100% found this document useful (12 votes)
14K views112 pages

2255601-Dread Metrol - Into The Mists v1.1

Uploaded by

Jin Ying Li
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (12 votes)
14K views112 pages

2255601-Dread Metrol - Into The Mists v1.1

Uploaded by

Jin Ying Li
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 112

Credits Contents

Lead Designer: Keith Baker Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1


Adventure Designer: Andrew Bishkinskyi The Domain of Metrol. . . . . . . . . . . . . . . . . . . . . . 3
Additional Designer: Imogen Gingell The Tragedy of Dannel, Queen of Cyre . . . . . . . . 4
Editor: Laura Hirsbrunner The Horrors of War . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Sensitivity Reader: Gabriel Hicks The Shape of Metrol. . . . . . . . . . . . . . . . . . . . . . . . 11
The Vermishards. . . . . . . . . . . . . . . . . . . . . . . . . 12
Art Director: Wayne Chang Crown Point. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Layout & Graphic Designer: Laura Hirsbrunner The Lycaeum. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Northshore . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Cover Illustrator: GAOZ Southshore . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Interior Illustrators: Benjamin Hubel, Carolina Cesario, Cheto The Undercity. . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
See, GAOZ, Kristóf Köteles, Laura Hirsbrunner, Olie Boldador Venturing Beyond the Walls . . . . . . . . . . . . . . . 18
Additional Illustrators: Adam Gillespie, Alex Colville, Artbreeder/ Queen Dannel: Darklord of Metrol . . . . . . . . . . 20
Laura Hirsbrunner, Artistan, Aotsuki Bluemoon, Ben Wootten, Forces in Metrol. . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Breaker Maximus, Camille Kuo, Christopher Burdett, Eric
The Army. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Deschamps, Fred/Adobe Stock, Fred Hooper, Fotokostic,
Dragonmarked Houses . . . . . . . . . . . . . . . . . . 25
Iswenyi, Joe Prachatree, Liu Zishan, Maynard Case,
The Fifth Column. . . . . . . . . . . . . . . . . . . . . . . . 30
Mikesilent, Newsteach, Refluo, Roman3dArt, Scott Roller,
The Queen’s Watch. . . . . . . . . . . . . . . . . . . . . . 30
T Studio, Okalinichenko, Unholy Vault Designs
The Unbroken. . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Adventure Battlemaps: Inkarnate/Andrew Bishkinskyi
Adventures in Dread Metrol. . . . . . . . . . . . . . . . 32
Producer: Wayne Chang Night Terrors: The Siege. . . . . . . . . . . . . . . . . 34
Saving Metrol. . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Playtesters: Alex D’Amico, Alexander Forsyth, A.S. Villarreal,
The Reconstructed. . . . . . . . . . . . . . . . . . . . . . 38
Colin Marriott, Derek Myers, Greg Hanbuch, Jarrod Taylor,
Adventurers from Metrol. . . . . . . . . . . . . . . . . . . 40
Jorge Gonzalez, Joseph Meehan, Kevin Macku, Luke Volker,
Patrick Dunning, Rebecca Gray, Ryan Doherty, Tony Wray, Patron: Unbroken or Queen? . . . . . . . . . . . . . 40
and a very determined ferret Backgrounds. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
The Twist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
This book refers to spells and items from several sources, What Do You Have to Lose?. . . . . . . . . . . . . . 44
denoted with the following abbreviations. If a source is Artificer Specialist: Mastermaker. . . . . . . . . 45
not specified, it comes from the Player’s Handbook or the The Mourning After. . . . . . . . . . . . . . . . . . . . . . . 47
Dungeon Master’s Guide. Part 1: Into Metrol . . . . . . . . . . . . . . . . . . . . . . . . . 49
y Eberron: Rising from the Last War: RLW Path A: Denizens of Darkness . . . . . . . . . . . . 49
y Exploring Eberron: EXE Path B: Into the Mists. . . . . . . . . . . . . . . . . . . . . 51
y Tasha’s Cauldron of Everything: TCE Part 2: Herded. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
y Xanathar’s Guide to Everything: XGE Volunteers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Unbroken Attack . . . . . . . . . . . . . . . . . . . . . . . . 60
Disclaimer: No puppies were harmed in the making of this book.
Not a one. We don’t know what’s in the Ghallanda ragout, but Part 3: State of War . . . . . . . . . . . . . . . . . . . . . . . . 62
we know one thing that’s definitely not in it, and that’s puppies. Release the Hounds . . . . . . . . . . . . . . . . . . . . . 62
We promise. Encounters in Northshore. . . . . . . . . . . . . . . . 63
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten
Bridge of the Dead. . . . . . . . . . . . . . . . . . . . . . . 68
Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica Part 4: Unbroken. . . . . . . . . . . . . . . . . . . . . . . . . . . 72
and all other Wizards of the Coast product names, and their Signs of Resistance. . . . . . . . . . . . . . . . . . . . . . 72
respective logos are trademarks of Wizards of the Coast in
the USA and other countries. This work contains material that Delivering Crane . . . . . . . . . . . . . . . . . . . . . . . . 76
is copyright Wizards of the Coast and/or other authors. Such Part 5: The End Is the Beginning Is the End. . 79
material is used with permission under the Community Content
Research Building: Level A. . . . . . . . . . . . . . . . 81
Agreement for Dungeon Masters Guild.
Research Building: Level B. . . . . . . . . . . . . . . 82
All other original material in this work is copyright 2021 by Getting Out . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
KB Presents and published under the Community Content Conclusion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
Agreement for Dungeon Masters Guild.
Appendix A: Friends and Foes . . . . . . . . . . . . . 92
Appendix B: Adventure Maps. . . . . . . . . . . . . 101

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

just been her own inner voice, and in truth, she


and only she is responsible for her own actions

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

the south gate.


Chapter 1: The Domain of Metrol

Shortages Currencies in Dread Metrol


The siege of Metrol has lasted for years. They d4 Currency
recieve no supply shipments from the outside 1 Coins. Merchants who accept coins
world—no food, no raw materials, no luxury items. generally offer only a fraction of face value—
Most shops have closed, as they have nothing to unless it’s copper. A gold piece is only as
sell, and the few that remain sell goods of question- valuable as a copper piece was before the
able quality or provenance. Taverns make vile siege, and a silver is worth only a copper,
rotgut in basement stills, and a handful of shops while a single copper is worth its weight in
sell “nearly new” items scavenged from the bar- pre-siege gold.
ricaded districts of the city. Most artisans have 2 Ration Chits. Citizens who follow the rules
been pressed into service assisting the war effort. and dwell in designated districts receive
Masons repair shattered walls. Smiths repair armor ration chits—small pieces of stiff paper
and beat plowshares into swords. Cooks prepare which can be redeemed for Ghallanda
Ghallanda’s vile ragout for the soldiers—at least, ragout and other staples. The Watch pays
informants in ration chits, and Cannith
those soldiers that still require food.
corpse collectors pay for remains with chits.
These shortages can affect adventurers in many
ways. Many common goods simply aren’t available 3 Food. After four years of the siege, there’s
in Metrol. All smiths and spare steel are dedicated little to eat beyond Ghallanda ragout. Any
preserved pre-siege food—fruit, candy,
to the war effort, so you can’t easily buy a new
wine—commands a high price. Even rat
sword—and if you find one, it’ll cost dearly. The
meat is better than ragout.
Currencies in Dread Metrol table presents some of
the most common currencies within the city. 4 Goods. Jewelry and other once-valuable
Citizens receive ration chits for the most basic goods typically command a tenth of their
value, like coins. However, practical goods—
goods—specifically, Ghallanda ragout. Where you
blankets, weapons, tools—can usually be
can buy luxury goods (from the scavengers and traded for their full value. Trinkets that evoke
“grave merchants”), the value of gold, silver, and pre-siege nostalgia can be worth more than
electrum coins has dropped severely, if the mer- precious gems. Magewrights often require
chant is willing to accept them at all. Meanwhile, spell components as payment—a little more
most copper coins have been smelted down and than needed for the spell being performed.
turned into weapons, so the few that remain have
skyrocketed in value. In general, however, barter is their supplies. People haven’t bought new clothes
the name of the game, and merchants want some- for years; everything they own is repaired or recy-
thing they can use. Novelty and nostalgia are cled, making patchwork cloaks and mismatched
worth more than gold or ration chits—most com- boots a common sight. If you’re from Metrol, the
moners haven’t seen fresh fruit in four years, and a DM might ask you to describe the state of your
single fresh strawberry is worth more than a ruby. clothing or a particular treasured item; what’s the
An entertainer can win goodwill by playing a one thing you own that you’ve kept in perfect con-
classic Cyran song; entertainers in lower Metrol dition? If you came to Metrol through the Mists,
are rare, as most were pressed into service as regi- you may find that things you considered inconse-
mental musicians or taken to the upper city to quential are priceless treasures in Dread Metrol.
entertain the nobles. Spell components are also a The greatest shortage of all is soldiers. Press
precious resource, as the Watch long ago claimed gangs are always looking for recruits—if you’re
these for the war effort. Consequently, most of new in town, you should keep a low profile, or you
Metrol’s magewrights can only cast cantrips, as may soon find yourself fighting endless zombies on
their other services require valuable components the South Wall. Every night, soldiers are maimed
(typically refined Eberron dragonshards). or killed defending against the Karrnathi assault.
These shortages have left the common people House Jorasco does what it can, but standard
in desperate straits. Almost anything that could medical supplies ran out long ago, forcing them
contribute to the war effort has been seized. Most to use unorthodox methods. Rather than healing
private businesses have closed, and those that still potions, they use enchanted embalming fluids and
exist have had to find creative ways to maintain even stitch together body parts from different

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

Any action that impedes the war effort in any way


could be interpreted as intentional sabotage and

10
Chapter 1: The Domain of Metrol

The Shape of Metrol current desperation. Windows are boarded up.


Shops are abandoned or converted into homes for
Metrol, one of the largest cities in the Five Nations, people forced to flee from their original districts.
was once the jewel of Galifar, a place of music and Wondrous art installations have been stripped
light. The Arcane Congress of Aundair perfected down for parts or shattered by arcane bombard-
the everbright lantern, but Metrol was the first ment. The Random Locations in Metrol table
city whose streets were lit with them, while flower gives examples of what you might find if you duck
petals fell from the floating towers, drifting across into a doorway in this city under siege.
the city below. Today, Metrol is a shadow of its
former glory. One of the great Vermishards has R andom Locations in Metrol
fallen. Entire districts have been abandoned and d6 Location
barricaded—an attempt to protect the city against
1 Once an inn for wealthy diplomats, this
the ghosts and ghouls that remain. The eastern
building has been claimed by families dis-
quarter has been claimed by the enemy. The placed from their homes by the dead. These
soldiers of Cyre and the tireless Reconstructed refugees fiercely defend their claim and treat
hold the line as best as they can, but inch by inch, outsiders with suspicion.
Metrol is being claimed by the dead.
2 This small art gallery was struck by a pack of
Before the siege, Metrol was thriving and ghouls, and some of the creatures may still
beautiful. It was designed to be a showpiece, an linger here. It’s hard to say if the blood spat-
idealized vision of Galifar, though in many ways, ters on the canvases ruin the paintings or add
the city planners cheated to achieve this. The to the effect.
worst parts of town—slums for the working poor—
3 This shop once sold everbright lanterns and
are hidden underground. There is little visible art objects infused with magical light. All
industry, for Metrol was built to be the adminis- of its shelves have been stripped bare, and
trative and cultural heart of Galifar, and it always someone even pried the lightstones out of
relied on imports for goods and food rather than their settings in the ceiling.
focusing on production itself. Fortunately for the 4 This former restaurant has become a make-
present-day inhabitants, during the Last War, the shift infirmary treating victims of a necrotic
commanders recognized the dangers, stockpiling plague spread by undead. A masked healer
supplies and skilled magewrights in preparation urges you to leave.
for a lengthy siege. Nonetheless, Metrol has always 5 This once-pleasant townhouse has boarded-
contained more merchants than artisans; it’s a up windows. From behind barricades made
place where people sold goods to diplomats and of broken-down furniture, the inhabitants
tourists, not a center of production. This leads to demand to know why you’re here.
its current desolate appearance, because with no
6 This tavern has been turned into a gruel
goods to sell, those businesses have either been kitchen. Three soldiers protect a Ghallanda
abandoned or repurposed. halfling who’s distributing the day’s meal.
While the city is still largely held by the people
of Metrol, attacks regularly breach the walls— The following sections provide an overview
arcane bombardment, undead emerging from the of the city’s important regions, intended as a
water, aerial assaults, and even foul creatures flung foundation for the DM to build on. In running
into the city with catapults. Beyond that, the trials an adventure in Metrol, don’t get bogged down
of the last four years have led to desperate looting. by specifics. Decide what region the scene takes
The army has stripped anything that could pos- place in: Northshore? One of the Vermishards?
sibly be used for the war effort, including metal The Undercity? Think about a specific element
and wood. Furniture has been incorporated into that matters in the scene: an abandoned shrine, a
barricades, metal statues have been melted down stripped monument, rats scurrying into the sewers.
to forge weapons, even stone cobblestones have The tone of the city—a beautiful metropolis worn
been torn up to be flung at the enemy. down by years of siege—is more important than
When walking through Metrol, you can see the name of a store that’s been closed for years.
that it was once beautiful, but you can feel its

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

The Vermishards except that the halls of the Vermishards were


carved into the stone, not built from it. The Forge
When people call Metrol the “Rising City” or of House Cannith is filled with foundries and
swear by the seven spires of Metrol, they aren’t factory workings, while the Vermishard of War is
talking about towers made by human hands. One a fortress garrison. Each of the spires is topped
of Metrol’s most stunning features is its seven with a plaza, and these hold the grandest institu-
stone columns that loom above the city. Known tions of Metrol—an array of glittering palaces
as the Vermishards, these spires are over eight gazing down on the city below. Until recently,
hundred feet tall, each widening at the top into these plazas were connected by a network of
a flat star-shaped plateau. The Vermishards are massive skybridges. However, between the Last
too perfect to be entirely natural formations. The War and the constant bombardments and assaults
stone that forms them is supernaturally dense, and of the last four years, many of these bridges have
they predate the fallen empire of the goblins. The been destroyed. Today, only the bridges con-
commonly accepted story is that the Vermishards necting the Royal Vermishard to the Vermishard
were created by dragons in the first age of the of War and the Vermishard of Law remain intact.
world, before the mighty wyrms withdrew to Metrol isn’t in a Syranian manifest zone, so
Argonnessen. Today, they are the deep heart of flight isn’t as easy as in Sharn. House Vadalis has
Metrol. Nobles and dragonmarked heirs look down always kept stables of hippogriffs and eagles to
LAURA HIRSBRUNNER

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

streets are overrun with undead.


The primary undead found in the Lycaeum
are ghosts, zombies, and shadows. Most of the
Chapter 1: The Domain of Metrol

zombies are infectious; any humanoid killed by


a Lycaeum zombie rises as a zombie after one
Northshore
minute. Scouts report that most of the undead Northshore is the largest quarter of Metrol, encom-
continue to go through the basic motions of their passing everything northwest of Starmantle Bay,
lives; the zombies aren’t sentient and don’t speak, including four of the Vermishards. In pre-siege
but they still shuffle between classrooms and Metrol, the Market Triangle—the region between
gather in the taverns. However, as soon as they the Kennels, the Forge, and the Vermishard of
catch sight of any living creatures, they immedi- Gold—was the center of commerce and home to
ately become hostile. the enclaves of the dragonmarked houses. East
of the Forge, the North Docks were primarily
Noteworthy Locations devoted to commercial traffic and the bulk of
The Demesne of Shadow was one of the Metrol’s industry. Northshore also contained three
largest and most important enclaves of House major residential wards. Boldrei’s Hearth, west of
Phiarlan in Khorvaire. Aside from being the the Vermishard of Gold, primarily housed mer-
seat of the house matriarch, it was the finest chants. Gilded Arch surrounded what is now the
institution for studying what Phiarlan calls Kennels, but once contained many noble estates.
the “arts of deception.” This encompasses the North Point lay adjacent to the Vermishard of Law;
artistic applications of illusion magic, as well most of its residents were career civil servants,
as the broader elements of playing a role and members of the Queen’s Watch, and others distin-
deceiving an audience—vital skills for both guished by their service to Cyre or Metrol.
actors and orators. The fate of the demesne is Today, Northshore holds the bulk of Metrol’s
one of the great mysteries of Metrol. Following civilian population. Gilded Arch and the Kennels
the first night of the siege, the Demesne of were seized and devoted to the war effort; House
Shadow was discovered to be completely aban- Vadalis breeds living weapons in the Kennels, and
doned—there were no Phiarlan heirs left in the army has established garrisons here to support
the enclave, and precious few left elsewhere in the western walls. Most of the businesses in Market
Metrol. They disappeared with their meals still Triangle have been repurposed to house refu-
at the table and performances left half-staged. gees—both survivors evacuated from the Lycaeum
Most people believe this proves the Phiarlans and from compromised neighborhoods. The
were traitors working with the Karrnathi forces, Vermishard of Gold collapsed due to bombard-
and they slipped out before the siege. But ment, falling into Starmantle Bay and crushing the
shadows move strangely in the empty demesne, Kundarak enclave and a host of other businesses.
and some say that the Phiarlans are still there, The Forge and the North Docks have ramped up
trapped within the shadows. industrial production, focusing on salvaging offen-
Olladra Smiles was a tavern and performance sive and defensive resources—including people, as
hall beloved by the students of the Wynarn the Cannith corpse collectors regularly deposit
Institute, who often called it just “the Smile.” their bounty at the Forge. The Vermishard of Law
While far smaller than similar establishments on is the seat of the Queen’s Watch and the infamous
Southshore, many famous entertainers played Shepherds, and suspected traitors are regularly
their first shows on their stage. executed in the plaza around the spire. North
The Royal Library of Galifar was located in Point is the neighborhood least affected by the
the spire of the Vermishard of Lore. Its grand siege; many residents have taken in refugees, and
shelves held both literature and historical there are barricades and Watch checkpoints, but it
records dating back a thousand years. largely functions as it always has.
The Wynarn Institute of Art was a respected In the past, passage between Northshore and
arcane academy specializing in illusion magic Southshore was simple, but during the first year
and the artistic applications of magic. The of the siege, the southwestern gate of the city fell.
institute contained a remarkable museum, Thousands died in the subsequent battle, including
including its famous Hall of Kings that most of House Deneith and House Tharashk’s elite
allowed visitors to interact with illusions of forces. However, the troops were able to stem the
great leaders of the past. tide and ultimately raised new walls sealing off the
two quarters. This has left a narrow strip between

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

To the east, Southshore merges directly with


Crown Point. To the west, the cursed stretch
The Undercity
known as Dead Man’s Land blocks passage Metrol was designed to be a showpiece, a vision
to Northshore. Travelers who wish to reach of what Galifar could be—and its less attractive
Northshore must cross the Bridge of the Dead or aspects were pushed underground, making use of
find a way across Starmantle Bay. old Dhakaani foundations. There are no slums on
the surface of Metrol because they’re all hidden
Noteworthy Locations below the surface. The Undercity contains the
The Cathedral of the Sovereign Host was sewers and the actual workings of the city, along
the grandest temple to the Sovereigns in with vast tenement housing and anything con-
Khorvaire, expanded over the centuries sidered too unsightly to have on the surface. The
by kings and queens seeking to show their Undercity stretches across Metrol, each section
faith. Around it stand colossal statues of the largely reflecting the character of the quarter above
Sovereigns. Two years ago, it was struck by a it. So the Undercity beneath Market Triangle
malevolent curse that animated the statues of houses seedy businesses, while the Undercity
Dol Dorn and Dol Arrah. These two massive beneath Southshore includes both cheap housing
golems laid waste to much of the cathedral for actors and venues for the lowest forms of enter-
and the surrounding area, then turned on one tainment. The Lycaeum has an Undercity of its
another and fought until they were shattered. own, but it’s still separated from the rest of the city
Most believe the temple remains infused with by the River Melandor.
lingering deadly magics, and the Queen’s While the Undercity is largely protected from
Watch has sealed it. The Shepherds urge direct bombardment, it has suffered outbreaks of
the people of Metrol to place their faith in plague and contagious curses. There have also
Queen Dannel; however, many defy this edict been a few cases where undead—typically ghouls
and continue to make offerings around the or shadows—have somehow penetrated into the
cathedral. Undercity. It’s relatively easy for the Queen’s
The Metrol Arena, the largest outdoor colos- Watch to seal off affected sections, and they’ve
seum in the Five Nations, was once the site of done so in response to several outbreaks … often
grand sporting events and performances by leaving the potentially infected residents to die.
House Phiarlan’s most celebrated entertainers.
Now the arena serves as an emergency relief Venturing Beyond the Walls
center. Here, House Ghallanda distributes The gates of Metrol are sealed and heavily fortified.
gruel to the hungry, and House Jorasco pro- Adventurers working with the army or the Queen’s
vides basic medical services as well as offering Watch can leave the city and return, though it’s
a quick end to those whose suffering is too no trivial affair; the Shepherds closely examine
great—while Cannith corpse collectors stand anyone who returns from the Bloody Fields to
by to collect the bodies. ensure that they haven’t been contaminated by
The Bastion of the Silver Flame was a fortress Karrnathi forces. The resistance movement known
temple that maintained a garrison of templars as the Unbroken maintains a few secret passages
in addition to conducting religious services. beneath the walls, though these are well hidden,
The templars served with distinction during lest they be found by the Watch and shut down.
the initial siege, but challenged many of the Adventurers operating on their own can poten-
steps Queen Dannel took in the year that fol- tially find a way out of the city—diving into the
lowed—notably, weaponizing lycanthropy and River Melandor or dropping down a wall between
infecting the Shepherds with it. In the weeks patrols—but they’ll have to convince the suspicious
that followed, the templars were declared to guards to allow them back through the gates.
be traitors and agents of Thrane working to The Bloody Fields show the traffic of four years
overthrow the Queen. Almost all of them were of constant war. There are no corpses or bones;
killed, and the Bastion is now a stronghold of all remains are taken by the Karrnathi forces each
the Queen’s Watch. night, sure to return as undead soldiers or fused to
horrifying engines of war. However, the fields lie

18
Chapter 1: The Domain of Metrol

strewn with ruined siege engines, scraps of armor, Noteworthy Locations


shattered weapons, and other signs of war. The The Colossus is a towering warforged colossus
scarred and pitted landscape holds several massive that was stationed at Metrol when the siege
craters scattered across the fields, along with a began. The Karrnathi forces somehow
few makeshift fortifications and command centers, managed to bring it down, though no one is
though the Karrns never hold their positions. sure exactly how. Some people hold out hope
The Karrnathi forces attack every night, but as that while the colossus’s crew is long dead, the
dawn approaches, they retreat back into the Mists, warforged itself might still be alive—laid low
which surround the city at a distance of about one by some malevolent curse, but potentially able
mile. During the day, Metrol’s army regularly to be restored and returned to service. Many
sends patrols out in hopes of salvaging whatever expeditions have been sent to either repair the
can be recovered immediately along the walls. colossus or salvage supplies over the course
However, these patrols won’t venture any further of the siege, but none have returned—which
away from the city; even during the day, there are suggests that there are undead forces or worse
many dangers in the Bloody Fields. Any adven- residing within the colossus itself.
turer brave or foolish enough to brave the fields The Staff is the remnants of the massive siege
may encounter hidden blast disks—mystical mines staff EXE the Karrns used to bring down the
that may explode or trigger spell effects. Any Vermishard of Gold. The weapon shattered,
“corpses” they spot are surely dormant undead and and the Karrns haven’t fielded such a powerful
need to be burned from a distance. There may weapon since. When intact, the Staff was
also be skeletons and zombies buried just below over two hundred feet long and nearly twenty
the surface, corpses that will burst from the soil feet in diameter. The wood from the Staff is
if they are disturbed. There are tormented ghosts extremely useful for creating long rods EXE and
and specters, remnants of Cyrans killed early other smaller weapons, so the army occasionally
on. And there are other regions that are simply sends out squads to salvage pieces of the Staff.
tainted by malign curses, which can cause disease The Wreck of the Morning Star. The Morning
or have other lingering negative effects. Casting Star was a Lyrandar airship that was shot down
the detect magic or detect evil and good spell can during the first day of the siege. The ship
help explorers avoid many of these threats, but it’s crashed near the edge of the Mists and its wreck
always a dangerous journey. has never been explored. It’s possible that the
Morning Star was carrying a valuable secret
cargo, and if the elemental core is intact, either
the Forge or the Unbroken might be able to find
a use for it. However, the wreck could easily be
haunted or occupied by other hostile undead.
The Mists are an unbroken dome that surrounds
Metrol at a distance of about a mile. No one
who’s ventured into the Mists has returned—at
least not alive, though most do eventually
return after being bound into undead service
as part of the Karrnathi forces. The Mists
block all forms of divination and teleportation
magic, and no one knows if they are just a thin
barrier or if they extend indefinitely. Clearly the
Karrnathi forces have a main camp, but is this
BREAKER MAXIMUS

within the Mists or beyond them?

