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DAASK GNOLLS                                        Everbright lanterns (see chapter 5) hanging from the
                                                            ceilings and walls illuminate interior areas.
          As the characters travel to Terminus either on foot or   Buildings in Terminus have openable glass windows
          by skycoach, they are accosted by a Daask strike team   large enough that a Medium or smaller creature can fit
          consisting of five gnolls. Garra has sent the gnolls to   through one without a problem, while a Large creature
          kill the characters if possible, or at least soften them up   can squeeze through. These windows have AC 13, 4 hit
          before they arrive at her Terminus safe house. You can   points, and immunity to poison and psychic damage.
          describe them to the players as follows:          The windows can be locked from the inside. A character
                                                            that succeeds on a DC 15 Dexterity check with thieves'
                                                            tools unlocks a window from the outside.
            Zipping between the towers of Sham and converging on
                                                              If a creature makes a Strength (Athletics) check to
            your location are five creatures riding  i sks of crackling   shove another creature against a window (see "Shoving
                                       d
            green energy. Each creature is a lanky humanoid covered   a Creature" in chapter 9 of the Player's H a ndbook) and
            in fur, with the head of a hyena. They cackle maniacally,   succeeds on the check by 5 or more, the window's glass
            nock arrows, and take aim at you with their longbows.   is destroyed and the shoved creature falls through the
                                                            window's opening (see "Falling" below).

          Each gnoll rides a magical, 3-foot-diameter disk that   BYSTANDERS
          can support up to 250 pounds. A creature on a disk can   Terminus has busy streets, and most of the visitors
          use its bonus action to move the disk up to 60 feet in any   and residents flee at the first sign of trouble. However,
          direction-fast enough to keep pace with the skycoaches   some bystanders might assist the party in their fight
          of Sham. A disk otherwise hovers in place. These disks   with Daask. Kraz, described below, is one example of a
          were created using a spell similar to T e nser's floating   helpful bystander.
          disk that was cast by a Daask wizard who does not ap­  Kraz is a gnoll porter who has endured several run­
          pear in this adventure. The spell ends in 30 minutes,   ins with Daask criminals in the past and bears them no
          after which the disks disappear.                  love. At the time of your choosing, Kraz rushes a mem­
            The gnolls initially keep their distance, peppering the   ber of Daask and knocks the affected creature prone.
          characters with arrows. The gnolls become frustrated   Consider having Kraz intervene in area T14.
          and close to melee range if the characters take advan­
          tage of cover and the gnolls' ranged attacks prove inef­  F A LLING
          fective. Once three gnolls are disposed of, the remainder   Use the Falling in Sham table in chapter 3 when a crea­
          flee on their disks or on foot.                   ture falls through a window or off the top of a bridge or
                                                            structure in the higher levels of Terminus and doesn't
          TER M I N U S                                     have a way to land safely (such as the fe ather fa ll spell).
                                                                                  A
                                                                           C
          Terminus in Lower Tavick's Landing is named for   SHARN W A T H   GU R D S
          Terminus Station, a massive House Orien enclave that                         ��������-
          serves as the endpoint for the Orien lightning rail. Map   The Sham Watch has a modest presence in Terminus.
          4.14 shows a cross-section and floor plan of the station.   Its guards defend wealthy visitors and the holdings of
          The Terminus district is right near Wroann's Gate, most   House Orien. If combat breaks out in the streets or if a
          travelers' entry point into Sham. It bustles with crowds,   bystander calls for the Sham Watch, roll a d20 on initia­
          pickpockets, con artists, and other criminals looking to   tive count 0 during each round the disturbance occurs.
          take advantage of the city's visitors.            On a result of 18 or higher, ld4 Sham Watch guards
            Garra has an apartment in Terminus where she left a   arrive and attempt to arrest anyone involved in a crime.
          trap for the characters. The half-ogre took the books and   DAA K   FORCE S
                                                                 S
          schemas recovered in Old Sham's ruins and boarded a
                                                                          o
          lightning rail bound for Wroat that's about to leave Ter­  Several members  f  Daask are stationed in Terminus,
          minus Station.                                    ready to attack the characters to give Garra a chance to
                                                            get away. Unless noted otherwise, members of Daask
          TER M I N U S   FEATUR E S                        attack the characters, fighting until reduced to half hit
                                                            points then fleeing. If any member of Daask is captured,
                                        o
                     i
          The buildings  n   Terminus are made  f  stone. Their
          walls require a successful DC 15 Strength (Athletics)   a character who makes a successful DC 12 Charisma
          check to climb without equipment. The interior areas of   (Intimidation) check gets the Daask member to reveal
          buildings are built to accommodate creatures of various   that Garra is leaving Sham on a lightning rail bound
          sizes and have 15-foot-high ceilings and doorways.   for Wroat.
            A building's doors are made of wood. Each door has   CHANGELING TREACHERY
          AC 15, 27 hit points, and immunity to poison and psy­  If the characters are traveling withJas (see "Skycoach
          chic damage. If a door is locked, its lock can be picked   Ride" earlier in the adventure), the changeling attempts
          with a successful DC  15 Dexterity check with thieves'   to lead them into the trap laid in Garra's safe house
          tools, and the door can be forced open with a successful   (area T4b). The changeling attacks the characters the
          DC 17 Strength (Athletics) check.                 first time they battle other members of Daask.



          C  H  APTER 4  I  BUILDING EBERRON ADVENTURES
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