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When Orgon enters the lift, he demands the char If the party does not intervene, the warforged laborers
acters get out of the car. If the characters don't leave, simply sit until release by Garra or another member
Organ attacks them. Organ fights until reduced to 10 hit of Daask. If the party frees them, the warforged scat-
points then surrenders. A successful DC 12 Charisma ter to other parts of the Cogs, grateful for the rescue.
(Intimidation) check gets Orgon to admit to being a They might assist the party in a future adventure if you
member of Daask and gets him to show the characters so choose.
how to bring the lift down to the ruins of Old Sham.
CADEN D'0RIEN
C
SA I NG A D E N Caden d'Orien (noncombatant) is kept manacled hand
V
and foot in a filthy, 15-foot-square shed on the side of
I f the characters rescue Caden d'Orien, his father can the excavation pit opposite the lift. When the characters
point the characters toward the boy's kidnapper, Garra. peer inside the shed, read or paraphrase the following
This section details the Daask excavation site in Old boxed text to the players:
Sham where Caden and several warforged laborers are
being held.
The wooden shed contains a small child covered in dust,
DAASK EXCAVATION SITE
-- ------- wearing the once-fine, now-ruined livery of a House
When the characters take the lift down to the Daask Orien. The boy sobs, shrunken into one corner, his face
excavation site, read or paraphrase the following boxed slack. Stale bread, smelly water, a pile of rags, and a
text to the players:
chamber pot round out the accom modations.
The lift seems to descend forever into the belly of Sharn.
Caden's manacles, originally designed to bind goblins,
Several m i n utes pass as and the lift rattles and shakes,
are sturdy but old. A character who makes a successful
as if passing into some place it was not meant to go. This DC 15 Dexterity check with thieves' tools picks the man
rumbling builds to a violent peak then the lift stops, and acles' lock, and a character who succeeds on a DC 17
its doors open. Strength (Athletics) check breaks the manacles loose.
1
By the lift's interior light, you can see into a vast, unlit A character who succeeds on a DC 1 Intelligence (In
vestigation) check finds the manacles' lock is smeared
cavern strewn with broken stonework from ancient build·
with oil of taggit. Any character that attempts to pick
ings as far as you can see in every direction. The air is the lock without gloves is exposed to the poison and
stale, and filled with dust and the scent of decay. These must succeed on a DC 13 Constitution saving throw or
are the ruins of the cities atop which Sharn is built. become poisoned for 24 hours. The poisoned creature is
Ahead of you yawns a fifty-foot-diameter, ten-foot-deep unconscious. It wakes up if it takes damage.
Roleplaying Caden. Caden is nearly catatonic from
i
pit that seems to have been n tentionally dug. You hear
his ordeal. If freed, the six-year-old simply sits and
the soft sobs of a young child coming from a wooden
stares in to the middle distance. Any character trained
shed on the far side to the pit. in Medicine knows that the boy needs proper food and
water, rest, and his father. Using any sort of healing
magic on the boy rouses him almost immediately. A suc
The cavern is irregular in shape and hundreds of feet
in diameter. Its uneven ceiling ranges in height from 15 cessful DC 13 Charisma (Persuasion) check gets him to
to 30 feet. Due to the rubble, the ground around the pit open up about his experience. A character who spends
counts as difficult terrain. an hour consoling Caden and giving him something to
Four Daask goblins guard this area and rely on dark eat and drink brings him around, no check required. If
vision to see. They hide in the pit when the characters either of these methods succeed, Caden tells the charac
arrive then leap out to attack. A successful Wisdom ters he was kidnapped by a big, mean lady named Garra
(Perception) check contested by the goblins' Dexterity and imprisoned here by her goblin friends.
(Stealth) check notices the goblins. Otherwise the gob TREASURE
lins surprise the characters. The goblins fight until one Each goblin carries ld6 gp and ld6 sp in a pouch. One
remains who flees into Old Sham's ruins. If a goblin is goblin (determined randomly) also wears a cheap neck
captured, a successful DC 12 Charisma (Intimidation) lace that consists of a banded agate (10 gp) tied to a
check gets the goblin to reveal that it works for Daask loop of rope.
and that it was told by a half-ogre named Garra to guard
this area. The goblins don't know where Garra is. OPTIONAL N C OUNTE :
R
E
EXCAVATION PIT GHOST OF P F I N"GSTON NEZ Z E _!-EC.!!_
The excavation pit that the warforged dug for Daask has When the characters decide to leave the Daask excava
also become the workers' holding area. A warforged tion site and return to the City of Towers, Old Sham's
corpse lies at the bottom of the pit, its head struck from ruins reveal one final surprise. The ghost of a gnome
its shoulders. Eleven other warforged in various states inquisitive who died when the old city collapsed during
of disrepair sit chained together on the pit floor. Climb the War of the Mark rises from the rubble and looks
ing the walls of the pit doesn't require an ability check.
CHAPTER 4 J BUILDING EBERRON ADVENTURES

