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MARK OF HEROES

NO TICKET
Contents
Introduction ............................................................................................................................................................................................................... 2
Background ................................................................................................................................................................................................................ 3
Summary.................................................................................................................................................................................................................... 3
Adventuring on the Lightning Rail ............................................................................................................................................................................. 3
Prologue: With All Haste ........................................................................................................................................................................................... 4
Part One: Hopping the Rail ....................................................................................................................................................................................... 5
Part Two: Delving the Rail ......................................................................................................................................................................................... 7
Conclusion ............................................................................................................................................................................................................... 25
Adventure Questions ................................................................................................................................................................................................ 25
Appendix 1............................................................................................................................................................................................................... 26

Design: Stephen Radney-MacFarland


Illustrations: David Esbrì
Cartography: Stephen Radney-MacFarland
Playtesters: Stephen Baker, David Christ, Mike Donais, Skaff Elias, Curt Gould, Greg Marks, Dru Moore, Brian Nowak, Paul
Peterson, Rachel Reynolds, Tel, Chris Tulach, and Rob Watkins
Sources: Complete Arcane [Rich Baker], Complete Adventurer [Jesse Decker], Eberron Campaign Setting [Keith Baker, Bill Slavicsek,
James Wyatt], Eberron Explorers’ Handbook[David Noonan, Rich Burlew, Frank Brunner], Expanded Psionics Handbook [Bruce R.
Cordell], Fiend Folio [Eric Cagle, Jesse Decker, James Jacobs, Erik Mona, Matt Sernett, Chris Thomasson, James Wyatt], Five Nations
[Bill Slavicsek, David Noonan, Chris Perkins], Races of Eberron [Jesse Decker, Matthew Sernett, Gwendlyn F.M. Kestrel, Keith Baker].

CAMPAIGNS

U.S., Canada Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new
ASIA, PACIFIC, & LATIN AMERICA DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, and Peter
Wizards of the Coast, Inc. Adkison.
P.O. Box 707
Renton, WA 9805-0707
Questions? 1-800-324-6496 This WIZARD OF THE COAST® game product contains no Open Game Content. This work may be reproduced
for personal use or in its entirety for use at RPGA-sanctioned events. To learn more about the Open Gaming
License and the d20 SYSTEM® License, please visit www.wizards.com/d20.
This product use material from the v.3.5 revision.

This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can
sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.wizards.com/rpga.

DUNGEONS & DRAGONS, D&D, D&D REWARDS, DUNGEON MASTER, EBERRON, ABERRATIONS, DEATHKNELL, WINTER
FANTASY, RPGA, d20, d20 SYSTEM, WIZARDS OF THE COAST, Player’s Handbook, Dungeon Master’s Guide, and
Monster Manual and their respective logos are trademarks owned by Wizards of the Coast, Inc., in the US
European Headquarters and other countries. This material is protected under the copyright laws of the United States of America. Any
Wizards of the Coast, Belgium reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express
T. Hosfveld 6d written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people,
1702 Groot-Bijgaarden
organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc.
Belgium
Visit the DUNGEONS & DRAGONS CAMPAIGNS website at www.rpga.com
+322 467 3360 For rules questions specific to this document and DUNGEONS & DRAGONS CAMPAIGNS email
dispelconfusion@wizards.com
INTRODUCTION a few things. First, it allows the PCs participating in play to
This adventure is optimized for 2nd-level characters. This accumulate experience points (XP) and gold pieces (gp) to
means that it’s designed and balanced for a group of four to advance their MARK OF HEROES characters. Second, it allows
five 2nd-level characters. If your group deviates from this size the RPGA to track and record what character did during the
INTRODUCTION

and strength, each encounter features a section titled “Scaling adventure, and future adventures a written with what the majority
the Encounter” so that you, the Dungeon Master (DM), can of player did in mind—in this way characters’ action shape the
create a more balanced encounter. If there are only four of five future of the campaign. Lastly, player and DMs gain rewards for
PCs of the same level it is easy to use this section: just use the sanctioned RPGA play if they are members of the DUNGEONS
level entry that corresponds with the PCs’ level (the optimized & DRAGONS REWARDS program. Playing this adventure is worth
entry is given in the main adventure text). For groups of mixed four (4) points.
levels and groups with six PCs, determine the average level of This adventure retires from RPGA sanctioned play on
the PCs, and add increase that average by one for groups of October 1, 2005.
six PCs. Treat that level as the groups level. That said, as DM To learn more about the DUNGEONS & DRAGONS CAMPAIGNS:
you have discretion when it comes to fitting the challenges of MARK OF HEROES character creation and development, RPGA
the adventure. If the PCs are having too hard or too easy of event sanctioning, and DUNGEONS & DRAGONS REWARDS, visit
a time, feel free to increase or decrease the level of challenge. the RPGA website at www.rpga.com.
The goal is to challenge the PCs, and entertain the players, not
to overwhelm or even underwhelm them. The most enjoyable Players Read No Farther
D&D games are ones where failure and character death are If you are planning on playing this adventure, stop reading now.
possible, but success and reward are attainable through daring The rest of the information in this adventure is for the DM
and smart play. only. If you read farther than this section, you’ll know too much
This adventure has been designed to be part of the RPGA about its challenges, which kills the fun. Also, if you’re playing
DUNGEON & DRAGONS: CAMPAIGNS—MARK OF HEROES program. this adventure as part of an RPGA-sanctioned event, reading
Like all DUNGEONS & DRAGONS CAMPAIGNS adventures, it’s beyond this point makes you ineligible to do so.
recommended that parties undertaking its challenges have at least
one arcane spellcaster, a divine spellcaster (preferably a cleric),
a strong warrior, and a rogue. Parties missing these valuable
adventuring components may find No Ticket very challenging,
and the percentages of character death higher. Please warn
the players of this before play starts. DUNGEONS & DRAGONS
CAMPAIGNS allow players to “take one for the team;” that is to
play a fastplay wizard, fighter, rogue, or cleric in place of one of
DUNGEONS & DRAGONS MINIATURES
their characters, and gain experience point for their character. If
To run this adventure it’s recommend you have the following
the group lacks one of these vital four classes, suggest to your
miniatures:
players to take advantage of this option.
From the Harbinger™ set:
2 Human Commoners (8/80) to represent red caps
RPGA-Sanctioned Play
Most likely you ordered this adventure as part of an RPGA From the Dragoneye™ set:
even from the RPGA website, or as part of the DUNGEONS & Dire Ape 26/50) to represent warforged charger
DRAGONS CAMPAIGNS retail program. To play No Ticket as part
of the MARK OF HEROES campaign—a worldwide, ongoing
From the Giants of Legend™ set:
D&D campaign set in EBERRON—you must sanction it as part
of an RPGA event. This event could be as elaborate as a big Zombie (40/72) to reresent Beltrulelgald the dusk hag
convention, or as simple as a group of friends meeting at the Astral Construct (20/72) to represent Nur-Tungor
DM’s house.
To sanction an RPGA event, you must be at least a HERALD- From the Aberrations™ set:
LEVEL gamemaster. The person who sanctions the event is called 5 Man-At-Arms (08/60) to represent Murzos d’Orien and
the senior gamemaster, and is in charge of making sure the event the House Orien novice guards
is sanctioned before play, runs smoothly on the date sanctioned, 5 Emerald Claw Soldiers (30/60) to represent ir’Vessin
and then reported back to the RPGA in a timely manner. The soldiers.
person who runs the game is called the table DM (or usually just
DM). Sometimes (and almost all the time in the cases of home
events) the senior gamemaster is also the table DM. You don’t
have to be a HERALD-LEVEL GM to run this adventure if you are
not the senior GM.
By sanctioning and reporting this adventure you accomplish

2
PREPARING FOR PLAY in the possession of a woman in the company of a minor
To get the most out of this adventure, you need copies of the Karrnathi lord. The lord, the lady—along with the book—were
following D&D books: Player’s Handbook, Dungeon Master’s Guide, getting ready to board a lightning rail coach heading toward
Monster Manual, and the Eberron Campaign Setting. It is also a Thrane, presumably to find water passage to Karrnath. Martra
good idea to have a copy of the RPGA Extend Psionics Handbook rightly deduces that the lady was none other than Beltrudelgald

NO TICKET
Primer, a PDF document that you can find on the RPGA website in disguise. With all haste she’s banded a trustworthy and
(www.rpga.com) as it is possible that some character playing in knowledgeable group of adventurers together to chase after
this adventure will be kalashtar utilizing the psionics rules. the dusk hag and the book.
Throughout this adventure, shaded boxes provide player
information for you to paraphrase or read aloud when appropriate.
Sidebars contain important information for you, including special
SUMMARY
The adventure starts with the PCs heeding the call of Matron
instruction on running the adventure. Information on nonplayer
Martra at Grea Tower. In the Hall of Messengers, Martra gets the
characters (NPCs) and monsters appear in abbreviated form in
PCs up to speed, and speeds them off with the aid of magebred
the adventure text. Full information on NPCs and monsters are
horses. The PCs must find a way to catch up to the lightning rail
given in a section directly after each encounter, or can be found
and reacquire the book.
in the Monster Manual.
After a grueling trip, the PCs finally catch up with the coach
Attached to this adventure, you’ll find a special RPGA Table
in Hatheril, and must jump the coach to chase their quarry.
Tracking sheet tailored for this adventure. If you’re playing this
Most of the adventure involves the PCs navigating the coach
adventure as part of an RPGA-sanctioned event, complete and
to find the book and the dusk hag. The going will not be easy.
turn in this sheet to your senior GM directly after play.
Not only is the coach guarded by House Orien and the soldiers
of a Karrnathi lord, the Emerald Claw has their own reason
BACKGROUND for being on the coach, and the PCs aren’t the only one on the
In the adventure EMH-1 Reflections of the Multiverse, a conspiracy coach without a ticket. Getting to the dusk hag and the book
was uncovered. What started as the investigation into the death will take stealth, guile, or utter ruthlessness.
of a fellow member of the Diggers’ Union grew into a strange
plot perpetrated by a dusk hag named Beltrudelgald to bring
strange otherworldly creatures called the nerra to Eberron.
ADVENTURING ON THE
While the PCs where successful in stopping at least the bulk of LIGHTNING RAIL
nerra wishing to pass through to Eberron through the cosmic As detailed in the summary, most of the adventure has the
machine in the Crook Observatory, the dusk hag escaped, and PCs navigating a 10-cart lightning rail coach in order to
her true purposes were never quiet ascertained. reach their ultimate goal. Circumstances at the beginning of
By the end of that adventure the PCs were asked by the adventure ensure that the PCs are not able to procure a
Matron Martra to keep this knowledge secret. She explained ticket for the trip, so one of the chief challenges is staying
that she would call upon them with the aid of a special magical on the lightning rail coach.
necklace, if more came of the discovery. Lightning rail coaches are dynamic places. More than one
That time has come. rules question will likely come up during the adventure. Use
Less than a week ago, Professor Murgos Lurn, the new the following guidelines along with the rules for various skills
chair of the department of antiquities at the Wroat campus of (Balance, Jump, and Climb to name a few) to adjudicate issues.
Morgrave University (taking over from the recently diseased For rules questions that come up that don’t seem to have rules
Professor Kelmini) reported that the newly discovered answers, use the following rule of thumb as your guide: what
original copy of the Deviant Celesita, complete with insightful would be the most fun that keeps the action going? Do that!
annotations from the hand of its author, the Mad Gnome
Belental Heirm, was stolen. Before the theft book was recently Lightning Rail Movement
rediscovered in Professor Kelmini’s personal collection, and The easiest way to handle a moving lightning rail coach at the
was quickly placed back into Wroat’s Morgrave library. Days gaming table is to treat the coach as stationary, moving terrain as
later some one or some thing broke into the library and stole necessary. Usually, however, the specifics of the landscape won’t
the tome. matter directly, though the slope of the terrain does affect how
Professor Lurn hired the Diggers’ Union to find and the lightning rail moves.
reacquire the book. The new chair has no idea that the Union Everyone has seen movie action sequences involving trains,
has its own interest in the book, and Matron Martra had no and players will likely be eager to employ some similar tricks.
idea that the original copy had been found until that point. Climbing Onto the Roof: Unless noted otherwise hatches
Matron Martra immediately moved on the information, and ladders are located at the forward end of each cart. Opening
hiring House Tharashk finders to track the book. The day a roof hatch is a move action. With a DC 0 Climb check, it
before the events in the prologue (and five days prior to the takes 40 feet of movement to get up a ladder; a DC 5 Climb
beginning of Part One of this adventure) they found the book, check gets you up the ladder with only 20 feet of movement.

