crosses a deep river gorge 
  below. You, er, well...you merely jump off the railcar while holding an 
  authorization crystal, and before you hit the river….voila! Daanvi.” 
   
  The Provost, quite tickled with the dramatic entry needed to 
  enter Daanvi, stops talking at this point, curious to see the 
  characters’ reactions. A successful DC 15 Wisdom (Insight) 
  check reveals that he is nearly positive the process is safe, 
  though he’s quite glad to have adventurers do it for him, just in 
  case. The ancient texts aren’t precisely clear on what they’ll find 
  on the other side, but he’s quite sure the Quintessence Engine 
  will be visible upon their entry. It can’t be that complicated, 
  right?  
   
   What Does the Provost Know? The characters will certainly 
  have questions, which Faurious is willing to answer, to a point. 
  However, he is unwilling to give any indication of what he needs 
  the artifact for. If pressed, he reports that his work is of the 
  utmost delicacy, and he cannot risk someone stealing it before 
  his studies are complete. However, he is more than willing to 
  answer the following questions: 
  • What is a Quintessence Engine? The Quintessence 
  Engine is a perpetual motion device infused with the magic 
  of Daanvi, the Plane of Perfect Order. It never slows down, 
  never breaks, and keeps perfect time. Ancient texts suggest 
  that it is an integral part of a device used to track the 
  movement of the planes 
  • What is the Point of Order? There is a small Daanvian 
  manifest zone in Karrnath, along the lightning rail line 
  between Vulyar, close to Krona Peak. The area is unusually 
  orderly, with perfectly spaced rows of crops and perfectly 
  symmetrical trees, and in the middle, a perfectly straight 
  stretch of river, with boulders spaced at perfectly regular 
  intervals. The influence of Daanvi is strongest at a point 
  directly beneath the rail bridge, over a deep river chasm 
  that winds down from the Ironroot Mountains. The Provost 
  has dubbed this the Point of Order, and this is where he 
  plans the crossing to Daanvi. 
  
   
  5 
   
  • 
  Why are we jumping!? To ensure the success of the 
  transit to Daanvi, the Provost’s research indicates the 
  adventurers must be traveling at terminal velocity, the 
  perfect speed. Of course, this requires falling a 
  tremendous distance to do so. The Provost assures them 
  that if a character jumps from the railcar, free-falling into 
  the deep river gorge, there’s plenty of time to reach 
  terminal velocity and cross over to Daanvi before going 
  splat. There is almost no chance anything could go wrong, 
  the Provost assures them. 
  • 
  How do we return? The same way they came—jump. The 
  Provost’s research indicates that they will find themselves 
  at the top of a large administrative building, and they can 
  merely jump off of it to return in the other direction. 
  • 
  Should we use feather tokens or cast feather fall? 
  Unlike previous skydiving antics, feather tokens will be of 
  no use for this mission. The characters must be falling at 
  terminal velocity to be successful, so casting feather fall 
  would prevent them from entering Daanvi (and result in 
  the characters getting very wet in the river). 
  • 
  What are the authorization crystals? These 6-inch 
  objects are made of perfectly cut diamond mined in 
  Daanvi. They’re often used instead of identification papers 
  in Daanvi, and function similarly to a spellshard. But for 
  the party’s purposes, they’re just an access pass allowing 
  them into the plane. If the characters don’t have these 
  when they jump, they’ll just end up as a perfectly orderly 
  puddle of viscera. After much searching, Amaldi Kalkoran, 
  an associate of the Clifftop Guild, has just procured them 
  in a curio shop in Karrnath. Instead of traveling all the 
  way back to Sharn, Amaldi will meet the party on the 
  lightning rail. With Daanvi growing coterminous, and the 
  increased likelihood someone else will attempt the same 
  crossing, there is no time to waste. 
  TREASURE & REWARDS 
  Lhara offers the characters 200 gp each for the successful 
  procurement of the Quintessence Engine, and supplies them 
  with three potions of healing before they leave. 
  THE CLIFFTOP DISTRICT 
  Before departing on their mission, the characters may wish 
  to spend time exploring Clifftop. This diverse district, located 
  in the Upper Dura ward of Sharn, is dingy but offers a large 
  array of services and shops for adventurers. 
   Anything from the Player's Handbook is available for 
  purchase from its numerous shops. The party can visit the 
  Augury for divination, the Drunken Dragon for exotic drinks, 
  or get a 5% discount on equipment at the Dragon's Hoard.
   
  DAANVI, THE PERFECT ORDER 
  One of Eberron’s thirteen outer planes, Daanvi is a plane of 
  dispassionate order and strict adherence to the law. Perfect, orderly 
  fields and well-stocked garrisons dot the landscape of this plane. 
  Despite the well-ordered nature of this plane, Daanvi is not a utopia, 
  for law can be used as a tool for both peace and oppression. 
  Common residents of this plane include the sentient ant-like race 
  of formians, as well as celestials such as visilights and angels. In 
  addition, the plane is home to countless constructs, such as 
  inevitables (tasked with enforcing the laws of the universe) and 
  modrons (imbued with the essence of Order itself). 
  Some scholars suggest that when Daavni is coterminous with the 
  Material Plane, it can be correlated with periods of stability on 
  Eberron itself. 
  More information about Daavni can be found in the Eberron 
  Campaign Setting (page 94) and Eberron Campaign Guide (page 261). 
   
   
   
   
  
   
  6 
   
  SCENE 2: ALL ABOARD 
  The party readies for their rail journey, then embarks at 
  Terminus Station in Sharn. Their route will take them through 
  Breland, Aundair, Thrane, and Karrnath. Read or paraphrase 
  the following:  
   
  Nearly a week passes after your briefing with Lhara and Faurious, your 
  lightning rail travel punctuated only by a river-crossing into Karrnath 
  and a chilly day’s horseback ride from Vedykar to Vulyar. Finally, you 
  board yet another railcar in Vulyar, pleased to find your standard 
  passenger fares upgraded to a posh first-class cabin. After one more 
  day of enjoying the minibar and personal cooked-to-order meals, you 
  pull into Irontown, your scheduled rendezvous point and the last rail 
  stop before the manifest zone. 
  Just moments before departure, a dignified dwarf with a crew cut 
  and neatly trimmed beard pokes his head through the cabin door. He 
  asks with a hint of tension, “Clifftop Guild?” He studies you for a 
  moment before giving a smile and visibly relaxing. “I see you’ve 
  made yourselves comfortable. Mind if I join you?”  
   
  This is Amaldi Kalkoran, an associate of the Clifftop Guild. He 
  seems a little stressed because he thought he was being 
  followed to the lightning rail, but is now relieved to have made it 
  to the rendezvous without issue. He makes his way to the 
  minibar, helping himself to a scotch, neat. He then settles down 
  in a comfortable chair and makes his introductions to the party. 
  Amaldi moves unhurriedly, preferring to relax and unwind a bit 
  before getting down to business. He chats with the party about 
  their adventuring history and what led them to the Guild, if they 
  are willing. Eventually, Amaldi turns conversation to the 
  impending jump to Daanvi and the authorization crystals. 
   
  After some friendly small talk, Amaldi finally sighs. “And onto 
  business, I suppose. You aren’t really here to keep me company, 
  pleasant as I may be, eh?” He winks. “You want the authorization 
  crystals. Let me tell you, acquiring these was harder than I thought. 
  It’s a story about a handsome dwarf (that’d be me) having to fend off 
  the amorous clutches of a matronly human woman vying for the 
  same prize, with her less-than-amicable half-orc bodyguard. I just 
  need a drink and a chance to settle my nerves, you know?” 
   
   What Does Amaldi Know? Amaldi is glad to answer 
  questions. Even if the party does not ask, he should explicitly 
  mention the last two points, including how to use the crystals, 
  and to follow the law on the other side. He tells them the 
  following: 
  • 
  Who was following him? Amaldi isn’t certain that he was 
  being followed at all. But if he had to guess who else was 
  interested in the Daanvian diamonds…. he did hear 
  through the grapevine that Cannith East was looking for 
  them. While he doesn’t know anything about their plans, 
  Amaldi imagines the planes becoming coterminous has 
  something to do with it. 
  • 
  When do we jump? Amaldi assures them that he’ll be 
  there the whole time, and will be ready to point out the 
  exact spot to jump. He briefly describes that once the 
  lightning rail begins to climb toward Krona Peak, the 
  characters will begin to see effects of the manifest zone, 
  such as trees growing in perfect rows. Then the lightning 
  rail will cross a bridge over a deep chasm, and as long as 
  the characters all jump toward the river, they should end 
  up in the right spot. 
  • 
  How do we use the authorization crystals? Daanvian 
  citizens use them for identification, and they’re enchanted 
  to work much like a spellshard does. (Characters in the 
  world of Eberron would be familiar with these common 
  magic items, dragonshard crystals that allow information 
  to be stored and accessed by concentrating while touching 
  it.) But all the party needs to do is have one in their 
  possession to authorize their entry into the plane, then 
  jump. At the Point of Order, the strong influence of Daanvi 
  will make it easy for characters to jump exactly where they 
  want to, toward the river, without missing. As long as 
  every character is holding an authorization crystal, they 
  don’t need to do anything else, other than fall at terminal 
  velocity into the Point of Order. He explains that they 
  really only need one authorization crystal for the whole 
  group, as long as you’re holding hands everyone will end 
  up in Daanvi together. But it’s easier to give one to each 
  person, so he has enough for the whole party. 
  • 
  What will happen on the other side? Like Faurious, 
  Amaldi is unsure what lies on the other side of the Point of 
  Order. He does, however, give them one important 
  caution, which the Provost seemingly forgot to mention: 
   
  “One more thing you should remember. Daanvi is a plane where law 
  and order are held in the highest regard. When you get there, uh...just 
  try to dot your i’s and cross your t’s. Or if you’re not going to do so, 
  at least don’t get caught.”  
   
   
   
  
   
  7 
   
   
  After the party is done asking Amaldi about the jump into 
  Daanvi, read or paraphrase the following:  
   
  Amaldi heads to the minibar for another scotch, neat, enjoying the 
  comforts of first class. Meanwhile, a waiter pokes his head through 
  the door, bringing you a delicious lunch of boiled lobster, parmesan 
  risotto, and steamed vegetables. 
  After eating—and drinking—his fill, Amaldi leans back in his chair 
  with a grin. “I should give these to you before I forget,” he grins, 
  reaching in his jacket pocket for the authorization crystals. A 
  moment, and his smile fades as he frantically pats all his pockets and 
  rummages through his travel bag. 
  “By the Blood, they’re gone.” His face pales. “Oh no….that man in 
  the green scarf...” 
   
  Amaldi realizes, with mounting panic, that the authorization 
  crystals have been stolen. He is positive he had them just 
  minutes before boarding the lightning rail. Recounting his last 
  steps before entering the first-class cabin, he recalls being 
  bumped from behind by a broad-shouldered man in chainmail 
  and a green scarf, who brushed past him and boarded the first-
  class car just before him. He remembers seeing him head down 
  to the end of the car, toward the galley, but otherwise recalls 
  nothing about them. 
   
  THE LIGHTNING RAIL 
  A marvel of Cannith and Orien engineering, the lightning rail has 
  transformed the face of Khorvaire by creating a source of fast, reliable 
  transportation that can carry thousands of pounds of goods between 
  major cities. The lightning rail is powered by an air elemental bound 
  to the train engine, controlled by a dragonmarked Orien heir with a 
  set of lightning reins. Despite the name, the rail cars do not actually 
  travel on rails, but float over a track of magically reactive crystals 
  known as conductor stones. When the train passes over a conductor 
  stone, electricity arcs between car and stone, leading to its name, 
  lightning rail. When the bound elemental is propelling the train, it 
  averages a speed of 30 miles per hour. 
  The first experimental tracks were laid in the year 811YK, nearly 
  two centuries ago. They connected the cities of Flamekeep and 
  Fairhaven. King Jarot, the last King of Galifar, invested a large amount 
  of money into a public works project to connect all of the major 
  cities starting in 845YK. 
   
