Sample file STUART BROZ CREDITS PART THREE:THE MOURNLAND’S EDGE 28 10. Back at the Inn 28 Designer: Stuart Broz 11. Road to Arythawn Keep 29 Editors: Andrew Bishkinskyi and Angela Rose 12. Arythawn Keep 29 12.1 Walkers in the Mist 32 Cover Art: Ilija Bratinica 12.2 Future Plans 34 Cartography: Stuart Broz with Dungeondraft PART FOUR:INTO THE WOODS 35 Layout and Graphic Design: Stuart Broz 13. Return to Brightdawn 35 14. The Shard Cave 35 Affinity Publisher Template by: Nathanaël Roux 14.1 The Approach 35 Playtesters: Kanga, Jackson B., David S McBride, 14.2 The Cave Entrance 36 Jeff Flowers, Joel R Hallet, Snolarin, B. Pham, 14.3 Cave Features 37 14.4 The Purge Shelter 38 Andres, Dylan Ramsey, A. S. Villarreal, Rebecca 14.5 Gallery of Living Stone 39 Gray, Stephen Myers, Russell Ardary 14.6 Hall and Overlook 41 Special Thanks to Kanga, Angela Rose, House 14.7 Fungal Tunnel 41 14.8 The Shard Cave 41 Sivis Echoer Station, Laura Hirsbrunner, and other 15. Into the Wild Waters 44 members of the DM’s Guild and 16. Resolution 47 communities too numerous to name. APPENDIX A: DRAMATIS PERSONAE 48 Wrielle ir’Kavay 48 Jeren Ronn 49 CONTENTS Hetel Gharro 50 Jahmib Dravaskar 51 INTRODUCTION 2 Thaelas Moonblade 52 Background 2 Shimmerwind 53 Adventure Summary 2 Chase 54 Adventure Flowchart 3 Meya 54 Using this Adventure 3 Soffer 54 Rock 55 PART ONE:HERE COMES THE RAIN AGAIN 4 Trad Fendazi (and Nemata) 56 1. Roadside Camp 4 Abaythe d’Medani 58 2. The Downpour 6 Channara d’Medani 59 3. The Wyvernrest Inn 8 Jaranda Remner 60 3.1 Arriving at The Inn 8 Fennis Tembar 61 3.2 Get A Room 10 3.3 Dinner 10 APPENDIX B: BRIGHTDAWN 62 3.4 Evening in Brightdawn 11 APPENDIX C: ART CREDITS 65 4. A Restless night 12 PART TWO:RESTLESS SPIRITS 13 5. A Murder Investigation 13 DUNGEONS & DRAGONS, D&D, , , , Eberron, the dragon ampersand, and all other Wizards of the Coast product 6. Questioning Townsfolk 14 names, and their respective logos are trademarks of Wizards of the Coast in the USA and 7. Follow the Tracks 16 other countries. 8. Spirit Wolves 17 This work contains material that is copyright Wizards of the Coast and/or other authors. 9. The Watchtower 18 Such material is used with permission under the Community Content Agreement for 9.1 Trad’s Cabin 18 Dungeon Masters Guild. 9.2 Tower Exterior 19 All other original material in this work is copyright 2020 by Stuart Broz and published 9.3 Tower: General Features 20 under the Community Content Agreement for Dungeon Masters Guild. 9.4 Entryway 20 9.5 Library 20 ON THE COVER 9.6 Storage 21 9.7 Shrine 22 Ilija Bratinica creates 9.8 Crypt 23 an Eberron-inspired 9.9 Shrine Storage 23 pastiche of Grant 9.10 Kitchen 23 Woods’s American 9.11 Workspace 24 Gothic featuring 9.12 Bedroom 25 Thaelas Moonblade 9.13 Armory 25 9.14 Roof Access 25 and Rock standing in Sample frontfile of the 9.15 Tower Roof 26 Wyvernrest Inn.

TABLE OF CONTENTS 1 INTRODUCTION

berron Gothic: Curse of the ADVENTURE SUMMARY Thornwood is designed for 4 to 6 characters with an average level of 5. This adventure has four parts. Parts two and three Notes are included on how to adjust allow for flexibility and can be run in whatever order this adventure for parties of greater best suits the party’s actions. This adventure can be or lesser levels of power than this. very heavy on NPC interaction, and the time this adventure takes to run will be heavily dependent This adventure is expected to take approximately 4 upon the degree to which you and your players sessions of 3-4 hours each to complete, though the embrace this (see estimated duration ranges, below), actual duration will vary depending upon the but it is likely to take approximately four sessions. A players’ interest in interacting with various NPCs. flowchart, breaking each part into individual scenes, BACKGROUND follows the summaries below. PART ONE: The Founding of Brightdawn. Brightdawn is a HERE COMES THE RAIN AGAIN. small Thranish village located in the Thornwood, most of a day’s travel from Arythawn Keep, on the estimated duration: 2-4 hours border of the Mournland. Brightdawn is notable for The characters are traveling to Arythawn Keep from being located in a manifest zone to Lammania, the the small city of Aruldusk as guards for a Brelish Twilight Forest. The area was the site of a vicious noble on her way to inspect progress at the keep.. battle between Silver Flame Inquisitors and a pack This takes them through the Thornwood to the of lycanthropes 120 years ago, toward the end of the edge of the Mournland. When they are still most of Silver Purge—when the Church of the Silver Flame a day’s travel to Arythawn, a storm forces them to hunted down werebeasts. The inquisitors won the take shelter at the Wyvernrest Inn, one of the few battle, with the surviving lycanthropes retreating signs of civilization they’ve seen in the Thornwood. into Lammania. A watchtower was built on the site That night, Chase—a genial shifter who regularly to monitor the pathway to Lammania, and the runs deliveries between Aruldusk and Arythawn village of Brightdawn grew up near the watchtower, Keep—is murdered while asleep at the inn. taking advantage of the natural abundance that the manifest zone provided. PART TWO:RESTLESS SPIRITS The Curse of Thornwood. In order to allow the estimated duration: 3-5 hours lycanthropes to escape into Lammania, a wereboar necromancer named Nemata bound the souls of her The characters investigate the murder and discover packmates and used them to open a portal. Today, that Brightdawn has some dark secrets. Eventually, when the moon Aryth is full, the pathway between they come into conflict with Chase’s murderer, only the manifest zone and Lammania opens and these to discover the presence of a cursed spirit. trapped spirits can gain influence over the region. PART THREE:THE MOURNLAND’S EDGE The people of Brightdawn have learned not to leave their homes after dark on these nights. estimated duration: 2 hours The Church has long forgotten the path to The characters continue on to Arythawn Keep Lammania and the sentries assigned to it, but the where they encounter creatures from the family of the original inquisitor maintained the Mournland and meet soldiers of House Medani. watchtower for years until it fell into disuse. The They learn that stopping Chase’s murderer is inquisitor’s current descendant, a young man named unlikely to have stopped the curse. Trad, is the first person to have set foot in the tower PART FOUR:INTO THE WOODS for thirty years. He pored over the arcane notes left by his ancestors and became bitter about his lost estimated duration: 4-5 hours legacy. He decided to become a hero and set off for The characters track down a cave that borders the cave, armed with a silver spear he found in the Lammania and explore it, possibly delving into watchtower. He was quickly possessed by the spirit Lammania itself, in the hopes of stopping the spirits of theSample long-dead wereboar. Possessed by Nemata, that haunt Brightdawn. file Trad’s recent efforts had been focused on opening a permanent gate to Lammania until an unexpected chance for revenge stumbled into Brightdawn in the form of a surviving Silver Flame paladin.

INTRODUCTION 2 ADVENTURE FLOWCHART

USING THIS ADVENTURE INTERACTION COMBAT The flowchart above provides a visual path forthe EXPLORATION/DISCOVERY REWARD adventure. Note that the choices that the characters make can cause some encounters to be skipped over PAGE NAVIGATION entirely. That’s perfectly fine. You will also see that The upper right-hand corner of each page of this each scene or encounter has one or more icons next adventure is marked with a diamond shape. Clicking to it. These indicate whether that scene is intended on this will return you to this page where you can to involve combat, exploration, or social interaction use the clickable flowchart above to quickly reach as well as whether or not it involves a significant any encounter in the adventure. reward. These icons are repeated through the text to serve as an easy reminder to the DM. Important non-player characters are detailed in Appendix A. Personality traits, motivations, and stat This adventure also includes “boxed text” which is blocks are provided as appropriate. You should read indicated these details before introducing the character. . . . like this. Text that looks like this is descriptive MAPS and can be shared fully with the players. While you can, of course, read it out loud, you are This adventure includes maps for all planned encouraged to familiarize yourself with it and combat encounters as well as several areas that the put it into your own words so that it will sound characters may wish to explore. Each of these is more natural . included within the text with labels as needed for easy reference. A separate archived folder is included ENCOUNTERS with this adventure that includes full-color image This adventure is designed for 4-6 characters with an files for each of these maps both with and withouta average character level of 5. Most encounters in this grid. These are unlabeled and can be printed out or adventure will include a section labeled “Encounter displayed via a virtual tabletop. These maps omit Balancing” which will provide guidelines for scaling details that the characters might not have yet the difficulty for parties that are either weaker or uncovered. stronger than average. BREAKPOINTS Most encounters in this adventure use new creatures. Their stat blocks are included in the text. While this adventure is broken into four sections, Samplethese may not line up perfectly file with the available Those that are not new are bolded and can be found in the . time you and your players have for each session. Periodically, through the text, alternate breakpoints will be suggested as natural points to end sessions.

INTRODUCTION 3 PART ONE: HERE COMES THE RAIN AGAIN

1. ROADSIDE CAMP something that they have been talking about with either Wrielle or Jeren and have found to be a OBJECTIVES common interest, a disagreement on an issue they ▷ Introduce major NPCs Introduce care about, or some other connection. Make a note major NPCs of these things and use them to flesh out Wrielle and ▷ Establish tone Jeren’s characters. PRIMARY NON-PLAYER CHARACTERS Environment. A DC 14 Wisdom (Survival) check ▷ Wrielle ir’Kavay or a passive Perception of 15 or greater allows a character to notice that the trees and brambles that ▷ Jeren Ronn line the road have been growing both more exotic and more dense as they travel. A DC 12 Intelligence The characters have been recruited to escort Wrielle (Nature) check will recognize that some of these ir’Kavay, a Brelish official, to Arythawn Keep from plants are unusually—or even uniquely—large for the lightning rail station in the city of Aruldusk. She their species. Though it is unlikely to be recognized is accompanied by her bodyguard, Jeren Ronn. The by the characters at this point, this is due to the party has also been informed that Arythawn Keep is proximity of the Lammania manifest zone. understaffed and there are opportunities there for NPC INTERACTIONS capable monster-slayers who aren’t afraid to face creatures from the Mournland. Characters may gather additional information about Alternate beginnings. If you are using this Wrielle and Jeren through conversation and adventure in a larger campaign, and you have a observation. This can happen either on the road or reason for the characters to be traveling to in camp. Arythawn, it takes minimal modification to remove WRIELLE Wrielle ir’Kavay and her bodyguard. • A DC 15 Wisdom (Insight) check reveals that In addition, while you can, of course, play out the Wrielle ir’Kavay may be more savvy than she characters being hired, it is recommended that you appears: she clearly knows her way around a start them out on the road to Arythawn Keep, the military camp, habitually scans the area for threats, evening before they reach the town of Brightdawn. and is careful to keep her bodyguard in sight. You’ve been traveling the road through the • Wrielle is still relatively young and is not well- Thornwood with Lady Wrielle ir’Kavay, a military known, but she is part of one of Breland’s noble official from Breland who has been sent to families. A character who has some familiarity inspect Arythawn Keep. Her bodyguard, Jeren, is with the Sharn aristocracy can make a DC 14 one of the King’s Shields of Breland, which Intelligence (History) check to recall that there was speaks to her importance. Lady ir’Kavay has a minor scandal several years ago between her and been nothing but friendly, but she acts like she the ir’Tains (Sharn’s most socially-influential and, is planning on attending a picnic in a well- arguably, richest family) in which she joined the manicured park rather than visiting a run-down military in order to avoid an unwanted, elderly fortress at the edge of the Mournland. ir’Tain suitor. So far, the trip has been uneventful. Even the weather has been pleasant, but it has recently begun threatening to rain. You’ve stopped for the night at a campsite established by the Thranish military during the war. You are about a day out from the town of Brightdawn—which you’ve heard has a decent roadside inn— and lessSample than two days out from your destination at file Arythawn Keep. Talking on the Road. If the party has been traveling with Wrielle and Jeren, they’ve been getting to know each other. Ask each player to name 1. ROADSIDE CAMP 4 JEREN NIGHT WATCH • A DC 10 Wisdom (Insight) check reveals that Jeren A bit after midnight, a light fog rolls in. About an resents having to rely on outsiders to help protect hour later, a character with a passive Perception of 12 his charge. or more who is awake will hear something large • A DC 12 Intelligence (History) check reveals that moving through the woods outside of camp. While the King’s Shields often guard nobles on official it won’t be obvious, this is a group of five elk.A business when they leave Breland. Brelish character who goes to investigate will spook the elk if characters with a military or noble background they take a light source or make significant noise, have advantage on this check. and the creatures disappear off into the forest before they can be identified. If this happens, use the SCENE:CAMP opportunity to keep the players on edge. They’ll • The evening is likely to pass relatively know something big is out there, but they won’t uneventfully. Use the camp as an opportunity to know what it is, and their imagination is likely to be establish relationships between the characters, more frightening than anything you can do. Just including the NPCs. smile at them while they imagine what horrors might be waiting in the woods. If the character on • There is a small amount of stacked firewood and watch does try to sneak up on the elk, it won’t be kindling under a small shelter near the firepit too difficult. The elk have a Wisdom (Perception) along with a sealed jug of fresh water. These were modifier of +0, but they have advantage onthe left by Thaelas and Shimmerwind, though that is check due to their numbers and their awareness of not immediately obvious. the camp. • A character searching the area will notice an enormous fish skeleton, nearly 20 feet long, just MORNING outside the campsite. A DC 14 Intelligence The weather will be damp, but otherwise pleasant. (Nature) or Wisdom (Survival) check will identify A light mist still covers the ground. If the elk it as strongly resembling a common freshwater fish disappeared in the night, the characters may go and that typically reaches only a few inches in length. look for tracks. This will be difficult due to the fog The skeleton has clearly been there for some time. unless the characters have access to the gust cantrip • While it will feel likely to begin a heavy downpour or similar magic. If the characters do find the tracks, any moment, there will only be an intermittent a successful DC 10 Wisdom (Survival) or Knowledge mist overnight. (Nature) check identifies them as belonging to some sort of large deer.

Sample file

1. ROADSIDE CAMP 2. THE DOWNPOUR At this point, the storm mantis attacks. OBJECTIVES Combat Notes. The storm mantis will materialize out of the rain and begin combat by launching a ▷ Provide warning of danger in area surprise ambush attack on Jeren, possibly wounding ▷ Hint at the connections to Lammania and him badly. elemental water Jeren can die in this fight, though if he does, it PRIMARY NON-PLAYER CHARACTERS would be best for him to do so while using his ▷ Wrielle ir’Kavay Protective Block to take an attack for Wrielle, ▷ Jeren Ronn allowing him to die a hero. Wrielle should survive this encounter. On the Road. Once the characters break camp and Gathering Information. A successful DC 14 get about an hour down the road, they begin to hear Intelligence (Nature) or DC 16 Intelligence (Arcana) noises in the woods, but it quickly becomes clear check will identify the creature’s elemental nature. that they are merely hearing the noise of Encounter Balancing. For a CR 5 (1,800 XP) intermittent large raindrops falling on leaves, as the storm mantis, make the following changes: impending rain finally begins to arrive. Light rain lasts throughout the day, never becoming • Remove its damage resistance to attacks dealing unbearable, but likely making the trip muddy, nonmagical bludgeoning, piercing, and slashing chilly, and unpleasant. damage. When it reaches late afternoon, have each character • Reduce its armor class to 14. make a Wisdom (Perception) check. Those who • Reduce the lightning damage on its bite to 7 (2d6). score a 12 or greater have a feeling that they are being For a more difficult encounter, add a storm watched. With a 15 or greater, they notice that this mantis windrider from Area 15. sense of being watched increases when the rain picks up a bit and disappears when the rain dies back BREAKPOINT down. If a character scores a 20 or more, they notice If you need to do so, you can end the first session an enormousSample insectoid creature out of the corner of with the characters catching sightfile of the inn. their eye the next time the rain picks up, but as they turn to get a better look, it disappears into the rain which suddenly turns into a downpour.

2. THE DOWNPOUR 6 STR DEX CON INT WIS CHA 17 (+3) 16 (+3) 17 (+3) 7 (-2) 10 (+0) 8 (-1)

A B

Sample fileC

2. THE DOWNPOUR 7 3. THE WYVERNREST INN As the party enters the inn, read or paraphrase the following: BJECTIVES O The inside of the Wyvernrest Inn is a familiar ▷ Provide the party with a base of sight to travelers, clearly modeled after common operations in the area House Ghallanda designs. A long bar lines the ▷ Introduce multiple major NPCs wall to the right of the entrance, the young man PRIMARY NON-PLAYER CHARACTERS behind it busy pouring a drink. At a table next to ▷ Jahmib and Hetel ▷ Chase, Soffer, and Meya the bar, a half-elven server sets down drinks for three shifters—two men and a woman. A look of ▷ Trad and Arix ▷ Rock mild concern crosses her face as she takes in ▷ Thaelas and ▷ Wrielle your rain-sodden clothing. Shimmerwind To the left are some round tables, one of them occupied by an elven woman dressed in The Wyvernrest Inn serves as the main gathering comfortable-looking robes. A sheathed place for the village of Brightdawn. A room upstairs greatsword with an ornate pommel leans is dedicated for use as the village chapel and the area against the wall behind her. Sharing her table is next to the inn can function as an open-air market. a gaudily-dressed gargoyle with metallic skin. At When Arythawn Keep was destroyed in the Last the next table are two human men who look War, the inn’s business dwindled, but it has picked remarkably normal in comparison. up again with the fort being rebuilt and staffed by House Medani. The inn, being the closest tavern to Beyond the tables is a stairway to the second Arythawn Keep, is a favorite stop for Medani floor and a lit fireplace that beckons warmly. patrols. “Let’s get you folks warmed up and dry. Maybe something hot to drink? Mulled wine? Tal?” the 3.1 ARRIVING AT THE INN server calls out as she motions to the fireplace. Once the storm mantis is slain, the rain lightens up NPC INTERACTIONS temporarily. Just a bit further down the road, an inn will come into view. An everbrite lantern hangs People at the Inn. Several of the individuals who from an upstairs window. Above the entrance is an are currently at the inn play significant roles in the impressive stained-glass window depicting the silver remainder of the adventure, and characters should flame. get to know them. This can occur in various ways:

B D

C Sample file

A 3. THE WYVERNREST INN 8 A

Arix is naturally outgoing and friendly, so he might attire. Her companion is Shimmerwind, a introduce himself to travelers; Hetel could mention wingwyrd gargoyle (a gargoyle with a connection that Thaelas and Shimmerwind are on their way to to the Silver Flame). Thaelas and Shimmerwind Arythawn Keep, prompting Wrielle to ask the are headed to Arythawn Keep to inspect the characters to find out why; Chase or one of his team progress on behalf of Thrane. They are Wrielle’s might ask the characters about road conditions; and Thranish counterparts as House Medani’s Shimmerwind, being naturally gregarious, could contract to restore and defend the keep is with strike up a conversation with anyone. Alternatively, both Breland and Thrane. the characters might simply overhear interesting After Hetel serves the characters drinks, Rock conversation. enters the inn. • The young man behind the bar is Jahmib Dravaskar, who recently inherited the inn. He The door to the outside opens and a large appears to be human, but is secretly a changeling. enters the inn. Everyone in the room The half-elven woman is his widowed cousin, turns to look, and the bald man sitting down Hetel. Jahmib is not an imposter, but very few shouts out a greeting, calling him “Rock.” The know that his father married a changeling woman. warforged turns to acknowledge him, “Arix,” he Hetel assumes he is human and Jahmib is afraid to says and then looks at his companion, “Trad. reveal otherwise for fear that people won’t believe You’ll want to get home before dark tonight. I he is actually who he says he is. think the... storm... will get worse.” Rock then heads to the bar and speaks to the smiling • The shifters near the bar are Chase and his crew: young man standing behind it. Soffer and Meya. They regularly run deliveries between Aruldusk and Arythawn Keep. They’ve Characters looking for people’s reactions to Rock been to Brightdawn many times and are waiting may note the following with a DC 12 Wisdom out the storm, hoping to leave in the morning. (Insight) check: • The two human men are locals. The dark-haired • Jahmib and Arix seem genuinely happy to see one is Trad Fendazi, while the older one is named Rock. Hetel seems amused, particularly when Arix Larrn. Arix has sold a load of Lammanian oak Rock and Jahmib speak. Shimmerwind appears to Chase for delivery to Aruldusk and had hired unabashedly intrigued. The shifters have little Trad to help him move it to the inn’s yard. The reaction, but they seem to recognize him. Thaelas wood pile is currently sitting next to Chase’s seems slightly curious, but not too interested. Trad wagon,Sample ready to be loaded in the morning. seems distracted by something. file A DC 15 Wisdom • The is Thaelas Moonblade, one of the (Insight) check catches Trad stealing glances at Tairnadal who became a paladin of the Silver Thaelas. A result of 20 or more on this check Flame. She is wearing plain, comfortable-looking allows a character to recognize well-hidden dislike robes that contrast with her companion’s bright in Trad’s glances.

