TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, and Peter 
  Adkison. 
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  This product use material from the v.3.5 revision. 
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  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 
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  MARK OF HEROES
  REFLECTIONS OF THE 
  MULTIVERSE
  Contents
  Introduction.............................................................................................................................................................................................................................................2
  Adventure Background..........................................................................................................................................................................................................................3
  Adventure Summary...............................................................................................................................................................................................................................4
  Part One: Death Most Peculiar.............................................................................................................................................................................................................5
  Part Two: Following the Clues..............................................................................................................................................................................................................9
  Part Three: 5A King’s Circle on Seccuran.........................................................................................................................................................................................18
  Part Part Four: Crook Observatory ...................................................................................................................................................................................................21
  Conclusion .............................................................................................................................................................................................................................................29
  Adventure Questions............................................................................................................................................................................................................................30
  New Spell ...............................................................................................................................................................................................................................................30
  Design: Stephen Radney-MacFarland
  Illustrations:  David Esbrì 
  Cartography: Stephen Radney-MacFarland with elements by Jason Engle
  Playtesters: Jason Bulmahn, Ryan Hicks, Christopher Lindsay, Jeff Simpson
  C A M P A I G N S
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  2
  INTRODUCTION
  This adventure is optimized for 1st-level characters. This 
  means that it’s designed and balanced for a group of four to 
  ﬁ ve 1st-level characters. If your group deviates from this size 
  and strength, each encounter features a section titled “Scaling 
  the Encounter” so that you, the Dungeon Master (DM), can 
  create a more balanced encounter. If there are only four of ﬁ ve 
  PCs of the same level it is easy to use this section: just use the 
  level entry that corresponds with the PCs’ level (the optimized 
  entry is given in the main adventure text). For groups of mixed 
  levels and groups with six PCs, determine the average level of 
  the PCs, and add increase that average by one for groups of 
  six PCs. Treat that level as the groups level. That said, as DM 
  you have discretion when it comes to ﬁ tting the challenges of 
  the adventure. If the PCs are having too hard or too easy of 
  a time, feel free to increase or decrease the level of challenge. 
  The goal is to challenge the PCs, and entertain the players, not 
  to overwhelm or even underwhelm them. The most enjoyable 
  D&D games are ones where failure and character death are 
  possible, but success and reward are attainable through daring 
  and smart play. 
   
  This adventure has been designed to be part of the 
  RPGA DUNGEON & DRAGONS: CAMPAIGNS—MARK OF 
  HEROES program. Like all DUNGEONS & DRAGONS CAMPAIGNS 
  adventures, it’s 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 ﬁ nd Reﬂ ection of  the Multiverse 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, ﬁ ghter, rogue, or cleric in place of one of their 
  characters, and gain experience point for their character. If 
  the group lacks one of these vital four classes, suggest to your 
  players to take advantage of this option.
  RPGA-SANCTIONED PLAY
  Most likely you ordered this adventure as part of an RPGA 
  even from the RPGA website, or as part of the DUNGEONS 
  & DRAGONS CAMPAIGNS retail program. To play Reﬂ ections of  
  the Multiverse as part of the MARK OF HEROES campaign—a 
  worldwide, ongoing 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 convention, or as simple as a group of 
  friends meeting at the DM’s house. 
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions the 
  event is called the senior gamemaster, and is in charge of 
  making sure the event is sanctioned before play, runs smoothly 
  on the date sanctioned, and then reported back to the RPGA 
  in a timely manner. The 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 a few things. First, it allows the PCs participating 
  in play to accumulate experience points (XP) and gold pieces 
  (gp) to advance their MARK OF HEROES characters. Second, it 
  allows the RPGA to track and record what character did during 
  the adventure, and future adventures a written with what the 
  majority of player did in mind—in this way characters’ action 
  shape the future of the campaign. Lastly, player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing this 
  adventure is worth four (4) points. 
   
  This adventure retires from RPGA sanctioned play on July 
  4, 2005. 
   
