Out of Sharn

Ideas #

Ideas

Post-Session Notes #

  • Efrix was saved by party.
    • ?Reveal background.
    • Wants to hide papers from Träger.
    • Trusts many of the party, but mostly Robbie and Kito.
    • Tries to communicate wo Träger hearing.
      • Had convinced Daemon DeLyrandar to move faster and had actually overshot the site.
      • That was approximately when the 🔍 Fire Elemental ➡️ broke free.
      • Doesn’t know about flash. Will be inquisitive and grill Robbie if knows about it.
  • Träger is distressed by the fact that the group attempted to engage the Elemental
    • Frantically checks over robes as they land and Frumpkin lands on his shoulder.
  • About 1pm when land.
  • Dex, Acrobatics check for landing.
  • Watch the smoking hulk of the Zephyr crash in the distance.
    • Efrix wants to go to crash site.
    • Träger needs to continue because will take some time to reach the site.
      • if continue roughly NW until night.
      • Finds some way to take readings in swamp.
      • Realizes need to travel SE tomorrow.
  • Everyone got 7gp. Fish - 5, Mark - 3, Claire - 2gp 2sp, Sarah - 1 sp.
    • SJ staff of wood nymph.

LDM Adventure : The roots of the world. #

Strong Start #

About 2 and a half months ago your group helped solve a heist involving a criminal organization called The Tyrants which used Warforged as disposable labor. Your group was mentioned in one of the city papers, but the Sharn Watch stole the credit for cracking the case shortly there after.

The Watch had been the primary source of jobs for your group. With them icing you out and having exposed the machinations of a major crime syndicate work has dried up. Your group’s last job was two weeks ago and money is now short. You are also hearing rumors that your ruining of a Tyrant job is going to exact retribution. The group has all but come to the decision to leave Sharn and strike out elsewhere. As of yet the group hasn’t decided a destination, or more importantly - how to get there with your meager funds.

This morning the innkeeper, Shae, proprietor of the Addled Artificer delivered a letter to the one small room your group has been reduced to sharing as money ran out. The note is written on Morgrave University letterhead requesting that you come meet with a researcher, Flammenträger StaubHersteller, at the university regarding a request for aid/escort in his travelling to a location in the Shadow Marches.

The Morgrave University Warden, with his blue and white uniform replete with shiny brass buttons and epaulets motions, apparently somewhat nervously, to a rather ordinary set of tall heavy oak doors in front of you.

You should find room C3 along the left side of the Laboratory through these doors. Would you like for me to wait here to help you after your meeting? The warden asks. Very well. Should you need anything further I am on duty at the main gates for 3 more hours. Ask for Caleb.

The footsteps of the Warden echo through the long plain hallway as he retreats back to the stairway he led you up.

Entering the Laboratory your confused as to what your eyes are seeing as well as what they should focus on were they able to sift through the visually deafening display you are greeted with. After a few moments you can discern a giant armillary in gleaming brass. It’s central pillar is a jumble of gears and arms melded with spheroid protrusions which coalesce to form a whirling ballet overhead. What exactly is attached to the arms, which extend between 20 to 40 feet from the central pillar, is part of the initially confusing display. Some arms proceed at a stately pace in the ballet, and affixed to the end of those arms are for the most part plain, in comparison to it’s neighbors, metal spheres intricately engraved. Many of the other orbiting bodies at the ends of the arms defy explanation. Some seemingly molten blobs of white, black, silver, gold, magma, pearlescent shifting colors. Others glow brightly, painful to the eyes, while some the bodies seem to devour the light in the room - equally painful to see, but for very different reasons. A rare few seem to elude your gaze, not from the speed of their orbit, but some innate protective mechanism within you wishing to preserve your sanity.

A ‘Harumph’ echoing off the marble walls breaks you from your collective revere. You search for the origin sifting through the red marble statues punctuating the columns which seem to represent a multitude of races acting as pillars holding up the vaulted dome above the chaos within. Alcoves between the pillars are sometimes perforated by plain wooden doors, with mundane plaques identifying the room numbers next to them. Their plainness perhaps grounds the whole display as even the floor is a masterpiece of whorling inlaid metal patterns over black polished marble. Presumably one of the alcoves to your left is where you are supposed to find room C3. Perhaps the ‘Harumph’ escaped from one of these doors?

