2255601-Dread Metrol - Into The Mists v1.1
2255601-Dread Metrol - Into The Mists v1.1
VERSION 1.1
KBPresents.com
Introduction
A
bandon all hope ? That ’s the l ast Appendix A: Friends and Foes includes creature
thing we want these mortals to do. If statistics for all encounters in “The Mourning
After.” In this section, you’ll discover monsters
every creature consumed by our mists
unique to Metrol, including one of House
abandoned all hope, we’d be denied the Vadalis’s latest breakthroughs: the spider-horse.
pleasure of slowly stripping it from them. Let the Appendix B: Adventure Maps provides copies
people of Metrol struggle against their fate, and we of the maps referred to throughout “The
Mourning After.” Your supplement download
shall make wine from their tears.
also includes high-resolution versions of these
—The Empress of Shadows, maps in a zipped folder.
Dark Power of Mabar Dread Metrol: Player Edition is a standalone
PDF, included in your supplement download,
Dread Metrol: Into the Mists presents a new domain with “player-safe” information from chapter 1.
that serves as a bridge between the settings of Be aware that this companion PDF does contain
Eberron and Ravenloft. If you wish, Dread Metrol some information that might be considered
can be used in conjunction with Van Richten’s spoilers, depending on how much meta-
Guide to Ravenloft, Eberron: Rising from the Last knowledge you expect in your campaigns.
War, and Exploring Eberron (available on the
Dungeon Masters Guild). Dread Metrol
Domain of Mourning and War
What’s Inside Darklord: Queen Dannel ir’Wynarn
Genres: Body horror, dark fantasy
Metrol is one of the largest cities of the Five Hallmarks: Arcane science, brutal siege, limited
Nations, so a detailed description of the city could resources, tyranny born of desperation
fill a lengthy sourcebook. This supplement instead Mist Talismans: Construct fragment, propaganda
presents an overview, providing the flavor of poster, ration chit
Metrol and describing a few of its most important Dread Metrol is a city enduring an endless siege.
locations and NPCs. As a DM, whether you’re The undead legions of Karrnath have maintained
running a single adventure or a full campaign, this their assault for years, and every night, new
supplement is intended to serve as a foundation forces emerge from the Mists. Within the city,
for you to add your own districts, buildings, and Queen Dannel ir’Wynarn tightens her grip, deter-
NPCs, fleshing out what’s described here. mined to find a way to turn the tide of battle. As
resources dwindle, the war machine is consuming
Chapter 1: The Domain of Metrol opens with the people of Metrol. The bodies of the dead are
an overview of Dread Metrol, discussing the fused to constructs to create tireless soldiers,
powers and themes at work in the city, as well while citizens who don’t contribute to the war
as Metrol’s physical structure. This chapter also effort are sent to the Vadalis Kennels and sub-
jected to horrific experiments. As terrifying as the
includes player inspiration and character options
undead forces are, the queen’s relentless pursuit
for creating adventurers from Dread Metrol. of victory is the source of the greatest horrors.
Chapter 2: The Mourning After contains
an adventure set in Dread Metrol. This 8- to
12-hour starter adventure is designed for a party
of four to six 1st-level characters, who advance
Campaign Options
to 4th level by the adventure’s conclusion. The This book provides guidance on how to use Dread
chapter includes guidance on how you can either Metrol in any campaign, whether the adventurers
work “The Mourning After” into an ongoing stumble into it through the Mists or are citizens
campaign or use it as a starting point for a new living in Metrol themselves.
campaign in Dread Metrol.
1
Contents Introduction
Dread Metrol can be integrated into a Ravenloft and they savor the slow extinction of the fragments.
campaign, serving as a traditional Domain of Dread. Mabar and its hinterlands are described in more
The adventurers—who could be from Eberron or detail in Exploring Eberron.
an entirely different realm—stumble into Metrol Regardless of whether Dread Metrol is in
after passing through the Mists. In such a scenario, Ravenloft or Mabar, things aren’t truly as they
the party may be more concerned with escaping appear to be. The citizens of Metrol believe they’re
than finding a way to save this doomed city. locked in an existential struggle with the forces of
Dread Metrol also provides an interesting foun- Karrnath, one of the nations Cyre fought during
dation for an ongoing Eberron campaign. In this the Last War. And while Karrnath was infamous
case, the adventurers are people who were in Metrol for its use of necromancy and undead on the
on the Day of Mourning and who have endured battlefield, they aren’t responsible here. In fact, the
four years of horror. While the characters might undead forces the citizens of Metrol are facing are
initially be solely concerned with survival, as they manifestations of the Dark Powers. They wear the
gain power, they may fight to find a way to save the trappings of Karrnath and carry the wolf banner,
city itself—whether that means working with resis- but the skeletons massed beyond the walls of
tance forces to depose Queen Dannel or somehow Metrol were never clothed in flesh. Consequently,
finding a way to return Metrol to Eberron. this war can’t actually be won. The hordes
besieging Metrol are endless. Even if Metrol wins
Ravenloft in Eberron? a tremendous victory, the “Karrnathi” forces will
Dread Metrol is a domain torn from Cyre on the be back the next night. The only way to truly save
Day of Mourning, a mighty city trapped in an Metrol would be to find a way to return the city to
endless siege. But what does this mean on a higher Eberron—but right now, the people trapped in the
level? How do Eberron and Ravenloft relate to city don’t know that they aren’t in Eberron.
one another? There are two easy ways for you to
approach the connection between these two settings. Content Warning
You could decide that the Dark Powers can pull Like many other domains of Ravenloft, Dread
Domains of Dread from across the multiverse, Metrol is a terrible place, a city caught in the
including Eberron. If you take this approach, you horrors of endless war. This book and its accom-
can use all the lore of Ravenloft and Eberron panying adventure delve into dark, challenging
exactly as written. Dread Metrol is a Cyran city topics—several of which player characters them-
that has been drawn out of Eberron and into selves may be subjected to.
Ravenloft. The people of Metrol know nothing of The domain presented in this book empha-
the rest of the multiverse, but this doesn’t matter; sizes the genres of body horror and dark fantasy.
It includes themes such as the following: non-
the only thing that’s relevant to the adventure or
consensual human and animal experimenta-
campaign is that Metrol is here now. tion, abduction, surveillance by an authoritarian
Alternatively, if you don’t want to incorporate state, political propaganda and brainwashing,
the rest of the multiverse, you can use Dread memory modification, harm and death of children
Metrol in a purely Eberron-based campaign. In and loved ones, mutilation, cannibalism, corpse-
this case, the Domains of Dread are tied to the eating, ableism, and psychological trauma.
plane of Mabar, also known as the Endless Night. While this supplement strives to handle this
As a plane, Mabar embodies despair and entropy— content in a sensitive and respectful manner,
these topics are not fun for every table and can be
the end of all things, including hope. As part of
harmful for some players. Before introducing your
this, the Endless Night consumes pieces of other players to Dread Metrol, we strongly encourage
planes—pulling a piece of another realm into the using safety tools to discuss your group’s bound-
Hinterlands of Mabar, where its life and hope are aries and comfort level with these and other chal-
slowly consumed until only darkness and death lenging topics. Such resources are provided in
remains. In Eberron, these fragments of Mabar are chapter 4 of Van Richten’s Guide to Ravenloft,
the Domains of Dread. The people trapped in the as well as in the free TTRPG Safety Toolkit (by
fragment don’t know what’s happening to them, Kienna Shaw and Lauren Bryant-Monk) and
and it’s not a struggle they can win. The Dark Consent in Gaming (by Sean K. Reynolds and
Shanna Germain).
Powers are the immortal spirits that shape Mabar,
2
Chapter 1:
The Domain of Metrol
T
he wolv es of K ar r nath howl at The siege of Metrol began on the 20th of Olarune,
our gates. The vile necromancers of the 994 YK. Sentries saw a vast wall of mist rolling
toward the capital. It swept over Metrol, and the
north have brought their armies of the
undead legions of Karrnath came with it. No one
dead. But we are Cyrans. We do not give knows how the Karrns could bring such a force so
in to fear. What our dreams imagine, our hands deep into Cyre, but the question is moot. Countless
create, and we have dreamt a dream of victory. It skeletal soldiers marched beneath the wolf banner
of Karrnath. Slavering ghouls butchered farmers
will take all that we have to give—even our very
in their fields, pausing to feast on their flesh. And
bones, so that the Karrns cannot turn our dead the Mists veiled other horrors; Cyrans heard the
CAROLINA CESARIO
against us. But I know the Cyran heart, and I deadly cries of banshees and the beating wings of
know that we will prevail. If you’re willing to wield some vast terror. Nothing beyond the sheltering
walls of Metrol survived that night, but somehow,
a sword, report to the Vermishard of War; other-
the brave soldiers of Cyre held the walls against
wise, report to the Vadalis Kennels for processing. this nightmare assault. Eventually the Mists with-
—Queen Dannel ir’Wynarn drew, taking with them the corpses of the fallen
3
Chapter 1: The Domain of Metrol
Cyrans—fodder for the Karrnathi necromancers Taken as a whole, Dread Metrol is a vision of
and the assault that would come on the next night. the horrors of war. The endless undead assault is a
The year is now 998 YK. Metrol remains com- source of bloody carnage and poses an imminent
pletely cut off from Cyre and the world. A dome of threat of death. But the greater horrors are those
dead-gray mists encircles the city, its shroud rising a inside the walls. Districts have been depopulated
mere mile from the city—and none who enter these by famine and plague, and the Cannith corpse col-
Mists return. The sun never breaches Metrol’s mist- lectors ensure no body goes to waste. Some people
choked sky, its gray days slipping into darkest nights. accuse their neighbors of being Karrnathi spies,
Every night, the armies of the dead emerge from while others don’t need any excuse to prey on
the Mists. The guardians on the walls hold back former friends. Many fear their Queen more than
the Karrns. The Cyrans suffer losses. And the next the undead, and the wererat secret police are always
night, it happens again … and again. House Sivis’s alert for any signs of disloyalty. In a happier world,
stonespeakers have sent messages through their this crisis might inspire people to rally together,
speaking stones RLW, but they remain unanswered to united by the common threat—but instead, this foul
this day. All sending spells fail, as do efforts to scry place draws out the worst aspects of human nature.
or teleport beyond the Mists, leaving the city and its Soldiers abuse their petty powers, the heartless
queen clueless as to the fate of their nation, Prince only help themselves, and the rest become fodder
Oargev, and the world. The priest now known as for the war machine. Queen Dannel is the root of
Kastor the Mad insists that nothing exists beyond this, driving the city’s cruelty with her determina-
the Mists—that the foul magics unleashed by tion to achieve victory at all costs along with her
Karrnath destroyed all living things. But most paranoia born of being surrounded by enemies for
believe that life goes on, that beyond the unknown decades. Perhaps if Dannel could overcome her
depths of the Mists, the Five Nations survive—and own pride—or if she could be overthrown—things
above all, that this is a war that can be won. could change for the better. But for now, Dread
Dannel ir’Wynarn, queen of Cyre and rightful Metrol becomes darker by the day … and it won’t
heir to Galifar’s throne, was crowned in 943 YK be long before there’s nothing left worth saving.
at the age of seventeen. Though the youngest
queen in the history of Cyre, she guided her
nation through decades of war with charisma and
The Tragedy of Dannel,
cunning—supported by an absolute certainty in
her destiny as the ruler of Galifar. She knows that
Queen of Cyre
her people will endure any hardship in service of Queen Dannel ir’Wynarn is known across the Five
their queen, and since the Mists fell, she has put that Nations, respected even by her enemies for her elo-
resolve to the test. There can be no compromise quence, intelligence, and grim determination. She
with the forces of Karrnath; Metrol will emerge has led her people through four decades of bitter,
victorious, regardless of the cost. And the cost of brutal war, overcoming betrayals and fighting
the last four years has been high indeed, as they’ve enemies on all sides. But this long struggle has
weathered an endless siege and relentless assaults of taken its toll. It’s well known that Dannel is a poet
the dead. Today, all citizens of Metrol serve the war and skilled musician, but fewer realize that she’s
effort, fighting for their very existence. Artisans also a brilliant artificer, and that she contributed to
produce weapons and uniforms. Laborers endlessly the design of some of House Cannith’s most unique
toil to repair the damage done each night. Those creations, such as the warforged colossus. However,
willing to fight defend the walls, while those who Dannel’s brilliance has an edge, and her creations
aren’t contribute in … other ways. The dragon- often have a cost in innocent blood or life-energy.
marked houses compete to produce more effective Over the last four years, she has suffered terrible
tools of war—tools that often consume the subjects injuries, and was nearly torn apart when a dracolich
required in their creation. House Vadalis experi- breached the Royal Vermishard. But Dannel will
ments with strains of lycanthropy and other ways never accept defeat; she and Starrin d’Cannith
to make monsters. House Cannith strengthens have fused mithral and steel to her flesh and bone,
citizens with warforged grafts—or harvests and today, she literally rules with an iron fist. Her
their organs to repair these same golem soldiers. people believe that she cannot die—that whatever
Nothing is wasted in Dread Metrol. happens, she’ll always find a way to return.
4
Chapter 1: The Domain of Metrol
Everyone knows that the young Dannel took the and insights. Another possibility is that it’s the
throne after her father Connos died on the battle- overlord Tul Oreshka, known as the Truth in the
field. Her people were amazed and inspired by her Darkness—an overlord known for revealing secrets
courage and determination to fight, and she proved that can unhinge even the strongest mind. If this is
smarter than generals many times her age. But the case, the Mourning might have actually hidden
there is a more sinister side to the story: ever since the release of the Truth in the Darkness, and Tul
she was a child, Dannel has heard a voice whis- Oreshka is the true ruler of the Mournland. A
pering to her from the dark. The voice told her of third possibility is that the voice has always been
her destiny, that she and she alone could lead Cyre Dannel—but it’s the future voice of Dannel in
to victory. And it revealed the secrets of the people Dread Metrol, the voice of the Darklord guiding
around her—revealing just how weak the people her younger self to follow her path.
she trusted and respected truly were. At first she Dannel is brilliant. She is a skilled artificer,
had doubts, but everything the voice told her proved and she’s still a gifted poet. But she has become
true, so she gradually began to trust and believe it. obsessed with the betrayals, with the failures of
She could see that King Connos was failing to lead those around her, and with the determination that
the nation to victory as it deserved. While she loved she will win the fight—even if she has to sacrifice
her father, she also saw all of his flaws—and decided everyone and everything she loves in the process.
to take Cyre’s future into her own hands. Connos’s As a Domain of Dread, Metrol is designed to
death on the battlefield was not by enemy hands, torment Dannel. She is trapped in the last gasp
as commonly believed; rather, his squire Marson of Metrol—forced to experience
killed him on Dannel’s orders and according to her an endless battle against an
plans, allowing her to rise to the throne. implacable foe—while also
In the public eye, Queen Dannel was charis- grappling with her own obsti-
matic and brilliant. But the voice still whispered to nate ignorance and her belief
her, revealing the weaknesses of those around her that the battle can be won.
and reminding her of every betrayal. It promised In her pursuit of victory,
that she alone could lead the nation to victory— she’s become the very
but only if she was willing to walk a bloody path. monster that her people
It’s up to the DM to decide exactly how far fear. Every moment in
Dannel has gone in pursuit of victory. It may be Metrol reflects either
that it takes hundreds of Cyran souls to animate the horrors of the
a warforged colossus, and Dannel was willing to war—the terror of
pay that price. Her first son, Prince Brusst, died the endless siege—
as an infant—presumably a natural death, but or the crushing
it’s possible that Dannel herself was responsible, burdens imposed
making a bargain with an archfey or even binding by the queen’s
his essence to one of her artifice creations (in willingness to
which case he might still be alive, in some form). sacrifice anyone
It could even be that Dannel is herself respon- and anything.
sible for the Mourning. Perhaps she and Starrin
d’Cannith were working on an arcane shield that
could protect an entire nation, and she ignored the
dangers. Or perhaps she knew exactly what she
was doing; her voice told her that Cyre was going
to lose the war, but showed her a path that would
mean she would never have to surrender—even if
her pride would destroy the nation itself.
The DM also holds the answer to an important
question: who, or what, is the voice Dannel has
heard all her life? It’s possible that it’s always
GAOZ
5
Chapter 1: The Domain of Metrol
The Horrors of War that your corpse will be raised by unseen necroman-
cers and pressed into service the following night.
Every Domain of Dread explores different aspects Most nights involve a simple, direct assault—
of horror. In the domain of Dread Metrol, the masses of skeletons and zombies swarming against
people are trapped between an implacable, ter- the walls of Metrol, scaling the barriers, and
rifying enemy and a ruler willing to sacrifice clashing with the Cyran soldiers holding the para-
anything in pursuit of victory. Posters plastered pets. While brutal and terrifying, it’s something
around the city repeat key messages: the Cyrans have faced and repelled hundreds of
times. But the Karrnathi attacks aren’t entirely
D o Your D uty
predictable, and some nights they bring stranger
The Q ueen Will Save Us and more terrifying weapons to bear. Here are a
Dannel I s Watching few that have been seen in the past.