   
   
  
   
  8 
   
  SCENE 3: TO CATCH A THIEF 
  This “scene” is split into subscenes for each rail car the party 
  will encounter, including the galley car, dining car, passenger 
  car, steerage car, and cargo car.  
  RUNNING THE RAIL ENCOUNTERS 
  Before you begin gameplay, we strongly recommend 
  familiarizing yourself with the below guidance on running the 
  subsequent subscenes. 
  EMERALD CLAW AGENTS 
  Rostan Losho, the thief in a green scarf, is the leader of an 
  Emerald Claw operation to steal the authorization crystals, 
  enter Daanvi, and obtain the Quintessence Engine themselves. 
   Under his leadership, a group of Emerald Claw agents 
  boarded the rail in Irontown and scattered throughout the 
  various cars. Some of the agents are undercover Emerald Claw 
  operatives posing as normal passengers. Others are fully 
  armored Emerald Claw troopers. Statistics for both kinds of 
  Emerald Claw agents are detailed in Appendix A. 
   The Emerald Claw troopers are under the effects of a seeming 
  spell, cast by an associate shortly before they boarded. They are 
  disguised as lightning rail guards from House Deneith’s 
  Defenders Guild. Over the last few hours, they have been 
  secretly overpowering the real Deneith guards, tossing them out 
  of the rail cars. Several of the false “Deneith” guards are in the 
  cargo car. The rest have taken up regular Deneith guard posts 
  throughout the train to avoid suspicion. 
   While a seeming spell generally does not stand up to physical 
  interaction, the illusory armor of the Deneith guards is relatively 
  similar to the structure of the true Emerald Claw armor 
  underneath. While the appearance of their faces, helmets, and 
  insignia have been altered, the party is unlikely to otherwise 
  notice the difference upon a brief touch. If a character grapples 
  or otherwise makes extended physical contact with a disguised 
  Emerald Claw agent, they will notice the difference if they have 
  a passive Perception 13 or higher. Once a character has reason 
  to suspect the seeming illusion, they may use their action to 
  inspect the agent. A successful DC 14 Intelligence 
  (Investigation) check reveals that the agent is disguised, the 
  illusion becoming faint to their vision and revealing an armored 
  soldier underneath. The true form of the armored agents 
  includes a vivid green clawed hand insignia upon their armor, as 
  well as a distinctive helmet with a half-faceplate. Any character 
  who served in the Last War would immediately recognize their 
  Emerald Claw affiliation.  
   If the party attempts to tell a “guard” about the theft, they will 
  act respectful, but dismissive, as if assuming that Amaldi just 
  lost the diamonds before boarding the first-class car. If the party 
  is insistent, upon a successful DC 14 Charisma (Persuasion) 
  check, the agent makes empty promises to investigate, then 
  moves toward the head of the train. While this is ostensibly to 
  inform someone, they never do, and return to their post after the 
  party has gone to the next car. A successful charm effect such as 
  suggestion is suppressed any time an agent sees another 
  Emerald Claw member of a higher CR than them (see Seeker 
  Fanatic feature in stat block for more details). 
   The Emerald Claw are little more than fanatical terrorists, and 
  will fight to the death if given the chance, rather than 
  compromise their mission. They wear bands of loyalty (WGtE) 
  mounted with an emerald cut in the rough shape of a claw. 
  These rings instantly kill them if they are reduced to 0 hit 
  points. If the agents have the chance, they use their last breath 
  to mock the party for their futile efforts to stop the coming 
  triumph of the Order of the Emerald Claw. 
   Upon the death of a disguised Emerald Claw agent, the 
  seeming spell immediately loses effect, as it can only affect 
  creatures, not an object such as a corpse. The illusion 
  disappears, revealing the agent’s insignia of the Emerald Claw 
  and distinctive helmet. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  AUTHORIZATION CRYSTALS  
  Amaldi had 6 authorization crystals before the theft. Rostan 
  now holds one, and the rest are in the cargo car in the hands of 
  Emerald Claw troopers. None of the agents scattered through 
  other cars have an authorization crystal, so the party will have to 
  reach the cargo car to obtain them. 
   Make sure that by the end of the cargo car encounter, the 
  players have retrieved at least one of the crystals, but not all of 
  them (as the remaining Emerald Claw agents will use them to 
  enter Daanvi at the same time as the party). 
   The characters do not all need separate authorization crystals, 
  but can share one. As long as everyone jumping into the Point of 
  Order is touching someone holding a crystal, they will make the 
  transit without issue. 
   
  EXPLORING THE TRAIN 
  The party only has a few hours before reaching the rail bridge 
  and jumping into the Point of Order. They will only have time 
  for one short rest, which can take place any time before 
  opening the door to the cargo car in Scene 3F. If the party 
  attempts to take more than one short rest, you can encourage 
  them that time is of the essence and narrate that the mountains 
  
   
  9 
   
  in the distance are drawing closer. Or alternately, you can kick 
  down the door with a group of Emerald Claw agents. 
   Exploration of the lightning rail will be fairly straightforward 
  due to the linear nature of the rail cars themselves. Each car is 
  given its own subscene, but if the characters decide to split the 
  party, they can encounter multiple cars at once. The most 
  important part is that the party eventually reunite before 
  entering the cargo car, at which point they will cross into the 
  Daanvian manifest zone and jump off the rail bridge. 
   The information about various rail passengers is provided for 
  you to flesh out the background of a scene as needed, but it is 
  not essential that the party interact with every passenger unless 
  they so desire. As long as the party makes it to the cargo car and 
  kills one Emerald Claw agent, reclaiming their authorization 
  crystals, they will be successful on their mission. 
   The passengers do not participate in combat, but are present 
  in the railcar during some encounters. If needed, use the 
  commoner stat block (see Appendix A) for purposes of casting 
  AOE spells, calculating hit points for sleep, etc. 
   
  LAYOUT OF THE LIGHTNING RAIL 
  The party is traveling on the Mror Express, a lightning rail with 
  elemental cars at the front and back of the train, and six other 
  cars in between them. The party begins Scene 3 in a cabin on 
  the first-class car.  
   The configuration of this particular train is as follows: 
  • Elemental/Crew Car (active) 
  • First-Class Car  
  • Galley Car 
  • Dining Car 
  • Passenger Car 
  • Steerage Car 
  • Cargo Car 
  • Elemental/Crew Car (inactive) 
    
   The lightning rail cars have a door on each end of the car that 
  leads to an outside platform with a railing. This allows the 
  passengers to enter and exit at rail stations, as well as travel 
  from car to car while in transit. Each car has a path down the 
  middle, allowing passengers to quickly and easily pass through 
  each car. 
   This adventure is not written with the expectation that the 
  party will explore the crew car. Access to this car is restricted to 
  crew only, as it is where the bound air elemental is controlled, 
  and for security reasons, it is kept tightly locked. If the party 
  tries to access it, the “guards” inside, who are actually disguised 
  Emerald Claw troopers, do not open the door for any reason. 
  They instead yell through it that this car is restricted and entry 
  is prohibited. Upon a successful DC 18 Dexterity (Thieves’ 
  Tools) check, the party can unlock the door, but find the door 
  physically barred from the other side. The two guards inside 
  respond angrily that they are guilty of attempted trespassing 
  and will be heavily fined and kicked off the train if they do not 
  leave immediately. If the party wants to report a crime, they are 
  instructed to talk to the guards in the cargo car.  
   
  DM’S NOTE 
  While these guards inside the elemental car are Emerald Claw agents, 
  do not signal to the party that these are not legitimate guards unless 
  you want to add another combat encounter in this car. 
   
   The combat encounters on the lightning rail are 
  straightforward and not intended to be dependent on a 
  battlemap. Rather than using miniatures and maps drawn to 
  scale, you are encouraged to use theater of the mind for these 
  encounters. If you wish to use a battlemap, however, see 
  Appendix D for the layout of each car. 
  ACCESSING THE OUTSIDE  
  Characters may access the outdoors by exiting the doors at 
  either end of a rail car, where they can find a small platform 
  with a railing. 
   If the player characters attempt to throw their opponents off 
  the moving train, they can use the Attack action to make an 
  attack to shove a creature, rolling a Strength (Athletics) check 
  contested by the target’s Strength (Athletics) or Dexterity 
  (Acrobatics) check. If you want to keep the encounter exciting, 
  feel free to give the opponent a DC 12 Dexterity save to catch 
  themselves on the edge of the train (count this as Prone). 
   The party’s enemies will not use this same strategy on the 
  party. This adventure is written with the assumption that all 
  player characters reach the Daanvi manifest zone! 
   
  THE ORDER OF THE EMERALD CLAW 
  One of the most feared terrorist organizations in Khorvaire, the 
  Emerald Claw was once the dominant military force in Karrnath. In the 
  early days of the Last War, Karrnath suffered from wheat-blight and 
  famine swept the nation. The Blood of Vol, a minor religion in the 
  area, offered to assist—if they were made the national religion. King 
  Kaius I agreed to their terms, and a dark bargain was struck. The 
  Order of the Emerald Claw, a powerful knighthood of warriors and 
  necromancers, appeared seemingly overnight with vital relief 
  supplies, and the ability to raise fallen soldiers to bolster their ranks. 
  In the last decade, King Kaius III has ousted the Blood of Vol as the 
  state religion, and outlawed and disavowed the Order of the Emerald 
  Claw. 
  
   
  10 
   
  SCENE 3A: FIRST-CLASS CAR 
   
  HOP INTO BATTLE 
  After the party is finished talking to Amaldi, they only have a 
  couple hours before reaching the Point of Order, and need to 
  find the authorization crystals before they miss the manifest 
  zone—or worse, before someone else makes the jump into 
  Daanvi instead. 
   As the characters exit their elegant first-class cabin in search 
  of the thief, they hear a ruckus coming from the two other first-
  class cabins in this car. Read or paraphrase the following: 
   
  On the previous day of your journey from Vulyar, the occupants of 
  the other two first-class suites were quiet. However, it seems they 
  have disembarked at Irontown, and new occupants have taken their 
  place. The doors to both suites stand wide open, and you hear 
  raucous laughter and music coming from within. Walking closer, you 
  see a party in full swing, with nearly a dozen women dancing, 
  drinking, and shouting excitedly at each other. Two armored guards, a 
  man and a woman, stand in the hallway near the exit into the galley 
  car. The crests on their armor mark them as members of the 
  Defenders Guild of House Deneith. Both look ill at ease as they 
  glance between the partying women and the Clifftop adventurers. 
   
  Mendri is getting married in two weeks. Her future mother-in-
  law, Latral, felt a grand gesture was required to win her over, so 
  she booked two first-class suites for an all-day bachelorette 
  party. Mendri is getting the full House Orien VIP treatment, 
  given the exorbitant amount of money her mother-in-law paid. 
  The crew has been instructed to fulfill any reasonable request 
  she makes—so far she’s asked for exotic drinks and extravagant 
  food. 
   One of the guests invited on the trip is an up-and-coming 
  mixologist. She is known for using the poison of exotic frogs 
  from Xen’drik to enhance the intoxicating effects of various 
  spirits. Normally she would dispense the hallucinogenic poisons 
  from vials, but this time she’s brought a small aquarium of tiny 
  live frogs on board. Part of the show is to demonstrate that the 
  poison is real and that it comes right from the source. She offers 
  them a drink. For any character that accepts, the diluted venom 
  gives them a lingering sense of bravado, granting them 
  advantage on all saves against being frightened until their 
  next long rest. However, that same sense of bravado comes at a 
  cost: they’re too confident in their abilities to read others, giving 
  them disadvantage on all Wisdom (Insight) checks for the 
  same period of time.  
   If the characters ask about a potential thief, the women report 
  they have not seen anything, and any Wisdom (Insight) checks 
  reveal that they are being honest. They have been distracted and 
  not paying attention to what’s going on outside. 
   
  BONUS ENCOUNTER A (SOCIAL) 
  The doors to the sleeping and living spaces are all wide open 
  and the party is happening simultaneously in all four rooms. If 
  the characters enter the bachelorette party to interact with the 
  guests, some of the women assume that the adventurers are 
  entertainers, and start cheering for them to begin their routine 
  for the bride-to-be. If any of the characters play along, have them 
  roll a Charisma (Performance) check. If more than one 
  character does so, they may each roll their own check. Refer to 
  the below table for the results of their roll: 
   TABLE: ENTERTAINING PERFORMANCE 
  DC 
  Result 
  Under 10 
  The women laughingly boo and hiss at the dancer. 
  10 – 15 
  The women good-naturedly cheer and toss the 
  dancer 5 gp as a tip for their performance. 
  16 or 
  above 
  The bride-to-be winks and presses 15 gp into the 
  dancer’s hand, while the other women laugh 
  uproariously. 
   
  ENCOUNTER (EASY DIFFICULTY) 
  There appear to be two Deneith guards posted in the hallway, a 
  man and a woman, ostensibly guarding the bachelorette party. 
  However, these are not actually Deneith guards, but two 
  Emerald Claw troopers under a seeming spell (see 
  introduction to Scene 3 for more info). They were stationed 
  here to watch Amaldi’s cabin. The Emerald Claw did not know 
  that the adventurers were working with Amaldi until they saw 
  them in the cabin together, identifying them as associates. The 
  “guards” will not interfere as long as the adventurers remain in 
  the first-class car interacting with the women at the 
  bachelorette party. However, they will not allow them to pass 
  through to the galley car. 
   When the Clifftop characters finish interacting with the guests 
  and attempt to exit to the galley car, the guards block their way 
  with their flails. “You can’t go through here, stay in your cabin,” 
  one orders gruffly. No amount of persuasion or intimidation will 
  convince the Emerald Claw troopers to let them through. A 
  successful DC 12 Wisdom (Insight) check reveals that the 
  guards are acting unusual, as there should be no reason for 
  them to prevent a first-class passenger from roaming the rest of 
  the train. 
   Since the guards are already suspicious of the party, they 
  cannot be surprised by any attack. When the characters do not 
  comply with the guards’ demands by returning to their cabin, 
  the guards will lay their hands on the handles of their flails as a 
  warning, then after another moment, attack. 
   With the eruption of sudden fighting in the hallway, the 
  bachelorette party guests begin to panic, jumping, shrieking, 
  and scrambling about the cabin. One of them accidentally 
  knocks over the aquarium of frogs, which begin to scatter, 
  jumping around the room and into the hallway. 
   