3
Unless a character is unusually burdened, failure simply means trying to climb back on. A DC 15 Climb check and another
no progress on the climb, not an actual fall. Keep track of which move action gets you back on one of the cart’s outer walkways.
hatches are open, as they won’t need to be opened again before At the back of the coach, the rear crew cart has a low platform
other characters can ascend or descend. that requires only a DC 5 Climb check to climb aboard.
Walking Along the Roof: Treat walking along the roof with
Moving the Lightning Rail
NO TICKET

normal movement, except in the squares that require balance


checks to proceed. Those who fail those checks don’t proceed. Even treating the lightning rail coach as stationary, the terrain
Those who fail them by 10 slide one square toward the closest level it moves across has a wide variety of effects on combat in
side edge of the roof. See the “Fall or Jump Off ” section if that and around the coach.
would move the PCs off the edge. The lightning rail moves twice in each round, once at initiative
Whenever the PCs traverse the roof, there is a good chance point 10 and once at initiative point 0. Because you’re moving the
those in the cart below hear their movement. The basic (as in terrain, not the coach, move anyone not on the coach straight
not moving silently) DC is 0. Because of the sound of the train, toward the back of the train at those initiative points. These
creatures in the cart below get a –5 to their Listen check to hear “moves” happen simultaneously and don’t provoke attacks of
a creature move across the roof. opportunity—they’re just an abstraction to simulate the vehicle’s
Single creatures moving across may not attract suspicion, movement.
as passengers and crew alike assume it is some member of the How far the lightning rail coach moves at each initiative
crew, but numerous footfalls do. point depends on the surrounding terrain and how straight its
Detach Carts: Pulling the pin that connects one cart to the path of conductor stones is.
next takes three full-round actions. The first 2 rounds are spent
disconnecting heavy chains between the two carts (an automatic Terrain Conditions Lightning Rail Movement
success, but time-consuming). On the third round, a DC 20 Flat straightaway 125 ft.
Strength check is needed to pull the pin between the two carts. Uphill straightaway 100 ft.
Downhill straightaway 150 ft.
The part of the lightning rail coach no longer connected to the
Flat curve 125 ft.
crew cart decelerates by 10 feet per round until it comes to a Uphill or downhill curve 100 ft.
stop. Tunnel 125 ft.
Fall or Jump Off: Treat this as a normal fall, except that Bridge 125 ft.
it deals 2d6 points of damage due to the coach’s horizontal
velocity. As with any other fall, you can reduce the damage by Tunnel: At initiative point 0, any nonprone character on
1d6 points if you jump down intentionally and succeed on a a cart’s roof takes 15d6 points of damage and is knocked off
DC 15 Jump check. You can also reduce the damage by 1d6 when he slams into the rock wall above the tunnel.
points if you succeed on a DC 15 Tumble check. A person who Bridge: The conductor stones are set on a rail narrower than
jumps intentionally from a lightning rail cart and succeeds on the carts themselves, so only flying characters can be next to a
both checks takes no damage at all. moving lightning rail cart when it is on a bridge.
Push Someone Off: A normal bull rush attack is generally
sufficient to push someone off the roof of a cart. Attempting
Controlling the Lightning Rail
to do so from the outer walkways along the carts is somewhat
Characters at the helm of the lightning rail coach can
harder, with the rail giving the defender a +2 bonus on the
telepathically command the bound air elemental, Ssarenseex, to
opposed Strength check. With difficulty, you can even push
move the coach forward or backward, speed it up, slow it down
someone off the train from the inside, but the window gives the
or stop it. To make Ssarneseex obey any of these commands,
defender a +5 bonus on the opposed Strength check and the
a character must win an opposed Charisma check against the
railing beyond it provides an additional +2. Lightning rail cart
Ssarneseex (Charisma modifier of +0). Ssarenseex is a contrary
windows are either glass (for passenger carts with wooden walls
windbag. If the elemental wins the opposed check, it will do the
and roofs) or just empty spaces (for cargo carts with canvas roofs
exact opposite of what the character commanded. If it can’t do
or steerage-class passenger carts). A character pushed through a
the opposite—like speeding up when it is already at full speed—
glass window takes 1d4 points of damage in addition to any
it comes to a grinding halt. If the character wins the opposed
damage for falling from the cart.
check, the lightning rail coach moves as the characters intends.
Grab at a Railing: If you’re falling off the lightning rail
for whatever reason, a DC 20 Climb check lets you grab onto
a guardrail or similar protrusion. A move action and a DC 10 PROLOGUE: PROCEED WITH
Climb check is sufficient to pull yourself back onto the lightning
rail coach, but you’re hanging by your fingertips until you do. ALL HASTE
Get Back Onto the Moving Lightning Rail: As long as The following assumes that at least some of the PCs have the
“Knowledge of the Nerra” story object. If you are running
the entire coach is of sufficient length, it is possible to fall off with a group without this story object is sending a new group
the front cart of the lightning rail, get back to your feet, and then to find a copy of stolen book only. She doesn’t give out the
grab onto a rear cart. You must take a move action and move information about the nerra or the dusk hag—they PCs will
at least 20 feet in the same direction as the lightning rail before have to find those dangers on their own.

4
“Days ago you were called by Matron Martra via the special necklace she are lathered and near death. And after traveling for 4 days
gave you after the incident at the Crook Observatory. She called you to the straight, all but warforged PCs are entirely exhausted (they are
Hall of Messengers in Grea Tower, but you did not stay there for long. In 15 minutes away from suffering the affects of forced march—
the privacy of her patron’s booth she told you the following in frantic hush see Player’s Handbook page 164).
tones.

NO TICKET
“I believe the dusk hag who replaces old lady Fellon and who Finally, luck has begun to favor you. After days of travel on your now
constructed the Cosmic Machine from Crook Observatory is on the near-dead magebred horses, you’ve finally caught up with the lightning rail.
move—rather I know she is. A few days ago the new chair of antiquities Luck is not fully on your side though, as you reach the station’s platform
at Morgrave University came to Grea Tower. It seems that after the death you see that the coach is leaving the station—in fact it’s almost gone. It is
of the old chair, the original copy of the Deviant Celestia was uncovered going to take quick wits—and feet—to steal away on the lightning rail.
in his private collection. Professor Lurn, the new chair, told me the original To your right, a goblin House Orien carter blows a whistle, a last
copy has annotations further illuminating the Mad Gnome’s theory on the warning that the coach is about to leave the station. Looking around
multiverse. frantically, you notice two things of extreme interest.
“I wish I knew this when the discovery was made, but we’ve been First, from one of the far windows of the large ir’Vessin private car
keeping the affair so secret, Lurn saw no reason to tell the Union about a figure peers out. It is the face of the dusk hag, Beltrudelgald. Matron
the find. Without fanfare, he placed the tome in the university’s library, Martra was right; she is definitely on this coach, and traveling with the
where it was promptly stolen. It is only then that came to us, hoping we Karrnathi lord. Luckily it doesn’t seem like she sees you.
could retrieve the book. The second thing of interest is an unlocked and partially opened cargo
I immediately called upon the aid of House Tharashk to track the cart door on the second to the last cart. It is close enough to try to reach
object, and soon found out that a woman in the company of a visiting before the coach is gone into the think fog rolling in.
Karrn lord—one Heri ir’Vessin—was in possession of the tome. I also
learned that the duo, along with the book, were boarding a House Orien Show the players “Illustration 1” to help describe this scene. At
Lightning Rail traveling to Thrane, and no doubt to Karrnath from some this point, the fog is rolling in, obscuring vision beyond 50 feet.
port there. I believe the woman is the dusk hag in disguise, and that she A few minutes into the trip the fog engulfs the coach, reducing
moves to further aid the nerra. But I need you to find the truth in my visibility to 20 feet maximum. It stays this way for the first four
supposition. hours of the trip.
“Dismissing the house Tharashk finders, I called upon you. I still don’t With the lightning rail coach almost gone from the Hatheril
think it would be wise for us to share our information about the nerra with station, the PCs are going to have to find some way to get on
others, but we must retrieve that book. Not only for our Morgrave patron, the coach. On the battle grid, they start in the section marked
but to gain a deeper understanding of the forces at work in the cosmos. Now “PC start.” From there, the most common ways to get on the
follow me.” coach is to jump on to a cart balcony, jump to the opened
cargo cart door, or try and jump on the Aft Crew Cart. Make
With that, Matron Martra takes the PCs out to the Diggers’ sure to review the rules on Jump checks (Player’s Handbook page
Union stables. Gives them each a magebred horse, a map of 77) before running this encounter.
Breland and Thrane, along with the schedule of the lightning The lightning rail goes on initiative order 10, moving to the
rail and sends them on their way. second position marked on your map. Feel free to fudge this
if you are sure that its movement makes it impossible for a PC
“Ride quickly and you can catch the lightning rail, hopefully at the thorp to hop the lightning rail. If this is the case, just have the coach
of Nowhere on the confluence of the Hatheril and Starilaskar railstones. move at the end of the initiative order.
Don’t spare the horse.” In the end, this is a challenging encounter that should be
succeeded by all who put in an effort. It is here to give the PCs an
From there, the PCs are in for an exhausting and wild ride, interesting problem to solve, not as some sort of “you need to be
until they reach the Hatheril station, a little off their expected this tall to ride” encounter involving Jump checks. Come up with
path, where they finally catch up with the lightning rail coach. interesting ways where failures are near misses (you are dangling
by the tip of your fingers from the speeding lighting rail) without
making it obvious. Make sure to always ask about action points.
This adventure has the potential to drain a large number of action
points.
Due to the fog rolling in, the only person on the lightning
PART ONE: HOPPING THE RAIL rail that has a chance o notice the PCs hopping the coach is the
The PCs were supposed to catch up with the lightning rail kalashtar Sezfedharath (see Part Two, Cart 10). The few people
coach in the small thorp of Nowhere on the junction of the and House Orien staff on the station’s platform look upon the
Starilaskar and Hatheril routes, but they quickly find out the PCs’ actions with shock and some fascination. No one interferes
coach they are pursuing suffered some sort of damage, and with the PCs’ boarding of the lightning rail.
was diverted to the better stocked and near by Hatheril station Once the PCs are on the coach, proceed to Part Two,
for repairs. where the PCs first challenge is finding a place where their non-
By the time the PCs reach Hatheril, their magebred horses warforged members can rest.

5
FINDING THE WAY

6
for a specific purpose: the assassination of Lord Heri ir’Vessin.
PART TWO: DELVING THE RAIL This task is to be accomplished with the help of a specially
Once the PCs are on the coach, they must find a place to rest,
modified warforged charger stored in cart 8.
and then explore the coach to find their objective. Luckily, the
There’s a chance Sezfedharath spied the PCs as they snuck
weather is on their side for the first.
upon the lighting rail coach. Make a Spot (DC 0 or the PCs
During the first four hours of the trip, until the coach

NO TICKET
Hide checks) check for the kalashtar (Spot –5; adjustments for
reaches the tiny settlement of Nowhere, the lightning rail
distances, fog and distraction are taken into account); success
is moving through some rather thick fog. Visibility, even
spots the boarding. The PCs have an equal chance of spotting
darkvision, is limited to 20 feet during this period of the trip.
Sezfedharath, and he only hides if his check was successful. If
With this limited visibility, the only crewmembers
the PCs spot the kalashtar, show them “Illustration 2.”
who has a chance of seeing the PCs is the kalashtar
Sezfedharath: Male kalashtar psion (telepath) 2/artificer 2;
Sezfedharath, and he has own agenda that precludes
warning the rest of the crew. If the PCs rest for 8 hours hp 12; see “Combat Statistics:, below.
after jumping the coach, they awaken in the middle of the Sezfedharath Reacts: The kalasthar’s reaction depends
night (roughly 3 a.m.), giving them opportunity to move on how he becomes aware of them. If he sees them board
through the coach during night. the coach but they do not approach the Aft Crew Cart, he
The following is the schedule of the lightning rail observes discreetly for as long as he can, trying to gage the
throughout the trip. PCs’ intentions. His machinations might benefit from the
added chaos a rail robbery could bring. He’s also not opposed
From Hatheril to: to someone else killing Lord ir’Vessin. Dead is dead, after
Nowhere 4 hours all. What worries him is the possibility that the PCs could
Starilaskur 16 hours be working for ir’Vessin, and that the Karrnathi noble
Vathirond 30 hours has discovered the Order’s plot. Either way, Sezfedharath
Aruldusk 39 hours (includes a eventually ventures out to put his plot in motion (see “PCs
1-hour delay for ticket Ignore Sezfedharath”, below).
If the PCs approach the Aft Crew Cart, the kalashtar’s first
and customs inspection)
reaction is to hunker down and defend the cabin. He’ll stay
behind the locked and barred door, and even throw out a mind
Cart 10 (Aft Crew Cart): A Traitorous thrust or two (and he is not afraid to augment them to 2-power-
point, 2d10-points-of-damage mind thrusts if necessary) from
Mind (EL 3) the small door hatch to defend the cart. If the cart’s defense
One of two carts that the PCs likely encounter first, the Aft
becomes hopeless, he takes a different tact, attempting to
Crew Cart is the current inactive “engine” of the coach. The
reason with the PCs, even going so far to offer his services to
elemental in the Aft Crew Cart’s far chamber is currently
the PCs’ cause. Of course he maneuvers to twist such services
suppressed, and the place is locked and warded (PCs of this
level can’t gain access). to the benefit of his secret goal.
Cart Features: This cart has two chambers. The inner locked Development: This is a very open-ended encounter with
and warded helm chamber and the outer crew compartment. a number of possible conclusions and repercussions. How
The crew compartment features a ladder that leads to an iron- you develop it is entirely based on the PCs’ actions. The
and-glass enchased cupola that the crew uses as a lookout. following are some guidelines, but not an inclusive list of
From outside the cart, the crew compartment is accessible possible outcomes.
by a locked (good lock, DC 30) and barred iron door (break DC PCs Kill Sezfedharath: Since this “engine” is not the one
28; hardness 10; hp 60) or by breaking the thick glass of the currently driving the coach, and it is warded beyond their
upper level of the cupola windows (break DC 15). abilities, the PCs can’t really affect the coach’s progress.
The door has a small 1-foot-by-1-foot hatch that can be A quick search of the crew cart (DC 10) finds
opened from inside the crew compartment to peer onto the Sezfedharath’s personal items in a small cubby, under one of
cart’s balcony and the aft balcony of cart 9. Beyond the door, the fold-out bunks; just a few pairs of cloths, a wash basin,
the crew compartment contains four foldout bunks and a small a comb, some soap, a pouch with 15 gp, a warforged repair
storage space, and the latter that leads up to the upper level of kit with some strange (read psionic) tools and supplies, and a
the cupola. Only one crewmember currently dwells in the cart, locked ledger. Missing is any overt identification that would link
with the remainder of the steering crew living and working in the kalashtar with the Order of the Emerald Claw.
the Forward Crew Cart (see cart 1). The ledger is rather large—13 inches tall, 10 inches
The Situation: The most junior member of the coach wide, and 4 inches thick. Opening the lock (very simple lock,
crew—a kalashtar named Sezfedharath—currently oversees DC 20, or using the key that Sezfedharath carries) or simply
and guards the Aft Crew Cart. Unbeknownst to the rest of the breaking the iron lock mechanism (hp 10; hardness 10; Break
crew, and most of House Orien, Sezfedharath is a unique agent DC 12) finds that the book is hollow; hiding a strange iron
of the Order of the Emerald Claw, who’s infiltrated the coach band or crown with four crystal screws situated in regular