Everyone is searching for some way to contribute Siege Weapons
to the defense of Metrol. Essentially, you need
The standard attack involves masses of undead
to appear to be busy—to Do Your Duty—or
infantry attempting to scale the walls through
the queen will find a way for you to contribute.
sheer numbers and brute force. But on some
This could mean being pressed into service with
nights, the army of the dead employs massive
the army or assigned to a work crew shoring up
siege weapons. These can be simple, mundane
defenses—these conscripts are the lucky ones.
weapons—battering rams, siege towers—or uncon-
The not-so-lucky find themselves “assigned” to
ventional and terrible ones. The Karrns often use
the Kennels or the Forge. In the Kennels, House
catapults to fling packs of ghouls or other undead
Vadalis will change you, make you harder, better,
forces into the city; while most undead flung in
faster, stronger—at any cost. In the Forge, odds
this way are destroyed by the impact, even a few
are good that you’ll end up as spare parts for the
ghouls can wreak havoc in a densely populated
Reconstructed, the patchwork warforged that
part of town. Three years ago, the Karrns dragged
defend the city. People live in terror of being sent
a massive siege staff EXE into position—an eldritch
to the Kennels or the Forge, but no one dares to
cannon the size of a mature redwood tree. With it,
challenge Dannel: after all, The Queen Will
they shattered the Vermishard of Gold, bringing
Save Us. Though many among the common folk
the massive stone spire crashing down upon the
are beginning to doubt that Dannel truly does have
city below. Cyran forces launched a heroic assault
an answer, the army and the Watch remain devoted
and shattered the staff, but they took tremendous
to her, and no one dares to speak against her … for
losses in the process. The pieces of the shattered
Dannel Is Watching. Meanwhile, many citizens
staff are still out on the battlefield; the army occa-
still truly believe in the queen. She carried the
sionally sends out forces to harvest wood from the
nation through decades of war—surely she’ll find a
staff, hoping arcane power remains within the
way to save her people once more. Such loyalists are
wood, but this is dangerous work.
quick to attribute any misfortune to the actions of
Karrnathi spies and sympathizers, and they report Aquatic Assault
all suspicious activities to the Shepherds. The River Melandor flows into Metrol, and
Here are a few elements to keep in mind Starmantle Bay lies at the heart of the city. Queen
while designing or running an adventure set in Dannel has placed barricades on the Melandor, but
Dread Metrol. those have been breached in the past. Typically,
Endless War an aquatic assault involves a force of undead
soldiers—who don’t need to breathe—emerging
Every night, the forces of Karrnath emerge from the from the water to strike within the city. Shortly
Mists to assault the city. Traditionally, Karrnathi after the Mists surrounded Metrol, an undead
armies blend living and undead units, but the dragon turtle emerged from Starmantle Bay, shat-
forces besieging Metrol are entirely undead; they tering the northwestern docks and wreaking havoc
can’t be reasoned with and don’t accept surrender. before it was finally destroyed. To help defend the
When you face them, the only options are victory or bay, House Vadalis has since stocked the bay with
death—and dying at the hands of the Karrns means swarms of shredderfish, a magebred quipper
6
Chapter 1: The Domain of Metrol
that rapidly destroys even wood and metal; you can Plagues and Curses
learn more about shredders in this book’s adven-
d4 Threat
ture, “The Mourning After.”
1 The Hunger. Humanoids feel an intense
Aerial Assault hunger and a drive toward cannibalism. Any
While rare, aerial assaults allow the Karrns to who give into this impulse slowly transform
directly strike against city leadership on the into ghouls.
Vermishards. These strikes usually involve squads 2 Restless Dead. Any humanoid who dies
of wraiths and shadows, though more dangerous in the region rises as a specific type of
attacks include banshees. Last year, a blue undead creature after one minute. Zombies
dracolich led a force of zombie wyverns in a devas- and shadows are commonly associated
tating attack on the Royal Vermishard, but Dannel with this curse.
has doubled the castle’s defenses and the creature 3 Hysteria. Those who sleep in the affected
hasn’t been seen since. region develop cackle fever, as described in
the Dungeon Master’s Guide. Afflicted indi-
Plagues and Curses viduals can spread the disease as normal.
While most attacks are direct physical assaults, 4 Broken Mirrors. Reflections in mirrors mock
occasionally the Karrns fling plague bombs or the people who cast them, and if anyone
unleash mass curses in the city. These can involve gets too close, the reflection may reach out
AOTSUKI BLUEMOON
mundane diseases or more gruesome effects—swift of the mirror and strike at them. These spirits
wasting diseases that consume flesh, curses that have the statistics of ghosts or shadows,
turn people into ravenous ghouls. Several districts except that they have a speed of 0 and are
of the city have been abandoned after their resi- banished if the mirror is shattered. If mirror
dents were killed, because the lingering curses ghosts use the Possession trait, the ghost is
destroyed as soon as it leaves its host (or is
can’t be removed. The Plagues and Curses table
driven from it).
provides a few examples of possible curses.
Chapter 1: The Domain of Metrol
The Unknown
Part of the terror of the war is that it’s not pre-
dictable. The people of Metrol know they’ll be
attacked every night, but they never know if
tonight’s attack will be a simple skeletal horde
or a never-before-seen threat. Will horrifying
figures burst out of the river or come boiling
up from the sewers? Will the abandoned house
next door become infested with the shadows of
its former inhabitants? The uncertainty is excru-
ciating. The city’s strategists are baffled as to how
Karrnath can possibly support and field such a
diverse range of attacks; if they have a dracolich,
why did they wait so long to bring it to the battle-
field? Why don’t they use siege equipment every
night? The simple fact is that there is no logic Reminders of War
to the patterns of attack. Dannel asserts that the d8 Event
Karrns are trying to demoralize the people of 1 A long, low foghorn blast warns of an attack
Metrol, but these forces don’t actually have any- coming from Starmantle Bay; citizens should
thing to do with Karrnath; they may fight beneath retreat from the water.
Karrnathi banners, but they are creations of the 2 The street you planned to travel has
Dark Powers. been sealed by a makeshift barricade.
While the war is a nightly threat, it’s not some- Something is loose beyond the barricade—
thing player characters will generally interact with. a pack of ghouls? a virulent curse?—and
It’s a clash of armies, and ultimately, the battle Reconstructed soldiers are holding the line.
can’t be decisively won (despite Dannel’s determi- 3 You hear a chorus of haunting wails. It
nation that it will be). Adventurers may encounter could be Cyrans mourning their losses, or
small elements of the nightly attacks—a squad a squad of banshees attacking one of the
of shadows flying over the wall to wreak havoc, a Vermishards that tower above you.
zombie beast emerging from the river, a mob of 4 You smell smoke, and soon after, see the
ghouls flung by catapult, a building collapsing burned-out shell of a building. But this
due to arcane assault. They may venture onto wasn’t enemy action—a wererat guides
the Bloody Fields during the day to salvage the Reconstructed soldiers as they cleanse an
wreckage of the colossus or the shattered siege staff, infected structure with fire.
or pass through districts depopulated by curses 5 An armored wagon pulled by a massive war-
or infested with undead. But it’s just as likely that forged tribex moves slowly down the street.
adventurers in Dread Metrol will be fighting It’s a Cannith corpse collector, and a cloud of
against the monsters within the walls. They’ll flies swarms around the cart.
be dodging corpse collectors and press gangs, 6 You hear a jingling bell ahead. These plague
clashing with a fifth column that seeks to under- bells are set all around the town, and citizens
mine Queen Dannel, or dealing with Cannith are supposed to ring one if they’ve been
and Vadalis experiments that have gotten out of infected with a disease or show signs of a
control. The war is the backdrop, but adventurers contagious curse.
aren’t fighting the war, they’re trying to survive the 7 You find the remnants of a statue or monu-
siege. At the same time, the threat of the war can’t ment shattered by a blast from arcane
be forgotten; the Reminders of War table presents artillery. If you’re from Metrol, you might
inspiration for ways the player characters might be recognize the monument.
reminded of the war outside the walls. 8 A long, deep horn blast warns of trouble at
T STUDIO
9
Chapter 1: The Domain of Metrol
victims. Sometimes this procedure simply restores treason. And can you prove you weren’t possessed
a lost limb, but in other cases, they actually create by a Karrnathi ghost? The Suspicious Behavior
reborn soldiers from spare parts. Anything Jorasco table provides examples of actions that people
can’t use is passed on to House Cannith, where might find suspicious—and that the adventurers
Starrin d’Cannith is pioneering ways within the might notice in the people around them.
Forge to graft warforged components onto injured Metrol is protected by the loyal soldiers of the
soldiers … and ways to graft organic elements Queen’s Watch. These warriors and wandslingers
onto damaged warforged. The results are the patrol the streets looking for signs of treason and
Reconstructed; it’s often difficult to tell whether they crime. Since the siege began, Dannel has supple-
began as human or warforged. Meanwhile, House mented the Queen’s Watch with a secret police
Vadalis experiments with ways to turn civilians into force—officially known as the Queen’s Vigilant
living weapons—lycanthropy is an obvious start, Wardens, but more commonly known as the
but in the Kennels, they also experiment with troll’s Shepherds. Anyone could be a Shepherd, but you’ll
blood and other vile infusions. These attempts never know until they show their teeth; thanks to
have produced powerful creatures, but the tortuous the disturbing experiments of House Vadalis, the
process can overwhelm the strongest of minds, and Vigilant Wardens are wererats. Only the most loyal
many times the victims become more dangerous Cyrans are chosen to join the Shepherds, and Lady
than the enemy they were created to fight. Vera Seryan d’Vadalis swears that the wererat
strain she’s developed has no adverse effects on the
The Enemy Within subject’s personality. And perhaps that’s true, but
In an ideal world, the outside threat would draw the Vigilant Wardens are ruthless in their pursuit
everyone together to face this common foe, and of treason; most seem to delight in the
indeed, Queen Dannel calls for unity and sacrifice cruelty with which they carry
in her daily speeches. But despite these calls to out their work, and they
action, the people of Metrol are more divided than never seem to run out of
ever, driven by desperation and placing their own traitors to expose. While
survival over the needs of their neighbors. To justify questioning the actions
this, people latch on to the slimmest of excuses: of the Shepherds is itself
Halflings are all criminals. Changelings can’t be an act of treason, most
trusted. The Church of the Silver Flame is responsible of the people of Metrol
for this. I’ve heard those Aerenal elves practice necro- fear the Shepherds
mancy, I think all elves are to blame. Not everyone more than the Karrns.
gives into such petty bigotry, but many do. In this
time of senseless horror, people are desperate for
something to hold onto, and instead of holding onto Suspicious Behavior
each other, they look for someone they can blame. d8 Someone is …
This simmering aggression is further amplified
1 … talking to the crows and rats.
by the fear that there are Karrnathi agents within
Metrol—a fifth column working to undermine 2 … muttering to a locket or a portrait.
the queen and to destroy Metrol. Queen Dannel 3 … scavenging in an abandoned district.
herself embraces these rumors as an easy way to 4 … sharpening a Karrnathi dagger they claim
deflect from her own failings. Surely she’d have they took as a “souvenir.”
broken the siege for now—if not for the traitors 5 … whispering to someone else in a language
hiding within the city. Though anyone with obvious you don’t recognize.
ties to Karrnath would have been rooted out long
6 … flexing their fingers as if casting a spell.
ago, there is no shortage of rumors about hidden
agents. People can be possessed by Karrnathi ghosts! 7 … missing a finger.
Karrnath’s queen is an elf—maybe all elves are 8 … watching you a little too intently.
working for the Karrns! And what about vampires?
REFLUO
10
Chapter 1: The Domain of Metrol
11
The Vermishards of Dread Metrol
1. Vermishard of Blood (The Kennels)
2. Vermishard of Steel (The Forge)
3. Vermishard of Law
4. Vermishard of Gold (Destroyed)
5. Royal Vermishard
6. Vermishard of War River
7. Vermishard of Lore (Occupied) Melandor
1 2
5
4 Starmantle
Bay 7
6
Dead Man’s
Land
from their heights, while soldiers defend the for- provide quick access to the heights, but the main
tresses carved into the spires themselves. way to reach the Vermishard palaces is through the
At a glance, the Vermishards appear to be spikes base. Each shard has a central levitating lift, which
of solid stone. But there are halls and chambers works much like the lifts of Sharn. Failing that,
carved throughout the shaft of each Vermishard, reaching the top of a Vermishard requires climbing
as well as subterranean chambers below. In this, hundreds of stairs through hallways that can easily
they are not unlike the mighty towers of Sharn, be sealed off or flooded with oil. For the most part,
12
Chapter 1: The Domain of Metrol
the nobles in the heights have always considered facilities, not clinics or soup kitchens—and the
themselves to be unassailable. The Karrnathi ban- restriction keeps the greatest minds and mage-
shees—and more recently, the dracolich—proved wrights of both houses out of the reach of raiding
that to be arrogant and incorrect. ghouls or desperate citizens.
Each Vermishard serves as the heart of a
district devoted to the theme of the spire; before The Royal Vermishard
the siege, the Vermishard of Gold was the heart The grand palace of Queen Dannel ir’Wynarn is
of the Market district, while the Vermishard of heavily fortified, matched only by the Vermishard
Lore was the center of the Lycaeum. While the of War. Once, its halls were filled with illusory
Vermishards are large and impressive, they aren’t exhibitions and beautiful artwork; now, these
as large as the towers of Sharn; as a result, while treasures have been cleared away to make room
the Vermishard Academy is atop the Vermishard of for soldiers and siege equipment. Only at the top
Lore, most of the schools and museums of Metrol of the spire has the royal palace been preserved in
are in the district around the spire. Likewise, most all its grandeur, surrounding Queen Dannel and
of the soldiers of Metrol are garrisoned around the her courtiers with gold and light as they dwell in
Vermishard of War. a lingering vision of Cyre in its glory. Here, you
The following sections provide a quick overview can still find a gallery with the works of Galifar’s
of the seven Vermishards. greatest artists. In the grand hall, magewright
chefs serve conjured meals the people on the
The Forge streets below could hardly dream of. There’s even
House Cannith has a long history with Cyre, and a hall of artifice—an arcane workshop that rivals
centuries ago, the house was granted one of the anything in the Forge, where Dannel herself crafts
seven Vermishards. While officially named the weapons and rebuilt her own ruined body.
Vermishard of Steel, it’s commonly known as the
Forge. Many of the Forge’s most important facili- The Vermishard of Gold
ties lie below ground; in these depths, the house Once the golden heart of Galifar itself, this
produces the infamous Reconstructed. The spire Vermishard held the Royal Treasury of Galifar—
that rises above the city contains vaults of wonders the royal mint and the vault holding the greatest
produced over the ages, along with barracks for the treasures of the united kingdoms. Three years ago,
many magewrights and artisans that work in the the Vermishard of Gold was broken by the most
depths. The top of the Forge is the Palace of the devastating arcane bombardment Metrol has expe-
Gorgon, the personal domain of Starrin d’Cannith. rienced. The spire collapsed to the east, crushing
the markets of Metrol as the Vault itself fell into
The Kennels Starmantle Bay. Over the last few years, people
Before the siege, this spire was known as the have scavenged everything that could be easily
Vermishard of Blood. While the title might sound salvaged from the fallen Vermishard, but there are
ominous, it merely referred to the noble blood vaults and sections of the Vermishard that remain
of the inhabitants; the spire held the mansions sealed—some protected by powerful wards and
of many of Metrol’s noble families. During the traps that even the Queen’s Watch can’t undo.
first year of the siege, Queen Dannel seized the
Vermishard of Blood and displaced the nobles, The Vermishard of Law
granting the space to three dragonmarked houses The Royal Vermishard is the royal estate, but
that previously only had minor facilities in the Vermishard of Law is the practical center of
Metrol. The base of the spire belongs to House civic administration and the seat of the Queen’s
Vadalis, and it is here that they create their living Watch. Lesser courtrooms and other public-facing
weapons—leading to the spire being dubbed facilities are housed within the lower spire, with
the Kennels. The upper spire is shared between archives, offices, and Watch garrisons above. At
House Ghallanda and House Jorasco, and it is the summit, the Palace of Law holds the chambers
here that they work their magics creating food of the City Council, the mansion of the mayor, and
and developing experimental medical techniques. the great hall where nobles and other important
The public has no access to the upper levels of figures face justice. Meanwhile, Metrol’s prisons—
the Kennels; these are research and production known as the Deep Prison—descend below the
13
Chapter 1: The Domain of Metrol
spire. Since the siege, the subterranean prison has The Vermishard of War
been filled to bursting with suspected spies and The Palace of War is the seat of Cyre’s military
accused traitors, and there is a constant stream of leadership, where commanders plotted the course
executions on the plaza around the spire. of the Last War. The spire below the palace is a
The Vermishard of Lore fortress, and the Vermishard is surrounded by
The heart of the Lycaeum district, the Vermishard garrisons and drill yards. In many ways, the Forge
of Lore held the royal library of Galifar. Its is the cornerstone of Metrol’s defense, as the city
spiraling corridors contained volumes of poetry, relies on the Reconstructed and the weapons pro-
arcane treatises, and much more—including the duced by the Forge. But the Vermishard of War is
original manuscript of Karrn the Conqueror’s the heart of the traditional army, and this is where
famed Analects of War. Atop the spire lies the people pressed into service are brought.
