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ACKNOWLEDGEMENTS

Designer/Author: Bob Carnicom Editor: Emma Carnicom, Ken Proctor, Keith Norberg Template: Simple Microsoft Word Template by Laura Hirsbrunner

Cover Illustrator: Bjørnar Øvstedal. You may find more of their work on Tumblr. Interior Illustrator: Magnetor illustrations by TheArtofSilent. Check out more of their work on Artstation and follow them on Instagram for more content. RPG Writer’s Workshop logo designed by Paoloa’s Pixels. All other interior art owned by and used from DMSGuild Creator Resource. Cartography: Regional map by Bob Carnicom, created using Inkarnate.

Mushroom forest path map by Eran Arbel. Find more of their work on DMSGuild and follow them on Twitter. Marketplace map generated using watabou. The Copper Goat battle map by James Taylor. Follow them on Twitter for more battle maps.

Nimrod’s Scrapping map by Dyson Logos. Find more of their work here. Playtesters: Thank you to Ken Proctor, Nick Wesell, and Slim for testing the adventure with me. The late nights and laughs made this adventure possible!

Special thanks to: The RPG Writer’s Workshop, their instructors, and the community for creating a supportive space for me to create my first adventure. Thank you to my beautiful wife Emma Carnicom for the love and support throughout the process and editing all the drafts (there were a lot of them). Thank you to the workshop Discord community for helping brainstorm ideas and answering the many questions a new creator has.

References for other official books are denoted with a superscript as follows: Monster Manualmm Volo’s Guide to Monstersvgm

ON THE COVER

In this illustration by Bjørnar Øvstedal, a Warforged shields their eyes from rays of light as they scan the unseen landscape. The Warforged is wearing a green cloak and their goggles rest on their forehead.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, , , , the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. Sample file All other original material in this work is copyright 2020 by Bob Carnicom and published under the Community Content Agreement for Dungeon Masters Guild.

1 TABLE OF CONTENTS

Acknowledgements ...... 1 Table of Contents ...... 2 Introduction ...... 3 Story Overview ...... 3 Adventure Hook...... 3 Adventure prep for the DM ...... 3 The Warforged Player Character ...... 3 Background roll tables: ...... 3 Characteristics guidelines: ...... 4 Major NPCs ...... 5 Magnetor (Mind Flayer, CE) ...... 5 Mechanical hound (Valenar Hound, LN)...... 5 Yebis Toybar (Gnome, Expert, NG, he/him) ...... 5 Regional Map ...... 6 M1. The Imistil Forest ...... 6 M2. Marketplace ...... 6 M3. Nimrod’s Scrapping Factory ...... 6 Chapter 1: You Remember When...... 7 Waking up ...... 7 The Mushrooms ...... 7 Chapter 2 — Marketplace “The Village” ...... 8 Marketplace map ...... 8

M1. Welcome to Marketplace ...... 8

M2. The Copper Goat ...... 8

M3. The Marketplace Keep ...... 8

Marketplace NPCs ...... 9

A Quality of Mercy ...... 9

The Minions ...... 9

Chapter 3 — A Warforged for Your Thoughts ...... 10 Travelling to Nimrod’s Scrapping ...... 10 Nimrod’s Scrapping Factory ...... 11 1A. Entrance ...... 11 1B. Guardhouse ...... 12 2A. Breakroom ...... 12 2B. Collapsed Shelves ...... 12 2C. Storage ...... 12 3A. Core Disassembly ...... 12 3B. Core Storage ...... 12 4A. Engine Room ...... 12 4B. Circuits Room ...... 12 4C. Maintenance Room ...... 12 5. Rear Entrance ...... 12 6A. Main Assembly/Magnetor Lair ...... 13 6B. Magnetor Treasure Hoard ...... 13 6C. Memory Cells Pantry ...... 13 6D. Warforged Prisoner ...... 13 Conclusion ...... 14 Concluding the adventure ...... 14 Magnetor is defeated ...... 14 Magnetor plane shifts to safety ...... 14 The character is defeated ...... 14 Continuing the story ...... 14 Yebis Toybar ...... 14 TheSample Nut’n’Bolters ...... 14 file Warforged Soldier ...... 14 Memory Cells ...... 14 Appendix A: NPC Stat Blocks ...... 15