3. THE WYVERNREST INN 9 • Anyone listening to Rock and Jahmib’s The room that Rock is locked in has a heavy door conversation hears Rock letting Jahmib know that and can be barred from the outside. It has been used “the pull of the moons are strong tonight” and as a jail in the past on those few occasions that that there are “things that have come through.” Brightdawn has needed one. He doesn’t really elaborate, but Jahmib seems to understand. 3.3 DINNER • Rock has designated himself the guardian of the Hetel serves an excellent fish stew for dinner and local area. Rock is also secretly a werebear. Jahmib, then heads home for the night after Jahmib tells her his closest friend, is one of the few who know this. he’ll clean up. At some point before dark, a girl While Rock has remarkable control over himself as comes in briefly to let Jahmib know that the horses a werebear, there are a few nights each year when are fine and the stables are locked up. full moons interact with the manifest zone in a way that makes him a little worried about losing During dinner, Wrielle will broach a sensitive control. Tonight, of course, is one such night. As a topic with the characters, asking them for their result, Jahmib has set up a room in the basement advice. House Medani staffs Arythawn Keep. She where Rock can be locked up. will tell the party that, back in Sharn, she has recently been followed by an inqusitive of House 3.2 GET AROOM Medani. She doubts that this has anything to do with her current assignment. Instead she thinks that The inn has four guest rooms, but only two remain available. The shifters already have the room closest to the stairs and Thaelas has reserved the next room. Wrielle pays for both of the remaining available rooms: one for herself (she will take the room farthest away from the stairs) and the other for the party. If Jeren survived the mantis attack, he insists on spending the night on a chair outside Wrielle’s door. Jahmib will have Rock take some cots from the basement up for the characters, assuming they would like more than two beds. The rooms have solid doors that can be barred from the inside. If the characters want to take greater precautions with Wrielle’s safety, they can do so, though she resents anything too restrictive. Similarly, if a character considers spending the night outside, Wrielle insists they not do so given the weather. If the characters ask about other possible quarters, Chase might helpfully suggest that they could set up cots in the basement (he knows that soldiers from Arythawn have done this before), but Jahmib dismisses that possibility, saying that the basement sometimes floods in weather like this and he’s going to be down there checking on things to make sure there isn’t any damage. In reality, Jahmib plans on locking Rock up downstairs for the full moon (at Rock’s request) and doesn’t want anyone to know. If they want them, Rock will take extra cots up to the characters’ room, while they are eating dinner. Once he’s done, he will head down to the basement without comment (as if getting another cot or cleaning up), but he will stay down there. Jahmib periodically heads into the kitchen. On one of his trips,Sample he will quietly slip downstairs to lock Rock in file the back room. Unless a character is very carefully keeping track of their whereabouts (which they have no particular reason to do), this should go unnoticed. E D C B A

F

the inquisitive was hired by a rejected suitor who is The windows also have heavy metal bars on the continuing to make her uncomfortable. She’s not outside, but these are difficult to see due to the sure of the intention behind the investigation, storm, requiring a passive Perception of 16 or greater though. Still, she will ask the characters to keep an unless someone is specifically examining the eye out just in case she is mistaken and it is instead windows. House Medani itself that is investigating her. As she If the characters ask why Jahmib is taking such does so, she will comment that being followed like precautions, he’ll say, “Things come out in the that makes her very nervous and she wishes there storms, especially when Aryth is full—it pays to be was a way to convince House Medani to stop it. careful.” Wrielle’s hope here is that the characters will suggest she use her position as an inspector as a bargaining THE CURSE chip or otherwise offer to help her. She will not have There is a reason that the inn has well-secured windows. The this conversation while Jeren is present, but if he is town of Brightdawn has been plagued by what they take to be a curse. On rare nights when both the moons Zarantyr and still alive, he will take some time to review security in Aryth are full, the storms of Lammania burst through the Wrielle’s room, giving her an opening to discuss this manifest zone into Eberrron, bringing creatures of Lammania in his absence. with them. For the next few nights, those caught outside in the storm often disappear. Fortunately, these creatures have not been known to enter buildings. 3.4 EVENING IN BRIGHTDAWN Knowledgeable characters who succeed on a DC 14 Intelligence (Arcana or Religion) check know that Zarantyr is Wrielle, overhearing that the shifters had just come called the Storm Moon, and it influences both weather and from Arythawn Keep, will check with them for news aggression, while Aryth is called the Gateway, and it has a and concerns about road conditions. powerful effect on manifest zones. After dinner, Wrielle speaks briefly with the Thaelas and Shimmerwind stay downstairs for shifters before they head upstairs. They seem another hour or so, and the characters are welcome slightly tipsy and had mentioned that they hope to interact with them or Jahmib. If the characters ask to get a very early start in the morning. The two about Rock, Jahmib will say that he left (if pressed, local men stand up. The younger of them turns he’ll point out that there’s a back door). Wrielle will, to the bar, “G’night Jahm. Sun’s going down, so at some point, determine that Thaelas is her we’re heading home.” counterpart sent from Thrane to inspect Arythawn WithSample the storm out, it has been dark, but night Keep, and the two will speak quietlyfile for a time, hasn’t actually fallen. The innkeeper follows them to discussing their plans. After that, she can either the door, though, and bolts it after they leave, then retire to her room or stay up with the characters. If heads to the windows and closes and locks heavy Jeren was killed, she is likely to drink heavily. shutters over them.

3. THE WYVERNREST INN 11 4. A RESTLESS NIGHT THE MURDERER OBJECTIVES The murderer is Trad Fendazi, one of the locals who the party saw earlier in the evening. Trad is a descendent of the original ▷ Introduce the murder mystery along inquisitors who were assigned to keep watch over the nearby with several false leads manifest zone. After Trad’s grandparents died, Trad’s father blamed the family traditions and sealed the watchtower, refusing to educate Trad about the local dangers. Trad has no PRIMARY NON-PLAYER CHARACTERS real trade and, in a bid to make something of himself, recently ▷ Jahmib ▷ Shimmerwind reopened the watchtower and began studying the journals he found there, practicing some of the binding rituals. ▷ Thaelas ▷ Soffer Trad decided to reclaim his family legacy. He took a silver spear from the tower and set out to find the portal to Lammania, thinking he could close it with the rituals he Scene: Waking up to murder. Shortly after learned. He was confronted by the ghost of a wereboar- midnight, a crashing noise and screaming comes necromancer named Nemata who had once been the leader from elsewhere in the inn, likely waking up any of the local lycanthrope pack. Trad tried to defend himself with the rituals he’d learned, but he only managed to bind the characters who were asleep. This should be a chaotic ghost more tightly to himself as it possessed him. scene, and what the characters learn depends upon Trad was in control of himself before moonrise, but the how they react and what assumptions they make. A ghost quickly recognized Thaelas as one of the silver flame inquisitors who had slaughtered her pack over 100 years timeline of events follows, but the characters can before. After leaving the inn that night, the wereboar’s spirit disrupt this in various ways. began to take control of Trad’s body. Trad panicked and sought out his friend Arix. When Arix opened his door, Trad • Wrielle, under stress due to her impending had been transformed into something like a wereboar. The discussion with House Medani, is having a creature killed Arix, barred the door, and left through the sleepless night and goes downstairs to pace. window. Then it went in search of Thaelas. It scaled the side of the inn and broke into the room closest to the chapel of the • The window to the room closest to the chapel Silver Flame. It had chosen incorrectly, though, and lashed out (where the shifters were sleeping) is broken and in anger—killing a pair of shifters and seriously wounding a third. the killer enters. The creature heard a commotion in response to the • Two of the shifters are killed. The third falls (or is shifters’ screams. Having seen the party and believing Rock to be nearby, it doubted whether it could survive long enough dropped) from the window. against everyone to slay Thaelas, so it leapt from the window • The killer exits through the window. and ran off into the woods, hoping to try again the next night. • Thaelas (who was trancing in the next room), grabs her greatsword and breaks open the door to the shifters’ room. Wrielle is another possible suspect. When she hears the commotion coming from upstairs, she will • A crashing noise might be heard from downstairs immediately hide behind the bar and look for a with a successful DC 15 Wisdom (Perception) weapon. In the dark, she’ll knock over a wine bottle, check as Wrielle trips and breaks a wine bottle. breaking it. This will give her an improvised • Shimmerwind jumps out the window of the room weapon, but it will also cut up her arm and stain her he was sharing with Thaelas and tries to follow the clothes red with wine. Covered in her own blood, killer she will head upstairs expecting trouble. Thaelas, if • Jahmib emerges from his room (across the hall she sees Wrielle coming up from downstairs, will be from the shifters). particularly suspicious of her. • Wrielle, bloody, comes from downstairs. Investigation of the murder continues in the next It is likely that characters will wake up during the section. murder. It is possible that they will jump to BREAKPOINT conclusions and believe Thaelas and Shimmerwind are responsible, as Shimmerwind will be clearly Instead of breaking at the end of this section, you visible from the window and Thaelas broke down may wish to leave more of a cliffhanger ending. If so, the door and is holding a sword in a room with consider ending a session with either the characters corpses (though that sword is clean of blood). If waking up to screams or walking in to the shifters’ confronted, Thaelas tries to talk the characters room to discover the murder. down. She won’t fight unless her life is seriously at risk, and—if attacked—she will use command to try to stop combat. It is also possible for the characters to assume that Soffer, the third shifter, was responsibleSample as he is not in the room. file

4. A RESTLESS NIGHT 12 PART TWO: RESTLESS SPIRITS

his section details the environs of glass was broken from the outside, and that there Brightdawn outside of the inn. Its focus are claw-marks making their way up the side of the is on the characters learning about the inn leading to the window. curse that plagues the town while • Sleeping Habits. A character investigating the seeking out Chase’s murderer. Much of room notices that only one of the beds (the one this section involves the characters now covered in blood) appears to have been slept investigating the murder. There are a number of in. If Jahmib is questioned about this, he can false leads and minor twists that might lead the confirm that the three shifters usually share abed. characters to wrongly accuse someone of the crime. • A Flying Monster? A character who looks out the window easily spots Shimmerwind, who will 5. A MURDER INVESTIGATION be circling over the surrounding area, looking for the killer. From the window, a character must OBJECTIVES make a DC 10 Wisdom (Perception) check in order ▷ Ensure the party investigates the to see the unconscious shifter on the ground. The murder darkness and rain lightly obscure the area, so this ▷ Provide multiple additional leads, check is made at disadvantage unless the character including some false ones has darkvision. Shimmerwind’s activities may PRIMARY NON-PLAYER CHARACTERS appear suspicious. ▷ Jahmib ▷ Shimmerwind • Blood on Her Hands. After the murder is ▷ Thaelas ▷ Soffer discovered, Wrielle will appear from downstairs, ▷ Wrielle covered in blood and menacingly wielding a broken bottle. The blood is hers, and she is The Scene of the Crime. Characters are almost coming to investigate, but the timing—and her certain to begin investigating the murder absence from her room—are more than slightly immediately. If they don’t, Wrielle points out that suspicious. their job is to protect her and that they should learn • The Missing Shifter. Soffer, the unconscious about any threats that might exist. Details they can shifter, is hurt badly but is stable. He is covered discern through investigation include: with blood, though most of it is that of his • Examining the Victims. Chase and Meya are companions. If he is revived, he will be upset and both dead, still in bed. A DC 12 Wisdom confused. Once he is calm, he can be questioned (Medicine) check can determine that they were and can report that he was asleep when he was both dealt slashing wounds, but that whatever was grabbed and thrown out the window. While he used was smaller than a greatsword. A result of 14 woke up when he was grabbed, he was disoriented or more on this check further reveals that both of and can’t tell more than that the attacker was large them were torn into as if by an animal, rather than and hairy—maybe a gnoll or bugbear? He is pretty slashed with a weapon. A result of 16 or more also sure that it had claws, though. reveals that Meya was killed by what looks like • The Innkeeper Acts Suspiciously. When claws, with multiple parallel lacerations, while Jahmib comes onto the scene he will panic, secretly Chase seems to have been torn into by a single fearing that Rock may have been responsible. He sharp object. (Meya was clawed and Chase was excuses himself—he has +4 on Charisma gored.) (Deception) checks—to go get cleaning supplies • Checking for Prints. There are muddy clawed and, in the process, ensure that the door to the footprints leading from the window to the bed room that Rock is in is still barred. When he and back. A DC 10 Wisdom (Survival) check comes back upstairs with cleaning supplies, he will reveals that whatever made them was walking on be calmer. A character who makes a Wisdom two feet. A DC 12 Intelligence (Nature) check (Insight) check of DC 14 or greater will be able to reveals that it isn’t any common creature. With a interpret his calm as relief. result of 15 or more the character will note that it • Looking for a Motive. The characters may ask looksSample like only two claws are visible, almost as if about Chase and his team. Jahmibfile is the only one the prints were left by misshapen hooves that had in the inn who can answer questions about them, been twisted into claws. unless Soffer is revived. Hetel arrives inthe • Examining the Point of Entry. A DC 10 morning and knows the same details about them Intelligence (Investigation) check reveals that the as Jahmib. Either of the two of them can tell you 5. A MURDER INVESTIGATION 13 that Chase and his team travel regularly between about their presence, a DC 15 Intelligence Aruldusk and Arythawn Keep running supplies, (Investigation) check allows a character to realize and they regularly stay at the inn. They have a that they are absent (if the character interacted with wagon with horses that are currently in the inn’s them significantly the previous evening, they have stable. Chase had bought a load of wood from advantage on this check).Most of the locals who Arix which is currently in the inn’s yard, and aren’t at the inn are thought to be working at planned to deliver it up to Aruldusk. The wood is Arythawn Keep. There are over two dozen such from Arix’s grove, and it has special properties due people who the locals believe are at the keep. There to the proximity of the manifest zone. are, however, a few locals who are unaccounted for: If the characters don’t begin investigating on their • Ezra and Norah Bettaine (and their infant, own. Wrielle approaches them in the morning and Yavia) were not informed of the murder by anyone lets them know that she will be staying at the inn present at the inn. The two of them are skilled until the killer is found, and that they should herbalists. If the characters ask about them, people investigate the murder. She has spoken to Thaelas gush about how nice Norah is, and then say and, as a representative of the Church of the Silver something along the lines of, “Oh, and... did you Flame, Thaelas has deputized the characters. If they know, she’s from Rellekor. A DC 14 Intelligence find the murderer, they will be rewarded. Rock and (History or Religion) check reveals that Rellekor is Shimmerwind will be staying at the inn to provide a sanctuary-town for that was set up by protection to all who need it, and Thaelas will have the Church of the Silver Flame. Members of the already left to begin her own search for the church and Thranish characters have advantage on murderer. The inspection of Arythawn Keep this check. requires that representatives of both Breland and • Eltin Kaltarri, is an old widower who lives with Thrane are present. Since Thaelas insists on finding his nephew, Hale. Hale, a teenager who is learning the killer, Wrielle wants this done quickly. how to be a potter from his uncle, is at the inn. Unfortunately, his uncle, who is notoriously 6. QUESTIONING TOWNSFOLK stubborn, refused to leave the house, saying that if someone wanted to murder him, that they should OBJECTIVES come and try it. ▷ Continue the investigation, • Melarrel is a reclusive fisherwoman who lives introducing new leads and leading about a half hour’s walk from the inn, in a cabin toward Trad next to a small lake. She sometimes takes fish ▷ Deepen the party’s connection with Brightdawn down to the keep, so she might be there, people PRIMARY NON-PLAYER CHARACTERS say, but—again—no one went to collect her. ▷ Jahmib ▷ Soffer Melarrel was a soldier for Thrane in the war and came through without any physical wounds, but ▷ Rock ▷ The Bettaine family has deep emotional scars. She avoids forming ▷ Thaelas ▷ Eltin Kaltarri connections with others and pushes them away by ▷ Wrielle ▷ Melarrel acting out with anger and occasional violence. ▷ Shimmerwind While some people feel sorry for Melarrel, she is not well-liked. She is also territorial about what The Village People. In the morning, as word she considers her lake, and doesn’t like other spreads, people trickle in to the inn, where they people fishing there. huddle together for protection. They all seem relieved that Rock is there, and several of them seem MORE RESIDENTS OF BRIGHTDAWN awed by Shimmerwind, who they recognize as The information on the townsfolk of Brightdawn presented here should be sufficient for most groups. If, however, your closely connected to the Silver Flame. The characters players are enjoying interaction with the residents of are welcome to question them, but none of them Brightdawn, and you feel like you need more details on them have any specific information about the murder. than are provided here, see Appendix B. A character who questions the residents of Brightdawn or listens to them talk amongst themselves can make a DC 15 Wisdom (Insight) • Arix Larrn, who the characters saw the previous check. If this check is successful, the character evening, is a woodcutter, and he is reasonably well- realizes that they seem worried about the murder, respected in the community. There are several andSample perhaps relieved that it was an outsider that was relatives of his in town, so theyfile can provide a killed, but they are not actually surprised by it. significant amount of information about him. The Larrn family is one of the oldest in town, and they There are several dozen people at the inn. Notably, own some of the prime land influenced by the neither Arix nor Trad, the locals who were at the inn Lammanian manifest zone. They don’t know the evening before, are present. If no players ask 6. QUESTIONING TOWNSFOLK 14 where he is. His brother, Marton, did go by his THE BETTAINE FAMILY house (he lives alone), but Arix didn’t answer the Norah Bettaine is a woman in her early door, so Marton assumed he was already at the twenties. She has blue-white skin and striking bright inn. Since Arix isn’t there and no one has seen orange eyes. She is at home with her young child him, Marton is a little worried about Arix and asks while her husband is out in the forest, as there are the characters to keep an eye out for him. some herbs it is best to collect after it rains. Her • Trad Fendazi, who the characters saw with Arix, husband left early that morning, just after dawn, lives alone in a cabin. His cousin, who is his only and she expects him back soon. She will be nervous family member still in the area, is working at the if the characters appear at her door, as strangers Keep. In general, the inhabitants of the town feel a showing up at her home is unusual and she has bit sorry for Trad, as his mother—who he was encountered distrust due to her lineage. Norah has devoted to—died recently. Trad’s best friend is heard nothing about the murder. If told about it, Arix, and he mostly hunts and does odd jobs for she leaves a note for her husband, and asks the people. No one actually went by his place to let characters to escort her to the inn. him know about the murder, and, while everyone MELARREL LARRN claims to feel bad about it, no one offers to go and Melarrel is a cousin to the Larrn family. She lives get him (though they happily tell the characters about a half hour’s walk from the inn, down by a where he lives if they ask—in the cabin near the small lake. If the characters investigate her, there is a old watchtower). 50% chance she will be out on the lake, fishing in her MISSING PEOPLE boat. If she sees the party, she will try to drive them away. She is belligerent, but she knows nothing Those who were overlooked—Trad, the Bettaines, about the murder. and Melarrel—live on the outskirts of Brightdawn, such that they weren’t on anyone’s way to the inn. It ARIX LARRN is possible that the characters will want to investigate If the characters investigate Arix’s home, they will some or all of the people who did not show up. If find the door barred from the inside. Arix’s bodyis the characters seek out Melarrel Larrn or the there, partially eaten, and the scene is gruesome. A Bettaine family, and you have not yet used the Spirit DC 12 Wisdom (Medicine) or DC 14 Intelligence Wolves encounter, you may wish to do so then. If (Investigation) check is enough to know that he was the characters seek out Trad, use the Spirit Wolves killed several hours earlier, probably around the encounter before they reach Trad’s home. Trad’s middle of the night. Whoever killed him appears to home is discussed in Area 9.1, but the rest are have left through a broken side window. Arix’s detailed below: possessions have been rifled through and strewn about, so it is possible that the murderer took some ELTIN KALTARRI of his possessions. An ornate, silver-bladed dagger is Eltin served in the war for years as an archer in stuck into the bar that holds the door closed. Its Thrane’s army, eventually coming home to pommel has an unusual emblem that includes some Brightdawn after he was wounded in battle. In silver flame iconography. A DC 10 Intelligence Brightdawn, he resumed his trade as a potter and got (Religion) check identifies the emblem as having an married. His wife died days after the Day of archaic silver flame motif. A result of 16 or greater on Mourning and, today, he is an old, bitter man who this check identifies it as belonging to an order of has largely given up on life. Recently, his nephew silver flame inquisitors active during the Silver arrived in town from Sigilstar, Purge. This dagger is worth 50 gp, or more to a hoping to learn from him. collector. Trad sold it to Arix a few weeks ago while The two have a rocky the two were at the inn, and either Hetel or Jahmib relationship. Eltin refuses can identify it. to answer the door or let the characters into his house. He assumes that they are murderers planning on killing him and has his longbow at the ready to threaten them. If theySample break in, he file won’t hesitate to shoot. Treat as a scout (MM), if needed.

