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Table of Contents Table of Contents Introduction 4 Episodes by Tier Episodes by Title Tier 1 The Callestan Clash The Callestan Clash by Ashley Warren 5 by Ashley Warren 5 Congratulations, You're a Winner! The Double-Cross by Greg Marks 7 by Greg Marks 10 The Double-Cross Double Immiscibility by Greg Marks 10 by Will Doyle 12 Double Immiscibility Get the Message by Will Doyle 12 by James Introcaso 23 The Fallen Mad: Excursion Possession is Nine-Tenths by Shawn Merwin 16 by Alan Patrick 26 The Fallen Mad: Excavation King of the Heap by Shawn Merwin 18 by Will Doyle 30 The Fallen Mad: Excommunication Special Delivery by Shawn Merwin 20 by Travis Woodall 34 Get the Message Tier 2 by James Introcaso 23 Congratulations, You're a Winner! Possession is Nine-Tenths by Greg Marks 7 by Alan Patrick 26 The Fallen Mad: Excursion King of the Heap by Shawn Merwin 16 by Will Doyle 30 The Fallen Mad: Excavation Reflections of the Delirium Stone by Shawn Merwin 18 by Greg Marks 32 The Fallen Mad: Excommunication Special Delivery by Shawn Merwin 20 by Travis Woodall 34 Possession is Nine-Tenths Appendix A: Monsters 37 by Alan Patrick 26 Reflections of the Delirium Stone by Greg Marks 32 Sample file 2 Sample file 3 Using this Book The encounters or episodes in this book can be used as you like. Drop them into your own adventures, use them to surprise characters between quests, and let them Introduction inspire ideas of your own. Just like the world of Eberron, many of the encounters leave mysteries without answers for you and your players to unravel. “’Perhaps the war is never won,’ Pierce said. ‘We must Though this product is not Adventurers League legal simply find satisfaction in survival.’” at launch, it may become one later. If this is the case, — Keith Baker, City of Towers when you play through an episode as part of the D&D Adventurers League, please ignore the “Treasure & ith the release of the Wayfinder’s Guide Rewards” sections in the encounters and follow the to Eberron, the DMs Guild Adepts came current guidelines of the D&D Adventurers League. together to create a book of encounters that occur in Sharn, the campaign setting’s Adjusting The Episodes premiere city. For many of us, Eberron is our favorite campaign setting and Sharn is Each episode provides a recommended character level or Wour favorite place within that world. level range. Some episodes provide suggestions in making I remember being in college when I first read the adjustments for smaller or larger groups, characters of original Eberron Campaign Setting. It blew my mind. higher or lower levels, and characters that are otherwise Everything was familiar, and everything was different. a bit more powerful than the adventure is optimized for. Monsters and races didn’t conform to preset alignments. You’re not bound to these adjustments; they’re here for Over-the-top action was a huge part of the pulpy, noir your convenience. setting. There were living constructs, lycanthrope- To figure out whether you should consider adjusting the adjacent people, and shapeshifters as playable races! adventure, add up the total levels of all the characters and The world was rich with intrigue, organizations, magic divide the total by the number of characters (rounding .5 technology, and psionics. or greater up; .4 or less down). This is the group’s APL. To In addition to being its own world, Eberron was approximate the party strength for the adventure, consult accepting of anything that was created anywhere else the following table. for Dungeons & Dragons. The book said, “If it exists in D&D, it has a place in Eberron.” The Eberron Campaign Determining Party Strength Setting was one of the first roleplaying game books I read Party Composition Party Party Strength that encouraged me to take my ideas and mix it up with 3-4 characters, APL less than Very weak whatever I liked from the text. Muls from Dark Sun, King Obould Many-Arrows from the Forgotten Realms, and 3-4 characters, APL equivalent Weak Nerull from Greyhawk made it into my Eberron games 3-4 characters, APL greater than Average alongside the Eye of Vecna, the Sword of Kas, and a few 5 characters, APL less than Weak Orbs of Dragonkind. Working with my players, we worked in everything we wanted, using the rich world provided 5 characters, APL equivalent Average by Keith Baker as our sandbox and putting our other toys 5 characters, APL greater than Strong wherever we wanted. 