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

Dannel’s Torment legs. While Dannel believes that her remarkable


reconstruction is the result of her own talents as
Queen Dannel ir’Wynarn, as the queen of an artificer, it’s actually the result of the night-
Cyre and monarch of Metrol, wields absolute mare logic of the domain; were you to cut away
power—and yet she remains burdened by the her existing flesh, you would find steel beneath.
following things. Dannel’s condition is as much allegory as artifice;
Victory. Dannel is absolutely convinced that she the bitter battle of the siege is revealing the steel
can defeat the besieging forces, and more spe- that was always hidden within the glove.
cifically, that only she can defeat the besieging Dannel’s stat block, provided in the “Roleplaying
forces. And yet, despite her best efforts and the Dannel” section, represents her skill as a gifted
countless sacrifices she has made, she’s been artificer combined with the remarkable physical
unable to win any sort of decisive victory. abilities of her reconstructed form. She has several
Paranoia. Because of her failures, Dannel is additional powers, as described below.
plagued by paranoia. She believes herself
betrayed by traitors or incompetent underlings,
The Voice of Metrol
and these must be purged so she can save her While Dannel never leaves the Royal
people. Likewise, she hates what she sees as her Vermishard, she regularly addresses her people.
own weaknesses getting in the way, which ties Using her Voice of Metrol trait, her voice can be
to her continuing efforts to replace her flesh heard throughout Metrol. This acts much like a
with steel. She must be harder and stronger, magic mouth spell; it’s not that it’s thunderously
because only she can save her people. loud, but rather that it emanates from the city
Sacrifice. On a rational level, Dannel itself. Even someone sealed in an Undercity vault
knows that she is feeding her can hear Dannel’s address.
own people to the war machine, In addition to her ability to speak publicly,
killing even more of them than Dannel can speak directly to any individual with
the attacking forces are. But whom she is familiar that is within the walls of
she refuses to truly acknowl- Metrol. She often uses this ability to issue orders
edge this even to herself, to her minions. When Dannel speaks in this way,
convincing herself that the there is no word limit. The creature hears and
Cyrans are willing to make understands the message in their mind, recog-
these sacrifices and that nizes her as the sender, and can answer in a like
they are on the verge manner immediately with a short message of 50
of turning the tide. words or less.
So even if the adventurers don’t meet Dannel
Dannel’s Powers for a while, they should still feel her presence.
For example, the DM could open or close
and Dominion a game session with a public address from
Queen Dannel is a terrifying Dannel. On a more personal level, if one of the
figure. She has always been adventurers draws Dannel’s interest, she could
charismatic and imposing, use the Voice of Metrol to have an ongoing
a proud woman with long conversation with them—likely trying to win
dark hair and piercing them to her side. Dannel truly believes in the
green eyes. Since the siege righteousness of her cause, and such conversa-
began, she has suffered tions would likely take the form of Dannel
grievous injuries, con- justifying her decisions and challenging the
sequently replacing her character’s interpretation of events. Dannel
flesh with steel and wood. can’t see what’s going on around the people she
Today, almost half of speaks to, but she may play up the fact that she
her body is constructed, can “find” them wherever they are.
including one of her
GAOZ

arms and one of her

21
Chapter 1: The Domain of Metrol

Many of the common people still believe, as Arcane Science


the propaganda posters say, that The Queen Dannel doesn’t possess the Mark of Making, but
Will Save Us. Others fear the queen and her she’s a brilliant arcane scientist in her own right,
Shepherds even more than the undead, but few and holds a special appreciation for constructs
will voice these sentiments out loud … after all, and the power of the soul. This isn’t precisely
Dannel Is Watching. Despite what people necromancy, as she doesn’t animate the dead,
believe, however, Dannel isn’t always watching but she understands how souls can be tapped
and there’s no way for a player character to and used as a source of power. She’s always
initiate a conversation; they can only talk when been a remarkable artificer, but thanks to the
the queen chooses to reach out to them, and nightmare logic of Ravenloft, her abilities have
Dannel can’t actually see where the adventurers dramatically increased; she can produce extraor-
are or what they’re doing. dinary weapons and tools that impress even
This ability is a part of Dannel herself, and not Starrin d’Cannith. When encountered in the
a tool that others can use; however, she has an Royal Vermishard, there’s an excellent chance
eldritch machine in her workshop that she treats that she’ll be working in her laboratory.
as the source of this power. She goes to her audi-
ence chamber whenever she wishes to speak to the Roleplaying Dannel
masses, and she even believes this is a device she
Queen Dannel is proud and imperious. She
has created—but in actuality, the Voice of Metrol
believes that she is the rightful queen—not only
is part of her, reflecting her deep bond to the
of Cyre, but of Galifar—and she believes that she
Domain of Dread.
will overcome all obstacles and lead her people
Sealed Borders to victory. With that said, she is charismatic,
Dread Metrol is surrounded by dead-gray mists— confident—and beyond that, she is Cyran. She
none who have ventured into them ever returned. appreciates art and wit. She’s clever and quick
If the adventurers brave the Mists, they’ll likely to laugh. She doesn’t feel like an iron-handed
discover it’s impossible to leave, eventually tyrant (never mind that she literally has an iron
reemerging on the Bloody Fields—though they hand). It’s only when she is pressed or when her
might first encounter undead forces within the fog. beliefs are deeply challenged that her pride and
While it is Dannel’s obstinate pursuit of victory arrogance come to the fore; then it becomes clear
that holds the borders closed, she is not aware of that she is clinging to her confidence in defiance
this and can’t consciously choose to open them. of logic, and she won’t accept any reality that
conflicts with this.
Never Surrender Personality Trait. “I embody the Cyran appreci-
Dannel cannot conceive of her own defeat, and ation—our love of art, magic, and culture. I will
even if she wished to die, Metrol wouldn’t allow fight to preserve these things, and I will win.”
it. Her body will eventually regenerate from even Ideal. “I alone can save the nation. I am Cyre, and
grievous injuries, further replacing flesh with the nation lives or dies with me.”
steel. If her body were completely destroyed, a Bond. “I care deeply about my people, but I know
new Dannel would be constructed within her that they’d willingly sacrifice for my victory.”
workshops; if the workshops were destroyed, she Flaw. “I can overcome any obstacle. If I’m denied
would appear in an unknown workshop hidden in victory, it’s the work of traitors or incompetent
the Undercity. She cannot be truly defeated until underlings, and I will deal with them.”
she chooses to give up the fight.
Chapter 1: The Domain of Metrol

Lair Actions y Dannel exerts her control over constructed


While Dannel is in her palace in Dread Metrol, she beings. One construct or warforged of Dannel’s
can take lair actions as long as she isn’t incapaci- choice that she can see must make a DC 18
tated. On initiative count 20 (losing initiative ties), Wisdom saving throw. On a failed save, the
Dannel can take a lair action to cause one of the target must make a melee weapon attack against
following effects. She can’t use the same effect two one creature of Dannel’s choice within reach.
rounds in a row. y Dannel’s royal requests carry great weight. She
innately casts command. Her spellcasting ability
y Dannel binds life to her domain. Each living for it is Intelligence (spell save DC 18).
creature of Dannel’s choice within her palace y The queen’s memories of a grander age of Cyre
that she has seen at least once before must make bring light and majesty to her realm—for just a
a DC 18 Charisma saving throw. On a failed moment. Creatures that Dannel can see must
save, Dannel knows that creature’s location, any make a DC 18 Wisdom saving throw. On a
magical effect causing the creature to be invis- failed save, a target is charmed by Dannel until
ible or able to move to another plane of existence the end of its next turn. When the charmed con-
is dispelled, and if the creature is hidden from dition ends, the target is frightened of Dannel
Dannel, it is no longer hidden from her. until the end of its next turn.

Dannel ir’Wynarn, Spellcasting. Dannel is a 9th-level spellcaster. Her spell-


casting ability is Intelligence (spell save DC 18, +10 to hit with
Reconstructed Queen spell attacks). She has the following artificer spells prepared:
Medium humanoid (human), lawful evil Cantrips (at will): mage hand, message, fire bolt, shocking grasp
1st level (4 slots): absorb elements, alarm, Tasha’s caustic
Armor Class 18 (natural armor) brew TCE
Hit Points 153 (18d8 + 72) 2nd level (3 slots): arcane lock, enhance ability, heat metal
Speed 30 ft. 3rd level (3 slots): dispel magic, haste, intellect fortress
4th level (3 slots): fabricate, freedom of movement, stone shape
STR DEX CON INT WIS CHA 5th level (1 slot): Bigby’s hand, wall of stone
19 (+4) 15 (+2) 18 (+4) 20 (+5) 12 (+1) 16 (+3)
Through the Mists. As a bonus action, Dannel can teleport up
Saving Throws Dex +7, Con +9, Int +10, Cha +8 to 30 feet to an unoccupied space she can see.
Skills Athletics +9, Arcana +15, History +10, Insight +6,
Perception +6, Intimidation +8, Persuasion +8 Actions
Damage Resistances poison, psychic; bludgeoning, Multiattack. Dannel makes three weapon attacks.
piercing, and slashing from nonmagical attacks that aren’t Battlefist of Dorn. Melee Weapon Attack: +10 to hit, reach
adamantine 10 ft., one target. Hit: 11 (1d12 + 5) bludgeoning damage, plus
Condition Immunities charmed, exhaustion, frightened, 4 (1d8) force damage and the target is pushed 15 feet away
paralyzed, petrified, poisoned from Dannel.
Senses darkvision 60 ft., passive Perception 16
Languages Common, Draconic, Elvish, Giant Battlefist of Azur. Melee Weapon Attack: +10 to hit, reach
Challenge 15 (13,000 XP) Proficiency Bonus +5 10 ft., one target. Hit: 11 (1d12 + 5) slashing damage, plus 4
(1d8) necrotic damage and the target must succeed on a DC 18
Legendary Resistance (3/Day). If Dannel fails a saving throw, Wisdom saving throw or be frightened of Dannel. A frightened
she can choose to succeed instead. creature can repeat the saving throw at the end of each of its
turns, ending the effect on a success.
Reconstructed Contingencies (Recharges after a Short or
a Long Rest). If Dannel is reduced to 0 hit points, she doesn’t Battlefist of Arrah. Ranged Weapon Attack: +10 to hit, range
die or fall unconscious. Instead, she regains 1 hit point and 60 ft., one target. Hit: 11 (1d12 + 5) bludgeoning damage, plus
40 temporary hit points, and she assumes a more complete 4 (1d8) fire damage and the target is set aflame. While aflame,
construct form with the following benefits, which last for 1 the target takes 3 (1d6) fire damage at the start of each of its
minute or until she is reduced to 0 hit points: turns until it uses an action to douse the flames.
y Her type changes to construct. Legendary Actions
y She gains immunity to poison and psychic damage. Dannel can take 3 legendary actions, choosing from the
y She gains 40 temporary hit points at the start of each of options below. Only one legendary action can be used at a time
her turns. and only at the end of another creature’s turn. Dannel regains
y She is surrounded with an antilife aura. Each creature other spent legendary actions at the start of her turn.
than undead and constructs that starts its turn within 10
feet of her must make a DC 18 Constitution saving throw. Overload. Dannel makes one weapon attack.
On a failed save, it is pushed 10 feet away from her and is Artifice Mastery. Dannel casts a spell of 3rd level or lower
unable to move within 10 feet of her until the start of its with a casting time of one action.
next turn. Majesty of Cyre (Costs 2 Actions). Dannel casts a spell of
5th level or lower with a casting time of one action.

23
Chapter 1: The Domain of Metrol

Forces in Metrol gangs, who may try to force competent adventurers


into service. However, press gangs recognize their
Four years ago, Metrol was a thriving metropolis limitations and aren’t likely to threaten adventurers
with all the intrigues you could find in Fairhaven who look too dangerous—though a recruiting
or Sharn. Over the course of the siege, many of sergeant may certainly urge such adventurers to
these institutions have either been eliminated or volunteer to aid the city.
greatly reduced in influence. Aurum Concordians Half-starved volunteers can’t be expected to be
have had their estates and assets seized. Criminals a match for the Karrnathi undead, so the back-
have been killed or pressed into service—some bone of the Cyran defense is the Iron Tide. Once,
of the most zealous inquisitors in the Queen’s these were elite soldiers and exceptional warforged
Vigilant Wardens were criminals before the siege. troops, but over the course of the siege, the line
No one can find a way to get messages through between the two has blurred. House Cannith
the Mists, and agents of the Dreaming Dark are has fitted maimed soldiers with warforged grafts
stranded just as everyone else is; it seems that even and repaired damaged warforged using alchemi-
the citizens’ nightmares are manufactured in the cally infused organs and limbs. As a result, it’s
Mists, and sleep allows no escape. So while there often hard to tell whether a member of the Iron
are still criminals, cultists, and spies in Metrol, Tide began as a warforged or a creature of flesh
most are now lone wolves cut off from their former and blood; these blended soldiers are known
resources and operations. Some could ally with as the Reconstructed. While they serve in the
adventurers or the Unbroken; others may be des- army, there are always rumors that Lord Starrin
perate and just as dangerous as the undead. d’Cannith has implanted subtle enchantments
The queen is essentially a faction in her own while working on the Iron Tide—and that should
right; the army and the Queen’s Watch follow it ever suit his needs, the Gorgon could seize
her commands, but she may also have her own control of the soldiers.
personal agents—troubleshooters she trusts more Adventurers could choose to work with the army.
than the major institutions. A party of adventurers However, at the moment, the army doesn’t have
could fill this role as the queen’s own elite agents— any strategy that could lead to victory. They have
or their rivals could. no knowledge of the full strength of the Karrnathi
Beyond Queen Dannel herself, this section forces or any idea what lies beyond the Mists, and
discusses a few other forces that play significant for the moment, they are focused solely on defense.
roles in Dread Metrol. Adventurers could be charged with special mis-
sions—salvage the Colossus! Explore the Mists!
The Army However, generally speaking, the army should
Metrol is a city under siege. Soldiers are stationed be an obstacle more than an ally. Dread 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

people starving in Metrol.

26
Chapter 1: The Domain of Metrol

which is in the Metrol Arena in Southshore. These


are largely operated by unmarked heirs, proficient
in mundane medicine but lacking the magical
powers of their marked cousins. Because medical
supplies are so limited, these heirs are tasked with
judging both who can be saved and who is worth
saving. Should a patient fail these criteria, the
heirs—who have become known as the Mercies—
provide a swift death and pass the body to the
Cannith corpse collectors. The Mercies are also
responsible for evaluating plague outbreaks and
afflicted curses, determining whether the threat
can be eliminated or if the affected area must be
abandoned and sealed off.
Those heirs with magical talents aren’t wasted
on the masses. Some serve with the army, healing
soldiers wounded during the nightly sieges. Others
are assigned to work with the Watch. Beldane has
been teaching other heirs his nosomatic techniques,
and those who work with the Watch use their gifts
to torture prisoners and draw confessions from
suspected traitors. The most gifted heirs remain in
the Kennels with Beldane, working on entirely new
House Jorasco techniques. Sadly, Lord Pale’s talent for crafting
While House Jorasco is celebrated for saving diseases is no use against the undead attacking the
lives, throughout the history of the house, there city, but Beldane is a deeply disturbed genius and
have been heirs who have found ways to twist the is always exploring new ideas. He’s been working
gifts of their dragonmarks, using their powers to on plagues that infect victims based on ideology.
create diseases or cause wounds. In the past, these He’s been trying to create a fleshy garden that
“nosomatic chirurgeons” have been condemned grows humanoid organs. He’s even been devel-
whenever they have been found, their work oping non-necromantic methods of giving life to
destroyed and their lives forfeit. But that was before the dead, and has created halfling flesh golems
the Last War. Over the last century, some within using these techniques. It’s up to the DM to decide
Jorasco have learned how to use their marks to craft exactly what Lord Pale has managed to create, but
tailored plagues and other magical bioweapons. you can be sure that whatever it is, it’s horrifying.
When Beldane d’Jorasco’s nosomatic work was While Beldane swiftly eliminates anyone who
discovered, he was excoriated from the house and openly speaks out against him, many of the
sentenced to execution, but the Champions of Mercies and other heirs hate the work they are
the Bell extracted him before he could be killed. doing. However, there are some who have entirely
Since that time, he has been a secret guest of the embraced this new path and revel in the power
queen, conducting his experiments in the arcane that they wield. Beldane himself has no desire
workshops of the Royal Vermishard. He concealed to return to Eberron, where he knows the house
his identity for years, but when the siege began, he would condemn him and his work; he is quite
shed his disguise and suggested a course of action happy to be trapped within the Mists.
to the queen. Dannel gathered all of the Jorasco
heirs in Metrol, establishing a new enclave in the House Lyrandar
Vermishard now known as the Kennels (displacing There are no ships left in Metrol. Arcane bom-
the ir’Acabra family from their estates). Beldane— bardment and aquatic attacks have destroyed all
or Lord Pale, as he prefers to be called—was
CHETO SEE

but a handful of small boats. But while there may


installed as the commander of this facility. be no travel or trade, House Lyrandar still has an
Under Beldane’s leadership, Jorasco has estab- important role in Metrol. Lord Baeran d’Lyrandar
lished triage centers across Metrol, the largest of maintains the small Lyrandar enclave on the top

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

The Fifth Column Metrol was never as corrupt or crime-ridden


as Sharn, and prior to the siege, most members
Throughout the siege, the people of Metrol have of the Watch were truly dedicated to keeping the
been warned to watch for the enemy within— peace and protecting the common people. Over
Karrnathi sympathizers and spies, cruel traitors the last four years, this has slowly changed. The
who hate everything Cyre stands for. It’s likely this myth of hidden traitors quickly became the way
fifth column is just an urban legend, a straw man to explain any failure. Nothing could be the fault
for the Watch to use to justify raids. After four years, of the queen, as The Q ueen Will Save Us; all
it’s likely that such saboteurs would’ve either been hardships could be blamed on the traitors who
caught or accomplished something significant—but would undermine her rule. Rather than protecting
it’s not impossible that this threat is real. Perhaps the people, the Watch subtly shifted to protecting
there are Karrnathi agents hidden among the the city from the people. This culminated in the
innocent. The Fifth Column Agents table provides creation of the Queen’s Vigilant Wardens, also
a few ideas for such threats. If it suits the campaign, known as the Shepherds: a secret police force to
the DM might even decide that the fifth column is root out treason wherever it might hide. In addition
a significant menace—that its members have been to the most dedicated members of the Watch, the
biding their time and gathering resources, and are Shepherds incorporated heirs of House Medani,
finally getting ready for a campaign of terror. House Tharashk, and even a few heirs of House
Thuranni—people whose magical gifts help them
Fifth Column Agents identify, find, and eliminate threats to Metrol. The
d4 Agent next critical evolution was when the Shepherds
1 An elite team of deep-cover Karrnathi com- were “enhanced” by House Vadalis—which is to
mandos, possibly spies or even assassins say, infected with wererat lycanthropy. Thanks
2 A Cyran priest of the Blood of Vol who is to Vadalis, a secret network of wererats operates
sympathetic to the Karrnathi cause, either across the city. Lady Seryan of the Kennels insists
working alone or supported by a flock of that the wererat strain doesn’t affect the loyalties
cultists of those infected, but it certainly seems to suppress
3 A talented necromancer who has been empathy. The Shepherds strike without mercy
crafting curses and unleashing undead from and take a savage joy in rooting out supposed
a hideout in the Undercity treason—and somehow, there always seem to be
4 One or more innocent citizens who have more traitors in the wings.
been possessed by Karrnathi ghosts The common people of Metrol are terrified of
the Shepherds, and even members of the Watch
The Queen’s Watch are unnerved by their wererat comrades. There are
many members of the Watch who truly do want
Four years ago, the Queen’s Watch pursued what’s best for the common people and are still
criminals and enforced taxes. Since the siege, the driven by compassion. So while the Watch is often
Queen’s Watch has become the steely eyes and the a tool of oppression, there are good people and
iron hand of the queen, watching for any threats potential allies within its ranks. However, they know
within the walls of the city. While these threats better than anyone that Dannel Is Watching,
include undead and other supernatural forces and avoid any act that could be seen as treasonous.
that manage to get past the army, the Watch first Lord Graven ir’Acabra is the commander
and foremost watches the people of Metrol, ever of the Queen’s Watch. He’s held this post for a
vigilant for any signs of treason. If you believe decade, and with the changes since the siege, has
the rumors, Metrol is brimming with Karrnathi done his best to keep his head above water. But
spies, murderous criminals, plague victims will- the real power within the Watch is Lady Daera
fully spreading their deadly afflictions, and people d’Medani, the acting commander of the Vigilant
possessed by evil spirits. Under the guise of Wardens. Always a brilliant inquisitive, Daera
crushing these threats, the Watch also suppresses was initially happy to help Queen Dannel root
any dissent. The Q ueen Will Save Us, and as out potential traitors. While she was a good
a citizen of Metrol, you must Do Your Duty … person once, the wererat curse has sharpened her
because Dannel I s Watching.

