DDAL-ELW03 - The Cannith Code PDF
DDAL-ELW03 - The Cannith Code PDF
Conspiracy never sleeps in the City of Towers. You’ve come into possession
of an encrypted letter that could bring down one of the most powerful crime
families in Sharn… and lucky for you, a gnome spy has offered to decode it, if
you can smuggle her out of her undercover assignment.
Credits
Designer: James J. Haeck D&D Adventurers League Guildmaster: Chris Lindsay
Editing: James Introcaso, Ashley Michaela "Navigator" D&D Adventurers League Wizards Team: Adam Lee,
Lawson Chris Lindsay, Mike Mearls, Matt Sernett
Layout and Graphic Design: Rich Lescouflair D&D Adventurers League Administrators: Bill
Cartography: Dyson Logos Benham, Alan Patrick, Travis Woodall, Lysa Chen,
Interior Art: Artwork provided by Wizards of the Coast Claire Hoffman, Greg Marks
and used with permission.
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1
Adventure Primer Episodes
“War never ends. It will continue so long as life and The adventure is spread over five episodes that take
death dance their unending waltz. Do not mourn war, my approximately two to four hours to play.
artificers. It is not a tragedy; it is an opportunity.” • Episode 1: An Unknown Ally. The characters learn
who can help them decrypt the mysterious letter. This is
—Merrix d’Cannith
the Call to Action.
• Episode 2: Infiltrating the Cannith Compound. The
Background characters break into the House Cannith compound in
An everyday gang murder has pulled on the loose threads order to extract Alicia Lund, their ticket to decrypting
of a conspiracy, and it’s up to the player characters to the letter.
unravel this tapestry. Days ago, a courier of House Orien, • Episode 3: Letter? What Letter? The characters
a noble house within SHARN, the CITY OF TOWERS, learn that Alicia didn’t send for them at all, but she’s
was found dead. The courier carried a letter for MERRIX nevertheless the code breaker they were looking for.
D’CANNITH, a renowned artificer of CANNITH SOUTH. She agrees to help only if they follow through on their
The characters tracked this letter to the halfling- original plan to help her escape.
led BOROMAR CLAN, one of Sharn’s greatest crime • Episode 4: Clan Boromar’s Wrath. Clan Boromar’s
families. In the aftermath of the murder, House Orien thugs attack! One of their crew set this whole charade
hired the characters as PRIVATE INVESTIGATORS up in order to bag both the investigators and their
to recover their courier’s letter from the Boromars. The target.
investigators infiltrated the Boromar clan and discovered • Episode 5: Conclusion. Alicia decodes the letter and
the letter in a locked safe in Councilor Boromar’s villa. bids the characters farewell.
The letter was written in a HOUSE CANNITH CIPHER.
Now the characters have an encrypted letter, and no idea Bonus Objectives
how to decode it.
INGRID BOROMAR, a lowly Boromar spy trying to This adventure includes two bonus objectives that the
make a name for herself, discovered that the encoded characters can pursue if they have additional time to do
letter had been stolen. The Boromars also wished to so—earning additional advancement checkpoints in
decrypt the letter to learn its contents, and Ingrid hatched the process. These bonus objectives are found in this
a devious scheme. A gnomish HOUSE SIVIS spy adventure’s appendices, as follows:
going by the code name of ALICIA LUND is engaged in • Bonus Objective A: What’s a Little Identity Theft? It
espionage in a House Cannith research compound. Ingrid wouldn’t hurt to have a disguise for the next time you
delivers to the characters a forged message claiming that tangle with House Cannith. Steal the identity of the
Alicia would help decode the letter for them in exchange chief artificer in charge of the warehouse by killing
for help escaping the compound. After the characters him, taking his identification, and finding his personnel
extract the gnome, Ingrid and her Clan Boromar thugs records. This bonus objective is found in Appendix 4.
strike with the intent to capture Alicia, the letter, and the • Bonus Objective B: Perfect Infiltration. It would be
characters in one fell swoop. better if House Cannith never even knew there was a
problem at their research facility. Make it in and out
of the Cannith compound without having the guards
called. This bonus objective is found in Appendix 6.
Episode Sequence
Depending on your time constraints, play style and
environment, this adventure takes approximately two to
four hours to play.
How Will You Play?
The duration of your session depends on how much of
this adventure you utilize. At the very least, your session
will last approximately two hours. However, if you wish,
you can provide a longer experience for your players by
pursuing the bonus objectives.
Main Objective Only. To complete the adventure’s main
objective, the characters participate in Episodes 1 through
5 in order, however, you may include the opportunity to
pursue bonus objectives.
Bonus Objectives. You can extend this adventure
by one or two hours by including opportunities for the
characters to pursue the bonus objectives.
These optional objectives take place during episodes 2
and 3; bonus objectives can no longer be completed once
those episodes are finished and episode 4 begins.
2
Adventure Flowchart
This section provides a basic understanding of not only the flow of the episodes, but also the outline of the different paths
that your players may take in reaching their stated objective.
1
An Unknown Ally
(Call to Action)
2
Infiltrating the
Cannith Compound
A B
What’s a Little
Identity Theft? Perfect Infiltration
(Bonus Objective A) (Bonus Objective B)
Conclusion
3
Episode One:
An Unknown Ally
Estimated Duration: 5 minutes The Letter Arrives
In the midst of the characters’ morning routine, there
Delivery from a Courier is a knock at their door. Reckham appears at the door
(Medium-sized characters have to look down to see him),
It is early morning in Sharn, the City of Towers. Today, a
and wordlessly holds out the letter. If asked about its
knock on the door of the characters’ residence—perhaps
intended recipient, he simply says the name of one of the
a shabby hostel in the Hostelhome neighborhood of
characters (DM’s choice).