6. QUESTIONING TOWNSFOLK 15 7. FOLLOW THE TRACKS that the murderer entered the house through the front door. Following the trail before it gets to Arix’s OBJECTIVES house is essentially impossible, as there do not ▷ Provide an optional path toward appear to be any tracks from the murderer leading to Trad’s cabin and the tower. it (since he was in human form until he reached Arix’s house). The characters may attempt to track the murderer. More likely, though, the party will attempt to The yard around the inn is still muddy, so there are track the murderer’s path after it left the inn. This fairly clear tracks both to and from the inn and a DC requires a DC 15 Wisdom (Survival) check, again 10 Intelligence (Nature) or Wisdom (Survival) check with disadvantage if the characters wait until identifies the tracks as looking like cloven hooves— morning. the size of a very large deer’s—that have been If the characters successfully follow the trail, they elongated into claws. A DC 12 Intelligence should encounter the spirit wolves, below. (Investigation) or Wisdom (Survival) check reveals If the party continues to follow the trail, it ends at (1) that the murderer came through the woods from the road. In daylight, a DC 12 Intelligence the direction in which most of the town’s houses (Investigation) check allows a character to realize are, (2) that the murderer appears to have leapt from that the last part of the trail seemed to head straight the window and landed some distance from the inn, for a tower visible over the treetops in the distance. and (3) ran off into the woods (roughly inthe The tower is unlit and about 500 feet off the road, so direction of the lake). Following the tracks is slightly it will not be visible from the road at night, even by more challenging. those with darkvision. A character attempting to follow the tracks leading to the inn can make a DC 14 Wisdom (Survival) check to do so, though they have disadvantage on this check if they wait until morning. Success allows the character to follow the tracks back to Arix Larrn’s house (see above), where the murderer appears to have climbed out of a broken window. The window was broken from the inside, suggesting

Sample B file

A 7. FOLLOW THE TRACKS 16 8. SPIRIT WOLVES Combat Notes. Three of the creatures immediately attack upon appearing. The fourth stands behind OBJECTIVES them as if listening to something. It will defend itself ▷ Building tension and establishing that if attacked. there are multiple dangers other than The spirit wolves have bite attacks that are the murderer physically damaging, but their hazy claws pass ▷ Foreshadowing the final encounter and the through living flesh, leaving trails of bloodless tissue abduction of Thaelas that immediately begins to go necrotic. This is not intended to be a fight to the death. Overview. This encounter occurs in the Instead, it should be used to introduce the spirit Thornwood, either as the characters seek out some wolves as unnerving opponents who clearly have an of the townsfolk who did not make it to the inn or agenda. Once the party deals with Trad, they should as they follow the murderer’s trail through the begin to wonder where the spirit wolves are and how woods. The opponents in this section are intended they fit into things. to be powerful enough to worry the party. They After two rounds of combat, the spirit wolf on should escape in order to later be the final enemy watch will feel Thaelas approaching the shard cave. that the characters face in this adventure. Building the tension in this scene as much as possible is The wolflike creature whips its head around in recommended. surprise. Looking into the distance, it whispers urgently “She comes!” Another of the creatures After the rain, the woods are eerily quiet, the screams at you, “You will not distract us from silence only broken only by an occasional water our vengeance!” With that, the creatures droplet falling from the forest canopy. dissolve back into mist that is suffused with a Unfortunately, the rain has been replaced by a purple light. light, ground-hugging mist that makes the path you are taking difficult to see. A light breeze Encounter Balancing. For a weaker party, you brings the loamy scent of freshly turned earth, may wish to reduce the challenge of each spirit wolf but it does nothing to disperse the mist. to CR 2 (450 XP). To do so, make the following changes: Have the characters make DC 16 Wisdom • Reduce its hit points to 34 (4d10 + 12). (Perception) checks. Those that succeed sense a strange pressure change in the air and feel as though • Reduce the damage from its Spectral Claws to 5 they are being watched. Those that fail begin to hear (1d10) necrotic damage. incomprehensible whispers and must succeed on a For a more powerful party, you can add an extra DC 14 Wisdom saving throw or have disadvantage spirit wolf. on ability checks and attack rolls for 10 minutes. A Offscreen Secrets. Thaelas remembers the cave character who takes damage can immediately repeat from the end of the Silver Purge and her unfulfilled this saving throw, ending the effect on a success. The promise to clear it out. Driven by guilt, she returned whispers begin to make sense to those who can hear there in her search for the murderer. When the spirit them. wolves disappear, it is because they sensed her ...do you hunt us? We are the hunters… Where is presence at the cave entrance. They grabbed her and she? Does the bear protect her? It is a traitor… teleported her into the Shard Cave (Area 14.8) to torture her for her past crimes against them and ...We will have our revenge… her blood… and their pack. yours... BREAKPOINT The whispers will only be audible to those who failed their perception checks and If the players are enjoying the investigation and they will quickly become following up on every lead, you may need to end incomprehensible again and a session before the party explores the tower. then, suddenly, go silent. In this case, consider ending either after the encounter with the spirit wolves or just as the After a pause of silence, the mist group approaches the tower and realizes swirls into four wolf-like shapes that it is infested by monstrous vines in with insubstantial, humanoid-like, Area 9.2 below. clawed arms growing from their shoulders.Sample The creatures wear silver file collars with ghostly chains attached to them, leading off into nothingness.

8. SPIRIT WOLVES 17 9. THE WATCHTOWER The Watchtower details the area around Trad’s cabin. The tower that his family has historically been responsible for is clearly visible, but it is overgrown with vines and ivy. Characters will reach the cabin first, but they are welcome to head directly tothe tower. They will simply miss out on some STR DEX CON INT WIS CHA information if they do. 17(+3) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 12 (+1) 9.1 TRAD’S CABIN OBJECTIVES ▷ Learn that Trad is involved in the murders ▷ Gain access to Trad’s family’s journals

Trad lives in a two-room cabin a short walk from the inn, west of the road. A stone tower is clearly visible about 100 feet away from the cabin. The cabin’s front room is small and contains little of note: a side table with a water barrel, some hooks on the wall with clothing hanging from them, and a small wood pile. A hunting bow and quiver of arrows lean against a corner. The inner room is a chaotic mess: the bed is soiled; the floor is covered with trash; the wood stove in the corner is cracked and surrounded by scorch marks and ash; and a dead chicken, bloody and gnawed on, sits on the table alongside a small pile of books, now stained with chicken blood. The chicken has been dead for less than a day.

FENDAZI JOURNALS The books are old journals. If the characters found the silver dagger in Arix’s house, they recognize that each of the journals has the same emblem on their frontispiece. An Intelligence (Investigation) check reveals additional information based on the result: 5+ The journals appear to be written by more than one person and there are several missing pages that appear to be torn out. 10+ The authors are associated with the Church of Silver Flame. Some of the journal entries seem to be The torn-out pages appear to have had more over a century old. One of the older entries information about these. mentions sending a report to Arythawn Keep. 18+ The authors are watching the Lammanian 12+ The authors are members of the Fendazi family manifest zone for danger. and are assigned to a watchtower and are watching Spending less than an hour studying the journals for something potentially dangerous that seems gives disadvantage on the check above. connected to storms. The last entry in the journal is Next to the books is a single page that has been from about 35 years ago. torn out. It is stained with blood and pinned to the 14+ The last author despairs of the fact that his son table with a knife. The legible part reads: refuses to follow in his footsteps. The danger that . . . commander at Arythawn Keep, where they had the authors are watching for has to do with been holding her. When they went to chain her up in lycanthropes or restless spirits. An additional DC 12 anticipation of the full moons, Nemata’s body was IntelligenceSample (History or Religion) check further lying there. They thought her dead,file but the priest said reveals that after the Silver Purge, there were a few her spirit had been torn from her body and this permanent installations set up by the Church of the happened the same day that the tower was dedicated. Silver Flame to watch for outbreaks of lycanthropy. Perhaps a side effect of the wards? If so, what magic 16+ There are references to spirit-binding rituals. had she done to herself that it. . .

9. THE WATCHTOWER 18 The characters might wish to search the journals Description. The stone watchtower is three stories specifically for information on Nemata. If they do, tall and stands just shy of 40 feet. It now serves as with a successful DC 14 Intelligence (Investigation) Trad’s lair. He has been possessed by the spirit of a check, they can find references in the oldest of the wereboar necromancer which has used its own journals and discover that she was the wereboar knowledge along with a few powerful spell scrolls leader of a lycanthrope pack that gave the and information in the journals that Trad found to Inquisition a great deal of trouble. She was also bind Lammanian spirits to the tower. With spirits of suspected of practicing necromancy. With a result of nature bound to it, the tower is undergoing a slow 18 or more, a character can also discover a brief transformation. reference in another journal. Here, it talks about a Already, vines and other plants have fully covered ghostly guardian of a cave and speculates that it the lower half of the tower’s exterior and reach up to might be Nemata’s ghost. Further reading of this its top in places. If watched carefully, the tower itself section will not reveal the location of the cave—it appears to be slowly breathing. A character with a was apparently something known well enough not passive Perception of 16 or greater notices something to write down—but it will reveal that this ghost had is amiss, but a character needs to look closely at the prevented exploration of the cave and that “the elf” tower to understand what is happening, requiring a had promised to take care of it but had disappeared. DC 16 Wisdom (Perception) check. A character who A character who spends any time with the journals scores a 18 or more on a Wisdom (Perception) check trying to identify the elf can discover that it was while studying the tower notices a small animal Thaelas who, at the time, had not yet become a wrapped in vines about eight feet up the wall. paladin of the Silver Flame. Characters who are proficient in either Arcana or Treasure. In addition to the journals, which may be Nature that are aware of the manifest zone can valuable to historians or archivists, there is an ornate surmise that the vines are linked to it somehow. A mosaic box worth 15 gp next to the bed. The box is character who succeeds on a DC 14 Intelligence unlocked and contains 25 sp and 11 cp. (History or Religion) check can identify the tower as having been built about 100 years ago by the Church 9.2 TOWER EXTERIOR of the Silver Flame. Characters proficient with masonry tools have advantage on this check. OBJECTIVES Tower door. The door is being held closed by the ▷ Make it clear that something unusual tower itself, which hopes to lure as many characters is going on with the tower as possible close to it so that it can attack and,

9.1

9.2 Sample file

9. THE WATCHTOWER 19 eventually, use them as fertilizer. A DC 20 Strength A successful DC 14 Wisdom (Perception) check (Athletics) check can force the door open, though allows a character to hear the flowing liquid in Area the tower attacks any character trying to do so. A 9.7. There are small splatters of blood on the floor of character attempting to pick the lock can make a DC this room, with trails leading both up the stairs and 12 Intelligence check with thieves’ tools. On a through the door to Area 9.7. success, they realize that the door is not locked. A successful DC 12 Intelligence (Investigation) Combat notes. The tower attacks using vines that check will reveal that some of the notes on the are growing out of it. Defeating the tower vines does writing desk are recent, and that these recent notes not kill the tower itself, but it does remove the are in two distinct styles of handwriting. tower’s only effective method of attacking creatures One of these, rife with misspellings, includes notes on the ground. If the vines are defeated, the door to about a cave with a very rough map and a what the tower can be opened with relatively little effort. appears to be a spirit-binding ritual. The map shows Encounter balancing. For a CR 5 (1,800 XP) a cave in a cliff-face next to a river, but it doesn’t encounter, make the following changes to the tower provide any reference to where it is in relation to vines: Brightdawn. A successful DC 12 Intelligence • Reduce its armor class to 13. (Arcana) check will reveal that the binding ritual • Reduce the damage from the vines’ Slam attack to appears loosely related to a magic circle, but that it 10 (1d10 +5) bludgeoning damage. was dangerously simplified by someone who clearly did not understand it. 9.3 TOWER:GENERAL FEATURES The other includes some notes on a summoning ritual that seems to have no connection to the spirit- The inside walls on the first floor are made of the binding ritual in the other. A successful DC 15 same stone as the tower’s exterior. The walls are Intelligence (Arcana) check will reveal that these strangely warm to the touch, and if you watch the notes are focused on taking a ritual used to summon stone walls long enough, they slowly move like a guardian of elemental earth and turning it into a something alive. Heavy timbers support a wooden more generalized ritual creating an elemental link to floor above. Interior doors are heavy wood. Any that Lammania. A character proficient in the Primordial are locked have a DC 15 lock. They all open with the language has advantage on this Arcana check and same key, which is in Trad’s possession. Above the can recognize the guardian as a galeb duhr. first floor, all floors and interior walls arewood. Ceilings in the tower are 12 feet high on the first floor and 10 feet high on the second and third floors. The interior of the tower is not lit except where noted. 9.4 ENTRYWAY The tower’s foyer is empty except for the remains of a threadbare rug on the floor. There is a door directly across from the entrance. It is slightly ajar, has a murder hole next to it, and is marked by a single humanoid handprint in dried blood. 9.5 LIBRARY

OBJECTIVES ▷ Find the notes from Trad and Nemata in order to begin piecing together what has occurred and learn about the existence of the shard cave.

A short hall with doors on either side leads to what appears to be a library or study in disarray. A large bookshelf stands against the far wall. It is half-empty,Sample with books and scrolls scattered file across the floor and the nearby writing desk. The room is dimly lit by an everbright lantern sitting on its side next to a flight of stone stairs leading up.

9. THE WATCHTOWER 20 9.5 9.6

9.4

9.8 9.7 9.9

The first set of 9.6 STORAGE notes here was from Trad shortly after he first entered the tower. The second is This area was used for storage and still contains from Nemata (possessing Trad’s body) as she several now-empty barrels. Leaning against one attempted to take the ritual she was familiar with corner of the small room are a variety of tools: (which she used to summon the galeb duhr in Area including a shovel, crowbar, and sledgehammer, as 14.5 many years ago) and turn it into something well as a set of masonry tools. There are two sets of useful to her now. manacles attached to the wall here, indicating that the room once had another use. Close inspection of The older papers appear to mostly be a mix of the manacles reveals that small silver studs are letters, personal notes, and pages torn from the embedded into the inside of each manacle. journals in Trad’s cabin. The latter are primarily details about religious rituals involving the altar. THE SILVER WARD Some of these refer to the silver flame warding the The watchtower did more than simply provide a location for area. A character looking through the old letters sentinels to keep watch over the area. Through its altar, it channeled the power of the Silver Flame to suppress the who succeeds at a DC 14 Wisdom (Perception) check influence of Lammania on the surrounding area. It didn’t stop will see that one of the letters is signed with the the influence completely, but it diffused that influence overa name “Hetel.” It is addressed to someone named broader area and made interplanar travel somewhat more difficult. Markin (who was Trad’s grandfather), is dated 51 With the death of Markin Fendazi, Trad’s grandfather, the altar years ago, and it appears to be breaking off a has been unmaintained for nearly two decades. The pattern of romantic relationship. silver flames that continuously flowed over the tower’s exterior gradually dimmed as its connection to the Flame weakened. Treasure. Many of the books are damaged by mold. While the connection between the altar and the Silver Flame had There are, however, several texts on history and dissolved over time, the altar was still connected to the manifest Samplezone itself, the border between Lammaniafile and Eberron. religion. Included in the pile of texts are two spell Nemata’s ritual used this connection to strengthen the power of scrolls, one of protection from evil and good and one Lammania within the manifest zone and focus it on the tower itself. of remove curse. The everbright lantern is old but This gave her soul, which had been trapped in the border between functional. worlds, an anchor in Eberron.

9. THE WATCHTOWER 21 9.7 SHRINE The pillar of liquid suddenly turns into a cascade of water, splashing onto the floor, only to OBJECTIVES reform around the corpse in a hulking, roughly ▷ Find the altar that is channelling humanoid form. Within the liquid that is quickly power from Lammania into the tower turning red with the half-elf’s blood, the corpse moves jerkily, drawing its short sword like a macabre puppet. Once a shrine to the silver flame, this room has a simple mosaic floor stained with the blood of Encounter Balancing. If you need a CR 5 (1,800 a half-elf soldier who lies in front of an altar with XP) encounter, use the standard water elemental his throat slashed open. An unadorned brazier statblock. If you do this, remove the shortsword sits on top of the altar. While the brazier may from the description and instead describe the water have once held a flame, there is now a flowing elemental’s Whelm attack as the corpse grabbing a pillar of silvery liquid that rises from the brazier creature and pulling it inside the elemental. to the ceiling. The corrupted altar. The brazier appears to be permanently attached to the altar. It is held in place The shrine here was corrupted by the ritual that magically. If detect magic is used, the brazier is under Trad used to transform the tower. The pillar of powerful conjuration and abjuration effects. The liquid is a water elemental that came through from brazier has AC 18, 15 hit points, and is resistant to Lammania. The soldier was a scout from Arythawn slashing and piercing weapons that are not Keep who was killed by Trad. adamantine. Each time the brazier is damaged Combat Notes. The water elemental attacks if without being destroyed, it has a 50% chance of either it or the body are touched. Its first action will summoning a water elemental. If it does not be to engulf the corpse of the soldier. If it does this, summon a water elemental, the brazier briefly it absorbs blood from the floor, tingeing itself red, liquifies and reforms, regaining 5 hit points. A and puppeteers the corpse. The corpse remains summoned water elemental immediately attacks. If inside the water elemental, using its short sword to the brazier is destroyed or a fire is lit in the brazier attack anyone the elemental engulfs. The amalgam that includes silverburn powder, all elementals in the of the two should be treated as a single creature. tower, except for any summoned by the characters, are banished (see Area 9.15, below). Treasure. The half-elf corpse wears studded leather armor and carries a shortsword, dagger, and a quiver with 12 bolts. It has a purse that holds 5 gp and 14 sp.

STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 18 (+4) 5 (-3) 10 (+0) 8 (-1) Sample file

9. THE WATCHTOWER 22 9.8 CRYPT (1d10) poison damage at the start of each of its turns and can repeat the saving throw at the end of each of This small chamber provides access to the Fendazi its turns, ending the effect on itself on a successful family crypt. Bodies here are interred in the wall and save. Yellow mold is instantly destroyed by fire sealed over with a short inscription set into the damage or sunlight. mortar. These inscriptions bear their names and their dates of birth and death. Reviewing them will Finding Trad. Trad will be well aware if the party reveal that they are all members of the Fendazi enters the tower through the first floor, and will wait family dating back over 100 years. The door here for them upstairs, hoping to face them on the roof opens into the crypt and can be braced closed from where he is strongest. If the characters decide to wait within, providing a safe (if, perhaps, uncomfortable) before ascending the tower, either to explore other place to rest. Unless he hears noise coming from areas or to take a short rest, Trad will summon the within the crypt, Trad will not enter it. stoneworms (see Area 9.11, below) and assign one of the stoneworms to find the party and report back. 9.9 SHRINE STORAGE If the characters don’t rest before ascending to the second floor quietly, they should make a Dexterity The door to this storage area is locked. (Stealth) check opposed by Trad’s passive Perception Treasure. The storage area contains: (12). If they succeed, they catch Trad (in monstrous • A small cask containing 20 gp worth of silver form) standing in the doorway to Areas 9.11, keeping powder. an eye out for them. If they are not stealthy, they can • An almost-full box containing twelve doses of make a DC 12 Wisdom (Perception) check to hear silverburn (see below), each wrapped in paper. Trad closing that door as he heads upstairs. If they • 2 flasks of holy water succeed on this check by 5 or more, they can also hear him locking the door. Regardless, Trad • A barrel that is half-full of charcoal attempts to flee to the roof. If the characters stop • 20 pieces of silverburn-treated incense, him from doing so, he fights them here. individually wrapped in cloth and sized for the brazier in the shrine. Silverburn Wondrous item, common Burning this alchemical powder, gives off a brilliant silver flame and smoke with a metallic sheen. When a creature with damage resistance or immunity bypassed by silver weapons begins its turn in bright light given off by a silverburn- affected flame, it must succeed on a DC 11 Constitution saving throw or be poisoned until the beginning of its next turn. Silverburn can be incorporated into candles or used as a powder. A single dose of silverburn powder affects a torch or similarly sized fire for 30 minutes. Multiple doses are required for larger flames. Silverburn is commonly used in rituals by the Church of the Silver Flame. 9.10 KITCHEN The room at the top of the stairs is a kitchen and dining area that has not been used in years—maybe decades, and is covered with a layer of grime and old mold. 9.10 A table and chairs are in the center of the room. There is a large set of shelves that is now bare, with a filthy pile of pots, baskets, and cooking utensils lying on the floor next to it. A wood-burning stove sits against the stone wall nearby. There is a door in an 9.12 9.11 interior wall near the top of the stairs. Hazard: Yellow Mold. The pile of cooking utensils hides a patch of yellow mold. If the pile is disturbed,Sample the mold sprays a cloud of spores, filling file a 10-foot cube. Creatures in the spore cloud take 11 (2d10) poison damage and must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. A poisoned creature takes an additional 5 9. THE WATCHTOWER 23 9.11 WORKSPACE OBJECTIVES ▷ Gather more clues about the ritual Trad is using to link the tower to Lammania

It is unclear what this room’s original purpose STR DEX CON INT WIS CHA was. Now, cleared of furniture, the walls and 17 (+3) 11 (+0) 16 (+3) 5 (-3) 10 (+0) 8 (-1) floor are covered with arcane diagrams and notes written in both chalk and paint. There’s a second door in this room on the same wall as the door you entered through and stairs that lead up to the third floor. There is a single large window in this room, with thick, slowly squirming vines visible outside. Mysterious Arcane Scrawlings. Trad, while possessed by Nemata, used this area to sketch out the ritual and the symbolic connections that he used to link the tower to Lammania. The writings here look relatively new, although a DC 14 Intelligence (Investigation) check can determine that they have been here for at least a week or two, as it no longer smells of fresh paint. Deciphering what is written here can tell the characters quite a bit. With a quick look, a successful DC 12 Intelligence (Arcana) check reveals that the notes here are primarily focused on conjuration and abjuration. If the result of this check is 14 or greater, the character notes that there was a permanent inverted magic circle inscribed on the floor, but it has been destroyed. If the result is 16 or greater, the character also notes that the writings include references to various lunar and planar cycles. A and the floor above. They attack any creature other character who paid particular attention to the than Trad that intrudes on their territory. The brazier on the first floor can make a DC 12 Wisdom stoneworms do not typically leave the wall unless (Perception) check to notice a symbol that looks intruders stay out of reach. This allows them to keep suspiciously like the brazier. a portion of themselves inside the wall, using it as half cover (+2 to AC and Dexterity saving throws). If the characters spend any significant amount of time studying the writings, a successful DC 14 If the characters immediately go upstairs after Intelligence (Arcana) check shows that there is a exploring the first level of the tower, Trad will not connection between the brazier (which had been have summoned the stoneworms and they will not empowered by the silver flame) and a magic binding be present. circle, and that this connection has something to do Encounter Balancing. For a standard challenge, with elemental water. If a character succeeds on this there should be one more stoneworm than there are check by 5 or more, they can determine that the flow members of the party, assuming they are 5th-level of elemental water sustains the binding, using the characters. brazier as an anchor, and that if the brazier was rededicated to the silver flame, this connection FIGHTING TRAD would be broken. Trad is a powerful opponent who has many options in combat due to his lair actions and spellcasting. He will be aware that A successful DC 14 Intelligence (Religion) check the characters have entered the tower and will use mage reveals that burning silverburn in the brazier would armor immediately in preparation. When he believes the party is about to ascend to the rooftop, he will cast mirror image and likely suffice to rededicate it. A character proficient vampiric touch if time permits. in ReligionSample who worships the Silver Flame If the party manages to sneak upfile the stairs without warning, Trad automatically succeeds at this check. will flee to the roof, using the stoneworms (if they are present) to distract the party. If possible, he will cast invisibility on himself Combat Notes. If the party rested before reaching before heading upstairs so that the characters delay in looking for the second floor of the tower, three stoneworms will him while he prepares. be swimming through the exterior walls of this area

9. THE WATCHTOWER 24 9.12 BEDROOM 9.14 ROOF ACCESS The door to this room is locked. This room is filled This room looks as if it served as additional storage with broken furniture. A bed is visible at the space, but now there is nothing here except for a few bottom of the pile, hinting at this room’s original empty crates and the stairs to the roof. A successful purpose. DC 12 Intelligence (Investigation) check will notice Treasure. Under the bed, hidden from view, is an that there are marks in the dust in the space next to old glass jar containing three doses of restorative the stairs that look like a piece of furniture was once ointment. there. A character who succeeds on this roll with a 15 or better will note that the spacing and shape of the 9.13 ARMORY marks are consistent with the legs of the bed in Trad’s cabin. A single, mostly-empty room takes up about three-quarters of this floor. Against the far wall is a door and, next to it, a large weapon rack filled with mostly-rusted implements of war. If the party is close behind Trad as he makes his way through the armory, he can confront them here, but he would prefer to attack them on the roof. Treasure. In addition to the shield and battleaxe, there are a variety of additional weapons here, though some are rusted beyond repair. Notable items include an old, but usable breastplate, a silverbow, and a warhammer with intricate geometric designs in relief on its head (worth 50 gp). Silverbow Weapon (longbow) common When you use this weapon to make a ranged attack using a silver arrow, the weapon’s short range is doubled. In addition, any arrow that you use with this weapon to make a ranged attack is considered to be silver for the purposes of overcoming damage resistances and immunities.

9.14

9.13 Sample file

9. THE WATCHTOWER 25 9.15 TOWER ROOF upper left arm. This is a small sliver of a Khyber dragonshard that Nemata uses to help control him. OBJECTIVES Trad also carries a journal that is functioning as his ▷ Defeat Trad spellbook. It contains the spells he currently has ▷ Reverse the ritual that Trad has used prepared. In addition, it has additional notes on to link the tower to Lammania rituals to connect with Lammania and strengthen PRIMARY NON-PLAYER CHARACTERS that connection with mortal souls. Studying this text, it is clear that Trad intends to sacrifice people at ▷ Trad Fendazi (possessed by Nemata) the corrupted shrine on the tower’s first floor. While The tower’s roof is open to the sky and it is unclear what his goal is in doing so from the surrounded by a low, crenellated stone wall. It notes, a successful DC 14 Intelligence (Investigation) has a commanding view of the surrounding check will reveal that this could free Nemata’s soul area, including Brightdawn and much of the from some form of imprisonment. In fact, it will Thornwood. Far to the Southeast, the dark wall sever her connection to the Khyber dragonshard in of mist that surrounds the Mournland is barely the Shard Cave, allowing her to leave the area of the visible on the horizon. The roof has been manifest zone that she is currently confined to. painted with arcane symbols, similar to those on If Trad is captured, he will attempt to convince his the second floor, but much larger. captors of the nobility of his actions, but he will break down and be overcome with guilt if he is Taking a Shortcut. If the characters have access to confronted with the murder of Arix. If this happens, flight or similar abilities, they may attempt to enter or if Trad is rendered unconscious, Nemata is likely the tower through the roof. If they do, the tower to attempt to take control. If she does, her primary vines will attack them there, but Trad will not be on goal will be to escape to the Shard Cave which she the roof. Instead, he will be in the kitchen area will then attempt to fortify against an incursion by where he will hold his ground, sending the the characters. stoneworms to soften up the characters. Combat Notes. If Trad is waiting on the roof for the party, he charges the first one up the stairs and attempts to push that character off the side of the tower. Using a remove curse spell or an effect that ends possession will stun Trad until the end of his next turn while Nemata reasserts her influence over him through the dragonshard embedded in his arm. Defeating Trad. If Trad is killed and his body is searched, the characters will find that he has a hard lump under a scar on his

9.15 Sample file

9. THE WATCHTOWER 26 THE RITUAL A successful DC 14 Intelligence (Arcana) check reveals that the entire roof has been turned into a giant planar binding symbol and that it is currently active. A result of 16 or higher on this check reveals that the circle is binding Lammanian spirits to the tower itself. The circle cannot be directly destroyed without first dealing with the brazier on the tower’s ground level. If a character damages the circle, silvery water will flow from between the stones of the tower and restore any parts that are missing. This water is fed from the brazier on the first level of the tower. Ifa fire is lit with silverburn powder in the brazier, it breaks the connection that feeds the brazier with elemental water, allowing the circle to be destroyed. If the circle is destroyed, the vines deanimate and any remaining elementals in the tower are banished back to Lammania. The connection can also be broken if the brazier is destroyed, but this has its own dangers. If the brazier is not destroyed and is kept lit with a fire tinted by silverburn, the vines will shortly begin to flicker with silver flames. Eventually, they willbe consumed, but the flames will still flicker over the surface of the tower where the vines once ran. Older residents of Brightdawn will recall that similar flames had graced the tower before it was abandoned.

Sample file

9. THE WATCHTOWER 27 PART THREE: THE MOURNLAND’S EDGE

fter dealing with Trad, the characters HETEL may believe that they have successfully If Hetel is presented with the letter to Markin from dealt with Brightdawn’s problems. This the tower’s library, she will look wistful for a section should balance that feeling with moment and attempt to dismiss it as having been a indications to the contrary. When faced long time ago. Markin was Trad’s grandfather. He with Trad’s friends and family, the and Hetel had a romantic relationship when they characters should realize that their defeat of Trad were young. She believes that she may have broken was as tragic as it was heroic. his heart, so she doesn’t like to think about it too Traveling to Arythawn Keep and facing the much. Markin did take her to the top of the tower at horrors of the Mournland should contrast with this, night, and he pointed out that if it were light out, giving the characters the opportunity to take they would have been able to see a dangerous cave unequivocally heroic action on a larger, but far less that he would have to keep watch on, but she won’t personal, scale than whatever they might accomplish recall this without very pointed questions. She will, in Brightdawn. Think of this section as a sort of however, mention that the tower used to glow and palate-cleanser. that it was lovely, once. BRIGHTDAWN RESIDENTS 10. BACK AT THE INN The residents of Brightdawn react to news of Trad as the murderer with surprise and confusion. Talking OBJECTIVES to them about Trad can reveal the following: ▷ Establish that Thaelas is missing • Trad and Arix were very close and no one can ▷ Hint that the curse may not have been lifted conceive of Trad wanting to hurt Arix. (Note that ▷ Provide the promise of future rewards if the characters didn’t discover Arix’s death, Rock ▷ Direct the party to Arythawn Keep would have run out to check on Arix and discovered it.) PRIMARY NON-PLAYER CHARACTERS • There had been incidents (lost animals and such) ▷ Wrielle ▷ Soffer on stormy nights before, and some people had ▷ Shimmerwind ▷ Hetel seen Trad drinking at the inn during some of those incidents—he clearly wasn’t responsible for all of The Wyvernrest Inn appears much like you left them. it: crowded and full of frightened villagers. Now, • If Rock is present, he says something about Trad though, they seem as exhausted as they do having fallen victim to the curse on this place, but tense. Shimmerwind, the gargoyle, hurries Jahmib tells him not to worry. forward at your entrance, somehow able to appear somber despite his shining silver skin If the characters ask about the watchtower, they and brightly colored clothes, and immediately can learn: asks, “Have you seen Thaelas?” • The Fendazi family are caretakers of the tower. People in town are unclear if they own it or if they NPC INTERACTIONS take care of it for the Church of the Silver Flame. • Trad’s father locked the tower up years ago, shortly SHIMMERWIND Shimmerwind explains that Thaelas went off in after his own father died, saying that there were search of the murderer as well, but hasn’t returned. evil things locked away in there. Trad’s father died He expects that she might have headed to Arythawn a few years back in the war. Trad’s mother died Keep on her own, as she can be impulsive. If about a year ago. Shimmerwind hears the story of what happened If the party mentions or asks about the spirit with Trad, he says that Thrane owes the party a wolves, there will be a moment of terrified silence. reward, and that he will make sure they get it. There are stories people have told of such things, but no one at the inn will admit to having seen one. WRIELLESample file It is considered very bad luck and central to the Now that there isn’t a murderous creature on the town’s curse. loose, Wrielle is eager to get to Arythawn Keep. If it is late in the day, however, she suggests they wait until morning to leave. 10. BACK AT THE INN 28 SOFFER than professional. This is due to her concerns about Soffer is conscious, still recovering from shock. He being investigated by House Medani on behalf of tells the characters that he is Chase’s heir and the the Tain family and her hope that she will be able to valuable Lammanian wood is now his. He is nervous leverage her position and authority to stop what she about traveling and he offers to pay the party 150 gp considers to be harassment. If this check succeeds by to return to Aruldusk with him, both as labor and 5 or more, a character will understand that she wants guards. He is happy to wait until the characters to know what House Medani needs not necessarily return from Arythawn Keep, as he would like to so that she can provide it, but in order to gain some have a bit more time to rest and recover. sort of leverage over them. MEMORIAL If a character asks what is bothering her, she will subtly remind them of their discussion about House That evening, a short, simple memorial service is Medani over dinner when they first arrived at the held in the chapel upstairs at the inn for those that Wyvernrest Inn. they know who have died. Thornwood Encounters. The trip between Brightdawn and Arythawn only takes a matter of hours. If you wish to check for a random encounter, roll once on the table below. RANDOM ENCOUNTERS:SOUTHERN THORNWOOD d6 Encounter 1 no encounter 2 Medani scouts 3 2d6+2 elk 4 1 giant owl 5 2 phase spiders 6 Roll 1d6 and look up the result on the Lammania (Shore) table in Area 15. Medani Scouts who are encountered will be a group from Arythawn out looking for a lost patrol that was headed toward Brightdawn. Phase spiders will stalk the party and attempt to make off with any Small character or creature. 12. ARYTHAWN KEEP

