Encounters in sharn pdf download






















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Personal Comments:. Your Tags:. Add tags Tags separate by space :. Web Links. No Web Links Found. Breaking the Silver Seal. The creature that breaks the seal by coming into contact with it absorbs the energy for 1 minute. While wielding this energy, the creature has advantage on all saving throws, and their attacks ignore demonic resistances but not immunities.

Her pleas to the powerful Silver Flame clergy in Sharn fell on deaf ears. With no other options, she allowed herself to be killed by ravers, but only after instructing her flock of followers in Fallen to place her remains over the area where the rift was going to open. When the characters enter the room, there are two maw demons attempting to escape the containment field. Each round on initiative count 25, another maw demon appears within the containment field.

Area Information This byfoot chamber is brightly lit by a silver glow coming from the body of a human woman. She lies near the southwest corner of the room see Map. The Containment Field. A successful DC 10 Intelligence Arcana or Religion check reveals this is a field of Silver Flame radiance that is holding back the corruption of Khyber, which is leaking into the room.

Each round, on initiative count 0, the containment field expands 5 feet to the north and west, so that in six rounds it fills the whole room. If this happens, the rift opens beyond containment, and all sorts of terrible creatures pour forth. Playing the Pillars Breaking the Silver Seal Combat Exploration Social If it becomes clear that the characters are not going to help Uvimahm break the seal and enter the final resting place, he and the dretches attack.

They attempt to push characters into the silver seal, hoping they are good, thus bringing it down and allowing them to enter. If the seal is brought down, Uvimahm disengages and moves through the doors as quickly as possible.

The characters can use ability checks to learn the properties of the silver seal. The characters might take other actions to prevent Uvimahm from entering the chamber, such as barring the doors or creating other barriers. Uvimahm attempts to trick the characters into breaking the seal so that he may access the final chamber. Wesalyn is currently under the protection of the Silver Flame, meaning Uvimahm cannot force her to break the seal, but he is threatening her into doing so, and her resolve is close to breaking.

In the northeast and southwest corners of the room of large statues of silver, sacred to the worshippers of the Silver Flame. A successful DC 10 Strength Athletics check as an action is required to move them. If the check succeeds, the lifting creature can move up to half their walking speed on their turn. Fighting Through the Containment Field The containment field does not allow attacks through it.

Creatures outside it can interact with each other, or inside it can interact with each other, but not pass between. This includes any effects, such as buff spells. Once a creature is inside the containment field, it cannot leave unless it makes a successful DC 15 Charisma saving throw.

Evil creatures make this saving throw with disadvantage. Sealing the Rift The rift can be sealed in two ways. This stops the spreading of the containment field, but the maw demons must still be dealt with. The maw demons attempt to stop this from happening by shoving or grappling the creatures moving the statues. This requires the person to stand next to Faela and use two successive actions to make successful DC 10 Constitution checks. The maw demons know this is happening and attempt to shove the person 22 away.

If this is done, the containment field pushes all demons in the room back to Khyber and seals the rift. Containment Breaks If the containment field grows to the full size of the room, containment is lost and the rift opens.

Demons of all shapes and sizes more than the characters can deal with pour into the room. Allow the characters to flee, but they should be forced to deal with the invasion from Khyber that plagues the lower city, and begins to reach into the main parts of Sharn if left unchecked.

She thanks the characters for ensuring the Khyber invasion was thwarted. She begs them to take the treasure in the room as a reward. The treasure here includes gp in coins; several statuettes, holy symbols, and other relics worth a total of gp, an elixir of health, a potion of heroism, and boots of striding and springing. In addition, if any of the characters are lawful good and have any divine classes, Faela turns one weapon that one of them wields into a mace of disruption.

Conclusion Unless the rift was opened and demons poured into Sharn, the characters are free to go back to Grevor with news of what they found. However, over time, the rift reforms and demonic influence from Khyber begins to creep into Sharn again. You get it. This episode takes place in any upper or middle ward you like and is designed for 1st to 4th level characters and optimized for five characters of 3rd level.