  To learn more about the DUNGEONS & DRAGONS 
  CAMPAIGNS: MARK OF HEROES character creation and 
  development, RPGA event sanctioning, and DUNGEONS & 
  DRAGONS REWARDS, visit the RPGA website at www.rpga.com. 
  Players Read No Farther!
  If you are planning on playing this adventure, stop reading 
  now. The rest of the information in this adventure is for the 
  DM only. If you read farther than this section, you’ll know too 
  much about its challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-sanctioned event, 
  reading beyond this point makes you ineligible to do so. 
  DUNGEONS & DRAGONS  MINIATURES
  To run this adventure it’s recommend you have the following 
  miniatures:
  From the Giants of  Legend™ set:
  1 Zombie (Human Commoner) (40/72) to represent 
  Beltrudelgald the dusk hag. 
  4 Medium Astral Constructs (20/72) to represent nerra. 
  From the Aberrations™ set: 
  1 Cleric of Garl Glittergold (14/60) to represent Patron 
  Helcondate
  1 Longtooth Barbarian (19/60) to represent Shyva the Red
  4 Silent Wolf Goblins (43/60) to represent goblins
  From the Deathknell™ set: 
  2 Half-Orc Chainﬁ ghter (22/60) to represent Vrak and 
  Drak.
  1 Goblin Adept (34/60) to represent Fegriss the Dragon’s 
  Eye. 
  INTRODUCTION
  
  PREPARING FOR PLAY
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon Master’s 
  Guide, Monster Manual, and the Eberron Campaign Setting. It is 
  also a good idea to have a copy of the RPGA Extend Psionics 
  Handbook Primer, a PDF document that you can ﬁ nd on the 
  RPGA website (www.rpga.com) as it is possible that some 
  character playing in this adventure will be kalashtar utilizing the 
  psionics rules. 
   
  This adventure also introduces the Nerra—a group of 
  beings that appeared in the Fiend Folio—to Eberron. While it 
  may be helpful to have this book for your own understanding 
  of these strange outsiders, enough background and play 
  information is given in this adventure for play. This is the ﬁ rst 
  published adventure for the MARK OF HEROES campaign, and 
  sets up a storyline with elements that are bound to shape and 
  reoccur in future adventures. 
   
  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 instruction on running the adventure. 
  Information on nonplayer characters (NPCs) and monsters 
  appear in abbreviated form in the adventure text. Full 
  information on NPCs and monsters are given in a section 
  directly after each encounter, or can be found in the Monster 
  Manual. 
   
  Attached to this adventure, you’ll ﬁ nd a special RPGA 
  Table Tracking sheet tailored for this adventure. If you’re 
  playing this adventure as part of an RPGA-sanctioned event, 
  complete and turn in this sheet to your senior GM directly after 
  play. 
  ADVENTURE BACKGROUND
  “There are more things in heaven and earth, Horatio, than are 
  dreamt of in your philosophy.” 
  ~William Shakespeare, Hamlet (I, v, 166-167)
  Eberron’s cosmology is complex, subtle, and at times an utterly 
  mystifying tapestry of relationships. Planar connections wax 
  and wane in a dance so intricate that only the most rigorous 
  academic can accurately track and predict its effect on the 
  world—and not without complicated equations that would 
  frustrate some archmages. Such complexity is bound to breed 
  surprises. In 845 KY the established order of the universe was 
  challenged by the troubled genius, Belental Heirm. A master 
  of planar research in the ﬂ edgling Wroat offshoot of Morgrave 
  University, Heirm made a reputation for his complete and utter 
  understanding of the thirteen planar paths and their cryptic 
  movements. In his life’s work, the Deviant Celestia, Heirm 
  advanced the theory that the Eberron’s planes’ sometimes-
  erratic movement could only be adequately explained by the 
  existence of numerous rogue planes lying just outside the paths 
  of the main thirteen in a place he called the Deeper Astral. 
  According to Heirm’s controversial theory these rogue planes 
  interact with the main thirteen, and their courses tug and pull 
  the fabric of the Astral Plane, explaining most of the cosmic 
  complexity observed for centuries. He further theorized that 
  while many rogue plans typically don’t directly interact with 
  Eberron, on rare occasions some could, and even proposed 
  that one of these rogue planes may ﬂ oat close enough to 
  Eberron to become conterminous. While the precision of 
  Heirm’s mathematical model was remarkable, other academics 
  scoffed at the more exocentric theories proposed in the Deviant 
  Celestia. Many could not accept the mind-numbing complexity 
  of Heirm’s cosmos, while even others could not accept the 
  source of the theory. 
   
  An utter libertine, prone to ﬁ ts of rage and melancholy, 
  many believed the Belental Heirm was insane at best, and 
  possessed at worse. When he was implicated in a plot to 
  assassinate King Jarot perpetrated by a cult of the Dragon 
  Below, the fears of possession seemed conﬁ rmed. Heirm died 
  a traitor’s death at the hands of king’s agents. Since his disgrace 
  the Deviant Celestia and his other works have been ignored by all 
  but a small secretive group of students and professors in Wroat 
  and Sharn. 
   