OBJECTIVES ▷ Introduce the Thousand Yard Stare 11. ROAD TO ARYTHAWN KEEP ▷ Make it clear the keep is very understaffed NPC Interactions. When the characters leave for ▷ Introduce Jaranda and ensure she points the Arythawn Keep, Shimmerwind flies on ahead—still party towards the cave uncharacteristically downcast. Once he leaves, Wrielle asks the characters to assist her when they PRIMARY NON-PLAYER CHARACTERS arrive at the Keep by learning what they can of the ▷ Wrielle ▷ Channara d’Medani operations there once they arrive. She says that she is ▷ Jaranda Remner ▷ Abaythe d’Medani worried that she and Shimmerwind will be given a ▷ Fennis Tembar biased report. She wants to know what sort of progress has been The road skirts the southern edge of the made on repairs of the keep and what their expected Thornwood following a bluff, looking down over completion date is. In addition, she would like to the Brey river valley to the south. To the east, know how effective the Medani soldiers believe they the dead-gray mist obscures the horizon. Up are at patrolling the Mournland’s border and what ahead, Arythawn Keep comes into view. problems they are running into. Most importantly, The keep clearly suffered during the Last War she wants to know what sort of support House and has not been fully rebuilt. The gate ha been MedaniSample is most desperate for. recently replaced, but the wallsfile are a patchwork With a successful DC 12 Wisdom (Insight) check, a of original stone and temporary materials. In character will notice that Wrielle seems tense— one area, scaffolding is set up against the wall possibly frustrated—when she speaks about House and new stone is being laid into place. Medani and that this frustration is personal rather 11. ROAD TO ARYTHAWN KEEP 29 Breland or wyverns from Thrane, so that they can ARYTHAWN KEEP engage in aerial reconnaissance and cover a larger Arythawn Keep is an isolated fort in the Thornwood in southeastern Thrane that was seriously damaged in the Last area; and War. It was in a strategic position, close to the borders of both • the resources with which to begin exploring the Cyre and Breland. Mournland. THE THOUSAND YARD STARE If the party helps significantly with the mistwalkers After the Treaty of Thronehold, the governments of Thrane (see below), she will consider them strong candidates and Breland entered into a joint contract with House Medani to rebuild Arythawn Keep and use it as a base of operations for delving into the Mournland. from which to patrol the western border of the Mournland and prevent monsters from escaping it to threaten the MEDANI SOLDIERS countryside. The Thousand Yard Stare is the name of the This is a good opportunity for the characters to House Medani troop of soldiers who are assigned to Arythawn Keep. There are one hundred members of this group, far too learn anything they wish about Arythawn Keep, the few too few to adequately perform the duties they were Thousand Yard Stare, or the dangers of the assigned. The Thousand Yard Stare is led by Channara Mournland. Abaythe is happy to answer their d’Medani, who is well aware that her command is underequipped for either of its assigned tasks. questions, as are any soldiers or workers who are around. Characters can learn the following: EXPANDING ON ARYTHAWN • Until recently, repairs had been going slowly. This adventure does not provide full details on Arythawn Keep. Instead, it focuses upon what is needed and leaves There are not enough soldiers to both patrol and room for future expansion to suit the needs of individual rebuild the keep, so they have recently taken to campaigns. hiring people from Brightdawn and the vicinity. It will still be most of a year before repairs are complete unless they are able to get additional This section has been kept flexible so that you can workers. respond to the players’ interests and the characters’ • There are always patrols going out to catch investigations. The next section, Walkers in the Mist, creatures coming out of the Mournland, but the should occur at some point after the party arrives at border they are patrolling is enormous. If they Arythawn Keep. This could be either after or during send out enough patrols to cover the entire border, the various interactions in this section, as best fits they will each be too small to be effective, given the the story’s flow. danger. NPC INTERACTIONS • A patrol had headed up to Brightdawn the other A small contingent rides out to meet the party, led day and should have been back already. The by Abaythe d'Medani, a young khoravar officer. He characters will be asked if they saw any sign of greets the group with genuine enthusiasm and leads them. A group of scouts (who the party might them back to the keep, where he introduces them to have met on the road) was sent out this morning his cousin, Channara d’Medani, commander of the to look for them. Between the patrol being gone Thousand Yard Stare and Arythawn Keep. and the need for the scouts to have been sent after them, there are very few soldiers currently at the CHANNARA keep. Note: the characters might mention the half Channara greets Wrielle and Shimmerwind as elf soldier found dead in Trad’s tower. If they do, representatives of their respective governments and word will be taken to Channara immediately and invites them to meet with her while Abaythe takes she will have Abaythe question them for the characters to get some simple refreshments. additional details. Eventually, they will conclude Channara knows nothing about the inquisitive (correctly) that Trad attacked the patrol. that has been following Wrielle, and—in light of her • The Thousand Yard Stare feels generally current mission—she considers most such abandoned by both Breland and Thrane. They are inquisitive assignments to be frivolous wastes of desperately understaffed, under equipped, and money and resources. If she is presented with facts assigned to an impossible task. and a clear commitment to help her achieve her • There is a movement within the Thousand Yard goals, she will be willing to intercede on Wrielle’s Stare to delve into the Mournland itself and learn behalf with her house, though she can make no its secrets, but—again—this is something they lack promises as to their reaction. If, however, the party the numbers to actively pursue. attempts to intimidate or deceive her, she will be likely to react poorly. FENNIS TEMBAR Fennis is an unmarked member of House Medani ThingsSample Channara wants include: file who has no particular skill in soldiering or • additional funding for more soldiers and supplies; investigation, but is providing support to the • a separate team to work on repairs to the keep; Thousand Yard Stare fixing equipment as a • additional aerial mounts, either hippogriffs from magewright tinker. He is also a childhood friend of Elian d’Medani, the young inquisitive who has been 12. ARYTHAWN KEEP 30 investigating Wrielle in Sharn. Elian has reached out Lammania. The only person Trad might have told, to his childhood friend to expect Wrielle’s visit and she thinks, is Arix. find out what he can about her. In particular, heis interested in her future plans as well as any romantic PRISON RECORDS entanglements she might have. If the party asks about old records, they will be Fennis, unfortunately for Elian, is not subtle. He shown to a small room in the basement of the keep knows he will not be able to gain access to Wrielle’s that is filled with ledgers. A few Medani soldiers interviews with Channara d’Medani, so he will have begun sorting through these as a sort of hobby, attempt to befriend and question her companions— so they are not in complete disarray. Since the the party—about Wrielle’s military career and love Medani have no particular claim to these records and life. will—unless given reason to think otherwise— If pressed, he will at first feign idle curiosity, and consider the characters to be representatives of their then declare that he was smitten upon seeing her. He employer, they will happily leave the characters to is, however, not a good liar. He will avoid giving up review the material here on their own. Elian’s name unless ordered to by a superior officer Prison records have already been separated into or plausibly threatened. their own section. A character searching for records on Nemata can make a DC 20 Intelligence JARANDA REMNER (Investigation) check. If they succeed on the check, If the characters do not search out Trad’s cousin the search takes them 2d10 minutes. If they fail the Jaranda themselves, she—along with a few other check, it takes an additional 10 minutes per point Brightdawn residents working at the keep—will that they failed by. approach them for any news from Brightdawn. A character who spends at least 10 minutes Jaranda has been working in the stables at the keep searching through the records not designated as for almost two weeks, so she feels more out of touch prison records can make a DC 15 Intelligence than normal. She reacts with despair at the news of (Investigation) check. On a success, the character Trad’s death. She blames him for it, though, finds a spell scroll with the sending spell on it declaring that she warned him to be careful. She amongst other papers. provides the following information to the characters: Nemata’s prison records convey the following information: • Her mother was Trad’s father’s younger sister. When Jaranda and Trad’s grandfather Markin • Nemata was a wereboar captured near the end of died, Trad’s father blamed the curse and sealed up the inquisition. She was suspected of helping a the old watchtower. group of lycanthropes escape the inquisition and • The curse lets creatures from Lammania into was brought in for questioning. Eberron on some nights. Trad’s father always • Nemata was regularly held under increased thought it had something to do with the security during full moons, but she seemed to have watchtower, but she’s also heard that they come more control over herself than most lycanthropes. out of a cave in the Lammania manifest zone. A cursory look at surrounding records will show From stories she’s heard, it has gotten worse since the watchtower was sealed. • She was with Trad when he broke back into the tower, but some of the things in there scared her, so she didn’t go back to it like Trad did. Last time she spoke to him, he said something about destroying the cave and ending the curse. She warned him not to, because—if it was possible— their grandfather would have done it. • She doesn’t know exactly where the cave is, but her mother once told her it is near a creek and that you can see it from the top of the watchtower. She is fairly certain of the general area, because a portion of the manifest zone is considered haunted, and she suspects that the caveSample is near there. file • If asked who else might know where the cave is, she’d speculate that Rock might, because she knows he has explored the manifest zone and she’s heard a rumor that he has actually been to

12. ARYTHAWN KEEP that she was not the only lycanthrope being held. up, a character might be able to catch a brief, clear • She was generally on good behavior and seemed glimpse of dark-red chitin, but the mist the creatures quite intelligent. Both of these things were exude seems to cling to them, obscuring fine details. considered notable. The creatures have eight legs each, the front two of • About a month after her capture, her body was which are tipped with sickle-like claws. found unconscious in her cell. The priests and The mistwalkers can climb within the mist that mages believe her soul was removed and trapped surrounds them. Typically, this allows them to climb somewhere having been prevented from moving up to 10 feet into the air. on to Dollurh, as attempts to contact it were met Shimmerwind flies ahead to help the patrol while with failure. the party fights the group of mistwalkers between • Her body was kept in its cell in case her soul them and the patrol. The patrol is led by Abaythe returned, but it deteriorated and died within a d’Medani and consists of six soldiers (treat as scouts week. if needed) in addition to himself. They are being • After her body’s death, a small sliver of a Khyber attacked by a group of mistwalkers (in addition to dragonshard was found embedded under the skin those facing the party). Fortunately for the formerly- of her arm. This appeared to have been used in a mounted patrol, the mistwalkers first focused their necromantic ritual to have transferred her soul to attacks on the soldiers’ horses, the corpses of which the dragonshard from which that sliver was taken. now litter the area. BREAKPOINT The mistwalkers have the patrol surrounded on three sides and are forcing them toward a cliff with a If needed, a break can occur during or immediately 75-foot drop to a river below. after the next section (Walkers in the Mist)—either To simplify combat between NPCs, track the before the party rides out or as they are returning. number of rounds it takes the party to defeat the mistwalkers. Every other round, 1d4-1 Medani 12.1 WALKERS IN THE MIST soldiers will be killed (up to a maximum total of 6). While the party members are speaking to others, Once the party defeats the mistwalkers facing them, Abaythe takes his patrol out to investigate a red mist any remaining mistwalkers fighting the patrol will that is headed in the direction of the keep from the flee over the side of the cliff. direction of the Mournland. About 10 minutes after the patrol leaves, the sentry in the keep’s observation tower sounds an alarm. The mist appears to have encircled the patrol and is slowly closing in on them. Channara requests the party’s aid as Arythawn Keep is down to only a few guards. Channara intended to go herself, but Wrielle and Shimmerwind suggested the party instead. Shimmerwind also intends to help by providing aerial support. The characters can ride out to the mist (Jaranda will provide them with mounts, if needed) which is within sight of the keep. Shimmerwind will fly out ahead and return reporting that the red mist seems to have things moving inside it—possibly creatures from the Mournland. Shimmerwind complains that one of the Medani archers shot at him. He assumes the soldier must have mistook him for a monster from the Mournland, but that seems ridiculous since he’s obviously a servant of the Flame. The characters will hear a battle ahead, but their path is blocked by a wall of red mist filled with multi-legged figures crawling through it as if it were solidSample ground . . . or they were spiders in a web. file Combat Notes. The mistwalkers are insectoid creatures that appear as shadowy figures in the mist, halfway between ants and spiders with heads that look disturbingly like chitinous human skulls. Close 12. ARYTHAWN KEEP 32 Treasure. When a mistwalker is slain, its chitinous body falls apart into pieces, revealing that the interior of the creature contained nothing except more red mist. The mist will hug the ground, where it will slowly coalesce into a chitin-covered sphere about 6 to 10 inches in diameter over the course of 10 minutes. Spheres can be cracked open and contain an Eberron dragonshard worth 20 gp if it came from a mistwalker or 50 gp if from a greater mistwalker. Encounter balancing. There are two mistwalkers present for each character and an additional two greater mistwalkers. If the characters are sixth level or higher, you may wish to replace one or more of the normal mistwalkers with additional greater mistwalkers. When the mistwalkers are slain and the mist surrounding them clears, the characters will be able to see a more imposing form of mist: the towering wall of dead-gray mist that surrounds the Mournland rises in the east. Abaythe, after the creatures are slain, removes an ornate spyglass from his pack and surveys the area. This is a dragonmark focus device based upon the tools used by House Medani to hunt down the last of the lycanthropes at the end of the Silver Purge. It allows him to detect shapechangers or invisible Samplecreatures. If either of these (includingfile changelings) are among the characters, he notices it, but gives the characters the benefit of the doubt and does not immediately say anything.

12. ARYTHAWN KEEP 33 Spyglass of Revelation look for the cave (if they have learned of it) and/or Wondrous item, uncommon (requires attunement by a half-elf Thaelas. Shimmerwind will be very disappointed with the mark of detection) that Thaelas was not at Arythawn Keep and ask the This device functions as a normal spyglass. In addition, it provides a user with the dragonmark of detection who looks party to look for her. Abaythe offers to head to through it with advantage on perception checks to see Brightdawn with the party, since Channara wants an objects at a distance. It also allows such a user to see invisible creatures and identify creatures with the shapechanger official report on what happened there and howit subtype or who are in a form other than their natural one. It might affect their supply lines (which were, in part, does not reveal a creature’s natural form, however. dependent on Chase). Jaranda is willing to accompany the characters if asked to do so, but she 12.2 FUTURE PLANS won’t offer on her own If any of Abaythe’s soldiers survived, he will treat the party as heroes. Channara d’Medani will thank the party profusely for their assistance, and let them know that House Medani is in their debt. This can be reflected by a discount on future Medani services. Optional Opportunities. Once she is done meeting with Wrielle and Shimmerwind, Channara approaches the party with an offer. She knows that they plan to return to Aruldusk with Wrielle ir’Kavay, but—if they are available after that—she is looking for explorers who are willing to delve into the Mournland. This is an opportunity to tie in future Mournland-based adventures, providing the party with a home base and support with a cast of recurring characters. Next Steps. Wrielle and Shimmerwind will stay at Arythawn Keep for a day or two. The party is welcome to stay, return to Brightdawn, or go and

Sample file

12. ARYTHAWN KEEP 34 PART FOUR: INTO THE WOODS

he initial goal of this section of the along the creek—which is clearly visible from the adventure is to find the entrance to the top of the tower—reduces the DC of the check to 17. cave. There are several ways that the Knowing that it is near a pine tree with blue flowers characters can go about this, but they all (which there is a small cluster of along the creek) involve returning to Brightdawn. Once gives a character advantage on this check. the party has located the cave, it If Abaythe is with the characters and they are becomes a fairly straightforward dungeon, with an unable to find the cave from the top ofthe optional interplanar trip at the end: watchtower, he can use his spyglass of revelation to 13. RETURN TO BRIGHTDAWN find it. 14. THE SHARD CAVE OBJECTIVES ▷ Find the entrance to the cave Background. During the Silver Purge, a pack of lycanthropes consisting of werewolves and PRIMARY NON-PLAYER CHARACTERS wereboars took shelter in this cave and began using ▷ Rock ▷ Abaythe d’Medani it as a hiding place for lycanthropes on the run from the inquisition. Since the manifest zone allows for The Wyvernrest Inn. Rock is aware of the location occasional passage into Lammania, it became a of the cave, but he begins to lose control of himself if critical way-station for those who were fleeing he gets too close to it due to the effects of the cave on Eberron. Eventually, the inquisition tracked a group lycanthropes. If asked, he can provide directions to of lycanthropes to the area and there was a vicious it, though he warns the party that it is likely to be battle. At the time, the leader of the pack that ran very dangerous. If Jaranda is with the characters, she the shelter was a wereboar who was a necromancer would know to ask him about the cave’s location. by training, but had been studying planar If the party has not yet learned of the cave, Rock boundaries. With the help of a group of her will reluctantly suggest that he knows of a dangerous packmates, she conducted a ritual in the cave to place that Thaelas might have gone: a cave that was force open a passage into Lammania, despite the once used by werewolves and is rumored to be plane being poorly aligned with Eberron at the time. haunted by them. Shimmerwind had mentioned to The ritual worked, and many of the lycanthropes him that Thaelas had been part of the Silver Purge, were able to escape, but the consequences were so Rock thinks she might have gone there looking dire—the souls of all those involved in the ritual for Chase’s bestial killer. were trapped in the ritual space. If Abaythe accompanies the party back to the inn, it is possible that he might discover (through the use 14.1 THE APPROACH of his spyglass of revelation) that both Jahmib and The creek is fast-moving and crystal clear, Rock are shapechangers. If he does, he attempts to teeming with small fish. The entire area is lush take the party aside to tell them in a way that won’t and overgrown, with strange bushes and vines cause panic. He would not know what sort of covered in flowers and berries. The stand of shapechangers they are or whether they are dark-needled pine trees with bright blue flowers connected to the curse, but the coincidence would is easy enough to find, as it covers the side ofa be too much to pass up. He suggests that the hill on the southern side of the creek. characters investigate it. Trad’s Journals. The characters might consider A character with a passive Survival score of 15 or looking through Trad’s journals for a clue about the greater feels uneasy, as if they are being watched, cave’s entrance. A character who studied the journals perhaps. A character succeeding at a DC 15 Wisdom previously can make a DC 18 Intelligence (Survival) check notes that there are surprisingly few (Investigation) check to recall seeing a few sketched animals present in the area—even birds are relatively maps. The only journals with such a map are among scarce. While this might be due to some the onesSample which Trad took to his cabin. supernatural influence, it couldfile also be that they are The Watchtower. The cave is barely visible from near a predator’s lair. the top of the watchtower, as its entrance is largely In fact, the area is haunted by a will-o’-wisp, which hidden by plants. Finding it requires a DC 20 is stalking the characters invisibly. Wisdom (Perception) check. Knowing that it is 13. RETURN TO BRIGHTDAWN 35 14.2 THE CAVE ENTRANCE Powerful Build, have disadvantage on this check. Make note of character positioning and order, as the OBJECTIVES characters are attacked by vine blights once one of ▷ Enter the cave the characters has fully entered the cave. Most of the ▷ Find evidence that Thaelas was here vine blights begin outside of the cave with two hidden inside the cave’s entrance. The vine blights begin their attack while camouflaged among the The entrance to the cave is a vertical slash in the vines and immediately use their Entangling Plants hillside, wide at the bottom and narrow at the ability to restrain as many of the characters as top, the entirety of it choked with vines. The possible. This also renders the cave entrance hole itself looks like it could be a tight fit for impassable to non-plant creatures unless a creature anyone larger than a or gnome. takes an action to clear the vines away (requiring a Environment. The hillside is covered thickly in DC 14 Strength check, made with advantage if using brightly-colored vegetation, A character with a a weapon that deals slashing damage). passive Perception of 16 or higher will notice a flash If the characters attempt to clear the vines from of reflected light coming from inside a thick bush the cave entrance in a way that is likely to harm the about 10 feet from the cave entrance. This is coming vine blights (such as with blade or flame), the vine from Thaelas’s silver greatsword, which she dropped blights outside the entrance will immediately attack, when she was snatched by the spirit wolves. The not waiting for any characters to enter the cave. vine blights have hidden it so that it does not alert The vine blights converge on any characters their prey. A character searching the area near the trapped inside the cave. A round after the vine cave opening will notice it with a successful DC 14 blights attack, two will-o’-wisps appear and attack Wisdom (Perception) check. characters outside of the cave, concentrating on Combat Notes. A Medium size humanoid needs to those who are restrained. The will-o’-wisps and the either crawl or make a DC 11 Dexterity (Acrobatics) vine blights are allies of convenience who have check to squeeze through the opening, though it cooperated against prey in the past. opens up immediately to a larger space. Characters If one of the will-o’-wisps is destroyed, the other who are unusually large, such as those with fights until it is reduced to one-half of its maximum

Sample file

14. THE SHARD CAVE 36 hit point total. At this point, it will turn invisible ecosystem. Lichens and fungi grow freely, and and follow the characters in order to ambush a insects and spiders are abundant. There is, wounded character (or any creatures the characters occasionally, a faint glow of bioluminescence, but fight) and, ideally, use its Consume Life ability. for the most part, the cave is devoid of light sources. Encounter balancing. Use one vine blight for Even the entrance is situated in such a way that dim each character. For a more challenging combat, add light only penetrates a bit over a dozen feet into the an additional will-o’wisp. cave. The ceiling of the caves are uneven. Unless 14.3 CAVE FEATURES otherwise noted, assume they are 5 + 1d8 feet high. Small crevices extending further are common. Bats Environment. The cave is very much a living occasionally fly overhead.

