D&D5e - Eberron - Sharn III - City of Monsters.pdf

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sharn
III
City of Monsters
Levels 5
th
to 9
th
adventure
Author
Derek Ruiz (aka Elven Tower)
Editor
Ken Carcas
DMs Guild Creator Resource - Eberron Scenes & Symbols Art Pack
Cover Art:
Some illustrations from Eberron Guild Creation Resources
Weapon illustrations in Part 3 by Daniel F. Walthall
All other illustrations, maps, and pictures by Elven Tower
Illustrations:
elv
enc
art
ogr
apy
Aurora Ayala, Jacky Rama, Kervin Ruiz, Román Huerga García, Sofía Compean, and Youxz Ortiz
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand,
Player’s Handbook, Monster Manual, Dungeon
Master’s Guide,
D&D Adventurers League, 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. All characters and their distinctive likenesses are property of Wizards of the Coast. This material
is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork con-
tained herein is prohibited without the express written permission of Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH.
Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
All other original content material in this work is copyright (2018) by Derek Ruiz (aka Elven Tower) and published under the community Content Agreement
for Dungeon Masters Guild
Playtest Team
2
Table of Contents
Cover..............................................................1
Credits...........................................................2
Table of Contents........................................3
Introduction.................................................4
Adventure Primer.......................................7
Part 1. Sharn’s Bridge...............................9
Part 2. Meeting the Boromars...............14
Part 3. Preparations................................19
Part 4. Into Khyber’s Gate......................21
Part 5. Cavallah’s Lair.............................25
Adventure Conclusion............................29
Appendix I - NPCs and Creatures.......31
Appendix II - Maps..................................33
Appendix III - Handouts.........................40
Appendix IV - Magic Items.....................42
Thank You Page.......................................43
3
Introduction
Welcome to
Sharn III, City of Monsters,
a Dun-
geons and Dragons 5e adventure for the Eberron
Campaign Setting. This adventure is the third
and final installment of introductory adventures
that showcase Sharn, the City of Towers. The first
adventure in the series is
Sharn, The Missing
Schema, and the second one is
Sharn II, Council of
Roaches.
Each adventure is loosely linked and it is
recommended to play them all in order. However,
they can also be played as standalone adventures.
The fantasy elements that make Eberron stand
out from other settings are present in this adven-
ture: swashbuckling action, arcane ancient myster-
ies, and the perfect mix of steampunk, science, and
magic.
This adventure is designed for
four to six 5
th
- 9
th
level characters
and is optimized for
five 7
th
level
characters.
New to Eberron?
The Eberron Campaign Setting is a fantastic place
ready to be explored. The slogan for the setting is
“If
it exists in D&D, it has a place in Eberron”
(WGtE, p5 & p19). There is nothing further from
the truth. Eberron is diverse enough to accommo-
date any kind of settlement, plot, people, or religion.
If you are interested in learning more about Eber-
ron before starting this adventure, the best place to
start is to read the
Wayfinder’s Guide to Eberron.
This document is available for sale at the
Dungeon
Master’s Guild
website.
If you are interested in more in-depth information
about what Eberron has to offer, it is recommended
that you read any of the campaign books from
3.5
ed.
or 4
th
edition. The 4
th
edition
Eberron Cam-
paign Guide
is excellent for DMs. It is also avail-
able at the Dungeon Masters Guild website. That
book features rules and mechanics that do not work
in the current version of D&D but the lore and back-
ground information are still relevant for the current
Eberron release.
Additionally, the first adventure in this series
(Sharn,
The Missing Schema)
is a great place to
start and introduce a party of players to the fantasy
world of Eberron.
Adjusting This Adventure
This adventure provides suggestions in making
adjustments for characters of lower or higher
levels, and characters that you deem are a bit more
powerful than the adventure is optimized for. You
are not bound to this adjustments; they are just
suggestions on how to modify the adventure.
There is a default number of creatures for each
combat encounter. The creatures and numbers
noted in the paragraph are appropriate for five
fourth-level characters. Most encounters include a
sidebar that offers suggestions tailored to certain
party levels. If there is no sidebar or recommenda-
tion, you do not have to make any adjustment.
Depending on party optimization or your players’
experience with the game, the party may be stron-
ger or weaker than it would appear. You are the
only judge of this situation. Take this into account
when deciding how to adjust encounters to your
party.
Coming back from the second adventure?
If you played
Sharn II, Council of Roaches,
this
adventure takes places two weeks after the events
that unfolded there. That adventure had many loose
ends after its conclusion. The DM is free to elabo-
rate on them to create a few encounters or short ad-
ventures before starting this adventure. Two NPCs
from the second adventure (Elric Boromar and Ilyra
Boromar) make appearances in this adventure but
it is not required for the characters to know them
beforehand.
Before Playing at the Table
Before you begin, consider the following guidelines:
Read the adventure once or twice. Take notes of
anything you would like to highlight or remind
yourself of while running the game. Such notes
could include, but are not limited to, ways to
4
Introduction
roleplay an NPC, combat tactics for a creature,
or the locations of important things. Familiarize
yourself with the adventure’s appendices, maps,
and handouts.
Have all the material and accessories you would
like to use to aid you in running this adventure.
Such as flash cards, a DM screen, minis, dice,
and battle maps.
Have the players provide you with all the rele-
vant character information, such as name, race,
class, and level, passive Perception, Armor Class
scores and Hit Points. It may also be important
to note other things like backgrounds and per-
sonality traits.
Playing the Dungeon Master
You have the most important task. It is your job to
bring the enjoyment of the game to the players. You
must take care of the narrative and adjudicate the
party’s actions. You transform the words on these
pages into a living thing; the theater of the mind.
Here are a few guidelines to help you make this
happen:
You have the Power.
You make the decisions
about the adventure progress and how the group
interacts with NPCs, creatures and the setting’s
elements. You are encouraged to improvise and
change things. Each group is different and they will
all have different needs and things they enjoy and
things they don’t like.
Give Them a Good Challenge.
You are the judge of
your group’s experience. Give them a well-balanced
challenge to keep them engaged. A good challenge
does not necessarily mean a combat situation. Try
to feel out what your group is more interested in
and try to give them what they crave. A role-playing
situation like a tough negotiation, an interrogation,
or calling a favor may be as intense as a full-blown
battle.
Do not Stall.
If the game starts to slow down
because the players are unable or unsure of what
to do, feel free to provide hints, clues, or a helping
NPC to nudge your group in the right direction.
Players can get frustrated if they are unable to
react to the adventure due to the lack of necessary
information. Hints and clues may present them-
selves as “ideas” or “thoughts” the characters have.
Another method is to introduce an NPC who will
provide a suggestion to the characters directly.
Creating an Adventuring Party
Eberron has a place for all races and classes avail-
able. This adventure does not rule out any combi-
nation of races, classes, and other features. Bear
in mind that religious characters like clerics and
paladins will have to choose an Eberron deity.
Refer to the
Wayfarer’s Guide to Eberron
for
backgrounds for characters who grew up in Sharn.
There are no alignment requirements for this
adventure but it is recommended that at least half
the party has good alignment. Otherwise, the only
incentive for finishing the adventure would be
curiosity and/or the promise of gold. Most D&D ad-
ventures run better when there are moral grounds
supporting the party’s actions. This is also recom-
mended for new players.
If you are playing with a new batch of PCs, ask the
players why the group is together and acting as a
team. Each player may choose one or two options
from the following list to justify why they are togeth-
er. This will help the game go smoother from the
beginning and it will give them a few cues on how
to interact with each other.
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