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

Dread Metrol Adventures


d8 Goal Location Unexpected Twist
1 Escape from … the Vadalis Kennels, but … someone is possessed or an imposter.
2 Recover a relic or magic the deep prisons below the something is stalking the adventurers.
item from … Vermishard of Law, but …
3 Rescue someone from … the Vault, sunk in Starmantle an adventurer has disturbing visions.
Bay, but …
4 Defeat an undead a sealed, cursed section of the innocents are in danger.
champion in … Undercity, but …
5 Escort someone to … the fallen colossus in the Bloody Shepherds are already there.
Fields, but …
6 Sabotage or destroy … the long-abandoned Vermishard unexpected undead appear.

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 …

Night Terrors: The Siege


The Karrnathi forces that besiege the city are
endless. Bold adventurers can win a battle with the
undead, but they can’t win the war—and because
of that, adventures in Metrol generally won’t focus
on the siege itself. However, you don’t want adven-
turers to forget about the siege. Queen Dannel’s
tyranny is at least partially justified by the ongoing
existential threat to Metrol; to understand the
queen’s actions, people need to remember that the
undead wolves are baying at the gate.
The undead attack every night. Though the
Mists hide the sun, the city still has a basic day/
night cycle … and as the light slowly fades from
the sky and the darkness sets in, the undead
emerge from the Mists. The Night Terrors table
can help you quickly generate the dramatic
features of a particular night. These can inspire
encounters as adventurers deal with the fallout of
a particular attack—if there’s an aquatic assault,
adventurers may have to deal with a squad of
zombies emerging from the water. If it’s an aerial
attack, the characters could clash with a force of
specters or undead stirges. Or this can just be
something the DM describes while the adventurers
are taking a long rest, as they hear the banshees in
the sky and feel the vibrations of the bombardment.

34
Chapter 1: The Domain of Metrol

Night Terrors Timeless Terror and Soulless Shells


Siege Noteworthy This supplement assumes that Metrol was taken
d6 Focus Element Within the City in 994 YK and that time has progressed at the
1 Massive A powerful Undead break standard rate since then—that if characters from
ground enemy leads through the Eberron travel to Dread Metrol, it will have been
assault the attack walls under siege for four years. For the citizens of
2 Ground Never-before- Citizens experi- Metrol, there is both a sense that time is passing
assault seen weapon ence a wave and that things are getting worse. However, many
with siege or champion of horrific of Ravenloft’s Domains of Dread don’t experi-
weapons emerges nightmares ence time in the same way as the Material Plane.
People can die and be reincarnated, and little
3 Aerial The Mists Dangerous fires actually changes.
attack close in spread As a DM, you might take this approach with
4 Aquatic Many Cyran A district Metrol; if so, no one remembers exactly how long
assault undead appear suffers a plague the siege has been going on or when it began.
outbreak There are always desperate shortages, yet nothing
ever fully runs out. There’s always a district that’s
5 Arcane Little bloodshed, The Shepherds
just been lost to the undead, but somehow the
bombard- but suspense make city-wide
overall ratio of inhabited space never changes.
ment and horror raids
And crucially, this allows the idea that a significant
intensify percentage of the population of the city are soul-
6 Attack on Violent storms Unbroken or less shells, effectively set dressing for the drama.
multiple accompany the traitors take The passage of time is important if the DM
fronts attack action wants to play with the idea that Metrol could be
returned to Eberron, and that in the meantime,
Generally, the army is able to hold the attackers the population is slowly being consumed—so if
at bay. If it’s an aerial assault, characters may see things continue as they are, Dannel will eventually
devour Metrol from within. But if adventurers are
blasts from the defensive siege staffs EXE mounted
just passing through Metrol, it can be presented
on the Vermishards, or an army patrol on strange as a timeless, endless siege.
flying mounts created in the Kennels. If it’s a
ground assault, it’s sure to be a hard night on the
walls, but the walls will likely hold. The siege has Barricades and Security
been going on for years; even a bad night generally Protocols
results in the loss of a district, not the entire city. Even if an area isn’t destroyed, adventurers can
Here are a few elements to keep in mind as your lose access to it. A district might be sealed off by
adventure progresses. the Queen’s Watch because it’s cursed, infested
with undead, harboring plague, or suspected of
Collateral Damage harboring traitors. Likewise, a tavern the party fre-
As time passes, damage from the siege can quents could be closed because its owner is pressed
impact areas the adventurers have grown accus- into service, accused of treason—whether or not it’s
tomed to. A character’s tenement has lost the top true—or hauled away to the Kennels or the Forge.
floor, so they’d better stay with someone else for
a while. The tavern where the party gets their Nightmares
moonshine has been destroyed. The Metrol Everyone in Dread Metrol is plagued by night-
Arena has been targeted with a lingering curse mares; the city may be cut off from Dal Quor, but
and abandoned. You want players to have the the Mists have no shortage of terrors to share. If
sense that there are consequences to the attacks— there’ no dramatic siege event to report during a
a real, serious threat at work. Adventurers could long rest, the DM could ask one of the players—if
even be caught on the edge of a necrotic blast they’re comfortable doing so—to describe a
(Constitution save for half damage) or struck by nightmare their character has. This is a chance
falling rubble (Dexterity save for half damage); for a player to reveal things that their character
just set the damage according to the desired fears—and an opportunity for the DM to get ideas
threat and character level. for future horrors they might eventually encounter.

35
Chapter 1: The Domain of Metrol

Alternatively, the DM can describe a nightmare


that a character experiences, allowing the DM to
foreshadow future threats.
Occasionally, a group of people—whether an
entire district, a particular family, or all members of
a certain species—are gripped by a wave of unnat-
urally powerful nightmares. Should this occur, all
victims must make a DC 13 Wisdom saving throw.
On a failed saving throw, the creature takes 3d6
psychic damage and gains no benefits from the
rest. However, creatures reduced to 0 hit points
by this effect don’t die, but instead fall into comas
(stabilizing at 0 hit points), and NPCs who suffer
this fate may be comatose for days or weeks.

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

Saving Metrol to face Dannel in battle, defeating her in combat


won’t cause her to surrender. Instead, they’ll
In Dread Metrol, victory is often measured by likely have to draw Dannel down from the
survival. While this Domain of Dread takes the Vermishard. She needs to see the suffering of her
form of a siege, in truth it’s a tool for tormenting people, to face the cost of her edicts and actions.
Dannel ir’Wynarn. The Karrnathi forces aren’t It could be that the adventurers can simply share
real and can’t be truly defeated; a battle may be stories of the horrors they’ve seen, or they may
won, but new forces always emerge from the Mists have to lead Dannel to these things—to take her
when night falls. Dannel herself can’t find respite through the Kennels and the Forge, to see her
in death—like many Darklords, Dannel is effec- people being consumed by the engine of war.
tively immortal. She can be defeated in battle, but Ultimately, it’s up to the DM to decide what can
she will eventually regenerate; even if her body is break through the wall of Dannel’s pride.
destroyed, the arcane machinery in her workshop If Dannel accepts defeat, the Mists might lift,
will build her an entirely new body. With each such returning Metrol to Eberron—but what happens
rebirth, she may lose a little more of her humanity, next? This is always in the DM’s hands, but here
but she can’t be destroyed by brute force. are some ideas.
Because of this, the focus of a Metrol campaign
will often be escape—whether the adventurers Dannel’s Fate
are purely concerned with their own safety or if Most likely, Dannel would not survive the
they’re trying to rescue innocents too. But just transition back to Eberron. Her existence is fun-
because it’s difficult to defeat Dannel doesn’t mean damentally unnatural; the construct components
it’s impossible. Ultimately, Dannel is driven by that sustain her are based on nightmare logic, and
three key elements: her relentless pursuit of war has ultimately kept
y She believes that only she can save her people. her alive. She would likely live just long enough
y She will never surrender or accept defeat. to know that she has at last saved her city and her
y She always pursues victory—regardless of what people, and then pass peacefully.
it costs her or her people.
Metrol’s Arcane Breakthroughs
This began with courage and love of Cyre, Likewise, most of the arcane innovations of the
but Dannel has let her pride drag her down dark Kennels and the Forge are driven by nightmare
paths. The Dark Powers have set her against logic and can’t be replicated in Eberron. However,
an unbeatable foe, and in the face of that threat, it’s possible that some of the breakthroughs made
she is the one destroying her people. To truly over the last four years can be maintained or
defeat Dannel and save Metrol, the adventurers adapted to the Material Plane, and if so, how this
must break through her obstinate ignorance. might affect the relevant houses.
She must recognize the cost of her actions, feel
remorse for what she has done in her pursuit
of victory, and realize that the survival of her
people means more to her than victory. It
is Dannel’s refusal to accept defeat—her
willingness to consume her citizens rather
than find a way for them to escape—that
has trapped Metrol in the Mists. The player
characters can’t defeat Dannel any more
than she can defeat the undead forces; the
BEN WOOTTEN

adventurers have to convince her to accept


defeat, to recognize that the price of her
potential victory is simply too high.
Accomplishing this will be no simple
task. Though adventurers may be forced
Chapter 1: The Domain of Metrol

The Mournland Forge doesn’t contain a creation forge, so Starrin


The effect of Metrol’s return to Eberron—in the d’Cannith can’t create entirely new warforged or
middle of the Mournland—depends largely on warforged components. Metrol would almost cer-
whether Dannel was in some way responsible for tainly fall without restoring the strength of the Iron
the Mourning. If so, Metrol’s return could very Tide and the city’s army, and this desperation drove
well mark the end of the Mourning—though it Starrin and the Queen in an unorthodox direction.
likely wouldn’t be an instant transformation. The They couldn’t create new soldiers. But perhaps, by
dead-gray mists would probably disperse and using the components of the dead and destroyed,
the unnatural energies pervading the region fade, they could preserve the soldiers they already had …
preventing further unnatural transformation of or create new soldiers with the capabilities of war-
creatures and restoring their ability to heal. But this forged, even if they began as human.
wouldn’t reverse the damage that’s already been House Cannith’s past experiments with war-
done or destroy the hordes of deadly creatures that forged grafts met with little success—such grafts
roam the Mournland. The end of the Mourning were often rejected or simply couldn’t be controlled.
would make it possible to reclaim the Mournland— Working together, Starrin and Dannel were able to
but someone would still have to do that work! overcome countless obstacles, ultimately finding
Alternatively, if Dannel wasn’t involved in the ways to fuse construct components not only to the
Day of Mourning, the return of Metrol is unlikely body of the subject, but to their soul. It could be
to have any effect on the Mournland—in which that this is a case of necessity driving innovation, or
case the Cyrans have leapt out of the frying pan maybe it’s purely the nightmare logic of the domain
and into the furnace. However, the Mournland that makes this possible—because the process of
won’t produce a new army every night and the reconstruction is horrific. It’s not as simple as just
Cyrans will finally be able to call for aid, so while attaching a new limb. Warforged tendrils burrow
it’ll be a difficult and deadly situation, this fight for deep into flesh and bone. Internal organs are
survival can be won. replaced with chunks of engraved wood or stone,
and blood blends with alchemical fluid. Whether
Other Characters’ Fates they began as organic creatures or pure warforged,
Upon their return to Eberron, what becomes of the Reconstructed are less alive than either, and
other major NPCs like Starrin d’Cannith, Lady are a truer construct. The process of reconstruc-
Seryan, and Lord Pale? Starrin was the patriarch tion doesn’t destroy the subject’s identity, but it is
of House Cannith; could he reforge his fractured an agonizing process that can cause memory loss
house? Even if the return of Metrol doesn’t and a flattening of emotion. Soldiers who have
immediately undo the Mourning, it could be that undergone reconstruction multiple times often find
Starrin had a hand in it and could help to undo that they can no longer remember their earlier life—
it … or, in seeing what his handiwork has wrought, sometimes even forgetting whether they began as
Starrin could instead go down an even darker creatures of flesh or steel.
path and seeks to create a second Mourning. If a player wishes to create a Reconstructed
Meanwhile, Seryan and Pale practice techniques character, they can represent this transformation
forbidden by their houses and could be excoriated either using warforged racial traits or the reborn
or imprisoned—or find supporters and cause lineage from Van Richten’s Guide to Ravenloft; the
schisms of their own! warforged path reflects a creature whose body is
largely construct components (allowing armor to be
The Reconstructed attached) while the reborn lineage reflects a creature
For decades, Metrol has been defended by the Iron that’s still mostly organic—at least on the outside.
Tide, an elite legion of warforged soldiers. However, For such characters, being Reconstructed is largely
within the first week of the siege, the army had a matter of how the character is described; while
suffered significant casualties—countless human they may have the abilities of a warforged, they have
soldiers died in the initial attacks, while many organic elements, and could have a human face or
warforged were seriously damaged, including those limb. The Reconstructed template below presents a
of the Iron Tide. While the arcane facilities within way for the DM to create Reconstructed NPCs; in
the Vermishard workshop are impressive, the contrast, Reconstructed player characters don’t have

38
Chapter 1: The Domain of Metrol

the full abilities of this template, reflecting the idea


that the character isn’t yet as rebuilt as the typical Reconstructed Captain
Reconstructed soldier, and because of this, they Medium humanoid (any race), any non-lawful alignment
retain more of their emotions and personality. Armor Class 15 (studded leather armor)
Hit Points 65 (10d8 + 20)
Reconstructed Template Speed 30 ft.
A beast, humanoid, or giant can be fitted with STR DEX CON INT WIS CHA
magical steel and stone limbs to become a 15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2)
Reconstructed. When a creature becomes a Saving Throws Str +4, Con +4, Dex +5, Wis +2
Reconstructed, it retains its statistics except as Skills Athletics +4, Deception +4
described below. Damage Resistances poison, psychic
Condition Immunities exhaustion, paralyzed, poisoned
Saving Throw Proficiency: Constitution. The Senses passive Perception 10
Reconstructed can add its proficiency bonus to Languages any two languages
Challenge 2 (450 XP) Proficiency Bonus +2
Constitution saving throws.
Damage Resistances. The Reconstructed Reconstructed Contingencies (Recharges on a Short
has resistance to poison damage and psychic or Long Rest). When the captain is reduced to 0 hit points,
it doesn’t die or fall unconscious, and instead assumes a
damage, in addition to any resistances it had more complete construct form. It regains 1 hit point and 8
prior to becoming a Reconstructed. temporary hit points. Additionally, it gains 8 temporary hit
Condition Immunities. The Reconstructed is points at the start of each of its turns for 1 minute or until
it is reduced to 0 hit points.
immune to exhaustion and the paralyzed and
poisoned conditions, in addition to any immuni- Actions
ties it had prior to becoming a Reconstructed. Multiattack. The captain makes three melee attacks: two
Construct Nature. The Reconstructed counts as with its scimitar and one with its dagger. Alternatively, it
makes two ranged attacks with its daggers.
a construct in addition to its other creature type,
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft.,
and it no longer requires air, food, drink, or sleep. one target. Hit: 6 (1d6 + 3) slashing damage.
Reconstructed Contingencies (Recharges on a
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
Short or Long Rest). When the Reconstructed reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3)
is reduced to 0 hit points, it doesn’t die or fall piercing damage.
unconscious, and instead assumes a more com- Reactions
plete construct form. It regains 1 hit point and Parry. The captain adds 2 to its AC against one melee
a number of temporary hit points equal to four attack that would hit it. To do so, the captain must see the
times its proficiency bonus. Additionally, it gains attacker and be wielding a melee weapon.
that same number of temporary hit points at the
start of each of its turns for 1 minute or until it
is reduced to 0 hit points.
CAMILLE KUO

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?

The Twist infected with an unusual strain of lycanthropy—


not enough to fully change you, but when you use
A Dread Metrol campaign allows you to play your rage, you become more bestial in appear-
a character you couldn’t find anywhere else in ance, and you’re afraid you might lose yourself
Eberron, a person who’s been transformed by the to the beast. Clerics traditionally get their spells
siege and their experiences of the last four years. from a deity, but what if you get your cleric spells
Van Richten’s Guide to Ravenloft provides two from the ghosts of the former inhabitants of your
concrete ways to approach this: lineages and Dark district, who were killed during the siege and now
Gifts. When creating a character, a player and DM only exist through you? On paper, you’re still a
can also work together to change the flavor and cleric, but the story is very different.
story associated with their mechanical benefits. In developing a character twist, consider the
Think about the features you receive from following questions.
your class, race, and feats, then consider if there’s
a story that could explain those abilities in an y If you were part of an experiment, was it a
unusual way. For example, despite your character success or failure? Do you know what the
having a warforged’s racial traits, your story people who worked on you were trying to do
could be that you’re a human soldier whose body and whether they achieved their goal?
has been almost entirely replaced with construct y Is your condition stable or is it still evolving?
components—to the point where you no longer When you gain new class abilities, will that reflect
have to eat or breathe, and your armor is fused further transformation, or just you gaining
to your body. Likewise, your barbarian could be additional skills (like any normal character)?

42
Chapter 1: The Domain of Metrol

y Do you suffer unusual side effects because of the Cursed


strange source of your powers? Are you searching Every night the Karrnathi forces lay siege to Metrol.
for a cure? Do you believe you only have a certain Some nights the attacks are purely physical, as
amount of time before your gifts kill you? hordes of skeletons and zombies claw their way up
y If you were part of an experiment, did your the walls. Other nights involve arcane bombard-
creators release you or did you escape? Are they ment, deadly volleys of magic—sometimes just fire
searching for you, do they think you’re dead, or or force, but these can include slower and more
consider you a failed experiment? Do you want terrible effects. Perhaps a lingering curse petrified
vengeance or believe you need their help? your family, but for some reason, the petrification is
The Metrol Character Twists table provides six occurring more slowly with you; as a cursed monk,
options to inspire you, though feel free to explore you could say that your flesh is slowly turning to
other ideas too! Remember that a character twist stone, explaining your Unarmored Defense and
doesn’t provide any additional benefits, and it the increased damage of your Unarmed Strikes. If
should be decided on with your DM to make sure you’re a warlock, you could say that your patron is
it fits the wider story. Twists are an alternate way preventing the curse from killing you—but only if
to explain the abilities you already receive from you continue to carry out the tasks they assign you.
your class or lineage, nothing more. And in the If you want to play a dhampir from Van Richten’s
end, characters don’t have to have a twist! If you Guide to Ravenloft, you could say that your condi-
want to play an entirely traditional character who’s tion is the result of a curse—one that seeks to
survived the siege largely unscathed, that’s fine. overwhelm you with your hunger and force you to
This is a collaborative process, and players should prey on your friends. Similarly, if your campaign
always end up with characters they want to play. is using Dark Gifts, Living Shadow and Touch of
Death could be the result of curses.
Metrol Character Twists
d6 The Twist
Haunted
Ever since the siege began, Metrol has been
1 Cursed. The ongoing effects of a curse can plagued by the restless dead. As a haunted
occasionally be a blessing.
character, you could use the reborn lineage or
2 Haunted. Lingering spirits torment you—but the Echoing Soul Dark Gift from Van Richten’s
also grant you useful abilities. Guide to Ravenloft to reflect that you’re a ghost
3 Insider. You used to work for Vadalis, inhabiting a new body. Who were you in your
Cannith, the queen’s Vigilant Guardians, or first life? How did you die? What was your
another unpleasant group. relationship with the body you now inhabit?
4 Kennel-Born. House Vadalis performed Alternatively, you could play a living character
experiments on you, imbuing you with who has an ongoing relationship with one or
bestial or monstrous traits. more ghosts. As a warlock, your ghosts could fill
5 Medical Miracle. House Jorasco “saved” the role of your patron; while the Undead patron
MIKESILENT

you, in a manner of speaking. is a logical choice, any patron’s features could


6 Reconstructed. House Cannith fused com- be explained as spectral gifts. As a cleric, your
ponent elements to your flesh. personal retinue of ghosts could be the source
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

causing him to waste away. Or perhaps your best


friend is an entertainer who’s starting to sing
dangerously political songs; you keep telling her
to shut up before the Shepherds come for her,
but she won’t listen. Perhaps you have a family
business—a struggling tavern selling basement-
brewed moonshine, or a shrine that your mother
still tends. Perhaps you’re afraid of losing your
reputation; you’re a folk hero, still celebrated for
deeds you performed before the siege, but if you
don’t do something now to fight the injustices
in Metrol, how long will it be before the people
instead despise you?
On the one hand, giving the DM these details
may feel counter-intuitive; you’re providing
them with a way to threaten or hurt your char-
acter. But the DM isn’t your enemy—in fact,
players and DMs are working together to create
a compelling story. What is the story you want to
experience? This is a horror campaign, and it’s
supposed to be frightening … So what will actu-
ally frighten you? What chips are you willing to
place on the table?