2 Though the character’s memory cell is missing, this INTRODUCTION doesn’t mean they have to continuously forget where they are and what they are doing. It is intended that the character has a temporary memory bank integrated and allows for STORY OVERVIEW roughly a week's worth of memory before resetting again to Our adventure begins when the character is awoken by a a blank memory. This will be expanded on in the Conclusion friendly mechanical hound in the middle of the Imistil section of the adventure. Forest with no memory. The compartment that holds their The DM may choose to build the character’s history as the memory cell is empty and the character doesn’t even adventure progresses, create the history with the player remember their name. Clues lead through the forest to the during a session 0, rolling on the tables provided, or even a village of Marketplace. The villagers of Marketplace combination of these! Regardless, the character background recognize the character and mention that they were seen should be dramatically revealed at the conclusion of the with a gnome, who is staying at The Copper Goat. The adventure with a “life flash before your eyes” moment character confronts the gnome and discovers they were the when the memory cell is plugged back into the character. one who stole the memory cell and gave it to Magnetor, the An example of building character history during the mind flayer. The gnome did this out of fear for his creations, session could be while travelling in the Imistil Forest the as Magnetor threatened to destroy them if the gnome did DM may describe a troop of mushrooms to the player and not comply. During the confrontation, Magnetor’s minions ask if this reminds them of anything in their character’s can be heard outside trying to kidnap a local Warforged. history. The player could describe a memory the character After the minions are dealt with, the character determines may have using such a prompt to begin constructing a the location of Magnetor to be Nimrod’s Scrapping, an backstory. abandoned factory near The Eldritch Grove. Magnetor’s To build a background with the player during a session 0, minions patrol the factory and protect Magnetor at all costs. use the custom background guideline listed below to create Finally, the character confronts Magnetor, who will stop at a custom background. The character would still not know nothing to satisfy their cravings of Warforged memory they have this background and the DM should still have the cells! Failure means Magnetor lives on to steal and custom background behind the DM screen to properly run consume, while the character’s memory is lost forever. the game. The goal is to encourage a thoughtful backstory of the character done in a collaboration between the player ADVENTURE HOOK and the DM. Warforged and Warforged Unknown is a one-shot Custom background guideline: adventure where the beginning of our story is already Skills proficiencies: Choose two skills to gain proficiency. written for the character. The major hook during the Language: Choose one language. adventure is for the character to find their memory cell. Tool: Has at least one tool proficiency. The DM may also choose to leave the background a secret to the player and use the background random roll table for creating the character backstory. The information would be kept behind the DM screen and may be used as the story progresses. For example, the DM may roll the character background as a Sage with proficiencies in Arcana and Sleight of Hand. If the character is asked to make a Sleight of Hand skill check, the DM would add the proficiency modifier to the roll secretly. BACKGROUND ROLL TABLES: BACKGROUND 1d6 Result 1 Criminal 2 Guild Artisan ADVENTURE PREP FOR THE DM 3 Outlander 4 Sailor THE WARFORGED PLAYER CHARACTER 5 Sage The adventure is written for a solo character at 6th level. 6 Soldier The character for this adventure is awoken in the middle of the forest with a missing memory cell. However, they do know how they functionally work. For instance, if the character is playing a Fighter class, they know their class proficiencies,Sample skills, actions, and the likes. The player can file either create a Warforged character at a session 0, or the DM can use one of the provided pre-generated character sheets. The lost memory cell includes the following: Name, Background, History.

3 SKILL PROFICIENCIES (RE-ROLL DUPLICATES) PERSONALITY TRAIT 2d12 Result 1d6 Result 1 Arcana 1 I can stare down a hell hound without 2 Acrobatics flinching. 3 Animal Handling 2 I always have a plan for what to do when things go wrong. 4 Athletics 3 I always want to know how things work and 5 Deception what makes people tick. 6 History 4 I’m driven by a wanderlust that led me away 7 Insight from home. 8 Performance 5 To me, a tavern brawl is a nice way to get to 9 Persuasion know a new city. 10 Sleight of Hand 6 I have a crude sense of humor. 11 Stealth IDEAL 12 Survival 1d6 Result LANGUAGE 1 Live and Let Live. Ideals aren’t worth killing 1d6 Result over or going to for. 1 Deep Speech 2 Redemption. There is a spark of good in everyone. 2 Goblin 3 Freedom. Everyone should be free to pursue 3 Undercommon his or her own livelihood. 4 Elvish 4 Change. Life is like the seasons, in constant 5 Gnomish change, and we must change with it. 6 Infernal 5 Fairness - We all do the work, so we all share in the rewards. TOOL PROFICIENCY 6 Greater Good. Our lot is to lay down our lives in 1d6 Result defense of others. 1 Cook’s Utensils BOND 2 Bagpipes 3 Cartographer’s Tools 1d6 Result 4 Brewer’s Supplies 1 I fight for those who cannot fight for themselves. 5 Woodcarver’s Tools 2 Someone I loved died because of a mistake I 6 Lute made. That will never happen again. 3 I owe my guild a great debt for forging me into the Warforged I am today CHARACTERISTICS GUIDELINES: 4 My honor is my life. Depending on how the player moves through the story and 5 I’ll always remember my first ship. interacts with different NPCs, the character’s 6 The monstrous enemy we faced in battle still characteristics may also be created. This is an optional feature and is not required to play the adventure. It may add leaves me quivering with fear. more flavor and personality to the character and give the player a guideline of how they may roleplay the character.