Scenes #

Meeting a researcher for Professor Mordenkainen. #

  • Office has an unkempt but studious air about it. A tall bookcase flanks a sturdy plain desk both of which are piled with a seemingly identical brown leather tome. Behind the desk and chair is a low bookcase with a varied assortment of books, new, old and mostly well loved by the looks of them. On top of one of the shorter stacks of books is a plain ceramic bowl piled to the brim with feather fall tokens. Rolled parchments and random papers dominate the rest of the desk.
    • seems a bit jarred if asked about the tokens. says everyone is a bit clumsy at times, but Sharn is one of the few places where that could actually kill you.
  • The man who greets you is a wiry thin pale bespecticled human, green eyed and light brown haired. He seems a bit frentic.
  • Meet with Flammenträger StaubHersteller (Träger for short) and his familiar pseudodragon ‘Frumpkin’.
  • Thanks the group for meeting with him on such short notice.
  • Had heard of the group’s aid to the watch with that business with the Warforged a few months ago.
  • Proposes to hire the group for assistance in locating a relic of curious magical properties if pressed will also indicate it has immense powers.
    • Will hire the group for 1 gp / day all expenses paid, and if there are any jewels/treasure the party may keep. Upon returning the relic to Morgrave University he would be willing to split the bounty with them getting 1/10 share. Indicates he would expect the bounty to be in excess of 10,000 gp.
      1. Group will be paid 5 gp each now as a down payment on their daily earnings.
      2. Group will be given boarding documents for the Zephyr airship departing in 5 hours.
        If Pressed
        If pressed will indicate that the location they are travelling to is North of Black Water Lake in the Shadow Marches near the boarder with Droaam.
      3. Group aids him in procuring item from the ruins.
      4. Group will be paid their portion of the bounty upon the return of the relic to the university.
      5. Speed is of utmost importance the airship must depart on time!!!
    • If pressed or if the group seems intent on refusing he will increase his offers. Seems agitated and on the verge of breaking down.
  • If Mordenkainen is bothered he calls to Träger “Warum stören mich diese Bürger?”, “Gib ihnen ein signiertes Exemplar meines Buches und hol sie aus meinem Labor!”. The party is given a copy of Mordenkainen’s Codex of Creatures Treasure

If the PCs accept they can shop for supplies or just head to the airship docks. Thug ➡️

Run Encounter ▶️ 3 x Thug

If they don’t accept - have them accosted a couple hundred feet from the university gates by thugs for The Tyrants Thug ➡️

Run Encounter ▶️ 6 x Thug

A movement of air. #

Meeting on the Airship.

  • Airship is very well maintained, but shows signs of age - unusual for such a new form of transport.
  • Their possessions are taken in the hold.
  • Meet Captain, First Mate, a few sailors including a gnome (agent).
  • Possible maps:
  • Travel is about 2 days.
    • Gloss over travel???
  • Shorly after noon as near site.
    • Perhaps prompt group for where they are as they near destination.
    • Commotion heard below and crew rushes up from hold to the bridge. If listening characters hear the crewperson relay that the elemental matrix is behaving strangely - pulses increasing and a strange heat seems to be building. Captain is also indicating difficulties controlling the elemental providing propulsion for the ship.
    • Groans of stressed wood and metal heard below decks.
    • Suddenly elemental ring flickers out and goes dark. An explosion is heard from below.
    • Träger tells party to run below and gather their possessions.
    • Gnome sailor rushes to Sarah and presses an envelope of letters in her hands and asks her to please take it to a sending stone. TODO: details.
    • Fire Elemental attacks Captain Daemon and first mate.
    • If group doesn’t respond or attempts to fight - Träger I have no desire to live up to this name today. That elemental has been bound for years and is exacting it's revenge. It's quarrel is not with us.
Fire Elemental ➡️
Run Encounter ▶️ Fire Elemental

In the swamps #

Run survival checks often. About 1 day out. Flying Snake ➡️
Cockatrice ➡️

Run Encounter ▶️ 5 x Flying Snake, Cockatrice

Awakened Shrub ➡️
Giant Wolf Spider ➡️
Run Encounter ▶️ 5 x Awakened Shrub, Giant Wolf Spider

Constrictor Snake ➡️
Crocodile ➡️
Swarm of Insects ➡️
Run Encounter ▶️ 2 x Constrictor Snake, Crocodile, Swarm of Insects

Manticore ➡️
Run Encounter ▶️ 1 x Manticore

At the Ruins #

  1. Have Träger change out.
Awakened Shrub ➡️
Awakened Tree ➡️
Run Encounter ▶️ 5 x Awakened Shrub, 6 x Awakened Tree

  1. Reveal
  • Meet Guardian
  • Accept?
  • Needs group to quickly get the purest byeshk ingots. Must seek out Myshak in The Great Crag in Droaam. About 4 days to get there if using Trésor.
  • Efrix wants to return to the crash site???
  • Meet Trésor
    Dragon Turtle
    🔍 Dragon Turtle ➡️
    Gargantuan Dragon , neutral
    • Armor Class: 20
    • HP: 341
    • Initiative Modifier: 0
    • Challenge Rating: 17
    • Environment(s): aquatic
  • Gifts? Stones of Vvaraak