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

gain proficiency with one other type of artisan’s


tools of your choice.

45
Chapter 1: The Domain of Metrol

Mastermaker Spells Extra Attack


3rd-level Mastermaker feature 5th-level Mastermaker feature
You always have certain spells prepared after you You can attack twice, rather than once, whenever
reach particular levels in this class, as shown in the you take the Attack action on your turn.
Mastermaker Spells table. These spells count as
artificer spells for you, but they don’t count against Improved Battlefist
9th-level Mastermaker feature
the number of artificer spells you prepare.
You have modified your battlefist in both mundane
Mastermaker Spells and magical ways. It gains the following benefits:
Artificer y When you infuse your battlefist, you can apply
Level Spells two infusions to it at a time. If both infusions
3rd absorb elements, thunderous smite grant bonuses to your attack rolls or armor class,
5th enhance ability, lesser restoration you gain only the greater bonus.
y Your battlefist is also a shield, increasing your
9th blinding smite, haste
armor class by 2. You can wield it as a weapon
13th freedom of movement, stone shape even if you are using it as a shield. You can
17th banishing smite, greater restoration infuse it as if it were both a simple melee weapon
and a shield.
Prosthesis Expertise y The maximum number of items you can infuse
3rd-level Mastermaker feature at once increases by 1, but the extra infusion
Whenever you finish a long rest, you can touch a must be applied to your battlefist.
nonmagical object and imbue it with your power,
creating a permanent magical item that replaces a Construct Apotheosis
15th-level Mastermaker feature
lost limb—a hand, arm, foot, leg, or similar body
part. While the prosthetic is attached, it functions You have modified your form, becoming nearly
identically to the part it replaces. The wearer can impervious to the weaknesses of flesh. You gain
detach or reattach it as an action, and it can’t be the following benefits:
removed against the wearer’s will. It detaches if y You gain resistance to poison damage and
the wearer dies. psychic damage, and you are immune to the
Battlefist poisoned condition.
3rd-level Mastermaker feature y If you are affected by a spell or magical effect,
you can choose to consider yourself a construct
You replace one of your arms with a battlefist, a instead of your other creature types.
magical prosthetic you created. Your battlefist is y You can cast the antilife shell and investiture of
a simple melee weapon, and you can use it as a stone XGE spells without expending a spell slot,
spellcasting focus for your artificer spells. While without preparing the spell, and without mate-
your battlefist is a magical weapon, it can be rial components, provided you use your battlefist
infused as if it were a nonmagical weapon. as the spellcasting focus. Once you cast either
When you attack with your battlefist, you spell with this feature, you can’t cast that spell
can use your Intelligence modifier instead of with it again until you finish a long rest.
Strength for the attack roll. If you hit with it, you
deal bludgeoning damage equal to 1d10 + your
Strength or Intelligence modifier. At 9th level, the
damage dealt by your battlefist increases to 2d10 +
your Strength or Intelligence modifier.
Additionally, you can choose one of the fol-
lowing weapon properties to add to your battlefist:
finesse, thrown (range 20/60), or reach. When you
finish a long rest, you can replace this property
with a different weapon property from the list.

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

Adventure Overview Part 3: A Bird in the Hand Betraying Ping or Eyrena


Part 4: Doves of War Doves torn apart by
The adventure is divided into five main sections: deadwings
Part 1: Into Metrol. This section offers two Part 4: Delivering Crane Bursters burst
paths for introducing the adventure. If the Part 5: The Kennels Vomiting from the
player characters are citizens of Dread Metrol froghemoth eggs
itself, a night at the tavern turns into disaster Part 5: Arachnoquestrium Seeing Maxille cut away
when they’re caught up in a Vadalis raid. If the her arm
player characters are adventurers from Eberron,
Part 5: “Opera” House Killing one of the harpies
they’re hired to investigate experiments at a
Part 5: The Cure (or later) Drinking a potion with a
Vadalis ranch, only to find themselves drawn
negative effect
into the Mists and deposited in Metrol.
Part 5: Getting Out Failing to rescue patients

48
Part 1: For the last four years, Metrol has been
besieged by the undead forces of Karrnath.

Into Metrol Though food and spirits are in short supply, a


few taverns remain open—after all, people still
crave companionship in the darkest of times.
This adventure offers two different opening paths The Titan’s Shoe is just such a tavern in the
for introducing players to Dread Metrol. While Market Triangle district of Northshore. It is not a
the opening scene you choose influences the Ghallanda tavern; most of the house’s own fran-
motivations of each player character, the rest of chises have been converted into gruel kitchens
the adventure develops the same way regardless that distribute the vile ragout. The Titan’s Shoe
of which path you select here. Either way, players is a small local tavern; if one of the player char-
should begin with 1st-level characters. acters is a former guild merchant, it could even
If you plan for the player characters to already belong to them. Otherwise, it’s just a place that
be residents of Dread Metrol at the beginning each of the characters feels a connection to—and
of the adventure, run path A, “Denizens of one where they’ll be targeted by a Vadalis squad
Darkness.” Before choosing this path, it’s essential looking for test subjects for the Kennels.
that you clearly communicate with your players
about the horrors their characters would have
endured over the last four years in this grim
Characters from Dread Metrol
In path A, the player characters were in Metrol
starting scenario.
on the Day of Mourning when it was taken by the
If you plan for the player characters to be from Mists. In the four years since, these unfortunate
Eberron (or any other setting) and stumble into souls have led desperate lives, subject to the
the Mists, run path B, “Into the Mists.” This cruel whims of the regime’s horrific unending
offers players a less horrific experience, along with war against the Karrnathi hordes. As the adven-
the opportunity to play more traditionally heroic ture opens, the characters don’t think of them-
characters—albeit in a grim and deadly setting. selves as adventurers—they’ve got enough
Regardless of which path you choose, remember problems struggling to survive, and likely haven’t
yet considered trying to change the way things
to implement safety tools to ensure the game stays
are. Yet these characters have connections:
fun for everyone. The “Content Warning” in this friends, relatives, comrades-in-arms, or simply
book’s introduction suggests resources you can use. kind strangers they’ve shared bread with during
times of hunger.
Path A: Denizens of Darkness If you are starting this adventure using path A,
“Denizens of Darkness,” begin character creation
Only run this path if the player characters by following the process in the “Adventurers from
Metrol” section in the first chapter of this book.
are native to Dread Metrol. Otherwise, run This gives the players a basic understanding of
path B, “Into the Mists,” instead. the situation and guides them through creating
In lieu of traditional adventure hooks, this path characters that have concrete ties to Metrol.
Consider the possibility of characters being
focuses on providing players an opportunity to
Kennel-born—subjects of Vadalis experiments—
intimately and dramatically tie their characters which will make the early events of the adventure
to Dread Metrol. After players have a chance feel quite personal.
to establish their ties to each other and the city, While creating characters for this path, it’s rec-
the real action will begin in part 2, “Herded.” If ommended that nobody begin with a connection
you prefer, path A could easily take place as part to either Queen Dannel or the Unbroken—the
of your session zero or be conducted in text via characters will develop their ties to the Unbroken
group chat, as it primarily sets the scene for the over the course of this adventure.
events in part 2.

49
Part 1: Into Metrol

The Titan’s Shoe The touching sight is blocked by the figure


of the burly dwarf server finally making his way
At this moment in time, the player characters to your table. Whatever he was about to say is
don’t think of themselves as adventurers—they’re interrupted suddenly by the sound of a breaking
simply survivors. But they may also be friends, window. Yellow smoke fills the room, and the
relatives, or business partners. The one thing dwarf’s eyes widen. “Vadalis knockout gas,” he
that’s certain is that they all like to drink in a grunts just before his legs buckle beneath him.
tavern called the Titan’s Shoe. Read or para- And then, as the debilitating gas takes hold,
phrase the following: bright lights overwhelm your vision as once-hidden
glyphs scrawled across the tables activate. As
their magic takes hold, you’re unable to resist

UNHOLY VAULT DESIGNS


The Titan’s Shoe tavern smells of whatever des-
perate people in war-torn bars smoke. It’s been a and quickly slip from consciousness.
long time since the establishment had any ale or
wine, but the owner brews a serviceable moon- When augmented by the glyphs hidden on each
shine … and beyond that, people crave company of the tavern’s tables, the Vadalis knockout gas
as much as drink. A scarred shifter with burnt- can’t be resisted, and it even affects creatures that
orange fur perches atop a wooden table, playing don’t need to breathe. Once the characters are
an upbeat tune on her well-worn fiddle. In a circle unconscious, agents slip in and abduct them for
around this makeshift stage, a half-dozen patrons experimentation; proceed to part 2, “Herded.”
sit cross-legged on the floor, picking at the gruel
in their rough bowls in respectful silence, while
other patrons make conversation at nearby tables.

If the players haven’t already done so, you can


take a moment for them to discuss their characters,
how they know each other, and what brings them
to the tavern today. The amount of time you
spend with this section depends on how much
your players enjoy improvisation and collaborative
storytelling. The goal is to establish strong bonds
between at least a few of the characters, and to
give them a few personal ties to Metrol. For sug-
gestions for character backgrounds, twists, and
bonds, see the “Adventurers From Metrol” section
in chapter 1.
Once the players have established their characters
and you’re ready to move on, read or paraphrase
the following. Feel free to work in details that the
players developed through collaboration.
Three colorful lights spring up—seemingly out of
nowhere—and begin to dance fairylike across the
smoke, punctuated by a child’s laughter from a
dark corner of the common room. There, a young
elf woman twirls her thin fingers in rhythm with
the lights and the music—and under her collar,
the glowing strands of a dragonmark can be
glimpsed. Near her, two small children stand with
eyes wide, raptly watching the dancing lights. The
older man beside them—perhaps their father?
grandfather?—smiles in grateful relief at the joy
in their faces. He cautiously drops a potato and
an egg, rare treasures in these times, into a bowl
at the elf’s feet.

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

Adventure Hooks A Day at the Ranch


The adventurers might be drawn into investigating Regardless of the individual adventure hooks,
the ranch through any of the following hooks: the characters find themselves as part of a group
tasked with—quietly and diplomatically—snooping
Missing Clawfoots. A tribe of Talenta nomads
around Whitewood Ranch, a Vadalis facility in the
reports that several of their clawfoot raptors
Talenta Plains. The ranch stands on the northern
have recently gone missing. They suspect the
outskirts of Gatherhold, within easy walking
Vadalis magebreeding facility on the outskirts of
distance of the city. The party has an appointment
Gatherhold may be responsible, and have asked
to ostensibly procure mounts for traveling into
House Ghallanda to investigate. To avoid dip-
the Talentan wilds, as adventurers are wont to do,
lomatic tensions, House Ghallanda has quietly
but their secret goal is to look for signs of suspi-
engaged a team of adventurers in the guise of
cious activity at the ranch—especially regarding
potential buyers to snoop around the facility.
clawfoot raptors. Although the characters would’ve
Talenta Halflings. A Talentan player character
had a chance to meet each other (or possibly even
might personally know a nomad whose claw-
adventure together) prior to visiting the ranch, their
foot was stolen, or they could simply hear of
arrival at the gates provides an opportunity for the
it through the grapevine and be offended by
players to introduce themselves in character.
the raptor-rustling. The bond between nomad
When the party arrives at the ranch, read or
and mount is sacred, and the idea of foreigners
paraphrase the following:
stealing raptors and experimenting on them is
deeply offensive. Whitewood Ranch stretches north from the city
House Vadalis. Serna d’Vadalis is an acquain- proper, its snow-white wooden fence marking its
tance or former colleague of a player character territory near the road and lightning rail that run
from House Vadalis, and they became worried parallel all the way to Karrnath.
when Serna fell out of contact several weeks ago. Behind the fence, horses can be seen grazing
on a hilly grassland, while beyond them, pristine
When the player character attempted to check
white buildings peek out from the terrain. The gate
into it within the house, they found themselves you find yourselves at is made of the same white
being suspiciously stonewalled. This is an wood as the fence, its only decoration the brown
opportunity to take a look in person. and green of House Vadalis’s heraldic hippogriff.
House Ghallanda. House Ghallanda has heard A middle-aged human, sporting a trim red

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

to wake you—loudly or quietly as you wish— in


NPC: Eizek d’Vadalis case of danger! They won’t help you pull on that
lawful neutral human, he/him heavy armor though, haha!”
Eizek d’Vadalis (noble) is polite, professional, and As the tour continues, Eizek eventually escorts
unquestionably loyal to House Vadalis. In his role
as Head of Whitewood Customer Relations, he is the characters into a large area with buildings, each
chiefly responsible for showing the facility and the made of the same pristine white wood. The build-
house in a good light, regardless of whether a pur- ings are quite large and spread out, some hundreds
chase is made. Eizek is genuinely friendly, albeit of feet from others. The ranch includes a stable with
in a salesmanlike manner. He loves the sound of horses, barns containing tribex and fastieths, a
his own voice and can go on endlessly about the kennel for mastiffs and other canines, and another
virtues of this facility, House Vadalis, their stock,
fine Talentan weather, and so on. building with smaller, familiar-like animals—these
What Does He Know? Eizek knows a lot about are the “alarm animals” that Eizek is particularly
a great deal of many things, none of which are of proud of, an innovation of Whitewood.
particular interest or import to the characters. He The character in the party with the highest
has no idea about any clawfoot abductions, and passive Intelligence (Investigation) score notices
despite knowing not to discuss Vadalis secrets, that one of the buildings has a different door than
truly doesn’t know what is happening in the secret
area. While Eizek is quite insightful when it comes the others. While all the buildings are made of
to customer needs, he’s genuinely not expecting white wood, this building’s door is made of white-
any sort of “spy group” and is used to customers painted metal, and above the door handle, where
asking odd questions, so he doesn’t grow suspi- a lock would typically be, there’s instead a black
cious even if the characters pry. plate with a dragonmark symbol engraved in it.
During casual conversation, he mentions how With a successful DC 10 Intelligence (History)
thankful he is that much of this facility’s research
was moved from Metrol before the Mourning, and check, a character can identify it as the Mark of
“just in the nick of time.” Handling. Characters from dragonmarked houses
What Does He Want? Satisfied customers, succeed on the check automatically.
and to protect the good name and reputation of If asked about the building, Eizek very matter-
Whitewood and House Vadalis. of-factly answers, “That’s our Proprietary
Research Laboratory! It’s where the magic
Bred for Perfection happens, if you will. It is unfortunately off-limits to
The facility’s main buildings lie a few hundred unauthorized personnel,” then continues the tour.
yards from the gate. After introducing himself and Eizek is blissfully ignorant of the goings on in the
allowing the same opportunity for the characters, Proprietary Research Laboratory.
Eizek sends his horse away and accompanies the Throughout the various buildings, there are occa-
characters to the compound, regaling them with sional Whitewood workers; while they’re friendly
tales of fine Vadalis work all the way. Eizek may enough, they’re not particularly talkative, as they
ramble on about topics like the following: have work to do, and yield no useful information.

y “You probably wonder about the white fences! It’s


a proprietary Vadalis enchantment—we breed the Whitewood Buildings
trees to grow with white wood, and it never fades, Neither the tour nor the contents of individual
no painting required! Once we’re over that hill, buildings are of particular significance for this
you’ll see a small grove in the distance, just there.” adventure. If characters ask about a specific type
y “My horse—like all our animals, of course—is of animal or creature that could reasonably be
magebred. Obedient, quick, intelligent. That found at a Vadalis facility in the Talenta Plains (this
includes local dinosaurs other than clawfoots—
large building there is our equine area, and I
which the facility notably has not yet started
have some excellent specimens to show you. working with), you can add another building that
While the locals sing the praises of raptors and contains such creatures and have Eizek take the
tribex, for my money, a well-bred horse is still party there. The overall theme is that everything
unsurpassed for most long-range journeys!” here is incredibly pristine, orderly, and very corpo-
y “Will your adventures have you sleeping in the rate—the area is suspiciously devoid of anything
wilderness? If so, consider one of our alarm that would raise suspicion.
animals. We offer a wide array of creatures bred

53
Part 1: Into Metrol

Getting Into the Lab The Proprietary Lab


The characters will need to either distract or get The main floor of the lab is a large stable-like
rid of Eizek so that they can snoop around the structure with many stalls. While this scene doesn’t
Proprietary Lab’s entrance. In order to progress the require a battle map and the contents of individual
adventure through the Mists to Dread Metrol, any rooms don’t matter, you can use map 1.1 for refer-
reasonable attempt to do this should succeed with ence. The interior is once again pristine, with only
minimal cost. For example, a successful DC 10 one oblivious worker on the main floor. There are
Charisma (Deception) or Dexterity (Stealth) check lots of partitions and columns for the characters to
could enable a character to distract him or slip keep themselves out of view if they so wish.
away without being noticed. If the characters fail Not far from the entry door, a metal stairway
repeated attempts, see the “Caught!” sidebar. leads down, soon turning into older stone stairs. As
a character descends the steps, read or paraphrase
the following:
Caught!
If the characters sufficiently arouse Eizek’s sus- The older stone stairs lead down to a maze of
picions, blatantly fail their escape attempts, or corridors. Everbright lanterns light the stone walls
are otherwise unable to sneak or bluff their way with a white, clinical light that flickers occasionally
to an encounter with the spider-horse in the lab into shadows as figures pass by them.
basement, they must still be scooped up by the The halls echo with unintelligibly muffled con-
Mists. Fortunately, the mysterious nature of the versations coming from a distance. A sound of soft
Mists allows the characters to be taken at any moaning comes from beyond one of the doors,
time, anywhere, interrupting unexpected activi- although the echoes make it difficult to tell which.
ties if necessary.
In this case, the malformed spider-horse
instead escapes its confinement and bursts in
on the player characters as they argue their inno-
cence (or go about their business elsewhere in
the ranch). Read the description of the spider-
horse given below, including the Mists enveloping
the characters, then continue to part 2.

Once the party gives Eizek the slip, they easily


find the Proprietary Lab. The custom arcane
lock on its door allows a human with the Mark
of Handling to enter by tracing a preset symbol
across a black metal plate.
Conveniently, there is occasional traffic in and
out of the building, and if a character wishes, it’s
not difficult to wait around the corner and prevent
the door from closing—those who work here don’t
expect spies or subterfuge, so they aren’t paying
particular attention. Characters can enter the INKARNATE / ANDREW BISHKINSKYI
lab unnoticed with a successful DC 10 group or
individual Dexterity (Stealth) check or Charisma
(Stealth) check.
It is possible that the party may split here, with
only a single character going below to investigate.
While you can give them an opportunity to get the
rest of the party inside, it’s not a problem for the
adventure if only one character goes in.