The Message The characters are passing by or on their way to a House Sivis message station in the morning when they hear shouts for help within. The foot-diamater circular room is riddled with the corpses of House Sivis gnomes and members of the Sharn Watch. Cabinets line the wall and desks sized for gnomes are scattered through the room.

The area is brightly lit by continual flame spells. Claymore and Falchion are servants of an insurgent warforged known as the Lord of Blades. They received a message from a contact named Stiletto about a target they needed to assassinate. Their companion, Halberd, went to kill the target while Claymore and Falchion stayed behind to eliminate witnesses at the message station. Fara was working at the message station when the carnage broke out. She is hides and hopes for rescue. What Do They Know?

Halberd, a warforged assassin, is getting on the same lightning rail. Development If the characters stop the warforged, Fara comes out of the cabinet and thanks them. She tells the characters that the three warforged came to receive a message. Once they read the message, the largest warforged sprinted off and the other two began slaughtering people. She cannot reach the king. Leave no witness. For the Lord of Blades! If the characters spot them amid the carnage, the warforged fight to the death.

House Sivis sending stones are scattered through the area. As an action, a successful DC 15 Intelligence Arcana charges the device to explode with brilliant light. Creatures within 5 feet of a stone when it explodes must succeed on a DC 13 Constitution saving throw or become blinded until the end of their next turn. A warforged character can convince Claymore and Falchion the characters are allies with a successful DC 13 Charisma Deception check.

Another successful DC 13 Charisma Deception check gets the warforged to share the letter. When the characters arrive at the lightning rail station, the train to Wroat is leaving the station. Objectives The characters must chase down and hop aboard a moving lightning rail. The Lightning Rail to Wroat. The lightning rail to Wroat is a 1,foot-long, foot-wide train made of twenty foot-long cars each with one door on all sides. A 2-foot-wide platform with a 3-foot-high metal railing surrounds the outside of each car.

The area is brightly lit by sunlight. Catching the Lightning Rail When the characters arrive at the lighting rail platform, the last car on the lightning rail to Wroat is already feet away from them. Each round on initiative count 0, the train moves another 30 feet away plus an additional 10 feet for each round that has passed after the first, since the train is gathering speed so it moves 40 feet in round two, 50 feet in round three, and so on. A character who reaches the train must have a way to get on board.

A successful DC 12 Strength Athletics or Dexterity Acrobatics check made as a bonus action by a character who can touch the train leaps over the metal railing onto a platform that surrounds each car.

A successful DC 12 Strength Athletics check made as an action by a character who is already standing on a platform that surrounds a train car pulls another creature they can reach aboard. Playing the Pillars Lightning Ride 24 Combat Exploration Social If the characters hop onto the train, they catch the attention of two train guards who think the characters are trying to steal a free ride.

The guards attack, trying to push the characters off the train. Other lightning rails are coming in and out of the Sharn station. Each round on initiative count 10 there is a 50 percent chance a different lightning rail bears down on one of the characters still chasing the train to Wroat. This character must succeed on a DC 13 Dexterity saving throw or take 11 2d10 bludgeoning damage. A successful DC 15 Charisma Persuasion check made to call for help while chasing the train gets four helpful passengers commoners to come out of the last car.

These commoners take the Help action to aid characters trying to jump onto the train. Development When the characters are onboard the train, they hear a shriek come from the second-to-last car. Scene C. Here Halberd faces off with Talda Relka. Objectives In this encounter, the characters must stop Halberd from killing Talda Relka. The foot-long, foot-wide lightning rail car has one door on all sides. A 2-foot-wide platform with a 3-foot-high metal railing surrounds the outside of the car.

The inside of the car has a 5-foot-wide aisle with seats on either side. Talda is losing the battle and has 10 hit points remaining. Anyone else who was in the car has fled to another.

Halberd plans to kills Talda then flee. Talda wants to live through the encounter and begs the characters for help if she sees them. Halberd knows the Lord of Blades has ordered him to kill Talda, but the warforged does not know or care why.