   
   
  
   
  11 
   
   Environmental Effect: At the top of each round of combat, 
  the loose frogs jumps wildly onto two random participants in 
  the combat. These characters must make a successful DC 12 
  Constitution saving throw against poison. Upon a failure, they 
  begin to suffer hallucinations that make it hard to focus on 
  combat, and are poisoned, giving disadvantage on attack rolls 
  and ability checks. At the end of each of their turns, a poisoned 
  character can make another Constitution saving throw. On a 
  success, the poisoned condition ends. You are encouraged to 
  personalize the description of the hallucinations for each player 
  character.  
   When the first Emerald Claw trooper is struck down, read or 
  paraphrase the following: 
   
  As the life leaves the guard’s prostrate form, the shape of their 
  helmet shifts, and you see a distinctive half-faceplate covering much 
  of their face. The Deneith crest fades from their chainmail, replaced 
  with the insignia of a clawed hand in vivid green. You realize their 
  former appearance was an illusion—these are certainly not Deneith 
  scions! 
   
  Any character who served in the Last War will immediately 
  recognize the insignia and helmets, which identify the false 
  guards as agents of the Emerald Claw. If the party searches 
  their body, they find no authorization crystal. However, a 
  successful DC 10 Intelligence (Investigation) check reveals they 
  each wear a ring sporting an emerald cut in the rough shape of 
  a claw. These magical rings are bands of loyalty and ensure that 
  the agents die when they reach 0 hp. 
  FROG-CATCHING 
  Once combat is over, the characters can offer to help catch the 
  remaining frogs hopping around the first-class car. You may 
  encourage them to improvise their own creative methods, or 
  alternately, they can do so with a successful DC 14 Wisdom 
  (Animal Handling) check, rolled with advantage if more than 
  one character is doing so. A failed roll of 8 or below leads to a 
  frog jumping on another character, causing hallucinations for 
  another three rounds (you may select a character who didn’t 
  previously experience the hallucinations in combat, or 
  determine the target randomly). This does not have any 
  mechanical downside once combat is over, so the description of 
  their hallucination is just added for flavor. 
   If the party sticks around long enough to help clean things up, 
  the grateful women offer a bottle of Thronehold Cabernet, from 
  a limited run of very expensive wine produced to celebrate the 
  end of the Last War. This bottle is worth 50 gp. 
   
   
   
  
   
  12 
   
  SCENE 3B: GALLEY CAR 
   
  SNAKES ON A TRAIN 
  The characters leave their first-class rail car, stepping out for a 
  moment onto a platform between two cars. Read or paraphrase 
  the following: 
   
  The wind whips past your faces as you stand on the platform 
  between your first-class railcar and the galley car beyond. The cars 
  rock gently, and trails of lightning are visible under your feet, 
  crackling off of the conductor stones onto the train. There’s a 
  moment of disorientation as you step off one car onto the next, but 
  your body adjusts after a few heartbeats. The door in front of you, 
  emblazoned with the Orien unicorn, opens easily beneath your hand. 
   
  Entering the next car, the party finds themselves in the galley 
  car. On one side, an unlocked door leads to a shared living 
  quarters for the kitchen staff, and on the other side, a row of 
  small rooms contain bunks for sleeping, each door locked. A 
  successful DC 13 Dexterity (Thieves’ Tools) or DC 13 Strength 
  (Athletics) check will allow the characters to access the sleeping 
  quarters, but they find nothing of interest, just personal effects 
  of the lightning rail staff.
   Proceeding down the hallway, the characters see a massive 
  kitchen, with a door to one side that leads to an extensive 
  pantry.  
   
  As you enter the kitchen, you smell a cacophony of delicious odors, 
  and the flurry of many chefs and other kitchen staff hard at work 
  creates an enormous din. After another moment, it becomes evident 
  that the chaos is in fact highly organized, as the chefs deftly 
  maneuver around each other while preparing food for the lightning 
  rail passengers. Off to one side, laid upon a long counter, you see 
  two large eggs, over two feet long each, covered in a thin sheet of 
  ice. An elven woman in the uniform of a waiter eyes you skeptically 
  and approaches. “I’m sorry, the kitchen is closed to guests. Did you 
  need a meal? I can have it delivered to your cabin right away.” 
   
  The kitchen staff are clearly busy, and the waiter, Meriel, will 
  attempt to usher the party back to their first-class car, though 
  she is not a guard and will not stop anyone attempting to pass. 
   If the party asks, Meriel explains that the iced eggs are giant 
  snake eggs, part of tonight’s dinner feast for first-class 
  passengers. None of the staff have paid attention to anyone who 
  passed through the car. 
   
   
  
   
  13 
   
  BONUS ENCOUNTER B (EASY DIFFICULTY) 
  Any character with passive Insight 13 or higher will notice that 
  one of the chefs, a human woman named Hanna, is watching 
  the party with suspicion while trying to pretend she’s not 
  watching them at all. Hanna and three of her fellow chefs 
  (Yesperios, Toordar, and Sandry) have no association to the 
  Emerald Claw whatsoever. They are accomplished cooks who 
  have been serving on the lightning rail for nearly a decade. The 
  four of them are old friends...and deserters from the Karrnathi 
  military. They fled the fighting, took on new identities, and 
  began life anew a few years before the Last War ended. They 
  started as dishwashers in Thrane, and over time learned how to 
  really cook. After opening a small restaurant, they were 
  discovered by a representative from House Orien. They were an 
  instant hit on the lightning rail and have never looked back. 
  However, they have recently been transferred from the Five 
  Nations Express, which runs between Breland and Thrane, to 
  this stretch of rail line in their native Karrnath. The chefs now 
  live in fear of their false identities being discovered, worried 
  they will be sent back to stand trial for desertion. 
   Hanna is watching the party with suspicion and fear because 
  she believes she recognizes one of them from her old unit in 
  Karrnath. If one of the characters has a military background in 
  Karrnath, you can establish that they actually know each other, 
  and the character remembers her and the other chefs 
  disappearing from active duty many years ago. If none of the 
  player characters are from the Karrnathi military, it’s merely a 
  case of mistaken identity. 
   Hanna grows increasingly nervous if the party tries to speak 
  with her. If they begin casting a spell, brandish a weapon, or 
  attempt to intimidate her, Hanna gives into her paranoia, acting 
  in panic. She grabs a pot of boiling water from the nearby stove 
  and throws the hot water on the three large eggs. The eggs were 
  being chilled and the addition of boiling water immediately 
  cracks the shells. The chef kicks the eggs toward the characters. 
  Two baby giant snakes emerge (see Appendix A) and attack, 
  while Hanna yells to her companions, “We’ve been discovered!”  
   With the snakes crawling around, the kitchen staff panics and 
  things become even more chaotic. Two other chefs and the 
  kitchen porter hide in the pantry and close the door. The waiters 
  flee toward the dining car, closing and locking the door behind 
  them. 
   
   Hanna, Yespeiros, Toordar, and Sandry (four military 
  deserter chefs, see Appendix A), attack the party out of 
  desperation, believing their freedom to be in jeopardy. A 
  successful DC 14 Charisma (Intimidation or Persuasion) check 
  will immediately prompt them to surrender. Otherwise, after 
  both the snakes are dispatched, or after one of the deserters 
  falls unconscious or dies, they will surrender, realizing they’ve 
  been beaten. They beg, “Please, don’t kill us! We never meant to 
  hurt anyone! Just don’t send us back, this is our life now!” 
   This encounter does not need to end in the death of the chefs, 
  and if the party wishes to keep them alive, you are encouraged 
  to roll death saving throws for them and allow the characters to 
  heal them as desired. 
   Treasure. Hanna and her companions plead with the party 
  not to turn them into the authorities, sharing their story if 
  prompted. As incentive, Hanna offers her gourmet chef’s knife 
  (dagger), which is perfectly balanced, exquisitely crafted, and 
  sports a fine green gemstone in its pommel. It is worth 50 gp. 
   Regardless of whether the characters turn the chefs in, the 
  chefs are grateful to be alive. If given a chance, they produce a 
  basket of preserving, filling it with delicious leftovers from last 
  night’s meal, including tribex filet mignon, Aundairian garlic 
  loaf, and strong Karrnath ved cheese. 
   
  BASKET OF PRESERVING 
  Wondrous Item, Uncommon 
  This small basket opens into an extradimensional space that can hold 
  up to 20 pounds of material, not exceeding a volume of 2 cubic feet. 
  Food and other perishable items do not age or decay while inside a 
  basket of preserving. The basket always weighs 3 pounds, regardless 
  of its contents. Retrieving an item from the basket requires an action. 
  If the basket is overloaded, pierced, or torn, it ruptures and is 
  destroyed, and its contents are scattered in the Astral Plane. If the 
  basket is turned upside down, its contents spill forth, unharmed. 
  Breathing creatures inside the basket can survive up to a number of 
  minutes equal to 10 divided by the number of creatures (minimum 1 
  minute), after which time they begin to suffocate. 
  Placing a basket of preserving inside an extradimensional space 
  created by a bag of holding, portable hole, or similar item instantly 
  destroys both items and opens a gate to the Astral Plane. The gate 
  originates where the one item was placed inside the other. Any 
  creature within 10 feet of the gate is sucked through it to a random 
  location on the Astral Plane. The gate then closes. The gate is one-
  way only and can't be reopened. 
   
   
   
  
   
  14 
   
  SCENE 3C: DINING CAR 
   
  OF FORKS AND SWORDS 
  Once the party moves onto the dining car, read or paraphrase 
  the following: 
   
  The benches that line the dining tables are nearly empty, only a 
  handful of passengers here in the time between meals. Near you, 
  three men cheerily clink their pint glasses together and chug a glass 
  of ale. From the empty pitchers and shot glasses collecting in front 
  of them, you gather they are quite inebriated. 
  Their attention is focused on two small dinosaurs in the middle of 
  the car, performing at the behest of a female halfling who barks 
  commands with a grin on her face. 
  On the far end of the car, a grizzled half-elf man wearing a green 
  scarf and battered chainmail is speaking quietly to two human men 
  and one woman, all dressed in utilitarian Karrnathi fashion. They are 
  doing their best to ignore the chaos on the other side of the car. 
  While they have pint glasses in front of them, the ale is nearly 
  untouched. 
   
  This car has six long wooden tables with benches on either side. 
  Five full-time attendants staff the dining car, serving food and 
  beverages, and cleaning up after each passenger finishes their 
  meal. 
   While there is room for a full car of 72 standard fare 
  passengers to sit and eat a meal together, the tables are mostly 
  empty at the moment. Only a few passengers sit scattered about 
  in this time between meals. 
   The three human men, one older gentleman and two much 
  younger fellows, all share a strong family resemblance. One of 
  the younger men (Brewster) is going to be married soon. His 
  fiancée and her friends are having a bachelorette party in the 
  first-class car. He and his father (Durant) and brother (Trent) 
  have been drinking all morning. His future father-in-law (Manzil) 
  is passed out in their cabin in the passenger car. 
   Just beyond them, a female halfling (Zhara) is commanding 
  her two small bipedal dinosaurs (Muffin, Snuggles) to perform 
  various tricks. As they obey her orders, the men cheer again and 
  drink. Zhara is of the Black Sands tribe from the Talenta Plains. 
  She is an entertainer, and the dinosaurs are both her beloved 
  companions and her livelihood. 
   At the far end of the car sits a half-elf, Rostan, accompanied by 
  three humans. Rostan Losho (see Appendix A) is the leader of 
  the Emerald Claw agents on this mission, and the one that stole 
  the authorization crystals from Amaldi. He is under the same 
  seeming spell as the false Deneith guards, although his disguise 
  includes an emerald scarf. The three humans beside Rostan, 
  one woman and two men, are undercover Emerald Claw 
  operatives, though they are not veiled in an illusion, and wear 
  normal street clothing. 
   
  ENCOUNTER (HARD DIFFICULTY)  
  The group of Emerald Claw agents notices the party’s approach 
  and falls silent, and the three humans start to nonchalantly 
  drink the ale in front of them. While they do not recognize the 
  party, their leader, Rostan, is paranoid about being caught. He 
  makes a quip to the others, laughs abruptly, then quickly slips 
  out the far exit to the next car to alert other agents of possible 
  interference. 
   
   If the party chooses to approach the three remaining 
  operatives, they eye the party skeptically, then return to sipping 
  their ale. If the characters try to engage them, they make an 
  excuse that they are going home to Krona Peak, are tired, and 
  don’t feel like talking. If the party presses them about their 
  identity or mission, they grow suspicious of this group emerging 
  from the direction of Amaldi’s first-class cabin, and attack.  
   