Lower Dura, or maybe a modest inn like Marquan’s
Once he delivers the letter, he holds out a hand. If left
Rooms for Let in Lower Central—delivers a call to
waiting, he coughs and says, “One crown, please.” (He
adventure to their door.
wants a single copper piece for his service.) Give the
A rough-and-tumble halfling courier knocks upon their
players handout 1, “Alicia’s Letter,” from Appendix 7.
door and delivers an unmarked letter. Reading it reveals
that it came from Alicia Lund, a gnome spy performing
reconnaissance on a House Cannith research compound. The Letter’s Contents
She has completed her mission and is in need of The letter reads: Good morning, cunning investigators.
extraction, and her House Sivis benefactors are unable to I hope this letter finds you well. My name is Alicia Lund,
perform the operation. The entire compound is buzzing I’m a ‘marked of House Sivis. That’s point one. I’m a spy,
that an important and encrypted letter has been stolen and I hear things. That’s point two. Last night, I heard
from the Boromars, and she offers her decoding skills if you came into possession of a coded letter that you need
the characters can extract her. translated. That’s point three. You see how these things
come together, right?
Playing Out of Order Gnomes like me, those with a dragonmark, we see
If your party did not play the previous adventures in the right through codes, get me? I can help. But I need a
Embers of the Last War storyline, begin the adventure favor done for me. See, I’m currently plying my craft in
by asking the characters how they came across the a House Cannith compound, and I’m worried that my
encrypted letter that was stolen by, then stolen from, cover story is wearing thin. I need someone to extract me
the Boromar Clan. The adventure revolves around this before the whole situation goes elemental, and none of
encrypted letter. my fellow agents are close enough. You follow me? You
scratch my back, I scratch yours. I’ve included a map to
Area Information the Cannith compound in Lower Dura—it looks like any
other warehouse down there, so make sure you’ve got the
This adventure begins in the characters’ current right place.
residence; a place of relative safety. It is brightly lit, There are two other ways in, besides the main gate.
and both food and drink are available at market price Stay sharp.
downstairs.
Respectfully yours,
Alicia Lund
Creatures/NPCs P.S., Would you mind doing a little bit of identity theft
There are many others (commoners) waking up and while you’re in the compound, if you have time? The
eating breakfast in the inn. The only other character of chief artificer keeps his records locked up tight, and I’d
note is Donahue Reckham (CN male halfling scout), a love to get my hands on his identification card and his
courier in Sharn trying to make ends meet. He has a personnel records.
mop of curly black hair that is filled with soot, and his tan
face is smudged with mud. He often takes jobs from the
shadowy Boromar crime family—and his delivery to the Call to Action
characters is such a job. Not that he would tell, short of
In short, the objective of this mission is:
his life being threatened.
Reckham has a thick lower-class accent, and his speech • Follow the map to the House Cannith compound.
is peppered with all sorts of Sharnite slang. If someone • Infiltrate the compound and find Alicia Lund, the House
lies to him or he’s accused of lying, he likes to reply “that’s Sivis codebreaker.
tower spit!” a curse his parents don’t let him use at home. • Escape the compound and return her to safety.
4
Episode Two:
Infiltrating the Cannith Compound
Estimated Duration: 60 minutes Lighting. Swirling fog limits sight to a range of 60
feet, and the warehouses cast tall shadows in the early
The letter sent by Alicia Lund guides the characters morning sun, lightly obscuring the streets of the entire
through the streets of Sharn. They arrive in the Stores, a district.
foggy warehouse district of Lower Dura, a gang-infested Scent. The putrid scent of sewage permeates the alley.
quarter of the city ignored by Sharn’s politicians and
constabulary alike. Objectives
The House Cannith warehouse the characters were
directed to has several entrances; the characters must Find an entrance to the House Cannith research
pick one, enter, and find Alicia Lund. They can infiltrate compound and infiltrate it.
covertly or go in with guns blazing; but the second option Searching the Streets
makes episode 3 much harder, as the Cannith operatives
Characters who wish to search for warehouse for
within will call for mercenary guards.
entrances can either describe their search or make
a Wisdom (Perception) check. They discover certain
False Information entrances based on the result of their check or where they
The DM knows a secret that the players do not know: search. These results are cumulative.
Alicia Lund did not send the letter asking for the E1. Main Entrance (Check Result Less Than 8).
characters’ aid. A Boromar Clan agent named Ingrid From the characters’ vantage point, they can already
Boromar wants to capture both the characters and see one entrance to the House Cannith warehouse: the
Alicia Lund, so Ingrid sent a false missive to lure both main entrance (area E1). The only problem is that two
out of hiding. hobgoblin captains belonging to a hired mercenary
This deception becomes apparent at the end of this group called the Statue Smashers are guarding it. Their
episode when the characters find Alicia. The gnome scarred faces and heavy armor display their experience
never sent the letter, and it’s not written in her hand. and ferocity, and anyone who succeeds on a DC 5
Strangely, everything else about the letter is true, so she Wisdom (Insight) check realizes that these guards aren’t
agrees to go along with the characters and their plan, common goons.
as long as they proceed with caution.
Scene A. Cannith
Compound, Exterior
Fog clings to the streets. Aside from the characters,
the streets are empty; the warehouse district is deathly
quiet. They stand across the street from an unassuming
warehouse, with tiny, cloudy windows only on its upper
floor, large enough only for a Tiny creature to squeeze
through. By the map’s indication, this warehouse is a
secret research compound belonging to House Cannith.
Prerequisites
This scene begins after the characters depart their
residence in search of Alicia Lund. They travel to Lower
Dura and arrive outside the House Cannith compound
with no trouble.
Area Information
This area features:
Dimensions & Terrain. The warehouses are packed
tightly together, with only 10-foot-wide streets between
each building.
Entrances & Exits. The compound has three entrances
and exits, labeled in the text and marked on the map
(Appendix 3) as E1, E2, and E3. The characters may have
to search around the building to find the entrances.
5
If a character has somehow acquired a beige lab coat
and a researcher’s identification card, the guards let them Scene B. Cannith
pass—but only after searching their bags and possessions.
The hobgoblins demand all weapons be left with them, Compound, Interior
but a character who succeeds on a DC 13 Charisma The interior of the House Cannith warehouse seems to
(Deception) check could convince the guards to let them glow reddish-brown as the flickering light of the everbright
keep it as a part of their “research equipment.” lanterns in the rafters reflects off the rusty iron girders
E2. Shipping Entrance (Result of At Least 8). holding the building up.