Map 1.1: Gatherhold


Lab, Level A

54
Part 1: Into Metrol

The unmarked walls, identical doors, and


echoing make the corridors disorienting and hard
to navigate. Regardless of which way the charac-
ters explore, they soon come upon a room where
the soft moaning is coming from. While this scene
doesn’t require a battle map and the contents of
individual rooms don’t matter, you can use map
1.2 for reference.
When the door is opened, read or paraphrase
the following:
The light inside this room is a softer incandescent
color. A gurgling cough and moan come from a
large grotesque creature lying in a pool of fetid
liquid on the floor. The creature looks toward the
door, its many bulbous insectoid eyes turning atop
its horse-like head.
The creature’s mane merges into a moist chi-
tinous spider thorax, and behind that, a pulsating
abdomen. Folded limply beneath the monstrosity
lie eight malformed spider-like legs—each ending
in hooves. The creature attempts to drag itself
toward the door using these limp appendages,
but in vain. It succeeds only in getting them stuck
in the thick liquid that looks to be a combination
of blood and white silk.
Suddenly, spreading all around the malformed
spider-horse, a dark mist begins to appear. The
creature moans louder and tries to buck in alarm,
INKARNATE / ANDREW BISHKINSKYI

seemingly panicked by the phenomenon. In an


instant, the mist explodes, flowing everywhere—in
the room, in the corridor—wrapping itself around
you like a cold tendril. Map 1.2: Gatherhold
After that, darkness claims you. Lab, Level B
When the Mists appear, they appear not only inside
the room, but anywhere where the characters may
be—even if not all characters went to investigate
the Proprietary Lab. There is no escaping the
Mists. As the characters are spirited away, the
scene fades to black. Proceed to part 2, “Herded.”
Part 2: You find yourself in a large open room divided
only by rough stalls with low walls. A muted gray

Herded light shines through small cracks in the outer walls,


as if on a dark stormy day. “Hey, you, get up or
they’ll beat you!” comes a hushed voice, its source
quickly moving on to shake someone else awake.
Regardless of whether the adventurers began with
path A or B (or stumbled through the Mists another The adventurers regain consciousness moments
way), they find themselves waking from uncon- before the Vadalis Kennel guards come to herd
sciousness in a Vadalis holding facility—one built the three dozen or so “volunteers,” including the
in the shadow of the Kennels, a grand Vermishard player characters, away for “improvements.”
spire in Dread Metrol. The Kennels proper are a They find themselves in a building that was
fortress laboratory built into and below one of the once a stable but was roughly converted years ago
massive Vermishard spires, surrounded by smaller to house humanoids. The stalls may hold bedrolls,
facilities—including the temporary holding facility or in some cases, nothing but straw or a piece
in which the adventurers awake. If the player of worn furniture. Some of the building’s occu-
characters are from Dread Metrol, they regain con- pants—of which there are several dozen—have
sciousness here after having been hit with knockout personal effects, but none valuable. The place is
gas during the opening scene, while characters not intended to house people for more than a day
who began the adventure in the Talenta Plains are or two. Characters can quickly ascertain these
deposited here by the Mists in an unconscious state. things with appropriate DC 10 ability checks.
Adventurers who have come from the Talenta
Volunteers Plains recognize the layout of the barn as being
exactly the same as one of the animal barns they
As this scene begins, the characters lie uncon- visited at Whitewood. A closer inspection reveals
scious on the floor of a Vadalis holding facility that the structure is made of the familiar Vadalis
in Dread Metrol. Their weapons, shields, and whitewood, though covered in enough grime to
spellcasting implements have been taken by the look gray-brown now. The adventurers find that—
guards—anything that might present a threat or at the whim of the Mists—neither the spider-horse
enable escape—but they’ve been left clothed and nor other ranch NPCs were transported with them.
unbound, with their armor and other possessions. None of the occupants of the holding area saw
Read or paraphrase the following: them appear—the unlucky citizens of Metrol were
You regain consciousness in near darkness, the brought here unconscious after a Vadalis raid on
ALEX COLVILLE

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

outside of the Vadalis Kennels. Any character that


was subjected to previous Vadalis experiments
On the March
(such as the Kennel-born from chapter 1) has likely The armed and armored Vadalis guards—including
been here themselves; for them, this is a terrible four guards and four heavy guards—slowly and
history repeating itself. methodically herd the occupants outside, making
sure that they get everyone, and that no one gives
them any trouble. All the volunteers—except for the
Differences from Part 1 player characters and the soon-to-be-introduced
While the adventure paths converge here, the Vesile—are commoners. After everyone has left
characters’ plane of origin will significantly impact the building, the guards begin escorting everyone
how they view unfolding events and how the southeast across the compound to the enhance-
people around them view the adventurers. Parties ment building—the “House of Screams,” as shown
based in Dread Metrol recognize others from the
on map 2.1.
tavern in this room, and likewise, the adventurers
are known to other locals. Parties deposited by What’s Going On?
the Mists are strangers here—though the citizens
of Dread Metrol are accustomed to occasion- During the herding and the initial part of the walk
ally running into refugees from another district, outside, the adventurers get a chance to interact
the adventurers (and their likely well-maintained with others to better understand their situation.
clothing) will be oddities. Be sure to play on the The guards don’t interfere if characters quietly
characters’ connections to Dread Metrol—or lack talk to others during the walk, other than perhaps
thereof—throughout the rest of the adventure. shouting, “Hey you, get moving!” However, the
other volunteers being herded are all terrified of

Arrival
Barn
Research
Laboratory
(Part 5)
INKARNATE / ANDREW BISHKINSKYI

Enhancement
Ambush Building

Map 2.1: Kennels Research Compound


Part 2: Herded

the guards and afraid to step out of line, so they


don’t want to have long conversations, especially if
they don’t already know the player characters. Still,
during the march to a different building, the party
can learn the following over the course of several
brief interactions with other volunteers:
y They’re at the Vadalis Kennels.
y House Vadalis is experimenting on the populace,
trying to create living weapons that can fight the
Karrnathi undead.
y Few of the people subjected to the experiments
survive, and those who do usually have strange
and gruesome side effects.
y When House Vadalis runs out of volunteers—
which is most of the time—they send out teams
to acquire new stock.
y They are being taken for experimentation and
enhancement to the “House of Screams” below
the Vermishard.
Adventurers from beyond the Mists will likely be
extremely disoriented. They might not yet realize
they’re in another world, though any characters
who were familiar with Metrol before the Day of
Mourning would quickly recognize the city and its NPC: Vesile Dhakaan
distinctive Vermishards—which would be baffling neutral good hobgoblin, she/her
considering Cyre was destroyed. Characters that Vesile is a young adult hobgoblin who once had
aren’t from Dread Metrol also learn the following aspirations to become a duur’kala, following the
bardic tradition of the ancient Dhakaani goblins.
from conversation: She has taken the second name Dhakaan as an
y They’re in the city of Metrol, which was not inspiration and stage name. Vesile is personable,
destroyed in the Last War. well-connected, and known for being able to mys-
teriously procure things. Unbeknownst to most,
y Something very strange happened 4 years
she is also connected to the Unbroken, a resis-
ago—the city was suddenly cut off from the rest tance movement that opposes Queen Dannel’s
of the world and surrounded by mists. There are regime. Above all, she is a survivor.
rumors that a terrible cataclysm destroyed the What Does She Want? Vesile wants to
rest of Eberron! escape—and if she can, get as many others safely
y The Last War is still going, and Metrol is con- away as possible. She understands that sacrifices

ARTBREEDER / LAURA HIRSBRUNNER


must be made, and for some to find freedom,
tinually besieged by Karrnathi undead.
others may have to fall in the chaos. She has
Adventurers from Dread Metrol spot at least two accepted that her own safety is more important
characters among the volunteers who some or all of to the resistance than that of others, and has no
the player characters know: plans to unduly risk herself.
What Does She Know? As the volunteers are
y A hobgoblin named Vesile (she/her) has ties to being moved, Vesile recognizes a secret sign from
the black market and has been able to get the beyond the fence—perhaps two people flashing
characters contraband goods in the past. hand signals at each other, or a resistance symbol
y A personal acquaintance of one of the characters scrawled in chalk. She rightly guesses that an
attack is coming and begins looking at options.
has been rounded up as a volunteer. This could
She knows that the fence is electrified and that the
be someone described in the Titan’s Shoe tavern, resistance likely plans something to allow escape.
or someone tied to a character’s background story.

58
Part 2: Herded

Sightseeing DC 13 Wisdom (Insight): The hobgoblin Vesile


As the characters move toward the enhancement has started getting restless. She seems to be
building, they pass the following notable sights: expecting something.
DC 10 Intelligence (Investigation): If anyone
Courtyard. Outside the stable is a small court- tried to climb the razor-wire fence, it’d likely kill
yard, beyond which the city of Metrol can be or entrap them—and the guards in the towers
seen. The late afternoon skies are gray, with have heavy crossbows and clear lines of sight to
dark mists on the horizon in every direction. anyone trying for the fence.
Vermishard of Gold. Characters who aren’t from DC 10 Intelligence (Nature) or Wisdom
Dread Metrol but who were familiar with Metrol (Survival): There are no birds on the fence,
before the Day of Mourning recognize that the though several perch on surrounding roofs,
Vermishard of Gold—one of the great spires of suggesting the fence may be dangerous to touch.
Metrol—lies collapsed across part of the city. Indeed, it’s magically electrified and deals 2d8
Spider-horse. In the courtyard, a guard sits lightning damage to anyone touching it.
mounted on a spider-horse (reminiscent of the DC 10 Wisdom (Perception): Some guards
failed experiment in path B of this adventure, carry packs on their back, which appear to hold
except this one is fully functional). The mon- personal effects confiscated from the volunteers.
strosity has a Vadalis brand on its side. DC 10 Wisdom (Medicine): Most of the volun-
Exterior Fence. On the outside perimeter, the teers are malnourished and too weak to fight.
compound has 20-foot-high razor-wire fencing,
and a guard tower stands in each corner.
Compound Interior. The compound, which sur- Outmatched
rounds the towering Vermishard spire, is divided If the player characters resort to violence or try
into several large sections by assorted stone to fight their way out before the next section (in
and wooden walls. The holding barn where the which the Unbroken attack), the guards attempt
to subdue them nonlethally. The other prisoners
characters come from is one of many.
fear retribution and won’t help the party fight,
During their slow shuffling toward a dark destiny, and the unarmed party members are no match
the characters may also be able to learn additional for four armed guards and four heavy guards.
things with successful checks. Here are some If the guards can’t get the characters to stand
suggestions, but feel free to substitute other appro- down within a couple rounds and resume their
walk across the compound, the resulting chaos
priate checks and abilities if it makes sense.
drives the resistance to start their attack early. In
that case, skip straight to the “Unbroken Attack”
section below.
OLIE BOLDADOR

59
Part 2: Herded

Unbroken Attack could be one of the NPCs established earlier in the


session; if your players enjoy improvisation, you
The Unbroken is a resistance movement that can ask a player to describe the victim and explain
opposes the tyranny of Queen Dannel and the how they knew them. If the adventurers came from
horrors she is inflicting on Metrol. An Unbroken the Talenta Plains and thus didn’t know anyone in
cell is here to strike a blow against House Vadalis. the holding area, this victim can be an NPC that
The attack happens as the procession moves was helpful in answering their questions earlier.
through the razor-wire corridor—an area that’s 20
feet wide and 200 feet long, enclosed on both sides The Escape
by razor-wire fences. The resistance attack starts Once the tower collapses, the resistance attack
when the procession of detainees is bunched up begins. Read or paraphrase the following:
close together, roughly in the middle of the corridor.
The goal of the Unbroken is destruction as much as From the broken guard tower, a hulking creature
liberation, and they’re willing to accept some losses. emerges, its body a grotesque amalgamation of
several others. It has an ogre’s fleshy body, spottily
The Unbroken have sabotaged one of the com-
covered by small useless feathers. Its vulture-
plex’s guard towers, causing it to collapse across the like head—with vicious sharp beak—turns on
yard and into one of the facility buildings, as shown an elongated neck, while its arms each end in a
on map 2.2. As it begins to topple, Vesile yells, single large talon.
“Watch out!” giving all characters in her vicinity The creature roars, strangely deep and unbird-
a warning. Then the 30-foot-high and 15-foot- like, and then impales one of the guards and
diameter tower falls right across the procession, knocks back another.
breaking through the facility walls. Each player Vesile looks upon the beast with panic in her
character must succeed on a DC 10 Dexterity eyes. “That creature will kill us all. Follow me if
you want to live!”
saving throw, made with advantage thanks to
Vesile’s early warning, or take 4 (1d8) bludgeoning It should be clear to the characters (and their
damage and be knocked prone by the falling tower. players) that they are outmatched—their goal is to
On a successful saving throw, the character takes escape rather than to defeat the creature and the
half the damage and is not knocked prone. heavy guards who begin battling it. If the party
As the tower falls, it immediately kills several tries to stand and fight, Vesile continues to urge
commoners from the procession, along with a them on toward the open gap in the wall.
heavy guard. One of the civilians killed outright by The battlefield situation is as follows.
the falling tower is known to the adventurers. This

INKARNATE / ANDREW BISHKINSKYI

Map 2.2: Tower Sabotage


Part 2: Herded

The Tower Ramp Weapons and Equipment


The tower has fallen and some of its broken beams The character’s weapons and combat implements
form a ramp, allowing the prisoners to climb up had been confiscated earlier and are being carried
the destroyed tower and over the compound’s by some of the guards. Two of the adventurers can
fence. Four Vadalis guards have moved to block recover their equipment from the guard downed
this approach and must be overcome to escape into by the tower. After the guards blocking the exit are
the city. These guards act on initiative count 10, bested, the other characters easily find and claim
and if not actively engaged by the characters, use their equipment.
their action to dodge.
Into the City
Vesile Once the characters defeat the four guards
Vesile shouts at people to run—both to create blocking the collapsed tower, they’re able to escape
further chaos and give her an opportunity to safely over the fence, along with Vesile and the
escape. She knows it’s only a matter of time before other surviving civilians (the latter of whom imme-
the monstrosity is put down, but for now, it’s diately scatter). The area around the facility is full
doing its job as a diversion. She asks the player of multistory houses, providing plenty of cover to
characters to help her overcome the guards on the escape. Vesile either beckons the player characters
ramp. Vesile acts on initiative count 1 and can cast to follow her or catches up to them once they’re
healing word on injured characters if the party is made it a few blocks away.
struggling.

The Vulgre Vesile is Dead?!


The rampaging vulgre that escaped the destroyed Vesile plays an ongoing role in this adventure—
tower is killing civilians and guards indiscrimi- but if she unexpectedly dies during the conflict
nately. The monstrosity acts on initiative count 0. at the Kennels, all hope is not lost. In this case,
If the characters stand their ground and—against simply introduce an Unbroken resistance member
the odds—manage to defeat it, Vesile comments as who contacts the party immediately after their
she tries to drag them away, “Are you trying to get escape. They were involved in the sabotage and
yourselves killed? That was just the hatchling!” witnessed the escape from the Vadalis facility.
This resistance member can take the player
Vadalis Heavy Guards characters under their wing, appearing in future
scenes instead of Vesile.
Three Vadalis heavy guards move to fight and
distract the vulgre, though they were expecting to
be dealing with defenseless civilians and have only
shields and maces. They take their jobs seriously
and engage the vulgre head on to prevent it from
rampaging around the facility. These guards act
on initiative count 0, after the vulgre.

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

The Unbroken. Vesile believes their best chance of


survival is to track down the Unbroken resistance
Encounters in Northshore
to seek asylum. She’s worked with the Unbroken As the party travels across the Northshore district
in the past, but her cell was wiped out and she and seek shelter, they meet two concerned citizens,
doesn’t know the location of an active cell. In each of whom offer the hope of a roof over their
any case, they need to get out of Northshore to heads. But one of them proves untrustworthy—
find sanctuary. The Unbroken might also be and all the while, the hounds are in close pursuit.
able to help the characters establish new identi-
ties to avoid being hunted as fugitives. The Hounds
Escape. Their destination, Southshore, lies on the With Vesile guiding the adventurers away from
other side of Dead Man’s Land and Starmantle the Kennels, they have no problem navigating the
Bay. Crossing to Southshore by water is perilous, twisting streets, but the tracking hounds remain
as “there are shredders in the water. Nobody hot on their tail.
survives.” Crossing by land is equally inadvisable, If the characters are in rough shape and need a
as “Dead Man’s Land is swarming with ghouls— short rest first, skip this encounter for now; they’ll
don’t go there unless you want to become one.” meet the hounds in the next section.
That leaves the southern land bridge over Dead If the characters are still in good fighting shape
Man’s Land—but it has a Shepherd checkpoint with the majority of their hit points, three Vadalis
and will be swarming with extra security until tracking hounds catch up to them, perhaps in
at least morning, so they’ll need to find a place a tight alley or an abandoned building. This is
to wait it out. Vesile knows a guard at the check- not intended to be a very difficult encounter. If
point—his price is likely to be high, but she’s any characters fall unconscious, the hounds do
confident he’ll get the characters across. not kill them; they’ve been carefully trained to
track and knock out escapees to return them for
experimentation.
The Queen’s Grip After the hounds are defeated, Vesile urges
The Karrnathi siege—and the Mists—have the party on, warning that more hounds—and
brought out Queen Dannel ir’Wynarn’s dark side, guards—will surely be coming.
notably her determination to win at any cost. She
has become increasingly paranoid about traitors, A Concerned Citizen
resulting in the creation of the Shepherd secret
As the party slinks south through the streets of
police. She has seized property for the war effort
and supported both military conscription and the Northshore into the neighborhood of Boldrei’s
increasingly horrific work of the Kennels and the Hearth, they encounter a “concerned citizen”
Cannith Forge. Though Dannel has been long who notices them skulking around. This NPC is
beloved by the people of Metrol, they are afraid purposely left unnamed and undescribed so that
of what she is willing to sacrifice to win. if the party is from Dread Metrol, you can intro-
Posters around the city proclaim three slogans: duce a citizen connected to one of the character’s
Do Your Duty backstories, adding a personal touch to the story.
The Queen Will Save Us Keep in mind that this character will betray them,
Dannel Is Watching so this should be someone they haven’t seen in a
while—maybe a former coworker, but not their
These are the watchwords of the Watch and
all loyal citizens. Everyone must do their duty if best friend or sibling.
anyone is to survive—even if that duty is to sur- If the party is not from Dread Metrol, Vesile
render to Vadalis experimentation. Dannel will knows the NPC instead. You can create your own
save Metrol. And if you doubt that, you should character or simply introduce them as Len Paddite,
keep it to yourself, because Dannel—or her a human man.
Shepherds—are always watching. In either case, they are very keen to know what
the characters are doing here, and they invite the
party inside to escape the rain, get a meal, and
rest. Map 3.1 depicts their home and immediate
surroundings.

63
Part 3: State of War

If the adventurers are suspicious, a successful The Patriot


DC 15 Wisdom (Insight) check reveals that the During the meal, the adventurers may notice the
NPC feels curious about the party’s activities and following about their host and surroundings:
concerned about their acquaintance’s well-being, yet
nervous about associating with someone who seems y Although it’s not a particularly unusual item to
to be engaging in potentially nefarious activities. have, the living room has a neatly framed por-
The NPC is an honorable person and they trait of Queen Dannel.
don’t wish the party—or anyone—harm. However, y If asked about why they left the old neighbor-
they’re also a patriot who holds Queen Dannel and hood, the NPC talks about “opportunities
her Shepherds in high regard. They feed the charac- coming up” and “wanting to do more to help
ters, asking many questions during the meal, though the war effort.” They explain, “I’m no soldier,
never pushing too hard about why the party is here. but I do what I can to help our troops!”
Over the course of dinner, the NPC concludes y If asked about the Kennels or being conscripted,
that the party is indeed on the run from the law, the NPC claims “a health-based exemption” but
and feels increasingly conflicted—after all, they doesn’t go into detail.
must do their duty. At the same time, the player y The food the host presents (delicious and safe)
characters may come to slowly realize that this includes some fresh vegetables. A successful
NPC is a “true believer” and wholly supports DC10 Intelligence (Nature) check confirms that
Queen Dannel’s leadership of the city. This should these must be Vadalis grown, and very hard to
not happen so fast that it interrupts their meal, as get, implying some sort of status.
the party should receive the benefits of a short rest y In the living room is a neat stack of the Metrol
after finishing dinner. The goal here is to slowly Sentinel. This single-page “newspaper” is a
ramp up tension and suspicion, without any drama propaganda arm for the queen.
or combat until after the short rest. y In an office by the bathroom, the NPC has a
Vadalis magebred gray pigeon. It can repeat
short phrases on command—and deliver them
as messages to a recipient the NPC designates.
Near the end of the meal, the NPC excuses
themselves briefly, ostensibly to use the rest-
room. In truth, the NPC has resolved a crisis of
conscience, deciding to turn in the player char-
acters to the queen’s Shepherds. While the NPC
is away from the table, they slip into the office
and release their Vadalis messenger bird out the
window with a message. A character who makes
a successful DC 16 Wisdom (Perception) check
while the NPC is absent notices the noise of the
window opening, but the NPC excuses it as the
wind blowing it open. A character who makes
a successful DC 15 Wisdom (Insight) check
INKARNATE / ANDREW BISHKINSKYI
senses that their host has grown progressively
more nervous about the party’s activities and
presence, though they’ve tried to hide it.

Map 3.1: Patriot ’s Home

64
Part 3: State of War

Escaping the Hounds


Suspicions Run Wild Even if the adventurers haven’t yet realized the
While the NPC shouldn’t be too obviously nervous betrayal, Vesile certainly does. She urges the party
or suspicious until the dinner is drawing to a close,
to escape out back, where a door opens to a small
some characters (and their players) are ever-par-
anoid. Before the NPC gets a chance to send a backyard, as shown on map 3.1.
message to the Shepherds, the party might try to If the characters did not encounter the hounds
make a run for it before they’re turned in—or even before their rest, three Vadalis tracking hounds
turn on their host, who uses commoner statistics. catch up to them in the backyard, although the
In that case, the party doesn’t gain the benefits guards themselves are quite a bit behind and don’t
of a short rest. They’ll likely make it out of the home make it in time for the combat—after the party has
and a couple blocks away—only to encounter a dispatched the dogs, they see the guards rounding
Shepherd patrol who’s out hunting for them. You the corner, but can escape without issue.
can have them encounter the hounds there or ask
for a series of saving throws to avoid obstacles
If the characters already fought the hounds in
as they flee. the previous section, they must instead each make
a series of three saving throws to get over obstacles.
Once their meal is done, the characters are They escape regardless of their successes or fail-
considered to have finished a short rest. The NPC ures; however, they may take damage as they go.
also offers to let them stay the night, but just as the Hopping the fence quickly. Make a DC 10
offer is made (or a bit later, if it better fits the flow Strength saving throw, taking 1d4 piercing
of your story), there is a single loud bark outside: damage on a failed save as one of the hounds
a squad of Vadalis guards and hounds is about to jumps and bites as you climb over.
arrive. The NPC gets nervous and begins making Dizzying speed. Make a DC 10 Wisdom saving
excuses, “Oh, it’s just the neighbor’s dog, I’ll go see throw, taking 1d4 psychic damage on a failed
what’s going on, please stay here!” save as you find yourself briefly disoriented.
A character peeking out the window can notice Keep up! Make a DC 10 Constitution saving throw,
the street is suspiciously empty, and with a suc- gaining 1 level of exhaustion on a failed save as
cessful DC12 Wisdom (Perception) check, they you use the last of your strength to get away.
JOE PRACHATREE

see a neighbor across the street quickly shut their


curtain, as if in fear. A Dramatic Chase?
As the NPC gets to the door, they panic, If time allows and your players enjoy chases, you
running outside and yelling to the guards, can expand this encounter into a dramatic chase
“They’re in here, come quick, they’re in here!” by using the chase rules in the Dungeon Master’s
Guide or ones of your own making. Be sure to
create complications appropriate to the Dread
Metrol setting and remember that the desired “fail
state” of the chase is losing health and resources,
not getting caught—you want the party to make it
to Southshore intact!