Talda has been collecting information on the Lord of Blades agents within Breland for months. What exactly she knows and what adventures that might lead to are up to you. Development If the characters save, Talda, she tells them that Halberd was an agent of the Lord of Blades.

Playing the Pillars Metal Assassin Combat Exploration Social Halberd focuses his attacks on the characters, wanting to get rid of witnesses before killing Talda. Talda takes the Dodge action until she is healed, at which point she rejoins the battle. People that fled the car left their belongings behind.

A successful DC 15 Wisdom Perception check notices three flasks of acid poking out of a discarded satchel. A successful DC 13 Charisma Persuasion check convinces Talda to get back in the fight without being healed. Totally legal. Want a ride? Got a silver? In this series of encounters, the characters meet Stab, a resourceful goblin, and his faithful mount Rations.

This is a series of episodes that, once started, can be resolved as time and the actions of the characters determine. Five 9th level characters Call to Action The characters may come across Stab, a goblin cleric of the Sovereign Host, as he is harassed by members of the Sharn Watch, or perhaps at the hands of unscrupulous importers. Adjust the following text as-needed. Rations a mule who uses the elk statistics stands idly nearby.

Area Information The Watch members have corralled Stab into a footwide alley just off the market. Several piles of trash and crates are nearby, and iron fire escape ladders climb the three-story buildings with balconies every 10 feet. In time, he tells them about his desire to visit Morgrave University, in the School of Hard Knocks section.

Many languages are spoken, action is frantic, and deals are made in rapid-fire succession between merchant and buyer. Objectives The characters know that Galifar Code of Justice extends basic protections to all people in Breland including Sharn except undead and most residents of Drooam and the Shadow Marches. Stab, like many goblins, is Dhakaani, so protecting Stab is in fact a legal matter. The characters may choose to make creative use of nearby terrain, such as hiding in piles of trash and pulling victims in, sniping from the rooftops, or so on.

The Sharn Watch is notoriously corrupt. Are You Down with Dhakaani? If the characters save Stab from the Sharn Watch they have a new ally — whether they like it or not. Objectives There are no objectives in this section, as it merely serves to provide additional story insight for future encounters as the DM desires. What Does Stab Know? Or drow. She told me that the University would be the only ones that could help. Then she gave me Rations.

For an elf, she was pretty nice. He has many tales that may seem like fabrications, but in truth the goblin has led a life of action and adventure. Even so, he sometimes lies — and if caught, he claims to do it just to see if his companions are paying attention. He desires to see the characters do legendary things and simply wishes to be along the ride.

He refuses to wield any weapon other than his dull, rusty dagger 1d damage if he is forced into melee combat and prefers to use his spells for trickery and healing when possible. If asked about his origin, Stab recounts his childhood years in excruciating detail. He talks about his clan being smashed by outriders at the end of the Last War and how he was eventually taken in by halflings in Talenta, then… he adds details until the characters beg him to stop talking.

The longer he talks about his early years, the louder and more animated he becomes. While he makes for good comic relief, Stab should always have the right insight at the right time if the characters become stuck.

Personality Trait: I was, in fact, raised by dinosaur-riding halflings on the Talenta Plains. Why do you ask? Want to know more about them? Ideal: Community.

Good Bond: I suffer awful visions of a coming disaster and do anything to prevent it. Objectives Stab needs to deliver the scorpion-chitin holy symbol of the Traveler to Morgrave University. Councilor Cinderveil appears to be a male Brelish human in his fifties but is actually a changeling.

They are a law professor, specializing in the Galifar Code of Justice. The changeling attempts to get the characters and Stab into a quiet room to attack them and take the holy symbol. Cinderveil uses the archmage statistics and wears a periapt of proof against poison. The wood door has AC 15, 27 hit points, and is immune to poison and psychic damage. Cinderveil carries a key to the door. Cinderveil seeks to take the holy symbol from the characters and has no desire to kill them.

None remained after the ninth closed. Cinderveil wears a periapt of proof against poison. One of them features theaters and taverns on the first floor, with classrooms immediately above.