Vermishard Academy, where the nobles of Galifar
studied magic; while not as versatile as Arcanix,
Crown Point
the Academy was considered the finest place to The peninsula of Crown Point extends between
learn the arts of enchantment. The Lycaeum was Starmantle Bay and the River Melandor. It serves
LAURA HIRSBRUNNER
lost to the enemy in the second year of the siege, as the seat of the Royal Vermishard and the
and the current status of the Vermishard of Lore Vermishard of War. While the civic administra-
is unknown. By now, it is likely infested with tion of Metrol is largely based in the Vermishard
wraiths and shadows—and it’s possible that some of Law, Crown Point was once the heart of Cyre
of the Vermishard Academy’s greatest enchanters and Galifar itself. Each of the Five Nations and
still survive as undead terrors. grand duchies had embassies in Crown Point,
though these were shuttered early in the Last
The Districts of
Dread Metrol
River
Melandor
Northshore Crown
Point
The
Starmantle Lycaeum
Bay
Dead Man’s
Land Southshore
14
War. The Vermishard of War always maintained
garrisons in the quarter, and over the last four
years, almost every available building has been
converted to military use. Crown Bridge—which
once connected Crown Point to the Lycaeum—
has been destroyed, and anyone entering from
Southshore must pass through a host of check-
points and barricades. Though much of Metrol
still operates as a city, Crown Point is effectively
an active military camp.
Noteworthy Locations
The Royal Palace stands at the summit of
the Royal Vermishard, where Queen Dannel
watches the city from her high perch.
The Armory of Galifar once held the most
impressive engines of war possessed by the
Five Nations. While most everything with
any value has long since been deployed, the
Armory holds some interest as a museum
containing obsolete weaponry and the
regalia of former monarchs.
The Lycaeum
The Lycaeum is the easternmost quarter of
Metrol and has much in common with the
University district of Sharn. Cut off from the
rest of Metrol by the River Melandor, it is a city
within a city designed to support the student
population. The Lycaeum was the first section
of Metrol to suffer significant breaches, and in
996 YK Queen Dannel declared it indefensible.
All surviving citizens of Metrol were evacuated
and the Crown Bridge—the only bridge to the
western city—was destroyed. For the last two
years, it has been left to fester and rot.
The Lycaeum, clustered around the
Vermishard of Lore, included a large public
school, a few smaller boarding schools, and
several universities—the most prestigious of
which was the Vermishard Academy atop the
central spire. The area also included taverns
catering to the student population and housing
for the staff (some of which was in the Lycaeum’s
Undercity). To the east, the wall surrounding the
Lycaeum has been shattered in multiple locations.
Many major structures have been completely
destroyed by arcane bombardment, and the
MIKESILENT
16
Chapter 1: The Domain of Metrol
the two districts known as Dead Man’s Land. This The Vault was atop the Vermishard of Gold,
cursed region is covered by a low fog that obscures embedded into the spire. This held many of
visibility—not as thick as the Mists, but enough to Galifar’s greatest treasures, along with the Royal
hide deadly threats. Dead Man’s Land is infested Mint. When the Vermishard collapsed, the Vault
with ghouls and other undead, and any humanoid fell into Starmantle Bay. A properly equipped
who dies within the area rises as a ghoul after team could salvage wonders from its extradi-
one minute. The Bridge of the Dead—described mensional vaults, but its magical wards are still
below—is the sole overland passage across Dead in place and there could be undead horrors in
Man’s Land. Traffic between quarters must either the depths of the bay.
cross the Bridge of the Dead, cross the high bridge Osserak Manor. Located in Gilded Arch, this
between the Royal Vermishard and the Vermishard was once the estate of a wealthy Aurum
of Law, or travel across Starmantle Bay in one of Concordian, but it was seized early in the Siege
the remaining boats. It’s also theoretically possible and converted into a western command center
to travel between quarters through the Undercity, for the army. Concordian Dalen Osserak had
but the sections below Dead Man’s Land share its many secrets hidden in their mansion, and
curse and are infested with ghouls. adventurers working with the Unbroken resis-
tance might infiltrate the estate to recover these.
Noteworthy Locations
The Bridge of the Dead is a grisly relic of the Southshore
brutal battle that occurred when Karrnathi Running along the southern edge of Starmantle
forces breached one of the southern gates. The Bay, this small quarter was the entertainment hub
monstrous mercenaries of House Tharashk of Metrol and a center for tourism. It contained a
played a crucial role in containing the breach. host of inns, theaters, and restaurants, as well as
During their heroic last stand, a squad of the major temples and shrines of Metrol. Most of
medusas created a makeshift wall from the Southshore’s permanent residents were associated
bodies of the attackers—a barrier formed from with the businesses found here.
intertwined, petrified skeletons and zombies. In Southshore has been hard-hit by the siege. While
the months that followed, Cannith engineers not entirely abandoned, several neighborhoods—
used mortar and quickstone to build a bridge notably the temple ward—have been ravaged by
on this gruesome foundation. The Bridge plague and lingering curses, and the Queen’s Watch
of the Dead is the only safe passage between has sealed many of the grand theaters. However,
MIKESILENT
Northshore and Southshore. All traffic must some of the faithful are willing to risk the dangers
pass through heavily secured checkpoints, and to remain close to the seat of the Sovereigns and
people without official business may have to their faith, and the sealed buildings can be an
bribe guards in order to cross the bridge. excellent place for the Unbroken to meet in secret.
17
Chapter 1: The Domain of Metrol
18
Chapter 1: The Domain of Metrol
19
Chapter 1: The Domain of Metrol
Queen Dannel:
Darklord of Metrol
A casual scholar might wonder why Queen Dannel
ir’Wynarn would become the Darklord of Metrol.
Crowned at seventeen, Queen Dannel—whose
story is told at the start of this chapter—has
guided her nation through four decades of war.
Throughout her reign, Dannel has been beloved
by her people, celebrated as a champion who stood
firm against the enemies of the nation. But the
iron was always within Dannel; the siege of Metrol
simply peeled back the skin and revealed the iron
fist that lies beneath it.
Dannel is convinced that she alone can save
both Metrol and Cyre. She genuinely believes in
Cyre, and in the courage and capabilities of the
Cyran people. She’s certain that all true Cyrans
support her and are willing to make the sacrifices
required to triumph—and this means that anyone
who doesn’t support her is no true Cyran. Dannel
is a remarkable person—a brilliant strategist and
an exceptional artificer—but her hubris and para-
noia are consuming her. This is reflected by her
physical transformation, as she replaces weak flesh
with leather and steel. There’s still a part of her
that cares about her people and hates to see them
suffer; but this is being squeezed out by her need to
achieve victory, whatever the cost.
The common people love Dannel, but they enemies she battles. She believes that the people of
don’t know that she arranged the death of her Cyre are willing to make any sacrifice, and many
father, that she may have sacrificed Prince Brusst, of them are—but she doesn’t realize just how hor-
or that she might even be fueling the warforged rifying those sacrifices are.
colossuses with Cyran souls—and these are just a Dannel ir’Wynarn is the absolute ruler of
few particularly dramatic examples. Across those Metrol. She has the loyalty of the army and the
forty years, Dannel’s pride has driven her down Queen’s Watch, and the dragonmarked houses
ever-darker paths. Even before the siege, she had follow her lead. She addresses the people daily,
come to believe that only she could lead Cyre to and most of the common folk believe that The
victory and that any sacrifice was justified—and Q ueen Will Save Us and that Dannel I s
it is entirely possible that she set the Mourning in Watching. And she is watching—but from a
motion, that she was willing to risk the destruction great height, from which it’s easy to see people as
of the entire nation for a chance at victory. pawns. Dannel hasn’t left the Royal Vermishard in
The tragedy is that Dannel—a brave, bold over three years, always requiring her generals and
military commander—truly does love her people commanders to come to her. It’s possible that she
and her nation. But looking down from the Royal can’t leave—that there is something in her arcane
Vermishard, she approaches the siege as a game workshop that is sustaining her half-construct
of Conqueror or Chess, becoming obsessed with form. However, it’s more likely that she doesn’t
victory and losing sight of the cost. She loves her want to see what’s become of her city—while she
people in the abstract but doesn’t realize that she can look down from on high, she doesn’t want to
GAOZ
has become a greater threat to them than the face the suffering people endure on the streets.
20
Chapter 1: The Domain of Metrol
21
Chapter 1: The Domain of Metrol
23
Chapter 1: The Domain of Metrol
FOTOKOSTIC
on every wall and watchtower, and troops con- embodies the horrors of war, not its triumphs,
stantly prepare for the nightly assault. Engineers and the army is plagued by arrogant officers, low
repair damaged barricades and ready the defenses. morale, poorly distributed supplies, and any other
Guards patrol the streets, searching for any problems you can imagine.
signs of a new incursion. And as always,
press gangs look for folk who aren’t serving
a useful purpose; soldiers are killed every
night on the walls, and the army is constantly
being forced to lower its standards as it looks
for warm bodies.
The army is an omnipresent force in Metrol, but
it’s likely to remain in the background, since within
the city, adventurers are more likely to have prob-
lems with the Queen’s Watch. The army is focused
outward, on guarding and maintaining the walls
and readying for the next assault. The main threat
that they pose to adventurers is the danger of press
Chapter 1: The Domain of Metrol
Dragonmarked Houses the bodies of the dead. The collectors don’t care
where a corpse comes from or how it died; they’re
The dragonmarked houses operate indepen- just here to collect.
dently of all nations and took no sides in the Cannith’s primary production facilities lie at
Last War. However, within the first year of the the base of the Forge and below the ground, and
siege, it became clear that survival outweighed it’s there that the Reconstructed are created and
any concerns of commerce. For now, the houses maintained. Cannith has taken over all of the
are staunch allies of the queen and provide their smithies and other facilities in Northshore; here,
services free of charge … though you can be sure magewrights mend damaged arms and armor.
that if the siege is ever broken, Starrin d’Cannith The higher levels of the Forge hold laboratories
and Vera d’Vadalis plan to send Dannel a bill. where Cannith continues to develop new innova-
Members of House Cannith, Ghallanda, Jorasco, tions. These are usually new weapons to help with
and Vadalis are considered vital to the survival the siege, but if anyone is working on an eldritch
of the city. Active heirs have uniforms and are machine that could return Metrol to Eberron, odds
usually shown leniency by press gangs and the are good it’s in the Forge.
Watch—but only as long as they are carrying out House Cannith operations are managed by
the business of their house, which player charac- Starrin d’Cannith, the last baron of the house.
ters may find disturbing. He’s called the Gorgon, even among members
Many of the traditional dragonmarked services of his own house, in part reflecting his powerful
aren’t currently available in Metrol. However, the physique and imposing personality—but beyond
houses have accomplished many remarkable—and that, the gorgon is the symbol of House Cannith,
troubling—things over the past four years. House and to many people, Starrin is House Cannith. A
Vadalis creates monsters in the Kennels, and skilled artificer, he’s been involved with many of
House Ghallanda has developed a seemingly the key weapon developments of the past decade,
inexhaustible source of food. In part, these discov- all while helping the house maintain its delicate
eries have been enabled by techniques that were course as it sells weapons to all sides. He’s a char-
banned and suppressed in the pre-siege world, ismatic man who can somehow convince a ruler
and they’re also a testament to the genius of the that he’s their best friend even as he sells weapons
people involved. But it’s also quite likely that these to their enemies—and so it is with Starrin and
breakthroughs are tied to the Dark Powers—that Queen Dannel. In the present day, Starrin may be
these techniques couldn’t have been developed Dannel’s closest confidant, trusted even over her
in Eberron and don’t entirely follow the laws of generals and the commander of the Queen’s Watch.
arcane science. Can this knowledge be taken back Starrin respects Dannel’s skills as an artificer and
to Eberron by the people who escape the Mists? he’s worked with her to perfect the techniques
Could House Ghallanda add ragout to the stan- used to create the Reconstructed—techniques
dard menu of the Gold Dragon Inn, or can it only both Starrin and Dannel have used to strengthen
be created in Dread Metrol? their own bodies. So Starrin truly considers the
House Cannith queen to be a friend—but the Gorgon has always
House Cannith has always had a strong presence put his house above any friendships. It’s possible
in Metrol and occupied the Vermishard known that Starrin has the ability to seize control of the
as the Forge long before the war began. Today, Reconstructed; he has no reason to turn on Dannel
the house is absolutely vital to Metrol’s survival. at the moment, but if he could find a way to return
Cannith magewrights in the Forge and North the Forge to Eberron, he would do so without
Docks work tirelessly to maintain the equipment hesitation, even if it meant abandoning the queen.
of the army and the Watch, along with constantly House Ghallanda
searching for resources they can turn into new House Ghallanda was always well represented in
weapons. Since the start of the siege, those Metrol, but its members were scattered innkeepers
resources include people. As mentioned above, the and tavernmasters. When the siege began, it
army relies on Cannith’s Reconstructed, a fusion quickly became apparent that House Ghallanda
of warforged and organic soldiers. Cannith corpse would play a vital role in the city’s survival. Metrol
collectors patrol the city, trading ration chits for
25
Chapter 1: The Domain of Metrol
was never a self-sufficient city, and it relied on The recipe of the ragout is a closely guarded
the surrounding farms and villages for food. secret. While ragout is prepared in gruel kitchens
Queen Dannel had stockpiled dried meat and across the city, the base is made in the Kennels
other staples in preparation for a siege, but these enclave then distributed to the final chefs; most
supplies were never intended to last for years. Ghallanda heirs don’t actually know the secret,
This is where Ghallanda comes in. The Mark of and those who do almost never leave the Kennels.
Hospitality allows its bearers to purify spoiled food The truth might be horrifying, or it could simply
and even to conjure food and water from empty be disgusting—but if there wasn’t something
air. Working with the queen, the local Ghallanda disturbing about it, Ghallanda wouldn’t keep it a
viceroy—Lady Jola, better known as the beloved secret. The What’s In The Ragout table provides
innkeeper of the Rusty Crown—gathered together a few possible answers.
all of Ghallanda’s marked heirs in Metrol. Dannel Lady Jola d’Ghallanda was the most beloved
granted them the estates of the ir’Delias family in innkeeper in Metrol before the siege, and she
the Vermishard now known as the Kennels, and remains the perfect hostess. She can light up any
they converted the residences into a house enclave. room, and always has something positive to say.
From the heights of the Kennels, Jola and her bat- At the same time, it’s possible that her delightful
talion of chefs fight famine. demeanor is a carefully polished facade—and
This may sound innocent enough, but the that beneath that mask, she’s a ruthless manipu-
truth is a little more disturbing. The powers of lator who’s always ready to throw an enemy into
the Mark of Hospitality are limited. Using the the ragout.
powers of their marks and the focus items they
have available, the heirs can conjure delightful What’s in the R agout?
meals capable of feeding up to three hundred d4 Secret Ingredient
people … and these delicacies are reserved for the
1 Whatever the Cannith corpse collectors can’t
queen, her favored advisors, and other leaders of find a use for.
Metrol. So someone dining with the queen can
2 Troll! Ghallanda acquired trolls from House
eat roast tribex—it’s not real, but it feels real, and
Tharashk and worked with Jorasco to develop
that’s enough for most people. The house can
a form of Droaamite grist.
also produce around a thousand goodberries each
day, most of which are distributed to workers at 3 A newly developed strain of rapidly growing
the Forge and the Kennels. What about the tens fungus. It may have a hive-mind sentience,
but Lady Jola is certain there are no side
of thousands of other people unaccounted for? To
effects to eating it.
feed the masses, House Ghallanda has developed
something it calls ragout—a bitter gray gruel with 4 Waste products reclaimed from the sewers.
soft chunks of unknown provenance. Ragout is It’s disgusting, but there’s nothing actually
wrong with it.
deeply unpleasant, but two bowls of ragout each
day provide the nutrition needed to survive. Only
a few people refuse to eat it (including many
heirs of House Ghallanda, who instead live on
goodberries), and House Ghallanda distributes
ragout across the city. The largest food bank is
in the Metrol Arena in Southshore, but many
inns and taverns that were directly operated by
Ghallanda—including all of the Gold Dragon
Inns in Metrol—also serve as gruel kitchens. The
supply of ragout isn’t entirely limitless; people
have to have ration chits, and some are victims of
theft or prefer to trade their chits for other things.
So while it’s keeping famine at bay, there are still
ISWENYI
26
Chapter 1: The Domain of Metrol
27
of the Forge Vermishard. The airship docking
tower stands empty, but the enclave also includes
a storm spire—an eldritch machine that allows
powerful heirs with the Mark of Storm to control
the weather. Unfortunately, the Mists interfere
with the spire and Baeran can’t use its power to
disperse the Mists—but he can summon lightning,
and House Cannith needs that power. Cannith
normally fuels magic items with refined Eberron
dragonshards, but dragonshards are in short
supply, so Starrin d’Cannith has created an arcane
capacitor that can be charged by bolts of lightning,
and Lyrandar ensures that there is a constant
storm crackling around the top of the Forge.
Lyrandar heirs are rarely seen in the city below.
It’s possible that Lord Baeran and his kin are actu-
ally prisoners in their tower, forced to generate
power for Cannith. If this is the case, it may be
that pushing the spire to this extreme takes a toll
on the heirs who operate it—that there are only
a few marked heirs left, and that Starrin and the
Queen are willing to burn them all out if necessary.