Characters who go around back find two large shipping House Cannith magewrights in beige lab coats move
doors. They slide upwards into the roof, but are held down back and forth between laboratory tables, taking notes
by a lock and chain. Picking the lock requires a character and discussing results with their fellows. The entire
to make a successful DC 15 Dexterity check with thieves’ research compound is overseen by Chief Artificer
tools. The hobgoblins beyond the door in area C2 both Garavantus d’Cannith, a middling artificer who yearns to
have a key. make a magical breakthrough to garner fame and fortune.
E3. Sewer Entrance (Result of At Least 17). The
stench of sewage permeates the district. Characters Prerequisites
who investigate the source of the scent find a covered
manhole around the corner from the warehouse’s main This scene begins after the characters enter the House
entrance. Opening this manhole reveals a ladder into the Cannith warehouse. Where they enter depends on which
sewer as expected, but the sewer below is dry. Following entrance they used in scene A.
it for 10 feet reveals an iron door with the symbol of
House Cannith emblazoned upon it. This door is locked, Area Information
and picking the lock requires a character to make a Since this scene involves infiltrating a secure facility, it’s
successful DC 15 Dexterity check with thieves’ tools. The important that the DM understands how the people inside
magewright beyond this entrance in area C3 has the key. will react to intruders, and how the scenery helps or
Failing this check activates a poison gas trap. All hinders the characters’ attempts to go unseen.
characters within 10 feet of the door must make a DC 13 Alarm Procedure. The magewrights of this compound
Constitution saving throw as thick green gas pours from have a set procedure for dealing with intruders.
tiny holes in the stone, taking 11 (2d10) poison damage Characters in clean lab coats go undetected unless they
on a failed save or half as much damage on a successful interact directly with one of the magewrights. Characters
one. A character that succeeds on a DC 15 Wisdom that interact with a magewright must succeed on a
(Perception) check can spot the holes, and a character Charisma (Deception) check opposed by the researcher’s
that succeeds on a DC 10 Dexterity check with thieves’ Wisdom (Insight) to maintain their cover. Otherwise, the
tools can disarm or destroy the trap. magewright takes the following steps:
• Interrogate. The intruders are asked why they’re here,
who they are, and for proof of identification.
• Detain & Report. Failing this, the magewright tells the
intruders to stay where they are, and then travels to area
C6 to report the intrusion to Chief Artificer Garavantus.
If the intruders become violent, two magewrights in
the area flee to report, and all others in the area attack.
They do not pursue fleeing characters.
• Apprehend. Upon receiving word of intrusion,
Garavantus calls for the Statue Smashers, their hired
mercenary guard. They arrive in 10 minutes or at the
start of episode 3, whichever is sooner.
Characters who arrive without a disguise are halted
by the first magewright who sees them, and make
this Charisma (Deception) check with disadvantage.
Characters that noticeably attack magewrights cause
the entire room to panic, and one magewright instantly
flees to report the violent intrusion to Chief Artificer
Garavantus.
Dimensions & Terrain. The warehouse’s floor is smooth
wood, and the brick walls and ceiling are reinforced by
thick iron girders (AC 19, 27 hp, damage threshold 10) in
10-foot intervals. The ceilings are 30 feet high.
Breaking a girder causes it to collapse in a random
direction. All creatures beneath the collapsing girder
must make a DC 13 Dexterity saving throw, taking 11
(2d10) bludgeoning damage on a failed save or half as
much damage on a successful one.
6
Entrances & Exits. The compound has three entrances
and exits, labeled in the text and marked on the map as
E1, E2, and E3. These labels correspond to the entrances
in scene A. There are windows on the upper floor, but they
are thin glass slats only large enough for Tiny creatures to
squeeze through.
Lighting. The everbright lanterns (see chapter 5 of the
Wayfinder’s Guide to Eberron) hanging from the ceiling
brightly and flatly illuminate every room, but the edges of
every room are shrouded in shadow. A creature or object
hugging the wall of any room is lightly obscured.
Objectives
Explore the compound and make contact with Alicia
Lund. She is in area C9.
Creatures/NPCs
Except for the House Sivis spy Alicia Lund, all of the
beings in this warehouse-turned-research laboratory are
magewright researchers in the service of House Cannith.
These researchers have a passive Wisdom (Perception)
score of 10; as long as characters are able to hide in areas
of shadow or behind objects, they only need to make
a successful DC 10 Dexterity (Stealth) check to sneak
through a room of researchers without drawing attention.
On a failure, one researcher approaches the intruder (see
“Alarm Procedure”). C1. Development Lab: Warfare
Objectives/Goals. These researchers were hired by The main entrance leads into the central room of the
Chief Artificer Garavantus to research ways to improve warehouse, an open chamber that has been converted
warforged armor, weaponry, and obedience. into a weapons research laboratory. This laboratory is
What Do They Know? If questioned about their engulfed in the sounds of fiery welding tools, screeching
research, a magewright might say, “My team and I are blades, and crackling firebolts. A dozen researchers in
researching blasted-out warforged from the Last War beige lab coats move back and forth between long lab
to find new ways of constructing armored chassis. This tables. The center of the room is brightly lit, but the walls
research is all theoretical, anyway! There’s no way to are cast in shadow (see “Lighting” in “Area Information”).
make more warforged now that the Creation Forges are Occupants. Twelve magewright researchers in the
destroyed. If you want to know anything else, talk to Chief employ of House Cannith are hard at work. Four are
Artificer Garavantus in his study on the lower floor. He’s in taking apart warforged bodies on lab tables; three are
charge of this place.” operating welding tools and creating unusually-shaped
If asked about Alicia Lund, the researchers know that warforged armblades; two are holding up tower shields
she’s a simple clerk who runs the personnel records room while two others shoot firebolts at them; and one is sitting
upstairs (area C8). The researchers are unaware of this, at a desk, recording research notes.
but Alicia is currently in the research library (area C9), These magewrights use apprentice wizard statistics
stealing vital documents. with the following modifications:
Researchers also possess uniforms and identification • They have identify prepared instead of disguise self.
cards, and they have submitted detailed personal
• They have a +2 bonus to Insight.
information that is kept in the personnel record-filing
library (area C8). The former two are all that is needed for Tables. Nine long lab tables take up most of this room’s
an effective disguise. floor space, and several others have been pushed against
Finally, these researchers are racially diverse, consisting the walls. These tables are made of aluminum and are
of humans, elves, dwarves, halflings, gnomes, half-orcs, polished to a reflective mirror sheen. They are filled
and half-elves. Characters of other races will have a with research equipment, inert warforged bodies, sharp
harder time blending in and constructing a disguise weaponry, file folders filled with notes written in illegible
without the use of magic. shorthand, and dozens of half-filled mugs of black tea.