   If the party chooses to pursue Rostan before talking to his 
  friends who remain in the cabin, they will have to immediately 
  act to stop him by casting hold person or the like. Otherwise, as 
  he is seated right by the far exit, he easily makes his escape 
  within seconds, long before they can reach him. When the party 
  tries to follow, they find the exit door to the next car barred from 
  the other side. 
   Both of the male Emerald Claw operatives approach and offer 
  their “assistance” with the door. The female operative moves 
  toward the halfling Zhara, as if watching her dinosaurs with 
  amusement. A successful DC 14 Wisdom (Insight) check 
  reveals the men have no intent of helping. 
  • 
  If the party refuses assistance, the operatives by the door 
  draw their weapons and attack. Meanwhile, the female 
  agent moves toward Zhara, preparing to press a dagger to 
  her throat. 
  • 
  If the party agrees to accept their “help,” the men stall and 
  muck around with the door for nearly a minute, giving 
  Rostan ample time to disappear. Eventually, they steps 
  back to let the party try to open it, then as soon as the 
  party’s attention is on the door, they draw their weapons 
  and attack. 
  In the first round of initiative, the female operative presses a 
  dagger to Zhara’s throat (use commoner stats for the halfling). 
  The operative hollers at the party, “Come near me and she 
  dies!” She then tells Zahra to command the two deinonychus 
  (see Appendix A) to attack the party. Zhara immediately does so, 
  and otherwise does not move a muscle. The operative holding a 
  blade to her neck has readied an action to attack Zhara if any 
  party members come too close or attempts an attack, and her 
  first attack will automatically hit, taking Zhara to 0 HP. If the 
  characters express an interest in saving Zhara, roll death saving 
  throws for her. Otherwise, she bleeds out and dies. 
   The halfling begs the party not to kill her babies, yet she 
  continues to give the dinosaurs commands to attack the party so 
  long as her life is in danger. They will continue until Zhara tells 
  them to stop or they are reduced to 0 hit points. Once the 
  Emerald Claw agent holding her is dispatched, if Zhara is still 
  
   
  15 
   
  conscious, she commands the dinosaurs to stop. One dinosaur 
  will stop immediately, but the other takes one more round for 
  her to calm down. If Zhara is killed, her dinosaurs will continue 
  to follow her last command until their death. 
   The three drunkards cheer on the dinosaurs during the 
  combat but do not participate in the fight. The attendants take 
  cover under the closest tables. Once the fighting ends one of 
  them heads toward the front of the train to notify a guard. They 
  do not return for several minutes, by which point the party has 
  most likely proceeded down the train. If they choose to linger, 
  however, the attendant returns slightly disgruntled that the 
  guards will not leave their post in the crew car to handle a 
  “squabble.” 
   Treasure. The three undercover Emerald Claw operatives 
  have no identification papers, or authorization crystals. 
  However, a successful DC 10 Intelligence (Investigation) check 
  reveals they each wear a ring sporting an emerald cut in the 
  rough shape of a claw. These are bands of loyalty and ensure 
  that the agents die when they reach 0 hp. Additionally, one of 
  the men has a Mark of Making on his left forearm. 
   
  DM’S NOTE 
  Cannith East’s cold-hearted leader, Zorlan d’Cannith, is rumored to 
  worship the Blood of Vol, and there could be a link between Cannith 
  East and the Emerald Claw. While this possible connection is not 
  confirmed in this adventure path, one of the Emerald Claw agents in 
  the dining car is a marked Cannith heir. If you wish to explore this 
  issue further in your own campaign, between missions for the 
  Clifftop Guild, feel free to integrate more hints as to this connection. 
  For more information on Cannith East’s ties to Karrnath and the 
  Blood of Vol, see Dragonmarked page 19-20. 
    
  OPENING THE DOOR 
  When the party attempts to open the door to the passenger car, 
  a successful DC 14 Strength (Athletics) check can be used to 
  force the door open, where they find a now-bent flail was 
  jammed in the door mechanism. A successful DC 12 Thieves’ 
  Tools check allows them to remove the door from its hinges. 
  Either check may be rolled with advantage if another party 
  member assists. If the party is unable to open the door, after 
  another minute, a passenger attempts to enter the dining car 
  from the passenger car beyond. The passenger is easily able to 
  unbar the door from that side, and opens it quizzically. At this 
  point, the party may proceed into the next car. However, when 
  they do, they see no sign of the man they pursue—in the time it 
  took them to gain entry, he has slipped away, heading to the 
  cargo car to alert his team about potential interference. 
   
   
  
   
  16 
   
  SCENE 3D: PASSENGER CAR 
   
  A CIRCUS OF CONVERSATION 
  As the party continues through the rail cars, they enter the 
  passenger car. Read or paraphrase the following: 
   
  As you make your way into the passenger car, you hear beautiful 
  music drifting from the far end of the car, perhaps a trio playing 
  percussion, strings, and wind instruments. Most of the twelve cabins 
  have their doors open, suggesting their occupants are enjoying the 
  impromptu performance. 
   
  The passenger car contains twelve modest cabins with bunks 
  on each wall and a cushioned bench between. Each cabin is 15 
  feet by 15 feet. The cabin numbers proceed from 1 to 12 as you 
  walk through the car toward the end, with odd numbers on the 
  right, even on the left. The characters do not necessarily need to 
  interact with every cabin; the information on each occupant is 
  provided in case the party wishes to do so, so that you can flesh 
  them out further.  
  CABIN 1 (DOOR OPEN) 
  Three young adult gnomes (Brenton, Nasir, Hollis) sit quietly, 
  trying to enjoy the music. The fourth young gnome (Elden) 
  keeps spouting off facts about the lightning rail. Every so often 
  one of the listeners says “we don’t care” to the rail aficionado. 
  When the party passes by, he’s talking about safety procedures 
  and what to do in case of an emergency, not that this rail has 
  ever had any problems since its inception. The three see their 
  chance to escape from their boring colleague and suggest the 
  characters should sit and talk rail for a while. If the party does 
  so, the three friends hastily head for the dining car, supposedly 
  to get some ale. Elden will continue rattling off rail trivia and 
  answer any question about the lightning rail and its history. He 
  has a 90% chance of knowing the correct answer to any lighting 
  rail-related questions he’s asked. The other 10% of the time he’ll 
  make something up, never admitting ignorance. 
  CABIN 2 (DOOR OPEN) 
  An elderly human couple (Redd and Anika Ombiru) are reading 
  different sections of today’s Korranberg Chronicle and enjoying 
  each other’s company. The woman grumbles as she reads each 
  story, proclaiming her disbelief and outrage at current events. 
  Her husband nods and makes an affirmative noise each time, 
  clearly not paying attention to anything she’s just said. The 
  music is barely audible in their cabin. 
   They are quite friendly toward strangers dressed nicely, but 
  averse to anyone carrying weapons or visibly dirty. If engaged in 
  conversation they tell the characters that since the war ended 
  they’ve traveled across Khorvaire. They love traveling by 
  lightning rail. 
   Anika’s locket was stolen just before she boarded the lightning 
  rail today, but she has not yet noticed it’s missing. A pickpocket 
  took it, and is now in the steerage car. If the characters recover 
  it and realize whose it is by recognizing Redd’s picture inside it, 
  she will offer them 25 gp as thanks for its return. 
  CABIN 3 (DOOR CLOSED) 
  The door is closed to this cabin, but not locked. A successful DC 
  10 Wisdom (Perception) check allows a character to hear a 
  woman’s voice, making up words to sing along with the music 
  that emanates from farther down the car. Inside, a dwarven 
  woman, Kiara, is singing along to the faint music to soothe her 
  three children, Kylan, Grif, and Evelyn. The kids look tired and 
  are nearly asleep. If the party knocks, she continues singing, but 
  changes the words of her makeshift song to sing louder, 
  something along the lines of “Go away, the children are trying to 
  sleep.” If the party attempts to enter, she will shoot them an 
  angry look and hold her finger to her mouth to shush them.  
  CABIN 4 & 5 (DOOR CLOSED) 
  Empty. The door is closed to these cabins, but not locked.  
  CABIN 6 (DOOR OPEN) 
  Four large, muscular hobgoblin males (Malaak, Haakan, 
  Vathaas, Goderr) are conversing in Goblin. They are sharing a 
  few ales when the characters pass by. If any character 
  understands Goblin, they overhear these four discussing plans 
  to head to the car where the bachelorette party is taking place. 
  They stop speaking if anyone seems to understand what they’re 
  saying. If asked about their plans, they respond in Common, 
  telling the party to mind their own business and move along. A 
  successful DC 12 Wisdom (Insight) check reveals they are 
  anxious about something. A successful DC 14 Charisma 
  (Persuasion or Intimidation) check leads them to confess that 
  they are out-of-work former soldiers trying their hand as exotic 
  dancers. This is their first assignment and they’re all nervous. It 
  is clear they’d rather face an enraged dragon than a party of 
  enthusiastic women. 
  CABIN 7 (DOOR CLOSED) 
  Manzil, the father of the bride from the first-class car, is passed 
  out drunk in this cabin. He cannot be roused, but snores loudly. 
  If a character approaches him, they quickly note he reeks of 
  alcohol. 
  CABIN 8 (DOOR CLOSED) 
  Empty. The door is closed to this cabin, but not locked.  
  CABIN 9 (DOOR OPEN) 
  A mature female elf (Milvirri Phiarlan), an accomplished 
  architect from Korth, draws a rough blueprint of a building on 
  the window, making corrections, and humming to the minstrel’s 
  tune as she does. Her three apprentices, a young male dwarf 
  (Raph), and two young female half-elves (Willa, Anja), transcribe 
  her doodling onto parchment, asking “why did you do that” or 
  “what about this” every few minutes. There are numerous books 
  and scrolls scattered about the cabin. All three welcome a 
  distraction from their work and are happy to chat with the 
  characters.  
  
   
  17 
   
  CABIN 10 (DOOR CLOSED) 
  BONUS ENCOUNTER C (EASY DIFFICULTY) 
  Three passengers are in this cabin, a half-orc male (Kosvek) and 
  two human females (Thadora and Ulitta). Thadora is an 
  Emerald Claw trooper, and Kosvek and Ulitta are Emerald 
  Claw operatives. Rostan has tipped them off to possible 
  pursuit. The door is closed, but not locked. A successful DC 14 
  Wisdom (Perception) check can overhear movement inside. 
   If the party knocks or attempts to enter, the half-orc opens the 
  door, standing beside it, and the two women greet the party with 
  playing cards in hand. They are apparently in the middle of a 
  game, and their response is friendly despite the intrusion. They 
  relate that they are headed to a family birthday party in the 
  Ironroot Mountains. However, a successful DC 15 Wisdom 
  (Insight) check reveals they’re lying. 
   The cabin is already crowded, but the agents attempt to 
  persuade one of the party to enter the cabin with them, perhaps 
  to play cards, or under pretenses of needing help wrapping a 
  gift. If they can do so without making the party suspicious, 
  Thadora immediately slams the door after one character enters, 
  shutting the rest of the party out. Roll initiative, after which the 
  operatives attack the one character in their cabin. If they 
  successfully knock out the first character, only then they will 
  open the door to attack the rest. It will take a successful 
  Strength (Acrobatics) check, contested by Thadora’s Strength 
  (Acrobatics) check, to reopen the door. Characters may roll with 
  advantage if another party member is helping them push. 
   The operatives are not under the effect of a seeming spell, and 
  are wearing street clothes. After the battle, a successful DC 10 
  Intelligence (Investigation) check reveals all three agents wear 
  identical rings sporting an emerald cut in the rough shape of a 
  claw. These are bands of loyalty and ensure that the agents die 
  when they reach 0 hp. The cabin also has 1 potion of greater 
  healing and 1 potion of heroism. These Emerald Claw agents do 
  not have authorization crystals. 
  CABIN 11 (DOOR OPEN) 
  The music is originating from this cabin, but it is not a group of 
  musicians, despite the sound. Instead, the cabin holds one 
  warforged bard (Ensemble), a special envoy model who was 
  designed for musical performance with built-in instruments. He 
  plucks and strums the musculature at his midsection with one 
  hand, producing the sounds of strings. Meanwhile, he taps his 
  foot, which creates the sound of a drum, and moves his other 
  hand to and fro as air passes through varied holes in his fingers, 
  creating the sounds of horns. Ensemble’s voice is the perfect 
  complement that ties all of the sounds together. The spectacle is 
  unusual and beautiful. The sounds are harmonious and 
  soothing. He makes it looks so effortless but it’s apparent that 
  years of practice were required. 
   The bard is performing an aria that will take another hour to 
  complete. He pauses only briefly to change his posture when he 
  needs to make a different sound, and otherwise does not stop. 
  CABIN 12 (DOOR OPEN) 
  Four human monks (Isabell, Endra, Marlan, Azeem) sit in awe 
  of the bard’s performance. It’s clear they’ve never seen or heard 
  anything like this before. Marlan appears to be crying, as if the 
  music has moved him spiritually. 
   These four cloistered monks are traveling across Khorvaire to 
  experience all the world has to offer. They’ve just begun their 
  journey and are eager to meet new people and experience new 
  things.  
   
   
   
   
   
   
  
   
  18 
   
  SCENE 3E: STEERAGE CAR 
   
  STAMPEDE! 
  As you enter this cabin, you are overcome with a wave of noise. This 
  cart is full, with nearly two hundred people all talking, napping, or 
  entertaining themselves in this car with simple wooden benches. At 
  the far end of the car, two well-armed guards survey the crowd, 
  keeping the peace. 
   