14.6

14.7

14.8

14.4 14.5 Sample file 14.2

14. THE SHARD CAVE 37 The walls and floor of the cave are damp, with dripping, mineral-rich water. Shallow pools are common throughout the cave, many of which are teeming with blind cave fish, crayfish, or other small creatures. A character moving more than 40 feet in a single round must succeed on a DC 12 Dexterity (Acrobatics) check or fall prone. A section of the cave is worked stone. This area STR DEX CON INT WIS CHA appears to be much, much older than 100 years in 16 (+3) 10 (+0) 16 (+3) 5 (-3) 8 (-1) 5 (-3) origin, and the cave walls bleed into it seamlessly. The ceilings in this area are 15 feet high and smooth. 14.4 THE PURGE SHELTER OBJECTIVES ▷ Find a path deeper into the cave ▷ Gather additional information about Nemata’s rituals ▷ Learn how the lycanthropes used this area as shelter from the Silver Inquisition

The Approach. The path leading from the cave entrance slopes gently downward. As the party approaches Area 14.4, they hear a loud scraping noise that sounds like stone-on-stone. This is the galeb duhr in Area 14.5 moving upon noticing the party. Description. These two rooms seem to be of ancient construction, carved into the stone. A DC 16 Intelligence (History) check can identify these rooms as being of ancient Dhakaani manufacture, though they have obviously been used more recently than that. A DC 16 Intelligence (Investigation) check can determine that the area was probably originally set up to preserve food grown in the manifest zone. The first room in this area has a door to Area 14.5. This door, made of some kind of specially-treated wood, is clearly of the same ancient manufacture as the rest of the area. It is locked (DC 20) and the lock controls a bar on the other side of the door that can be manually operated from Area 14.5. In addition, a large stone rack is seamlessly attached to the wall opposite the door in this room, though it is unclear what it was designed to hold. While the cave leading to this area was damp, this space is unusually dry, with a cool breeze flowing out from this area into the cave. Desiccated corpses of humanoids lie piled up against the rack and the wall. The corpses appear dried out due to the unusual properties of the room. The corpses are, of course, undead. They animate and attack if they are touched or ifSample the characters leave the first room. file The second room is much larger than the first. A single boulder over 4 feet tall sits about 15 feet into the room, with no explanation of how it arrived there. The rest of the room holds the remnants of

14. THE SHARD CAVE 38 the lycanthrope camp, dried out and preserved. A one side, making it a simple matter to climb up or handmade desk lies shattered against one wall. In the down. The bottom of the pit is covered with broken back corner of the room, there are the remains of a pottery and possessions taken from the corpses. campfire, above which there is a small crevice that There are several daggers, axes, and other weapons in served as a natural chimney. Surrounding the firepit various states of rot and rust, but there are also a few are old, dried-out bedrolls. The bedrolls closer to the useful items including: 48 gp, 310 sp, 280 cp, a center of the room look to have been reduced largely shortsword in surprisingly good shape, a gold ring to dust. A successful DC 14 Intelligence set with a moonstone worth 60 gp, a plain copper (Investigation) roll will allow a character to deduce ring, and a necklace of adaptation. that the bedding was crushed into powder by A poltergeist is bound to the copper ring and something extremely heavy. Investigating the cannot move more than 10 feet from it. It attacks boulder after this will allow characters to find some anyone entering the pit. remnants of this powder covering it, as if something There is a secret door at the bottom of the pit, rolled it across the dried bedrolls. The furnishings in leading to a hallway that quickly turns into a natural this room are very clearly old, but nowhere near as stone passage. The secret door can be found with a old as the structure itself. DC 12 Wisdom (Perception) check. It is opened Treasure. Searching the remains of the desk is likely through a latch cleverly hidden in one of the carved to be fruitful. A successful DC 15 Wisdom handholds, which can be found with a DC 14 (Perception) check will allow a character to find a Intelligence (Investigation) check. The stone passage makeshift key to the door to Area 14.5. This key is is detailed as Area 14.7. imperfect, but it can be used as a set of thieves’ tools Stuck Door. The exit from this room to Area 14.6 is for that lock and doing so reduces the difficulty of a door similar to the one in the first room. This door the lock to 12. is unlocked, but it is blocked by rubble on the other A scroll case also lies in the splintered wood. It can side and requires a DC 20 Strength check to push be found with a successful DC 12 Wisdom open enough for a Medium creature to squeeze (Perception) check and contains a spell scroll of through. levitate, a spell scroll of feign death, and some Hazard: Hidden Spikes. The rubble on the other diagrams that look similar to the arcane symbols side of the door is difficult terrain and hides Trad painted on the tower. A successful DC 12 dangerous stone spikes. For every 5 feet that a Intelligence (Arcana) check will confirm that most creature walks through the rubble, it must succeed of the symbols in the diagram are the same, but they on a DC 14 Dexterity saving throw or take 1d4 are oriented differently. If this check succeeds by5or piercing damage from the spikes. For every point of more, the character will realize that both sets of damage taken in this way, a creature’s walking speed diagrams are designed to link Eberron with is reduced by 5 feet until the character regains a Lammania, but the ones on the tower were pulling number of hit points equal to those lost to the Lammanian elements into Eberron, while these spikes. A creature who is not aware of the spikes diagrams detail part of a ritual to open a portal from automatically fails this saving throw. A successful Eberron into Lammania. DC 14 Wisdom (Perception) check allows a character Encounter Balance. For a standard party, there are to notice the spikes. 13 corpses here. All but one of them animates as a bestial zombie. For a smaller party, use a number of 14.5 GALLERY OF LIVING STONE bestial zombies one or two greater than double the number of characters. OBJECTIVES Combat Notes. If the characters enter the second ▷ Make it past the galeb duhr room, the corpses attack. They have no real strategy, ▷ Acquire the Lammanian pool ritual though they focus their attacks first on any characters displaying symbols of the silver flame or carrying obviously silver weapons. Description. The walls of this large cavern are damp with beautiful opalescent rock formations. The Hazard: Pit and Poltergeist. The pit in the cavern itself is lined with carefully-placed boulders, second room is really a trap door hidden by a layer of each of which is neatly circled by smaller rocks. A dust. A DC 14 Wisdom (Perception) check allows a faintly glowing orb of light floats in the center of the character to spot the trap door, but this check is area shedding bright light in a 10-foot radius and made at disadvantage if the character is in combat. dim light for an additional 10 feet. A character who TheSample wooden trap door is nearly rotted through. It file saw a will-o’-wisp earlier must succeed on a DC 12 can support 30 pounds of weight, but anything Intelligence saving throw or assume that the floating heavier falls into the 15 foot deep pit below, taking 7 orb of light in the room is another will-o’-wisp. Any (2d6) bludgeoning damage. The sides of the pit are amount of investigation, however, allows a character smooth stone, with ladder-like handholds cut into to determine that it isn’t. The roof of this cavern is 14. THE SHARD CAVE 39 over 20 feet high at its lowest point, and is covered Treasure. Derroc has collected a few dragonshards with small stalactites. from elsewhere in this complex. One of these is a Combat Notes. The gallery is home to Derroc, a spellshard that contains information on the ritual galeb duhr that was bound to guard the portal to used to bind the souls of the lycanthrope pack. A Lammania against the Silver Inquisition. It has character that spends an hour studying the wandered throughout the caves, but spends most of spellshard can then make a DC 16 Intelligence its time in this area. Due to its tremorsense, it will be (Arcana) check. If this check is successful, the aware of the characters, even when they are in Area character learns about a ritual that would bind souls 14.4, but it does not know about the secret door in to a Khyber dragonshard and use them to force open the pit, which is outside of the range of its a portal to Lammania. A character who participated tremorsense. If the characters leave Area 14.4 by any in removing the spirit bindings on the Fendazi’s route other than the trap door, the galeb duhr watchtower has advantage on this check, as the attacks them with animated boulders. The creature techniques are similar. The notes include some is not evil, though, and it can be reasoned with. commentary, and anyone studying it can learn that Provided that the characters demonstrate that they the author was named Nemata, that she was trying do not intend to enter Lammania to hunt to save the lives of lycanthropes by allowing them to lycanthropes, the galeb duhr lets them pass. It does escape to Lammania, and that she was willing to not actually care if they close the portal. Derroc is sacrifice her pack to do so. She recognized that there well-acquainted with Nemata, not only because she was a possibility for her own soul to get trapped as is the wizard who summoned and bound him, but she completed the ritual, but she was somewhat also because her ghost has been wandering the caves dismissive of that outcome.The spellshard also periodically since her death. He can answer basic served as her spellbook, and contains the following questions about her. spells: The floating orb is a glowgem, a minor magic item 1st level: cause fear, disguise self, fog cloud, that develops naturally in the caverns of Lammania. longstrider, mage armor, sleep, unseen servant The galeb duhr is attuned to the glowgem and can 2nd level: dust devil, invisibility, mirror image, misty change its color or move it 5 feet as a bonus action. step, ray of enfeeblement, web 3rd level: animate dead, bestow curse, dispel magic, Glowgem magic circle, vampiric touch Wondrous item, common (requires attunement) This small, crystalline sphere is roughly 2 inches in diameter. Lammanian Pool It emits a soft white light, shedding bright light in a 10-foot 3rd level conjuration (ritual) radius and dim light for an additional 10 feet. Casting Time: 1 hour As a bonus action, an attuned user can change the color of the light emitted or cause the glowgem to float 5 feet in any Range: 30 ft direction. Components: V, S, M (elemental water and a khyber If the attuned user is more than 60 feet away from the dragonshard worth 100 gp, which the spell consumes), glowgem for 24 hours or more, its light reverts back to white special (must be cast in a Lammanian manifest zone) and it slowly floats to the ground. Duration: 24 hours While within a manifest zone to Lammania, you conjure a portal linking a circular pool of water between 10 and 20 feet in radius that you can see within range to a location in a lake in Lamannia that lies 1d4 x 5 feet underwater. The portal is accessed by entering the pool and exiting to the lake or by entering the portal within the lake from below and exiting the pool in the manifest zone. The portal lasts for the duration. Anything that passes through the portal is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.

A wizard (or other character who maintains a book of rituals) who succeeds at deciphering the ritual can copy notes into their spellbook that act as a 3rd level spell. The DM can choose to limit this spell’s use to the pool in Area 14.8 and can extend the duration (perhaps with additional material components or specific timing based upon the Samplemoons) to allow for adventures file in Lammania, if desired. In addition to the spellshard, there are 75 gp worth of assorted Eberron dragonshards. The galeb duhr will not willingly part with these treasures without 14. THE SHARD CAVE 40 some form of recompense, though it is willing to BREAKPOINT trade for items it finds particularly interesting and There are a number of points during the exploration might be convinced to allow a friendly character to of the Shard Cave that can serve as good cliffhangers study the spellshard. or points at which to pause the story. Most The mysterious pool. At the end of the cavern, appropriate might be stopping just before Area 14.8 where it bends into a wide tunnel, there is a pool of as the source of the purple glow is about to be crystal-clear water with faintly-glowing crystals revealed. growing out from the wall above it. The crystals Earlier options exist in Area 14.4, either as the themselves are fragile and mere curiosities. Other corpses animate or immediately after they are than their glow, they have no special properties. The defeated, pool is fed directly from Lammania. A small semi- permanent portal looks like a crevice at the bottom 14.8 THE SHARD CAVE of the pool. A Tiny-sized creature can fit through this portal, but it is too large for a Small size creature OBJECTIVES to fit through, even with squeezing. The portal leads ▷ Defeat the spirit wolves to a point in the Lammanian lake about 20 feet below the surface, roughly halfway between the ▷ Find the path to Lammania portal in Area 14.8 and the shore. There is a 1 in 10 ▷ Learn that Thaelas may be in chance that the pool has an unusual fish from Lammania Lammania in it at any given time. ▷ Choose whether or not to close the portal

14.6 HALL AND OVERLOOK The light reveals a large cavern, extending upwards into darkness. Giant stalactites hang This area is a wet, natural cave. The ground here down and glisten in the purple light. The light is covered in guano, and there are small tunnels comes from a large crystal at the far end of the in the ceiling that seem to lead to another area. cavern—a dark violet dragonshard atop a metal Chirping and fluttering sounds can be heard shaft rising out of the center of a pool. through these holes. The passage ends at a steep cliff that falls 20 feet down to a larger Description. The Khyber dragonshard is set into cavern. The cavern floor is covered with the end of a 5 foot long staff that floats vertically scattered mushrooms and a blue-purple glow with its bottom just under the surface of the pool. comes from deeper in the cavern, occasionally The dragonshard emits dim light in a 60 foot radius. obscured by moving shadows. The cliff face is The scene is still, and characters who saw moving wet and covered with a slimy green mold. False Dangers. There is a colony of bats living in small caves above this area, but they will leave the party alone. The slimy green mold and the mushrooms are harmless, but they may cause the party concern. Climbing down the cliff face (or the walls to either side of it) is essentially impossible without a rope or magic due to the slippery mold and lack of handholds. A creature with a climb speed that attempts to climb down must succeed on a DC 16 Dexterity (Acrobatics) check or slip and fall. Spider climb or a similar ability provides advantage on this check. 14.7 FUNGAL TUNNEL Description. This passage is reasonably comfortable for Small creatures, but it is between three and four feet high, so Medium sized humanoids need to crawl prone through the cramped passage. The tunnel slopes upward slightly, andSample is somewhat moist. The tunnel’s exit is about 8 file feet up the wall in Area 14.8, and it is hidden from below, though the spirit wolves are aware of it. Combat. The tunnel is infested with 8 violet fungi that attack any creature that comes within reach. 14. THE SHARD CAVE 41 shadows might be concerned by this. The four The ghostly chain shatters, and the creature is spirit wolves are hiding in cracks in the walls. If a flung through the air. When it lands, it is still… character comes within 15 feet of one of their near- except for its ghostly arms, which tear its invisible chains (marked by dotted lines on the map) wolflike body into shreds of mist. The arms, and succeeds on a DC 18 Wisdom (Perception) once growing from the wolf’s shoulders, are now check, they will see the chain lying hidden among revealed to belong to a vaguely humanoid, the rocks on the floor. Even stepping on a chain will spectral figure who turns to you, mouth open in not reveal its presence, as the chains are insubstantial a soundless wail. to anything other than silver. If a character notices The shard spirits appear as ghostly human-wolf one of the chains, the spirit wolves step out of the hybrids with gaping holes for eyes. They float rather walls and attack. Otherwise, they wait until the than walk, and their lower bodies fade into characters approach the pool to do so. A character with a passive perception of 14 or more who can see the pool clearly (whether through darkvision or through a source of bright light) will notice a pile of wet cloth at the edge of the pool. This is Thaelas’s cloak and a character who examines it will recognize it as such with a successful DC 15 Intelligence (Investigation) check. Thaelas was brought here by the spirit wolves, but managed to STR DEX CON INT WIS CHA escape into Lammania through the pool. 17 (+3) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 12 (+1) The Pool. The pool is a portal to Lammania that is held open by the ritual that binds the spirit wolves to the Khyber dragonshard. A creature stepping into the pool falls through the portal and finds themselves 2d10 feet under water in the middle of a large lake in Lammania (see Area 15. Into the Wild Waters, below). If the spirit wolves are destroyed, the portal will last another 24 hours (unless the staff is removed first, see below) and then close, potentially trapping Thaelas in Lammania. Combat Notes. The spirit wolves cannot pass through the portal, and they treat the pool as if it were solid ground. If possible, they will attempt to split the party by pushing some of the characters into the pool. A character who successfully studied the spellshard in Area 14.5 will recognize that this is the result of the ritual with a successful DC 12 Intelligence (Investigation or Arcana) check. With a result of 16 or more on this check, the character learns that a dispel magic targeted at a chain should disrupt the bound soul to some degree. With an 18 or more on this check, the character knows both that the chains will be affected by dispel magic as if they were 4th level spells and that they can be cut with silver weapons. Each chain has AC 18 and 12 hit points. The chains can only be damaged by silver weapons. A character can alternatively cast dispel magic targeting a chain as if it were a 4th level spell in order to destroy it. If the chain is destroyed, the collar attached to it falls to the ground and the corresponding spirit wolf is killedSample and immediately replaced by a shard spirit. file

14. THE SHARD CAVE 42 nothingness. While they have the memory of the spirit wolves they were once part of, they are incapable of speech and less free-willed. If possible, they will attack the characters closest to the dragonshard. Without the chains to hold them, the shard spirits are unstable and will gradually fade away over the course of days. A character who successfully studied the spellshard in Area 14.5 and STR DEX CON INT WIS CHA who succeeds on a DC 16 Intelligence (Arcana) check realizes this. 1 (-5) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0) Treasure. When one of the spirit wolves is killed, its silver collar falls to the ground. These collars are worth 25 gp each if sold. Given their magical resonance, they could easily be used to make dimensional shackles and could be worth much more to an artificer. Each collar that is so used reduces the time and cost to make a pair of dimensional shackles by a cumulative 10%. The staff is a staff of immobility. It is held magically in place and is similar to an immovable rod in this respect. If the staff is removed from the area above the pool, the portal closes. Once the portal is closed, a three foot deep pool of clean water will remain. Without the use of magic, the staff requires attunement to effectively move. It could, however, potentially be placed into a portable extradimensional space, such as a large enough bag of holding. The Khyber dragonshard that sits atop the staff of immobility is a valuable specimen, but it is strongly attuned to both necromancy and elemental water, which might limit its usefulness. To the right (very specialized) buyer, it could be worth over 3,000 gp, but a dealer might purchase it for a third of that. If the characters somehow manage to keep the portal open safely, this can serve as a jumping off point for future interplanar adventures. Regardless, Staff of Immobility due to the effects of the manifest zone and the long- Staff, rare (requires attunement) term magical resonance here, temporary portals to This staff has 3 charges and regains 1d3 expended charges daily at dawn. Lammania are extremely easy to open in this cave, The staff can be wielded as a magic quarterstaff that grants a and a wizard in the party who has access to the notes +1 bonus to attack and damage rolls made with it. On a hit, in the spellshard from Area 14.5 can use the ritual you can expend 1 charge to force the target to succeed on a DC 15 Constitution saving throw or be paralyzed for 1 therein to re-open the portal. minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success. You can also use an action to expend 1 charge and cause the staff to become magically fixed in place. Until you usean action while touching the staff to end this effect, it doesn't move, even if it is defying gravity. The staff can hold up to 8,000 pounds of weight. More weight causes the staff to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed staff up to 10 feet on Samplea success. file

14. THE SHARD CAVE 43 15. INTO THE WILD WATERS Thaelas escaped into the pool after she was captured by the spirit wolves, who grabbed her OBJECTIVES outside of the cave entrance and teleported her to ▷ Rescue Thaelas the shard cave. She managed to cast find steed and summoned a giant seahorse so that she could get to PRIMARY NON-PLAYER the shore despite her heavy armor. She has set up CHARACTERS camp near the point on the shore closest to the ▷ Thaelas portal and taken to exploring the area while her mount hunts for fish for the two of them. Ifthe A creature who enters the pool will find themselves party searches the area, there is a 50% chance she 2d10 feet underwater in a lake in Lammania. Above will be in her camp. Her camp is not hidden. them, just below the water’s surface, is a circular Thaelas will very happily return to Eberron with portal glowing with a purple light. Entering this the party if they are able to find her. portal from below will immediately transport a creature to a free space within 5 feet of the pool in Lammania is densely inhabited by wildlife. A the shard cave. random encounter should be checked for when characters emerge from the portal as well as every 15 The water in Lammania is fresh and pure. The minutes they spend in the water or every hour they lake has no bottom, though there are enormous spend on the shore. boulders that are stably floating at various depths. These boulders are teeming with both plant and animal life. Above the lake, the sky is perpetually either overcast, raining, or storming. This precipitation stops sharply at the shore. In all but one direction, the shore is barely visible from the area near the portal. The closest point of the shore to the portal is 250 feet away, but it is miles elsewhere.

Result Effect 1 No effect 2 The mantis becomes blurry until the beginning of its next turn. While blurry, attacks against the mantis are made at disadvantage.