7
intervals around band, so that it looks like an iron and knows of the PCs’ infiltration, that night, around six hours
crystal compass rose. The item, which radiates strong after the PCs’ boarding, he travels over cart 9, to cart 8, down
telepathy psionics, is a device of forgelink, a psionic item the hatch to the cargo compartment, and opens the warforged
created so its wearer can control the mindless warforged charger’s crate, attempting to move silently as he goes. If the
charger stowed in cart 8. PCs’ discover his skulking, they could investigate or even
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confront him. If truly cornered, the kalashtar tries to enlist the


PCs’ help. If that doesn’t work, he’s still a member of the crew,
Powers and Displays and tries to warn Muzos d’Orien (cart 7) of the PCs’ presence.
Displays are secondary effects of a manifested power. PCs Befriend Sezfedharath: If the PCs are able to secure the
They are like components in that they can clue other kalashtar’s trust, either by diplomacy (changing his attitude
intelligent creatures to what the manifester might from indifferent to helpful) or cornering him, there’s a good
be doing. Psionic charm and conceal thoughts both have chance the House Orien traitor lets the PCs in on his plot.
mental displays, which means that when they are An obvious member of House Orien among the PCs or
manifested a subtle chime rings once in the minds Sezfedharath detecting that the PCs are bluffing him obviously
of creatures within 15 feet of the manifester or the dissuades him from such a disclosure.
subject (manifester’s option). Other powers have
other types of displays, like auditory (a base-pitched Scaling the Encounter
hum coming from the manifester of the subject) 1st-level Characters: Use the psion (telepath) 2/artificer 1
and material (the subject or area is slicked with a version of Sezfedharath (hp 10).
translucent, shimmering substance that evaporates 3rd-level and 4th-level Characters: Male kalashtar psion
after 1 round). (telepath) 3/artificer 2 version of Sezfedharath (hp 14).
When manifesting these powers among the PCs,
Sezfedharath attempts to do so while dispensing
with the display. To accomplish this he must succeed
a Concentration check DC 15 + the level of the
power. If he fails, the power is still manifested; it’s just
accompanied by the display.
Manifesting a power without its displays
still provokes attacks of opportunity (though
Sezfedharath can succeed another DC 15 + the
level of the power Concentration check to manifest
defensively), but it makes it harder for others to
detect the power, as reduces the physical signs of
manifesting ton nothing more than a far away look,
and negates the possibility of Psicraft checks to
determine the power being manifested.

Only Sezfenharath can use the device, as it is powered


by psionic infused crystals that must be screwed into the
kalashtar’s skull. Examining his skull (use of the Investigate
feat [DC 10] or Search DC 15—grant a +2 synergy bonus for
either check to characters with 5 or more ranks of Heal), finds
macabre holes under his main of hair: one at the top; two one
each side of the skull, just over the ear; and one just under
the occipital bun. Plugs made of the original skull and scalp
fragments protect each hole. The plugs are easily removed with
a sharp tug that produces a moist and sickening suction sound.
Successful use of the Investigate feat to analyze the clue (DC
15—grant a +2 synergy bonus if the investigating character has
5 or more ranks of Psicraft) gains insight to the crown’s use—
it taps into a kalashtar’s psionic power to control some creature
wearing a similar device.
PCs Ignore Sezfedharath: If the PCs ignore the kalashtar, he
stays inside the Aft Crew Cart watching the PCs intently for as
long as possible. Regardless of whether or not Sezfedharath

8
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PC
Start
Cart 10
and 1

B
10 ft.
5 ft.
Slope - Balance DC 10

Slope - Balance DC 10
5 ft.
10 ft. C
5 ft.
Coach Movement
After 1st Round 10 ft.
5 ft.
A
Cart 9 10 ft. 10 ft.

Cart 8 5 ft.
Slope - Balance DC 10

10 ft.
Slope - Balance DC 10

10 ft.

10 ft.
10 ft.

5 ft.
5 ft.
10 ft.

9
Combat Statistics Abilities Str 10, Dex 12, Con 8, Int 16, Wis 13, Cha 14
The psionic powers and feats that Sezfedharath uses can be Feats Brew Potion, Dodge, Psionic Endowment, Scribe Scroll,
found in the Expanded Psionics Handbook or in Appendix 1. Toughness
Kalashtar racial substitution levels are from Races of Eberron, Skills Appraise +4, Bluff +10, Concentration +6, Diplomacy
but everything needed to run these levels is presented in the +4, Disable Device +7, Intimidate +4, Move Silently –4, Open
Locks +6, Spellcraft +8, Use Magic Device +7
statistic block text.
Possessions chainmail, masterwork spear, crossbow, 2
psionic shards of Bluff (+4), potion of cure light wounds, key
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SEZFEDHARATH CR 3 ring with keys to all the locks in the aft and forward crew carts
Male kalashtar psion (telepath) 2/artificer 1 and his journal.
NE Medium humanoid (psionic) Psi-Like Ability: Mindlink 2/day—This ability is like the
Init +1; Senses Listen +1, Spot +1 power manifested by a 4th-level wilder. This basic kalashtar
Languages Common, Quor; Draconic, Riedran power has been modified by Sezfedharath’s racial substitution
AC 16, touch 11, flat-footed 15; Dodge level.
hp 10 (3 HD) Telepathic Talent (Ex): When Sezfedharath manifests
Immune dream and nightmare spells, and any other effect that
psionic charm, he can treat his manifester level as 3rd.
relies on dreams.
Fort -1, Ref +1, Will +5; +2 racial bonus on saves against mind-
affecting spells and ability and possession SEZFEDHARATH CR 5
Spd 30 ft. (6 squares) Male kalashtar psion (telepath) 3/artificer 2
Atk melee +2 masterwork spear (1d8-1/x3) NE Medium humanoid (kalashtar, psionic)
Ranged + 2 light crossbow (1d8/19-20) Init +1; Senses Listen +1, Spot +1
Base Atk +1; Grp +1 Languages Common, Quor; Draconic, Riedran
Artificer Infusions Prepared (CL 1; 1d20+1 to overcome SR or AC 17, touch 11, flat-footed 16; Dodge
PR): hp 14 (5 HD)
1st—inflict light damage (+1 melee touch), repair light damage, Immune dream and nightmare spells, and any other effect that
shield of faith relies on dreams.
Psion Powers Discovered (ML 2; 1d20+2 to overcome PR): Fort +0, Ref +2, Will +6; +2 racial bonus on saves against
Power Points (11)    mind-affecting spells and ability and possession
1st—catfall, conceal thoughts, deceleration (Reflex DC 13), Spd 30 ft. (6 squares)
psionic charm (Will DC 13; Duration 3 hours), mind thrust (Will DC Atk melee +3 masterwork spear (1d8-1/x3)
13) Ranged + 3 light crossbow (1d8/19-20)
Racial Substitution Level kalashtar telepath 1st Base Atk +2; Grp +2
Abilities Str 10, Dex 12, Con 8, Int 15, Wis 13, Cha 14 Artificer Infusions Prepared (CL 2; 1d20+2 to overcome SR
Feats Dodge, Psionic Endowment, Scribe Scroll, Toughness or PR):
Skills Bluff +10, Concentration +5, Diplomacy +4, Disable Device 1st—2 inflict light damage (+1 melee touch), repair light
+6, Intimidate +4, Move Silently –4, Open Locks +5, Spellcraft +6, damage, shield of faith
Use Magic Device +6 Psion Powers Discovered (ML 3; 1d20+3 to overcome PR):
Possessions chainmail, masterwork spear, crossbow, 2 psionic Power Points (15)   
shards of Bluff (+4), key ring with keys to all the locks in the aft and 1st—catfall, conceal thoughts, deceleration (Reflex DC 14),
forward crew carts and his journal. psionic charm (Will DC 14; Duration 3 hours), mind thrust (Will
Psi-Like Ability: Mindlink 2/day—This ability is like the power DC 14)
manifested by a 3rd-level wilder. This basic kalashtar power has 2nd—psionic suggestion (Will DC 15; Duration 4 hours
been modified by Sezfedharath’s racial substitution level. or until completed), read thoughts (Will DC 15; Duration
Telepathic Talent (Ex): When Sezfedharath manifests concentration up to 4 minutes).
Racial Substitution Level kalashtar telepath 1st and 3rd.
psionic charm, he can treat his manifester level as 3rd.
Abilities Str 10, Dex 12, Con 8, Int 16, Wis 13, Cha 14
Feats Brew Potion, Dodge, Psionic Endowment, Scribe Scroll,
SEZFEDHARATH CR 4 Toughness
Male kalashtar psion (telepath) 2/artificer 2 Skills Appraise +4, Bluff +10, Concentration +7, Diplomacy
NE Medium humanoid (kalashtar, psionic) +4, Disable Device +7, Intimidate +4, Move Silently –3, Open
Init +1; Senses Listen +1, Spot +1 Locks +6, Psicraft +7, Spellcraft +8, Use Magic Device +7
Languages Common, Quor; Draconic, Riedran Possessions +1 chainmail, masterwork spear, crossbow, 2
AC 16, touch 11, flat-footed 15; Dodge psionic shards of Bluff (+4), potion of cure light wounds, key
hp 12 (4 HD) ring with keys to all the locks in the aft and forward crew carts
Immune dream and nightmare spells, and any other effect that and his journal.
relies on dreams. Psi-Like Ability: Mindlink 3/day—This ability is like the
Fort -1, Ref +1, Will +6; +2 racial bonus on saves against power manifested by a 5th-level wilder. This basic kalashtar
mind-affecting spells and ability and possession power has been modified by Sezfedharath’s racial substitution
Spd 30 ft. (6 squares)
level.
Atk melee +3 masterwork spear (1d8-1/x3)
Telepathic Talent (Ex): When Sezfedharath manifests
Ranged + 3 light crossbow (1d8/19-20)
psionic charm, psionic suggestion, or read thoughts, he can
Base Atk +2; Grp +2
treat his manifester level as 3rd.
Artificer Infusions Prepared (CL 2; 1d20+2 to overcome SR
or PR):
Roleplaying Notes An orphan of kalashtar society,
1st—2 inflict light damage (+1 melee touch), repair light
Sezfedharath was born to a human mother who’s a long-
damage, shield of faith
time Emerald Claw operative. A champion of the philosophy
Psion Powers Discovered (ML 2; 1d20+2 to overcome PR):
of Karnnathi patriotism, his mother groomed her psionically-
Power Points (12)   
talented son for missions promoting the Order’s surface
1st—catfall, conceal thoughts, deceleration (Reflex DC 14),
mission. Sezfedharath is not aware of the Emerald Claw’s true
psionic charm (Will DC 14; Duration 3 hours), mind thrust (Will
mission and master. He also doesn’t know of Furt, the other
DC 14)
Emerald Claw operative aboard the train (See Cart 5), nor
Racial Substitution Level kalashtar telepath 1st
does he know the true nature of his target or his ‘lady friend.’

10
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Cart 9 (Cargo): Dangerous and Fey Hobos (EL 4) who are in trouble because they inadvertently tangled with
Cargo carts have three entrances. One is circular hatch on the them alone, need help (or escape) sooner than later.
roof leading connecting to the hold’s floor by way of a 15-foot- When the PCs encounter the redcaps, show them
tall iron ladder. The other two are large, sliding double doors “Illustration 3”.
located on each side of cargo hold: it’s through these doors that Creatures: This pair of gnarled miscreants secreted
workers load the cargo into the hold. As noted in “Part One” their way onto the coach when it stopped for impromptu
the chain and lock is missing from this cart’s portside door, and repairs just southwest of Dragon’s Crown. They used to be
the PCs may have gained entrance by that opportunity. If this is part of a larger band that robbed and tortured travelers and
the case, read aloud the following: settlements outside of the ruins, but a successful offensive by
Breland soldiery and angry militia motivated them to explore
Light and air rush into the cargo hold. The air kicks up dust and straw, new haunts. They don’t take kindly to other tagalongs squatting
while the light illuminates the numerous carts, barrels, other contains, and in the cart, but have enough patience to spy and assess the
bundles of grain are stacked on and anchored to the floor of this place. To the
threat before attacking. Their presence is unknown to the
right an iron ladder climbs from the floor to a hatch above.
unsuspecting lightning rail coach’s staff and passengers.
Young Redcaps (2): 22, 20; see “Combat Statistics”, below.
A pair of redcap hobos hiding here stealthily travels (Move
Silently +8) from “A” to “C,” hoping to spy on the new Tactics: The redcaps attack when the PCs are unawares,
additions to the cart and pounce upon them later. separated, or even asleep if possible. Firing eldritch stones
If instead the PCs hopped upon one of the cart’s balconies first, they slash with scythes only when forced or after they’re
and travel up the outside ladder to the cart’s top, the redcaps confident their magic stones have significantly softened targets.
likely (Listen +8) hear the approach. One of the fey moves They assault the PCs with a maniacal and terrifying glee,
from “A” to “B” while the other moves to “C,” in the hopes cracking off-color jokes and singing disgusting limericks about
of surprising newcomers and wedging them with a flanking the joys of murder and mutilation as they slash and sling away
maneuver later. Even if the PCs quietly traverse the ladder at the PCs.
onto the cart top, they find the hatch stuck, requiring force If the large cargo doors are open, and the opportunity
(Strength DC 28 or hardness 10, hp 60), or finesse (Disable presents itself, the redcaps don’t hesitate to bull rush pesky arcane
Device DC 20) to open. Finesse can help the PCs get the jump spellcasters from the lightning rail coach. See the “Adventuring
on the redcaps, but force alerts them to the PCs’ approach. on the Lightning Rail” for adjudicating the results of this tactic.
If the PCs find themselves split up inside this cart and the If a redcap successful with this tactic, it’ so amused with result
balconies between it and cart 9, the hatch isn’t stuck. The red it spends a round laughing at the plight of the poor PC—the
caps are a serious enough menace for an entire group, those redcap is effectively dazed during the round it laughs.