The character should have at least: one trait, one ideal, one bond, and one flaw. Examples of characteristics are below but can also be found in the phb. Sample file

4 FLAW MAGNETOR (MIND FLAYER, CE) 1d6 Result Magnetor is a Mind Flayer and is part of a cult called the Nut’n’Bolters. They are mostly made up of other Mind 1 I would rather eat my armor than admit when Flayers who have lost the craving of organic brains and I’m wrong initiate others to enjoy the taste of mechanical memory 2 I have a “tell” that reveals when I’m lying. cells. Magnetor was assigned to the Aundair region of Eberron and found Nimrod’s Scrapping a fitting lair to 3 I’m terribly jealous of anyone who can conduct business. The leftover memory cells of the outshine my handiwork. Everywhere I go, I’m Warforged still left on the grounds were a bonus. Magnetor surrounded by rivals. rarely does their own dirty work and commands their 4 There is no room for caution in a life lived to minions to do their bidding. They also employ others using the fullest. fear and threats to expand their reach on Aundair. They 5 Once someone questions my courage, I never either instruct for the memory cell to be taken and the body back down no matter how dangerous the left or for the Warforged to be kidnapped for a “fresh” situation. taste. Magnetor would be notified of the character’s doing through their bond with their Iron Defenders and would 6 My hatred of my enemies is blind and suspect the character is coming for them. unreasoning.

MAJOR NPCS MECHANICAL HOUND (VALENAR HOUND, LN) The mechanical hound is a Valenar Hound who lives in the Imistil Forest. They discovered the unconscious character and decided to help. The mechanical hound will use its bonding ability on the character if the character is friendly towards them once they awake. The hound helps nudge the character in the right direction by using Keen Hearing and Smell ability. The mechanical hound doesn’t have a name and it is encouraged for the character to name the companion.

YEBIS TOYBAR (GNOME, EXPERT, NG, HE/HIM) Content warning: drugging Yebis is a rock gnome that lives in northern Aundair where he enjoys tinkering with different mechanical experiments, devices, and beings. Magnetor sent their minions to threaten Yebis and to force him to steal Warforged memory cells. In exchange, Yebis and his creations lives are spared. Yebis is endearing of his creations and other mechanical beings, which makes his actions difficult for him to carry out. How Yebis found the character can be decided by the DM or in a collaboration with the player as long as the main plot leads to Yebis stealing the memory cell and leaving the character behind. Yebis cannot bring himself to destroy or hurt the Warforged that he steals from which is why he created the Warforged slumber potion.

Sample file

5 REGIONAL MAP M3. NIMROD’S SCRAPPING FACTORY Nimrod’s Scrapping Factory can be seen on top of a small M1. THE IMISTIL FOREST hill, looming over the dried grassland of the surrounding area. The perimeter of the factory is a graveyard of old and Mature trees with orange and yellow colored leaves and decaying Warforged body parts. The mood turns ominous active wildlife dominate the forest. Groves of mushrooms and gloomy as the air temperature cools and chills even a with vibrant shades of blue, red, and yellow spot the forest metallic body. The unnatural stench of burnt wood and grounds. The smell of honey is prominent from the nearby blood waft from the Eldritch Groves. bee farm that is to the south west of the forest growth. Fuzzy moss covers the rough bark of the trees and feels as soft as the softest pillow you’ve ever laid your head on.