65
Part 3: State of War

Another Concerned Citizen NPC: Eyrena Niadh


As the adventurers make their escape from the neutral good human, she/her
hounds and continue southeast toward Dead Eyrena (scout) is a human in her late forties.
Man’s Land, they notice a shadowy figure trailing Before the Mists and the siege, she was a senior
them through the streets. The dark figure always editor for the Metrol Messenger, a newspaper
seems to be a building or a block behind, ducking which was subsequently turned into the pro-
out of sight as they look. This figure is a human pagandistic Metrol Sentinel. After it was taken
over, she was kept on as a reporter only by the
resident of Dread Metrol named Eyrena Niadh. virtue of being able to produce the sort of articles
If the characters do not approach Eyrena, she Dannel’s political machine wanted to further their
eventually approaches them. She is guarded at brutal war efforts. Eyrena supports the Unbroken,
first, but lays her cards on the table saying that she though she has had no contact with them.
knows they’re Unbroken and are going across the A year ago, during a particularly brutal
bridge. She asks if they have a way to cross safely. Karrnathi attack, Eyrena found herself caught
amidst a raging battle, about to be struck down
It’s clear that they can’t cross now, as the check- by an arcane artillery blast aimed at an advancing
point is swarming with extra guards, so they need unit of Reconstructed troops. The last thing she
a place to hide out until morning. She offers them a remembers before the blast striking is one of the
deal: she’ll give them a place to stay if they agree to Reconstructed breaking ranks and leaping to
get her sister across to the resistance in Southshore. cover her from the blast.
Eyrena is not willing to share details with the When she came to, Eyrena found herself tightly
wrapped up in the arms of a dying Reconstructed
party about who her sister is or why she needs who had taken the brunt of the blast to save her.
help to cross, and keeps it a secret that her sister With no other survivors to witness her crime—
is actually a Reconstructed (as described in stealing the “property” of the Forge—Eyrena
the “Adventures in Dread Metrol” section of dragged the Reconstructed back home and
chapter 1). A Wisdom (Insight) check of 10 or slowly, secretly nursed her back to health.
higher confirms that she is genuine in her offer to The blast’s damage was serious, and it took
the soldier the better half of a year to regain her
assist, though somewhat hesitant. A result of 15 or health. During this time, the Reconstructed could
higher reveals that she is holding something back, say and remember little, and Eyrena came to call
but not maliciously. If confronted, she admits, her “Ping” on account of the noise one of her
“It’s my sister. Getting her across may require metal parts made when she rested.
special care. I can’t say any more as it would Needing extra food chits and other supplies,
endanger her. The deal is the deal—shelter for Eyrena began to refer to Ping as “her sister,” as it
was certainly easier to claim that she was caring
the night, a place to rest—and you get my sister for her sister than admitting to sheltering an illegal
across and to the Unbroken. Take it or leave it.” Reconstructed who had “deserted” her duties.
Eventually, Ping regained her ability to speak,
but between the reforging and the blast damage,
The Horror of the Reconstructed only pieces of her memory returned. Ping strug-
For Ping and the other Reconstructed in Dread gled with finding purpose but remained with
Metrol, the horror of their situation is not because Eyrena, the two of them becoming close and the
the people of Eberron feel warforged prosthetics title of “sister” becoming fact.
are shameful or distasteful. On the contrary, being What Does She Want? Eyrena wants the char-
fitted with such prosthetics can provide major acters to help Ping get out of the district and find
improvements to their bearer’s quality of life, and the Unbroken.
people throughout Eberron benefit from such What Does She Know? Eyrena suspects that
arcane advances. they’re the escaped prisoners from the Kennels.
However, Ping’s reforging was non-consensual, She believes they’re with the resistance and can
help her; she doesn’t realize that they are actually
performed entirely for the purpose of turning her
looking for the Unbroken themselves. In any case,
into an unquestioning weapon. Her horror derives
she’s been lurking around the streets, hoping to
solely from this denial of her agency and violation find them and has been waiting for an opportunity
of her body. to approach.
You can learn more about the Reconstructed Being sympathetic to the resistance, Eyrena
in the “Adventures in Dread Metrol” section of is willing to act as an information broker and spy
chapter 1. for the Unbroken in exchange for help with Ping.

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

Bridge of the Dead


After the characters have survived the night in
Metrol and their pursuers are no longer hot on
their heels, they head to the Bridge of the Dead in
hopes of crossing to Southshore.

About the Bridge


Early in the siege, a force of undead broke through
the southwestern gate. Ghouls and skeletons
swarmed into the city. The army finally repelled
the incursion with the assistance of a force of
monstrous mercenaries—notably, an elite squad
of medusas working for House Tharashk. While
most of the medusas were slain in the battle, they
managed to create a makeshift wall by petrifying
the bodies of the attacking undead. The battle was
won, but the Karrns left behind a stretch of cursed
land between Northshore and Southshore. This
narrow strip, running from the southern city walls
to Starmantle Bay, is called Dead Man’s Land. It’s
shrouded in fog, which hides the hunting ghouls;
any humanoid who dies in Dead Man’s Land rises
as a ghoul after one minute.
There’s only one safe way to cross Dead Man’s
Land: the Bridge of the Dead. Cannith engineers
used the masses of undead petrified in that first
battle as the foundation of this bridge, and the
bones and claws of the undead can still be seen
protruding from the mortar. When crossing the Shredders and Ghouls
Bridge of the Dead, the characters are walking on Should the party wish to attempt crossing by
the bones of their enemies—and they can see the water (whether before contacting Vesile’s contact
fog swirling below the bridge as ghouls wait for among the gate guards or after learning about
his high price), Vesile warns them that crossing
someone to fall.
either the bay (northeast of the bridge) or Dead
In theory, people who don’t want to take the Man’s Land (southwest of the bridge) is extremely
bridge could brave Starmantle Bay, which lies dangerous.
northeast of Dead Man’s Land. But all remaining The queen’s forces have commandeered all
boats—of which there aren’t many—have been watercraft of sufficient quality to survive the
seized for use by the army and the Watch. Further crossing, and the shredderfish are magebred
complicating the situation, Vadalis has stocked the to chew through wood and thin metal, so impro-
bay with deadly magebred quippers called shred- vised rafts eventually fall apart. If the adventurers
derfish, intended to counter aquatic attacks. attempt to cross the bay by swimming or with
a raft, they encounter three swarms of shred-
Alternatively, foolhardy souls could navigate the derfish, followed by one more swarm of shred-
swirling fog of Dead Man’s Land, but the area lies
FRED / ADOBE STOCK

derfish as a separate encounter after the first is


under a dark curse and is overrun with ghouls. done, but before they reach the shore.
Thus, the Bridge of the Dead is by far the safest If the adventurers instead try to cross south-
path between the heavily controlled Northshore west of the bridge into the fog of Dead Man’s
quarter and the more chaotic Southshore. The Land, they face three ghouls, followed by one
Northshore guard post is heavily reinforced and more ghoul as a separate encounter after the first
all traffic is monitored—so people without official is done, but before they reach Southshore.
business may have to bribe the guards to get across.

68
Part 3: State of War

A Rat Among Rats NPC: Grovaine


The bridge checkpoint is guarded by a heavy iron lawful evil wererat (he/him)
portcullis between two 20-foot-tall stone towers. Grovaine (Shepherd wererat) serves as one
On one side, a smaller humanoid-sized iron door is of the Queen’s Vigilant Wardens, better known
built into the stone, kept locked at all times. as the Shepherds. While ultimately loyal to his
Everbright lanterns shining from the towers masters, he is also corrupt and willing to look
flood both sides of the gate with light, and a guard the other way on certain things—so long as it
helps him get ahead while still serving the queen’s
stands atop each tower, making it impossible to needs in some way. “The queen gets her due, I
approach unseen. The gate itself remains closed might as well get mine in the process.”
and impassable unless a crossing is authorized. What Does He Want? Grovaine won’t risk his
The characters can ascertain this and similar neck to let anyone through the checkpoint unless
details about the checkpoint with appropriate he’s getting something out of it. Money isn’t a
DC 10 ability checks. significant motivation for him, but power and rec-
ognition are. He’ll do nearly anything to climb
The gate is staffed by two Shepherd wererats, the internal Shepherds ladder and sabotage his
one by each tower. The Shepherds are charged competitors.
with controlling access to the gate, checking all What Does He Know? Grovaine is no stranger
who wish to pass, and detaining anyone suspi- to “selling” passage and stays apprised of current
cious. Inside the towers, several more well-armed events in case an opportunity comes up. He
veterans stand ready to fight should the bridge be knows that all day yesterday, there were extra
guards at the checkpoint looking for escapees.
attacked. Vesile tells the characters that taking the He catches on very quickly as to who Vesile is
bridge by force is not a viable option. seeking passage for—and passage for a large
One of the Shepherds on duty is Vesile’s contact, group like this is difficult and costly.
Grovaine. Vesile instructs most of the party to stay
in the shadows—as much for their own safety as
anything, as Grovaine is not to be trusted, though
she doesn’t think to mention he’s a wererat unless
asked. If they try to make a move against Grovaine
instead of using Vesile’s code—even a subtle spell
or an arrow from far away—they are likely to have
to face the garrison in full.
Vesile calls Grovaine to meet with a coded light
signal, then wanders closer to the tower. Read or
paraphrase the following:
Soon after Vesile flashes her signal in the direction
of the bridge, one of the Shepherd guards pulls out
his smoking pouch, lights up, and ambles in her
direction. Once he finds a nearby spot for a break,
Vesile follows and speaks to him from around a
corner, just out of sight of the guard tower.
“It’s a nice morning, despite the fog,”
Vesile begins.
“Not as nice under these moons,” her
contact replies.
“Many moons make for brighter nights.”
“A dozen moons make for a crowded sky.”
“Seven would be enough.”
CAROLINA CESARIO

The pair continue like this, negotiating in


coded speech. Eventually, Vesile’s contact fin-
ishes his smoke and returns to his post, while
Vesile rejoins you.
“My contact can let us pass, but we have to
do something for him …”

69
Part 3: State of War

The Cost The party has time to discuss among themselves


Vesile reports three options for ways the player which price they wish to pay. Once they’ve decided,
characters can “pay off” Grovaine: proceed to the appropriate section below. While
deceiving or betraying Grovaine is possible, Vesile
Option 1: A Bird in the Hand. Grovaine’s strongly warns against the idea—this is not the last
position could be substantially elevated if time the Unbroken will need his help.
he were to bring in a known Unbroken or
Karrnathi sympathizer. It has to be someone A Bird in the Hand
who could be proven to be hiding others from If the player characters choose option 1—betraying
their war duties—such as giving refuge to rogue either Ping or Eyrena—Vesile contacts Grovaine
Reconstructed. The ultimate bounty would be with another message spell to let him know their
an actual rogue Reconstructed. If the characters decision. After either turning Ping over to the gate
choose to turn in either Ping or Eyrena, they guards or informing Grovaine where Eyrena can
succeed in paying this price. be found, the rest of the party can pass immedi-
Option 2: Apartment Hunting. Grovaine ately. Proceed to the “Passage Granted” section.
has his sights set on a specific apartment in a
building that’s popular with senior Shepherds Apartment Hunting
officers and other high-ranking officials. This If the player characters choose option 2—
apartment is currently occupied by a pair arranging the “disappearance” of the apartment’s
of low-level Shepherd clerks. If they were to Shepherd tenants—Vesile leads them to the
mysteriously disappear—never to return—he address Grovaine gave her, depicted on map 3.2.
would have a good shot at getting the apartment. The two-room apartment in question is on the
Grovaine has told Vesile that it must not look like third floor of a four-story building. Characters
they were intentionally targeted for violence— who do not wish to use the front door can find a
better to make it seem like an everyday robbery. fire escape that leads straight to their target apart-
Option 3: Climbing Over Each Other. ment on the third floor.
Grovaine’s watch partner has been growing
suspicious of Grovaine’s behavior—and making
things worse, he’s also proven to be quite
capable. It’s high time for Grovaine to be rid of
him. However, the job’s not that simple, since if
his partner were killed but Grovaine did nothing
to prevent it, it would look bad all around.
Instead, it must look as though Grovaine has
bested the assailants—and for this, “assailants”
are needed. Grovaine will provide the party
with an opportunity to ambush his partner, but
they must first secure two patsies to take the
fall for the crime. Grovaine doesn’t much care
where the patsies come from, they must simply
be humanoids—and alive. INKARNATE / ANDREW BISHKINSKYI

The Price Is Not Right


The bargains offered by Grovaine are all dark
deeds and intended to be representative of the
setting and the desperation of war. If you are
playing a lighter-themed game and do not wish
to subject your players to such grim choices,
you can adjust the “Climbing Over Each Other”
option to be a simple assassination, skipping the
frame-up.
Map 3.2: Clerks’ Apartment

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

Bandits. A trio of ruffians often prey on the Last


Order tavern’s patrons. Vesile tells the party
that if one of the adventurers passes through a
certain alley alone, the three bandits are sure to
strike. The characters need to take at least two
of them alive to satisfy Grovaine’s plan, so be
sure to allow the bandits to make death saving
throws. If defeated, the bandits carry 20 gp
worth of ration chits from the night’s haul, and
one of them has 5 pieces of silvered ammunition.
Map 3.3: Alley Ambush

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.”

The voice in the window belongs to a medusa


called Wargoyle. There are indeed a dozen cross-
bows aimed at the party through the courtyard’s
various windows—Wargoyle’s resistance cell isn’t
Part 4: The Unbroken

NPC: Wargoyle Additional Background


chaotic neutral medusa (she/her) For several months now, this Unbroken cell has
House Tharashk provided the Cyran army with been receiving intelligence from a Vadalis mage-
a host of monstrous mercenaries, including gar- wright deep inside the Kennels. Two days ago,
goyles and an elite squad of medusas. When “Crane” (as he refers to himself) contacted them
most of Metrol’s medusas were killed in the to ask for extraction and sanctuary. He claimed to
battle that would lead to the construction of the have information on a Vadalis breakthrough that
Bridge of the Dead, the few that survived were could alter the course of the war, and he was afraid
designated prime assets. Vadalis made special
efforts to “improve” them for further battlefield to be discovered.
use—Wargoyle is a grim reminder of how often Wargoyle sent one of her best operatives—the
Vadalis’s improvements go wrong. In their efforts now-panicked messenger—to quietly get Crane out
to create an armored flying medusa, they ended up and bring him back here, to eventually be handed
with a specimen that could neither fly nor petrify. over to the leader of the largest Unbroken cell. By
Considered useless to the war effort, Wargoyle the time the operative arrived at Crane’s house, a
was set loose, only to find a new life leading an
Unbroken cell to fight against the regime’s brutal Shepherd death squad was already surrounding
experiments. None who fight alongside her know the building and arresting the magewright. More
Wargoyle’s true name. guards and an armed carriage quickly arrived.
What Does She Want? Wargoyle is always
recruiting into the resistance, but she is also para-
noid of wererat infiltrators. She questions every- Expanding the Adventure
one’s motives, and no one gets to join without If you’d like to expand this adventure into a longer
proving themselves. campaign, the characters proving themselves to
What Does She Know? Her own Unbroken Wargoyle is an excellent place to do just that.
cell is small and independent, more of a hit-and- Rather than immediately proceeding to the
run outfit. Wargoyle knows how to get in touch
“War Stories” section and having Wargoyle
with the leader of a much larger cell who would
receive the urgent transport news during her
be able to shelter the characters on a more per-
manent basis—provided they prove themselves. initial meeting with the characters, she can give
This larger Unbroken cell also has connections to the characters any number of smaller tasks within
researchers and mages who may be able to help Southshore before introducing the time-sensitive
characters who came from Eberron proper. mission to rescue Crane.

War Stories Time to Act


Wargoyle questions the characters in detail Wargoyle quickly decides to strike the convoy and
about themselves and their intentions. She is liberate Crane. She gives the adventurers a brief
particularly suspicious of their choice to run with overview of the situation, as detailed above in
a Reconstructed. However, Ping’s honesty and the “Additional Background” section. She doesn’t
earnestness to join quickly impresses her. As an have enough people to handle the job, though she
ex-soldier who faced horrible experimentation, explains that they have “other weapons.”
Wargoyle sees a kindred spirit in her. This is an opportunity for the party to prove
Partway into the conversation, a panicked, out- themselves. Wargoyle informs them, “If you want
of-breath messenger runs in to report to Wargoyle. our assistance, you will help us with this. Except
Vesile—your services are needed elsewhere.”
“They took him! I didn’t get to him in time. They’re Wargoyle assigns two of her fighters to lead Ping
moving him now. Taking him to the Vermishard and the player characters to the ambush location.
of Law! We have to do something! But … it’s a She tells them: “Your task is to get Crane out. Wait
full convoy.”
for the doves, then move in. Ignore everything
Evaluating their options, the messenger and else. Get him, get out. If none of us is with you,
Wargoyle determine that the convoy will pass don’t worry, we’ll find you. Just stay in Southshore.
through a “no-fly zone,” a term Wargoyle seems For the Unbroken and a free Metrol!” Wargoyle’s
to recognize but does not explain. If asked about it, soldiers echo her words, “For the Unbroken and a
the Unbroken only say, “Don’t worry, you’ll see.” free Metrol!”

73
Part 4: The Unbroken

Map 4.1: Shepherd Convoy Ambush


No-Fly Zone the nick of time. There are plenty of alleys to allow
Vesile leaves the player characters at this point, the characters to choose where they wish to be
wishing them luck in their future endeavors. Once when the resistance strikes, though their Unbroken
their goodbyes are concluded, the Unbroken begin contacts provide no details other than “focus on
to move out. They do not run as a group, but rather your part, wait for the doves.” The Unbroken
disperse into alleys, all taking their own routes. operatives are used to working on a “need to know
As the adventurers and Ping move toward their basis” in case any of them are caught by the Watch.
destination, they notice that the area sports a heavy Once the party is in place around the intersec-
protective netting strung above the rooftops, as tion, read or paraphrase the following:
if keeping out a flying menace. Their two escorts The enclosed black and gold wagon crawls across
don’t volunteer any information, but if asked, the intersection as if in slow-motion, pulled by a
they briefly explain that in addition to protecting large armored spider-horse. Half a dozen stern
against some siege ammunition, it keeps out the Watch guards walk alongside it—the whole thing
deadwings. These creatures are flying Karrnathi- looks rather like a funerary procession.
made undead that have infested some wards. For the Shepherds, the “traitor transport” is
They usually flock at night, but can be occasional an opportunity for public intimidation. Passersby
menaces during the day as well. Infested regions get out of the way, yet many linger to watch, their
expressions equal parts horror and wonder.
have become known as “no-fly zones.” Suddenly, several loud clicks ring out in unison,
Doves of War causing everyone to look up. High above the street,
bladed bolts strike at the protective netting that
The Shepherd convoy, which is heading through keeps out the deadwings. The projectiles cut into INKARNATE / ANDREW BISHKINSKYI
Southshore toward the Bridge of the Dead, fea- the netting and a piece of it drops down, smoth-
tures an enclosed wagon pulled by an armored ering one of the wagon’s guards as others dodge
spider-horse. The wagon is driven by a Shepherd out of the way.
wererat and a Watch heavy guard captain. Six Then, released by Unbroken operatives within
Watch guards serve as an escort, along with two the crowd, half a dozen white doves fly up toward
more Shepherd wererats. the opening in the net. They never reach freedom
as—with a terrible screech—they’re grabbed and
The convoy is slowly moving down a 40-foot-
torn to bloody pieces mid-air, prey for small winged
wide street with reinforced city walls on one side creatures coming from beyond the net.
and buildings on the other, as shown in map 4.1. With a panicked scream of “deadwings!” the
The resistance’s intent is to hit them at a T inter- street turns to chaos.
section, and the party arrives on the scene just in

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

Spider-horse. The spider-horse pulling the


wagon is well-trained and bred to obey its
Shepherd masters. However, it is beset by
deadwings and unable to do anything but buck.
On initiative count 10, roll a d20. On a result

75
Part 4: The Unbroken

Acceptable Losses Those Who Don’t Obey


The characters can regroup at Wargoyle’s hideout As the player characters make their way into the
for a debriefing, where they learn the following: southern part of the Southshore district, they’re
y Four Unbroken fighters were killed during soon followed at a distance by several separate
the raid, along with several civilians, and figures. Wargoyle’s fighters explain, “It’s nothing
Wargoyle herself was seriously—but not to worry about, just our escorts. They’ve given
mortally—wounded. the countersigns. They’re leading us from behind.
y Despite all the losses, the Unbroken cell con- Keeps everyone safe if we don’t know the location
siders the raid a great success, and Wargoyle is before we get here.”
thrilled to have pulled off such a risky job. Eventually the escorts lead them to the back
y No one is able to communicate with Crane. entrance of a three-story building in the shadow
Whatever is wrong with him is beyond their of one of the palace spires. Read or paraphrase
medicine, affecting both body and mind. the following:
An unmarked door leads to a stone stair, and
Delivering Crane after descending it, your group pauses at a heavy
metal door.
The player characters have more than proven One of your Unbroken companions signals
themselves to Wargoyle, but she asks them one the room’s occupants with a complex rhythmic
more favor: to deliver Crane to Dalen Osserak’s knock, and as the door creaks open, noise pours
larger cell of Unbroken. out of the bustling area beyond.
Wargoyle gifts the characters a pearl of power The first and most striking feature of this half-
that belonged to a fallen comrade. empty warehouse is the sturdy barricade located
If Ping survived, she believes she has found only a few feet in. From behind it, two armored
her place and chooses to remain with Wargoyle’s guards sheathe their heavy crossbows to lower
a wooden ramp, allowing you to cross over.
crew. Ping gives the player characters her per-
Beyond the barricade, a large open space
sonal stone of good luck. holds scattered bedrolls, food crates, weapons,
Although time is of the essence, the party is and more.
able to take a short rest before departing. When “Follow us—the commander will see you now,”
they are ready to set off, their Unbroken guides directs one of the Unbroken, pointing to a crudely
lead them south through the Southshore district, walled-off office in the far corner.
which they traverse without incident. Crane
is still in very poor condition; he can either be It’s easy to tell that this resistance presence can be
carried or stumble along at half speed if assisted taken down, emptied, and moved within the span
by another character. of an hour. The “command area” is no different.
Its walls are made of doors and loose planks,
hastily repurposed.
Expanding the Adventure Inside, a tall, thin person with graying hair
If you want to expand this adventure into a longer stands over a large table, studying a map of Metrol.
campaign, the party’s journey with Crane to the This is Dalen Osserak, the commander of the
south part of the Southshore districts can prove largest Unbroken cell in Metrol. They gesture for
more perilous than what’s presented here. the characters to be led in, along with Crane. After
If you plan to add an encounter during the the party enters, a pair of resistance guards take
party’s travel across Southshore, ensure the
posts just inside the door.
party gets a long rest after rescuing Crane. As
usual, roll on all columns of the Night Terrors
table from chapter 1 every evening.

