5E Solo Gamebooks - The Saviour of Sharn.pdf

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The Saviour
Of Sharn
A Solo Eberron Adventure
for Dungeons & Dragons (fifth edition)
by PAUL BIMLER
CREDITS:
All text by Paul Bimler
Art by Patrick E. Pullen, Bradley K McDevitt, Larry Elmore
Playtested by: Kristina Chun, Thomas Kent Belmore, Alex Tey
Jeremy Sprouse, Jarrod Trethowen, Graham Hood, Michal Wdowiak
Dedicated to the greatest Eberron DM of all time
James W. Starrett aka Diamond J.
Your campaign brought me into Eberron, and I can’t thank you enough for it.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand,
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countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the
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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.
THE SAVIOUR OF SHARN:
AN EBERRON SOLO!
Welcome to our first solo adventure
set in the captivating, rich setting of
Eberron! Specifically, this adventure
takes place in the city of Sharn (as
you probably guessed from the title)
and is aimed at Level 4 players. This
is a D&D 5e adventure designed for
one level 4 player, without a DM. It
can also be played by two players
without a DM, as a DM+1 adventure
or even as a full campaign with
multiple players, but it is primarily
designed for a solo player. The
written narrative entries in this book
serve in place of the dungeon master,
and guide you through the
adventure.
All our solo adventures so far have
been set in the Forgotten Realms, so
it was a nice change to work on
INTRODUCTION
something in the “new” setting
offered on DM’s Guild. I’ve been
playing in an Eberron campaign for
quite a few months now and really
enjoying the vibe, so was very
excited when Eberron became DM’s
Guild legal.
All you will need for this adventure
is a brand new Level 4 PC, ideally
created using the guidelines in the
Player’s Handbook,
and
Wayfinder’s
Guide to Eberron.
To get the full
Eberron experience, it is
recommended that you use the
Wayfinder’s Guide
supplement in
creating your character, especially
where race, and the concept of
Dragonmarks is concerned.
WHAT WILL YOU
NEED?
Additional guidelines are laid out
below.
TOKENS
If you are playing a tabletop style of
adventure with a printed maps
booklet, find something to function
as PC and monster tokens: game
tokens, coins, dice, anything with a
bit of weight.
Now and then you will need to keep
track of a new stat:
Progress Points.
This score measures time, and time
is of the essence! Create a box on
your character sheet marked
Progress Points
and leave it empty. If
you accumulate 26 progress points,
then you have, unfortunately, failed
in your quest!
For a tougher
quest, restrict
yourself to 23
progress points.
At any time, you
may spend 2
progress points to
take a short rest.
Whether or not
to use
progress
points to
explore
is a crucial
question. You want to get the quest
done in time, but exploration may
reveal a boon or item that can
significantly increase your chances
of victory.
!
PROGRESS POINTS
All encounters in this adventure are
managed via the use of custom
combat sheets, which are found at
the back of the Adventure Booklet
(but don’t look now!) They progress
you through a series of events that
make up each encounter, and which
can take many different paths.
You will need to roll dice, saving
throws and all other appropriate
rolls for yourself AND any enemies.
Keep in mind that not every
encounter is what you would call
‘balanced’. You will enter some
dangerous places in the course of
this adventure, and if you blunder
into somewhere you shouldn’t be,
you may end up paying for it with
your life!
COMBAT SHEETS
FLANKING
Unless otherwise stated, flanking
rules are used in every combat
encounter. See the
Dungeon Master’s
Guide,
p251, for rules on flanking.
Every class has combat feats; a
fighter’s action surge, a bard’s
cutting words, a barbarian’s rage, a
rogue’s cunning action… the list is
long and varied. Use these in your
combat encounters. You do not
need to be prompted by the text to
do this.
FEATS
Death saves:
There are no death saves in this
adventure, unless there are two or
more PCs (see below), or an NPC
present. If you die, you will simply
!
HOUSE RULES
have to roll up another PC and try
again!
Max HP:
To balance out the above rule of no
death saves, and to account for the
fact that there is only one of you,
we’ve added the additional rule that
when you level up, you take max HP
instead of rolling. It keeps the
combat a bit more interesting and
means you’re not so squishy! So, take
max HP for every level of your PC
(and your con mod too).
If you are playing with a friend as a
two-player party,
death saves are
allowed.
To make the game more
balanced, you should also double
monster numbers, unless fighting
a significant villain or final boss.
In that case, you should increase
the villain’s / Boss’s AC by 2, and
its HP by half as much again.
Also, ignore the max HP rule for
your multiple PCs, unless you
want a really easy adventure.
When the narrative text calls for
skill checks, both PCs will get to
try, but the DC is raised by 2.
Also, keep tabs on
who
is
interacting with whatever is
going on in terms of what’s
happening in the story - it could
be both of you, or, if appropriate,
it could be just one of you while
the other stands a little way off
observing.
You can also run this adventure
as a DM+1 campaign. The DM
keeps the Adventure Booklet to
MULTIPLAYER AND
DM VERSIONS OF
THE QUEST
themself, runs the combat, and both
DM and player have the maps
visible. The DM controls the maps
and reads the entries to the player.
You could also combine both the
above methods to run this as a DM’d
adventure with two players. Beyond
that, I’ll leave the maths up to you!
DM IDEAS:
DMs, if you are
running this adventure for any
number of players then obviously
you have free license to read
whatever entries you want and
examine the elements of the book in
depth. Whole encounters of your
own could easily be inserted into the
adventure, as long as you know the
start and end entry numbers.
Theoretically, this adventure could
serve as the framework for a multi-
week campaign.
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