House Vadalis
House Vadalis primarily works with beasts. Its
famous magebreeding techniques usually take
generations to produce results—incorporating
magic to create a superior creature, but in a slow siege, Vera approached Queen Dannel with a pro-
and subtle manner, not taking a goat and a lion posal, painting a picture of what would ultimately
and stitching them together to create a chimera. become the Queen’s Vigilant Wardens—agents of
But there have always been factions within the the queen with the strength of lycanthropes and
house that have yearned to push the boundaries the ability to move unseen through the populace.
of arcane science—to use the magic of the daelkyr She promised Dannel that if she was given suf-
and other dangerous techniques to create pow- ficient resources, wererats would be the least of the
erful monstrosities. During the War of the Mark, wonders she could create.
the Seryan family of House Vadalis unveiled an Queen Dannel was delighted with this proposal.
array of terrifying living weapons they’d created The Vadalis heirs within Metrol were brought
with these techniques—stirge swarms, enhanced together and placed under Vera’s command.
lycanthropes, and other terrors. After the War of Vera—who now calls herself Vera Seryan d’Vadalis,
the Mark, these creatures were destroyed and the and prefers the honorific “Lady Seryan”—worked
Seryan techniques were buried and forbidden. with Starrin d’Cannith to create magebreeding
House Vadalis never had a strong presence in facilities unlike anything found in Passage or Varna.
Metrol. Its local heirs were primarily merchants It took time and several harsh lessons for the Vadalis
and farriers, selling mounts and providing stabling heirs to accept Lady Seryan as their leader, but
and care. But when the siege struck, a Vadalis over the last four years, the Kennels have become
negotiating team happened to be at the Royal an important part of Metrol. Their greatest contri-
Vermishard—emissaries from Varna, working out bution is the wererat lycanthropy employed by the
the details of some long-term contracts. This team Shepherds, but they are constantly experimenting to
CAMILLE KUO
included a magebreeding consultant, Lady Vera create horrifying and deadly living weapons. Lady
d’Vadalis—a scion of the Seryan line and a student Seryan seized the surviving monstrous mercenaries
of their forbidden arts, with a particular interest in who were working for House Tharashk—including
the curse of lycanthropy. In the aftermath of the trolls, gargoyles, ogres, and a few medusas—and
28
Chapter 1: The Domain of Metrol
has used this stock as the foundation of several House Medani’s most capable members have
bizarre creations. Their work is more dramatic been incorporated into the Queen’s Watch.
than anything traditionally seen from House Daera d’Medani was a renowned inquisitive
Vadalis; it remains to be seen if these techniques before the siege; she now serves as the acting
could be replicated in Eberron, or whether they commander of the Shepherds, both a wererat
rely on the dark influence of the Domain of Dread. and the public face of these secret police.
At this point, there’s no telling exactly what House Orien’s leadership was accused of
Lady Seryan is working on in the Kennels. She fomenting treason and working with the
quickly began experimenting on humanoid sub- Karrns in the early days of the siege. Almost
jects, including the Vadalis heirs working in the all members of the house have been executed,
Kennels; even if they aren’t lycanthropes, many and an Orien heir would be wise to keep their
of the Kennels’ staff are no longer entirely human. mark hidden.
Suspected traitors and violent criminals are House Phiarlan’s matriarch once guided the
often sent to the Kennels as fodder for Seryan’s house from the Demesne of Shadow in the
work—along with any other citizens deemed Lycaeum, but all Phiarlan heirs in the Demesne
“unnecessary.” The Kennels have produced some disappeared on the night of the siege. It’s pos-
remarkable successes, though many can’t be sible that they were traitors who fled the attack,
reproduced; sorcerers, barbarians, or other player but something stranger may have happened—
characters from Metrol could describe their class some whisper that the elves have been trapped
abilities as being the result of Vadalis experiments. in their own shadows. The few Phiarlan heirs
Unlike Lord Pale of House Jorasco, Lady Seryan left in the city know nothing of what happened
is eager to return to Eberron. She believes that her that night, but they’re often still treated with
successes in Metrol will vindicate her family—that fear and suspicion.
when she returns, Vadalis leadership will surely be House Sivis’s lines of communication with
amazed by what she has accomplished. This may Eberron have all been cut off by the Mists.
or may not be true, but if adventurers do find a The heirs of House Sivis now work in the
pathway back to Eberron, Lady Seryan could be a Vermishard of Law, producing ration chits and
dangerous ally. other official documents.
House Tharashk’s force of monstrous merce-
Other Houses naries, which was stationed in the city before
The other dragonmarked houses have little signifi- the siege, played a crucial role in containing
cant presence in Dread Metrol. Their commercial one of the most significant breaches of the first
operations were shattered by the siege, and most year. Tharashk medusas created the foundation
of their capable heirs and resources were incorpo- of what’s now known as the Bridge of the Dead,
rated into the Watch or the army. While heirs of which connects Northshore and Southshore.
these houses remain in the city, the houses them- Most of Tharashk’s mercenaries died in this
selves aren’t powerful factions. battle; the remainder were seized by Queen
House Deneith’s surviving mercenaries have Dannel and given to Lady Seryan of House
been incorporated into the army. Queen Dannel Vadalis to use as she saw fit. Surviving Tharashk
has three Blademark heirs who serve as her heirs have either joined the Watch or gone under-
personal bodyguards. There are rumors of a ground to work with the Unbroken. The half orc
lone Sentinel Marshal who’s been operating as a Arul’aashta, a peerless tracker and deadly warrior,
vigilante in the Undercity, protecting innocents is a former Tharashk bounty hunter who now
from both the undead and the Watch. tracks down accused traitors for the Watch.
House Kundarak’s enclave was crushed when House Thuranni never had a strong presence
the Vermishard of Gold collapsed. Some of the in Metrol, but it maintained a few hidden
surviving Kundarak heirs now work as jailors in safehouses to support agents in the field. These
the Deep Prison below the Vermishard of Law; sanctuaries could be valuable resources for
others help with the defenses on the walls and adventurers or the Unbroken … but there’s no
maintain the wards in the Royal Vermishard. telling what traps Thuranni left behind.
29
Chapter 1: The Domain of Metrol
30
Chapter 1: The Domain of Metrol
heart. Today, she’s cruel and calculating, a hunter The Unbroken are the most organized resistance
who enjoys playing games with her prey. It’s within Metrol. They’re a loosely structured force
quite possible that she knows many of her targets because they have to be—it’s impossible to evade
aren’t actually traitors, but she enjoys playing the Shepherds forever, and they need to be sure
on the queen’s paranoia and building the myth that no one prisoner can expose every cell. They
of hidden threats to the city. The Shepherds are walk a precarious line, because every night the
a secret police force and most of its members city is attacked, and they don’t want to expose
remain undercover throughout the city, but innocents to slaughter at the hands of the undead.
Daera is the public face of the order. She’s the But they try to target the evils they can eliminate.
person who accepts reports from informants and The Unbroken free prisoners being sent to the
speaks on behalf of the Shepherds. The Queen’s Kennels, save innocents being tortured in the deep
Watch Officers table can be used to generate prisons, free people trapped in plague districts in
Watch officers when one is needed. the Undercity. They hide those unjustly accused of
treason and kill Shepherds who are clearly abusing
Queen’s Watch Officers their power. And whenever possible, they target
d10 Nickname Species Detail supernatural threats within the city, doing what
they can to exorcise hauntings, kill ghoul packs,
1 Chuckles Human Undercover
Shepherd wererat and bring an end to dangerous curses.
All of this means that an Unbroken cell is an
2 Dirk Human Drinks too much
obvious patron for a group of player characters
3 Sunshine Half-Elf Dislikes in Dread Metrol. Each individual cell has limited
adventurers resources, and a group of adventurers can allow a
4 Grim Dwarf Angling for a bribe cell to accomplish greater things. This is the under-
5 Mumbles Halfling Hardworking and lying plot of “The Mourning After,” the adventure
virtuous in the next chapter of this book. With that said,
6 Blue Goblin Deeply religious the Unbroken may not live up to their altruistic
ideals. Dread Metrol embodies the horrors of war,
7 Maul Shifter Smart, but nervous
and these include greed and vengeance. While
8 Junior Elf Secretly working they speak of fighting injustice, Unbroken leaders
with the Unbroken may actually be pursuing personal agendas. They
9 Scrappy Gnome Expert wandslinger could be seeking vengeance against old enemies
10 Lucky Warforged Getting too old for or trying to stockpile goods and gold in the hopes
this of making a profit once the siege is broken. An
Unbroken leader could be loyal to a foreign power,
The Unbroken working to bring down Dannel regardless of what
Life in Metrol is difficult and dangerous. If you it means for Metrol. Any member of a cell could be
catch the wrong kind of attention, you’re liable to a spy for the Shepherds, trying to identify as many
be conscripted into the army—or worse, be sent traitors as possible before leading the cell into an
to the Kennels. You don’t know what’s in the stew ambush. The Unbroken can be a point of light in a
that you’re eating, but you know that if you com- dark world, but a DM who wants to emphasize the
plain, a hidden wererat in the room could have you horror aspects of a campaign can highlight that in
dragged off to the deep prisons as a traitor. And Dread Metrol, what appears to be a point of light
after you’re dead, the corpse collectors will chop may just be an oncoming lightning rail.
you up for spare parts. Beyond this: even if you Unbroken cells are constantly changing; if any
wanted to fight the queen, what would that accom- member were too well known, they’d quickly be
plish? The undead are at the gates, and Queen brought down by the Shepherds. The Unbroken
Dannel is the only thing keeping them at bay. It’s Secrets table provides inspiration for cell members,
enough to break even the strongest spirit, and yet personal quirks, and potential secrets—but keep
there are some who remain unbroken, who feel that in mind that not every agent has a secret. Those
they must fight the injustices they see in Metrol, provided here are extreme, and most likely only
even in the face of the Karrnathi apocalypse. one member of a cell would have such a secret.
31
Chapter 1: The Domain of Metrol
Unbroken Agents
d8 Name Quirk Secret
1 Dalen Osserak, human Survived torture in A former member of the Aurum, they want to reclaim
merchant the deep prisons their fortune when this is over.
2 Brass, dwarf smuggler Served in the Watch Their judgment is impaired by a personal tragedy.
3 Malas Min Dorian, gnome Mutated by Vadalis Secretly serves as a Brelish Dark Lantern, a Royal
sage experiments Eye of Aundair, or an agent of Karrnath.
4 Nyra Tass, human templar Escaped a plague An agent of the Dreaming Dark, possessed by a
of the Silver Flame quori, and desperate to find a way back to Eberron
and Dal Quor.
5 Tulan Ilayne, halfling priest Knows Shepherds A wererat and spy for the Shepherds, waiting for the
of the Sovereign Host killed their family right moment to betray the cell.
6 Eloquence, changeling Hates the Karrns Possessed by the ghost of a Cyran who died in the
entertainer siege, determined to complete unfinished business.
7 Maen Heston, elf ex-soldier Relentlessly Secretly a rakshasa agent of Sul Khatesh, content
optimistic that all of this is part of their plan.
8 Root, shifter farmer and Always has a story A shapechanged adult gold dragon and Chamber
possible druid to share agent, planning to guide the adventurers to bring
down Dannel.
The Unbroken are the most organized and Survival. The main challenge is simply to survive
idealistic resistance in Metrol, but other dissidents another day. Adventurers can help whoever can
certainly hide in the shadows: criminals and spies, be helped, working with the Unbroken or pur-
people who were dangerous even before the siege; suing justice on their own. But there is no grand
nobles and merchants, angry about losing their scheme: the ultimate goal is to live and hope that
wealth and influence; idealists making a principled tomorrow might be the day that things get better.
stand; cultists gripped by delusions. Such random Escape. The adventurers want to leave Metrol
dissidents don’t have any sort of unified agenda or and return to Eberron (or wherever they came
goal. While the Unbroken are loosely organized, from). They could simply be trying to find their
cell leaders do have ways to pass messages and are own way out, working to help others escape, or
working toward an overall goal, whereas the rem- even trying to find a way to return Metrol itself
nants of the Red Knives (a street gang before the to Eberron. This could involve an experimental
siege) are just looking out for themselves. Cannith device, a bargain with the Dark Powers,
or finding the perfect time and place to enter the
Adventures in Dread Metrol Mists. It could even require them to …
Defeat Queen Dannel. Ultimately, Dread Metrol
Metrol is locked in a bitter conflict between Queen is a prison for Queen Dannel. The Queen,
Dannel and the besieging forces. The undead determined to win at any cost, is trapped in a
attacking Metrol are effectively endless. They war that can’t be won. It’s likely that the only
aren’t actually Karrnathi, but manifestations of way that Metrol itself could be returned to
the domain itself. As such, defeating the attacking Eberron is if Dannel found peace. This could
forces isn’t truly an option. Adventurers can help mean destroying her, but this would be no
the city survive a particularly bad night—defeat a simple task; the adventurers will likely need to
dracolich, destroy a siege staff EXE that threatens to force her to face her past, realize her mistakes,
shatter the Vermishards, or battle invaders striking and truly regret them—sacrificing her ultimate
from Starmantle Bay. These would be significant victory to save the innocent people of Metrol.
victories and save innocent lives—but there’ll
When beginning any adventure in Dread Metrol,
always be another attack the next night. This war
the first question is that of how the adventurers
can’t be won, so adventures in Dread Metrol will
get there. Metrol is a Domain of Dread like any
likely follow one (or more) of the following paths:
32
other, so the traditional means for being pulled to provide them with shelter and guidance. The
into Ravenloft can work here. The DM will have to simplest option is for the adventurers to work with
decide if the adventurers emerge in the city itself— an Unbroken cell, as they’re altruistic—at least on
perhaps finding themselves in Starmantle Bay and the surface—and need people with the skills that
defending against shredderfish as they make their the adventurers possess. Ultimately, the Unbroken
wet and miserable way to Southshore—or whether might help the adventurers find a way to escape,
they emerge on the Bloody Fields and have to find or the player characters might work with the
their way in. During the day, it’s possible they Unbroken to save Metrol itself. However, another
might convince the guards to open one of the interesting option is for the adventurers to serve
gates. As new arrivals, they would attract a lot of the queen herself. Newcomers to the city may not
attention and interest; they could be welcomed know that Dannel is an iron-fisted tyrant, so she
and celebrated, but it’s just as likely that they could could tell them that she can’t trust her own agents
immediately be arrested and sent to the Kennels as anymore and needs fresh eyes. As the adventurers
fodder for experiments (which is what happens in carry out her orders, perhaps they discover that
“The Mourning After”). On the other hand, they Dannel is the true enemy, or perhaps Dannel is
might find a way to sneak into the city—the guards beginning to have doubts about the righteousness of
don’t expect attacks during the day, and there are her cause; it’s possible that by working from within,
weak points in the defenses, allowing the adven- the adventurers can both minimize the damage
turers to enter the city with less fanfare. You could caused by her orders and lead her back to the light.
also start a campaign with the adventurers already “The Mourning After”—presented in chapter 2
in Dread Metrol, saying that they’ve been there of this book—is an adventure set in Dread Metrol.
since the siege began—this approach is discussed If you don’t plan to use this or if you’re looking
in more detail later in this section. for further ideas, the Dread Metrol Adventures
A Metrol adventure generally begins as a table provides inspiration for other Metrol adven-
T STUDIO
struggle for survival as the adventurers explore tures—roll once on each column to create a quick
the city and find their place in its story. The player random hook.
characters could operate alone or find a patron
33
Chapter 1: The Domain of Metrol
NEWSTEACH
Academy, but …
7 Obtain information from … the Cathedral of the Sovereign a powerful or dangerous artifact is found.
Host, but …
8 Stop a ritual in … a Cannith workshop in the it’s a trap!
Forge, but …
34
Chapter 1: The Domain of Metrol
35
Chapter 1: The Domain of Metrol
Plagues
Plagues and curses are described earlier in this Enemies of Metrol
chapter. While a plague can be the natural result d6 Enemy
of the difficult conditions imposed by the siege, 1 Marhya ir’Wynarn. This banshee appears
most plagues have an unnatural origin and are to be Princess Marhya, Dannel’s youngest
unleashed as a weapon. Adventurers may hear of daughter. She died on the first night of the
neighborhoods being sealed off because of a new siege, and this spirit has haunted Metrol
outbreak or encounter a sobbing victim who’s just ever since.
been infected with an unnatural disease. Jorasco 2 Provost Ralan ir’Delias. This wraith was
Mercies lead the hunt for such victims, accompa- a Cyran noble and respected sage at the
nied by Watch patrols—generally with the intent of Vermishard Academy. He died when the
killing them before they can spread their infection. Lycaeum was lost, and his estates were
claimed for the war effort. He lingers in the
Villains Vermishard of Lore, hungry for revenge.