76
Part 4: The Unbroken
ARTBREEDER / LAURA HIRSBRUNNER

NPC: Dalen Osserak


neutral human (they/them)
Dalen Osserak is in their late 50s. Prior to the
siege, they were one of the most powerful people
in Metrol and a Gold Concordian of the Aurum.
While they inherited much of their wealth, they
made their own name as an information broker.
However, everything Dalen once had—wealth,
power, family—was taken away when the Mists
isolated Metrol. They were cut off from their Aurum
cohorts and displaced from their Northshore
estate by Queen Dannel’s war machine. Their
wife was killed in an undead attack, and their son
and daughter were conscripted into service, only
to die on the walls.
Having lost everything, Dalen has channeled
their charisma and social skills into building a
resistance to the regime. Dalen is in charge of
the largest Unbroken cell in Metrol … but their
true motivation is to overthrow Dannel and take
power in Metrol.
What Do They Want? The dragonmarked
houses in the Kennels—Vadalis, Jorasco, and
Ghallanda—are key to Dannel’s domination
of Metrol, and so Dalen’s foremost efforts are
dedicated to shutting down their research, or
at least keeping any major breakthroughs out of Once the conversation with the commander has
Dannel’s reach.
What Do They Know? The strike at the Vadalis run its course, the doctor arrives to examine Crane.
Kennels that liberated the player characters was Read or paraphrase the following:
the work of Dalen’s fighters, but it was only the
first step in a bigger plan. They were simply The doctor mutters to himself as he inspects
weakening the defenses before striking the real his patient, ignoring any interruptions: “Has he
threat—the inner labs in the Vermishard. The not said anything at all? Has he been getting
last intelligence that the Unbroken received from paler? Have these skin blotches become more
Crane was that the lab was on the brink of a major pronounced?”
breakthrough. Suddenly, Crane begins violently convulsing.
His eyes open wide, but instead of screams, he
only manages loud gurgling noises. The drag-
Bursters onmark on Crane’s arm pulses with an eerie
green glow.
Dalen questions the characters and fills them in on Then his chest heaves violently. Blood splashes
the Unbroken cell’s recent work and goals. Early in across the doctor’s face as several fist-sized
the conversation, Dalen asks about Crane’s condi- insectoids with fleshy wings burst out of Crane’s
BENJAMIN HUBEL

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 Key Dragonmark Transference


Once the bursters have been dealt with, the mor- The dragonmark transference experienced here
tally wounded Crane regains consciousness. He is situationally unique and unheard of—it’s likely
can’t be helped with low-level healing, and though that such a phenomenon is tied to the Dark
a spell like regenerate could restore his internal Powers and would never have been possible in
organs, such skill is beyond the Unbroken’s reach. Eberron. If the characters from this adventure
Read or paraphrase the following: are intended to continue in a longer campaign
and the affected player shows interest, consider
Though torn, bloodied, and clearly on the edge of having the affected character develop an aberrant
death, Crane’s eyes have cleared and he somehow dragonmark (using the Aberrant Dragonmark feat
finds the strength to speak. in Eberron: Rising from the Last War) after this
“Bursters,” the man says, “newest breed. They temporary one fades.
must have injected me with the larvae … knew I’d
be rescued … smart. Cut off my brain function,
keep me silent … But that doesn’t matter.” The Second Night
Crane pauses and coughs up blood, With Crane dead and the possible assassination
clearly fading. plot against Dalen foiled, Dalen asks the adven-
“New project … a cure … a hunger cure. They’ve
stabilized it. Want to spread. We’ll be no better
turers to help with a raid on the Kennels to seek
than the undead. Can’t … let … it … happen! All Crane’s “cure”—retrieving it if they can, other-
samples … the lab, the Kennels. Section B12 … wise destroying it. After all, they now have “the
with the First. Must destroy the cure. Need a key. key” to get in. In return, Dalen promises the full
This key … take my hand …” help of the Unbroken—either to seek a way out of
Metrol, to continue working with the resistance,
With this, Crane slowly reaches out his dragon- or to be set up with a new identity to evade the
marked arm toward the player characters. Shepherds’ efforts to track them down.
If one of the player characters already bears the Dalen gives the party leave to rest for the night
Mark of Handling, he simply gestures to his mark, while the Unbroken make a plan for the assault.
attempting to communicate that they’ll need their In the meantime, Dalen gives the adventurers
mark to access the cure. access to the resistance’s armory. Free of charge,
If none of the player characters bear the each player character can select mundane arms
Mark of Handling, as he touches a character’s and armor totaling 75 gp in value. The armory
hand, his dragonmark pulses blue and fades has limited stock, containing only one of any item
from his arm. The character he is touching worth 25 gp or more.
feels a tingling sensation on their hand and sees The party now has another chance to complete a
a subtle blue glow appear there, looking like a long rest. As before, roll on the Night Terrors table
blurred dragonmark. With his last breath, Crane in chapter 1 to determine the horrors inflicted on
remarkably transfers some of his dragonmark the city at night.
essence to the character. This does not bestow
upon them a true dragonmark, but gives them Level Up!
enough of its energy to open the arcane locks in
After receiving Crane’s “key” and finishing a long
the Vadalis Kennels that only respond to a Mark
rest, the characters advance from 2nd to 3rd level.
of Handling. The effects last for 24 hours and
the affected character has a full understanding of
the nature and duration of the effect.
Part 5: Getting There: Consequences
The End Is The plan calls for the adventurers to travel in a
separate group from the other attacking groups,

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

To the Kennels Swallowing the enchanted egg allows a creature


to jump up to 40 feet in any direction for the next
The characters arrive at the designated meeting minute, without making an ability check or taking
place, a three-story building across the street falling damage. However, the eggs contain a foul-
from the outer fences of the Kennels—the Vadalis tasting, toxic liquid that most creatures can’t hold
facility at the base of the towering Vermishard. down. Upon swallowing, the creature must succeed
An Unbroken operative meets them there, gives on a DC 15 Constitution saving throw or vomit,
the appropriate countersign, and escorts the which ends the egg’s effects at the end of their third
characters to a cramped apartment on the third turn after taking it. If the saving throw fails by 5
floor. Read or paraphrase the following: or more, the creature is also poisoned for 1 minute,
unless they have poison resistance or immunity.
The window of the cramped third-floor apartment
The resistance veteran also gives the characters
opens up to the cobblestone street below. On
the other side of the street, separating the city a large jar containing some sort of black ooze.
from the Vadalis Kennels, a towering razor-wire Read or paraphrase the following:
fence rises nearly to the level of this window.
“For getting out. The Shepherds are smart, they’ll
Beyond the fence, a scattered complex of build-
seal or guard the way you got in, so you’ll need to
ings lies beneath the soaring stone cliffs of the
find another way out. Throw the ooze against the
Vermishard.
fence—it’ll weaken the wards just long enough
The grizzled Unbroken veteran locks the
for you to cut through and get out when you
window in the open position, letting in the moist
need to. And hurry, they can’t keep the guards
air. He brings out a large ceramic bowl filled with
busy forever—half an hour, tops!”
an oozy brown liquid that smells of the swamp.
Inside, several gelatinous balls—each the size
of a large marble—bob gently.
The man nods at the bowl: “Enchanted froghe- Nope! Nope! Nope!
moth eggs. You swallow, then you jump! But you
Characters that (understandably) don’t want to
must jump quickly—you might not be able to
swallow the eggs will need to improvise another
keep the eggs down. Aim for the building by
way in. Climbing the 20-foot-tall fence requires
the Shard.”
a DC 15 Dexterity saving throw, taking 11 (3d6)
Almost as if on cue, a thunderous noise sounds
slashing damage on a failed save and half as much
from the opposite end of the compound and all

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

Map 5.1: Kennels Lab, Level A

A11

A10 A9 A8 A1

A7 A6 A5 A4 A3 A2

Research Building: Level A A1. Entryway


The party arrives—most likely by jumping—right When the characters enter level A of the Research
at the door to the Research building, which is building, they find themselves nearest to the stair-
built partially into the side of the Vermishard. case leading down to level B. It is clearly marked
You likely won’t need a map until the characters “To Level B” and is closed with a complicated
finish exploring the building and make their lock, which can be opened with a successful
escape—the “Getting Out” section presents map DC 20 Dexterity check using thieves’ tools.
5.3, which depicts the building’s surroundings. As the party reaches the entryway on the lower
All guards in this area have either left or are level, a Vadalis heavy guard on the far side of the
over by the fence some 60 feet to the south, dis- entryway attacks on sight. He calls out to the other
tracted and looking the other way. The door is three heavy guards on this floor—one is in the
locked with a simple lock, which can be opened common area (A3) and two are in a guard bedroom
with a successful DC 10 Dexterity check using (A5)—who emerge on the next round and join the
thieves’ tools or a DC 10 Strength (Athletics) fray. Each guard carries a copy of the key to level B.
check. These checks can be attempted multiple
times if necessary.
A2. Toilet
Dalen’s distraction won’t last long, and the It’s clean and functional.
INKARNATE / ANDREW BISHKINSKYI

players should remember they’ll have to complete


their mission quickly. As they go inside, remind A3. Kitchen and Common Area
them if needed of Crane’s last words: “Section The common room is simple and practical, with a
B12 … with the First. Must destroy the cure.” large table and several chairs. The party can find a
Upon entering the building, the party finds week’s worth of rations and a full dragonchess set.
themselves on level A. The characters can’t
further their main objectives on this level, but A4–A5. Guard Bedrooms
diligent exploration can yield some useful sup- Each of the bedrooms holds two cots and bedside
plies. There are four Vadalis heavy guards on tables, which contain some personal effects of the
duty, as well as two research assistants and six guards who use them. In each bedroom, the party
patients, detailed in the following sections. Map can find two random weapons (from chapter 5 of
5.1 provides the layout of this wing. the Player’s Handbook) and a shield.

81
Part 5: The End Is the Beginning Is the End

A6–A7. Researcher Bedrooms The patients are subjects of Vadalis experimen-


tations—though thus far, these experiments seem
The researchers take turns staying overnight in to have yielded few results. These six commoners
these bedrooms. Each room holds two cots and are all tired, most of them experiencing pain or
bedside tables, which contain some personal effects. other physical ailments, but don’t show increased
One of the rooms also contains a healer’s kit. strength or other “beneficial” mutations. Much
A8–A10. Office, Laboratory, like the player characters were at the start of the
adventure, these patients were conscripted as “vol-
and Examination Room unteers.” They ask to be rescued, but are fearful
These rooms are the main work areas of this and won’t leave the building or complex unless the
floor, designed for medical observation and minor characters escort them.
experiments. They’re clean and clinical.
When the two research assistants (artisan
Serna d’Vadalis
magewrights) hear the party fighting the guards If the characters are from “Eberron proper,”
in the entryway, they hunker down separately in two then Serna d’Vadalis, the missing scientist from
of these rooms. They’re not dragonmarked and have part 1, can be found among the “patients” in the
no detailed knowledge about what is going below, observation cells. She is in the same condition as
nor any special access. Their job is to examine the others and eager to be rescued. Serna knows
and write down observations of the “patients” and nothing helpful about the Kennels and has no
their reactions to various “enhancements.” One of direct connection to the outcome of this adventure;
the researchers begs for the characters to let them she was simply unlucky enough to be caught in the
go, offering to tell them where “the good stuff” is Mists and brought to Dread Metrol.
hidden in the laboratory (A9).
The “good stuff” is a stash of healing potions
kept in a secret compartment in the laboratory,
Research Building: Level B
which requires a successful DC 18 Investigation When the characters unlock the door to the lower
check to find without help. The stash has a ges- level (whether by taking a key from one of the
ture-lock, which all the research assistants know. Vadalis guards or opening it themselves), they can
Alternatively, it can be opened with a successful move downstairs to level B. Read or paraphrase
DC 15 Dexterity check using thieves’ tools, or a the following:
DC 15 Strength (Athletics) check using a crowbar The older stone stairs lead down to a maze of
or similar sturdy implement. Inside is a box con- corridors. Everbright lanterns light the stone walls
taining one potion of healing per player character. with a white, clinical light that flickers occasionally
These potions bear the House Jorasco label, which into shadows as figures pass by them.
proclaims their flavor is “Black Licorice.” The halls echo with unintelligibly muffled con-
versations coming from a distance. A sound of soft
A11. Observation Cells moaning comes from beyond one of the doors,
although the echoes make it difficult to tell which.
One entire outer wall of this facility is dedicated to
a row of large observation cells. Six of these contain Map 5.2 provides the layout of this wing. If the
“patients” that are being held for “observation,” and characters came from the Talenta Plains at the
the other two are empty. If the player characters are start of the adventure, they recognize this floor’s
native to Dread Metrol, you could have them rec- layout is identical to the lab at Whitewood Ranch.
ognize someone from their old neighborhood here. While it’s not actually the same facility, there is an
Unlike the rough shed the characters woke up in eerie familiarity.
earlier, some effort has been made to make these The shadows the characters see in the flickering
comfortable, with soft cots and personal effects light are cast by one of several researchers, all of
scattered about. Each door is secured with a simple whom hide upon noticing the characters’ descent.
lock. All guards and researcher assistants have keys There are no additional guards on this level. With a
to these cells, or they can be opened with a suc- successful DC 13 Wisdom (Perception) check, the
cessful DC 10 Dexterity check using thieves’ tools. first character to come down the stairs notices the
door to B7 closing as they arrive. The researchers

82
Part 5: The End Is the Beginning Is the End

Map 5.2: Kennels Lab, Level B

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

B6. Shredderfish Aquarium to control the owlbear with targeted harpysong


segments. The harpies have not been treated well,
This room contains a large wall-to-wall aquarium kept in a cage and forced to sing all day in shifts—
split into three sections, each open on top. Two one sleeps while the other continues singing.
sections each hold two swarms of shredderfish, Doran, who is immune to the harpies’ Luring
while the contents of the third are obscured by Song action, sees the party’s incursion as the
cloudy water. A resourceful adventurer could perfect opportunity to test his harpy-controlled
potentially throw an enemy into either of the live specimen. He has released the grotesque owlbear
sections to be devoured. out of its cage prior to the party arriving, and
The room also has three large containers, it stands between Duran and both sets of doors.
one containing wood, one with stone, and one When the party enters, he orders Yahara to have
with bones. the owlbear attack, and she obeys.
A character who succeeds on a DC 13 As the characters fight off the owlbear, they
Intelligence (Investigation or Nature) check or a may be able to turn the situation to their advan-
Wisdom (Animal Handling or Nature) check can tage. The harpy’s control of the owlbear lasts
ascertain that these shredderfish are being condi- only as long as she keeps singing—if she stops,
tioned to consume different materials. the effect ends at the start of the owlbear’s next
A closer investigation of the cloudy section turn, at which point it turns on Doran and tears
reveals that it holds a dead swarm, along with him to pieces. After the third round of combat,
remains of partially eaten rocks. Simek wakes up and uses her song against the

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).

B8. “Opera” House


This peculiar room contains the researcher
Doran d’Vadalis (he/him), two harpies, and
a monstrous two-headed owlbear. One of the
owlbear’s two heads is malformed and hangs
limp with vacant eyes.
The two harpies, whose names are Simek and
Yahara, are in separate cages. Simek is sleeping,
while Yahara periodically sings a short melody
that seems to only affect the owlbear. Doran has
been experimenting with altering the harpies

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

The First. The most recent journal details the


culmination of two years of research and
B12. The Cure
Vadalis’s final success in creating “the hunger This room is part alchemical laboratory, part
cure.” It details a test subject referred to only elaborate storage area. Fancy cabinets contain
as “the first,” describing their health, mental countless neatly labeled vials of different colored
state, and eating habits—reportedly thriving liquids. A laboratory bench holds various com-
solely on a diet of undead corpses. All of the ponents. A bookcase shelves many leather-bound
factors are discussed with great positivity and journals, most of which contain formulas. The
optimism, and the subject’s good behavior and room also contains another door—but this one
voluntary undertaking of improvements are is unnumbered, labeled only with a sign reading
praised multiple times. The final notes report “The First.”
the subject is “ready for release pending confir- Bookshelves
mation of transmission ability.”
The bookshelves contain detailed notes on the
Samples. The journals discuss the formula for
ingredients and preparation of the formulas in this
the “cure” serum, referred to as “Formula
room, including F45-1. They can easily be taken or
45-1.” Recent notes talk about difficulties
destroyed.
reproducing the serum, despite having the
detailed formula and a large supply of previ- Experimental Potions
ously produced samples. One researcher’s entry The cabinets hold various potions, all well-
suggests that someone may have sabotaged the organized but labeled with inscrutable codes like
formula notes, intentionally leaving something B23-6. Among them, the characters find vials that
out—and as the characters may guess, Crane were the result of Vadalis’s attempts to recreate
was indeed responsible for the sabotage. His standard potions. However, even though they look
real name can be found among the notes: and taste like the intended potion, these experi-
Gruidalle Shawe d’Vadalis. mental potions can have strange consequences
upon use. Each character can find one potion
B11. Burster Matriarch from the Experimental Potions table. Unless they

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.

Formula 45-1 Unnumbered Door


The formula vials are well-organized, but the spot The other door in this room bears no number and
where the characters would expect to locate the is labeled only as “The First.” It has a simple
“cure” is conspicuously empty. latch and can be easily opened from the outside.
However, the characters easily locate a small
sturdy carrying chest labeled 45-1. It’s not particu-
larly heavy, requiring just one free hand to carry. Decision Point
The chest has a simple padlock, but the party When the characters finish exploring room B12,
finds that none of the researchers’ keys open it. you may wish to remind the players of their
primary mission. They’ve been tasked with recov-
The chest can be opened with a successful DC 13
ering or destroying the formula for “the cure”—
Dexterity check using thieves’ tools or a DC 15 which they’ve now located, and it’s up to them
Strength (Athletics) check. Neatly secured inside to decide what to do with it. They may want to
the chest are seventeen vials marked F45-1. consider the following:
Healing Potions y They’ve seen the horrors being perpetrated in
the name of war.
Though most of the potions in the room are y They know that the formula potentially turns
unusable or unpredictable, a successful DC 12 people into undead-eaters.
Intelligence (Investigation or Medicine) check y They can return the formula to the Unbroken—
locates a cache containing one potion of healing per if indeed it’s better in the hands of the resis-
player character. These potions bear the House tance, despite their own often-horrific methods.
Jorasco label, which proclaims their flavor is “Diet y It’s easy to destroy the formula and samples
Banana, contains artificial sweeteners.” if the characters so choose. After all, if they’re
stopped on the way out, it may be confiscated
Jar of Burster Larvae and then their efforts are for naught.
y Of course, they could even keep the formula
There is a large jar labeled “accelerated burster
and samples for themselves.
larvae.” It’s not difficult to ascertain that some of
these were injected into Crane to incapacitate and There are no correct answers here, nor any
kill him. Although not in immediately injectable ability checks required. The choices are for the
group to decide on—but time is ticking.
form, this is a horrific weapon and is likely valu-
able to the right buyer—the jar would be worth a
fortune if returned to the resistance.

87
Part 5: The End Is the Beginning Is the End

The First NPC: The First


When the door leading to the First’s room is chaotic good human (he/him)
opened, read or paraphrase the following: The First (commoner with maximum hit points) is
a young man in his late teens who has been in the
This small room was designed as a holding cell, laboratory for several weeks. His birth real name
but it’s since been decorated to look more like a is Kandess, though he neither uses it nor shares it
bedroom. It holds a comfortable bed, nightstand without persuasion. He is calm, soft-spoken, and
with a candle, and other small personal effects. mostly harmless.
A foul stench emanates from the room’s sole He’s not only been called the First by “loving”
occupant, a young man in simple gray clothing. He Vadalis researchers, but has wholly embraced the
sits cross-legged on the floor, chewing on what name himself as his true name, duty, and destiny.
looks to be a rotten human leg. Beside him, a What Does He Want? The First wants to return
putrescent, long-decomposing corpse—or what’s to his home district of Brokenwall and save the
left of it—lies on the floor. people of the district from the hunger that many
The young man pauses eating and speaks with are dying for. He willingly volunteered for these
rotting flesh still visible in his mouth. “Have you Vadalis treatments and believes his determination
come to take me home?” he says. and strength of will have helped him succeed in
becoming the First.
The young man in this room, who refers to himself What Does He Know? Brokenwall is an
only as the First, is good-natured and willing to Undercity district that was cut off from the rest
of Metrol by an undead incursion. The army
answer questions. A successful DC 12 Wisdom
and the Watch have abandoned and barricaded
(Medicine) check confirms that the First is human Brokenwall, but the First managed a desperate
and in excellent health. He does not register as escape. People were already starving in the dis-
undead or anything unique to the characters’ trict when he fled, and he knows they’ll all die
special senses—other than his willingness to eat soon if no help comes.
undead flesh, the party finds no evidence of what’s Believing in the power of authority, his search
for help led him to being conscripted for enhance-
been done to him. The corpse he’s been eating was
ment, and because of his willingness to volun-
once a Karrnathi undead; the researchers killed it teer for anything to save his people, he became a
then gave it to the First to eat. subject for these experiments.
The First is willing to go with the characters if As far as he is concerned, the Vadalis
they promise to take him back to Brokenwall to help researchers are saving everyone and have been
his people. He’s not sure if he is able to transmit the true to their word. Though eating the dead was
“strange at first,” he soon got used to it and says
“hunger cure” to others, but he hopes so—that’s
he’s never felt better.
what the researchers have been working on recently.
If you’d like to continue your campaign in Dread
Metrol, it’s up to you as DM whether transmission
is actually possible and under what circumstances.
The characters must decide what to do with the
First. If they leave him in the laboratory, they are
effectively leaving the “cure” in Vadalis’s hands.
Taking him peacefully requires them to agree to
help him—he’s fairly naive and as long as he’s
promised help, regardless of whether it is true or
not, he’s happy to come along.

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

Brokenwall have been abandoned and the general


population considers it a place of horrors. No one
has been heard of ever getting out or in—not that
there are any volunteers to try the latter.