6-7 characters, APL less than Average My favorite part about Eberron is that it is a world full of mysteries without definitive answers. Every story told 6-7 characters, APL equivalent Strong in Eberron can have a different answer to the question, 6-7 characters, APL greater than Very strong “What created the Mournland?” By providing mysteries along with rumors and possible solutions but no Some encounters may include a sidebar that offers definitive answer, Keith Baker creates a world rife with an suggestions for certain party strengths. If a particular adventure that makes collaborative storytelling a breeze. recommendation is not offered or appropriate for your If you’ve never played a game in Eberron, grab onto group, you don’t have to make adjustments. that elemental galleon and don’t let go. This book is just a tasteSample of what the world has to offer. file —James Introcaso, editor 4 The Callestan Clash by Ashley Warren “Our games give our measly lives meaning. No guts? No Area Information gold, no glory!” If the characters follow Clementine or accept Wizdil’s —Clementine, halfling spy, ringleader of the Clash challenge, they come to an alley filled with a ragtag group of people. The alley is 20 feet wide and 40 feet long, ife in Callestan is not all fun and games – leading into a dead end. except for those who make their own fun When the characters enter, two women — a dwarf and a with their own games. Mischievous, hardy human — are in the midst of a heated brawl. The brawlers street dwellers known as the Callestan Clash fight within a 15-foot-radius circle, drawn in chalk on the live and lurk in the shadows of the district’s cobblestone ground. looming towers, reaching their fingers into Beyond the fight are three wooden crates. Pairs of Lthe satchels of unsuspecting tourists or balling them into people sit at each crate, playing dice or card games. fists, readying a swing. While members of the Clash are The alley is dim; the buildings overhead block out scrappy and abrasive, they enjoy opportunities to compete much of the natural light. The Clash has assembled some against strangers – and earn some much-needed coin in stolen lanterns, lit from within by candles with nearly- the process. expired wicks; the light is feeble, and characters without This fight-club-meets-street-carnival episode is darkvision make Perception checks with disadvantage. recommended for 3rd to 5th level characters and If Clementine pickpocketed the characters, she issues optimized for five characters of 4th level. them a challenge: “I’ll give you back your belongings, but Objectives you’ll have to fight me for it!” If the characters have not yet met her when they enter the alley, she introduces herself The characters can make some coin, earn some street and urges them to fight her. cred, and stretch their muscles by participating in brawls or back-alley games. Creatures/NPCs There are five characters against which the characters Encountering the Clash can brawl. Fighting Members of the Callestan Clash There are two ways the characters encounter the Callestan Clash: Name Description Fight Difficulty • Not-So-Sneaky Fingers. A roguish lightfoot halfling Clementine Halfling spy. Clementine is Hard for level named Clementine (spy) attempts to pickpocket a the ringleader of the Clash. 3; average for character. A successful DC 14 Wisdom (Perception) She has dark hair bound into levels 4 and 5 check catches Clementine running down an alley with a tight braid and favors a one of the character’s belongings. If the characters do curved dagger that she keeps not notice Clementine running off, they encounter her sheathed behind her back. at a later time, and she taunts them with their stolen Wizdil Gnome thug. Wizdil wears Easy for all belonging as a way to get them to fight the Clash. an eye patch over his left levels • Up for Grabs. At the entrance to an alley stands an old, eye, along with stolen gruff-looking forest gnome wearing an eyepatch and clothes far too big on him. torn, dirtied noble clothing two sizes too large. As the He is frequently drunk characters near him, the gnome twirls a copper in his and has disadvantage on grimy hands and calls out to them: “Who wants to go up Dexterity saves. against ol’ Wizdil here? There’s copper for ye if ye can best me at an arm wrestle!” Butch Dwarf berserker. Like Wizdil, Hard for all Butch is old and has lived levels her whole life on the streets. She is a brawny fighter, and sports a luscious, if scraggly, gray-streaked beard. Nola Human spy. Nola is tight- Hard for level lipped and stoic, and close 3; average for friends with Clementine. levels 4 and 5 The right side of her head is shaved, and the left side Sampleis covered in a tumblefile of auburn curls. Ambrose Goblin boss. Ambrose is a Hard for level relatively young goblin and 3; average for favors games over fighting.
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