7
Searching a table requires a character to spend 1 A character that wants to search through a table without
minute searching and to make a DC 13 Intelligence being noticed must succeed on a DC 15 Dexterity (Sleight
(Investigation) check. On a success, the character finds of Hand or Stealth) check. On a failure, a researcher
notes relating to the hypothetical creation of larger approaches and interrogates the character, asking what
warforged similar to the massive warforged titans seen they’re doing at their workstation (see “Alarm Procedure,”
in the Last War. These notes could sell for a fair price to under “Area Information”).
historians or arms manufacturers.
A character that wants to search through a table without C4. Specimen Storage
being noticed must succeed on a DC 15 Dexterity (Sleight
This storage hallway is filled with wooden crates, all
of Hand or Stealth) check. On a failure, a researcher
of which are nailed shut. A character that makes a
approaches and interrogates the character, asking what
successful DC 14 Wisdom (Insight) check notes that each
they’re doing at their workstation (see “Alarm Procedure,”
of these boxes is large enough to hold an average-sized
under “Area Information”).
humanoid.
Stairs. A broad staircase ascends to a central balcony
Opening a crate requires succeeding on DC 15 Strength
(area C10), which overlooks the southeastern part of this
check to remove the lid, or destroying it. A crate has AC
room. There is also a smaller staircase leading upstairs
5, 10 hit points, and is immune to poison and psychic
(to area C7) in the northwest corner of the room.
damage. Inside, it is filled with wood shavings and a
warforged corpse. Most of these warforged were victims
C2. Shipping & Receiving of the Last War, and are missing one or more limbs.
This shipping area is currently filled with empty crates.
The next shipment out is clearly some time off, and the C5. Lavatory
most recent shipment of food and supplies has already
There are two chambers to this unisex washroom. The
been distributed throughout the facility.
northern section has five toilet stalls, and the southern
Hobgoblin Mercenaries. Two hobgoblins from the
section contains ten washbasins. Its grubby tile walls are
Statue Smasher mercenary company loiter inside the
chipped, and the entire room smells of old urine.
shipping area, waiting for the next shipment out. They
Lost Coat. A magewright accidentally left his coat in
are smoking cigarettes and cracking crass jokes about
one of the stalls. Characters who search the lavatory can
the “egghead researchers.” Their assignment is to protect
make a DC 12 Intelligence (Investigation) check, finding
the next outgoing shipment of research materials as it is
the coat on a success. The coat contains an identification
delivered to a secure location.
card for a clean-shaven, pale-skinned human male with
If they catch intruders here, they level their weapons
thinning black hair. His name is Hugoh Darrey.
but do not immediately attack. Instead of reporting the
intrusion immediately, however, one of the hobgoblins
tries to extort them for money. They keep quiet… but only C6. Chief Artificer’s Study
to the tune of 10 gp per character. They aren’t loyal to Chief Artificer Garavantus d’Cannith is a haughty
House Cannith, after all, but to their company. dragonmarked human noble with the Mark of Making
that considers himself a pioneer in the field of arcane
C3. Development Lab: Obedience automation. His ultimate goal is to create new warforged
without the use of a Creation Forge—an impossible task,
The underground sewer entrance leads up a set of dimly
but one he arrogantly believes he can achieve.
lit tile stairs until it emerges into a small laboratory. It
Garavantus and his researchers have created several
smells clean and sterile, and the center of the room is
unique clockwork creatures and delivered them to their
wide open; all of the lab tables have been pushed against
House Cannith sponsors, but crafting new warforged
the walls.
is, of course, beyond their capabilities. He has kept one
Occupants. Four magewright researchers work at these
clockwork construct as his personal defender; his stone
tables, and all of them have a warforged head on the table
defender stands camouflaged against the wall behind
in front of them. The heads’ cranial plates are open, and
his desk. It is indistinguishable from the wall, thanks
the researchers are tinkering around inside and scribbling
to its False Appearance trait. The construct leaps to
notes as they observe their skulls’ reactions. Some are
Garavantus’s aid if he calls it.
speaking to their skulls, and they occasionally sputter out
Stone Defender Malfunction. Garavantus’s construct
an unintelligible reply.
uses stone defender statistics with the following
These magewrights use apprentice wizard statistics
modification; which reduces its challenge to 3 (700 XP):
with the following modifications:
The construct isn’t immune to bludgeoning, piercing, and
• They have color spray prepared instead of disguise self. slashing damage from nonmagical attacks that aren’t
• They have a +2 bonus to Insight. adamantine.
Tables. Three long lab tables have been pushed against Developments. If Garavantus is killed or captured,
the walls. These tables are filled with research equipment magewrights can no longer report intruders, and the
and pried-open warforged skulls. One of the researchers, Statue Smasher mercenaries can no longer be called for
a half-elf named Lyla Moonbroch, has left her lab coat on aid. Additionally, characters have advantage on Charisma
the back of her chair, and her identification card is hidden (Intimidation) checks against magewright researchers in
among her research notes. A character that searches this adventure.
the table and makes a successful DC 16 Intelligence
(Investigation) check can find it.
8
Napping Guard. A bookish hobgoblin devastator from
Adjusting the Scene the Statue Smashers mercenary company dozes in an
Here are some suggestions for adjusting this scene, aluminum chair in the southeast corner of the records
according to your group. room. She has taken six books from the repository (area
• Very Weak: Replace the stone defender with two suits C9), and they sit in a tidy stack next to her chair. She is
of animated armor. unconscious, but is awakened by taking damage or by
• Very Strong: Remove the stone defender’s loud noises, such as the sound of combat in this area or
modification, restoring its normal damage immunities. an adjacent one.