The attackers are usually a vast faceless force, 3 Commander Valynne ir’Tura. This vampire
an endless horde of undead marching under is one of the commanders of the Karrnathi
Karrnathi banners. However, occasionally a forces. Long before the siege, she was infa-
particularly noteworthy leader might draw atten- mous on the Karrnathi-Cyran front for her
tion during the attack. The Enemies of Metrol cruelty and love of terrorizing her foes.
table provides a few ideas, reflecting the baffling 4 Lord Malevanor. This mummy lord is a priest
unpredictable nature of the Karrnathi forces— of the Blood of Vol. He serves as a com-
if the Karrnathi have a dracolich working with mander of undead forces, and is known for
them, why don’t they use it every night? This ties making dramatic and disheartening speeches
to the likelihood that the attacking forces are just mocking Dannel.
manifestations of the Mists, ultimately existing to 5 Shaeras Vadallia. The undead aren’t all
torment Queen Dannel. For example, adventurers Karrnathi. One of the deadliest forces is a
who come from Eberron in 998 YK would know warband of Valenar mercenaries, led by
that the mummy lord Malevanor has been in the a death knight who claims to be Shaeras
city of Atur—so he couldn’t have been leading Vadallia—the High King of Valenar, who stole
a siege in Metrol for the last four years! These the land from Dannel. Fortunately, these elves
villains likely have some personal significance are rarely seen.
for Dannel. Marhya is her lost daughter. Shaeras 6 Tashalaryx. This adult blue dracolich has
Vadallia betrayed her (or perhaps she betrayed only been seen once during the siege, when
FRED HOOPER
him …). It may be that Malevanor and Valynne it led a devastating aerial attack on the Royal
ir’Tura—the two most commonly seen com- Vermishard. There’s no record of a dracolich
manders—also have some personal significance working with Karrnath, and this mighty crea-
for Queen Dannel. ture’s history and motivations remain a mystery.
36
Chapter 1: The Domain of Metrol
38
Chapter 1: The Domain of Metrol
39
In 994 YK, a wave of mist rolls across the Cyran
capital of Metrol. A legion of Karrnathi undead
emerges from these mists, determined to breach
the city walls. The mists have cut the city off from
the rest of Eberron—no communication is possible,
and all teleportation and divination magic fails. But
the forces of Karrnath remain, as strong as ever,
and every night, the dead assault the city anew.
This siege has continued for nearly four years, and
Metrol has had to adapt in terrible ways. Queen
Dannel ir’Wynarn holds the city in an iron grip,
diverting all resources to defense and conscripting
ever more people into the army with each day.
Meanwhile, those who don’t fight may suffer
far worse fates than conscription. In the Kennels
of House Vadalis, magebreeders create monsters
from the citizens of Metrol. In the Forge of House
Cannith, artificers blend constructs and organic
creatures in ways never imagined by the original
creators of the warforged. And the horrors only
continue. The Karrnathi forces bombard Metrol
Adventurers from Metrol with arcane powers, pure force, and lingering
curses that can twist their victims. Metrol is
Adventurers can stumble into Metrol through the
haunted by the tortured spirits of those who’ve
Mists, but if you’re just starting a new campaign, died during the siege, and their lingering ghosts
you might instead choose to make the adventurers cry for vengeance.
natives of Metrol. This section presents consider- You were in Metrol when the siege began, and
ations to discuss during session zero, along with a you are in Metrol still. You have survived years of
new artificer subclass, the Mastermaker—an arti- this horrific war, and it’s changed you in terrifying
ficer who excels at merging steel and flesh, reflecting ways. In creating a character for this campaign,
the disturbing work being done in the Forge. work with your DM to consider the impact the
The opening arc of such a campaign will be in siege has had upon you. It could be that your
scars are purely psychological—that your fighter
Dread Metrol, regardless of whether the adven-
has seen terrible things, but they are still entirely
turers remain in Metrol only until they find a human. Or it could be that your character’s class
way to escape, or whether they stay and become and ancestry features reflect experiences you’ve
powerful enough to topple Dannel and save the been through. As a warlock, your “patron” could
city itself. Either way, you could choose to start a be the ghosts that haunt you, demanding ven-
campaign on the Day of Mourning—letting the geance. As a barbarian, your rage could stem
adventurers experience the first night of the siege from experiments House Vadalis performed on
and fight through the chaos that follows—or you you—experiments that have made you half-beast.
This is an opportunity to create a character you
can start your campaign at the usual time of 998
couldn’t find in Sharn—a character shaped by the
YK, meaning that the adventurers have already siege of Metrol and the terrors you’ve endured.
endured over three years of the nightmare siege.
The latter approach is the one we’re going to
explore here, as it allows characters to have close Patron: Unbroken or Queen?
ties to the city and its people, and can also provide Before players create characters, the DM should
interesting explanations for character abilities. decide on a patron or driving force for the party:
To get the most out of such a campaign, the what’s bringing them together and driving them
players should understand the concept of the to go on adventures? A simple option that gives
ADAM GILLESPIE
setting before they settle on their character ideas, considerable flexibility is for the adventurers to
so they can think about how their characters be the members of a newly formed Unbroken cell
relate to Metrol and to one another. Whether this that’s just starting its work for the resistance. If
happens in a live session zero or over time, here’s you want to follow this path, add the following to
a basic pitch for the DM to share with their players: the initial pitch:
40
Chapter 1: The Domain of Metrol
As bad as things are in Metrol, some people still military rank despite not serving the army), a noble
fight for the greater good. The Unbroken is a resis- (whose family has served the crown for centuries),
tance movement that seeks to protect the innocent or an investigator (who formerly served with the
from both the threat of the undead and the crushing Watch); it’s not as logical for a criminal or an urchin.
horrors the queen inflicts on the city in her quest
for victory. As members of a new Unbroken cell,
you’ll be working together to save Metrol—or, at
Backgrounds
least, to save as many people as you can. Once the players understand the basic concept of
the campaign, it’s time to develop characters that
Tying the adventurers to the Unbroken has several belong in Metrol. While players don’t have to estab-
advantages. It can unite characters from different lish details about their characters, horror stories are
walks of life—the adventurers may not have known more effective when characters have depth—when
each other before the siege, but the resistance brings we know where they’re coming from, what they’ve
them together. You can tie nearly any adventure got to lose, and what they care about. You can
concept to the Unbroken’s goals, whether gathering discuss these details as a group during session zero,
information or resources, investigating potential or players can develop their stories independently.
threats, or fighting Karrnathi forces and agents of Each character should have a background: what
oppression. This is as heroic a path as you can walk were they doing before the Day of Mourning and
in Dread Metrol (though as noted in the “Forces in how has the siege impacted this? For example, if
Metrol” section, the DM can add shades of gray). the character is a noble, what’s their standing with
The adventure in chapter 2 follows this path. the queen, and are they from one of Metrol’s noble
While working with the Unbroken is an easy path families or are their family (and estates) outside of
for a campaign, there are other alternatives. One Metrol? If the character is an entertainer, were they
interesting option is for the adventurers to begin as renowned across the Five Nations but now trapped
elite troubleshooters serving the queen herself. In in Metrol, or a nobody who gained tremendous
this case, here are details to add to the pitch: popularity during the siege by bringing solace in the
midst of suffering? The Metrol Background table
You and your fellow adventurers have loyally
served Queen Dannel ir’Wynarn since the siege offers a few ideas to consider; the final two options
began. Your team of elite troubleshooters operate are backgrounds from Van Richten’s Guide to
independently of the army and the Queen’s Watch, Ravenloft, so roll a d10 if you aren’t using that book.
investigating mysteries and dealing with problems If you’re from a dragonmarked house, being a
that can’t be solved with soldiers. While the queen house agent also carries interesting possibilities.
has taken drastic and sometimes brutal actions Many of the houses—Sivis, Deneith, Tharashk,
over the last four years, you know she’s trying to Medani, Phiarlan, Thuranni, Kundarak, and
protect the people of Cyre—but even you wonder Orien—don’t play a significant role in the present
if she is going too far in her pursuit of victory.
day. As a house agent from one of those houses,
Having the adventurers begin as servants of the you may have been an important member of your
queen gives the campaign a clear structure. They house before the siege, but what remains has likely
aren’t part of the Watch or army, and answer only been seized by the crown and devoted to the war
to the queen herself; this gives them considerable effort. You’re still trying to serve the interests
freedom, although they don’t have authority over of your house, but you’re a lone wolf. The other
the Watch or the army. In such a campaign, the houses—Cannith, Jorasco, Ghallanda, Vadalis,
characters start off believing that the queen’s brutal and to a lesser extent, Lyrandar—are powerful
measures are necessary—sacrifices must be made. forces in the city. If you are an active agent of
But as they descend from the Royal Vermishard one of these houses, you have some authority, but
and see what people endure in the streets, as they are also subject to the orders of your house head
witness the cruelty of the Queen’s Watch and the and expected to support their unsavory activi-
horrors unfolding in the Kennels, they may choose ties. On the other hand, you could play a former
a different path; the question then is whether they’ll house agent who served your house loyally until
turn and fight the queen, or simply seek a way to those unsavory practices began. So you could be
escape. In this style of campaign, it’s important that a Vadalis agent who refused to work with Lady
the characters are all plausibly the queen’s servants. Seryan, or a Jorasco agent repulsed by what Lord
It’s an excellent path for a soldier (who still holds Pale is doing in the Kennels.
41
Chapter 1: The Domain of Metrol
Metrol Backgrounds
d12 Background
1 Acolyte. Did you tend the Cathedral of the Sovereign Host or the Bastion of the Silver Flame before they
were shut down? How has the siege affected your faith?
2 Criminal or Charlatan. The Queen’s Watch has brutally cracked down on crime. Your Criminal Contacts
would give you ties to the black market and scattered lone wolves—what crimes did you specialize in?
3 Entertainer. Were you famous before you were trapped in Metrol? Have you primarily played for the
nobles in the Vermishards or the people on the streets?
4 Folk Hero. Were you celebrated as a hero before the siege, or have you earned your reputation over the
last four years by protecting the common people?
5 Guild Artisan/Merchant. You own a business in Metrol. Has it been seized by the Queen for the war
effort? Shut down by the shortages? Or are you still able to operate it?
6 Noble. Is your family in favor within Metrol, giving you a Position of Privilege? Were your estates
stripped or are you from abroad? If so, you might take the Retainer feature—a last remnant of lost glory.
7 Sage. Did you teach or study at the Vermishard Academy or the Royal Library? Both are in the Lycaeum,
which is currently overrun by undead—so what do you do now?
8 Soldier. As an adventurer, you’re not currently serving with the army. Why not? Did you desert or were
you discharged for some reason? Why do soldiers still show respect for your Military Rank feature?
9 Spy. What nation did you serve? Are you a Dark Lantern or a Royal Eye? You’ve been cut off from your
people since the siege began, but you likely have a safehouse and a few useful contacts.
10 Urchin. Your family is dead and your home is in a sealed part of the Undercity. Was your family killed
by undead or plague—or were they declared traitors and executed by the Queen’s Watch? Who do you
hate more, the Karrns or the queen?
11 Haunted One. You’re the only survivor of a horrific event. Do you remember what happened, or is it a
mystery? People pity you and offer charity, but there are always whispers that you were to blame …
12 Investigator. You served with the Watch in the past. Why aren’t you part of it today? Did you refuse to
work with the Shepherds or to become a wererat yourself? Do you still have friends on the force?
42
Chapter 1: The Domain of Metrol
of your divine magic. As a barbarian, your rage radical brain transplant—and your current body
could reflect channeling vengeful spirits. The isn’t the one you were born with. So now you’re an
Gathered Whispers Dark Gift is also appropriate elf wizard, but you were born as a gnome. Do you
here. With any haunted character, the key ques- know the previous identity of your current body?
tion is who these attendant spirits are and what You might have to deal with lingering impacts
they want. It could be that they have a very from their life, even starting to remember things
specific mission: they blame Queen Dannel for they knew, which could be a blessing or a curse. If
their deaths, and they are driving you to punish you’re using Van Richten’s Guide to Ravenloft, this
her. Or it could be that they are the ghosts of could explain the reborn lineage or the Echoing
your family members or loved ones; their greatest Soul Dark Gift.
concern is protecting you, and you’re their last
anchor to the world. Reconstructed
In the Forge, Starrin d’Cannith experiments
Insider with merging constructs and humanoids in
You weren’t the subject of experiments: you’re ways Merrix d’Cannith never considered. The
the person who performed them. As an artificer Reconstructed include people born of flesh and
or a wizard, you may have learned your skills at blood who are now largely constructs, as well
the Forge or in the Kennels. If you’re a rogue, as warforged who have been reverse engineered
you could have been an enforcer hunting traitors until they’re almost human. This is a logical
for the Shepherds. Why did you work for one of origin for a warforged character; how much of
the oppressive forces that terrify the common you is warforged? Did you begin as a construct
people, and what changed between then and now? or humanoid? Or you could instead play a char-
Were you horrified by the cruelty of the experi- acter who’s not warforged, but whose features
ments being performed, or were you driven out reflect construct implants. For example, your
by internal politics? Do you seek redemption or sorcerer might have a metal arm imbued with
believe your actions were justified? a range of enchantments and assorted wands.
Or as a monk, your Unarmored Defense could
Kennel-Born reflect actual steel skin. The Mastermaker
Within the Kennels, House Vadalis and House artificer subclass presented in the next section
Jorasco work together to infuse humanoids with specifically reflects the work being done with
monstrous traits. This could explain a Dark the Reconstructed; if you choose this archetype,
Gift, such as Second Skin or Symbiotic Being. you’re following in the path of Starrin d’Cannith
As a monk, you could say that your Unarmored and Queen Dannel herself.
Defense and Unarmed Strike reflect ways in
which you’ve been changed. As a sorcerer, you What Do You Have to Lose?
could say that your Sorcerous Ancestry is some-
A final question for each player to consider
thing they implanted within you—they infused
is what their character has to lose. Fear and
you with dragon’s blood, and now you’re mani-
suspense are essential elements of horror, but
festing claws, scales, and mystical powers. This
adventurers are characters who choose to put
could also be the basis for an unusual lineage,
themselves in harm’s way. As a player, you don’t
such as hexblood, dhampir, or tiefling; you
want your character to die, but we all know that
weren’t born like this, you were transformed into
the prospect is on the table … and death itself
your current form. Are you unique, the only one
is a very final option. To create a deeper and
to survive these experiments? Or are there others
more horrific (and immersive) experience, it
like you in the Kennels?
helps to give the DM more tools than simply life
Medical Miracle or death. What does your character care about?
Above the Kennels, Lord Pale of House Jorasco What can you lose aside from hit points? The
conducts vile experiments as he tries to break the Potential Losses table presents some ideas. As
walls of death. If you’re playing a reborn character, an adventurer in Dread Metrol, perhaps you’re
it could be that Pale brought you back … at least, choosing to face danger to help your sickly
mostly back. Or maybe you’re the subject of a brother—to find a way to break the curse that’s
44
Chapter 1: The Domain of Metrol
Potential Losses
d6 Potential Loss
1 Family. You have family in Dread Metrol. Are
they safe, or currently threatened by plague
or the Watch? Artificer Specialist:
2 Property. You own a home or business in
Dread Metrol. It may not currently be open,
Mastermaker
but you love it and want to get back to it. At 3rd level, an artificer gains the Artificer
Specialist feature, which offers the choice of a
3 Friend. You have a close friend who’s not an
adventurer—perhaps an old mentor, former subclass. This section presents a new specialist
comrade-in-arms, apprentice, or servant. option, the Mastermaker.
A Mastermaker specializes in integrating flesh
4 Reputation. You’ve developed a reputa-
and steel, creating powerful construct limbs and
tion and don’t want to lose it. What are you
known for? Heroism? Intellect? Generosity? replacing weak organs of flesh with components
Courage? of metal and stone. The actions of a few renegade
Mastermakers have caused House Cannith to shun
5 Lover. This could be a long, deep relation-
this path in Eberron, but an artificer might learn
ship, or someone you just met last night, but
it’s someone you truly care about.
these techniques in Dread Metrol or develop them
on their own.
6 Power. Your character’s abilities are
somehow at risk. This fits well for a cleric Tools of Integration
or warlock—if you don’t follow the proper 3rd-level Mastermaker feature
path, you could lose your magic—but
depending on your twist, it could work You gain proficiency with heavy armor and smith’s
for any character. tools. If you already have this tool proficiency, you
CHETO SEE
45
Chapter 1: The Domain of Metrol
46
Chapter 2:
The Mourning After
U
ltim ately, this battle is
Background
between life and death. Our people are The people of Metrol have endured nearly four
wracked by hunger and tormented by years of isolation and siege. Every night, the
disease, while our enemy fears neither. undead forces assault the city; meanwhile, within
But as a smith sharpens a sword, we can improve Metrol’s walls, people fight famine, plague, and all
too often, one another. Queen Dannel ir’Wynarn
our flesh. We must change our people, give them has instituted draconian measures to bolster
the strength they need to withstand the plagues. Metrol’s defense. One of the most horrific is her
And if our people are starving, we must find a way decision to let House Vadalis use her people as
to change their appetites. fodder for their experiments as they seek to create
living weapons.
—Lady Vera Seryan d’Vadalis
Running The Adventure
About the Adventure This adventure requires the fifth edition D&D
rulebooks, including the Player’s Handbook and
“The Mourning After” is an 8- to 12-hour starter the Dungeon Master’s Guide. You can learn more
adventure for a party of four to six 1st-level char- about the settings of Ravenloft and Eberron in
acters, who advance to 4th level by the adventure’s Van Richten’s Guide to Ravenloft, Eberron: Rising
CAROLINA CESARIO
conclusion. It is set in Dread Metrol and serves as from the Last War, and Exploring Eberron (avail-
an introduction to this Domain of Dread. This can able on the Dungeon Masters Guild), though they
be the beginning of a longer campaign in Dread aren’t needed to run this adventure.