The buildings have clean facades, but the interiors are rundown and show their age. Every room is lit by magical bright light. Cinderveil shares a background that involves Eshuveez and a small number of other story elements that the characters have already discovered consult your campaign notes!

After a few minutes of traveling the halls of the University, The characters may or may not have the holy symbol, but they have a map of the Cogs and a cryptic note. It works best if the characters are already aware of the Lords of Dust from other adventures.

Objectives Explore the Square of Eyes and defeat the creature in the column. Area Information The map points to a column deep in the Cogs.

The column stands in a communal square and rises thirty feet from floor to ceiling and is twelve feet thick. If Cinderveil stole the scorpion-chitin holy symbol, a doorway is open at the base of the column.

If not, all ten eyes swivel all around the column and focus on the bearer of the holy symbol; slowly they close until only a single eye remains, at which point a disintegration ray shoots out at the Playing the Pillars School of Hard Knocks 28 Combat Exploration Social Cinderveil is a tough opponent, but the characters are likely to have tricks of their own.

The changeling is cocky and prone to making poor tactical decisions in combat. Cinderveil roars with pain if Stab hits with his dagger. Discovering gas pipes leading into the university grants advantage on the save against the essence of ether poison gas trap. If the characters engage Councilor Cinderveil they may see through the deception early on with a successful DC 20 Wisdom Insight check. If this happens, the changeling attacks but in a narrow hallway and does not have the benefit of the gas trap.

If the holy symbol is dropped or the bearer of the holy symbol takes damage from the eye, the symbol is destroyed and the door opens. The contents of the room cannot be perceived by creatures outside of it and the room cannot be exited while the beholder lives. Get the newsletter. Subscribe to get the free product of the week! One-click unsubscribe later if you don't enjoy the newsletter. Log In with Facebook. Log In I am new here.

Remember me. Error: No match for email address or password. Password forgotten? Click here. Advanced Search. Encounters in Sharn. Average Rating ratings. This supplement is meant to be used with the Wayfinder's Guide to Eberron! The encouters: The Callestan Clash - This fight-club-meets-street-carnival episode is recommended for 3rd to 5th level characters and optimized for five characters of 4th level.

Congratulations, You're a Winner! The Double-Cross - A woman walks into the adventurers office, begging for help This episode is intended for 1st to 4th level characters and optimized for five characters of 3rd level.

Double Immiscibility - The assassination in a potion factory episode is designed for a group of 1st to 4th level characters and optimized for five 3rd level characters. The Fallen Mad: Excursion - The first of three linked episodes optimized for five 5th level characters. Can the characters find a cleric of the Silver Flame who went missing in the underbelly of Sharn?

The Fallen Mad: Excavation - The second of three linked episodes optimized for five 5th level characters. In the dim light of dragonshards, the characters uncover something evil. The Fallen Mad: Excommunication - The final of three linked episodes optimized for five 5th level characters. What happened to the cleric of the Silver Flame? The characters are about to find out. Get the Message - This lightning rail chase is designed for 1st to 4th level characters and optimized for five characters of 3rd level.

Possession is Nine-Tenths - This story follows the adventurers throughout their time in Sharn with encounters appropriate for 3rd, 5th, and 9th level characters as they unravel a mystery with the goblin Stab. King of the Heap - The junkyard showdown is designed for a group of 1st to 4th level characters and optimized for five 3rd level characters.

Reflections of the Delirium Stone - This heist-in-progress episode is intended for 5th to 10th level characters and optimized for five characters of 8th level. Special Delivery - When a courier turns up dead in the streets, it's up to the characters to figure who did the deed. This episode in Oak Towers is designed for 1st to 4th level characters and optimized for five characters of 3rd level. Bundles containing this product:. More from this Title's Contributors. Customers Who Bought this Title also Purchased.

Reviews 7. Please log in to add or reply to comments. This has been really helpful in building out my Eberron campaign! I would really appreciate it if there were a more printer-friendly version though. Is this supposed to be Absorb Elements? Cant wait to see the Merchant Guide.

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