Identity Theft Made Easy. The records in this room
contain detailed information on the appearance, education,
employment history, and history of every magewright
C6a. Sleeping Chamber researcher on staff in this compound—including the Chief
Garavantus is married to his work, and has no partners, Artificer. A character can spend 10 minutes searching to
children, or close friends. He often spends nights at the find his records in this room, in order to complete Bonus
research lab. His bedroom has a comfortable feather bed Objective A: What’s a Little Identity Theft? This search
large enough for one Medium creature to sleep in. can be done during a short rest.
The door can be locked from the inside, requiring a
successful DC 15 Dexterity check with thieves’ tools to Adjusting the Scene
pick, or a successful DC 15 Strength check to break down.
Here are some suggestions for adjusting this scene,
according to your group.
C7. Antechamber • Very Weak: The hobgoblin devastator is not wearing
This room is an empty hallway. The door in the south is armor, reducing her AC to 11, and she has already
open (leading to the cafeteria, area C11), and the sounds used her 4th-level spell slot.
of loud, indistinct chatter drift out into the hall. The • Weak: The hobgoblin devastator has already used her
eastern door is shut, and a small brass plaque affixed to it 4th-level spell slot.
reads “Library: Personnel Records.”
• Strong: No changes.
C8. Library: Personnel Records • Very Strong: The hobgoblin devastator is accompanied
by two hobgoblins, both of which are awake and playing
The personnel records room is a twisting labyrinth of a game of cards in the northeast corner of the room.
10-foot-tall aluminum shelves arranged in tight corridors.
The sound of snoring echoes through the rows of metallic
bookshelves.
9
C9. Library: Repository Alicia Lund. The Mark of Scribing gnome spy known
as Alicia Lund is furiously copying a binder of research
The Cannith compound’s research repository is a cross notes into her own personal notepad. She tries to play
between an academic reference library and an organized it cool if characters approach her disguised as Cannith
collection of research notes. Textbooks and almanacs on researchers, but reacts with confusion if she sees
arcane technology are intermingled with folders full to adventurers breaking in. Once the characters meet her,
bursting with notes scribbled in House Cannith research advance to episode 3. “Letter? What Letter?”
shorthand.
C10. Central Balcony
This grand balcony overlooks the southeast portion of
Development Lab: Warfare (area C1) and the shipping
dock (area C2). There’s usually at least one magewright
researcher (apprentice wizard) on break here, leaning
against the bannister, at any given time.
The double doors in the north of this area are closed,
but the muffled sound of excited chatter spills through
from the cafeteria beyond them (area C11).
C11. Cafeteria
The raucous din of carousing researchers fills this room
at all hours of the day, and it only increases in intensity at
lunch and dinnertime. The only time this room ever quiets
is when Chief Artificer Garavantus enters, at which point
it becomes still as a crypt.
If characters enter this room without wearing
a disguise, four magewright researchers and two
hobgoblins rise and tell the characters, “We’ll show
you what we do to intruders ‘round here. Let’s take it
outside.” They try to pressure the characters to go into the
antechamber (area C7), where they fight them instead of
reporting the intrusion.
Occupants. A dozen magewright researchers and six
hobgoblins are in this room at any given time. They
are all drunk, and none of them are in any condition to
question the disguise of a character in a lab coat, and they
all have disadvantage on Wisdom (Insight) and Wisdom
(Perception) checks.
These magewrights use apprentice wizard statistics
with the following modification:
• They have unseen servant prepared instead of disguise
self.
• They have a +2 bonus to Insight.
Treasure. A character who searches the cafeteria bar
can make a DC 13 Intelligence (Investigation) check. On
a success, they find several bottles of locally brewed cider,
as well as two potions of healing.
10
Episode Three:
Letter? What Letter?
Estimated Duration: 25 minutes Area Information
In this episode, the characters meet up with Alicia Lund This episode uses the same location and details as
and escape the Cannith compound. Their actions in episode 2.
episode 2 may cause a mercenary group known as the
Statue Smashers to crash their party, making this escape
a harrowing experience.
Objectives
The characters must convince Alicia Lund to come with
Prerequisites them then escape the warehouse with her.
The characters must have found Alicia Lund in the
Repository (area C9) in order to begin this episode.
Creatures/NPCs
Mercenary Guards. If Chief Artificer Garavantus Eliza d’Sivis, known to the characters by her cover name
was alerted to the presence of intruders in the course of Alicia Lund, is a Mark of Scribing gnome spy bearing
of episode 2, reinforcements arrive to secure the the Mark of Scribing. She has a quick, dry wit, and likes
building. These mercenary guards, known as the Statue to flirt with any handsome males in the party. She’s
Smashers, are made up mostly of hobgoblins, but are basically a female, gnomish James Bond. Alicia is spying
led by a male medusa named Zimarkos. He is a medusa on Cannith South against the wishes of House Sivis. She’s
with the following changes, which lower his challenge to overheard rumors Merrix d’Cannith, leader of Cannith
4 (1,100 XP): South, has something big in store that could change the
• His AC is increased to 16 (chain mail). future for all the houses in Breland, but she doesn’t know
what exactly and has been trying to find out.
• His hit points are reduced to 90 (12d8 + 36).
What Does She Know? Alicia didn’t send the message
• The save DC of his Petrifying Gaze ability is reduced to the characters received in episode 1, but she’s worried
12. she got in too deep and this might be her only chance to
• He can only make two melee attacks when he takes the escape the Cannith compound. She’s suspicious of the
Multiattack action. circumstances, but agrees to escape with the characters’
If the characters’ cover was blown, the Statue Smashers help. She warns them to be on their guard.
arrive after 10 minutes or at the start of episode 3, Objectives. Alicia needs to get out of the Cannith
whichever is sooner. Their arrival results in changes to compound and get to safety with her stolen information
the following areas: as soon as possible. She gladly repays the characters’
kindness by decoding the encrypted letter… but only once
they’re out of danger. This gnome has an iron will, and
Statue Smasher Changes
if the characters try to coerce her to decode their letter
• C1. The male medusa Zimarkos guards the main exit immediately, she flatly refuses to help until she’s out of the
(E1), and all magewright researchers flee to area C3. Cannith compound.
Two hobgoblins patrol the room’s center.
• C2. Chief Artificer Garavantus gathers his personal
files and exits through the shipping door (E2) with his
stone defender as quickly as possible.