Metrol, or the characters can return to their plane Before DMing this adventure, you should read
of origin—or another Domain of Dread—at the this entire chapter first, taking special note of the
end of the adventure.
47
Chapter 2: The Mourning After
two story hooks offered in part 1 and choosing Part 2: Herded. The adventurers find themselves
the path that fits your group the best. If you’d prisoners about to be processed in the Vadalis
prefer to play instead of serving as DM, don’t Kennels. An assault by the Unbroken resistance
read any farther! provides an opportunity to escape—and in the
process, they meet a valuable ally.
Text that appears in a box like this is meant to be Part 3: State of War. The party makes their
read aloud or paraphrased for the players when way across besieged Metrol’s brutal landscape,
their characters first arrive at a location or under
searching for a safe haven. To reach relative
a special circumstance, as described in the text.
safety, the adventurers must cross the Bridge of
the Dead—but the price of passage is high.
Level Advancement Part 4: The Unbroken. The player characters
This adventure assumes that you are using mile- make contact with the resistance. After aiding
stone leveling for your campaign, beginning with the Unbroken in rescuing a valuable informant,
a party of 1st-level characters. The characters tragedy strikes.
advance from 1st to 2nd level when they have Part 5: The End Is the Beginning is the End.
finished their first long rest in Metrol and are ready To earn sanctuary, the adventurers embark on
to cross the Bridge of the Dead. They advance a deadly mission into the very compound they
from 2nd to 3rd level after rescuing Crane from so recently escaped, infiltrating a high-security
the convoy and obtaining his “key.” They advance research lab in search of a mysterious serum.
from 3rd to 4th level at the end of the adventure,
after they have destroyed or recovered the cure Two appendixes follow the adventure, containing
from the Vadalis laboratory. further resources for DMs:
Appendix A: Friends and Foes contains crea-
Optional Mechanic: Stress ture statistics for all adventure encounters.
While this adventure is designed to be played as Appendix B: Maps provides full-page versions
written, particularly well-tuned parties may like a of the maps in this adventure. Your supplement
greater challenge. If you and your players would download also includes high-resolution copies
enjoy it, consider introducing the Stress rules from of these maps in a zipped folder.
chapter 4 of Van Richten’s Guide to Ravenloft,
which can add weight to in-world events. Stressful Events
The Stressful Events table gives examples of
events throughout the adventure that might affect a Section Event
character’s Stress Score. However, adding stress for Part 2: Volunteers Being abducted
all the listed events would likely prove deadly—so Part 3: A Concerned Being betrayed by the
use these judiciously! And consider allowing char- Citizen citizen
acters to remove all stress after a long rest. Not all Part 3: Climbing Over Seeing Grovaine execute
players want a harrowing or deadly experience, so Each Other the patsies
discuss the desired difficulty with your group first. Part 3: Apartment Hunting Killing the clerks
48
Part 1: For the last four years, Metrol has been
besieged by the undead forces of Karrnath.
49
Part 1: Into Metrol
50
Part 1: Into Metrol
Path B: Into the Mists of breakthrough with their most recent test
subject, but an unexplained event involving a
Only run this path if the player characters strange mist caused a specimen—along with one
are from Eberron (or another world), not of the magewrights, Serna d’Vadalis—to disap-
pear entirely. Internal investigations into this
from Dread Metrol. Otherwise, run path A,
have been fruitless and the disappearances kept
“Denizens of Darkness,” instead. carefully under wraps.
This adventure opening takes place in current-day Unbeknownst to the researchers, the disap-
“Eberron proper.” The characters find themselves pearance was a result of the Mists pulling Serna
at the gates of a Vadalis magebreeding facility on and the spider-horse into Dread Metrol—where
the outskirts of the city of Gatherhold, on a covert other Vadalis researchers had simultaneously
mission to investigate it without raising suspicion. succeeded in their own plan to create the spider-
In contrast with path A (which simply sets the horse. Serna remains stuck in Dread Metrol,
scene for the post-abduction action in part 2), this unreachable by sending or any other magic.
path starts off with a traditional encounter. It’s Meanwhile, the Mists altered the spider-horse
designed to be played freeform, short and sweet, in nightmarish ways, then deposited it in the
with no combat. The adventurers should poke wilderness near the ranch, where it has been
around the ranch just long enough to raise their hunting clawfoot raptors and taking them to its
suspicions, with the tension slowly ramping up as underground lair.
they do. The Mists then transition them to the
main storyline in part 2, “Herded.” Characters from Another Setting
About the Ranch In path B, the player characters come from
another setting (likely Eberron, but the Mists can
Established over two decades ago, House draw in wayward folk from all across the multi-
Vadalis’s Gatherhold Uplands Animal Research & verse). They know nothing of Dread Metrol at the
Development Facility transitioned from wartime beginning of the adventure and are drawn into the
operations to an innocuous magebreeding ranch, setting by mysterious mists.
For characters from Eberron, things start out
catering mainly to rich tourists and adventurers
as any other day—the Mourning happened four
wishing to explore the Talenta Plains astride an years ago, Metrol is nothing but a distant ruin, and
unusual mount or beside a trusty animal com- it’s another day for adventure.
panion. The facility’s public name was changed The characters on this path still experience
to the more friendly Whitewood Ranch, but long- the dark world of Dread Metrol, but they begin as
time employees still often refer to it as “the facility.” observers, strangers thrust into unending terror.
Though always looked at with suspicion by the There is still darkness and horror, but it is newly
nomads, the ranch’s primary operation is exactly as discovered. Apart from survival, these charac-
it seems, its various stables and kennels containing ters’ motivations will likely focus on exploring the
strange new world, then escaping it. In knowing
many expensive and well-bred animal specimens. that another, better world lies just beyond the
One nondescript building of the ranch contains Mists, there is hope. Meanwhile, in this grim city,
a secret underground laboratory where more the characters have no anchors, no friends. Help
exotic experiments take place; some of these comes at a cost and trust is hard to buy.
were once conducted at a facility in Metrol, but Instead of coming from Eberron, characters
Vadalis fortuitously transitioned many opera- might be brought to Dread Metrol from worlds as
tions to Gatherhold shortly before the Day of distant as the Forgotten Realms, Ravnica, Theros,
Mourning. The building can only be accessed by and beyond. A visit to Dread Metrol can serve as
an introduction to the horrors of Eberron, and
authorized personnel with a Mark of Handling,
might even serve as a stepping-stone to crossing
protecting House Vadalis’s proprietary magics; into Eberron proper. If you wish to take this route,
most of Whitewood’s employees aren’t privy to you’ll need to make adjustments to path B’s char-
the research that takes place there. acters and locations to fit your campaign’s orig-
The secret lab’s most recent magebreeding inal world—ultimately, the most important part is
experiment focuses on the creation of a hybrid that they somehow enter the Mists, pass out, and
spider-horse. The Vadalis team was on the verge wake up in the opening of part 2.
51
Part 1: Into Metrol
ERIC DESCHAMPS
of the raptor disappearances, and between beard and white shirt neatly tucked into tan
their interests in Gatherhold and the potential pants, brings his bareback horse to halt on
involvement of a rival dragonmarked house, the other side of the fence. He hops nimbly off
they’d like eyes on the situation. They’re very before approaching to escort you into the ranch.
“Welcome to Whitewood! Eizek d’Vadalis at your
clear with the characters that they’re “entirely
service,” he says with a polite smile.
uninvolved” with the mission and want to keep
it that way. However, should the party happen
to discover anything of particular interest, they
would appreciate being personally apprised.
Part 1: Into Metrol
53
Part 1: Into Metrol
54
Part 1: Into Metrol
strong smell of sweat and rot permeating the a local tavern, and when they woke up, the player
air. The wooden floor you’re lying upon vibrates characters were there; they assumed the party was
with the shuffling and movement of several dozen just another group of “volunteers.”
people, some in heavy boots that pound like If the characters are from Dread Metrol, they
hammers on the worn planks. immediately recognize this as a holding area
56
Part 2: Herded
Arrival
Barn
Research
Laboratory
(Part 5)
INKARNATE / ANDREW BISHKINSKYI
Enhancement
Ambush Building
58
Part 2: Herded
59
Part 2: Herded
Volunteers
The other volunteers—all civilians—are
disorganized and unarmed. One tries to go
for the fence and is electrocuted. Others try
to get past the guards but are thrown back, while
most wait anxiously for the way to be cleared. If
any are engaged in combat, they act after Vesile.
HEATHER HUDSON
Unbroken
The unidentified Unbroken resistance fighters who
destroyed the tower are long gone. They weren’t
here to fight, just to create chaos and give others
a chance to escape. From their point of view, it’s
now everyone for themselves.
61
Part 3: Orientation
State War
Vesile has seen the player characters in action,
of senses they’re her best chance to survive, and
knows her knowledge is valuable to them in return.
She sticks close to them during the escape and
After the adventurers escape from the Vadalis
serves as their guide. As they make their way
Kennels, they seek a safe place to stay while
through the war-torn city, she summarizes the
learning more about Dread Metrol and the
party’s situation:
challenges that face them. Trust is hard to come
by, as everyone struggles to survive—and the Gilded Arch. They’re in Northshore’s Gilded
characters soon have to decide what lines they’re Arch ward—often colloquially known as “the
willing to cross for their own survival. Hounds” on account of the animals used by the
Vadalis guards who patrol the area here. While
Release the Hounds the northwest side of Gilded Arch is bounded by
the city’s walls, Vesile is leading them southeast
As the party flees the Kennels with Vesile, she toward an area that’s usually safe from direct
leads them southeast, deeper into the city. Karrnathi attacks.
Meanwhile, House Vadalis sets loose a pack of Northshore. Many of Dannel’s loyal subjects
magebred hounds, determined to pick up their live in the wards of the Northshore district—at
trail. Read or paraphrase the following: least those who haven’t earned their way up to
the Vermishard platforms. While the neighbor-
The stone streets of Metrol run literally red with
hood is safe for residents, it’s definitely not for
blood. A heavy rain begins to fall on the city’s
darkening streets as a siren sounds in the dis-
those fleeing the Vadalis Kennels—after all,
tance, followed by the baying of hounds from the the abductions and experiments are all done at
Kennels. Queen Dannel’s own bidding.
Vesile leads the way through grimy alleys, The Shepherds. The Vadalis hounds are mainly
notably empty of rubbish. “Queen Dannel’s concerned with the security of the Kennels and
lackeys ensure nothing goes to waste,” she hastily aren’t the only threat. The Queen’s Vigilant
explains, “yet somehow, there are always these.”
LIU ZISHAN
Wardens—better known as the Shepherds—are
She points to a fresh leaflet posted on a crumbling the secret police. This force of wererats keeps an
wall—it boldly proclaims, “The Queen Will Save
eye on the city and ensures that no one opposes
Us.” Vesile grimaces at it, water dripping off her
hood. “We can’t stay here; The rain will slow the Dannel’s rule. Anyone could be a Shepherd.
hounds’ pursuit, but not for long.”
Part 3: State of War
63
Part 3: State of War
64
Part 3: State of War
65
Part 3: State of War
66
NPC Information: Ping
chaotic good Reconstructed human (she/her)
The Vadalis Kennels aren’t the only piece of the
war machine that feeds on the citizens of Metrol. In
the Forge of House Cannith, flesh is merged with The First Night
steel to create constructed soldiers known as the
Reconstructed. A far more dangerous and intru- If the characters refuse Eyrena’s offer, they’re
sive process than fitting magical prosthetics, the unable to find safe shelter for the night. Although
process that creates the Reconstructed can also they gain the benefits of a long rest, they begin the
suppress memory and one’s sense of humanity. following day with a level of exhaustion (proceed
The woman known as Ping does not remember to the “Bridge of the Dead” section).
her human name. She was forced into service
years ago, when Cannith artificers grafted con-
If the characters agree to help, Eyrena leads
struct elements to her body to improve her them to her house and introduces them to Ping,
strength. Each time she was injured in battle, more after which they can finish a long rest without
and more of her flesh was replaced with wood and penalty. In the early morning, Ping changes into
steel. Currently, both of Ping’s legs are artificial, as one of her two sets of clothing that she and Eyrena
is one of her arms and half of her face and torso. have designed with hoods and masks, allowing
Under Eyrena’s care, she eventually regained
her ability to speak, yet her memories remain
her to hide her true nature from casual inspection.
jumbled. In addition, she sustained severe battle After a touching farewell with Eyrena, she is ready
damage that Eyrena couldn’t repair. Part of her to leave with the adventurers.
jaw is missing, and she sometimes has trouble Vesile urges the player characters on to the
speaking. Her metal right forearm is bent, and bridge before dawn.
she is missing fingers. However, she is capable
of fighting if need be.
Even with her health largely restored, it is
Level Up!
dangerous for Ping to be in Northshore. The Regardless of how or where they end up resting,
Reconstructed are considered the property of the characters advance from 1st to 2nd level by the
the state, and discovery would force her back into time they head to the Bridge of the Dead.
service. Eyrena also lacks the ability to fully repair
Ping, and she hopes a magewright can be found
among the Unbroken—without their assistance, Relentless Assault
Ping’s reconstructed parts continue to deteriorate.
This night and every night, the darkness brings
What Does She Want? Ping wants to join the
Unbroken. This has been a difficult decision for another assault by the Karrnathi undead besieging
her—she doesn’t want to leave Eyrena behind— the city. On each night the player characters
but she hates putting Eyrena in danger and she spend in Dread Metrol, use the Night Terrors table
wants to make a difference with her life. in chapter 1 to determine the horrors inflicted on
ROMAN3DART
What Does She Know? Ping knows that the city. Tonight, though the conflicts, plagues, or
rogue Reconstructed are taken to the Forge and Shepherd raids may come as close as the streets
“reclaimed,” and that life out of hiding is dan- outside Eyrena’s house, they ultimately do not
gerous. Yet it is better than doing nothing. prevent the player characters from resting.
67
Part 3: State of War
68
Part 3: State of War
69
Part 3: State of War
70
Part 3: State of War
The two clerks who occupy the apartment are Either way, once the party’s obtained the patsies,
a married couple named Jemma and Jin Ertland. Vesile leads to the ambush location provided by
These two commoners are sleeping in the Grovaine—an alley entrance 200 feet from the
bedroom when the characters arrive and can’t bridge checkpoint, shown in map 3.3. They’re to
put up a fight. Unless the characters take steps kill his partner and leave the patsies there alive.
to silence them before they wake up, they scream She gives them a wrapped package, explaining
for help as soon as they wake, giving the charac- “Grovaine wanted me to give you this”—inside,
ters only 1 minute to get out before three heavy they find a silvered dagger.
guards arrive. More guards follow soon after, Grovaine’s partner Dorgan, a Shepherd
leaving the adventurers no choice but to flee. wererat, arrives at the alley as scheduled. When
Alternatively, the clerks can be persuaded to confronted, Dorgan calls for help while engaging
leave their apartment and never return with a suc- the characters himself.
cessful DC 12 Charisma (Deception, Intimidation, Once Dorgan is defeated, the characters find
or Persuasion) check, but they plead with the another silvered dagger on his body. Grovaine
characters, as the apartment has been in the family arrives swiftly before the other guards, ensures
for generations. that Dorgan is dead, then casually kills the patsies
Either way, once the apartment is vacated, before urging the player characters to get out of
proceed to the “Passage Granted” section. sight (if they are still visible). Just as another pair of
Treasure. The clerks have a stockpile of guards arrive on the scene, Grovaine makes a show
assorted coins and family jewels, which would be of ‘finishing off’ the patsies.
worth 100 gp in normal times. During this siege, Proceed to the “Passage Granted” section.
coins and jewels have little value, and the true trea-
sure is the stockpile of ration chits, which have a Passage Granted
street value roughly equivalent to 120 gp pre-siege. Once the party has paid one of Grovaine’s prices
for passage, they can go through the checkpoint.
Climbing Over Each Other Grovaine personally “checks their papers” before
If the player characters choose option 3—to clearing them to pass through the gate.
ambush Grovaine’s partner—Vesile gives Grovaine The checkpoint on the other side of the bridge is
the go-ahead. He tells her the time and place where far less imposing, featuring only a makeshift barri-
he’ll arrange an opportunity for the adventurers to cade and a couple of guards in mismatched outfits
ambush his partner later in the morning. However, rather than uniforms. Vesile slips one of the guards
they’ll first need to find a pair of patsies to take the some ration chits and they both turn to literally
fall for the hit. Vesile offers two suggestions. look the other way.
Taverngoers. Not far from the bridge, there’s The party then passes into the Southshore dis-
an all-night underground tavern called the trict. Proceed to part 4, “The Unbroken.”
Last Order. By this time of morning, it’s full of
desperate and drunk patrons. There, the party
finds a pair of drunk soldiers who’ve lost every-
thing—they’re easy enough to scoop up but are
essentially innocents.
INKARNATE / ANDREW BISHKINSKYI
71
Part 4: The taking any chances. She is cautious, but genuinely
doesn’t wish the characters harm, even if tempers
Unbroken flare and warning shots are fired from either side.