88
Part 5: The End Is the Beginning Is the End

Getting Out It should be clear to the party now that their


goal is to escape—there’s little time to fight off
Once the characters have made their decisions on more than one or two guards before reinforce-
how to proceed, they are able to make their way out ments arrive. The complex battlefield and
of the building without any resistance. If the party opponents present the following complications.
released the prisoners on level A, they are waiting to
be led to freedom—these six commoners all have Warded Razor-Wire Fence
two levels of exhaustion and their speed is halved. The 20-foot-tall fence deals 2d8 lightning
Sounds of distant battle ring out as the characters damage to anyone touching it either with their
emerge outdoors. Map 5.3 depicts the building’s body or a conductive object like a weapon or tool.
surroundings. The door of the laboratory lies 50 As an action, the black ooze given to the party
feet from the fence bordering the street to the east. can be used to de-electrify the fence for 1 minute.
One Vadalis heavy guard captain riding an During this time, the fence can be attacked and
armored spider-horse waits atop an outcrop- cut open without taking damage. The fence has
ping on the Vermishard, 50 feet above the party. AC 15, a damage threshold of 5, and immunity to
When the characters emerge from the building, cold, fire, lightning, poison, and psychic damage.
he whistles, drawing the attention of two Vadalis The characters must deal 15 points of damage to
heavy guards who are both 70 feet away in the the fence to make a hole big enough for one crea-
direction of the fence. More guards can be seen ture to get through.
in the other distant sectors of the facility, but
they are too busy handling Dalen’s distraction to Mounted Guard
engage the party at the moment. The mounted heavy guard captain begins
by shooting at the characters, then directs his
spider-horse steed to climb down the wall. Once
they reach the player characters, the captain
and his spider-horse both engage in melee. This
guard’s primary concern is retrieving Vadalis’s
stolen property. If the characters are seen car-
rying a chest, he prioritizes it, and also attempts
to knock out any prisoners with his mace as he
catches up to them.

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

outside the fence and instead focus on downing


any prisoners left within the compound. Once
the characters reach the street, an Unbroken
runner gives them a sign to follow her and leads
them away to a hidden safehouse. If the player
characters reach the street before all of the other
prisoners do, it’s up to them whether they wish
to continue fighting or leave the rest of the pris-
oners behind.

Map 5.3: Kennels


Lab Exterior

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

His right arm has been augmented with a steel


battlefist, from which protrude not fingers, but
menacing sharp claws. Embedded into his palm,
a silver talisman bears the crown of Cyre.

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

False Appearance. While the assassin vine remains


motionless, it is indistinguishable from a normal plant.
Actions
Constrict. Melee Weapon Attack: +6 to hit, reach 20 ft.,
one creature. Hit: The target takes 11 (2d6 + 4) bludgeoning
damage, and it is grappled (escape DC 14). Until this
grapple ends, the target is restrained, and it takes 21 (6d6)

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

Burster Bug Matriarch


Medium monstrosity, unaligned
Armor Class 14 (Natural Armor)
Burster Bug Hit Points 55 (10d8 + 10)
Tiny monstrosity, unaligned Speed 10 ft., fly 50 ft.

Armor Class 13 STR DEX CON INT WIS CHA


Hit Points 10 (3d4 + 3) 13 (+1) 16 (+3) 13 (+1) 4 (−3) 12 (+1) 6 (−2)
Speed 10 ft., fly 40 ft. Skills Perception +3, Stealth +5
STR DEX CON INT WIS CHA Damage Immunities thunder
4 (−3) 17 (+3) 12 (+1) 2 (−4) 12 (+1) 6 (−2) Damage Resistances poison
Condition Immunities paralyzed
Skills Stealth +5 Senses darkvision 60 ft., passive Perception 13
Damage Immunities thunder Languages —
Senses blindsight 20 ft., passive Perception 11 Challenge 4 (1,100 XP) Proficiency Bonus +2
Languages —
Challenge 1 (200 XP) Proficiency Bonus +2 Actions
Multiattack. The burster bug matriarch makes two bite
Actions attacks.
Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1d4 + 3) piercing damage, and the target must creature. Hit: 9 (1d10 + 3) piercing damage, and the target
make a DC 11 Constitution saving throw, taking 10 (3d6) must succeed on a DC 11 Constitution saving throw or be
poison damage on a failed save, or half as much damage poisoned for 1 minute. While poisoned this way, the target
on a successful one. is paralyzed. The target can repeat the saving throw at
Stunning Shriek (Recharge 6). The burster bug emits a the end of each of its turns, ending the effect on itself on
shriek in a 5-foot radius. Each creature in that area must a success.
make a DC 11 Constitution saving throw. On a failed save, Larvae Injector. Melee Weapon Attack: +5 to hit, reach
a creature is stunned for 1 minute. The stunned creature 5 ft., one target. Hit: The target is infested with 1d3 burster
can repeat the saving throw at the end of each of its turns, bug eggs, which immediately hatch into burster bug
ending the effect on itself on a success. Creatures auto- maggots. At the start of each of the target’s turns, the
matically succeed on the saving throw if they can’t hear target takes 1d6 piercing damage per maggot infesting it.
the burster bug or if they are immune to thunder damage. Applying fire to the bite wound before the end of the tar-
Reactions get’s next turn deals 1 fire damage to the target and kills
these burster bug maggots. After this time, the maggots
Startling Shriek. The burster bug can use its Stunning are too far under the skin to be burned. If a target infested
Shriek when it rolls initiative. by burster bug maggots ends its turn with 0 hit points, it
dies as the maggots burrow into its heart and kill it. Any
effect that cures disease kills all burster bug maggots
infesting the target.
Stunning Shriek (Recharge 6). The burster bug matriarch
emits a shriek in a 10-foot radius. Each creature in that area
must make a DC 11 Constitution saving throw. On a failed
save, a creature is stunned for 1 minute. The stunned crea-
ture can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. Creatures
automatically succeed on the saving throw if they can’t
hear the burster bug matriarch or if they are immune to
thunder damage.
BENJAMIN HUBEL

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.

STR DEX CON INT WIS CHA


11 (+0) 18 (+4) 14 (+2) 16 (+3) 16 (+3) 18 (+4)
Saving Throws Cha +7, Int +6, Wis +6
Doran d’Vadalis
Skills Deception +10, History +6, Insight +9, Perception Medium humanoid (human), lawful evil
+9, Persuasion +10, Stealth +7
Senses passive Perception 19 Armor Class 11
Languages Common, Dwarvish, Draconic, Elvish, Goblin, Hit Points 32 (5d8+10)
Thieves’ Cant Speed 30 ft.
Challenge 6 (2,300 XP) Proficiency Bonus +3 STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 14 (+2) 10 (+0) 14 (+2) 12 (+1)
Cunning Action. On each of their turns, Dalen can use a
bonus action to take the Dash, Disengage, or Hide action. Skills Medicine +6, Perception +4
Evasion. If Dalen is subjected to an effect that allows them Senses passive Perception 14
to make a Dexterity saving throw to take only half damage, Languages Common
Dalen instead takes no damage if they succeed on the Challenge 1/4 (50 XP) Proficiency Bonus +2
saving throw, and only half damage if they fail.
Spellcasting. Doran is a 3rd-level spellcaster. His spell-
Sneak Attack (1/Turn). Dalen deals an extra 14 (4d6) casting ability is Wisdom (spell save DC 12). Doran has the
damage when they hit a target with a weapon attack and following cleric spells prepared:
have advantage on the attack roll, or when the target is
within 5 feet of an ally of Dalen that isn’t incapacitated and Cantrips (at will): resistance, sacred flame, spare
Dalen doesn’t have disadvantage on the attack roll. the dying
1st level (4 slots): healing word, sanctuary
Actions 2nd level (2 slots): calm emotions, spiritual weapon
Multiattack. Dalen makes three attacks with their
shortsword. Actions
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., Dagger. Melee or Ranged Weapon Attack: +3 to hit,
one target. Hit: 7 (1d6 + 4) piercing damage. reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 1)
Light Crossbow. Ranged Weapon Attack: +7 to hit, range piercing damage.
80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Reactions
Uncanny Dodge. Dalen halves the damage that they take
from an attack that hits them. Dalen must be able to see
the attacker.
Uncanny Insight (3/Day). When Dalen or a creature they
can see makes an attack roll, a saving throw, or an ability
check, Dalen can cause the roll to be made with advantage
or disadvantage.

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

Heavy Guard Karanta d’Vadalis


Medium humanoid (any race), any alignment Medium humanoid (human), chaotic neutral
Armor Class 14 (ring mail) Armor Class 11 (16 with barkskin)
Hit Points 32 (5d8 + 10) Hit Points 27 (5d8 + 5)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0) 10 (+0) 12 (+1) 13 (+1) 12 (+1) 15 (+2) 11 (+0)
Skills Intimidation +2 Skills Medicine +4, Nature +3, Perception +4
Senses passive Perception 10 Senses passive Perception 14
Languages Common Languages Common, Druidic
Challenge 1/2 (100 XP) Proficiency Bonus +2 Challenge 2 (450 XP) Proficiency Bonus +2

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

Owlbear Shepherd Wererat


Large monstrosity, unaligned Medium humanoid (human, shapechanger), lawful evil
Armor Class 13 (natural armor) Armor Class 14 (studded leather)
Hit Points 59 (7d10 + 21) Hit Points 33 (6d8 + 6)
Speed 40 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 17 (+3) 3 (−4) 12 (+1) 7 (−2) 10 (+0) 15 (+2) 12 (+1) 12 (+1) 14 (+2) 12 (+1)
Skills Perception +3 Skills Insight +6, Intimidation +3, Investigation +3,
Senses darkvision 60 ft., passive Perception 13 Perception +6, Stealth +4
Languages — Senses darkvision 60 ft., passive Perception 16
Challenge 3 (700 XP) Proficiency Bonus +2 Languages Common (can’t speak in rat form)
Challenge 2 (450 XP) Proficiency Bonus +2
Keen Sight and Smell. The owlbear has advantage on
Wisdom (Perception) checks that rely on sight or smell. Shapechanger. The Shepherd can use its action to poly-
morph into a rat-humanoid hybrid or into a giant rat, or back
Actions into its true form, which is humanoid. Its statistics, other
Multiattack. The owlbear makes two attacks: one with its than its size, are the same in each form. Any equipment
beak and one with its claws. it is wearing or carrying isn’t transformed. It reverts to its
true form if it dies.
Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one
creature. Hit: 10 (1d10 + 5) piercing damage. Keen Smell. The Shepherd has advantage on Wisdom
(Perception) checks that rely on smell.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 14 (2d8 + 5) slashing damage. Regeneration. The Shepherd regains 10 hit points at the
start of its turn. If the Shepherd takes damage from a sil-
vered weapon or a spell, this trait doesn’t function at the
start of the Shepherd’s next turn. The Shepherd dies only
if it starts its turn with 0 hit points and doesn’t regenerate.
Ping
Medium humanoid (human), chaotic good Actions
Multiattack (Humanoid or Hybrid Form Only). The
Armor Class 15 (studded leather, shield) Shepherd makes two attacks, only one of which can
Hit Points 13 (2d8 + 4) be a bite.
Speed 30 ft.
Shifting Strike (Humanoid Form Only). The Shepherd
STR DEX CON INT WIS CHA transforms from human to hybrid form, then makes one
15 (+2) 12 (+1) 14 (+2) 10 (+0) 12 (+1) 10 (+0) weapon attack.
Saving Throws Con +4 Bite (Rat or Hybrid Form Only). Melee Weapon Attack:
Skills Perception +3 +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing
Damage Resistances poison, psychic damage. If the target is a humanoid, it must succeed on a
Condition Immunities exhaustion, paralyzed, poisoned DC 11 Constitution saving throw or be cursed with wererat
Senses passive Perception 13 lycanthropy.
Languages Common, Elvish Shortsword (Humanoid or Hybrid Form Only). Melee
Challenge 1/4 (50 XP) Proficiency Bonus +2 Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6
+ 2) piercing damage.
Construct Nature. Ping counts as a construct in addition
to being a humanoid. She doesn’t require air, food, drink, Hand Crossbow (Humanoid or Hybrid Form Only).
or sleep. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
Reconstructed Contingencies (Recharges on a Short
or Long Rest). When Ping is reduced to 0 hit points, she
doesn’t die or fall unconscious. Instead, she assumes a
more complete construct form. She regains 1 hit point and
8 temporary hit points. Additionally, she gains 8 temporary
hit points at the start of each of her turns for 1 minute or
until she is reduced to 0 hit points.
Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage.

97
Appendix A: Friends and Foes

Spider-horse Swarm of Shredderfish


Large monstrosity, unaligned Medium swarm of Tiny monstrosities, unaligned
Armor Class 16 (barding) Armor Class 13
Hit Points 42 (5d12 + 10) Hit Points 28 (8d8 - 8)
Speed 40 ft., climb 30 ft. Speed 0 ft., swim 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 19 (+4) 14 (+2) 3 (−4) 12 (+1) 3 (−4) 13 (+1) 16 (+3) 9 (−1) 1 (−5) 7 (−2) 2 (−4)

Skills Perception +3 Damage Resistances bludgeoning, piercing, slashing


Senses darkvision 60 ft., passive Perception 13 Condition Immunities charmed, frightened, grappled,
Languages — paralyzed, petrified, prone, restrained, stunned
Challenge 2 (450 XP) Proficiency Bonus +2 Senses darkvision 60 ft., passive Perception 8
Languages —
Charge. If the spider-horse moves at least 20 feet straight Challenge 1 (200 XP) Proficiency Bonus +2
toward a target and then hits it with a bite attack on the
same turn, the target takes an extra 7 (2d6) damage. If the Blood Frenzy. The swarm has advantage on melee attack
target is a creature, it must succeed on a DC 13 Strength rolls against any creature that doesn’t have all its hit points.
saving throw or be knocked prone. Specialized Breeding. The swarm deals double damage
Spider Climb. The spider-horse can climb difficult sur- to water vehicles.
faces, including upside down on ceilings, without needing Swarm. The swarm can occupy another creature’s space
to make an ability check. and vice versa, and the swarm can move through any
opening large enough for a Tiny shredderfish. The swarm
Actions can’t regain hit points or gain temporary hit points.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one Water Breathing. The swarm can breathe only underwater.
creature. Hit: 9 (1d8 + 4) piercing damage plus 9 (2d8)
poison damage. Actions
Sticky Leg. Melee Weapon Attack: +6 to hit, reach 5 ft., Bite. Melee Weapon Attack: +5 to hit, reach 0 ft., one crea-
one Medium or smaller creature. Hit: The target is stuck to ture in the swarm’s space. Hit: 14 (4d6) piercing damage,
the spider-horse’s leg and grappled until it escapes (escape or 7 (2d6) piercing damage if the swarm has half of its hit
DC 13). The spider-horse can have up to four creatures points or fewer.
grappled at a time.
Sticky Trample. Creatures within 5 feet of the spider-
horse that are grappled by it or prone must make a DC 13
Dexterity saving throw. On a failed save, a creature takes
Unbroken Operative
17 (3d8 + 4) bludgeoning damage and is restrained. On a Medium humanoid (any race), any alignment
successful one, a creature takes half damage and is not Armor Class 12
restrained. As an action, a restrained target can make Hit Points 27 (6d8)
a DC 13 Strength check, breaking free of the sticky sub- Speed 30 ft.
stance on a success.
STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3)
Skills Deception +5, Insight +4, Perception +6, Sleight of
Hand +4, Stealth +4
Senses passive Perception 16
Languages Any two languages
Challenge 1 (200 XP) Proficiency Bonus +2

Brave. The operative has advantage on saving throws


against being frightened.
Cunning Action. On each of its turns, the operative can use
a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). The operative deals an extra 7 (2d6)
damage when it hits a target with a weapon attack and has
advantage on the attack roll, or when the target is within 5
feet of an ally of the operative that isn’t incapacitated and
the operative doesn’t have disadvantage on the attack roll.
Actions
Multiattack. The operative makes two melee attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range
30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

98
Appendix A: Friends and Foes

Wargoyle Vadalis Tracking Hound


Medium monstrosity, chaotic neutral Medium beast, unaligned
Armor Class 18 (natural armor) Armor Class 13 (natural armor)
Hit Points 127 (17d8 + 51) Hit Points 11 (2d8 + 2)
Speed 30 ft. Speed 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2) 12 (+1) 15 (+2) 12 (+1) 6 (−2) 12 (+1) 6 (−2)
Skills Deception +5, Insight +8, Perception +8, Stealth +6 Skills Perception +3, Stealth +4
Damage Immunities poison Senses passive Perception 13
Condition Immunities petrified, poisoned Languages —
Senses darkvision 60 ft., passive Perception 18 Challenge 1/4 (50 XP) Proficiency Bonus +2
Languages Common
Challenge 6 (2,300 XP) Proficiency Bonus +3 Keen Hearing and Smell. The hound has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
Sneak Attack (1/Turn). Wargoyle deals an extra 7 (2d6) Pounce. If the hound moves at least 20 feet straight toward
damage when she hits a target with a weapon attack and a creature and then hits it with a bite attack on the same
has advantage on the attack roll, or when the target is turn, that target must succeed on a DC 12 Strength saving
within 5 feet of an ally of Wargoyle that isn’t incapacitated throw or be knocked prone. If the target is prone, the
and Wargoyle doesn’t have disadvantage on the attack roll. hound can make an additional bite attack against it as a
Actions bonus action.
Multiattack. Wargoyle makes either three melee attacks— Pack Tactics. The hound has advantage on attack rolls
one with her poisoned dagger and two with her short- against a creature if at least one of the hound’s allies is
sword—or three ranged attacks with her longbow. within 5 feet of the creature and the ally isn’t incapacitated.
Poisoned Dagger. Melee Weapon Attack: +6 to hit, reach Actions
5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 14 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
(4d6) poison damage. target. Hit: 7 (2d4 + 2) piercing damage. If the target is a
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., creature, it must succeed on a DC 11 Strength saving throw
one target. Hit: 6 (1d6 + 3) piercing damage. or be knocked prone.
Longbow. Ranged Weapon Attack: +6 to hit, range
150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage
plus 7 (2d6) poison damage.
Reactions
Stonewing Block. Wargoyle adds 3 to her AC against one
melee attack that would hit her. To do so, Wargoyle must
see the attacker.

99
Appendix A: Friends and Foes

Vesile Young Spider-horse


Medium humanoid (hobgoblin), neutral good Medium monstrosity, unaligned
Armor Class 14 (studded leather) Armor Class 13
Hit Points 33 (6d8 + 6) Hit Points 19 (3d8 + 6)
Speed 30 ft. Speed 40 ft., climb 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2) 12 (+1) 16 (+3) 14 (+2) 3 (−4) 12 (+1) 3 (−4)
Saving Throws Dex +4, Wis +3 Skills Perception +3
Skills Perception +3, Performance +4, Sleight of Hand +4 Senses darkvision 60 ft., passive Perception 13
Senses darkvision 60 ft., passive Perception 13 Languages —
Languages Common, Goblin Challenge 1/2 (100 XP) Proficiency Bonus +2
Challenge 1 (200 XP) Proficiency Bonus +2
Charge. If the spider-horse moves at least 20 feet straight
Song of Rest. Vesile can perform a song while taking a toward a target and then hits it with a bite attack on the
short rest. Any ally who hears the song regains an extra same turn, the target takes an extra 4 (1d6) damage. If the
1d6 hit points if it spends any Hit Dice to regain hit points at target is a creature, it must succeed on a DC 11 Strength
the end of that rest. Vesile can confer this benefit on herself saving throw or be knocked prone.
as well. Spider Climb. The spider-horse can climb difficult sur-
Spellcasting. Vesile is a 2nd-level spellcaster. Her spell- faces, including upside down on ceilings, without needing
casting ability is Charisma (spell save DC 12, +4 to hit with to make an ability check.
spell attacks). She has the following bard spells prepared:
Actions
Cantrips (at will): minor illusion, vicious mockery
1st level (3 slots): charm person, healing word, illusory Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
script, heroism, thunderwave creature. Hit: 7 (1d8 + 3) piercing damage plus 5 (1d8)
poison damage.
Taunt (2/Day). Vesile can use a bonus action on her turn Sticky Leg. Melee Weapon Attack: +5 to hit, reach 5 ft.,
to target one creature within 30 feet of her. If the target can one Medium or smaller creature. Hit: The target is stuck to
hear Vesile, the target must succeed on a DC 12 Charisma the spider-horse’s leg and grappled until it escapes (escape
saving throw or have disadvantage on ability checks, attack DC 11). The spider-horse can have up to two creatures
rolls, and saving throws until the start of Vesile’s next turn. grappled at a time.
Actions Sticky Trample. Creatures within 5 feet of the spider-
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one horse that are grappled by it or prone must make a DC 11
target. Hit: 4 (1d4 + 2) piercing damage. Dexterity saving throw. On a failed save, a creature takes
10 (2d6+3) bludgeoning damage and is restrained. On a
successful one, a creature takes half damage and is not
restrained. As an action, a restrained target can make
a DC 11 Strength check, breaking free of the sticky sub-
Vulgre stance on a success.
Large monstrosity, neutral
Armor Class 15 (natural armor)
Hit Points 75 (10d10 + 20)
Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 15 (+2) 6 (−2) 12 (+1) 7 (−2)
Skills Perception +3
Senses darkvision 120 ft., passive Perception 13
Languages understands Giant but can’t speak
Challenge 3 (700 XP) Proficiency Bonus +2

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

Map 1.1: Gatherhold Lab, Level A

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.

INKARNATE / ANDREW BISHKINSKYI


Map 1.2: Gatherhold Lab, Level B

INKARNATE / ANDREW BISHKINSKYI


Maps 2.1 & 5.3: Kennels Research Compound

INKARNATE / ANDREW BISHKINSKYI


Map 2.2: Tower Sabotage

INKARNATE / ANDREW BISHKINSKYI


Map 3.1: Patriot ’s Home

INKARNATE / ANDREW BISHKINSKYI


Map 3.2: Clerks’ Apartment

INKARNATE / ANDREW BISHKINSKYI


Map 3.3: Alley Ambush

INKARNATE / ANDREW BISHKINSKYI


Map 4.1: Shepherd Convoy Ambush

INKARNATE / ANDREW BISHKINSKYI


INKARNATE / ANDREW BISHKINSKYI
Map 5.1: Kennels Lab, Level A
INKARNATE / ANDREW BISHKINSKYI
Map 5.1: Kennels Lab, Level B

You might also like