11
Battle Grid Features: The spill between “A” and “B” is contains five suits of +1 scale mail, and five +1 heavy steel shields,
difficult terrain, and the affected squares are denoted by the packed in clean straw. All ten pieces of armor are emblazoned
semitransparent triangle symbol. Climbing up or down a 5-foot and engraved with symbols and icons of the Silver Flame. A
cargo pile doesn’t require a Climb check, but does cost 10 feet Knowledge (religion) check DC 17 (clerics or paladins of the
(2 squares) of movement. Climbing up a 10-foot pile requires a Silver Flame automatically succeed this check) recognizes the
NO TICKET

DC 10 Climb check, and takes a move action in most cases. The particular iconography of the design as denoting the Pure
ceilings are 15 feet high in this cart, meaning that Large creatures Flame, a particularly fanatical sect of the Church of the Silver
atop a 10-foot pile are squeezed. Flame who follow a literal interpretation of the Voice of the
Flame’s every utterance. This crate belongs to a passenger
named Chantalyn Hetrion who is staying in cart 5. If she spots
the PCs with her property, there may be serious consequences
Character Knowledge about Redcaps (see that cart’s description).
Bards may use bardic knowledge for these checks, but the Cautious and cunning PCs can make good use of this place
DC for such checks is increased by 5 over the Knowledge as a quiet base of operations, especially after they deal with
skill checks for the same information. Sezfedharath (see cart 10). Unless the PCs do something to
gum up the works, the rest of the crew is scheduled to stay in
Knowledge (Nature) the forward engine until the coach arrives in Aruldusk.
DC Result Treasure: Hidden (Search DC 10) within a bundle of hay,
14 These deceptively strong creatures are redcaps, in a sack made of the same blood-dyed linen as the redcap’s
sometimes called dwarfsplitters. They are wicked hats, is 150 gp.
and vicious fey who find joy in inflicting pain and
death. Scaling the Encounter
19 The hats on their head are died with the blood 1st-level Characters (EL 2): There is only one redcap
of victims, which they bleed to death with their hobo in this cart (hp 22).
oversize, but expertly wielded, scythes. 3rd-level Characters (EL 5): Add another redcap to the
24 Like many fey, redcaps are resilient to weapons encounter (hp 22, 21, 20).
not made of cold iron. They also enhance their 4th-level Characters (EL 6): Add two more redcaps to the
sling stone with a greenish-blue magical energy encounter (hp 25, 22, 21, 20).
and can inflict dreadful wounds with the
eldritch weapon.
28 When a redcap dies, it vanishes from the world, Cart 8 (Cargo): Killing Machine (EL 0 to EL 5)
leaving a single tooth behind. Those who keep the Cargo carts have three entrances. One is circular hatch on the
tooth as a trophy gain respect and status among roof leading connecting to the hold’s floor by way of a 15-
other redcaps and even other fey. foot-tall iron ladder. The other two are large, sliding double
doors located on each side of cargo hold: it’s through these
doors that workers load the cargo hold. Both of the cargo
Knowledge (Local)
doors are currently locked, making it very difficult to enter this
A DC 15 check recalls a recent story about Breland soldiers
cart by that manner, requiring a DC 15 Climb check to reach
and local militia out of Mistmarch finding a warren of
the door (DC 5 if the PCs lower a rope from the cart’s roof),
creatures matching this description outside the stones of
and a DC 25 Open Locks. The PCs can’t unlock the cargo
Dragon’s Crown. In the vicious fight that ensued, these
doors from inside the cart. The hatch up top is neither stuck
creatures were able to kill five times their number in men-
nor locked.
at-arms before the overwhelming numbers of the Breland
force won the day.
This cart is filled with crates, barrels, sacks and bails of grain. One
particularly large cart dominates the center of the cart.
Development: When a redcap dies, it disappears, leaving
Once the cart gets moving, and even if he saw the PCs jump on
in its place a single tooth. Give out copies of “Story Object:
the train, Sezfedharath uses the heavy fog to his advantage and
Redcap Tooth,” for each of the creatures the PCs defeat.
moves to this cart six hours into the trip (see Cart 1 description).
Some PCs may want to rummage through the various
Once inside, he opens the large crate in preparation for the
crates and containers. Remind them that the objects here
assassination. He then returns to his station until the coach
probably belong to various passengers on the lightning rail
arrives at Aurldusk. If the PCs miss him, and later enter or
coach. Almost all of the crates and containers are filled
return to the cart, continue with the following:
with trade goods (see Player’s Handbook page 112 for a list of
common trade goods—there are no animals, gold, or platinum
kept in this cargo cart), with one bundle of hay hiding the One side of the large cart has been pried open and straw spills out from
redcap’s gold (see “Treasure” below). One of the crates the opened side.

12
Combat Statistics Abilities Str 14, Dex 13, Con 14, Int 11, Wis 12, Cha
This statistic block takes into account the Monster 13
Manual III errata. Feats Improved Initiative, Power Attack
YOUNG REDCAP CR 2 Skills Hide +12, Intimidate +8, Listen +8, Move Silently
+8, Spot +8, Survival +8

NOTICKET
CE Small Fey Possessions Medium scythe, Medium sling, 10
Init +5; Senses low-light vision; Listen +8, Spot +8 bullets.
Languages Common, Sylvan Eldritch Stone (Su): Bullets fired from a redcap’s
AC 13, touch 12, flat-footed 12; DR 5/cold iron sling glow with a greenish-blue magical energy,
hp variable, see adventure text (4 HD) giving them a +1 enhancement bonus on attack rolls
Fort +3, Ref +5, Will +5 and damage rolls as well as dealing 1d6 points of
Spd 30 ft. (6 squares) damage.
Atk melee Medium scythe +3 (2d4+7/x4)* or Powerful Build (Ex): The physical stature of a
ranged Medium sling +5 (1d6+3) readcap lets it function in many ways as if it were one
Base Atk +2; Grp +4 size category larger. This is reflected in the statistic
Atk Options Power Attack (*includes adjustment for block.
Power Attack). Description A seemingly short and tough-looking old
Special Atk Eldritch stones (bullets fired from sling man with leathery skin, iron boots, and a bright red hat.
treated as magic, +1 enhancement bonus attack and He is wilding a scythe that looks too large for him. His
damage, enhanced damage output). wicked grin is lined with sharp teeth.

If the cart has been pried open, or the PCs open the cart able to control it with his psionic contraption without repairing
(Strength DC 15; +2 circumstance bonus if the PCs’ use a it, which he is capable of doing with the help of his warforged
crowbar), they find it stores a dangerous-looking, but seemly repair kit and his strange psionic tools and supplies (see Cart
inert, warforged creature. Use “Illustration 4” to help describe 10).
the scene. Mindless Warforged Charger: hp 38; see “Combat
Creature: The crated creature is a mindless warforged Statistic”, below.
charger. Modified for use as a weapon to kill Lord Heri Development: This encounter has many possibilities. The
ir’Vessin, it stands as motionless as a statue until Sezfedharath PCs can encounter Sezfedharath when he is unpacking the
uses the device of forgelink to animate and control the thing or it crate. The kalashtar could spot the PCs entering or leaving
is accidentally activated. An artificer examining the warforged the cart, and investigate, all too aware that his plan is hopeless
can attempt an artificer knowledge check (DC 12) to discern without the ‘forged. If he sees the PCs as a threat to his plan,
that the warforged internal workings have been modified Sezfedharath has no qualms about donning the device of forgelink
with a strange—almost alien—device. A detect magic or a detect and using the charger as an adventurer disposal.
psionics reveals it to be a psionic aura of moderate strength, but It’s just as likely that the PCs are careful in their exploration
a DC 20 Psicraft check is required to tell its aura is telepathy. of the cart, and lack the curiosity to tear open the big crate. In
Disabling the device is a daunting task, especially for those with this case, this cart becomes a good base of operations for their
no real knowledge of psionics. A DC 30 check is required, and further exploration of the coach.
only those with ranks in Knowledge (psionics) may attempt PCs curious enough to rummage through the other crates,
to assist. If the character attempting to disable the device has barrels, sacks, and bails, find only trade items similar to those in
ranks it that skill, he or she gets a +2 circumstance bonus to Cart 9. There are no hidden treasures in this cart.
the check. Failing the check by 5 partially animates the charger,
and it attacks any creature in the cart. PCs without ranks in
Disable Device that decide to tamper with the charger’s core
must succeed a DC 30 Intelligence check. Success messily
disables the thing, but failure by 5 or more activates the
thing. If the PCs accidentally activate the charger, it gains the
following trait:
Unreliable (Ex): The residual of the warforged
charger’s consciousness is only quasi-real. It is thus sometimes
slow to react to the changing environment around it. At the
beginning of each round in which the warforged charger
attempts to act, roll 1d20. On a result of 11 or better, it acts
normally; otherwise it takes no action.
If either check is successful, Sezfedharath is no longer

13
NO TICKET

Cart 7 (Lounge): Unexpected Guests (EL 3)


Combat Statistics The lounge cart has two entrances, both at floor level and on each
MINDLESS WARFORGED CHARGER CR 5 end of the cart. Both doors are normally unlocked. There are nine
tables each with four chairs and a bar in the lounge. During the day
N Large construct
the lounge is a favorite hangout of the House Orien guards, lead
Init +0; Senses Listen –2, Spot -2
Languages None by Murzos d’Orien. At night the place is usually cleared out of all
AC 17, touch 9, flat-footed 17; DR 2/adamanite; creatures but the barkeep, but there is a 5 in 20 chance that Murzos
moderate fortification (75% chance to ignore sneak is here also, as the heir of Orien suffers from bouts of insomnia,
attack and critical hit damage) and spends those nights playing cards with the barkeep.
hp 38 (4 HD) The barkeep serves drinks and simple foods, stored, preserved,
Fort +6, Ref +1, Will -1 and even heated by special House Orien magic (standard prices for
Spd 30 ft. (6 squares) drinks and foodstuff, see Player’s Handbook).
Atk melee slam with adamantine fists +7 (1d8+5) The Situation: The bar is tended all day and night by a pacifist
Base Atk +3; Grp +12
warforged named Zurk (male-personality warforged expert 3; Skills
Atk Options Improved Bull Rush, Power Attack,
Powerful Charge and Feats: Ironwood Body, Skill Focus [bluff]; Bluff +9, Listen +2;
Special Atk Powerful Charge (1d8+5 plus 2d6 Sense Motive +8, Spot +2). From the bar he notices the entry of
damage) all but the most hidden of creatures entering the cart, and those
Abilities Str 20, Dex 10, Con 20, Int –, Wis 7, Cha 3 entering will surely notice him.
Feats Adamantine BodyB, Improved Bull Rush,
Power Attack, Powerful ChargeB Behind the bar stands a tall, thin warforged. Unlike many of its ilk, it’s
Skills Jump +12 primarily constructed of ironwood—it’s finish extremely polished—complete
Mindless (Ex): This warforged charger is mindless, with a wood replica of a handlebar mustache sitting comically over the ‘forged’s
and can only be controlled by Sezfedharath using
mouth.
the device of forgelink.
Description This construct looks like an ogre-size
gorilla, and looks like it walks on both its short legs Zurk is sociable but always rather incomprehensible, employing
and its hammerlike hands. Its body is heavily plated. a friendly banter that uses mumbling half-sentences and seemly
inside jokes that make the Zurk—and usually only Zurk—laugh.
He immediately recognizes that the PCs aren’t ticketed passengers,
but keeps quiet at first, trying to learn as much as possible from
the coach crashers.
If the PCs enter during daylight hours, Murzos d’Orien and a
group of novice guards are here. Since a large section of the coach
houses Lord ir’Vessin and his personal guard, his group is no more
than a small training force. While the novice guards play a game

14
of Three-Dragon Ante in the corner, Murzos sits at a separate on their side (see “Development” below), the guards attack
table reading a week-old copy of the Sharn Inquisitive, looking with lethal force while informing the PCs the only way to
up only when someone enters the cart or at a commotion. Like escape is by jumping off the coach. During combat, Murzos
Zurk, he notices any new additions to the coach ride, but waits uses his dimensional leap dragonmark ability to gain flanking
to act. The novice guards only cease their game if Murzos position, or to take care of pesky casters and manifesters early

NO TICKET
springs into action. in the combat.
During the day, other passages use the lounge cart. Feel Development: PCs who approach the situation willing
free to place some passengers from carts 5 and 6 in this place to buy passage on the coach, may create a brief respite of
if you want, but the best passenger may be Riki Thorne hostility, but only long enough to learn the ticket cost (see
(female human rogue 1; Sense Motive +5), ayoung and spunky sidebar), as almost no group will have the coin to pay the
reporter on her first mission for the Breland Ledger. She could expensive lightning rail fares.
be berating Murzos for his choice of chronicles, only relenting A member of House Orien—especially a dragonmarked
when the PCs enter the cart. member—among the PCs may help the situation. If at least
Murzos d’Orien: male human fighter 2/rogue1; hp 18; one of the characters identifies him or herself as a member
see “Combat Statistics”, below. of House Orien (this can also be done with a Bluff check DC
House Orien Novice Guards (3): human male fighter 1; 20) then Murzos and the guard’s attitude starts at unfriendly,
hp 9, 7, 5; see “Combat Statistics”, below. as they are upset at the brashness of their fellow house
Tactics: The PCs’ entrance causes some degree of members but don’t dare attack unless provoked. Murzos
calamity. Zurk’s content to learn about their motivations, grudgingly allows the PCs to stay on the lightning rail coach,
and in conversation shies away from talk of tickets, but but confines them to the lounge cart, even locking the doors
eventually moves to inform Murzos of the intrusion. For at night to keep them in (good lock, DC 30; break DC 18)
extra nighttime drama, you can have Murzos enter the until he converses with higher ups in the house. This will not
cart just as the PCs end their conversation with Zurk. In be done until the coach reaches the next destination, and at
this case Murzos retreats momentarily to rouse the novice that point the House allows passage only to the next stop,
guards, one of which moves up the coach attempting to and only if the PCs have cause no trouble up to that point.
seek aid from the ir’Vessin soldiers. A dragonmarked member garners fewer problems, as Murzos
and the guards attitude becomes indifferent, meaning that
they accept the PCs’ right to be on the coach, but watch them
Lightning Rail Fare with some suspicion. They definitely aid the ir’Vessin guards
The following fares are based on the trip from Hatheril if the PCs try to gain access to the lord’s cart.
to Starilaskur. If the PCs attempt to purchase the fair An unmarked Favored of the House (as in the feat) is
after leaving Starilaskur, the fares increase by the price treated as a dragonmarked member of the house, while a
show, unless they can bluff Murzos into thinking they dragonmarked favored adjusts the attitude to friendly. Murzos
hopped on the coach at a later stop. The costs are the automatically recognizes a dragonmarked favored as soon as
cheap seats, and per person, not for the entire group. he or she enters the cart.
PCs can’t bluff that they’re dragonmarked members of
Starilaskur 225 gp House Orien unless the also succeed the necessary Disguise
Vathirond +210 gp check to replicate the mark. No disguise or bluff replicates
Aruldusk +115 gp the benefit of a Favored of the House feat. Lastly, remember,
in the MARK OF HEROES campaign, a character must have the
“Heir of Gust and Path” card (promo card 4) in order to play
a member of House Orien.
During the day, Murzos watches long enough to size up Treasure: The only real treasure possible here is the pot
the opposition (no more than a minute), takes out his hip flask, of the Three-Dragon Ante game, which is only 15 gp in mixed
and casually slips his potion of cat’s grace (Bluff –1, with a +4 coins (mostly silver and copper). While some of the goods and
circumstance bonus for the innocuous nature of the action) magic could be looted from the bar, such treasure would only
once “buffed” he approaches the PCs, calling his guards to be contraband.
action. Those PCs who didn’t sense his motive don’t act in the
surprise round, but neither do the novice guards.
House Orien is not normally accepting of armed strangers
crashing their lightning rail coaches, and Murzos and his men
have been warned of threats on Lord ir’Vessin’s life, which
makes them more ruthless than usual. Unless the PCs skilled
diplomats (their attitude usually start as hostile, use the
reactions in “Development” as a guide on how they react if
diplomacy softens their mood) or have money or house Orien