Once the situation has calmed and the player
characters have introduced themselves, a trio of
Upon safely reaching Southshore, the characters resistance fighters emerge to escort them in.
must make contact with the Unbroken. While Once the player characters are allowed to enter
finding the resistance isn’t intended to be difficult, Wargoyle’s lair, read or paraphrase the following:
it could be time-consuming. Rather than immedi-
The Unbroken, many of whom keep their cross-
ately proceeding to “Signs of Resistance,” feel free bows trained on you, are a mishmash of sickly-
to expand on the party’s travel through the city looking civilians in shoddy clothing. Some look
before they meet Wargoyle, taking the opportunity to be barely adults. Most bear telltale signs of
to provide more information on the district and Vadalis or Cannith experimentation, and all have
daily life in Dread Metrol. a cold, severe look to them.
None of these remotely compare, however, to
the haunted look of their leader who makes her
Finding Wargoyle without Vesile way forward.
If Vesile has not survived, the player charac- Wargoyle is a gray-skinned medusa—but the
ters can still make contact with the resistance. snakes on her head hang limply down to her
shoulders, lifeless. Two dark-gray wings emerge
KRISTÓF KÖTELES
Instead of Vesile leading them there, the party is
approached by an Unbroken agent who identi- from her back, their stony surfaces cracked and
fies themselves and tells the player characters, pitted—for they too are devoid of life.
“Wargoyle wants to see you.” “I am called Wargoyle,” she says gravely, “I
have some idea of what you are. Let’s talk about
who you are.”
Signs of Resistance
Once the party has made it into Southshore, Vesile
much more openly leads them through the streets
in search of the Unbroken.
Read or paraphrase the following:
The Southshore district—even early in the
morning—is chaotic and lively. War is the daily
chore here. Soldiers can be seen returning with
pallid faces from the walls, while others head off
to replace them on the ramparts. Children line
the sidewalks, each one waiting to see if their
parents return from the front today.
Vesile strides more confidently through these
streets. Occasionally, she stops to ask someone
whether they’ve seen “Wargoyle.” Whatever the
whispered answers are, they lead deeper into the
district, until finally you come to an inner courtyard
of a two-story building.
“You bring strangers to our doors, Vesile,”
comes a commanding female voice from one of
the lower windows. “There are a dozen crossbows
aimed at you. Explain yourselves.”
73
Part 4: The Unbroken
74
Part 4: The Unbroken
Drawn by the bait of the doves and the hole in the of 10 or lower, nothing happens. On a result of
net, dozens of deadwings descend on the street, 11 or higher, the spider-horse bucks, violently
attacking bystanders, the Shepherd convoy, and shaking the wagon. Each creature within 5
the Unbroken indiscriminately. feet of the wagon must succeed on a Dexterity
The Watch convoy guards begin to scatter saving throw or be knocked prone; the DC of
and fight the winged beasts while the Unbroken this saving throw is equal to the number rolled
fighters emerge to engage the two Shepherd on the d20.
wererat escorts. This leaves the wagon guarded Crane. Inside the wagon lies a visibly pale and
only by one Shepherd wererat and the heavy guard sickly human. This is Crane d’Vadalis, an
captain, who try to push it forward but are unable artisan magewright. A character can use an
to get far among the chaos. action to make a DC 13 Wisdom (Medicine)
The player characters are expected to get to the check. On a success, they determine that he’s
wagon and recover the prisoner, and Ping fights been injected with something—perhaps a seda-
alongside them. The following factors affect the tive or another powerful serum—and can tell
encounter. that whatever has been done to him is beyond
the traditional healing available to the characters.
The Wagon. The wagon is currently guarded
Crane is very weak, unable to talk or respond to
only by one Shepherd wererat and the heavy
telepathy, and requires carrying, which can be
guard captain, as all its other escorts are
accomplished by any character with a Strength
distracted by the deadwings. Its door is locked
of 8 or higher.
with a heavy padlock, which can be picked
with a successful DC 20 Dexterity check using Once the characters recover Crane, the rest
thieves’ tools, or broken with a successful DC 20 of the resistance fighters disengage and make
Strength check. Both options require an action their getaway. Deep horn blasts can be heard
to attempt and may be attempted multiple times. throughout the district, sounding the siege alarm
The Shepherd wererat driving the wagon has as the characters escape. During their flight, they
the lock’s key. see soldiers and magewrights heading to the breach
Deadwings. At the start of the second round of area to deal with the deadwings and fix the net.
combat and every round thereafter, two dead-
wings join the combat—one attacks the
player characters, the other attacks the
captain and Shepherd. Additionally, a
third deadwing nearby can be seen
attaching to a nearby civilian.
Other Combatants. In the background,
the chaos includes Wargoyle and several
Unbroken operatives, along with six Watch
heavy guards, two more Shepherd wererats,
and a flock of deadwings. However, they’re
not directly relevant to the player characters’
part of the conflict—narrate their parts
rather than rolling.
Pursuit. The Shepherd wererat and Watch
heavy guard captain actively try to stop the
characters from getting away with the prisoner,
but do not pursue them farther than 30 feet
away from the wagon.
OKALINICHENKO
75
Part 4: The Unbroken
76
Part 4: The Unbroken
ARTBREEDER / LAURA HIRSBRUNNER
tion, then sends one of the guards to fetch their abdomen, each striking out in a different direction
own medical expert to examine him. They offer and issuing a piercing shriek.
the adventurers a safe place to stay and rest, saying,
Four burster bugs emerge from Crane’s body.
“We don’t know how long it’s safe for, but as long as
The bursters use their Stunning Shriek as soon as
you’re with us, you’re welcome wherever we are!”
they can upon emerging, then each burster bug
attacks a different target.
77
Part 4: The Unbroken
the Beginning
as is the resistance custom. Getting back to
Northshore requires crossing the Bridge of the
Dead, but Dalen can arrange this with Grovaine
Is the End in advance, allowing them to cross unimpeded.
However, if the characters betrayed Grovaine
earlier in the adventure, they discover that getting
The adventure reaches its climax as the party across the bridge is impossible—even for Dalen’s
infiltrates the very place they recently escaped—the forces. Dalen arranges for part of their compound
Kennels—in hopes of sabotaging Vadalis’s latest to be dismantled to make rafts, but the crossing
breakthrough, one that threatens all of Metrol. is still perilous (you can learn more about these
dangers in the “Bridge of the Dead” section of
The Plan part 3). While on the open water, they face two
swarms of shredderfish. Alternatively, if the
With one of the characters possessing—at least characters decide to brave Dead Man’s Land,
temporarily—the dragonmark key to get into the they face two ghouls.
heart of the Kennels, Dalen makes a plan to attack If the characters chose Grovaine’s “Apartment
the opposite side of the compound as a distraction, Hunting” option earlier in the adventure, were
allowing the adventurers to access the lab area seen by the clerks, and left them alive, they face
unseen. The resistance leader is unwilling to share another complication. One of the clerks notices
the details of the plan until everyone is in position, them on the street while traveling through the
in order to protect the identity of the operative who city and raises an alarm—even if the characters
will be helping them. A successful DC 13 Wisdom spared their lives—resulting in a chase during
(Insight) check confirms that Dalen is being honest, which the party must evade the authorities. All
and their sealed lips are purely to protect the player characters must succeed on a DC 13
operative, but they’re confident the plan will work. Constitution saving throw or gain one level of
Once inside the Vadalis facility, the party’s exhaustion as a result of the chase.
task is to find whatever the researchers had been Otherwise, the party is able to make it across
ARTISTAN
working on, recover it if they can, and destroy it if the district, and to safety, without issue.
they can’t—along with any notes. Nothing should
be left for Dannel to use on the populace.
Part 5: The End Is the Beginning Is the End
MAYNARD CASE
damage on a successful one. Or the players might
guards rush in that direction. Dalen’s operatives
come up with a more creative idea—perhaps
have done their part—it’s now or never!
creating a makeshift zipline, or if they’re small
enough, simply having a strong party member
carry them during the jump.
Part 5: The End Is the Beginning Is the End
A11
A10 A9 A8 A1
A7 A6 A5 A4 A3 A2
81
Part 5: The End Is the Beginning Is the End
82
Part 5: The End Is the Beginning Is the End
B10 B3
B12 B5
B8
B11
The
F irst B2
B4
B7
B9 B1
B6
remain in their respective labs and are only encoun- herself. The plaque congratulates Maxille’s team on
tered if the characters enter those rooms. the successful development of the spider-horse for
Doors on this level are clearly labeled with their military use and thanks them for their “sacrifices.”
number, B1–B10. Most feature simple locks that Office B3 belongs to Doran Stronne, the
can be breached with either a successful DC 10 researcher found in B8. The office is home to
Dexterity check using thieves’ tools or a DC 13 more than a dozen musical instruments, most
Strength (Athletics) check. The door to B10 is disassembled and in various states of disrepair.
an exception; in addition to requiring a Mark of The clue in this room is a set of notes that refer to
Handling, it needs a physical key and gesture to a major breakthrough achieved by “using a bio-
unlock, as discussed in its area description below. logical approach to sonic mind-alteration.”
Office B4 belongs to Karanta Dozle, the
B1. Toilet researcher found in B9. Karanta’s room has many
This room is currently unlocked and unoccupied. exotic plants, some of which are flowering. The
It’s clean, functional, and slightly larger than the clue in here is a set of vials along with a “dosing
restroom upstairs. Clearly, what goes down on this journal.” It reveals that Karanta has been taking
floor is more important. antitoxin, gradually reducing her dose over several
months, which a successful DC 10 Intelligence
B2–B4. Offices (Medicine or Nature) check reveals could allow her
INKARNATE / ANDREW BISHKINSKYI
These three offices belong to the senior researchers to develop a natural resistance to a toxin. The vials
found elsewhere on this floor. All three offices are present in the room can be combined for a total of
empty of people and contain only hints of what the two full vials of antitoxin.
researchers are working on. Each office requires
a successful DC 10 Intelligence (Investigation) B5. Vulgre Experiments
check to quickly discover the room’s clue, though This room contains two cages, each containing a
the characters don’t need this information to com- grotesque malformed vulgre that moans in agony.
plete their mission. The monstrosities are docile and move very slowly.
Office B2 belongs to Maxille d’Vadalis, the They are clearly suffering and in a lot of pain. Even
researcher who can currently be found in B7. The if the cages are opened, the creatures do not come
clue in this room is that one of several plaques on out or attack; the characters can put them out of
the wall is a commendation from Queen Dannel their misery or move on.
83
Part 5: The End Is the Beginning Is the End
KRISTÓF KÖTELES
B7. Arachnoquestrium player characters. During combat, the characters
can use silence or negotiate with the harpies,
This room contains Maxille d’Vadalis (she/her), who will only help the characters if their cage is
who is the senior researcher on this level, along opened. The cage requires a successful DC 15
with four young spider-horses. Maxille is a true Strength check or a DC 10 Dexterity check
believer and yearns to defend the facility from the using thieves’ tools.
interlopers. She orders the spider-horses to attack
as soon as the characters breach the room.
Maxille is a die-hard loyalist and would rather
die than help the party. Unless a character suc-
ceeds on a DC 20 Charisma (Intimidation check)
or uses mind control such as the suggestion spell,
she fights to the death. If she thinks the characters
may wish to keep her alive to use her dragonmark,
she potentially cuts away her dragonmarked arm as
her last act while yelling “you’ll never use me!”
Maxille carries a key with an embedded Eberron
dragonshard within it; this key opens the door to
the Advanced Lab (B10).
84
Part 5: The End Is the Beginning Is the End
If Doran is about to be killed or the owlbear Gesture. The door has a magical touchpad
begins to turn on him, he begs for his life and requiring a specific symbol to be traced to deac-
offers his full cooperation. tivate the lock. Each of the three researchers on
Doran carries a key with an embedded Eberron the floor know the symbol—and conveniently,
dragonshard within it; this key opens the door to both floors of the complex use the same
the Advanced Lab (B10). symbol for their gesture-locks. The low-ranked
In one of the drawers of this room, the char- researchers on level A use the gesture on their
acters can find an ink-stained owlbear claw along potion stash, so the characters may have already
with notes on creating a magical tattoo. These can learned it to access the stash. The gesture can
be used together to create one eldritch claw tattoo also be figured out by making a successful
TCE
, which produces a tendril in the shape of an DC 15 Intelligence (Investigation) check to
owlbear claw. (If the party is particularly capable, cleverly apply powder or paste to the touchpad.
you can have Doran use his own eldritch claw Dragonmark. Finally, the lock only opens if
tattoo against the party during combat.) the gesture is used by a character bearing the
Mark of Handling. There are three marked
B9. Benign Growths researchers on this level, and the character who
This area is home to a multitude of vine-like plants, got the mark transferred onto them by Crane is
some of which can be seen moving. The researcher also able to open the door.
Karanta d’Vadalis (she/her) is here. Once the characters gain access to the lab, they
While the room contains many plants, only one find it unoccupied. Two doors in the far corner of
presents danger. An assassin vine lies across the the room are clearly marked as B11 and B12, both
floor and walls near the door, indistinguishable of which can be opened with a key from any of
from the other plants and vines here. It is under the senior researchers on this floor. If a character
Karanta’s command and does not attack or make listens at the doors, a successful DC 13 Wisdom
itself known unless the characters begin hostilities. (Perception) check identifies gurgling sounds
Karanta believes herself to be safe and does not coming from B11.
immediately attack. If the party enters, she tells The room is full of magical and alchemical
them that she has no quarrel with them as long as equipment (though none of particular interest to the
they leave her be. She urges them, “Imagine you party’s mission), research notes, and well-organized
never came to this room. Find and take what you journals on various topics. The character with the
need, just not here. Do this for both of our sakes.” highest passive Wisdom (Perception) score recog-
Characters who make a successful DC10 nizes that these journals likely contain important
Wisdom (Insight) check can tell that both her offer information on the work being done in this lab. The
and her threat are very genuine—she wields some characters can learn the following from the journals:
power that is not immediately evident.
If the characters agree to leave and close the Bursters. This journal details the development of
door, Karanta keeps her word. If they refuse or bursters—the creatures that killed Crane—from
attempt to enter, she and the assassin vine attack. the larvae of a rare insectoid species. Vadalis has
Karanta carries a key with an embedded focused on accelerating their growth and devel-
Eberron dragonshard within it; this key opens the oping the ability to administer the larvae via
door to the Advanced Lab (B10). either injection or ingestion. The notes explain
that only one “matriarch” was successfully
B10. The Advanced Lab enhanced for accelerated growth, and that every
The door to this room is not only made of sturdy effort is being made to keep her in good health.
steel, but has a triple lock that can’t be picked, Hunger Crisis. Several journals detail various
broken, or unlocked by the knock spell. The door experiments to solve Metrol’s hunger crisis.
requires all of the following three elements: Multiple failed experiments are described,
including the vulgre program—which “can be
Physical Key. The door has a visible keyhole, but considered salvageable for military purposes,
the lock is enchanted and can’t be picked. The but does not address the initial problem.”
three senior researchers on this floor each have a
copy of the key needed to open it.
85
Part 5: The End Is the Beginning Is the End
BENJAMIN HUBEL
This room contains a table, feed storage containers, use the identify spell, they can only learn what the
cleaning supplies, and tools. However, much of potion “probably” is, not its possible side effects.
the room is filled by a 10-by-10-foot glass enclo- When a character drinks an experimental potion,
sure—and inside, a hideous humanoid-sized insect they must succeed on the indicated saving throw,
creature with a large ovipositor and wings. The or suffer its alternate effect instead of the potion’s
creature is fleshy in places and not dissimilar to the usual effect.
bursters that killed Crane.
This is the burster matriarch.
The characters are safe from it while it
is in its cage, and don’t need to interact
with it if they wish to move on. The
glass cage has a latched door that can be
opened from the outside.
The creature is used to people tapping
on the glass and does not become agitated
unless the door is opened, in which case it rushes
through with force. The enclosure has several tiny
air and food slits; however, these are all angled
down through the glass and can’t be used to effec-
tively target the creature, which has total cover. If
the characters wish to kill it, they need to open the
humanoid-sized door to the cage.
86
Part 5: The End Is the Beginning Is the End
Experimental Potions
d6 Normal Potion Alternate Effect
1 elixir of health You must succeed on a DC 12 Constitution saving throw or the potion has the effects
of a potion of poison instead of its usual effects.
2 oil of You must succeed on a DC 12 Dexterity saving throw or your speed is reduced to
slipperiness zero for 1 minute instead of the potion’s usual effects. You can repeat the saving
throw at the end of each of your subsequent turns.
3 potion of fire After you drink this potion, each time you attempt to breathe fire at a target, you must
breath make a DC 12 Constitution saving throw. On a failed save, instead of targeting a
single creature, you target every creature within 15 feet of you, including yourself.
4 potion of hill When you drink this potion, you must make a DC 12 Wisdom saving throw. On a
giant strength failed save, the duration is reduced to 1 minute, and for the duration, your newfound
strength is difficult to control. Whenever you hit with a melee attack while one or more
allies are within 5 feet of you, one of those allies takes 1d8 bludgeoning damage.