3 The mantis becomes one with the rainstorm itself until the beginning of its next turn. While merged, it cannot be detected without truesight and cannot be targeted by attacks or effects. It can see, but cannot take actions. At the beginning of its next turn, it appears within 10 feet of where it disappeared. While the mantis is merged, the rain increases in intensity. 4 The mantis becomes one with the rainstorm itself until the beginning of its next turn. While merged, it cannot be detected without truesight and cannot be targeted by attacks or effects. It can see, but cannot take actions. At the beginning of its next turn, it appears within 40 feet of where it disappeared. While the mantis is merged, the rain increases in Sampleintensity. file

15. INTO THE WILD WATERS 44 RANDOM ENCOUNTERS:LAMMANIA (LAKE)

d10 Encounter 1 no encounter 2 2d4 quipper swarms 3 1 water elemental 4 1 giant seahorse (Thaelas’s steed) 5 1 giant crocodile and 1d6 - 1 crocodiles 6 3d4 giant otters (see below) 7 1d6 giant geese (see below) 8 1 giant catfish (see below) 9 2d4 storm mantis windriders (see below) 10 2d4 will-o’-wisps

RANDOM ENCOUNTERS:LAMMANIA (SHORE) d10 Encounter 1 no encounter 2 1 shambling mound 3 1d6 giant elk 4 1 wood woad Sample5 1 tyrannosaurus rexfile 6 3d4 giant otters (see below) 7-8 Thaelas 9 2d4 wererats 10 1 werebear

15. INTO THE WILD WATERS 45 STR DEX CON INT WIS CHA 20 (+5) 11 (+0) 17 (+3) 2 (-4) 11 (+0) 5 (-3) Sample file

15. INTO THE WILD WATERS 46 16. RESOLUTION On the trip back, he will also happily use some of the wood to carve one character an imbued wood OBJECTIVES focus (the character’s choice of rod, staff or wand) ▷ Escort Wrielle back to Aruldusk that provides a +1 bonus to one damage roll of a ▷ Escort Soffer back to Aruldusk spell that deals lightning or thunder damage when using it as a spellcasting focus. In addition, upon ▷ Collect rewards unloading the wood in Aruldusk, he gives the PCs PRIMARY NON-PLAYER CHARACTERS 150 gp as promised. ▷ Wrielle ▷ Soffer ▷ Shimmerwind ▷ Thaelas Silverflame Amulet Wondrous item, rare (requires attunement) This amulet is clearly decorated with the symbol of the Church of the Silver Flame. It has 7 charges. When you take Galeb duhr. If the party avoided or peacefully dealt fire damage while wearing this amulet, you can use your with Derroc, it comes to investigate the closing of reaction to expend up to 3 charges. If you do, you have resistance to fire damage until the start of your next turn. the portal. Once it is satisfied that the portal is gone Also, the first time you hit with a melee attack on your next and that it is free from its bound duty, it takes its turn, the target takes an extra 1d6 radiant damage for each leave. It will not take its collection of dragonshards charge you expended. The amulet regains 1d6 + 1 expended charges daily at dawn. with it, leaving them in Area 14.5. If the characters If you expend the amulet’s last charge, roll a d20. On a 1, the were particularly civil with it, it might tell them this. amulet dissolves into silver light and is destroyed. Return to Arythawn. The characters should plan FUTURE ADVENTURES to return to Arythawn Keep in order to accompany Wrielle ir’Kavay back to the lightning rail station in There are several elements of this adventure that can Aruldusk. Shimmerwind (and Thaelas, if the PCs be expanded into further story opportunities: rescued her) will accompany the group. When they • Even if she is provided with additional resources, arrive in Aruldusk, Wrielle pays each character 30 gp Channara d’Medani will likely be hungry for each with a bonus of up to 50 gp each depending on more. If the party established themselves as allies, how well they assisted and protected her (unless the she may continue to attempt to recruit them, characters negotiated another amount). Similarly, if either for missions into the Mournland or other they successfully brought Trad to justice, forms of support. Shimmerwind arranges for a reward of 200 gp to be • If the party intervened on Wrielle’s behalf to have transferred to an account of their choice with House House Medani close out the investigation on her, Kundarak. This reward can be increased to a they will have displeased a powerful member of maximum of 500 gp if the party returns Trad’s the ir’Tain family, a bitter khoravar with near- journals and valuable historical artifacts from the unlimited resources. Will he discover the party’s tower to the Church of the Silver Flame. If the party involvement and seek revenge? managed to rescue Thaelas and at least one of the party members is an adherent of the Silver Flame, • Adventures in Lammania she will reward the party by gifting them with her • Tending/Restoring the tower silverflame amulet. Lugging Logs. The characters can also have Soffer join them on their trip back. He will have Chase’s shipment of Lammanian oak in a horse-drawn wagon. Sample file

16. RESOLUTION 47 APPENDIX A: DRAMATIS PERSONAE WRIELLE IR’KAVAY Wrielle is an agent of the Brelish crown who is en route to Arythawn Keep to inspect House Medani’s operations there. Wrielle grew up in Sharn, living a privileged life as a member of the Sharn Sixty. A much older member of the Tain family—perhaps the most socially powerful family in Sharn—began to press for her STR DEX CON INT WIS CHA hand in marriage as soon as she came of age. She 14 (+2) 14 (+2) 12 (+1) 15 (+2) 12 (+1) 16 (+3) detested him, but rejecting him would cost her family dearly. Caught in an unwinnable situation, she joined the military to escape. Wrielle swiftly demonstrated talents for both military organization and diplomacy. When the war ended, she was moved into the diplomatic service and is employed when a military eye is needed. Wrielle looks more like a socialite than a soldier, but she is more than capable of defending herself. Recently, while in Sharn, Wrielle has noticed that a young khoravar has been following her. Doing some digging, she discovered that he is a House Medani inquisitive under a long-term contract to the Tain family. She isn’t sure why he’s following her but assumes it has something to do with her spurned suitor. She volunteered for the current inspection, hoping that it will provide her with enough leverage over House Medani to redirect the investigation. PERSONALITY TRAITS • Wrielle has a strong sense of loyalty to groups she belongs to. This primarily manifests in loyalty to the throne of Breland and her family. • When she’s not in a clear leadership role, Wrielle lets people underestimate her. She plays the part of a clueless socialite well, but can quickly drop that guise to become a competent military commander. BONDS • Wrielle sees her service to Breland as having given her a new life and freedom that she didn’t have among the family dramas of Sharn’s elite. FLAWS • When faced with difficult situations, Wrielle often overreacts (such as joining the military to escape a suitorSample or planning to bribe a house file with military aid in order to stop an inquisitor from following her). Her solutions aren’t necessarily ineffective, but they can be unconventional and disproportionate.

APPENDIX A: DRAMATIS PERSONAE 48 JEREN RONN Jeren is Wrielle ir’Kavay’s bodyguard and a member of the King’s Shields of Breland. Normally, he’d be accompanied by a few soldiers on a mission like this, but someone decided that sending a group of soldiers into Thrane as part of a joint Brelish/ Thranish operation would look bad. Jeren thinks whoever it was who made that decision is an idiot, STR DEX CON INT WIS CHA but he’d never say so. 16 (+3) 10 (+0) 14 (+2) 9 (-1) 14 (+2) 11 (+0) When Jeren was a young Brelish soldier, he nearly died saving the life of his commanding officer, a minor noble from Wroat. After recuperating under the watchful eye of Jorasco physicians, he was transferred and trained as one of the King’s Shields, the elite bodyguards of Breland. PERSONALITY TRAITS • Jeren has momentum. When he dedicates himself to a task or an idea, it can be difficult to divert or distract him. • Unless you’ve proven yourself in battle or in service to Breland, Jeren has trouble taking you seriously. BONDS • Jeren is a good soldier. He follows orders, and if his orders come through the chain of command, he treats them as if they came from King Boranel himself.

FLAWS • Jeren has strong opinions, but he is often reluctant to state them in front of his superior officers due to a fear of inappropriately contradicting them.

Sample file

APPENDIX A: DRAMATIS PERSONAE 49 HETEL GHARRO BONDS Hetel feels old. She turned 70 a year ago, which is • Hetel feels a bit responsible for Jahmib. She knew barely middle-aged by khoravar standards, but she’s his parents well, particularly his father who grew lived among humans for most of her life. Her up in Brightdawn, and thinks of herself as the husband, Rusk, died eight years ago. He was about closest thing he has to family. the same age as she was, but—being human—the • Hetel is intensely curious about what life among years weighed much more heavily on him. khoravar would be like. Rusk was ill, and Hetel spent the last year of his FLAWS life caring for him. After his death, she thought about leaving Brightdawn, but she had nowhere to • Hetel is stuck in her ways and is afraid of change. go. She has been wondering about Arythawn for Then Rusk’s cousin Tobin died and his nephew about a year now, but hasn’t done anything about Jahmib moved back to town. She began helping it, despite the fact that it is a short journey. Jahmib out around the inn, making sure he settled in and had the assistance he needed running the place. It gave her something to do and put a little money in her pocket. Lately, she’s been thinking about heading to Arythawn Keep. She’s been told they are shortstaffed there, and she thinks she’d make afine nurse. There’s also a handsome officer who comes by the inn once a month or so and talks to her while his soldiers drink themselves into a stupor. The thought of being among other khoravar is exciting, but it is also scary. Strangely, she’s more worried about the social situation than she is about the keep’s proximity to the Mournland. PERSONALITY TRAITS • Hetel has a strong need to feel useful to others. • Hetel has developed a habit of playing up her weaknesses. She’d often complain about minor aches and such so that Rusk would feel like he wasn’t growing old alone. She isn’t really aware she does this.

Sample file

APPENDIX A: DRAMATIS PERSONAE 50 JAHMIB DRAVASKAR When Jahmib was still a small child, his human father died in the war. His father’s brother Tobin, who ran the Wyvernrest Inn, tried to step in and take care of Jahmib and his mother. Tobin didn’t know that the two of them were changelings, though, and Jahmib’s mother was afraid of letting him get too close. Still, they would travel to STR DEX CON INT WIS CHA Brightdawn and stay with Tobin for a few months 11 (+0) 14 (+2) 12 (+1) 14 (+2) 10 (+0) 14 (+2) every year. Tobin died six years ago, leaving the inn to Jahmib. Jahmib lives as a human, and no one in town knows that he is actually a changeling, even his cousin Hetel who helps him out around the inn. He is worried that they might find out and think he is an imposter. He has hinted at it to Rock, though, and plans to tell him once he summons up the courage. PERSONALITY TRAITS • Jahmib will go above and beyond to protect and take care of those he feels responsible for. This includes Rock and guests at the inn. • Jahmib tries to connect with others by telling stories about his life (some of which are actually true) that connect with theirs. BONDS • “I don’t really want to admit it, even to myself, but I think I’m in love with Rock. He’s like me in a lot of ways—if people knew what he really was, they wouldn’t trust him, even though he’s the most trustworthy person I know.” • Brightdawn is the closest thing Jahmib has ever had to a real home, but he doesn’t think they would accept him there if they knew what he really was. FLAWS • Jahmib knows that he is living a lie and wishes he could tell someone that he’s not actually human, but he’s terrified to do so. NOTES If Jahmib is revealed as a changeling, he panics. Rock will immediately believe that he has always been a changeling. Hetel could be convinced of this with some effort as she knew Jahmib’s mother well and knew that there was something unusual about her. In case he needs to run away, Jahmib has prepared a bag filled with necessities and gold that he keeps hiddenSample in the kitchen area of the inn. file

APPENDIX A: DRAMATIS PERSONAE 51 THAELAS MOONBLADE Thaelas is one of the Tairnadal elves. She came to Khorvaire over 100 years ago in search of glory— decades before the elves now known as the Valenar arrived. She joined the Silver Purge towards its end, seeing the opportunity to fight against lycanthropes as a worthy one. She worked with trackers and hunted down were- STR DEX CON INT WIS CHA creatures in hiding. She was part of the force that 16 (+3) 15 (+2) 15 (+2) 12 (+1) 12 (+1) 18 (+4) defeated the lycanthropes at what became Brightdawn. In the heat of the moment, she also took part in the slaughter of innocents—shifters and those who had been newly infected with curable lycanthropy. When she had time to reflect, she fell into despair over her actions. She dedicated herself to atonement and eventually became a paladin of the Silver Flame. This is the first time she has returned to the Thornwood since the Silver Purge. PERSONALITY TRAITS • Thaelas has an unwavering intensity when she sets her mind to a goal. • If Thaelas believes that someone innocent is in danger, she will take action, even if that action is unlikely to help. BONDS • Thaelas has dedicated herself to protecting innocents in atonement for her past deeds. • As one of the Tairnadal, she feels like an outsider among many followers of the Silver Flame. In Shimmerwind, she found another who doesn’t fit the standard mold.

FLAWS • Thaelas has an impulse to rash, violent action that she often regrets. • Thaelas is more melancholy than normal due to remembering the last time she was in the area. Sample file

APPENDIX A: DRAMATIS PERSONAE 52 SHIMMERWIND Shimmerwind is a wingwyrd, a type of gargoyle unique to Eberron. Wingwyrds are descended from gargoyles, but their line has been transformed by the Silver Flame. Most wingwyrds are based at churches dedicated to the Silver Flame and they often serve as messengers and guardians. Shimmerwind would appear much like a living STR DEX CON INT WIS CHA statue of a light-colored stone flecked with mica were 18 (+4) 14 (+2) 18 (+4) 10 (+0) 12 (+1) 12 (+1) he not wearing a royal-blue tunic with a wide belt decorated with silver filigree. Garish, multi-colored bracelets made of simple cloth and rope adorn both his arms. PERSONALITY TRAITS: • Shimmerwind likes to talk. A lot. He’ll ask questions (often about people’s faith or views on morality). If no answer is forthcoming, he’ll happily talk about his own views. He’s happy to talk about other things as well. • Having lived through the war, Shimmerwind has seen a lot of people die and sees most humanoids as being very fragile. He tries not to get close to humanoids of short-lived races. He’s only met a few warforged, but he’s very curious about them as they seem sturdy—though he is skeptical about the possibility of them having souls. BONDS: • Shimmerwind is a loyal servant of the Church of the Silver Flame. • Shimmerwind has been a close companion of the elven paladin Thaelas Moonblade for decades. FLAWS • Shimmerwind is fascinated by the regrets people have and tends to pry into them too much. While he thought he had learned all there was to learn about Thaelas, her current somber attitude has him curious. NOTES: If Shimmerwind learns about the existence of lycanthropes in the area, his primary goal will be to let the church know. He would want to do something personally, but isn’t willing to risk the possibility that word wouldn’t get back if he failed. If Shimmerwind learns that Rock is a werebear, he’ll be both horrified and delighted. Horrified— because lycanthropy is evil and scary. Delighted— because lycanthropy is a curse on the soul . . . which means that warforged must have souls! This is news he’dSample want to take back to Flamekeep as quickly as file possible.

APPENDIX A: DRAMATIS PERSONAE 53 CHASE Chase is an entrepreneurial shifter who regularly runs supplies and messages between Aruldusk (the location of the closest functioning lightning rail station) and Arythawn Keep. He grew up in a semi- permanent shifter camp on the outskirts of Aruldusk populated largely by shifters who were displaced during the war. Chase is in a group marriage with Meya and Soffer, two other shifters who work with him. Asof the beginning of this adventure, the three of them have just completed a supply run to Arythawn and would enter the priesthood of the Church of the has stopped in Brightdawn to pick up a load of Silver Flame. He studied for the priesthood, but valuable Lammanian oak to take back to Aruldusk. never felt the calling. Eventually, under pressure, he PERSONALITY TRAITS ran off and got work on Orien caravans. In between jobs, he was hired by Chase. His connections with • Chase is a problem solver. If someone has a House Orien came to be very useful. problem, he’s going to try to think of—and offer—a solution. PERSONALITY TRAITS • Chase likes efficiency in his business dealings. He • Soffer is a natural arbiter and peacemaker. When abhors wasted time and energy . Chase’s negotiations get too tense, he often steps BONDS in to deescalate. • Soffer gets restless if he stays in one place too long. • Chase doesn’t appear overly sentimental, but he Life on the road suits him. would do anything for Meya or Soffer.. BONDS FLAWS • Though he doesn’t talk about it much, Soffer has a • Chase should be wealthier than he is, but he tends deep faith in the Silver Flame. He just never felt to spend his money a bit too frivolously. like he should be a priest. MEYA FLAWS Meya grew up on a farm in northern Cyre and was • Soffer is deeply insecure. He ultimately didn’t orphaned when a group of goblinoid mercenaries think he was worthy of becoming a priest. He pillaged the area. She was found by a Thranish tends to blame himself for bad things that happen scout, who brought her back to his unit. She around him. ultimately made her way to the refugee camp outside of Aruldusk where she eventually met Chase. PERSONALITY TRAITS • Meya has a tendency to squirrel away valuables just in case she needs them. Some of this is in the form of jewelry that she always keeps on her. STR DEX CON INT WIS CHA • Meya is slow to trust people, but she is very aware 12 (+1) 10 (+0) 14 (+2) 13 (+1) 14 (+2) 11 (+0) of and open about that fact. BONDS • If Meya sees someone alone with no one to support them, she will try to help that person. FLAWS • MeyaSample is very uncomfortable around goblinoids. file SOFFER A native of Thrane, Soffer grew up near Sigilstar. His parents, who were deeply religious, hoped he

APPENDIX A: DRAMATIS PERSONAE 54 ROCK NOTES Several years before the end of the Last War, a If Rock is exposed as a werebear, he will not deny werebear from Lammania was scouting out the what he is and simply state that he means no one any Thornwood and came across a small group of harm. He will turn to Jahmib for help. If he is warforged soldiers from Cyre. It had never seen exposed before Trad is revealed as the murderer, warforged before and assumed that they were most people in town will assume he was responsible mindless constructs. It attacked them, killing all but for the murders. If exposed afterwards, individuals one before it realized they were sentient. The are likely to be willing to accept him, but a crowd of survivor—Rock—was infected by lycanthropy and townsfolk could quickly turn against him. the werebear took it on as a student. When Rock emerged from Lammania next, the Day of Mourning had passed and there was no Cyre for him to return to. He took on the role of guardian of Brightdawn, knowing that when Lammania was close there were evil spirits that would occasionally threaten the townsfolk. A very small number of people in town know that Rock is a werebear. Jahmib is the notable one here, as Jahmib locks Rock in an empty storage room in the inn’s basement on those rare occasions when Rock is worried that he might lose control under the full moons. Rock is aware that Jahmib has a secret of some sort that he’s been trying to tell him. Rock’s animal and hybrid forms look much like a normal werebear’s but his teeth and claws appear to be made from stone and those parts of him that aren’t covered by fur look like living wood. Rock uses male pronouns because that’s how people have always referred to him. He has never really given much thought to gender. PERSONALITY TRAITS • Rock was built to be a soldier. He has become a guardian. He now has no country. Brightdawn and the Thornwood have taken its place. • Rock doesn’t really feel like he belongs. Khorvaire rejects lycanthropes and he isn’t truly natural enough to feel at home in Lammania. He will take a sense of belonging wherever he can find it. BONDS • Jahmib is the only person who seems to accept Rock unconditionally, and Rock will do anything for him. • Rock feels responsible for dangers that come from either Lammania or the land that was once Cyre. FLAWS • Rock has a hard time believing that anyone would careSample about his opinions or feelings. file

APPENDIX A: DRAMATIS PERSONAE 55 TRAD FENDAZI (AND NEMATA) Since she possessed Trad, she has been slowly integrating with his mind and occasionally taking Trad’s family has been in Brightdawn since its over while he sleeps. When she has held control, she founding, having been stationed there to staff the has conducted rituals to break down the barrier watchtower that stands sentry over the manifest between Eberron and Lammania within the tower zone in case of lycanthrope incursions from and provide herself with a stronger anchor to the Lammania. world. Currently, she has tremendous influence over Over the generations, his family learned more Trad’s motivations and desires, but he has about the curse that bound the lycanthrope souls rationalized most of this and doesn’t completely and allowed those spirits to occasionally roam the realize—or perhaps wont admit to himself—that he area. Trad’s father, who died in the war, sealed the has been possessed. tower years ago and forbade Trad from entering it. While Trad is not a true lycanthrope, his bond When Trad’s mother died a few months ago, he with the spirit allows him to assume a form similar decided to defy his father’s order and reclaim what to that of a wereboar’s hybrid form. When he does he saw as his birthright. so, his hide is covered in dappled shadows. After learning what he could in the tower, Trad PERSONALITY TRAITS took it upon himself to end the curse, armed with a silver spear, far too much pride, zealotry, and a pile • Trad’s belief that he has an important role to play of arcane notes that he didn’t understand. due to his family’s heritage and devotion to the Trad managed to find the shard cave, but Silver Flame is unwavering. immediately fell before its guardians and was • The wereboar spirit that is now bound to Trad is possessed by the spirit of a long-dead wereboar pushing him to solve his problems with force. necromancer. BONDS That was a few weeks ago. The wereboar, Nemata, was the leader of the • Trad feels a deep anger when looking at Thaelas lycanthrope pack in the area that was resisting the that he doesn’t understand. Nemata recognizes Silver Purge. She opened a passage to Lammania Thaelas from the Silver Purge and seeks revenge. that allowed other lycanthropes to escape. The ritual • Nemata’s spirit is still tied to the shard cave and, if left her and her pack tied in between the planes as it is to stay in Eberron, it needs the way to ghostly spirits. Lammania to be kept open. Trad feels this need, but doesn’t understand it. • Trad has been deeply depressed and lacking purpose since his mother died. Now, he believes himself to be a secret champion of the Silver Flame. FLAWS • Trad thinks of himself as a hero and will rationalize Nemata’s influence as the voice of the Silver Flame providing him with guidance. THE NATURE OF THE POSSESSION Trad is not a true lycanthrope. He is a human who is possessed by the ghost of Nemata, a wereboar necromancer who can physically change Trad’s form to resemble the hybrid form she had while alive. Though she can, and does, communicate with him telepathically, Nemata has spent most of her time influencing Trad’s subconscious and manipulating him into a tool that she can use. While he sleeps, she is able to possess him fully, but she has done so sparingly so as to gain his trust and loyalty. SampleWhen encountered in his tower,file with the ritual active, Trad gains the benefit of lair actions. If Trad is encountered in his tower, he has a challenge rating of 8 (3,900 XP)

