Page 271 - Eberron -Rising from the Last War_Neat
P. 271

E
          WH R E ' S TE M I NUS STATION?                    •  Martisha has a half-ogre neighbor who lives in the
                        R
                                                             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
                          R
                                                            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
                                                                                     N
                                                             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.
                                                                  i
         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
                      C
                                                           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
   266   267   268   269   270   271   272   273   274   275   276