5 potion of When you drink this potion, you must make a DC 12 Constitution saving throw. On
growth a failed save, the duration is reduced to 1 minute. For the duration, your limbs grow
disproportionately from your body and you have disadvantage on all attacks.
6 potion of When you drink this potion, you must succeed on a DC 12 Charisma saving throw
heroism or be under the effects of the bane spell for the duration, in addition to the potion’s
normal effects.
87
Part 5: The End Is the Beginning Is the End
Brokenwall
The district of Brokenwall, in the Undercity below
Southshore, was lost to the undead several
months ago. Since then, the remaining people of
CAMILLE KUO
88
Part 5: The End Is the Beginning Is the End
Other Guards
The other guards are less picky. They are too far
away to engage in melee and snipe at the adven-
turers and prisoners alike with their crossbows.
The guards do not follow the characters
INKARNATE / ANDREW BISHKINSKYI
89
Conclusion
how worthless this offer is. If challenged, Dalen
also offers their personal treasure: a bottle of 967
YK vintage Aundairian Bluevine wine, and (if
the adventurers also hand over the burster larvae)
Once clear of the Kennels, the characters are able
a crate of six healing potions in House Jorasco’s
to rendezvous in a secret Unbroken safehouse in
popular pomegranate flavor.
Northshore, where they are met once again by
Citizens of Metrol are given new identities and
Dalen and a host of armed resistance fighters.
their freedom; it’s their choice whether to remain
During their travel here, the characters would
with the Unbroken or not, though this decision
have had an opportunity to decide what they want
need not be made immediately.
to do with the First and—if they did not destroy
If the party hands the First over to Dalen, the
it—the formula. They must now report to Dalen.
young man is visibly sad and uncertain whether
If they have brought anything back, Dalen insists
the Unbroken will allow him to fulfill his “destiny”
on the resistance keeping all of it—the adventurers
of returning to Brokenwall, yet he still thanks the
have, after all, completed their mission. Though
characters for getting him this far.
Dalen would never admit it, their ultimate goal
This concludes the adventure for characters
after overthrowing Dannel is to take her place
native to Dread Metrol or those who will be con-
leading the city, and they’re not afraid to get their
tinuing their adventures in the demiplane.
hands dirty to accomplish this. A character that
succeeds on a DC 16 Wisdom (Insight) check can
tell Dalen doesn’t plan to destroy the serum—they
Level Up!
may not have decided yet how to use it in the After completing this adventure, the characters
Unbroken’s fight, but they’ll certainly try. advance from 3rd to 4th level.
Dalen makes good on their promises to the
adventurers. As a material reward, the group is There’s No Place Like Home
given one +1 weapon of the party’s choice and one
For characters playing the adventure as a one-shot
+1 shield. Furthermore, Dalen offers each of the
or for those who were promised help returning
player characters 200 gp, and if they brought back
to Eberron-Prime, the following additional scene
the jar of burster larvae, Dalen offers another 500
takes place. Read or paraphrase the following:
gp for it. These rewards are one last sign of Dalen’s
cunning; from their days in the Aurum, Dalen As promised, Dalen has put you in touch with
has collected a considerable sum of coins, but in someone in Metrol who has been studying the
Dread Metrol, they’re nearly worthless. Dalen is strange Mists. The meeting was complicated to
more than happy to shower the player characters arrange and apparently came at some cost to
in useless wealth. A successful DC 15 Wisdom Dalen. Yet here you are.
The Unbroken leader’s connections have taken
(Insight) reveals their minor deception; if the
you into the heart of the Forge Vermishard, where
player characters are from Dread Metrol, they House Cannith explores arcane mysteries and
automatically succeed on this check and are aware crafts terrifying weapons of war. The air is charged
with the scents of ozone and molten metal, and
you can hear screams in the distance. But Dalen’s
word is good, and you are escorted safely into
a vast chamber. The walls are lined with glass
tanks filled with strange mists and vapors, each
charged with different forms of energy.
An imposing figure waits for you—he’s clearly
human, but half his body is made from steel and
stone. This is Starrin d’Cannith, the infamous
Gorgon. Iron horns curl up around his head, and
one of his eyes is made from glowing crystal.
SCOTT ROLLER
90
Part 5: Conclusion
“You wish to volunteer for my experiments?” His corpses of several clawfoot raptors and one horse.
booming voice echoes across the room. “We’ve It’s clear that something large has been eating
made a breakthrough. I’d wager my left hand that them. Of course, House Vadalis has no interest
you’ll survive the transition.” He considers you for in sharing the real reason behind the disappear-
a moment. “Well, maybe my right hand.” ances—the missing spider-horse (described in
the “About the Ranch” section of part 1). Instead,
The conversation with Starrin is very brief. He
Eizek explains that his ranchers found the cave
knows he has the power in this situation, and if
when looking for a missing horse. “A young sword-
the adventurers don’t join his experiment, he has
tooth titan has been hunting here!” he says. “We’ve
a whole city of people to “volunteer.” He feels no
taken the liberty of killing it and disposing of the
personal concern for the adventurers’ well-being,
carcass; however, we know that these raptors are
but he knows the value of willing volunteers and
often quite precious to the locals, so we thought
means them no harm. He simply needs subjects
you might deliver the sad news to them for us.
for his latest experiments to penetrate the Mists,
There is even a small sum of gold in it for you!”
which have previously met in dismal failure—but
If the characters will be continuing their adven-
this time, he’s hopeful for a better outcome. He
tures in Eberron, they each receive 50 gp from
assures them that the process will be quick and
Eizek for delivering the news, and another 50 gp
painless. Probably.
each from the original broker who hired them to
If the characters agree to participate in Starrin’s
investigate the ranch, as all parties are satisfied
experiment, he leads them to another door. Read
with the given explanation.
or paraphrase the following:
Soft moaning comes from beyond the door. Your
grim-voiced host opens it and walks into the room Extending the Adventure
without hesitation. Instead of a “cinematic” conclusion as described
Inside is a restrained spider-horse. Heavy above, the return to Eberron can be expanded
chains stretch from it to the walls around, leaving it into a short adventure. In this event, Eizek and a
suspended several feet in the air. The monstrosity more knowledgeable researcher admit—entirely
bucks and moans from the restraints. off the record—that one of their experiments has
In one fluid motion, Starrin draws his ornate escaped and may be dangerous, though they have
dagger across the creature’s neck, slicing it open. no more clue as to the mysterious nature of the
No blood comes out; instead, dark shadowy mists Mists than the characters. They ask the charac-
pour out of the dying creature and engulf you. ters to track it down and kill it off.
The characters may then encounter a spider-
horse matriarch’s lair, where there are several
Meanwhile, Back at the Ranch more spider-horses and potentially other
The characters wake up on the side of the road, arachnid creatures.
Alternatively, Starrin’s way through the Mists
just outside of Whitewood Ranch. It is night, and might take the characters to other Domains of
they can tell by the celestial bodies that about one Dread rather than back to Eberron. In this case,
month has passed since they were sent to investi- rather than the talisman on his battlefist depicting
gate the ranch. the crown of Cyre, the symbol should be altered
If adventurers attempt to enter the ranch, they to depict a relevant talisman for the destina-
are met once again by Eizek d’Vadalis, who tion domain.
remembers their initial visit but has no memory
of them sneaking into the Proprietary Research
building. He says, “You left so suddenly, I thought
FIN
I’d said something wrong! Are you still interested
in some magebred horses?”
Eizek also mentions that it is fortuitous that they
are here, as his ranchers have found something
peculiar in the woods, and he’d like to retain the
party’s services. He takes them to a cave several
miles away from the ranch, where they see the
91
Assassin Vine
Large plant, unaligned
Armor Class 13 (Natural Armor)
Hit Points 85 (10d10 + 30)
Speed 5 ft., climb 5 ft.
STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 16 (+3) 1 (−5) 10 (+0) 1 (−5)
Damage Resistances cold, fire
Condition Immunities blinded, deafened, exhaus-
tion, prone
Senses blindsight 30 ft., passive Perception 10
Languages —
Challenge 3 (700 XP) Proficiency Bonus +2
Appendix A:
poison damage at the start of each of its turns. The vine can
constrict only one target at a time.
Friends
Entangling Vines. The assassin vine can animate normal
vines and roots on the ground in a 15-foot square within
30 feet of it. These plants turn the ground in that area into
and Foes
difficult terrain. A creature in that area when the effect
begins must succeed on a DC 13 Strength saving throw
or be restrained by entangling vines and roots. A creature
restrained by the plants can use its action to make a DC 13
Strength (Athletics) check, freeing itself on a successful
check. The effect ends after 1 minute or when the assassin
Artisan Magewright vine dies or uses Entangling Vines again.
Medium humanoid (any race), any alignment
Armor Class 11
Hit Points 9 (2d8)
Speed 30 ft.
Bandit
Medium humanoid (any race), any non-lawful alignment
STR DEX CON INT WIS CHA
Armor Class 12 (leather armor)
11 (+0) 13 (+1) 10 (+0) 14 (+2) 14 (+2) 12 (+1)
Hit Points 11 (2d8 + 2)
Skills Arcana +4 Speed 30 ft.
Senses passive Perception 12
STR DEX CON INT WIS CHA
Languages Common plus any two languages
11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
Challenge 0 (0 or 10 XP) Proficiency Bonus +2
Senses passive Perception 10
CHRISTOPHER BURDETT
Artisan. The magewright is proficient in one type of arti- Languages any one language (usually Common)
san’s tools. Challenge 1/8 (25 XP) Proficiency Bonus +2
Spellcasting. The magewright’s spellcasting ability is
Intelligence (spell save DC 12). To cast one of its rituals, Actions
the magewright must provide additional material compo-
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one
nents whose value in gold pieces is 20 times the spell’s
target. Hit: 4 (1d6 + 1) slashing damage.
level. These components are consumed when the ritual is
finished. The magewright knows the following spells: Light Crossbow. Ranged Weapon Attack: +3 to hit, range
80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
At will: guidance, mage hand, mending, prestidigitation
Rituals: knock
Actions
Dagger. Melee or Ranged Weapon Attack: +3 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1)
piercing damage.
92
Appendix A: Friends and Foes
93
Appendix A: Friends and Foes
Commoner Deadwing
Medium humanoid (any race), any alignment Tiny undead, chaotic evil
Armor Class 10 Armor Class 14 (Natural Armor)
Hit Points 4 (1d8) Hit Points 2 (1d4)
Speed 30 ft. Speed 10 ft., fly 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 4 (−3) 16 (+3) 11 (+0) 2 (−4) 8 (−1) 6 (−2)
Senses passive Perception 10 Damage Immunities poison
Languages any one language (usually Common) Condition Immunities poisoned
Challenge 0 (10 XP) Proficiency Bonus +2 Senses darkvision 60 ft., passive Perception 9
Languages —
Actions Challenge 1/8 (25 XP) Proficiency Bonus +2
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 2 (1d4) bludgeoning damage. Actions
Leech Life. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: The deadwing attaches to the target.
Until the deadwing is detached, the target takes 5 (1d4
Dalen Osserak + 3) necrotic damage at the start of each of the dead-
wing’s turns. A creature can detach the deadwing by
Medium human, neutral making a successful DC 13 Strength check as an action.
Armor Class 16 (studded leather) The deadwing can’t make attacks while attached in this
Hit Points 84 (13d8 + 26) way. It can detach itself from a target by spending 5 feet
Speed 30 ft. of its movement.
94
Appendix A: Friends and Foes
Ghoul Harpy
Medium undead, chaotic evil Medium monstrosity, chaotic evil
Armor Class 12 Armor Class 11
Hit Points 22 (5d8) Hit Points 38 (7d8 + 7)
Speed 30 ft. Speed 20 ft., fly 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 10 (+0) 7 (−2) 10 (+0) 6 (−2) 12 (+1) 13 (+1) 12 (+1) 7 (−2) 10 (+0) 13 (+1)
Damage Immunities poison Senses passive Perception 10
Condition Immunities charmed, exhaustion, poisoned Languages Common
Senses darkvision 60 ft., passive Perception 10 Challenge 1 (200 XP) Proficiency Bonus +2
Languages Common
Challenge 1 (200 XP) Proficiency Bonus +2 Actions
Multiattack. The harpy makes two attacks: one with its
Actions claws and one with its club.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one crea- Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one
ture. Hit: 9 (2d6 + 2) piercing damage. target. Hit: 6 (2d4 + 1) slashing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 7 (2d4 + 2) slashing damage. If the target is a target. Hit: 3 (1d4 + 1) bludgeoning damage.
creature other than an elf or undead, it must succeed on
a DC 10 Constitution saving throw or be paralyzed for 1 Luring Song. The harpy sings a magical melody. Every
minute. The target can repeat the saving throw at the end humanoid and giant within 300 feet of the harpy that can
of each of its turns, ending the effect on itself on a success. hear the song must succeed on a DC 11 Wisdom saving
throw or be charmed until the song ends. The harpy must
take a bonus action on its subsequent turns to continue
singing. It can stop singing at any time. The song ends if
the harpy is incapacitated.
Guard While charmed by the harpy, a target is incapacitated
Medium humanoid (any race), any alignment and ignores the songs of other harpies. If the charmed
target is more than 5 feet away from the harpy, the target
Armor Class 16 (chain shirt, shield) must move on its turn toward the harpy by the most direct
Hit Points 11 (2d8 + 2) route, trying to get within 5 feet. It doesn’t avoid oppor-
Speed 30 ft. tunity attacks, but before moving into damaging terrain,
such as lava or a pit, and whenever it takes damage from
STR DEX CON INT WIS CHA
a source other than the harpy, the target can repeat the
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
saving throw. A charmed target can also repeat the saving
Skills Perception +2 throw at the end of each of its turns. If the saving throw is
Senses passive Perception 12 successful, the effect ends on it.
Languages Common A target that successfully saves is immune to this
Challenge 1/8 (25 XP) Proficiency Bonus +2 harpy’s song for the next 24 hours.
Actions
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach
5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing
damage, or 5 (1d8 + 1) piercing damage if used with two
hands to make a melee attack.
95
Appendix A: Friends and Foes
Pack Tactics. The heavy guard has advantage on an Spellcasting. Karanta is a 4th-level spellcaster. Her spell-
attack roll against a creature if at least one of the heavy casting ability is Wisdom (spell save DC 12, +4 to hit with
guard’s allies is within 5 feet of the creature and the ally spell attacks). She has the following druid spells prepared:
isn’t incapacitated. Cantrips (at will): primal savagery, produce flame,
Actions shillelagh
1st level (4 slots): entangle, faerie fire, healing word,
Multiattack. The heavy guard makes two melee attacks. thunderwave
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one 2nd level (3 slots): barkskin, spike growth
creature. Hit: 5 (1d6 + 2) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit,
Actions
range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit
with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) blud-
geoning damage, 4 (1d8) bludgeoning damage if wielded
with two hands, or 6 (1d8 + 2) bludgeoning damage with
shillelagh.
Heavy Guard Captain
Medium humanoid (any race), any alignment
Armor Class 16 (chain mail)
Hit Points 32 (5d8 + 10) Maxille d’Vadalis
Speed 30 ft. Medium humanoid (human), neutral evil
STR DEX CON INT WIS CHA Armor Class 13 (leather armor)
15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0) Hit Points 33 (6d8 + 6)
Speed 30 ft.
Skills Intimidation +2
Senses Passive Perception 10 STR DEX CON INT WIS CHA
Languages Common 11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2)
Challenge 1 (100 XP) Proficiency Bonus +2
Skills Deception +4, Persuasion +4, Religion +2
Pack Tactics. The heavy guard captain has advantage on Senses passive Perception 11
an attack roll against a creature if at least one of the cap- Languages Common
tain’s allies is within 5 feet of the creature and the ally isn’t Challenge 2 (450 XP) Proficiency Bonus +2
incapacitated.
Dark Devotion. Maxille has advantage on saving throws
Actions against being charmed or frightened.
Multiattack. The heavy guard captain makes two melee Spellcasting. Maxille is a 4th-level spellcaster. Her spell-
attacks. casting ability is Wisdom (spell save DC 11, +3 to hit with
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one spell attacks). Maxille has the following cleric spells
creature. Hit: 5 (1d6 + 2) bludgeoning damage. prepared:
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, Cantrips (at will): light, sacred flame, toll the dead
range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. 1st level (4 slots): command, inflict wounds, shield
of faith
2nd level (3 slots): hold person, spiritual weapon
Actions
Multiattack. Maxille makes two melee attacks.
Dagger. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2)
piercing damage.
96
Appendix A: Friends and Foes
97
Appendix A: Friends and Foes
98
Appendix A: Friends and Foes
99
Appendix A: Friends and Foes
Actions
Multiattack. The vulgre makes two beak attacks.
Beak. Melee Weapon Attack: +6 to hit, reach 10 ft., one
target. Hit: 11 (2d6 + 4) piercing damage.
Consume Carrion. The vulgre consumes a dead body
within 5 feet of it to regain 2d6 hit points.
100
Appendix B: Adventure Maps
High-Resolution Maps
In addition to this appendix,
which provides full-page ver-
sions of the maps used in this
book’s adventure, your Dungeon
Masters Guild digital download
also includes a zipped folder.
This folder contains high-resolu-
tion copies of all maps, including
a version in full color and another
on a white grid.