• C3. All researchers are encouraged to gather here for
their own safety, packing this room with twenty-eight
magewrights. Thanks to the chaotic circumstances,
they don’t investigate the disguises of any characters
in this room.
• C4. No changes.
• C5. No changes.
• C6. Chief Artificer Garavantus has departed with all his
personal files. This area is now empty.
• C7. No changes.
• C8. The hobgoblin devastator in this area wakes up
and is joined by the four hobgoblins from area C11.
They patrol the entire upper floor, investigating any
suspicious sights or sounds.
• C9. No changes.
• C10. No changes.
• C11. This area is now empty.
11
Scene A. “I’m Alicia Lund. Bonus Objective B – “Perfect Infiltration”
If the Statue Smashers have arrived, it’s already too late
Who in Khyber are you?” to escape undetected and complete bonus objective
This episode begins when the characters meet Alicia B. If they haven’t, the characters still have a chance to
Lund in the repository. She is a female gnome dressed complete it by escaping without being reported.
in the beige lab coat of the magewright researchers. She
carries a briefcase almost as large as her body, and it’s
packed with stolen documents. “Let’s Get Out of Here”
If the characters approach her while disguised
Now that the characters have rendezvoused with Alicia
as Cannith researchers, she stays in character as a
Lund, their goal is to escape the warehouse. Alicia helps
researcher until they drop the act. If the characters
in any combat she feels is winnable. She urges the
approach her without a disguise, she hisses to them to
characters to flee from a losing battle with her.
get away. “Who in Khyber are you? You’re going to blow
Using the areas from episode 2, including any changes
my cover!”
caused by the potential arrival of the Statue Smashers,
the characters must make their way to area E1, E2, or E3.
Uncovering the Deception Unless the two hobgoblin captains in E1 were taken care
Alicia Lund didn’t send the message that the characters of earlier, they still stand guard.
received in episode 1, and she tells them as much. She She Knows the Researchers. Alicia has been
thinks that they’ve all been set up, but she doesn’t know undercover here for several weeks, and the researchers
who did it yet. Alicia has a curious streak—and a vengeful consider her a colleague. They don’t know the characters,
one, too—and suggests that if a trap has been laid for but characters in disguise “blend in” with their
them, the best way forward is to first spring it, then lay the friend Alicia, unless they have to make conversation.
hurt on whoever set it. Undisguised characters trigger the alarm procedure as
usual (see “Alarm Procedure,” under “Area Information”
Suggesting a Bonus Objective in scene B. “Cannith Compound, Interior”).
Exiting the Compound. Alicia can walk right past
If the alarm hasn’t been raised and the Statue Smashers
the guards undisturbed, but not with her briefcase full
haven’t been called, Alicia urges the characters to escape
of stolen notes. All bags are checked when entering or
without getting caught.
exiting the main gate, and she’s well aware that this is out
“Yeah, we could blast our way out of this one, sure, but
of the question. The briefcase must stay in one piece; she
I’d rather House Cannith never even know we messed
refuses to let the characters touch even a single sheet of
with their operation. If they realize a spy got into this
its contents.
operation, they’ll beef up security on their other labs, and
that could make another job… difficult.”
This bonus objective is found in Appendix 6. Optional: Scene B. “Wait
a Sec…”
The characters are free to concoct any escape plan
they like. If things are going a little too smoothly, you
can inject a little tension into the scene by having a
researcher (apprentice wizard) walk by and recognize
Alicia just as the party is about to make their escape. If
the Statue Smashers have put the building on lockdown,
the researcher is returning from the lavatory and just
happened to meet the party.
The researcher starts making small talk, and Alicia
reciprocates to keep from blowing her cover. If the
characters are nearby, however, he quickly notices
them and realizes that he doesn’t recognize them.
If the characters are in a public space, like area C1
or C2, this could be a problem, as violently subduing
this researcher draws the attention of everyone else in
the room.
12
Episode Four:
Clan Boromar’s Wrath
Estimated Duration: 25 minutes
Prerequisites
The characters must have escaped the Cannith compound
to begin this episode. This episode assumes that the
characters have Alicia Lund with them.
Area Information
Ingrid Boromar and her goons ambush the characters in
a dingy city street in a bad neighborhood of Lower Dura.
Dimensions & Terrain. The street is 10 feet wide with
a 5-foot-wide sidewalk on either side. It splits into a T Objectives. Ingrid Boromar wants to capture both the
intersection 40 feet in front of the characters’ position. characters and Alicia Lund alive and return them to the
Lighting. The light of the midday sun brightly Boromar crime family. She also wants the characters to
illuminates the street. know exactly how clever she was, and she explains her
Smoke Cloud. Ingrid Boromar used her Mac-Fuirmidh deception in detail over the course of the battle, saying
cittern to create a smoky, bitter-smelling fog cloud that things such as:
obscures her and her minions. • “The letter-thieves and the gnome who can decode it,
together at last. You will make a fine gift for the Lady
Objectives Boromar.”
The characters must defeat Ingrid Boromar and her • “Yes, it was I who sent you the message, not that ugly
goons. Once she’s defeated, get back home! little gnome.”
• “I needed you both, but the gnome was out of my reach.
Creatures/NPCs What better way to nab her than to get you adventurers
Ingrid Boromar is a skilled bard, but a lowly daughter to do all the dirty work for me?”
of Clan Boromar. She has a serious inferiority complex, • “Enough talk. Let’s settle this. Now.”
and is desperate to prove herself to her family. She is Tactics. Ingrid Boromar stands 10 feet above the
accompanied by four Clan Boromar thugs. She and the ground on a fire escape at the north end of the street. She
thugs are all stout halflings, with the following racial traits: and her thugs are heavily obscured by the fog cloud, and
• Their size is Small. attack from its cover until the characters come to them.
• Their base walking speed is 25 feet. They only abandon cover to pursue fleeing characters.
• When they roll a natural 1 on the d20 for an attack roll,
ability check, or saving throw, they can reroll the die and Adjusting the Scene
must use the new roll. Here are some suggestions for adjusting this scene,
• They have advantage on saving throws against being according to your group.
frightened. • Very Weak: Remove three thugs.
• They can move through the space of any creature that is • Weak: Remove two thugs.
of a size larger than them.