15
Combat Statistics
MURZOS D’ORIEN CR 3
Male human fighter 2/rogue 1
N Medium humanoid (human)
Init +2; Senses Listen +0, Spot +0
NO TICKET

Languages Common
AC 17, touch 12, flat-footed 15; Combat Expertise
hp 22 (3 HD)
Fort +5, Ref +4, Will +0
Spd 30 ft. (6 squares)
Atk +7 melee masterwork rapier (1d6+1/18-20)
Base Atk +2; Grp +3
Atk Options Combat Expertise, 1/day—dimensional
leap (teleport up to 30 feet), Improved Feint, Sneak
Attack +1d6
Combat Gear potion of cat’s grace (+4 Dex; AC 19,
touch 14; +9 melee masterwork rapier; Balance,
Escape Artist, Hide and Tumble +6, Jump +7)
Abilities Str 12, Dex 15, Con 14, Int 13, Wis 10, Cha
8
Feats Combat Expertise, Improved Feint, Least
Dragonmark (Mark of Passage), Weapon Finesse,
Weapon Focus (rapier)
Skills Climb +5, Balance +4, Bluff +3, Escape Artist Cart 6 (Passenger): Strange Mix of Passengers
+4, Hide +4, Intimidate +3, Jump +5, Ride +4, Sense (EL 0 or 2)
Motive +4, Tumble +4. The passenger carts have four private rooms and eight banks of
Possessions masterwork rapier, masterwork buckler, common seats. There are eight passengers scattered throughout
masterwork chain shirt, potion of cat’s grace in a hip the seats (typically settling in their own bank, for a bit of privacy),
flask, ring of keys for all the coach’s lock, except for the
and additional passengers occupying three of the private rooms.
ir’Vessin private cart (Cart 3) and to the helm chamber
in each “engine” (carts 1 and 10). Murzos is using the other private room as his personal quarters,
but is only found there at night when he is not suffering from
HOUSE ORIEN NOVICE GUARDS CR 1 insomnia (see Cart 7, above). The doors of the private rooms are
Male human fighter 1 usually locked (average lock, DC 25; break DC 18). Passengers
N Medium humanoid (human) with private rooms have keys to their own rooms, and Murzos
Init +2; Senses Listen +1, Spot +3 has keys to all the rooms, as does Ari Nagel in the forward
Languages Common engine cart (cart 1)
AC 17, touch 12, flat-footed 15; Dodge Most of the passengers in the common seats are tradesfolk
hp variable, see adventure text (1 HD)
and artisans traveling to the settlements of eastern Breland and
Fort +4, Ref +2, Will +0
Spd 20 ft. (6 squares) beyond. Use your imagination in describing them, as none have
Atk +5 melee masterwork falchion (2d4+3/18-20) any real importance to the adventure. Utilize “Table 4-24: One
Base Atk +1; Grp +3 Hundred Traits” on page 128 of the Dungeon Master’s Guide and
Abilities Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha the “100 Instant NPC Agendas” on page 99 of the Dungeon
8 Master’s Guide II (if you have access to that book) to help flesh
Feats Dodge, Improved Initiative, Weapon Focus them out if you’d like.
(falchion) One of the passengers among the common seats is of
Skills Climb +1, Jump +1, Spot +3 particular interest, although there’s a chance the PCs met her in
Possessions masterwork breastplate, masterwork
the lounge. A young human girl of no more that 19 years, Riki
falchion, 5 gp each in mixed coin (mostly silver and
copper). Thorne (CG female human rogue 1; Hide +6, Move Silently
+6, Sense Motive +5) is the newest reporter of the Breland
Ledger. She’s on a trip to western Breland to investigate sightings
of a mysterious black airship that House Lyrandar refuses to
acknowledge or even comment upon. While such a mission may
seem exciting to the PCs, Riki thinks it’s “tower spit” (a Brelish
expression for nonsense). She would much rather follow the
daring exploits of bona fide adventurers. If the PCs tell her they
work for the Diggers’ Union, there is no getting rid of her. Her
older brother is a Digger currently searching for artifacts in the

16
Demon Wastes, and from his stories she has
the distinct impression that Diggers are always
on an adventure. Cart 3
While Riki tries to be helpful, and she has
a magic item that could be quite useful, she is a
bit of a bumbler, and can be more trouble than
she’s worth. Use her as comic relief whenever
possible; she accidentally triggers encounters,

NO TICKET
Slope - Balance DC 10

Slope - Balance DC 10
and could even be captured by the PCs’ quarry
later in the adventure, and used as a hostage.
At other time you can use her as a tool to keep
the adventure going, as she can chastise the Tower
PCs for becoming sidetracked, or push them
to be more heroic—“you are Diggers, after
all.”
More helpful than her person is her sole
magic possession, a chime of opening with three
uses. And she is not afraid to use the item as
leverage for keeping her around, as while she
does not hesitate to use it, she does not let the
PCs borrow it. “If you want the chime, you
also get me,” she tells them.
As for the private rooms, their inhabitants Cart 6,
are described below. 5, 4, and
Room 1: Chantalyn Hetrion, a cleric of
the Silver Flame, occupies this first room. 2
Originally from Thrane, she served at the

Slope - Balance DC 10

Slope - Balance DC 10
Shrine of Fathen the Martyr in Sharn for the
past two years, and is happily returning home.
1
The PCs should run afoul of her if they get 3 Balcony
Balcony

into a pitch battle with the House Orien


guard, as she happily offers her services to
repel lightning rail raiders, or if the PCs 2 4
parade around in armor pilfered from cart 9.
In either case this Silver Flame cleric becomes
a stalwart foe.
Chantalyn Hetrion: female human cleric
2; hp 12; see “Combat Statistics”, below.
Room 2: Wultram Ochem a Karrn
magewright (N half-elf male magewright 3)
is returning to Karrnath after a long stay at
Wroat. On the off chance the PCs’ interact Cart 7
with him, he can tall them this about Lord
ir’Vessin.

Vessin, he is a northern lord, but not a member of


Slope - Balance DC 10
Slope - Balance DC 10

the Rekkenmark, if I remember correctly. A dilettante


warrior, and a bit of a dandy, there is little respect for
him among the Karrn warlords. He is rich, though.
Balcony

His family has control of lucrative furring rights in the


Balcony

Karnwood. Bar
Room 3: Murzos uses this place as his
quarters. It is neat and orderly, and contains
nothing the PCs likely find interesting.
Room 4: As an optional encounter, and
only if none of the players have played
in EMH-6 Blind Man’s Hunt, this room is

17
the quarters for a somewhat famous medusa artist named If any of the PCs have already played EMH-6 Blind Man’s Hunt,
Anthropario (NG female medusa expert 2). Characters who the medusa artist is not here, and this room is used by some
succeed a Knowledge (local) or bardic knowledge check (DC of the House Orien guards as a place to rest away from the
20) have heard of the medusa painter from Droaam. Talented common stalls.
and exotic, her work (and company) is favored by the powerful
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of Sharn, Wroat, Fairhaven, Zoanberg, and even Karrlakton. Cart 5 (Passenger): Near Empty Passenger Car
A Droaam expatriate, she knows her visage scares many Similar to cart 6, this passenger cart has four private rooms and
common people, and stays sequestered in her private room. That a number of common seats. Due to Lord ir’Vessin’s special
said, she is a kind, classy, and good lady, who can be helpful to arrangement with House Orien, the seats in this place are
the PCs. If the PCs question her, they might get a break. If they unoccupied, with only Murzos’s men using them to get a bit of
ask if she’s seen a dusk hag, she tells the PCs the following. rest from time to time. At any given time there are two novice
guards resting here. When novice guards rest here they take off
Yes and know. I saw a woman board in Wroat. The Karrnathi lord their armor (AC 12, touch 12, flat-footed 10). At any given time
greeted her there, and I believe she travels with him. I had the feeling there are at least two novice guards resting here (hp 10, 6; see
something about her was not as it seems, and now with you mentioning Cart 7 for statistics).
dusk hags, it was her mannerisms. She moved like a hag. The four private rooms are occupied (Lord ir’Vessin chose
not to reimburse House Orien for the loss of revenue to keep
Some PCs may only see a monster and attack Anthropario. While these empty). Their occupants are detailed below.
she starts any encounter with her gaze “turned off,” she has Room 1: Silversmiths Mendil (human male commoner 1/
no problem activating to save her life (Fort DC 17, see Monster expert 2; 35 years old) and Julinna Felmdur (half-elf female
Manual page 180). expert 5; age 70) are devout followers of the Silver Flame from
If the PCs ask where the Anthropario is heading, she tells Sharn. They have saved for the last 8 years so that four children
them Thrane. (see Room 2) could make a pilgrimage to the Cathedral of
the Silver Flame in comfort and style. An insipid but well-
meaning couple, they’re prone to leading their children in the
CHANTALYN HETRION CR 2
Female human cleric 2
most saccharine of Silver Flame hymns imaginable within a
LN Medium humanoid (human) moment’s notice. When not in their private car, they are busy
Init +1; Senses Listen +2, Spot +2 harassing Chantalyn Hetrion about theology when they can
Languages Common catch her in the lounge.
AC 18, touch 11, flat-footed 17 Room 2: Zoel (half-elf male commoner 1; age 12), Marci
hp 12 (half-elf female commoner 1; age 11), Landar (half-elf male
Fort +4, Ref +1, Will +5 commoner 1; age 8), and Corina (half-elf female commoner;
Spd 20 ft. (6 squares) age 5), the Felmdur children, are housed in this private chamber.
Atk +3 melee light mace (1d6+2) or
The preverbal little angels when their parents are around, their
+2 ranged longbow (1d8/19-20)
Atk Options 3/day—turn undead (1d20+2; 2d6+2
behavior shifts to the other side of the celestial spectrum when
turning damage), spontaneous cast cure spells the folks are out of sight and earshot. They take great delight
Base Atk +1; Grp +3 in tormenting Honrald Furt (see Room 4), who they call “Mr.
Cleric Spells Prepared (CL 2; 1d20 +2 to overcome Fart,” usually followed by a cacophony of high-pitched giggles.
SR or PR) Room 3: An eccentric gnome wine connoisseur a minor noble
1st—divine favor (+1), protection from chaosD, shield of named Vergal ir’Teln (CN male gnome aristocrat 1) is staying in
faith (+2) this private room. As the PCs pas the door they’ll smell spicy
0—detect magic, guidance, resistance and musky aroma drifting from the room, and see small waits
D: Domain spells; Domains: good and protection
of smoke drifting from the cracks and the keyhole. Vergal is
Abilities Str 14, Dex 12, Con 13, Int 8, Wis 15, Cha
10
practicing a Talenta purification ritual in preparation for his trip
Feats Extra Turning, Martial Weapon Proficiency to the berry-wine makers around Vathirond. He spend most
(longbow) of the trip sitting cross-legged in front of a brazier burning
Skills Concentration +6, Knowledge (religion) +4 halfling-made incense, in an effort to cleanse his palate for the
Possessions masterwork breastplate, heavy steel wine tasting.
shield, light mace, longbow, 20 arrows Room 4: The Order of the Emerald Claw really wants Lord
Heri ir’Vessin dead. Unbeknownst to their kalashtar agent,
Sezfedharath, they’ve placed another assassin on the coach, just
I have been commissioned to do work for a Thrane noble named Lenorf incase the kalashtar’s strange plan fails.
ir’Lumm. He is an important, albeit somewhat controversial, patron of the The changeling Furt has infiltrated the coach in the guise of
arts in that nation. I’m traveling to his villa north of the Harrowcrowns Honrald Furt, a seemly crotchety old bookseller from Wroat.
so that he can observe me work. Though I find this odd, because I hear he’s Stooping, with a constant snarl on his face, the old man appears
blind. to be nothing more than the punch line of Felmdur brood fart

18
jokes, but he is actually an assassin, with a knack of getting his
prey to attack him first, before sticking them with a poisoned Combat Statistics
dagger. FURT (HONRALD FURT) CR 3
He’ll take notice of the PCs only if he sees them as a tool for Male changeling rogue 3
LE Medium humanoid (shapechanger)
getting at ir’Vessin. Init +2; Senses Listen +3, Spot +4