APPENDIX A: DRAMATIS PERSONAE 56 LAIR ACTIONS On initiative count 20 (losing initiative ties), Trad takes a lair action to cause one of the following effects; Trad can’t use the same effect two rounds in a row. • (Outside the tower, on the roof, or next to an open window or door only) The vines on the side of the tower animate and make a single slam attack against a creature within 10 feet of the tower’s STR DEX CON INT WIS CHA edge. 18 (+4) 12 (+1) 15 (+2) 14 (+2) 8 (-1) 10 (+0) • (On the top of the tower only) A wave of elemental water expands out from the center of the tower’s top. Each character within 10 feet of the center point of the tower must succeed at a DC 13 Strength saving throw or be pushed back 5 feet. A creature that fails this saving throw by 5 or more is also knocked prone. • Vines grow from the tower and grab at a single creature Trad can see. The target must succeed at a DC 13 Dexterity saving throw or be restrained until the end of its next turn. • The floor of the tower ripples like something alive. Trad picks a point he can see and each creature within 5 feet of that point must succeed on a DC 13 Dexterity saving throw or be knocked prone. • A stoneworm (See Area 9.11) briefly emerges from the wall and makes a single bite attack against a creature within 5 feet of the wall that Trad can see before disappearing. • A single creature that Trad can see must make a DC 13 Wisdom saving throw. If they fail, they can see into Lammania until the end of their next turn, appearing to be on a rocky island emerging from a vast lake. While looking into Lammania, they are blind with respect to the Material Plane. A creature that succeeds on this saving throw gains a momentary vision of Lammania, but is otherwise unaffected. DM OPTIONS Ectoplasmic guise. If Trad takes psychic damage or fails a Wisdom saving throw, the ectoplasm that his hybrid form is made from might flicker, momentarily revealing his true, human form underneath. This has no mechanical effect, but it could be a good visual clue to characters that they aren’t dealing with a standard lycanthrope. Nemata takes over. If Trad is put to sleep or rendered unconscious (while still having hit points), Nemata can take over. This is primarily a change in personality, but it increases Trad’s Intelligence to 16 (+3), Wisdom to 12 (+1), and Charisma to 14 (+2). NemataSample is far more cunning and manipulative than file Trad. This does improve her spell attack bonus and save DCs. .

APPENDIX A: DRAMATIS PERSONAE 57 ABAYTHE D’MEDANI FLAWS Abaythe always knew he would be a soldier. Born to • When he is among people who aren’t part of a family with a bodyguarding tradition, he House Medani, Abaythe has the sometimes- volunteered to join the Thousand Yard Stare. Now annoying habit of pointing out observations that he sees himself as a bodyguard for all of Khorvaire— he thinks they may have missed. protecting it from the horrors of the Mournland. He has honed the arcane senses his dragonmark has given him, enabling him to find weaknesses in his Abaythe d’Medani first appeared in NPCs of enemies, an ability that has proved priceless in Eberron: The Dragonmarked. fighting the bizarre creatures spawned from the Mournland. Abaythe knows that he is only one person and that whatever he does to stand against Spyglass of Revelation the Mournland will ultimately be insufficient. For Wondrous item, uncommon (requires attunement by a half-elf him, this is no reason to give up. It merely with the mark of detection) demonstrates how important his task is. This device functions as a normal spyglass. In addition, it provides a user with the dragonmark of detection who looks Abaythe has been criticized for walking into through it with advantage on perception checks to see dangerous situations unnecessarily. He has no objects at a distance. It also allows such a user to see invisible creatures and identify creatures with the shapechanger death-wish. Instead, he is simply willing to put subtype or who are in a form other than their natural one. It himself at risk if it means protecting others. He has does not reveal a creature’s natural form, however. taken to always having a source of magical healing on hand in an attempt to stop others from worrying about him. PERSONALITY TRAITS • Abaythe appears remarkably easy-going and those who meet him might be forgiven for mistakenly believing that he doesn’t take things seriously. BONDS • Abaythe was brought up to consider the protection of others to be his duty. To say that he has embraced this would be an understatement.

Sample file

APPENDIX A: DRAMATIS PERSONAE 58 CHANNARA D’MEDANI Channara was an ambitious young heir of House Medani who led a mercenary scouting force during the Last War. Most of their missions were in northern Cyre and bordering areas in Thrane, Breland, and what is now Darguun. With the war’s end, this team—with Channara at its head—formed the core of the new Western Mournland Working Group, which was assigned to monitor the western border of the Mournland under contract to Thrane and Breland. Assigned to the ruins of Arythawn Keep, an isolated fortress in Thrane near the borders of Breland and the Mournland, the group was tasked with rebuilding this base of operations while patrolling the entire western border of the Mournland. It consisted of a total of 100 soldiers. The impossible tasks they were assigned were not the worst things they faced. That dubious honor would be reserved for the horrors that crawled out of the Mournland. Channara d’Medani knows that they are horribly understaffed and unsupported. She will not, however, give up, and any extra resources she acquires will immediately be put to use. Her ultimate goal is to delve into to Mournland and uncover its secrets. She believes that House Medani is uniquely qualified to do this, but will not hesitate to use others to clear the path for her scouts. PERSONALITY TRAITS • Channara is self-assured and decisive in public, but in private she worries about those she puts in danger. • Channara feels abandoned by House Medani, Breland, and Thrane—who have given her nowhere near the resources she needs to complete her assignment. . . but she is dedicated to excelling in it regardless.

BONDS • Channara is extremely ambitious and she sees herself as forging a new guild affiliated with House Medani—something that could, in time, raise her to one of the House’s highest positions. SampleFLAWS file • Channara’s mix of curiosity and hubris drives her towards uncovering the secrets of the Mournland and will undoubtedly cost many people their lives.

APPENDIX A: DRAMATIS PERSONAE 59 JARANDA REMNER Jaranda is Trad’s cousin—her mother and Trad’s father were sister and brother. She and Trad were similar in age and were raised together, almost like siblings, until Jaranda’s parents had a falling out with Trad’s father. Jaranda’s father ran the stables at the Wyvernrest Inn, and Jaranda learned the trade from him, eventually taking over and taking on her own apprentice. She was recently hired on at Arythawn Keep to help care for the horses there, but she heads back to check on the inn a couple times a month and her father is still in town in case of emergencies. PERSONALITY TRAITS • Jaranda tends to talk quietly to herself in soothing tones when upset or under stress, a habit she gained from calming horses. • Jaranda is remarkably unselfish and noncompetitive. She wants everyone to be happy and is generally convinced that there is enough success for everyone to share in it. BONDS • Jaranda feels a little responsible for Trad—she feels like when she was growning up she abandoned him to his overbearing father. • Jaranda is somewhat infatuated with Jahmib. She’s fairly certain that he doesn’t feel the same way, which is the one of two reasons she took the job with the Thousand Yard Stare—to try to get a bit of distance. FLAWS • Jaranda is an open book. She’s a horrible liar, mostly because it doesn’t occur to her to lie. Trad swore her to secrecy about his plans with regard to the tower and cave, which is the other reason she took the job at Arythawn Keep—she was fairly certain she wouldn’t be able to keep the secret in Brightdawn. Sample file

APPENDIX A: DRAMATIS PERSONAE 60 FENNIS TEMBAR Fennis is a khoravar magewright assigned to the Thousand Yard Stare to assist with equipment upkeep. Much of his time, however, has been spent working on repairs on Arythawn Keep itself. While he is a member of House Medani by blood, neither he nor any of his close relatives have manifested a dragonmark. Fennis grew up in Wroat. As a teenager there, he was friendly with Elian d’Medani who eventually moved to Sharn to become an inquisitive. Elian recently reached out to Fennis for assistance with a case, asking him to find out what he can about Wrielle ir’Kavay who was expected to visit Arythawn Keep. PERSONALITY TRAITS • Fennis is friendly and straightforward. He says what he means. • When Fennis has a task in front of him, he focuses on that to the exclusion of everything else. BONDS • Fennis knows that his skills aren’t those most valued by his house—or by the Thousand Yard Stare, and he works twice as hard to prove his worth as a result. FLAWS • Fennis is a coward. The stories he’s heard from soldiers have him utterly terrified of the Mournland, to the point of paralyzation.

Sample file

APPENDIX A: DRAMATIS PERSONAE 61 APPENDIX B: BRIGHTDAWN

rightdawn plays a central role in this In the past, if a jail has been needed, a room in the adventure, but it is unlikely that you basement of the inn has been used. It has a heavy will need more details than those above door that can be barred from the outside for this in order to run it. This appendix, purpose. For more serious crimes, until recently, the however, provides a bit more watchtower was also available. information on Brightdawn and its Bright dawn, dark night. Due to the curse, residents. This could be useful for fleshing out the Brightdawn residents are hesitant to go out after characters investigations during this adventure, but dark, especially in bad weather or when any of the it also allows you to use Brightdawn in the future moons Aryth, Zarantyr, or Olarune are full. Even if adventures. the curse is lifted and the silver ward is restored to LIFE IN BRIGHTDAWN the watchtower, the influence of Lammania will be stronger during these times and these are habits that Brightdawn’s economy. Though it can certainly will linger. open the door to dangers, the Lammanian manifest zone is responsible for Brightdawn’s prosperity. PEOPLE OF BRIGHTDAWN Plants and animals grow quickly within the manifest The families below include a sampling of those zone, with a small garden being more than capable which can be found in Brightdawn. This is not of feeding a family. The Larrn family has an actual intended to be a full detailing of the village’s farm, and several residents in town work there in population, but it does touch on about a third of its exchange for a share of food. inhabitants. In addition, the manifest zone produces several species that cannot grow outside of Lammanian THE BETTAINE FAMILY manifest zones, some of which have peculiar • Ezra, young adult human (he/him), thoughtful properties. These are typically sold to traders along and clumsy with excess produce. • Nora, young adult tiefling (she/her), shy and kind Once a week, the area next to the Wyvernrest Inn • Yavia, infant tiefling (she/her), cute and loud becomes a marketplace where the residents of Ezra grew up in Brightdawn, but moved away. Brightdawn sell food and crafts. Money is accepted, Eventually, he married Nora and moved back to but trade is more common between residents of the start a family. The two are herbalists and have town. learned a great deal about plants growing in the Currently, though, much of the food grown in manifest zone. They can brew potions of healing Brightdawn is being sent to Arythawn Keep to feed and—with time—even potions of greater healing. the Thousand Yard Stare. In addition, Brightdawn They also make truly excellent tal. residents have increasingly been drawn to the keep with the promise of work. THE KALTARRI FAMILY Religion. While there are some who are not • Eltin, elderly human (he/him), cantankerous and particularly devout, everyone who lives in critical Brightdawn at least claims to follow the Church of • Hale, teenaged human (he/him), curious and the Silver Flame. The top floor of the inn was built forgetful with a chapel that can be used for religious rites as A former archer in Thrane’s army, Eltin came home needed. Odra Sarlin, a priest of the Silver Flame, is to Brightdawn after he was wounded in battle. In largely retired and living with their daughter and Brightdawn, he resumed his trade as a potter and got grandchildren in Brightdawn. They lead rites as married. His wife died days after the Day of needed, and their grandson Lukar maintains the Mourning and, today, he is an old, bitter man who chapel. has largely given up on life. Eltin’s nephew Hale Government. There is no real organized arrived in town from Sigilstar last year, hoping to governmentSample in Brightdawn. If an authority is learn how to be a potter fromfile him. The two have a needed, the highest ranking member of the church rocky relationship and Hale will occasionally stay at typically serves that purpose. Historically, this was his Drego’s house (his other uncle), despite the fact often a member of the Fendazi family, but that has that it is more crowded. not been the case for several generations. • Drego, adult human (he/him), practical and

APPENDIX B: BRIGHTDAWN 62 intelligent • Sema, elderly human (she/her), fearless and • Lycia, adult human (she/her), organized and resentful restless Ghontor and Sema are the elders of the Larrn • Pentar, young adult human (he/him), dependable family. When he was young, Ghontor wanted to be and indecisive a priest. He moved to Aruldusk for a time, where he • Talyn, teenaged human (she/her), imaginative and met Sema. They had six children: Arix, Callaj, reckless Camberi, Darah, Hessin, and Rinsell. Hessin was Drego, Eltin’s younger brother, and his wife Lycia killed in the war and Camberi lives in a town near live very close to the inn. He’s a tinker and a bit of a Flamekeep. jack-of-all-trades. Lycia worked in logistics during • Callaj, adult human (she/her), compassionate and the war when she was younger and has been strong periodically helping out with such things at • Fenna, adult human (she/her), cool-headed and Arythawn Keep under contract. Their eldest son, perceptive Pentar, recently returned from the war and is now • Watt, child human (he/him), energetic and living with them, trying to figure out what he’s undisciplined going to do with his life. He’s infatuated with his Fenna’s husband was killed in the war while she was childhood friend Jaranda Remner. Talyn, Pentar’s pregnant with their child, so she came to younger sister, is a bit wild and dreams about Brightdawn to stay with her aunt. She eventually exploring Xen’drik and other mysterious lands. settled down with Callaj, and the two of them do THE LARRN FAMILY most of the work running the Larrn family farm. The Larrns are the largest and wealthiest family in • Darah, adult human (she/her), apologetic and Brightdawn. They have a farm that several others in generous the village will help work as needed in exchange for a • Tembrin, adult human, (he/him). efficient and share of food. Much of the family lives in a bad-tempered sprawling farmhouse that has been built onto over • Ell, child human (she/her), self-centered and the years. creative • Ghontor, elderly human (he/him), enthusiastic • Feldan, child human (he/him), timid and intuitive and shameless

Sample file

APPENDIX B: BRIGHTDAWN 63 • Gaird, infant human (he/him), small and hungry THE TINISTAR FAMILY Darah and Tembrin both grew up in Brightdawn. • Janna, adult human (she/her), industrious and She is a leatherworker and he is a tailor, and they clever often collaborate. They also regularly help out on • Larrn, adult human (he/him), impatient and quiet the farm. • Noll, teenaged human (he/him), idealistic and • Rinsell, adult human, (they/them), passionate and studious pessimistic • Sera, teenaged human (she/her), cheerful and wary • Farrag, adult half- (he/him), quick-witted and • Massi, child human (she/her), bossy and empathetic manipulative • Tess, child human (she/her), brilliant and Janna is Jethen Remner’s sister. She works with wool manipulative from her brother’s animals, making both felt and Rinsell and Farag are former soldiers. They recently yarn. Her husband, recently returned from the war moved out of the large Larrn house into a smaller and is still readjusting. He tends the smokehouse house that was built next door, in part to make more next to the inn and works on the Larrn’s farm. He’s room for Darah and Tembrin’s growing family, but also a skilled fiddler. Sera is learning animal also because Farrag was feeling a bit crowded. The husbandry from the Remners, while Noll is an two still work on the farm, but they are also overly-serious boy who aspires to the priesthood. excellent hunters and Farrag has some skill as a THE SARLIN FAMILY tanner. • Odra, elderly human (they/them), devout and • Melarrel, adult human (she/her), reclusive and dependable damaged • Brune, adult human (she/her), aloof and sarcastic Melarrel lives in a cabin near a small lake, which she • Itan, adult human (he/him), rigid and considers hers. She fishes the lake and, while she domineering doesn’t like other people near it, she regularly shares her abundant catch with others—as long as she • Lukar, teenaged human (he/him), charming and doesn’t have to talk to them. secretive • Syro, child human (he/him), shy and angry THE REMNER FAMILY • Taris, child human (she/her), polite and rebellious • Jethen, adult human (he/him), proud and The Sarlin family lives near a pond which, while insensitive small, is very well stocked with fish—likely due to • Jaranda, young adult human (she/her), calm and the manifest zone. Odra, a priest of the Silver Flame, unselfish recently returned to Brightdawn to retire. While the Jethen maintains a herd of goats and sheep. He used pond provides for most of the family’s needs, Odra’s to tend the stables at the inn as well, but his son, Itan, is also a woodworker and Itan’s wife daughter Jaranda took over from him a few years Brune has some basic training as a magewright—at ago. Jaranda recently began helping out at the stables least enough to freeze water into large chunks of ice. at Arythawn, so her father and her apprentice (and cousin), Sera, have been handling the inn’s stables. Sample file

APPENDIX B: BRIGHTDAWN 64 APPENDIX C: ART CREDITS

Cover Art: Ilija Bratinica Page 4 Stock art courtesy of Wizards of the Coast 48 Jonas Svidrasvia via Unsplash, photo 5 Jeremy Thomas via Unsplash, photo manipulation by Stuart Broz manipulation by Stuart Broz 49 Zoran Borojevicvia via Unsplash, photo 6 Composite photo manipulation by Stuart manipulation by Stuart Broz Broz 50 Eli DeFaria via Unsplash, photo 10 Digital Storm via Adobe Stock manipulation by Stuart Broz 15 Janko Ferlič via Unsplash, photo 51 Himanshu Dewangan via Unsplash, photo manipulation by Stuart Broz manipulation by Stuart Broz 52 Sobhan Joodivia via Unsplash, photo 17 Stock art courtesy of Wizards of the Coast manipulation by Stuart Broz 27 Stock art courtesy of Wizards of the Coast 54 Levi Stutevia via Unsplash, photo 29 Stock photo via Pixabay, photo manipulation by Stuart Broz manipulation by Stuart Broz 56 Austin Wadevia via Unsplash, photo 31 Stock art courtesy of Wizards of the Coast manipulation by Stuart Broz 33 likozor via Adobe Stock, manipulated by 58 Norbert Kundrakvia via Unsplash, photo Stuart Broz manipulation by Stuart Broz 34 Stuart Broz 59 Peter Bucksvia via Unsplash, photo 36 Dimitris Vetsikas via Pixabay, photo manipulation by Stuart Broz manipulation by Stuart Broz 60 Troy Spoelmavia via Unsplash, photo 38 Stock art courtesy of Wizards of the Coast manipulation by Stuart Broz 61 Ludovic Migneaultvia via Unsplash, photo 40 Stock art courtesy of Wizards of the Coast manipulation by Stuart Broz 41 Philipp Pilzvia Unsplash, photo 63 Tortuga via Adobe Stock, photo manipulation by Stuart Broz manipulation by Stuart Broz 45 James Wainscoat via Unsplash, photo manipulation by Stuart Broz Frame images by Alexander Lesnitsky via Pixabay 46 Paulo Ferreira via Wikimedia Commons photo manipulation by Stuart Broz Sample file

APPENDIX C: ART CREDITS 65 Need More Eberron?

Sample file

APPENDIX C: ART CREDITS 66