• Strong: No changes.
• They have advantage on saving throws against poison
• Very Strong: Add a priest and replace one thug with a
and resistance against poison damage.
bandit captain.
• They can speak Common and Halfling.
13
Episode Five:
Conclusion
Estimated Duration: 5 minutes Prerequisites
Missive Decoded, Mission The characters must have defeated Ingrid Boromar in
order to leave Lower Dura and return home.
14
Adventure Rewards
Upon completing the adventure, the characters each
receive rewards based upon their accomplishments.
These rewards include advancement and treasure, and
may include special rewards, such as story awards or new
downtime activities, as follows:
DM Rewards
In exchange for running this adventure, you earn
advancement and treasure checkpoints and downtime as
though you played the adventure, but none of the other
rewards listed above.
However, this adventure may qualify for rewards earned
by completing DM Quests. See the ALDMG (Adventurers
League Dungeon Master’s Guide) for more information
about DM Quests.
15
Appendix 1: Locations & NPCs
The following NPCs and locations feature prominently • Zimarkos (zim-ARC-ohs). The male medusa known
in this adventure. as Zimarkos is a big name in the more dangerous
• Alicia Lund (a-LEE-shuh LUND). The gnome spy neighborhoods of Lower Dura. He runs the Statue
Eliza d’Sivis is undercover in a House Cannith research Smasher mercenary company—named so because he
facility using the name Alicia Lund. turns their foes into statues… and his hobgoblin goons
Personality: I’m a quick study in three fields: codes, smash ‘em. He wears a helmet with a thick visor that
magic, and cute men. keeps others from looking upon his face, which he
Ideal: Get in, get out, don’t get noticed. Unless getting removes during combat.
noticed is what you had in mind. Personality: I speak my mind. If none care what hurts
Bond: Orphans make the best spies, it seems. House me, then I care not what hurts them.
Sivis took me in when no one else would. Ideal: I live for destruction. It is all I can live for.
Flaw: I don’t get “distracted” by beautiful men. I would Bond: My soldiers are… my family. I rely upon them
say they… realign my priorities. They are my eyes in this world.
Flaw: I am alone. I can never look upon those I love.
• Garavantus d’Cannith (GAIR-uh-VAN-tuss).
Garavantus d’Cannith is a haughty human that has • Ingrid Boromar (ING-grid BORE-oh-marr). Ingrid
desperately clawed his way into every position of power Boromar, a halfling, is a skilled bard, but a lowly
he has ever held—and believes that he is superior daughter of Clan Boromar. She has a serious inferiority
to everyone because of it. He has been named Chief complex, and is desperate to prove herself to her family.
Artificer of a House Cannith research facility, and he Personality: My father always loved my music, but I
is going to prove to his superiors that he deserves the knew that he would never allow me to be anything more
world, and more. than a pretty singer. I’ll show him.
Personality: I deserve more than this. I deserve it all. Ideal: Respect. You give me respect, I give it back. You
Fame. Money. Power. They will not deny me what I don’t give it? I’ll take it by force.
deserve! Bond: Dear ol’ dad’s a filthy piece of work, but Clan
Ideal: The things I create will drive the world into a Boromar itself? I love it more than life.
bright new era, one where I plant myself on top. Flaw: I admit… in the heat of the moment, I sometimes
Bond: House Cannith is filled with benefactors. They get blinded by my own ambition and feel like I can’t lose.
are lucky to have my loyalty. • Warehouse District, Lower Dura. Lower Dura is a
Flaw: Flaws? Me, flaws? I think you’re quite mistaken. I dark and dangerous place that has largely been left to
am a perfect intellect, a flawless diamond! fester and rot while the miserable poor struggle to get
by. Street violence by amateurs and criminal gangs
are a common site, much more than the Sharn Watch.
House Cannith South has quietly acquired an unmarked
warehouse in a seedy neighborhood of the dingiest
district in Sharn. This warehouse looks unassuming,
but it’s filled to the brim with magewright researchers
looking for new ways to create warforged and other war
automata.
16
Appendix 2: Creature Statistics
This appendix details new monsters that do not appear in
the Monster Manual. Bard
Medium humanoid (any race), any alignment
Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage.
17
Hobgoblin Devastator Stone Defender
Medium humanoid (goblinoid), lawful evil Medium construct, unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 14 (+2) 16 (+3) 13 (+1) 11 (+0) 19 (+4) 10 (+0) 17 (+3) 3 (-4) 10 (+0) 1 (-5)
18
Appendix 3: Maps
C3
19
Appendix 4: What’s a Little Identity Theft?
(Bonus Objective A)
Estimated Duration: 30 minutes Area Information
Location: Cannith compound, any area
This bonus objective takes place entirely within the
Prerequisites Cannith Compound. The characters can stumble upon
it while searching for Alicia Lund in episode 2, or try to
The bonus objective can be completed once the accomplish it while escaping the compound in episode 3.
characters enter the Cannith Compound, and they must
accomplish it without having their presence reported to
the chief artificer, otherwise he flees the building.
Creatures/NPCs
Chief Artificer Garavantus d’Cannith is a human artificer
Objectives with the Mark of Making and is in charge of this research
facility. He is described in episode 2 in area C6, and in
In order to complete this bonus objective, the characters Appendix 1: Locations & NPCs.
must kill Chief Artificer Garavantus, take the identification
card from his person, and take his personnel records from
the library (area C8).
Treasure & Rewards
Completing this bonus objective grants the characters the
Phony Chief Artificer story award found in Appendix 5.
20
Appendix 6: Perfect Infiltration
(Bonus Objective B)
Estimated Duration: 30 minutes
Location: Cannith compound, any area
If this happens, the characters’ only recourse is to
Prerequisites secure the room and defeat everyone inside—possibly
If any House Cannith researcher or Statue Smasher alerting other rooms to their presence by the noise of the
mercenary reports your intrusion to Chief Artificer fight—or trying to cut their losses and hide.
Garavantus in either episode 2 or episode 3, you can no
longer complete this bonus objective. Area Information
This bonus objective takes place entirely within the
Objectives Cannith compound.
