Eberron - Rising from the Last War

(Joyce) #1
occupant knows what Martisha Kullandra knows about
Garra (see area T4a).

APARTMENT OCCUPANTS
dl2 Occupants
1-6 No current occupants
7-9 A family ofld 4 commoners
10 A shifter (see chapter 6)
11 A warforged soldier (see chapter 6)
12 A changeling (see chapter 6)

T6. SKYBRIDGE
This stone skybridge connects the tenement building
to the building containing the lift. A Daask harpy and a
group of ld4 commoners loiter on the bridge when the
characters arrive. The commoners pose no threat, but
the harpy attacks the characters on sight, using her Lur­
ing Song to bring them to her if they flee.

T7. GRAFFITI HALL

I


This stone hall is covered in graffiti. Crude paintings and
phrases such as "TYRANTS RULE!" and "CYRANS GO
HOME!" adorn the walls and ceili ng.

A hidden door with a peephole in this hall connects to
a Daask hideout (area T8). A character with a passive
Wisdom (Perception) score of 15 or higher notices the
peephole and the outline of the door.
A Daask shifter operative in area T8 watches the hall
through the peephole. If the shifter notices the charac­
ters, the creatures in area T8 open the door and attack.

T8. DAASK HIDEOUT

I


This room reeks of urine and body odor. The floor is cov­
ered in empty liquor bottles, food waste, and old copies
of the Sharn Inquisitive.

Two Daask operatives, a chaotic neutral shifter named
Bartram (see chapter 6) and his worg companion are
stationed here. Bartram and the worg are surly and
never shy away from a fight. That said, they will happily
leave the party alone if handed a bribe of 10 gp or more.

T9. INTERROGATION ROOM

I


A groaning halfling is tied to a wood chair in the center
of this room, his shirt stained with blood and sweat, and
his head covered in a canvas bag.

II

' ,

Corrin Delmaco is a male lightfoot halfling who works
for the Boromar Clan. The halfiing tried to infiltrate
Daask and was captured. He is being held in the hideout
while Daask agents torture him for information.
Corrin is a lawful evil spy with the following changes:
He is Small, has a hit point maximum of 21 (6d6), and
has 10 hit points remaining.
He has the following racial traits: He can move
through the space of a Medium or larger creature. He
has advantage on saving throws against being fright­
ened. He speaks Common, Halfling, and thieves' cant.
Corrin claims to have no idea why Daask abducted
him and begs for the characters to free him. A character
who succeeds on a Wisdom (Insight) check contested by
Corrin's Charisma (Deception) check knows the halfling
is lying. If pressed, Corrin admits his connection to the
Boromar Clan, and tells the characters it would be mean
a lot to the powerful halfling family if they freed him.
A character can untie Corrin from the chair as an ac­
tion. Corrin then flees the scene and tells the Boromars
of his rescuers, which could lead to more adventures
(see "Conclusion" at the end of this chapter).

TlO. TERMINUS STATION LIFT
This lift connects Terminus Station with the higher lev­
els of the Terminus district.

Tll. BODEGA

A small bell above the door rings as you enter this store.
Its many shelves are packed with bottled drinks, pack­
aged food that is ready to eat, souvenirs, and newspa­
pers. A kenku wearing spectacles and standing behind a
cou nter says, "Buy something, will ya?" in an old wom­
an's voice.

This store sells is run by Gurty, an elderly kenku. If the
characters ask Gurty about Garra, the kenku mimics
the half-ogre's voice, saying, "My coach is leaving soon.
Hurry it up, or I'll pluck ya, stupid bird."

Tl2. TICKET BOOTH
A commoner in the livery of House Orien works in
this area, selling tickets through a small opening in a
glass window to people on the platform. The door to the
booth is locked from the inside. Money collected from
ticket sales is placed in a small slot in a magic floor safe
that can only be opened by a dwarf bearing the Mark
of Warding.

Tl3. BATHROOM
The bathroom contains six stalls, each with a toilet,
and a 3-foot-high pillar at the center of the room with a
cleansing stone (see chapter 5) embedded in its top.

CHAPTER 4 I BUILDING EBERRON ADVENTURES
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