M2. MARKETPLACE A cluster of small stone and brick buildings make up the village of Marketplace. The keep has tall cobblestone walls and archers mounted in the peaked towers. The crackling stones of elemental energy track through a small lightning rail station and continue for miles beyond sight. The aroma of roasting boar and freshly brewed mead from the tavern fills the cool air. The outskirts of the village is rows of crops, mainly wheat, and foothills for livestock to graze. The stench of manure and the earthy fragrance of wheat carry with the breeze. Sample file

6 tracks the hound would point with their nose, tail straight CHAPTER 1: YOU out, to get the character's attention pointed to the tracks. After traversing through the forest for a mile, the character REMEMBER WHEN... finds a small dirt path that goes north to south. The footprints can be seen heading north. Content warning: memory loss/dementia, drugging In this chapter, the character awakes in The Imistil Forest to a robotic hound licking their face. They discover that they THE MUSHROOMS have lost their memory and do not even remember their If the mechanical hound is still with the character, give the name. The character travels through the forest, encounters player the stat block in Appendix A. After a few hours of well-hidden fungal creatures, and finds clues that lead travel, the path changes from a narrow dirt trail to an open them out of the forest and to the village of Marketplace. grove that is filled with troops of mushrooms, ranging from tiny to human sized. The path continues forward down a WAKING UP small hill into the mushrooms.

Your eyes jolt open at the sudden sensation of a foreign tongue A character could make a Wisdom (Perception) check but on your metallic face. Disoriented, you squint to adjust to the find nothing threatening in the mushroom troops. bright sun shining through the overhead tree line. Before you is However, hidden in the mushrooms near the path are six a metal creature resembling a dog. After waking you, the Violet Fungus and one Shrieker. Once the character is creature sits and stares at you with a slight head tilt. You look within 30 ft. of the Shrieker, it uses its Shriek reaction, around you and do not recognize your surroundings. You feel causing the fungus to attack the character travelling on the the back of your head, your fingers pass over your memory path.

compartment and you feel the empty slot where the memory Once the character has defeated the mushroom creatures, cell should be. Suddenly you come to the realization...You do read the following text: not know your name. You do not know where you came from. As the spore dust settles and the forest path is calm, you see a You do not know your history. You could say that you leather satchel with the flap open laying near one of the are...unknown. mushrooms next to the path. Next to the satchel is an empty vial with an oily residue lining the inside. The path continues The area has the following features: going north, and you can see the sun is approaching the Terrains & Dimensions: The forest is predominantly horizon as small rays of orange light are beginning to shine mature trees, standing over 50 ft. tall, the ground is covered through the trees. with vegetation, brush, and fallen trees that house many different species of wildlife. The whole forest covers about 50 sq. miles. Treasure: leather satchel containing 15 gp and a potion of Lighting: Light hardly peaks through the tops of the trees, healing (greater), an empty vial with an oily residue lining causing the area to be dim light. the inside. Smells & Sounds: Damp moss, honey, and floral scents fill DEVELOPMENT the air within the forest. Critters can be heard climbing, jumping, and scurrying all around. The vial the character finds contains an experimental Sights: The Imistil Forest is filled with organic life and the potion that Yebis uses to knock out Warforged while he leaves are oranges and yellow from the cool season. Wildlife steals their memory cells. The potion is meant to make the occupies many of the trees, brush, and crevasses of the Warforged unconscious for a day to allow Yebis time to get wood. Earth crystals and boulders are scattered throughout out of dodge. With the sun setting, the character should be the area in mysterious placements even the locals cannot prompt in finding solve. shelter for the night, preferably The mechanical hound (see Appendix A) sits and waits not in the forest. patiently for the character to gather themself. The hound The character may cannot speak telepathically with the character until the follow the bonding ability finishes in one hour. The hound is more gnome’s tracks on than happy to help the character and follow them. the path through the rest of the forest and to the After the character gathers themself, they may search the small village of surrounding area for any signs of movement or Marketplace disturbances. A successful Wisdom (Survival) check, DC 12 before the sun finds a set of gnome footprints in the fallen leaves that lead sets away Samplefrom the scene to the North West. If the check is file successful by 5 or more, the character also finds a steel nut found nestled next to a rock near the footprints. Though the forest is dim light, the sun can be seen through the trees overhead. The mechanical hound would nudge the character to follow the gnome tracks. If the character did not find the

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