  The steerage car can hold up to 200 passengers. It is currently 
  filled close to capacity. This car is simple, devoid of any 
  eccentricities or niceties. The only features in this car are 16 
  wooden benches divided evenly into two rows, plus two 
  washrooms at the end of the car. There is supposed to be a 
  center aisle that is kept clear at all times, but that rarely 
  happens in these crowded cars. 
   Tensions can ride high in the cramped steerage car, as 
  passengers jockey for personal space. Pickpockets take 
  advantage of the cramped quarters to ply their trade. 
  Experienced travelers know to keep their valuables close at all 
  times, or even better, purchase a higher fare and avoid steerage 
  altogether.  
   Passengers traveling steerage are not permitted to leave the 
  steerage car and wander the train. No meals are served and 
  passengers must bring their own provisions onboard with them. 
  Barrels of fresh water are replenished each day for passengers 
  to drink and wash with. 
  BONUS ENCOUNTER D (EASY DIFFICULTY) 
  When the party passes through steerage toward the cargo car, 
  they are clearly more affluent than the average steerage 
  passenger, and become marks for pickpocketing. As they pass 
  through the car, two thieves attempt to steal from them.  
   The two pickpockets (see Appendix A) each make one 
  Dexterity (Sleight of Hand) check, contested by the character’s 
  passive Perception. If successful, they succeed in stealing 
  something of value without detection. The thieves seek coins or 
  other small valuables at the DM’s discretion, then try to blend 
  into the crowd with a Dexterity (Stealth) check. If unsuccessful, 
  the targeted character immediately becomes aware of the 
  attempted theft, and the thief tries to escape with a Dexterity 
  (Stealth) check. 
   The other party members that are not being targeted have 
  disadvantage (-5) on their passive Perception to notice the 
  pickpocketing of their companions, due to the press of the 
  crowd, their focus on their own belongings, and attention on the 
  guards ahead. If a character notices the pickpocketing but their 
  passive Perception loses sight of the thieves after they hide in 
  the crowd, they may make an active Wisdom (Perception) check 
  to spot the thief. Characters that did not see the theft may not 
  search for them, as they did not see who it was. 
   If nobody in the party witnesses the theft, or if the thieves 
  successfully hide in the crowd, you can inform any unaware 
  victim that they notice after a moment that they are missing 
  something. The party can easily convince the passengers to help 
  identify known or suspected thieves with a successful DC 12 
  Charisma (Persuasion) check. Offering at least 2 sp of coin for 
  assistance gives advantage on this check.  
   Once singled out, the thieves will deny any wrongdoing, then 
  will fight the characters to keep their prizes. The other 
  passengers make way for the combat, clearly not the first they 
  have seen aboard a steerage car, while the guards look on with 
  surprising disinterest, as they are actually Emerald Claw 
  troopers and unconcerned with keeping order. 
   As there are no legitimate guards on board the lightning rail, if 
  the party wishes to keep the thieves alive, they may have to find 
  creative ways to bring them to justice. Solutions might include 
  tying them up and leaving them under the watch of attendants 
  in the dining car or throwing them off the railcar and leaving 
  them to fend for themselves. 
   Treasure. If the party searches the thieves, a successful DC 
  12 Intelligence (Investigation) check discovers that one thief has 
  a beautiful silver locket in his pocket, inscribed with the initials 
  AO on the back. Inside is a picture of an older human man—if 
  the characters interacted with Anika and Redd Ombiru in the 
  passenger car, they will recognize this as his picture. It was 
  stolen from Anika shortly before boarding the lightning rail, but 
  Anika is unaware that it has been taken. While the locket itself 
  is only worth 5 gp, if the party returns it to Anika, she offers 
  them a reward of 25 gp and her sincere thanks. 
   
  
   
  19 
   
  ENCOUNTER (MEDIUM DIFFICULTY) 
  As the party approaches the “guards” keeping passengers out of 
  the cargo car, these two Emerald Claw troopers recognize 
  them due to Rostan tipping them off. They will not allow the 
  party to pass into the cargo car under any circumstances.  
   A plainclothes Emerald Claw operative is hidden among the 
  passengers. If the party attempts to talk their way into the cargo 
  car instead of attacking the guards outright, the hidden agent 
  attacks first. Before the encounter begins, roll a Dexterity 
  (Stealth) check for the hidden operative, contested by the 
  passive Perception of the characters. Any character who does 
  not notice them is considered surprised on their first turn in 
  combat. If the operative is unnoticed by the target of their 
  attack, their first attack is made while hidden, thus with 
  advantage. 
   As soon as fighting begins, the mass of steerage passengers 
  erupt into frightened chaos at the sight of Deneith guards 
  engaged in a pitched battle with the party. They attempt to flee 
  to the passenger car. Player characters can pass through the 
  panicked crowd as difficult terrain. During the first round of 
  combat, the entire car (90 feet by 35 feet) is difficult terrain, and 
  attacks while in the crowd are made at disadvantage due to the 
  press of others in their space. At the end of every round,  
  enough passengers clear out to free up another 25 feet  
  toward the cargo end. At the end of Round 4, the entire  
  car can be traversed freely, the car having mostly 
  emptied of passengers, the remainder huddled under  
  benches out of the way. 
   Treasure. As with the false guards encountered in  
  the first-class car, as soon as these agents are  
  defeated, their illusory Deneith attire shifts into  
  that of the Emerald Claw. These agents do  
  not have authorization crystals. However, a  
  successful DC 10 Intelligence (Investigation)  
  check yields a key that will open the door to  
  the cargo car beyond. Each of the agents  
  wear a ring sporting an emerald cut in  
  the rough shape of a claw. These are  
  bands of loyalty and ensure that the  
  agents die when they reach 0 hp.  
   
  
   
  20 
   
  SCENE 3F: CARGO CAR 
   
  LEAP OF FAITH  
  The cargo car, which is kept locked at all times, consists of one 
  very large enclosed room that’s 100 feet by 25 feet. Small doors 
  at the end of the car allow passengers and crew to gain access 
  to the storage area. Larger sliding doors open on either side of 
  the car to allow for easy loading and unloading of large cargo.  
   The middle of the room is piled with cargo, creating difficult 
  terrain (but also providing ample opportunity for hiding behind 
  various large items). There is a 5-foot passageway between the 
  stacked cargo and the interior wall, allowing easy passage 
  around all four walls of the car. 
   At the moment the party enters this car and rolls initiative, 
  there is less than a minute before the train enters the Point of 
  Order. 
   
   If the characters use a key to open the door, found on the 
  body of an agent in the previous car, each character may make a 
  DC 12 Dexterity (Stealth) check. Upon a success, they are 
  considered hidden from all the agents inside the car and have 
  advantage on their first attack. If all the characters succeed in 
  their check, the agents inside the car are surprised and take no 
  action the first round. 
   
   If the party does not use a key, they discover the lock is more 
  secure than the ones used in the other cars, requiring a 
  successful DC 16 Dexterity (Thieves’ Tools) check to unlock, or 
  DC 16 Strength (Athletics) check to force open. If they open the 
  door using Thieves’ Tools, the characters may roll stealth as if 
  they had a key. If they kick the door down, the Emerald Claw 
  agents clearly hear them coming and are not surprised, though 
  individual characters may still be hidden for their first attack. 
   
  Depending on how the characters enter the cargo cart, they 
  encounter one of three situations inside. 
   
   If the party enters the room undetected by all agents, read 
  or paraphrase the following: 
   
  As the door swings open, you see a large cargo car, easily a hundred 
  feet long. The middle of the car is piled with cargo, with a narrow 
  passageway allowing access along all four walls. The cargo includes 
  mining supplies, crates, packages, and oversized passenger luggage.  
  While the train is in motion, the large cargo doors on the sides of 
  the car are usually securely locked. However, as you enter, you see 
  one of the two doors is already ajar, and a guard stands on each side 
  of it, working a lever as the large cargo doors begin to slide further 
  open. The wind begins whipping through the cabin as the landscape 
  flies past beyond the open doors. Three more guards stand nearby, 
  watching the proceedings, and beyond them, a familiar khoravar with 
  green scarf. They do not seem to notice you. 
   
  If the party opens the door successfully but are noticed by 
  the agents, read or paraphrase the following: 
   
  As the door swings open, you see a large cargo car, easily a hundred 
  feet long. The middle of the car is piled with cargo, with a narrow 
  passageway allowing access along all four walls. The cargo includes 
  mining supplies, crates, packages, and oversized passenger luggage.  
  While the train is in motion, the large cargo doors on the sides of 
  the car are usually securely locked. However, as you enter, you see 
  one of the two doors is already ajar, and a guard stands on each side 
  of it, working a lever as the large cargo doors begin to slide further 
  open. The wind begins whipping through the cabin as the landscape 
  flies past beyond the open doors. Three more guards stand nearby, 
  watching the proceedings, and beyond them, a familiar khoravar with 
  green scarf.  
  He narrows his eyes and gives a dark laugh. “Well, lads, looks like 
  Amaldi’s cohorts have come for the same prize that we have. Let’s 
  give them a warm welcome, shall we?” 
   
   If the party is unsuccessful in opening the door, the 
  Emerald Claw agents in this car hear them attempting to enter. 
  The two Emerald Claw operatives move to either side of the 
  doorway, while Rostan Losho and the three Emerald Claw 
  troopers attempt to hide in the luggage near the half-open cargo 
  door, each rolling a Dexterity (Stealth) check. One of the 
  operatives then flings the steerage door open, triggering an 
  initiative roll. The characters are not surprised at the start of 
  combat, because the operatives are visible. In the first round of 
  combat, the hidden Emerald Claw agents will prefer to make 
  their first attacks on characters they successfully hid from, so as 
  to gain advantage on their attacks. Read or paraphrase the 
  following: 
   
  As you try unsuccessfully to open the door, it suddenly swings open, 
  seemingly of its own accord, to reveal a large cargo car, easily a 
  hundred feet long. A walkway runs along the sides of the car, and the 
  middle is piled with cargo, including mining supplies, crates, 
  packages, and oversized passenger luggage.  
  You see one of the two large cargo doors on the side of the car 
  standing half open. The wind begins whipping through the cabin as 
  the landscape flies past beyond the open doors. 
  In the split second that your mind processes this information, you 
  realize that the car is not empty. A guard springs into motion on each 
  side of the door, swinging their flails, and three more emerge from 
  behind piles of luggage, sending a volley of crossbow bolts your way. 
  On the far side of the car, a familiar khoravar with a green scarf gives 
  a dark laugh. “The Engine belongs to the Emerald Claw!” 
   
   
  
   
  21 
   
  THE FIGHT BEFORE THE FALL 
  Rostan Losho and the five Emerald Claw agents (two Emerald 
  Claw operatives and three Emerald Claw troopers) will fight 
  fiercely to hold off the party. Rostan and the troopers fight from 
  the back lines, using chill touch and light crossbows, as they 
  eagerly await the Point of Order. They send the lower-ranking 
  operatives forward into melee in order to buy time. Their goal is 
  not to end the fight now, but to survive long enough to continue 
  the fight on the other side. As the first Emerald Claw agent is 
  downed, the character(s) with the highest passive Perception 
  notice an authorization crystal falling out of a pouch at their 
  waist. Read or paraphrase the following: 
   
  The first of the Emerald Claw agents fall, the life slipping from their 
  lungs. As their body hits the ground, the illusory Deneith crest on 
  their armor once again fading to the green clawed hand, you see light 
  glimmer upon an object that rolls out of a pouch at their waist. It is a 
  large, perfectly symmetrical diamond, about six inches long. 
  As the diamond catches your eye, you see it lies upon a floor 
  spattered both with fresh blood, as well as darker, drying tracks of 
  crimson. It looks as if several bodies were dragged toward the door, 
  though there are no bodies in sight. 
   
  Anyone in the party can pick up the authorization crystal as an 
  object interaction during their turn. The agent also wears a ring 
  sporting an emerald cut in the rough shape of a claw, a band of 
  loyalty to ensure that the agent dies when they reach 0 hp. The 
  blood marks on the floor are from the real Deneith guards who 
  were overcome, one by one, and tossed off the railcar many 
  miles back. 
   One round after the first Emerald Claw agent dies, the 
  remaining agents will all take the Disengage action to jump out 
  of the car without provoking opportunity attacks. The remaining 
  scenes are written with the expectation that Rostan makes it 
  alive into Daanvi—it is unlikely that the party will have killed 
  him yet, but if they do, you can give his lines in Daanvi to 
  another of the agents without changing the outcome of the 
  adventure. Likewise, if the party manages to kill more than one 
  agent in a single round, you will just need to adjust the number 
  of agents in the future narrative and encounters to match. 
   Read or paraphrase the following: 
   
  As you fight a pitched battle beside open doors, out of the corner of 
  your eye, you notice a change in the landscape below. You have been 
  climbing in elevation, nearing Krona Peak, and you realize the trees 
  flying past you have begun to grow in perfect rows, and the perfectly 
  symmetrical clouds above you part, revealing the sun shining down 
  upon the perfectly arranged conductor stones ahead. You have only 
  seconds before you reach the Point of Order. 
  An agent by the door calls out, “Rostan! The Point of Order is 
  here!” In response, the green-scarved khoravar’s eyes widen in 
  anticipation. The Emerald Claw agents all reach into pouches at their 
  waists, producing crystals identical to the one you obtained from the 
  fallen agent. 
  Suddenly a chasm opens beneath the rail, and you see a perfectly 
  straight river carving its way through, the boulders within it spaced 
  perfectly evenly apart. Without hesitation, Rostan dashes out of your 
  reach and throws himself out of the railcar, his associates doing the 
  same as their bodies hurtle toward the river far below. 
   