In order to complete this bonus objective, the characters
must complete episodes 2 and 3 without being reported Creatures/NPCs
to Chief Artificer Garavantus. If they are caught by one The creatures and NPCs involved in this bonus objective
of the House Cannith researchers or the hobgoblin are described in episodes 2 and 3.
mercenary guards, the creature that caught the character
must be killed or otherwise incapacitated before reporting
the intrusion. If this takedown occurs within plain view
of other hostile NPCs, they try to report the intrusion
themselves.
21
Appendix 7: Alicia’s Letter (Player Handout 1)
Good morning, cunning investigators. I hope this letter finds you well.
My name is Alicia Lund, I’m a ‘marked of House Sivis. That’s point
one. I’m a spy, and I hear things. That’s point two. Last night, I heard
you came into possession of a coded letter that you need translated.
That’s point three. You see how these things come together, right?
Gnomes like me, those with the dragonmark, we see right through
codes, get me? I can help. I’m offering. But I need a favor done for
me. See, I’m currently plying my craft in a House Cannith compound,
and I’m worried that my cover story is wearing thin. I need someone
to extract me before the whole situation goes elemental, and none of my
fellow agents are close enough. You follow me? You scratch my back, I
scratch yours. I’ve included a map to the Cannith compound in Lower
Dura—it looks like any other warehouse down there, so make sure
you’ve got the right place.
There are two other ways in, besides the main gate. Stay sharp.
Respectfully yours,
Alicia Lund
P.S., Would you mind doing a little bit of identity theft while you’re
in the compound, if you have time? The chief artificer keeps his records
locked up tight, and I’d love to get my hands on his identification card
and his personnel records.
22
Appendix 8: Decoded Letter (Player Handout 2)
23
Appendix 9: Magic Item
Characters who complete this adventure unlock this
magic item.
Instrument of the Bards
(Mac-Fuirmidh Cittern)
Wondrous item, uncommon (requires attunement by
a bard)
Tier 1, 16 treasure checkpoints
An instrument of the bards is an exquisite example
of its kind, superior to an ordinary instrument
in every way. Seven types of these instruments
exist, each named after a legendary bard college.
A creature that attempts to play the instrument
without being attuned to it must succeed on a DC 15
Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and
cast one of its spells: barkskin, cure wounds, fly, fog
cloud, invisibility, levitate, or protection from evil and
good. Once the instrument has been used to cast a
spell, it can’t be used to cast that spell again until the
next dawn. The spells use your spellcasting ability
and spell save DC.
When you use the instrument to cast a spell that
causes targets to become charmed on a failed
save, the targets have disadvantage on the saving
throw. This effect applies whether you are using
the instrument as the source of the spell or as a
spellcasting focus.
This item is found in the Dungeon Master’s Guide.
Special. This instrument is sized for a halfling to
play it, and looks like a ukulele. Additionally, when
you cast fog cloud with this instrument, the cloud
erupts with a bang and a flash of light, creating a
cloud of acrid smoke instead of fog. This does not
otherwise change the spell’s effects.
24
Appendix 10: Dungeon Master Tips
This adventure is designed for three to seven 1st-4th Each player is responsible for maintaining an accurate
level characters and is optimized for five characters logsheet. If you have time, you can do a quick scan of
with an average party level (APL) of 3. Characters a player’s character sheet to ensure that nothing looks
outside this level range cannot participate in this out of order. If you see magic items of very high rarities
adventure. or strange arrays of ability scores, you can ask players
to provide documentation for the irregularities. If they
cannot, feel free to restrict item use or ask them to use a
New to D&D Adventurers League? standard ability score array.
http://dnd.wizards.com/playevents/organized-play Point players to the D&D Adventurers League Players
New to the Annual Storyline? Guide for reference. If players wish to spend downtime
days and it’s the beginning of an adventure or episode,
http://dnd.wizards.com/articles/news/eberron-
they can declare their activity and spend the days now,
adventurers-league-embers-last-war-storyline
or they can do so at the end of the adventure or episode.
New to Being the Dungeon Master? Players should select their characters’ spells and other
http://dnd.wizards.com/articles/features/public- daily options prior to the start of the adventure, unless
dungeon-master the adventure specifies otherwise. Feel free to reread the
adventure description to help give players hints about
what they might face.
To DM an adventure, you must have 3 to 7 players—
each with their own character whose level is within the
adventure’s level range. Characters playing in a hardcover Adjusting This Adventure
adventure may continue to play too but if they play a When combat is a possibility, the adventure will provide
different hardcover adventure, they can’t return to the a sidebar that helps you to determine the best mix/
first one if they’re outside its level range. number of opponents to provide them with to create an
appropriate challenge. While you’re not bound to these
Preparing the Adventure adjustments; they’re here for your convenience and
consideration.
Before you start play, consider the following: To determine whether you should consider adjusting the
• Read through the adventure, taking notes of anything adventure, add up the total levels of all the characters and
you’d like to highlight or remind yourself of while divide the result by the number of characters (rounding .5
running the adventure, such as a way you’d like or greater up; .4 or less down). This is the group’s average
to portray an NPC or a tactic you’d like to use in party level (APL). To approximate the party strength for
a combat. Familiar yourself with the adventure’s the adventure, consult the table below.
appendices and handouts.
• Gather any resources you’d like to use to aid you in Determining Party Strength
running this adventure--such as notecards, a DM screen, Party Composition Party Party Strength
miniatures, and battlemaps.
3-4 characters, APL less than Very weak
• Ask the players to provide you with relevant character
information, such as name, race, class, and level; 3-4 characters, APL equivalent Weak
passive Wisdom (Perception), and anything specified as 3-4 characters, APL greater than Average
notable by the adventure (such as backgrounds, traits,
5 characters, APL less than Weak
flaws, etc.)
Players can play an adventure they previously played as 5 characters, APL equivalent Average
a Player or Dungeon Master but may only play it once with 5 characters, APL greater than Strong
a given character. Ensure each player has their character’s 6-7 characters, APL less than Average
adventure logsheet (if not, get one from the organizer).
The players fill out the adventure name, session number, 6-7 characters, APL equivalent Strong
date, and your name and DCI number. In addition, the 6-7 characters, APL greater than Very strong
player also fills in the starting values for advancement and
treasure checkpoints, downtime days, and renown. These
values are updated at the end of the session.
25