  According to his proponents, Heirm’s most controversial 
  theory verges on conﬁ rmation by way of dramatic proof. 
   
  For the past month Eberron has been in a partial 
  coterminousness state with a realm outside of the known 
  cosmos called Spequlum. During this time the nerra, the main 
  race native to Spequlum, have had tangential contact with a 
  small section of Breland: They’ve been able to view the world 
  of Eberron throughout the mirrors of central Breland, and 
  have even made contact with a small number of natives. With 
  the help of these allies, the nerra have set the wheels in motion 
  to send a small inﬁ ltration force into Eberron. 
   
  The link between Eberron and Spequlum is weaker than 
  the link between Eberron’s thirteen main planes. To gain 
  access, the nerra must rip a hole in the very cosmos. Thanks 
  to some modiﬁ cation to a cosmic machine created by amateur 
  astrologer Mayus Fellon, they have already created one minor 
  hole and are on the verge of creating a larger temporary hole. 
  When the tear is complete, the nerra can send more minions 
  onto Eberron soil, and complete the ﬁ rst step of their planned 
  invasion. Once in the breach, this small group will be able to 
  work toward a more stable transit device for the main invasion. 
   
  To this goal the nerra have a number Breland allies. The 
  ﬁ rst, and chief ally is Beltrudelgald, a dusk hag is strangely 
  linked with the creatures of Spequlum. Dusk hags are creatures 
  intrinsically entwined within the weird and delicate strands of 
  fate. Such weighty knowledge sometimes heralds odd behavior, 
  and Beltrudelgald’s behavior is most assuredly odd. For reasons 
  that she cannot fathom, Beltrudelgald was drawn to Mayus 
  Fellon. She trailed with the amateur astrologer for weeks, 
  learning his habits, mannerisms, and secrets, while disguised 
  as a young city goblin interested in the old man’s work. When 
  the time was right, her prophetic dreams instructed here to 
  kill the old man, and take on his identity. With the help of 
  misguided academics lead by Mers Vevel, a devotee of Belental 
  Heirm’s work, she took over the cosmic machine and made 
  REFLECTIONS OF THE MULTIVERSE
  3
  
  preparations to greet travelers from a far off world. They 
  modiﬁ ed the cosmic machine, and allowed a single nerra sorcerer 
  and his familiar to enter Eberron. But not before a meddling 
  adventurer from the Diggers’ Union—a society of PCs’ are 
  intimately familiar with—discovered that something was amiss. 
  And while the confrontation with the nerra, Beltrudelgald, and 
  her minions lead to the digger’s death, he was able to leave 
  clues to this bizarre mystery even as he expired. 
   
  ADVENTURE SUMMARY
  The PCs are plunged into this adventure when they discover 
  the body of Delvron Gaunt, a fellow member of the 
  Diggers Union. The condition of Gaunt’s body, and a few 
  objects on his person give the PCs enough to investigate the 
  circumstances around his death.
   
  With physical evidence in tow, the PCs are faced with a 
  number of adventure options. As member of the Diggers 
  Union they ﬁ nd some of the doors of Morgrave University 
  are open to them, while others are strangely shut. With the 
  guidance of Morgrave professors, local Wroat artisans, and 
  one of Gaunt’s discarded lovers, the PCs should be able to 
  piece together Gaunt’s last days and his current endeavors. 
  They should ﬁ nd their way to either the ofﬁ ce of professor 
  Mers Vevel or the home of Mayus Fellon’s, and possibly both 
  locations.
   
  Professor Vevel, always a radical thinker and a bit of 
  maverick, was shunted to a far corner of Wroat’s Morgrave 
  School of Cosmology for his belief in the theories of the still 
  controversial Belental Heirm. When Beltrudelgald disguised as 
  Mayus Fellon approached him with the opportunity to prove 
  his hero’s theories, he jumped at the chance. Still, Vevel was 
  not one to trust anyone, and Mayus had some very strange 
  requests, like requesting that Vevel hire a pair of sellswords, 
  He approached a contact at the Diggers’ Union, a patron 
  who was also a member of his academic society, and hired an 
  investigator: Delvron Gaunt. 
   
  Beltrudelgald repaid Vevel’s snooping by murdering him 
  and allowing the nerra sorcerer they had just summoned to 
  take over his identity. 
   