NO TICKET
Furt (Honrald Furt): male changeling rogue 3; hp 12; see Languages Common; Gnome
“combat statistic below. AC 13, touch 12, flat-footed 13; trap sense +1
hp 12
Fort +1, Ref +5, Will +2; Evasion, trap sense +1, +2 racial
Cart 4 (Passenger): Ir’Vessin’s Rear Garrison (EL 4) bonus against sleep and charm effects
This is a passenger cart similar to carts 5 and 6, but it is currently Spd 30 ft. (6 squares)
being used as a garrison for Lord ir’Vessin’s guards. Atk +2 melee masterwork dagger (1d4-1/19-20 plus poison)
Atk Options sneak attack +2d6, Goad (move action goads an
At any given time there are five guards here. Three are on intelligent (3 or higher) opponent that threatens Furt, has line
watch, while the other two are resting. While Karrn soldiers are of sight to him, and can hear him. On next turn, if opponent
well known for their discipline, the soldiers of ir’Vessin are far threatens and has line of sight Furt, it must succeed DC 13
more lax than most of their ilk. They spend their time playing Will save. Failure means it can only make melee attacks
against Furt that round, but can choose not to make melee
cards and dice, knowing that their lord rarely leaves his cart. attacks, and can even cast spells or make ranged attacks,
Still, while their discipline may not be up to Rikkenmark instead), black adder venom (Injure DC 11; 1d6 Con initial and
standards, they respond with professionalism and promptness secondary)
to any perceived threat to their master. Those on guard, quickly Base Atk +2; Grp +1
Abilities Str 8, Dex 15, Con 10, Int 12, Wis 13, Cha 14
awaken those at rest, who heed the call dressed in nightshirt, Feats Persona Immersion†, Goad‡
helmet, and shield, weapons at the ready (use Illustration 5 to Skills Appraise +6, Bluff +7, Climb +4, Disable Device +7,
help describe this stirring). Disguise +17 (+19 acting), Intimidate +4, Listen +3, Open
Lord ir’Vessin’s Guards (5): hp 11, 9, 6, 6, 5; see “Combat Locks +7, Move Silently +7, Search +6, Spot +4
Possessions masterwork dagger, amulet of natural armor
Statistics”, below. +1, 3 doses of black adder poison, artisans outfit
Tactics: The guards’ chief goal is to protect their lord, and †
This feat is found on page 110 of Races of Eberron. If
they find the easiest most effective way to do that. They have Furt makes a successful save against a divination spell or
no problem bull rushing PCs off the train, or crowding the far telepathic psionic power of 3rd level or lower, he can generate
a misleading result.
balcony to keep PCs from the ir’Vessin’s front door. Given time, ‡
This feat is found on page 109 of Complete Adventurer. Its
they’ll try to rouse their sister guard garrison on the other side basic rules are in the “Combat Option” above.
of the ir’Vessin cart.

19
While they are dedicated to protecting their lord, the men are was so busy guarding against foes among his countrymen, he
loath to call upon the aid of Gustavus, the Karrnathi zombie, was entirely vulnerable to an attack from an unlikely place:
as they find the undead soldier creepy. Still, the creature is a from among the very planes.
soldier of Karrnath, and their call upon its aid to help protect Months before the nerra incident in Wroat (detailed in
their lord, or to help save their own skins. EMH-1 Reflections of the Multiverse), another localized portal
NO TICKET

between Eberron and Spequlum opened in the northeastern


Scaling the Encounter Karrnwood—a conjunction not predicted by Belental Heirm’s
1st-level Characters (EL 3): There are only four Deviant Celestia. In the months following the cosmic rift, a
guards, two of which are without armor (hp 9,6,6,5). sizable group of the otherworldly creatures created a power
3rd-level Characters (EL 6): Add two more guards, base of the ir’Vessin lands after replacing the hereditary lord
one in armor and one without (hp 11, 10, 9, 9, 6, 6, 5). with the nerra warlock, Nur-Tungor.
4th-level Characters (EL 7): Add three more guards, all When the nerra in Karrnath learned of the incident at
in armor (hp 11, 10, 10, 9, 9, 6, 6, 5). the Crook Observatory, they sent Nur-Tungor to learn more
about it. In Wroat the nerra met up with Beltrudelgald, almost
right after the dusk hag lifted the original copy of the Deviant
Celestia from Morgrave University. Now the pair is on the first
Combat Statistic leg of a long trip back to the Karrnwood, Deviant Celestia in
LORD IR’VESSIN’S GUARDS CR 1 tow, disguised as the Lord ir’Vessin and his new lady, Soranda
Male human fighter 1 ir’Temorlane, a jewel of fallen Cyre.
N Medium humanoid (human) The Situation Inside the Cart: It is going to be hard for the
Init +2; Senses Listen +1, Spot +3 PCs to approach cart without creating a commotion. Between
Languages Common the guards stationed in the carts aft and forward, and Gustavus’s
AC 18, touch 12, flat-footed 16; Dodge (or AC unblinking watch atop, Nur-Tungor and Beltrudelgald are sure
13, touch 12, and flatfooted 13 for those guards in
to know trouble is coming. Even if they don’t, the couple keeps
nightshirts)
hp variable, see adventure text (1 HD) their disguises up thoughout the trip, so the PCs aren’t likely to
Fort +4, Ref +2, Will +0 catch them in their true forms…not at first anyhow.
Spd 20 ft. (6 squares) Because of the pair’s high profile disguises, though, it is
Atk +4 melee longsword (1d8+2/19-20) or not always prudent for them to wait in the cart for trouble to
+3 ranged light crossbow (1d8/19-20) blow over. It is quite possible for the PCs play diplomat with
Atk Options Point Blank Shot the ir’Vessin guards (they likely start as hostile if the PCs are
Base Atk +1; Grp +3 attempting a frontal assault), talking the soldiers into taking
Abilities Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha an unarmed or seemly innocuous group to visit with their
8
lord to explain the nature of the intrusion. In those cases,
Feats Improved Initiative, Point Blank Shot, Weapon
Focus (longsword), Lord ir’Vessin and Lady ir’Temorlane invite the group into
Skills Climb +0, Jump +0, Spot +3 their plush abode, only to turn on the group when the doors
Possessions chainmail, light steel shield, longsword, are closed. Use illustration 7 and 8 for before and after shots
light crossbow, 10 bolts. of the pair.
When the PCs who have the “Knowledge of the Nerra”
story object meet Lord ir’Vessin, have them make a Spot check
Cart 3 (Custom Private Cart): Ir’Vessin’s Fortress DC 10. Success notices the strange reflective sword at his
belt to be of the same type carried by the nerra who took the
Cart (EL 5) identity of Professor Mers Vevel in Wroat—Nur-Zelmor. As
This iron-plated, fortified cart is wider than most. It’s protected
soon as either Nur-Tungor or Beltrudelgald realize their true
by locked (good lock, DC 30) iron doors (2-inch thick;
forms have been sussed, they take on their true form and try
hardness 10; hp 60; break DC 28) and an actual turret atop
to escape with the Deviant Celestia, flinging themselves off the
its roof, guarded by Gustavus, a vigilant—some would say
Lightning rail if need be. Such a transformation shocks the
overzealous—Karnnathi zombie.
ir’Vessin guards (even the stoic Gustavus) into inactivity, they
The custom lightning rail cart protected for one reason,
all stand with a slack jawed horror as they realize their lord and
Lord Heri ir’Vessin’s a paranoid man…and was so even before
his newfound lady are not who they seem.
he was replaced by a nerra infiltrator.
Lord Heri ir”Vessin (Nur-Tungor): Male varrot nerra
The real Lord Heri ir’Vessin was a sheep among the wolf
warlock 1: hp 16; see “Combat Statistics”, below.
pack that is the Karrn warlords. Though his father was a man of
Lady Soranda ir’Temorlane (Beltrudelgald the Dusk
strength, ruthlessness, and cunning who carved out a fortune
Hag): hp 36; see “Combat Statistics”, below.
in the unforgiving northern Karnnathi wilderness, his son grew
The Situation Atop the Cart: On the turret, Gustavus
up to be a vain and spoiled spendthrift, whose only virtue was
the Karnnathi zombie waits for any sign of trouble. He has
a keen sense that other nobles would have no qualms about
darkvision 60 ft., but that doesn’t help him much during the
creating a power vacuum on the coasts of Karrn Bay. But he

20
foggy first four hours of the trip.
Unlike his living compatriots, Gustavus brooks no
diplomacy. Like most of the undead soldier of Karrnath,
he believes diplomacy is the futile whimpering of the living,
foolishly afraid of death’s rewards.

NO TICKET
Gustavus the Karnnathi Zombie: hp 25; see “Combat
Statistics”, below.
Tactics: Atop, Gustavus begins any combat with some
crossbow shots, before climbing down the turret to grant his
lord’s enemies death’s embrace. He begins any melee with the
tradition Karrnath war cry of “Khoot! Khoot! Karrnath!”
drawing out the “oo” sound into a raspy and horrifying howl.
He’ll follow his prey to the ends of the earth if need be, but
only if he is certain that in doing so his lord will be serviced
with ample protection from his warm brothers in arms.
Nur-Tungor and the dusk hag are more cunning in their
tactics against enemies. If possible they would like to get rid
of pesky adventures (literally or other) without blowing their
current personas, but if that seems impossible, they have no
problem dropping the pretenses in an attempt to shock and awe
their opponents.
If they could lure the PCs into the cart alone, they have no
problem with dropping their disguises to fight the PCs, as the
arrogant pair believes they can take on any band of Diggers’
Union adventurers—in fact Beltrudelgald’s dreams have told
her such, proving the strange auguries of dusk hags can be
fickle things.
When in the form of Lord ir’Vessin, and among the house
guard, Nur-Tungor avoids using his warlock powers and his
mirror image spell-like ability, as use of magic by him might
raise suspicion among his men. He joins combat using his nerra
shard sword.
Beltrudelgald has no qualms about using her fog cloud while
in the form of Lady ir’Temorlane. New to the company of
ir’Vessin, his household guards have not yet gauged her abilities,
and while they’ll likely note her seemingly arcane display—they
thought she was just a trophy companion—it doesn’t shock
them. She stays out of combat though, only attacking with
claws when out of sight.
If the PCs are caught alone with the duo, the gloves
come off. Nur-Tungor immediately activate his mirror image,
and begins hurling eldritch blasts modified with frightful blast
invocation, keeping his nerra shard sword out for pesky warriors.
Beltrudelgald fights fiercely with a furry of claw attacks. If she
has the opportunity she tells the PCs the following a gloating,
angry tone.

“You should have left well enough alone, little diggers. You cannot stop me
or my sisters from bring the nerra to their rightful place on Eberron, for
we serve a powerful mistress who looks down onto the world from a great
craggy height.”

A successful Knowledge (local) or bardic knowledge check (DC


15) figures the mistress could be one of the Daughters of Sora
Kell—a trio of powerful hags who rule Droaam. If the PCs
try to get more information from Beltrudelgald, she laughs at

21
If the servants of House ir’Vessin discover that their lord is
not the man they thought, they are shocked, shaken, but a few
with quick heads put their minds to the task of finding the next
of kin to the ir’Vessin estate before rival’s decide to take the
lands by force and intrigue. These level-heads ask the PCs and
House Orien to kept the matter quiet for their sake at the very
NO TICKET

least.
Puzzled by the entire incident, House Orien thanks the PCs
for uncovering a strange plot on one of their coaches and are
even more grateful if the PCs were able to uncover the Order
of the Emerald Claw plot on the coach. They agree to look past
the fact that the PCs traveled on the coach without a ticket, as
long as they get off at the next stop. They even allow the PCs
to take the Deviant Celestia, but insist that they return any other
items that belong to House ir’Vessin or other passengers.

Scaling the Encounter


1st-level Characters (EL 4): When the PCs approach the
pair, the dusk hag is in the middle of a mutative trance. So
enraptured, she does not join the combat until she is attacked.
3rd-level Characters (EL 6): Use the 2nd-level warlock
version of Nur-Tungor (hp 21).
4th-level Characters (EL 7): Use the 3rd-level warlock
version of Nur-Tungor (hp 26).

Cart 2 (Passenger): Ir’Vessin’s Front Garrison


(EL 4)
This cart is identical to cart 4.

Cart 1 (Front Crew Cart): The Driving Engine


This cart’s layout is identical to cart 10. Unlike that cart, the
elemental is actively pulling the cart, the master of the coach,
and three crew persons (human sorcerer 4; all dragonmarked
members of House Orien) work to make sure that its controlled
on course. One member of this crew is always in the locked and
warded control station. That crewperson always has the only key
to that chamber and the key to the sister chamber in Cart 10.
The other two of the other three crewpersons are other
controllers, as the House Orien controllers oversee the
elemental is a series of three shifts. The last person, Ari Nagel
(NG male human sorcerer 5; AC hp 19; Skills and Feats:
Concentration +10 [+14 cast defensively]; Combat Casting,
Dodge Lesser Dragonmark; if you need full combat statistics,
use spell list, magic items, and basic information from the
5th-level sample sorcerer on pages 124 to 125 of the Dungeon
them, adding “persist and you will know more in time, and to Masters’ Guide) is the master of the coach. He carries keys to
your own cost lesser creature.” almost all the locks, and is the ultimate authority on the coach,
Development: While the shape-stealing duo is more than though he rarely leaves the active crew cart.
willing to die rather than escape, and even try to take their own It is likely the PCs will not encounter the main crew until
lives to that end, it’s possible that crafty PCs might capture them. after they’ve confronted Nur-Turgor and the dusk hag, and
They reveal nothing of the overall plot, and even if their spell confronting them before quickly becomes a recipe for disaster,
resistance and saves fail them, the PCs are unable to gain any as the three sorcerers do everything within their power to get
information from magically interrogating them. Taking them the PCs off the train unless they have found some way to
back to Grea Tower in Wroat seems the only option, a task that procure legitimate passage.
Stalkerbane Fellows are wells suited to.