  If the party has not picked up the dropped authorization crystal 
  by now, they have one round to do so and jump out of the car 
  into the river. They might only have one crystal to share 
  between them, but as long as they jump holding hands, 
  everyone will make the transition with any issues. When the 
  party is ready to jump, read or paraphrase the following: 
   
  You throw yourself out of the car as it crosses the rail bridge over the 
  deep river chasm, your companions falling beside you. You plummet 
  down through the chill air, the wind tearing at your form as you fall 
  faster and faster toward the water below. Just before you strike the 
  perfect ripples, the world around you slows, then freezes in place, and 
  you feel yourself being pulled in more directions than you thought 
  possible from the three dimensions you inhabit. 
  A flash in your vision, a chill up your spine, then you find yourself 
  hurtling again….but this time, upward, strangely at an angle, your body 
  a giant projectile toward the top of a single building of white stone, a 
  perfect cube, as wide as it is tall—and it is very, very tall indeed. In the 
  middle of the roof, there is a large dome. At first glance it seems 
  circular, but you soon notice it has 12—no, 13 sides that meet in a 
  high domed ceiling. Each of the 13 sides of this dome has an arched 
  doorway. 
  As you arc through the air, you can see endless fields beyond the 
  building on one side, perfectly tilled, with large ant-like creatures 
  working the fields at even intervals. On the other side, a sprawling 
  city lies as far as the eye can see, its symmetrical buildings lining 
  perfectly straight streets. 
  As you gain altitude, your flight slows, and at the apex of your arc, 
  you find the flat roof of the white building rushing up to meet you. 
   
  Every character must make a DC 12 Dexterity saving throw to 
  land on their feet. On a failure, they take 1d6 bludgeoning 
  damage. 
   
  DM’S NOTE: EMERGENCY FEATHER FALL 
  If a character panics and casts feather fall as soon as they transition 
  to Daanvi and find themselves hurtling through the air, they do not 
  immediately halt their flying arc and descend straight down before 
  reaching the building (as the spell only affects their rate of descent, 
  not ascent, and has no effect on horizontal movement). They, and any 
  other creature affected by the spell, will continue to arc upwards and 
  over, toward the building. Once over it, they will descend into a soft 
  landing, taking no damage. 
  
   
  22 
   
  SCENE 4: POINT OF ORDER 
  The party finds themselves landing on the flat roof of an 
  enormous white Daanvian administrative building with a dome 
  in the center. The Emerald Claw agents, who jumped out of the 
  railcars sooner than the party, are already dashing inside. The 
  dome is filled with constructs known as modrons, all hard at 
  work. Read or paraphrase the following: 
   
  You hurry toward the dome in pursuit of the disguised Emerald Claw 
  agents. Inside, you see strange creatures bustling about, simple 
  automatons shaped like circles, cubes, and pyramids with arms and 
  legs. They pay you no mind, intent upon their own tasks. 
  There is a thirteen-sided metallic dais in the exact center of the 
  room. Its surface appears to be the face of an unusual clock, 13 arms 
  sweeping it at precise intervals. Each arm is a different length, and 
  they’re all moving at different speeds, as if tracking different 
  phenomena. In the center of the clock rests a transparent sphere 
  about as wide as a human’s hand span. Inside the sphere, you see 
  shiny metallic balls of varying sizes rolling around, some slowing 
  down, others speeding up. The balls follow malleable metallic tracks, 
  which shift and change position quickly. They almost remind you of a 
  pianist’s fingers moving up and down the scales of a piano. This must 
  be the Quintessence Engine.  
  Rostan, the man in the green scarf, has paused halfway across the 
  room, three of his men waiting around him. They watch another one 
  of their companions rush toward the dais, climbing over the arms of 
  the clock and attempting to pry the Quintessence Engine out of its 
  protective casing. In the process, they bend one of the clock arms. At 
  this, some of the strange constructs, their bodies comprised of two 
  blocks stacked atop each other, swarm the dais. Some immediately 
  begin to remove the damaged arm and bringing a new one in its 
  place, and others attempt to escort the Deneith-armored agent off 
  the dais. 
  As the constructs approach, the agent begins to indiscriminately 
  attack those closest to him, swinging his flail left and right. Instantly, 
  a pillar of light shoots down from the ceiling, paralyzing him for a 
  moment, before disappearing as quickly as it came. He falls down 
  dead, cracking his head on the floor. 
  The blocky creatures efficiently clean up the body, also removing 
  the floor panel that has a few smears of blood on it. It is clear that 
  they are replacing any objects that were made “imperfect” in any way. 
  A multi-layered, automated voice resonates in the chamber, 
  speaking in an unusual foreign tongue that you nonetheless 
  understand perfectly, “Object designated for Reconstruction. 
  Replacement is present and being installed immediately.” Once the 
  imperfect arm and floor panel are replaced, the unusual clock 
  continues its movement, powered by the Quintessence Engine. 
   
   
  As this happens, Rostan and his three remaining troopers stand 
  quite cautiously off to the side. They watch the quick 
  annihilation of their comrade with consternation and shoot 
  concerned glances at the Engine. While they are just out of 
  earshot, they appear to be discussing how to obtain it. 
   A cube-shaped construct with wings, known as a quadrone, 
  approaches the party. Another one approaches Rostan and his 
  agents. 
   The quadrone greets the party in a strangely even, plodding 
  language that they do not understand. Upon seeing their lack of 
  response (or confusion), it cycles through several other tongues 
  before finally intoning calmly in Common:  
   
  “It is regrettable that he was unwilling to keep the peace. He would 
  not have been punished for damaging the equipment, we modrons 
  only approached to replace it, as is our purpose. We understand that 
  imperfections will occur, he would have been forgiven. However, he 
  resorted to wanton violence and rage. Such imperfections must be 
  purged from this plane.” 
   
   What Does the Quadrone Know? The quadrone then 
  presents them with enough crimson badges for each of them to 
  pin onto their shirts, explaining that this identifies to the other 
  modrons which language they speak. 
  • 
  What are you? What are all these creatures? “All of the 
  constructs in this chamber are modrons. We are imbued 
  with the essence of order and exist to maintain it. I am 
  called a quadrone, one of the most advanced of base 
  modrons. The others you see are monodrones, duodrones, 
  and tridones. They are significantly more limited in their 
  ability to understand and interact with non-modrons.” 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  23 
   
  • 
  What is that clock for? What does it do? The clock keeps 
  perfect time and tracks the movement and locations of the 
  13 planes of existence, as well as the orbit of Eberron’s 12 
  moons. Characters may determine this for themselves 
  without asking if they succeed on a DC 15 Intelligence 
  (Arcana) check. If asked why the clock tracks that data, 
  the quadrone matter-of-factly replies “Calculations,” and 
  does not elaborate. 
  • 
  We need the Engine, can we have it? “It is fulfilling its 
  purpose in the perfect order of things. Unless it is 
  removed from service due to imperfection, like the objects 
  the rogue element contaminated, it will remain forever. 
  You are free to go admire it. Please do not contaminate it, 
  however, or it too will be replaced, and you will be asked 
  to leave the dais to avoid future imperfection.” 
  • 
  What happens to the items that are removed? “All 
  objects in this chamber must reflect perfection. When they 
  no longer do so, they are decommissioned. The imperfect 
  objects have been removed from service, and are sent to 
  the Deconstruction Zone outside the city walls for 
  recycling.” 
  • 
  Can we have the recycled items? At this question, the 
  quadrone pauses to process the question. “Why would you 
  want it? It is now imperfect.” Once the party explains, it 
  answers. “You may requisition anything if you wish to 
  recycle it yourself.” It extends one arm in the direction of 
  the Emerald Claw agents, and you see that there is a 
  staircase set in the floor right next to them. The quadrone 
  gives careful directions to the Requisitions Department, 
  thirty-five floors down, third door on the left. 
   
  The intent is to signal to the party that they can obtain the 
  Quintessence Engine by making it imperfect in some way. A 
  small dent, a streak of purple paint, even an illusory mark made 
  with prestidigitation would cause the modrons to automatically 
  remove it from service, sending it to the Deconstruction Zone, 
  on the other side of the city outside the walls. After this, it is 
  available for request from the Requisitions Department. 
   
  DM’S NOTE 
  If the characters do not come up with this idea (or another non-
  violent solution that avoids them running into issues with the 
  Daanvian criminal justice system), you can give Rostan the idea to 
  make the Engine “disorderly” himself, as he is receiving similar 
  information from another quadrone. He cautiously walks up to the 
  platform, pulls an orange out of his pack, and smears it all over the 
  Quintessence Engine. He then chuckles smugly, quickly leaves the 
  dais, and as the modrons descend on the Engine, he and his agents 
  dash downstairs. 
   
  Once the Quintessence Engine has been “marred” in some way, 
  read or paraphrase the following: 
   
  The Quintessence Engine no longer meets the modron’s exacting 
  standards. Once again, they rush in, quickly removing the disorderly 
  object. A multi-layered, automated voice resonates in the chamber, 
  once again speaking in another tongue you nonetheless understand, 
  “Object designated for Reconstruction. Replacement time: 
  Undetermined.” Meanwhile, the modrons bearing the Engine move to 
  a small glowing platform, and after a moment, they vanish, apparently 
  teleported away. 
  Across the chamber, Rostan chuckles smugly. Reaching to a cord 
  around his neck, he grasps a small black orb suspended from it. As he 
  clenches his fist and crushes it in a flare of green fire, a soft green 
  glow covers him and his agents. As they move toward the stairs, their 
  limbs blur with speed as they move with inhuman speed down the 
  stairs and out of sight. 
   
   
   
  
   
  24 
   
  SCENE 5: RED TAPE 
  As the party heads down the stairs, they lose sight of the 
  Emerald Claw agents, who have apparently been hasted. The 
  characters hike down 35 flights of stairs (out of hundreds more), 
  eventually reaching the Requisitions Department. Read or 
  paraphrase the following: 
   
  As you enter the room labeled Requisitions Department, you see 13 
  long lines, filled with all manner of creatures. Bland peaceful music 
  plays from an unseen source overhead. On the far right side of the 
  room, you see the Emerald Claw agents waiting halfway through one 
  of the lines, dozens of creatures already queuing behind them. The 
  agents are tapping their feet impatiently, though the creatures around 
  them all appear to be perfectly content to wait as long as needed. 
  JUMPING THROUGH HOOPS 
  To complete the requisition process before the Emerald Claw 
  agents, the party will need to perform a series of ability checks. 
   If the party fails on two or less of the following steps, they beat 
  Rostan and his Emerald Claw goons to the Engine, and he will 
  attempt to take it from them. If the party fails on three or more 
  of the following steps, it takes them too long to reach their goal. 
  They will race to the Destruction Zone, but find that Rostan 
  entered just before them and obtained the artifact. Whichever 
  group reaches the Quintessence Engine first will have an 
  advantage in the final confrontation. 
  STEP 1) WAITING IN LINE 
  The party will need to proceed to the front of the line in an 
  orderly manner. 
   If they try to cut through line to reach the Emerald Claw 
  agents, they are immediately locked in place by another beam of 
  light, paralyzed, then approached by a construct in the shape of 
  a five-pointed star, bearing an eye on each point. This is a 
  pentadrone, the highest authority of the “base” modrons, and it 
  ushers them to the back of the line. The party should receive the 
  impression that order reigns supreme here, and there is no way 
  to reach the Emerald Claw agents at the moment.  
   Every character may attempt a DC 15 Wisdom (Perception) 
  check to pick the fastest-moving line. 
   
  • 
  Upon a success, the party notices that the third line on 
  the left is moving faster than the others. They reach the 
  front of the line before the Emerald Claw agents. Read or 
  paraphrase the following: 
   
  You wait patiently in line for what seems like forever. In front of you 
  are three ant-like creatures gazing at each other, not a word spoken, 
  and yet you sense they are deep in conversation. Behind you waits a 
  plate-armored celestial with wings of fire, followed by two cloaked 
  figures floating several inches off the ground, their masked faces 
  concealing a luminous ball of light. Your line moves painfully slowly, 
  but the Emerald Claw agents move slower yet. There are still several 
  creatures in front of them by the time you reach the front of your 
  own line and approach the winged cube manning the counter. 
   
  • 
  Upon a failure, the party selects a slow-moving line, and 
  the Emerald Claw agents get to the front of the line first. 
  Read or paraphrase the following: 
   
  You wait patiently in line for what seems like forever. In front of you 
  are three ant-like creatures gazing at each other, not a word spoken, 
  and yet you sense they are deep in conversation. Behind you waits a 
  plate-armored celestial with wings of fire, followed by two cloaked 
  figures floating several inches off the ground, their masked faces 
  concealing a luminous ball of light. Your line moves painfully slowly, 
  and you are only halfway to the front before you see the Emerald Claw 
  agents reach the front of the line and begin conversing with the 
  winged cube manning the counter. They take a stack of paper from 
  the modron then gleefully rush out of the room. 
   
  Regardless of the outcome of the ability check, the characters 
  gain the benefits of finishing a short rest while waiting in line. 
  STEP 2) REQUISITION FORM 
  Upon reaching the front of the line, another quadrone greets the 
  party impersonally and efficiently, prompting them to “State 
  your purpose.” After the party explains what they want, they are 
  handed a five-page application. Read or paraphrase the 
  following: 
   
  “The application process is straightforward,” the modron assures you. 
  “Please complete this requisition form and proceed through those 
  doors to the Requisition Submission Room, where you will be 
  licensed for object retrieval.” 
  You make your way to the next room, where there are another 13 
  lines, though you’re relieved they’re slightly shorter than in the last. 
  You select a line, then while you wait, work painstakingly to fill out 
  the requisition form you were given. In front of you, a group of 
  perfect humanoids make quiet conversation, their skin bluish-purple, 
  hair and eyes in metallic hues. They keep a cautious distance from a 
  tall handsome red-skinned devil with a confident grin, a mass of long 
  curved horns surrounding his form and extending far into the air.. 
   