Secrets and Clues #

  • The Zephyr is the first Airship made. Thus it is smaller and more worn. The elemental ring stabilizer is in an unusual 3 arm design instead of the typical 4.
  • The ‘Trees’ are former brothers of the GateKeepers who have fallen, or passed.
  • The chamber the Guardian takes the group to is just outside Vvaraak’s old lair. He would kill the group for defiling her lair if they actually went in.
GM's Eyes Only
  • The client is a shapeshifter. His contacts in The Tyrants made him aware of the group.
  • Frumpkin is actually an imp shapeshifted. Interestingly pseudodragon and imps both have scorpion like tails.
  • The researcher was killed and replaced by adv. StaubHersteller was Mordenkainen’s researcher and was scheduled to depart for a research trip for the University - and thus was a good way for adv to get access to the funds needed as well as items.
  • The group becomes fugitives of the Sharn law. Mordenkainen discovered the death of his researcher and many valuable magical tools from his laboratory after the group left. He wrongly assumed that he did see his researcher with the group last.

Fantastic Locations #

Mordenkainen’s Laboratory: armillary, Prof. Mordenkainen, University Description.

Zephyr Airship: Small and sleek airship compared to many, bright ring of fire held by 3 mostly brass arms instead of typical 4, Cramped cabins.

Crash Site: Submerged end in a large body of water in the midst of the swamp smothered the flames, hold access doors accessable.

Swamps: Huge cypress trees draped in moss, water the color of tea surrounding clumps of land, wildlife everywhere.

Ruins: Signs of battle - dead Warforged scattered throughout, Giant slate gray standing stones (similar to stonehenge),

Important NPCs #

Flammenträger StaubHersteller - Caleb from Crit Role :: ??Lando??

Flammenträger StaubHersteller Character

Professor Mordenkainen - Heavy German :: Irratible absent minded professor

Professor Mordenkainen Describe prof.

Captain Daemon Lyrandar - accent :: character based on

Captain X details

First Mate Hilde Flameborn - accent :: character based on

First Mate Y details

Guardian - accent :: character based on

Orc Druid of the GateKeepers Character

Efrix Drawley - Ship’s Chef - accent :: character based on

Efrix Drawley Gnome agent for The Trust

Shae - Crotichy old man :: NA

proprietor of the Addled Alchimist.

Potential Monsters #

Fire Elemental
🔍 Fire Elemental ➡️
Large Elemental , neutral
  • Armor Class: 13
  • HP: 102
  • Initiative Modifier: 3
  • Challenge Rating: 5
  • Environment(s): cave, coast, desert, dungeon, grassland, mountain, planar, ruins, underground
Awakened Shrub
🔍 Awakened Shrub ➡️
Small Plant , unaligned
  • Armor Class: 9
  • HP: 10
  • Initiative Modifier: -1
  • Challenge Rating: 0
  • Environment(s): forest, grassland
Awakened Tree
🔍 Awakened Tree ➡️
Huge Plant , unaligned
  • Armor Class: 13
  • HP: 59
  • Initiative Modifier: -2
  • Challenge Rating: 2
  • Environment(s): forest

Potential Treasure #

  • Mordenkainen’s Codex of Creatures : An immense brown leather bound tome with All creatures in gilt lettering. If obtained from Mordenkainen it is signed Gut lesen - Prof. M. Mordenkainen Ph.M O.M.L. Esq.. The tome is packed with the professor’s detailed notes and observations of almost any creature imaginable in the professor’s cramped, but very neat handwriting. It has illustrations of many of the creatures and also has detailed notes on lore and references to the works where that lore was obtained.
    GM Notes
    If studied for two hours with a region in mind provides +2 to ability checks to recall a creatures resistance/immunity/weakness information and lore. If studied for two weeks will provide general advantage on such checks for any creature. If studied for two months will provide advantage and + proficiency bonus on such checks.
  • Dragonshards : In area around ruins with passing DC 15 check in Investigation, Nature, or Survival.
  • Airship :
    • The ship if somehow able to save.
    • The ship’s dragonshards if able to loot.
    • Cargo in the hold.
  • Stones of Vvaraak : TODO

Eratta #

Eberron Source

Syndicates #

  • Boromar - The Boromar Clan is the most powerful criminal organization in the city of Sharn.
  • Daask - Daask is an aggressive criminal organization with cells across Khorvaire. Led by monstrous immigrants from Droaam—gnolls, harpies, medusas, minotaurs, ogres, trolls, and others—the group is ultimately under the command of Sora Katra, one of the rulers of Droaam.
  • House Tarkanan. House Tarkanan is known as a small order of highly skilled assassins and thieves in Sharn. Less well known is the fact that this guild consists primarily of criminals who bear aberrant dragonmarks—hence its choice of namesake, as Lord Halas Tarkanan united the bearers of these marks during the ancient War of the Mark.
  • The Tyrants. The Tyrants are a mysterious group of shapeshifters who traffic in all manner of information. They sell secrets, blackmail powerful people, and forge everything from identification papers to coins and works of art.