22
Combat Statistics much (+50%) damage as normal from an attack involving
Note: This statistic block takes into account the Eberron sonic energy, regardless of whether a saving throw is
allowed, of the save is a success or failure.
Campaign Setting errata. Shard Weapon: Nerras swords and daggers are
made out of the substance of their plane. Resembling the
GUSTAVUS THE KARRNATHI ZOMBIE CR 3 shards of a broken mirror that have been set into a shiny
LE Medium undead hilt, they look deceptively fragile. In the hands of someone

NO TICKET
Init +0; Senses Darkvision 60 ft.; Listen +6, Spot +6 with and Exotic Weapon Proficiency in the weapon they
Languages Common (in a deep, scratchy and guttural voice) are a +2 wounding weapon. Those without the feat wield it
AC 22, touch 10, flat-footed 22; DR 5/slashing awkwardly (-4 penalty to attack rolls) and don’t benefit from
hp 25 the wounding effect.

Fort +1, Ref +1, Will +3 The warlock class is found on pages 5 – 10 of
Spd 20 ft. (4 squares; can’t run) Complete Arcane. All information you need to run this NPC
Atk +5 melee masterwork longsword (1d8+2/19-20) is in this statistic block. The warlock’s eldritch blast and
Base Atk +1; Grp +3 invocations have unlimited use.
Abilities Str 15, Dex 11, Con – , Int 11, Wis 10, Cha 1 ‡The frightful blast invocation (found on page 134
Feats Toughness, Weapon Focus (longsword) of Complete Arcane) is applied to an eldritch blast. The blast
Skills Climb –2, Jump –2, Listen +6, Search +4, Spot +6 does the damage, and forces the target of make a Will save.
Possessions half-plate armor, light shield, masterwork Those who fail the saving throw are shaken for 1 minute. A
longsword shaken creature is not affected by the shaken aspect of the
Description A zombie clad in half-plate lumbers toward you, blast but takes damage normally. Creatures immune to mind-
brandishing a longsword. The soldier’s rotting flesh peels affecting spells and abilities or fear effects cannot be shaken
back n places to reveal sinew and bone, and its dead-black by frightful blast.
eye sockets glare menacingly.
Lord Heri ir’Vessin (NUR-TUNGOR) CR 3
Varrot nerra warlock† 2
Lord Heri ir’Vessin (NUR-TUNGOR) CR 2 N Medium outsider (extraplanar)
Varrot nerra warlock† 1 Init +2; Senses darkvision 60 ft.; Listen +6, Spot +6
N Medium outsider (extraplanar) Languages Common
Init +2; Senses darkvision 60 ft.; Listen +6, Spot +6 AC 15, touch 13, flat-footed 12
Languages Common hp 21 (3 HD)
AC 15, touch 13, flat-footed 12 Resist Cold 5, Electric 5, Fire 5; SR reflective spell resistance
hp 16 (2 HD) 15
Resist Cold 5, Electric 5, Fire 5; SR reflective spell resistance Fort +3, Ref +4, Will +7
14 Weakness sonic vulnerability
Fort +3, Ref +4, Will +6 Spd 30 ft. (6 squares)
Weakness sonic vulnerability Atk melee shard longsword +4 (1d8+2/19-20 plus wounding)
Spd 30 ft. (6 squares) ranged touch eldritch blast +4 (1d6)
Atk melee shard longsword +3 (1d8+2/19-20 plus wounding) Base Atk +2; Grp +2
ranged touch eldritch blast +3 (1d6) Invocations‡ Known 2(CL 2nd; 1d20+2 to overcome SR or
Base Atk +1; Grp +1 PR)
Invocations‡ Known 1(CL 1st; 1d20+1 to overcome SR or Least—frightful blast (Will DC 15), spiderwalk
PR) Spell-Like Abilities (CL 3rd; 1d20+3 to overcome SR or PR)
Least—frightful blast (Will DC 15) 3/day—disguise self; 1day—mirror image
Spell-Like Abilities (CL 2nd; 1d20+3 to overcome SR or PR) Abilities Str 10, Dex 15, Con 12, Int 11, Wis 14, Cha 17
3/day—disguise self; 1day—mirror image Feats Toughness, Exotic Weapon Proficiency (shard
Abilities Str 10, Dex 15, Con 12, Int 11, Wis 14, Cha 17 longsword)B, Exotic Weapon Proficiency (shard dagger)B
Feats Toughness, Exotic Weapon Proficiency (shard Skills Bluff +8, Concentration +6, Diplomacy +7, Disguise
longsword)B, Exotic Weapon Proficiency (shard dagger)B +8 (+10 acting or +18 [+20 acting] while using disguise self),
Skills Bluff +7, Concentration +5, Diplomacy +7, Disguise Gather Information +7, Intimidate +5, Knowledge (nobility and
+7 (+9 acting or +17 [+19 acting] while using disguise self), royalty) +4, Listen +6, Sense Motive +7, Slight of Hand +8,
Gather Information +7, Intimidate +5, Knowledge (nobility and Spot +6
royalty) +4, Listen +6, Sense Motive +6, Slight of Hand +8, Possessions shard longsword.
Spot +6 Eldritch Blast (Sp): A warlock can attack using baleful
Possessions shard longsword. energy to deal damage and sometimes deal other debilitating
Eldritch Blast (Sp): A warlock can attack using baleful effects. An eldritch blast has a range of 60 ft. There is no
energy to deal damage and sometimes deal other debilitating save against its damage, but it is subject to spell resistance.
effects. An eldritch blast has a range of 60 ft. There is no It is the equivalent of a 1st –level spell.
save against its damage, but it is subject to spell resistance. Detect Magic (Sp): Nur-Tungor can use detect magic as
It is the equivalent of a 1st –level spell. the spell at will. CL 2
Mirror Jump (Su): Nerras can move through mirrored Mirror Jump (Su): Nerras can move through mirrored
and reflective surfaces at will. The effect is similar to shadow and reflective surfaces at will. The effect is similar to shadow
walk, but the nerra travels through their home plane. walk, but the nerra travels through their home plane.
Unfortunately because of the current tenuous connection Unfortunately because of the current tenuous connection
the nerra have with their home plane, they cannot take the nerra have with their home plane, they cannot take
advantage of this ability. advantage of this ability.
Reflective Spell Resistance (Sp): a spell resisted Reflective Spell Resistance (Sp): a spell resisted
bounces off and is reflected back to the caster. The caster bounces off and is reflected back to the caster. The caster
becomes either the spell’s target or the point of origin for the becomes either the spell’s target or the point of origin for the
spell’s effect, as appropriate. spell’s effect, as appropriate.
Sonic Vulnerability (Ex): All nerras take half again as Sonic Vulnerability (Ex): All nerras take half again as

23
much (+50%) damage as normal from an attack involving Reflective Spell Resistance (Sp): a spell resisted
sonic energy, regardless of whether a saving throw is bounces off and is reflected back to the caster. The caster
allowed, of the save is a success or failure. becomes either the spell’s target or the point of origin for the
Shard Weapon: Nerras swords and daggers are spell’s effect, as appropriate.
made out of the substance of their plane. Resembling the Sonic Vulnerability (Ex): All nerras take half again as
shards of a broken mirror that have been set into a shiny much (+50%) damage as normal from an attack involving
hilt, they look deceptively fragile. In the hands of someone sonic energy, regardless of whether a saving throw is
NO TICKET

with and Exotic Weapon Proficiency in the weapon they allowed, of the save is a success or failure.
are a +2 wounding weapon. Those without the feat wield it Shard Weapon: Nerras swords and daggers are
awkwardly (-4 penalty to attack rolls) and don’t benefit from made out of the substance of their plane. Resembling the
the wounding effect. shards of a broken mirror that have been set into a shiny

The warlock class is found on pages 5 – 10 of hilt, they look deceptively fragile. In the hands of someone
Complete Arcane. All information you need to run this NPC with and Exotic Weapon Proficiency in the weapon they
is in this statistic block. The warlock’s eldritch blast and are a +2 wounding weapon. Those without the feat wield it
invocations have unlimited use. awkwardly (-4 penalty to attack rolls) and don’t benefit from
‡The frightful blast invocation (found on page 134 the wounding effect.

of Complete Arcane) is applied to an eldritch blast. The blast The warlock class is found on pages 5 – 10 of
does the damage, and forces the target of make a Will save. Complete Arcane. All information you need to run this NPC
Those who fail the saving throw are shaken for 1 minute. A is in this statistic block. The warlock’s eldritch blast and
shaken creature is not affected by the shaken aspect of the invocations have unlimited use.
blast but takes damage normally. Creatures immune to mind- ‡The frightful blast invocation (found on page 134
affecting spells and abilities or fear effects cannot be shaken of Complete Arcane) is applied to an eldritch blast. The blast
by frightful blast. does the damage, and forces the target of make a Will save.
The spiderwalk invocation (found on page 135 Those who fail the saving throw are shaken for 1 minute. A
of Complete Arcane) grants Nur-Tungor spider climb (as shaken creature is not affected by the shaken aspect of the
the spell) with a duration of 24 hours and he is unaffected blast but takes damage normally. Creatures immune to mind-
by webs (either mundane or magical) for the invocation’s affecting spells and abilities or fear effects cannot be shaken
duration. Nur-Tungor triggers this invocation every morning, by frightful blast.
so it is always in effect. The spiderwalk invocation (found on page 135
of Complete Arcane) grants Nur-Tungor spider climb (as
Lord Heri ir’Vessin (NUR-TUNGOR) CR 4 the spell) with a duration of 24 hours and he is unaffected
Varrot nerra warlock† 3 by webs (either mundane or magical) for the invocation’s
N Medium outsider (extraplanar) duration. Nur-Tungor triggers this invocation every morning,
Init +2; Senses darkvision 60 ft.; Listen +6, Spot +6 so it is always in effect.
Languages Common
AC 15, touch 13, flat-footed 12; DR 1/cold iron SORANDA IR’TEMORLANE (BELTRUDELGALD THE DUSK
hp 26 (4 HD) HAG) CR 4
Resist Cold 5, Electric 5, Fire 5; SR reflective spell resistance N Medium monstrous humanoid
16 Int +1; Senses darkvision 60 ft.; Listen +6, Spot +6
Fort +4, Ref +5, Will +7 Languages Common; Giant, Infernal
Weakness sonic vulnerability AC 21, touch 11, flat-footed 20
Spd 30 ft. (6 squares) hp 39 (6 HD); DR 5/cold iron and magic
Atk melee shard longsword +5 (1d8+2/19-20 plus wounding) Immune charm, sleep and fear effects
ranged touch eldritch blast +5 (2d6) SR 20
Base Atk +3; Grp +3 Fort +4, Ref +6, Will +10
Invocations‡ Known 2(CL 3rd; 1d20+3 to overcome SR or Spd 30 ft. (6 squares)
PR) Atk melee 2 claws +9 (1d4+3)
Least—frightful blast (Will DC 16), spiderwalk Base Atk +6; Grp +9
Spell-Like Abilities (CL 4th; 1d20+4 to overcome SR or PR) Special Atk nightmare touch (DC 16)
3/day—disguise self; 1day—mirror image Spell-Like Abilities (CL 6 1d20+6 to overcome SR): At will—
Abilities Str 10, Dex 15, Con 12, Int 11, Wis 14, Cha 18 detect magic; 3/day—augury, disguise self, dream, fog cloud,
Feats Toughness, Exotic Weapon Proficiency (shard tongues, zone of truth (DC 13)
longsword)B, Exotic Weapon Proficiency (shard dagger)B Abilities Str 17, Dex 12, Con 15, Int 14, Wis 16, Cha 13
Skills Bluff +10, Concentration +7, Diplomacy +8, Disguise Feats Ability Focus (nightmare touch), Alertness, Iron Will
+9 (+11 acting or +19 [+21 acting] while using disguise self), Skills Concentration +7, Hide +5, Knowledge (arcana) +7,
Gather Information +8, Intimidate +6, Knowledge (nobility and Knowledge (the planes +10, Listen +6, Move Silently +5,
royalty) +4, Listen +6, Sense Motive +8, Slight of Hand +8, Sense Motive +15, Spot +6
Spot +6 Nightmare Touch (Su): With a successful touch attack,
Possessions shard longsword. insurgence can plague enemy with a night of troubled sleep. Save DC 16
Eldritch Blast (Sp): A warlock can attack using baleful Will or victim suffers effect of the nightmare spell when he or
energy to deal damage and sometimes deal other debilitating she attempts to sleep.
effects. An eldritch blast has a range of 60 ft. There is no Insight (Su): When a dusk hag dreams, she occasionally
save against its damage, but it is subject to spell resistance. and inexplicably gains flashes of insight about past, present,
It is the equivalent of a 1st –level spell. and future events. This ability cannot be controlled and
Detect Magic (Sp): Nur-Tungor can use detect magic as serves as a plot device.
the spell at will. CL 3 Skills: Dusk hags are perceptive and gain a +4 racial
Mirror Jump (Su): Nerras can move through mirrored bonus on Sense Motive checks. This bonus has been added
and reflective surfaces at will. The effect is similar to shadow to her stats.
walk, but the nerra travels through their home plane.
Unfortunately because of the current tenuous connection
the nerra have with their home plane, they cannot take
advantage of this ability.