  One character may attempt a DC 14 Intelligence (Calligrapher’s 
  Supplies or Forgery Kit) check, tools not required. If nobody is 
  proficient in either, they may roll a straight Intelligence check 
  without the proficiency bonus. 
   
  • 
  Upon a success, the characters find the paperwork 
  bizarre, but manage to complete it. Read or paraphrase 
  the following: 
   
  
   
  25 
   
  When you reach the front, another quadrone carefully inspects your 
  handiwork, then nods. “You have met minimum compliance 
  standards. Once I confirm your identification, we can process your 
  license application. Authorization crystal please?” 
   
  • 
  Upon a failure, their paperwork is rejected due to 
  bureaucratic mistakes. Read or paraphrase the following: 
   
  When you reach the front, another quadrone carefully inspects your 
  application, then shakes its head. “This application does not meet 
  minimum compliance standards. ‘N/A’ is not a proper response to 
  ‘Essential Cosmic Attunement,’ and you have not filled in a value for 
  ‘Projected Time of Death.’ This application is denied. Please try 
  again.” It pushes another 5-page application across the counter. After 
  another hour spent filling it out and waiting in the line again, you 
  finally meet their approval. “You have met minimum compliance 
  standards. Once I confirm your identification, we can process your 
  license application. Authorization crystal please?” 
  STEP 3) PROPER IDENTIFICATION 
  Khorvarian dentification papers are not recognized in Daanvi, 
  and one of the characters will need to obtain a valid Daanvian 
  ID in the form of an authorization crystal to apply for a license. 
   Any artificer, wizard, or character proficient in Arcana would 
  recognize that the authorization crystal operates like a 
  spellshard, allowing information to be easily reviewed, and 
  possibly even modified by someone with sufficient knowledge. 
   If the party presents one of their authorization crystals without 
  altering it first, it is quickly rejected as belonging to another 
  creature. Read or paraphrase the following: 
   
  The quadrone concentrates on the authorization crystal for a 
  moment, then responds, “Denied. You are not Pak’cha, a formian 
  from Sector 203D. This crystal will be returned to the designated 
  citizen. If you do not have identification, you may apply for temporary 
  authorization from the Identification Bureau.” The creature does not 
  return your crystal.  
   
  The party may attempt either of the following options:  
   
   3a) Authorization Crystal Hack: A character may attempt a 
  DC 15 Intelligence (Arcana) check to modify any remaining 
  authorization crystal in their possession. They may roll with 
  advantage if another character with Arcana proficiency assists 
  in the attempt. 
   
  • 
  Upon a success, he identification crystal is successfully 
  modified to reflect their own identification information. 
  Read or paraphrase the following: 
   
  You slip out of the Requisition Submission Room and find a quiet 
  corner. After carefully inspecting the spell matrix embedded in this 
  diamond, you are able to realign the magical energy contained within. 
  You are delighted that you have successfully altered the authorization 
  crystal. No longer does it indicate you are a formian named Tan’Thak 
  from Sector 48F, but rather, contains your own personal information. 
   
  • 
  Upon a failure, the crystal hack is unsuccessful. Read or 
  paraphrase the following: 
   
  You slip out of the Requisition Submission Room and find a quiet 
  corner. You carefully inspect the spell matrix embedded in this 
  diamond, but are unable to alter it to hold your own personal 
  information. As you are not a formian named Tan’Thak from Sector 
  48F, you head to the Identification Bureau in disappointment. Hours 
  later, after presenting your ID papers from Khorvaire and explaining 
  your unique situation to at least 4 different individuals, you finally 
  emerge with your own temporary paper ID card. The Bureau assures 
  you that your authorization crystal will be ready for pickup within 2-3 
  weeks, but this will work in the meantime. 
   
   3b) Identification Bureau: The party may choose to follow 
  the more legal process, visiting the Identification Bureau for 
  official papers, no check necessary. However, if they choose this 
  option, it is counted as a failure for the purposes of beating 
  Rostan to the Quintessence Engine. 
   Upon choosing to visit the Identification Bureau, read or 
  paraphrase the following:  
   
  With little enthusiasm, you head down another 20 flights of stairs to 
  the Identification Bureau to obtain your own identification. Hours 
  later, after presenting your ID papers from Khorvaire and explaining 
  your unique situation to at least 4 different individuals, you finally 
  emerge with your own temporary paper ID card. The Bureau assures 
  you that your authorization crystal will be ready for pickup within 2-3 
  weeks, but this will work in the meantime. 
   
   
   
  
   
  26 
   
  BONUS ENCOUNTER E (PUZZLE) 
  STEP 4) OPERATION LICENSE 
  If your players enjoy puzzles and you have extra time, this 
  optional encounter gives the party a chance to complete a 
  Sudoku puzzle as part of the application process. Otherwise, 
  this step can be omitted without affecting the outcome of the 
  adventure by skipping ahead to Step 5. 
   After presenting the proper identification, the characters head 
  back to the Requisition Submission Room. Read or paraphrase 
  the following: 
   
  You head back to the Requisition Submission Room and wait in yet 
  another line. Once you reach the front, you triumphantly present your 
  official identification to the quadrone. After a careful review, it pushes 
  a cylinder, the size of a scroll, across the counter to you. “After 
  confirming you are competent to operate an object of this 
  complexity, you will receive final approval for its acquisition. Please 
  decipher the passcode and return for authorization.” 
   
  Cylinder Puzzle. The cylinder the party is given is about 12 
  inches long and has a diameter of 2 inches. There is text on the 
  cylinder. Some of it is fixed, but the rest keeps shifting and 
  changing, as if the ink is alive and wants to be a new letter as 
  soon as it finishes becoming the one it is now. It’s beautiful and 
  distracting at the same time. 
   The inscription on this cylinder must be deciphered. Etched 
  on the exterior of the tube’s cylinder are a series of squares and 
  letters. There are nine squares running down the length of the 
  tube and another nine squares around its circumference. Some 
  of the squares contain a single letter while others are shifting 
  through nine possible letters. 
   This is a standard Sudoku puzzle, but uses letters rather than 
  numbers. Give each player their own separate printed copy of 
  the puzzle (See Appendix B: Cylinder Puzzle Player Handout). 
  To complete the puzzle, the players need to fill all empty 
  squares so that the nine different letters appear exactly once in 
  each row, column and 3x3 box (See Appendix C: Cylinder 
  Puzzle Key). Upon completing it, a phrase will appear in the 
  middle row of the puzzle.  
   Characters with higher Intelligence scores should have a 
  better grasp of how to solve this kind of puzzle, even if the 
  player does not. Have each character roll an Intelligence check. 
  Consult the table below to determine how many bonus answers 
  each character receives.  
   TABLE: BONUS ANSWERS 
  Intelligence Check 
  Bonus 
   
  0 – 10 
  0 
   
  11 – 12 
  1 
   
  13 – 14 
  2 
   
  15 – 16 
  3 
   
  17 – 19 
  4 
   
  20 – 22 
  6 
   
  22+ 
  8 
   
   
  For any characters that roll above a 10, consult the puzzle key 
  in Appendix C. For each bonus answer earned, fill in one of the 
  answers from the green highlighted squares on the key, going in 
  order from top to bottom, left to right. (For example, if a 
  character earns one bonus answer, the bonus answer given is 
  the green square at top-left of the key.) 
   If the players have difficulty solving the puzzle with letters, 
  they might find it easier to substitute the numbers 1-9 for each 
  letter. If they are unable to solve the puzzle on their own, their 
  characters still eventually complete it, but it is counted as a 
  failure for purposes of beating the Emerald Claw to the 
  Quintessence Engine. If the players successfully complete the 
  puzzle themselves, it counts as a success, no matter how long it 
  took them in real life to do so. 
   Once the party solves the puzzle, whether by doing so in-
  character or out-of-character, read or paraphrase the following: 
   
  As you complete the puzzle, the center row of the cylinder 
  illuminates with a bright white light. “Say Unlock,” it reads. After 
  waiting in line again, you present the activated cylinder. “Competence 
  confirmed, you are qualified to operate the object,” the quadrone 
  responds. 
   
   
  
   
  27 
   
  STEP 5) NAVIGATION 
  After navigating the final step of the Daanvian bureaucracy, the 
  party receives final authorization. Read or paraphrase the 
  following: 
   
  While the modron reviews your paperwork, making three copies and 
  stamping each with a series of glyphs, you look all around for the 
  Emerald Claw agents. Across the room, you spot a towering 
  warforged, vicious-bladed wings sprouting from his back, his arms 
  and body covered with even more blades that serve both as armor 
  and weapon alike. His bladed arms are crossed, and his foot taps 
  impatiently. Funny, you didn’t expect to see any ‘forged here… 
  But there is no sign of your rivals, though you aren’t sure if that’s 
  because they’ve gotten ahead or behind you in this endless 
  application process. After an interminable wait, the construct 
  assisting you intones, “You have received full ownership 
  authorization. You may proceed to the Deconstruction Zone.” You 
  receive an Ownership Authorization Certificate, along with elaborately 
  detailed turn-by-turn instructions. 
   
  One character may attempt a DC 10 Wisdom (Survival) check to 
  navigate to the Deconstruction Zone. They may roll with 
  advantage if another character with Survival proficiency assists 
  in the attempt.  
   
  • 
  Upon a success, they find their way without any difficulty. 
  Read or paraphrase the following:  
   
  With relief, you leave the large square building and set off across the 
  city. The instructions you received are detailed to the point of being 
  overwhelming, but you are able to follow them to the letter, quickly 
  arriving at your destination, the Deconstruction Zone. 
   
  • 
  Upon a failure, they take several wrong turns. Read or 
  paraphrase the following: 
   
  With relief, you leave the large square building and set off across the 
  city. Despite the overwhelmingly detailed navigation instructions you 
  received, the city is dizzying and you take several wrong turns before 
  finally arriving at your destination, the Deconstruction Zone. 
   
   
   
  
   
  28 
   
  SCENE 6: DECONSTRUCTION ZONE 
  After navigating across the city, the party is finally ready to lay 
  their claim to the Quintessence Engine. Read or paraphrase the 
  following: 
   
  After reaching the Deconstruction Zone Central Office, presenting 
  the proper paperwork and having it reviewed for what feels like the 
  hundredth time, you are escorted into what appears to be the city 
  junkyard. You are taken aback by the neat and orderly piles of 
  “imperfect” supplies stretching as far as the eye can see. Much of it is 
  only mildly flawed or damaged, but the piles easily reach heights of 
  fifteen feet in places. 
   
  In the final encounter of this adventure, the Quintessence 
  Engine has been deposited in the Deconstruction Zone, an 
  enormous junkyard littered with orderly piles of “imperfect” 
  materials.  
   
   If the party arrives before the Emerald Claw, read or 
  paraphrase the following: 
   
  The modrons escort you to a pile of materials perhaps a mile and a 
  half away from the front desk. They all work together to lift a large 
  slab of steel covering the pile, and underneath shines the ‘disorderly’ 
  Quintessence Engine, which you can clearly see is still fully functional 
  despite the cosmetic mark on the surface. 
  As you pick it up, a slow, mocking applause fills the air, and as you 
  turn around, you can see the middle-aged khoravar from before, but 
  his green scarf and unmarked chainmail have disappeared. All 
  illusions gone, Rostan now sports a full suit of armor, including the 
  Emerald Claw’s insignia and distinctive helmet with half-faceplate. He 
  is flanked by three Emerald Claw troopers in similar attire. “I suppose 
  that I should thank you, hahaha! I’ll be taking that Quintessence 
  Engine, thank you very much.” 
   
   If the party arrives after the Emerald Claw, read or 
  paraphrase the following: 
   
  As the modrons escort you down the aisles, from a distance, you see 
  a group of humanoids lifting a steel slab, then one of them scurrying 
  underneath to grab something. As you draw closer, you realize it is 
  the khoravar from the cargo car, but his green scarf and unmarked 
  chainmail have disappeared. All illusions gone, Rostan now sports a 
  full suit of armor, including the Emerald Claw’s insignia and 
  distinctive helmet with half-faceplate. He is flanked by three Emerald 
  Claw troopers in similar attire. 
  Rostan emerges from the pile with a shining orb lifted high, a glint 
  in his eye as he watches the light reflect off of the internal 
  components. Despite the cosmetic mark on its surface, you can 
  clearly see that the Quintessence Engine is still fully functional. 
  Rostan gloats, “Now this is a beauty. Our superiors will be very 
  pleased with us, boys.” 
   
  Whichever group gets there first obtains the Quintessence 
  Engine, and whichever character holds it gains its benefits in 
  combat. Any time it affects a dice roll, it pulses with a brilliant 
  white light, and for a moment, the form of its bearer glows as 
  well. 
   
  QUINTESSENCE ENGINE 
  Wondrous item, artifact 
  Whoever possesses this fantastical item finds that their actions are 
  more closely aligned to the Law of Averages, but skewed in their 
  favor. On one die roll per turn, if you roll below half the maximum 
  value on the die, you may treat the roll as if you rolled half the 
  maximum value instead, rounded down. (For example, if you roll 
  below a 10 on a d20, you may treat the roll as a 10 instead, or if you 
  roll below a 4 on a d8, you may treat the roll as a 4.) 
   
