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occupant knows what Martisha Kullandra knows about   Corrin Delmaco is a male lightfoot halfling who works
             Garra (see area T4a).                             for the Boromar Clan. The halfiing tried to infiltrate
                                                               Daask and was captured. He is being held in the hideout
             APAR M E N T   OCC P A N T S                      while Daask agents torture him for information.
                             U
                  T
              dl2  Occupants                                     Corrin is a lawful evil spy with the following changes:
                                a
               1-6   No current occup n ts                       He is Small, has a hit point maximum of 21 (6d6), and
               7-9  A family of l d 4 commoners                  has 10 hit points remaining.
               10   A shifter (see chapter 6)                    He has the following racial traits: He can move
                                                                 through the space of a Medium or larger creature. He
               1 1    A warforged soldier (see chapter 6)        has advantage on saving throws against being fright­
               1 2    A changeling (see chapter 6)               ened. He speaks Common, Halfling, and thieves' cant.
                                                                 Corrin claims to have no idea why Daask abducted
             T6. SKYBRIDGE
             This stone skybridge connects the tenement building   him and begs for the characters to free him. A character
             to the building containing the lift. A Daask harpy and a   who succeeds on a Wisdom (Insight) check contested by
             group of ld4 commoners loiter on the bridge when the   Corrin's Charisma (Deception) check knows the halfling
             characters arrive. The commoners pose no threat, but   is lying. If pressed, Corrin admits his connection to the
             the harpy attacks the characters on sight, using her Lur­  Boromar Clan, and tells the characters it would be mean
             ing Song to bring them to her if they flee.       a lot to the powerful halfling family if they freed him.
                                                                 A character can untie Corrin from the chair as an ac­
             T7.  GRAFFITI HALL                                tion. Corrin then flees the scene and tells the Boromars
                                                               of his rescuers, which could lead to more adventures
                                                               (see "Conclusion" at the end of this chapter).
             I   M  E!" adorn the walls and ceili ng.          This lift connects Terminus Station with the higher lev­
               This stone hall is covered in graffiti. Crude paintings and
                                                               TlO. TERMINUS STATION LIFT
               phrases such as "TYRANTS RU LE!" and "CYRANS GO
               H O
                                                               els of the Terminus district.
             A hidden door with a peephole in this hall connects to   Tll. BODEGA
             a Daask hideout (area T8). A character with a passive
             Wisdom (Perception) score of 15 or higher notices the   A small bell above the door rings as you  enter this store.
             peephole and the outline of the door.
               A Daask shifter operative in area T8 watches the hall   Its many shelves are packed with bottled drinks, pack­
             through the peephole. If the shifter notices the charac­  aged food that is ready to eat, souvenirs, and  newspa­
             ters, the creatures in area T8 open the door and attack.   pers. A kenku wearing spectacles and standing behind a
                                                                counter says, "Buy something, will ya?" in a n   old wom­
             T8. DAASK HIDEOUT
                                                                an's voice.
             I                                                 This store sells is run by Gurty, an elderly kenku. If the
              This room reeks of urine and body odor. The floor is cov­
              ered in empty liquor bottles, food waste,  and  old copies
                                                               characters ask Gurty about Garra, the kenku mimics
               of the Sharn Inquisitive.
                                                               the half-ogre's voice, saying, "My coach is leaving soon.
             Two Daask operatives, a chaotic neutral shifter named   T  Hurry it up, or I'll pluck ya, stupid bird."
                                                                 l 2 .   TICKET BOOTH
             Bartram (see chapter 6) and his worg companion are   A commoner in the livery of House Orien works in
             stationed here. Bartram and the worg are surly and   this area, selling tickets through a small opening in a
             never shy away from a fight. That said, they will happily   glass window to people on the platform. The door to the
             leave the party alone if handed a bribe of 10 gp or more.   booth is locked from the inside. Money collected from
                                                               ticket sales is placed in a small slot in a magic floor safe
             T9. INTERROGATION ROOM
                                                               that can only be opened by a dwarf bearing the Mark
                                                               of Warding.
             I           l                                     Tl3. BATHROOM
              A groaning half i ng is tied to a wood chair in the center
              of this room, his shirt stained with blood and sweat, and
                                                               The bathroom contains six stalls, each with a toilet,
              his head covered in a canvas bag.
                                                               and a 3-foot-high pillar at the center of the room with a
                                                               cleansing stone (see chapter 5) embedded in its top.







                                                  II
                                                                        C  H  APTER 4  I  BUILDING  EBERRON ADVENTURES
                                                 '  ,
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