24
CONCLUSION ADVENTURE QUESTIONS
By the end of the adventures, if successful, the PCs should DUNGEONS & DRAGONS CAMPAIGNS (of which MARK OF HEORES
have procured the original manuscript of the Deviant Celestia, is part of) tracks character progress digitally. At the adventure’s
complete with the annotations of Belental Heirm. They end, you report what the characters did, by answering a number
may have even captured Nur-Turgor and Beltrudelgald of questions. The answers to those questions are tallied, and

NO TICKET
handing them over to Matron Martra and the Diggers’ Union determine not only what happens in the campaign, but also the
for interrogation. What these successes yield is a greater experience points (XP) and gold piece (gp) value increase each
understanding of the strange circumstances that brought the character gains.
nerra to Eberron. At the end of this adventure, you’ll find the RPGA Session
In the days after the PCs return to Wroat, Matron Martra Tracking form, tailored for this adventure. On the section titled
calls them to the Hall of Messengers, where she shares “Adventure Questions” fill in the bubble that corresponds to the
a startling revelation about the Mad Gnome’s work. The best answer for the questions below.
following text assumes the PCs were successful in stopping the Many times the questions ask whether or not the PCs
nerra in Reflections of the Multiverse; if they weren’t, adjust the text defeated an encounter. Defeating doesn’t necessarily mean
accordingly. killing all enemies, but many times such an event suffices as
defeating an encounter. Sometimes PCs merely bypass an
Heirm was wrong…or rather he lied. His calculations did not predict the encounter. Through luck or circumstance a group of PCs can
connections of plane outside the known multiverse, but were rather elaborate avoid encounters unscathed. Does bypassing an encounter earn
calculations that predicted when Kythri, the Churning Chaos, becomes the XP that defeating it would? No. The reward for getting past
conterminous. From what we’ve been able to decipher from his notes, large an encounter without actually interacting with it is having extra
sections of the Deviant Celestia are coded to hide this fact, and the reasons resources to bear in the next encounter. Where is the line? You
why Heirm wanted to predict the comings and going of Kythri. While we are going to have to make that decision, because you are the
have yet to determine the reason, it seems obvious to me at least, that the Mad DM.
Gnome was talking to someone through his book on cosmology, and it wasn’t For traps, PCs get experience points just for encountering
wayward scholars wanting to believe that there are more than 17 planes. them, whether or not they have been disabled.
The existence of the nerra on the lightning rail, and the fact that he Sometimes the PCs’ actions don’t really fit the actions of a
was posing as a northern Karrn lord, points to more nerra intrusion onto particular adventure question perfectly. This especially happens
Eberron, and ones that seemly weren’t predicted by Heirm and his complex when you play the adventure using the “Scaling the Encounter”
equations. Our agents in Karnnath have already been sent to scout the options. In these cases find the answer that best fits the spirit of
ir’Vessin lands. If I’m right, there is a cabal of nerra there, achieving there their results.
what you helped thwart in Wroat. Once we have a better grip of what’s going
on up there, I’ll want to send you. More than anyone else, you’ve got the most 1. Did the PCs defeat the Red Caps?
experience dealing with these creatures. a. No. They either didn’t encounter the deranged little fey, or
the creatures were too much for the PCs.
Give the players each a copy of the “True Nature of the Deviant b. Yes. With a poof they were gone, and only a single tooth
Celestia” story object. remained.
If the PCs were able capture Nur-Turgor and Beltudelgald,
Martra has even more information to share. The text assumes 2. How Did the PCs approach the ir’Vessin cart?
that the PC captured both. Adjust if only one was captured. a. By the roof on a direct assult.
b. Through the cabins, confronting House Orien guards and
I must say the nerra is not what I expected, especially after the revelation that ir’Vessin soldier alike.
the nerra come from Kythri. He is logical, reasonable, and very controlled. c. With their House Orien connections they were able to
As of yet I’ve not been able to get any real information from him, but I will secure passage on the coach.
tell you something. He is quiet charming. He did tell me something I found d.By some other method.
interesting. When I asked him what Kythri was like, he told me angrily “It
is a hell, a prison, a maddening pit.” While I could not get more information 3. Did the PCs kill any House Orien gaurds?
out of him, I get the impression that his people desperately want to escape a. Yes.
the place. b. No.
The dusk hag is less charming, and more enigmatic. I believe she is
ultimately the pawn of one of the hag rulers of Droaam, but I have no 4. Did the PCs defeat the ir’Vessin guards?
proof. I believe her dreams are moving her to aid the nerra, but don’t know a. Yes, but only the Karnnathi zombie.
why…and I don’t think she does either. She has said no more of her sister, b. Yes, both the zombie and some of the human soldiers.
but when she does, you will be the first to know. c. No.

The plot continues in EMH-9 Mote in the Eye of Chaos. 5. Did the PCs defeat the nerra and the dusk hag?
a. Yes, both of them fell to the PCs’ assault.

25
b. No, the duo escaped. Benefit: To use this feat, you must expend your psionic
c. They defeated one but not the other. focus (see the Concentration skill description, above). You add
d.Yes. They were able to capture both in the assault. 1 to the save DC of a power you manifest.
e. No, the duo beat the PCs.
Powers
APPENDIX

6. Did the PCs uncover the Order of the Emerald Claw plot Catfall
against ir’Vessin? Pychoportation
a. No Level: Psion/wilder 1, psychic warrior 1
b. Yes Display: Auditory
Manifesting Time: 1 immediate action
Range: Personal
7. Rate the group’s roleplaying. Target: You
a. Fantastic. Everyone had interesting and engaging Duration: Until landing or 1 round/level
characters the interacted with the adventure in very fun Power Points: 1
ways.
b. Good. Most everyone had interesting and engaging You recover instantly from a fall and can absorb some damage
character that interacted with the adventure in very fun from falling. You land on your feed no matter how far you fall,
ways. and you take damage as if the fall were 10 feet shorter than it
c. Okay. There was some roleplaying. actually is.
d. None. They treated the adventure only as a set of This power affects you and anything you carry or hold (up to
objectives. There was no roleplaying. your maximum load).
You can manifest this power with an instant thought;
quickly enough to gain the benefit of the power while you fall.
APPENDIX 1: PSIONIC RULES Manifesting the power is an immediate action (see below).
Skills Augment: For every additional power point you spend, this
Concentration (Con) power reduces your damage as if the fall were an additional 10
An important psionic consideration for the Concentration skill, feet shorter.
at least in terms of this adventure, is the concept of gaining
and expending and psionic focus. The following is a psionic Charm, Psionic
amendment to the Concentration skill. Telepathy (Charm) [Mind-Affecting]
Gain Psionic Focus: Merely holding a reservoir of psionic Level: Telepath 1
power points in mind gives psionic characters a special energy. Display: Mental
Psionic characters can put that energy to work without actually Manifesting Time: 1 standard action
paying a power point cost—they can become psionically Range: Close (25 ft. + 5 ft./2 levels)
focused as a special use of the Concentration skill. Target: One humanoid
If you have 1 or more power points available, you can Duration: 1 hour/level
meditate to attempt to become psionically focused. The DC Saving Throw: Will negates
to become psionically focused is 20. Meditating is a full-round Power Resistance: Yes
action that provokes attacks of opportunity. Power Points: 1
When you are psionically focused, you can expend
your focus on any single Concentration check you make As charm person (page 209 of the Player’s Handbook), except as
thereafter. When you expend your focus in this manner, noted here.
your Concentration check is treated as if you rolled a 15. Augment: You can augment this power in one or more of the
It’s like taking 10, except that the number you add to your following ways.
Concentration modifier is 15. You can also expend your focus 1. If you spend 2 additional power points, this power can
to gain the benefit of a psionic feat—many psionic feats are also affect an animal, fey, giant, magical beast, or monstrous
activated in this way. humanoid.
One you are psionically focused, you remain focused until 2. If you spend 4 additional power points, this power can also
you expend your focus, become unconscious, go to sleep, or affect an aberration, dragon, elemental, or outsider in addition
until your power point reserve drops to 0. to the creature types mentioned above.
3. If you spend 4 additional power points, this power’s
duration increases to one day per level.
Feats In addition, for every 2 additional power points you spend to
Psionic Endowment [Psionic] achieve any of these effects, this power’s save DC increases by 1.
You can endow your manifestation with more concentrated For example, if you spend 8 additional power points (4 to
focus. affect an aberration and 4 to increase the duration), this power’s

26
save DC increases by 4. points of damage, this power’s save DC increases by 1.

Conceal Thoughts Mindlink


Telepathy [Mind-Affecting] Telepathy [Mind-Affecting]
Level: Psion/wilder 1, psychic warrior 1 Level: Telepath 1

APPENDIX
Display: Mental Display: Mental
Manifesting Time: 1 standard action Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels) Range: Close (25 ft. + 5 ft./2 levels); see text
Target: One willing creature Target: You and one other willing creature within range that has
Duration: 1 hour/level an Intelligence score of 3 or higher
Saving Throw: Will negates (harmless) Duration: 10 min./level
Power Resistance: Yes (harmless) Saving Throw: None; see text
Power Points: 1 Power Resistance: Yes (harmless)
Power Points: 1
You protect the subject’s thoughts from analysis. While the
duration lasts, the subject gains a +10 circumstance bonus You forge a telepathic bond with your target. You can
on Bluff checks against those attempting to discern its true communicate telepathically through the bond even if you do
intentions with Sense Motive. It also gains a +4 on its saving not share a common language. No special power or influence
throw against any power or spell used to read its mind (such a is established as a result of the bond. Once the bond is formed,
read thoughts or mind probe). it works over any distance (although not from one plane to
another).
Deceleration Augment: You can augment this power one or both the
Psychoportation following ways.
Level: Psion/wilder 1 1. If you spend 4 additional power points, you can attempt
Display: Auditory and material to create a telepathic bond with a creature that is not willing
Manifesting Time: 1 standard action (Will save negates).
Range: Close (25 ft. + 5 ft./2 levels) 2. For every additional power point you spend, this power
Target: One Medium or smaller creature can affect an additional target. Any additional target cannot be
Duration: 1 min./level more than 15 feet from another target of the power.
Saving Throw: Reflex negates
Power Resistance: Yes Read Thoughts
Power Points: 1 Telepathy [Mind-Affecting]
Level: Telepath 2
You warp space around an individual, hindering the subject’s Display: Mental
ability to move. The subject’s speed (in any movement mode it Manifesting Time: 1 standard action
possesses) is halved. A subsequent manifestation of deceleration Range: 60 ft.
on the subject does not further decrease its speed. Area: Cone-shaped emanation centered on you
Augment: For every 2 additional power points you spend, Duration: Concentration, up to 1 min./level (D)
this power can affect a target one size category larger. Saving Throw: Will negates; see text
Power Resistance: No
Mind Thrust Power Points: 3
Telepathy [Mind-Affecting]
Level: Psion/wilder 1 You know the surface thoughts of the mind of any creature in the
Display: Auditory area that fails a Will save. A target that succeeds on its save is not
Manifesting Time: 1 standard action affected by this manifestation of the power, even if it leaves the
Range: Close (25 ft. + 5 ft./2 levels) area and then reenters the area before the duration expires.
Target: One creature Creatures of animal intelligence have simple, instinctual thoughts
Duration: Instantaneous that you can pick up. If you read the thoughts of a creature with an
Saving Throw: Will negates Intelligence of 26 or higher (and at least 10 points higher than your
Power Resistance: Yes own Intelligence score), you are stunned for 1 round and the power
Power Points: 1 ends. This power does not let you pinpoint the location of an affected
mind if you don’t have line of sight to the subject.
You instantly deliver a massive assault on the thought pathways Each round, you can turn to use this power in a new area. The
of any one creature, dealing 1d10 points of damage to it. power can penetrate barriers, but 1 foot of stone, 1 inch of common
Augment: For every additional power point you spend, this metal, a thins sheet of lead, or 3 feet of wood or dirt blocks it.
power’s damage increases by 1d10 points. For each extra 2d10

27
Suggestion, Psionic
Telepathy (Compulsion) [Mind-Affecting, Language-
Dependent]
Level: Telepath 2
Display: Auditory
APPENDIX

Manifesting Time: 1 standard action


Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 hour/level or until completed
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3

As suggestion (page 285 of the Player’s Handbook), except as


noted here.
Augment: For every 2 additional power points you spend,
this power can affect an additional target. Any additional target
cannot be more than 15 feet from another garget of the power.

Immediate Actions
An immediate action consumes a very small amount of time,
but represents a larger expenditure of effort and energy than
a free action. An immediate action can be performed at any
time—even if it’s not your turn in the initiative order. You
may only perform a single immediate or swift action a round.
You cannot use another immediate action or a swift action
until after your next turn if you have used an immediate action
when it is not currently your turn. You also cannot use an
immediate action if you are currently flat-footed.

Psionic Item
Psionic Shard: These universal items are tiny fragments
of cast-off crystal imprinted with minuscule bits of psionic
power. Using a psionic shard requires grasping it and projecting
a command thought as a standard action (most shards
telepathically whisper their command word into the minds of
living creatures who handle them). A hard grants a temporary
competence bonus on one specific skill, ranging from +1 to
+10. The granted bonus lasts until the skill is used or 10 rounds
pass, whichever comes first. For instance, a psionic shard of Jump
+8 grants a +8 competence bonus on the user’s next Jump check
if made within the next 10 rounds. Once its effect is activated, a
psionic shard disintegrates immediately, whether or not the bonus
granted by the shard is eventually used.
Moderate pyschometabloism; ML 7th; Craft Universal Item,
creator must have ranks in specified skill at least equal to the
imprinted bonus; Price 10 gp (+1), 40 gp (+2), 90 gp (+3), 160
gp (+4), 250 gp (+5), 360 gp (+6), 490 gp (+7), 640 gp (+8),
810 gp (+9), 1,000 gp (+10).

28
Illustration 1
Illustration 2

Illustration 3
Illustration 4

Illustration 5
Illustration 6

Illustration 7

Illustration 8
Story Object: True Nature of the Deviant
Celestia
Through examination of Belental Heirm’s original and annotated Deviant Celestia,
you have learned that the nerra don’t come from their own plane beyond the known
multiverse, but rather are breaking through to Eberron from a section of Kythri, the
Churning Chaos.
You have also learned that the nerra probably have created an enclave in northern
Karrnath. Matron Martra has warned you that after she gains more information about the
position and power of the nerra, she’ll want to send you there to deal with strange being
from beyond.

MARK OF HEROES

Story Object: True Nature of the Deviant


Celestia
Through examination of Belental Heirm’s original and annotated Deviant Celestia,
you have learned that the nerra don’t come from their own plane beyond the known
multiverse, but rather are breaking through to Eberron from a section of Kythri, the
Churning Chaos.
You have also learned that the nerra probably have created an enclave in northern
Karrnath. Matron Martra has warned you that after she gains more information about the
position and power of the nerra, she’ll want to send you there to deal with strange being
from beyond.

MARK OF HEROES
Story Object: Redcap Tooth
When a redcap dies, it leaves behind a single tooth. Anyone wearing this tooth gains a +2
circumstance bonus on Charisma checks when dealing with fey, and a +4 circumstance
bonus when dealing with other redcaps.

MARK OF HEROES

Story Object: Redcap Tooth


When a redcap dies, it leaves behind a single tooth. Anyone wearing this tooth gains a +2
circumstance bonus on Charisma checks when dealing with fey, and a +4 circumstance
bonus when dealing with other redcaps.

MARK OF HEROES

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