  By the time the party sees the Emerald Claw agents at the 
  Deconstruction Zone, their seeming spell has worn off, and 
  Rostan and his troopers are no longer disguised.  
   Rostan refuses to leave the Deconstruction Zone until the 
  adventurers are dead and the Quintessence Engine is in his 
  hand. He attacks the party with a near-religious fervor. At the 
  first sign of combat, the modrons flee. 
   Knowing his allies’ strengths, Rostan will direct them to 
  engage in melee combat so as to benefit from Pack Tactics. He 
  will open combat by closing on the party as much as he can and 
  using his Panic ability, then casting compelled duel on the 
  player character with the heaviest armor and most deadly 
  weapon. Given the choice between a fighter versus a paladin or 
  heavily armored cleric, he will choose to engage the holy man, 
  as Rostan looks down upon those who rely on an outside force 
  instead of relying on the power within to guide them. 
   Rostan Losho and his three Emerald Claw troopers will 
  fight to the death for this artifact, and have no interest in being 
  captured alive. They wear bands of loyalty (WGtE), which 
  instantly kill them if they are reduced to 0 hit points. If they have 
  the chance, they use their last breath to mock the party for their 
  futile efforts to stop the coming triumph of the Order of the 
  Emerald Claw. 
   
  TREASURE 
  If Rostan had the Quintessence Engine during the fight, the 
  party finds it on his body. A successful DC 14 Intelligence 
  (Investigation) check also yields a ring of fire resistance. 
   All four agents wear bands of loyalty sporting an emerald cut 
  in the rough shape of a claw. The party also finds four 
  authorization crystals, one on each agent’s body, though these 
  will need to be returned to the Clifftop Guild. 
   
  RING OF FIRE RESISTANCE 
  Ring, rare (requires attunement) 
  You have resistance to fire damage while wearing this ring. 
  
   
  29 
   
  SCENE 7: HOME SWEET EBERRON 
  After defeating the Emerald Claw agents, it is time for the party 
  to make their way back to their own plane. Read or paraphrase 
  the following: 
   
  You wearily, but triumphantly, make your way back across the city to 
  the very large, very square, very perfect building with far too many 
  lines and bureaucrats. Entering the building, you are dreading the 
  climb up hundreds of stories of stairs. But to your immense relief, you 
  notice something you missed before. There is a large door in the 
  lobby with a small room inside. The sign above the door is written in 
  countless languages, one of which you recognize. “Lift.” 
  After several long, awkward minutes standing in a small room 
  listening to drearily cheery music playing from somewhere overhead, 
  the door opens to a different scene. In front of you, you see the same 
  13-sided dome as you entered so many hours before, its clock hands 
  unmoving in the absence of the Engine. Making your way to the edge 
  of the building, you peer down the dizzying drop to the ground far 
  beneath. You’re not sure if the jump is harder or easier the second 
  time, but...one, two, three… you jump. 
  The ground rushes toward you, and in the final moments before 
  striking solid earth, you feel a flicker of doubt. Does the jump really 
  work both ways? But then, a flash of light, a pulling at your inward 
  dimensions, and you find yourself hurtling back upwards through a 
  deep river gorge toward a bridge lined with gleaming conductor 
  stones. 
  Your arcing ascent slows just as your feet reach the narrow bridge. 
  You land steadily, though you might feel a little uncomfortable at the 
  gentle swaying of the bridge back and forth, back and forth… 
  Making your way off the bridge to more solid footing, you see an 
  elemental land cart coming your way. You see a familiar dwarf with a 
  crew cut and neatly trimmed beard. “You’re a sight for sore eyes. Half 
  worried you went splat at the bottom…. I figured if you didn’t, you 
  might want a ride.” 
   
  Immediately upon arriving in Krona Peak, Amaldi obtained an 
  elemental land cart in Krona Peak and headed back down to 
  pick up the party. The group makes their way back to Irontown, 
  where Amaldi bids them farewell. Finally, the party boards 
  another lightning railcar (this time with real Deneith guards) 
  and heads back to Sharn.  
  MISSION REWARD 
  Upon returning to the Clifftop Guild, Lhara greets the party with 
  enthusiastic admiration at their daring leaps and competent 
  dispatch of the Emerald Claw agents. She is sure that Provost 
  Faurious will be well-pleased with their work. 
   She gladly gives each character the promised 200 gp for 
  completing their mission. While she regrets that they cannot 
  keep the authorization crystals, she thanks them for delivering 
  them safely back to the Guild, and gives the party a bonus of 25 
  gp for every crystal returned. 
  THE END? 
  The Provost still needs seven more foci to realize his designs. 
  Convergence Manifesto continues next with AE01-06: Night’s 
  Gambit. 
  
   
  30 
   
  APPENDIX A: BESTIARY 
   
   
  Baby Giant Snake 
  Small beast, unaligned 
  Armor Class 13 (natural armor)  
  Hit Points 11 (3d6) 
  Speed 30 ft. 
     STR 
      DEX 
      CON 
  INT 
  WIS 
  CHA 
  8 (–1) 
  13 (+1) 
  10 (+0) 
  2 (–4) 
  12 (+1) 
  11 (+0) 
  Skills Perception +3 
  Senses blindsight 10 ft., passive Perception 13 
  Languages None 
  Challenge 1/4 (50 XP) 
   
  Actions 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 
  (1d4 + 1) piercing damage, and the target must make a DC 10 
  Constitution saving throw, taking 7 (2d6) poison damage on a failed 
  save, or half as much damage on a successful one. 
   
   
  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 
   
   
   
   
  Deinonychus 
  Medium beast, unaligned 
  Armor Class 13 (natural armor)  
  Hit Points 26 (4d8 +8) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  15 (+2) 
  14 (+2) 
  4 (–3) 
  12 (+1) 
  6 (–2) 
  Skills Perception +3 
  Senses passive Perception 10 
  Languages None 
  Challenge 1 (200 XP) 
   
  Pounce. If the deinonychus moves at least 20 feet straight toward a 
  creature and then hits it with a claw attack on the same turn, that 
  target must succeed on a DC 12 Strength saving throw or be 
  knocked prone. If the target is prone, the deinonychus can make one 
  bite attack against it as a bonus action. 
   
  Actions 
  Multiattack. The deinonychus makes three attacks: one with its bite 
  and two with its claws. 
   
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 
  (1d8 + 2) piercing damage. 
   
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 
  (1d8 + 2) slashing damage. 
   
  
   
  31 
   
  Emerald Claw Trooper 
  Medium humanoid (human), lawful evil 
  Armor Class 18 (chain mail, shield)  
  Hit Points 39 (6d8 + 12) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  10 (+0) 
  14 (+2) 
  11 (+0) 
  9(–1) 
  12 (+1) 
  Saving Throws Wis +1 
  Senses passive Perception 9 
  Languages Common 
  Challenge 1 (200 XP) 
   
  Seeker Fanatic. The Emerald Claw trooper has advantage on saving 
  throws against being charmed or frightened. While the trooper can 
  see a member of the Emerald Claw or Blood of Vol priest that is of 
  higher CR, and is friendly to it, the trooper ignores the effects of 
  being charmed or frightened. 
   
  Pack Tactics. The Emerald Claw trooper has advantage on an attack 
  roll against a creature if at least one of the soldier’s allies is within 5 
  feet of the creature and the ally isn't incapacitated. 
   
  Actions 
  Flail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 
  (1d8 + 3) bludgeoning damage. 
   
  Light Crossbow. Ranged Weapon Attack: +2 to hit, range 80 ft./320 
  ft., one target. Hit: 4 (1d8) piercing damage 
   
   
  Emerald Claw Operative 
  Medium humanoid (human), lawful evil or neutral evil 
  Armor Class 11 
  Hit Points 33 (6d8 + 12) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  12 (+1) 
  13 (+1) 
  11 (+0) 
  9 (–1) 
  11 (+0) 
  Saving Throws Wis +1 
  Skills Deception +2, Stealth +5 
  Senses passive Perception 9 
  Languages Common 
  Challenge 1/4 (50 XP) 
   
  Seeker Fanatic. The Emerald Claw operative has advantage on saving 
  throws against being charmed or frightened. While the operative can 
  see a member of the Emerald Claw or Blood of Vol priest that is of 
  higher CR, and is friendly to it, the operative ignores the effects of 
  being charmed or frightened. 
   
  Actions 
  Flail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 
  (1d8 + 2) bludgeoning damage. 
   
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. 
   
  Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 
  ft., one target. Hit: 4 (1d8 + 1) piercing damage. 
  Military Deserter Chefs 
  Medium humanoid (human), any neutral 
  Armor Class 11 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  12 (+1) 
  13 (+1) 
  11 (+0) 
  10 (+0) 
  11 (+0) 
  Senses passive Perception 10 
  Languages Common 
  Challenge 1/8 (25 XP) 
   
  Military Mettle. A melee weapon deals one extra die of its damage 
  when the military deserter chef hits with it (included in the attack). 
   
  Actions 
  Chef’s Knife. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 6 (2d4 + 1) slashing damage.  
   
   
  Pickpocket 
  Medium humanoid (any race), any alignment 
  Armor Class 12 
  Hit Points 27 (6d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  15 (+2) 
  10 (+0) 
  12 (+1) 
  14 (+2) 
  16 (+3) 
  Skills Deception +5, Perception +6, Sleight of Hand +4, Stealth +4 
  Senses passive Perception 16 
  Languages Common 
  Challenge 1 (200 XP) 
   
  Cunning Action. On each of its turns, the pickpocket can use a 
  bonus action to take the Dash, Disengage, or Hide action. 
   
  Sneak Attack (1/Turn). The pickpocket deals an extra 7 (2d6) 
  damage when it hits a target with a weapon attack and has 
  advantage on the attack roll, or when the target is within 5 feet of an 
  ally of the pickpocket that isn't incapacitated and the pickpocket 
  doesn't have disadvantage on the attack roll. 
   
  Actions 
  Multiattack. The pickpocket makes two melee attacks. 
   
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) piercing damage. 
   
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. 
   
  
   
  32 
   
  Rostan Losho 
  Medium humanoid (half-elf), lawful evil 
  Armor Class 16 (chain shirt, shield) 
  Hit Points 75 (10d8 + 30) 
  Speed 35 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17 (+3) 
  12 (+1) 
  16 (+3) 
  11 (+0) 
  12 (+1) 
  16 (+3) 
  Saving Throws Con +5, Wis +3 
  Damage Resistances fire (from a ring of fire resistance) 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Common, Elven 
  Challenge 2 (450 XP) 
   
  Seeker Fanatic. Rostan has advantage on saving throws against being 
  charmed or frightened.  
   
  Pack Tactics. Rostan has advantage on all attack rolls against a 
  creature if at least one of his allies is within 5 feet of him and the 
  ally isn't incapacitated. 
   
  Spellcasting. Rostan is a 2nd level spellcaster.  His spellcasting 
  ability is Charisma (spell save DC 13, spell attack modifier +5).  He 
  has the following paladin spells prepared: 
   
  Cantrips (at will): chill touch, light, thaumaturgy 
  1st level (3 slots): bane, command, compelled duel, inflict wounds 
   
  Actions 
  Multiattack. Rostan makes two attacks with his flail. 
   
  Flail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 
  (1d8 + 3) bludgeoning damage.  
   
  Induce Panic (Recharges on a Long or Short Rest). Rostan can force 
  each creature of his choice that he can see within 30 feet to make a 
  DC 13 Wisdom saving throw. On a failed save, a creature becomes 
  frightened of him for 1 minute. The frightened creature can repeat 
  this saving throw at the end of each of its turns, ending the effect 
  on itself on a success.  
   
  
   
  33 
   
  APPENDIX B: CYLINDER PUZZLE  
  PLAYER HANDOUT 
   
   
  
   
  34 
   
  APPENDIX C:  
  CYLINDER PUZZLE DM KEY 
   
  SOLUTION (LETTERS) 
  Letters provided in the initial puzzle are shaded in orange. 
  Letters to be given as bonus clues based on an Intelligence 
  check are shaded in green. 
   
  When the puzzle is solved, the phrase 
  SAY UNLOCK becomes visible in the center row. 
   
   
   
  HINTS 
  Players may realize that there are only nine different letters and 
  perhaps rearranging them could spell out a word or phrase. 
  Deciphering the answer this way could be quicker than solving 
  the Sudoku. Accept this solution if they get the correct answer.
   
   
   
   
  SOLUTION (NUMBERS) 
  Players may choose to convert the puzzle from letters to 
  numbers. If they do so and solve it correctly, reward them. 
  Show them the final solution with letters in place of numbers. 
  Don’t spend time getting them to change it back to letters 
  themselves. 
   Numbers provided in the initial puzzle are shaded below. 
   
   
   
   
  
   
  35 
   
  APPENDIX D:  
  LIGHTNING RAIL MAPS 
   
  SCENE 3A: FIRST-CLASS CAR 
   
   
   
   
   
   
   
   
   
   
   
   
   
  SCENE 3B: GALLEY CAR 
   
   
   
   
   
   
   
   
   
   
   
   
   
  SCENE 3C: DINING CAR 
   
   
   
   
   
  
   
  36 
   
   
   
   
  SCENE 3D: PASSENGER CAR 
   
   
   
   
   
   
   
   
   
   
   
   
   
  SCENE 3E: STEERAGE CAR 
   
   
   
   
   
   
   
   
   
   
   
   
   
  SCENE 3F: CARGO CAR 
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Across Eberron/AE01-05 - Convergence Manifesto - Perfect Timing.pdf