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WH R E ' S TE M I NUS STATION? • Martisha has a half-ogre neighbor who lives in the
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other apartment on this floor.
At some point during their exploration of Terminus, the • The half-ogre never bothered Martisha but does have
characters learn that Garra has boarded a lightning loud guests from time to time, including many mon
rail getting ready to leave Sharn if they don't know this strous immigrants from Droaam, coming and going at
already. If the characters ask any bystanders, they learn all hours.
the location of the lift (area TIO) that leads to Termi • Martisha saw the half-ogre leave the apartment min
nus Station. utes before the characters arrived.
AREAS OF TE M I N US T 4 b. Garra's Living Area. When the characters enter
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this area, read or paraphrase the following boxed text to
The following encounter locations are keyed to map the players:
4.14. This map does not depict the entire district of Ter
minus, but it shows the most likely places the characters
explore in this adventure. Cabinets hang on the north wall of this large room, which
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is hazy with the smell of tobacco. e ar the east wall
Tl. SKYCOACH PLATFORM
stands an overstuffed couch. An rectangular table turned
on its side blocks a closed door on the south wall.
A large platform at the top of a tower is crowded with a
d i verse crew of humanoids. A prominent dock u ts out __/
j
Four kenku cutpurses working for Daask hide in two
from the tower, overlooking the crowded bridges and groups of two: one group behind the couch, the other
streets below. An unoccupied skycoach with a r agon behind the table. A character with a passive Wisdom
d
shaped prow is chained to the south platform. (Perception) score of 13 or higher is not surprised by the
kenku, which prefer to attack from behind the furniture.
When using the couch and table for protection, a crea
A crowd of 2d8 commoners and ld4 nobles is gathered ture gains half cover. The cabinets are empty.
on the platform waiting to hire skycoaches. T 4 c. Garra's Bedroom. When the characters enter
The docked skycoach belongs to an off-duty profes this area, read the following boxed text to the players:
sional driver named Belga Twillo. The chain anchoring
the skycoach to the dock has AC 19, 10 hit points, and
immunity to poison and psychic damage. A character A frantic gnoll is picking up papers from the floor to
who makes a successful DC 17 Dexterity check with throw n to a b u r ning brazier at the center of the room.
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thieves' tools picks the chain's lock. A bystander who Beyond the brazier, Sergeant Vilroy is bound at the hands
catches a character trying to steal the skycoach shouts
for the Sharn Watch (see "Sharn Watch Personali and feet with rope, lying bloodied and unconscious on a
ties," page 258). large mattress.
T 2 . C O MMER E STAIR
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Nur, a Daask gnoll, is burning Garra's documents as or
This 10-foot-wide outdoor spiral staircase wraps around
a tower containing several taverns and shops that sell dered by the half-ogre. Of the documents that remain on
souvenirs and gifts for the city's visitors to bring home the floor, two are of interest. One is a receipt for a light
to loved ones. The stair leads from the skycoach plat ning rail ticket, indicating the time, date, and journey of
form (area Tl) to the roof of the tenement tower. Garra's lightning rail trip to Wroat. The other document
contains a list of the names and addresses of the war
T3. TENEMENT TOWER STAIRS forged hired to work in the ruins of Old Sharn. You can
This interior staircase connects the tenement tower roof add other documents that could act as story hooks for
to areas T4, TS, and T6. future adventures.
Sergeant Germaine Vilroy (neutral female Brelish
T4. ToP-LEVEL APARTMENTs human veteran) is restrained and unconscious and
The doors to both apartments on this level are locked. currently has 5 hit points remaining. After getting the
T 4 a. M a rtisha's Apartment. Martisha Kullandra information she needed from Germaine, Garra knocked
(neutral female Brelish human magewright; see chapter her out using oil of taggit (see "Caden d'Orien" earlier in
6) lives in this modestly furnished studio apartment. If this adventure). A character can remove the ropes bind
the characters break into the 80-year-old's apartment, ing the sergeant as an action. If the characters wake up
Martisha flees, fighting for her life if she must. If the Germaine, she tells the characters to continue pursuing
characters knock on her door, Martisha shouts to them Garra and that she can get help for herself.
through the door to go away.
A character who succeeds on DC 1 2 Charisma (Per T5. LOWER-LEVEL APARTMENTS
suasion) check convinces Martisha to talk to the charac The lower-level apartments have similar layouts to the
ters. If asked about Garra, Martisha gives the characters ones in area T4 but house different creatures. The door
the following information: to every apartment is locked. If you need occupants for
an apartment, use the Apartment Occupants table to
generate them. There is a 10 percent chance that an
CHAPTER 4 I BUILDING EBERRON ADVENTURES