  By the time the PCs meet Mers Vevel, the professor is 
  dead, his role taken by a nerra name Nur-Zelmor. Still, the PCs 
  can learn much from the faux-Vevel, as Nur-Zelmor’s subtle 
  and calculating mind uses the opportunity to “aid” the PCs in 
  investigating Delvron Gaunt’s death to further his goals.
   
  If the PCs follow the clues to Mayus Fellon’s house, their 
  approach on Fellon’s home likely elicits an invitation to tea 
  from his wife. The sweet and unshakable Laile Fellon talks 
  openly about her husband and his hobbies, assuring the PCs 
  that whatever strange evidence brought them here must be 
  4
  REFLECTIONS OF THE MULTIVERSE
  CAST OF CHARACTERS
  There are a large number of NPCs that can be encountered during 
  this adventure. The following is a list of each, along with some basic 
  information about each one to help you keep them straight. In true 
  cinematic style, they are listed in order of appearance.
   
  Belental Heirm: A radical and controversial whisper gnome 
  thinker from Wroat’s Morgrave University who theorized that there 
  are other planes of existence beyond Eberron’s main thirteen in his 
  book Deviant Celestia. His theories heralded the events that occur in 
  this adventure. Heirm died hundreds of years ago, and though he is 
  important to the background of this adventure, he does not appear in 
  it. 
   
  Mayus Fellon: The former owner of the strange Crook 
  Observatory. An artiﬁ cer and amateur astrologist, he built the 
  observatory to gaze at his beloved stars. The dusk hag Beltrudelgald 
  tricked and murdered him, and then converted his revolutionary 
  observatory into the conduit that breaks down the barrier between 
  Eberron and the nerra’s home realm of Spequlum.  By the time the 
  PCs start investigating the events in this adventure, Mayus is dead. 
   
  Delvron Gaunt: The murdered digger that the PCs discover at 
  the beginning of the adventure. The PCs are responsible for ﬁ nding 
  out who killed him and why.
   
  Matron Martra: A matron of the Diggers’ Union. She tasks the 
  PCs with ﬁ nding the ways and means of Delvron Gaunt’s death. 
   
  Patron Helcondate: The Diggers’ Union patron that Mers Vevel 
  contacted to aid him in investigating Mayus Fellon. He arranged the 
  meeting between Delvron Gaunt and Professor Vevel. He knows very 
  little about the actual events that have occurred, and is motivated 
  to help Professor Vevel prove the theories of his distant ancestor, 
  Belental Heirm.  
   
  Professor Kelmini: The chair of Wroat’s Morgrave campuses 
  Department of Antiquities. Coincidently Kelmini was killed the same 
  night Delvron Gaunt died. Patron Helcondate uses his death as a red 
  herring to stymie the PCs’ investigation.  
   
  Wenrit: A dwarf assistant to Professor Kelmini who helps the 
  PCs back on the right track. 
   
  Professor Mers Vevel: A disgraced academic from Morgrave 
  University and master of the Society of the Deeper Astral, a 
  group devoted to the teachings of Belental Heirm’s theories on the 
  multiverse. He was instrumental in helping Beltrudelgald (who he 
  knew as Mayus Fellon until it was too late) convert the cosmic machine 
  to a conduit to Spequlum. By the time the PCs meet Professor Vevel 
  his identity has been usurped by Nur-Zelmor. 
   
  Nur-Zelmor: A nerra sorcerer who entered Eberron during the 
  ﬁ rst limited test of the cosmic machine. By the time the PCs meet him, 
  he has taken the identity of Professor Mers Vevel. 
   
  Nurguk the Barkeep: The hobgoblin barkeep of the Star of 
  Cyre. He was one of the last people to see Delvron Gaunt alive. 
   
  Shyva the Red: A shifter and ex-lover of Delvron Gaunt. She 
  was the last person to see him alive and has some information about 
  what he was up to the night of his death. 
   
  Gevgol the Mirrorwright: A favored craftsman of the king of 
  Breland, and a former member of the Diggers’ Union, this dwarf 
  has some insight to object the PCs discovered, and a strange warning 
  about the state of mirrors in the kingdom. 
   
  Laile Fellon: The sweet and doting wife of Mayus Fellon. 
  Beltrudelgald the dusk hag has replaced her.
   
  Beltrudelgald: The prime mover of the events surround 
  Delvron Gaunt’s death and the coming of the nerra. She is motivated 
  by mysterious means. When the PCs meet here she is in the guise of 
  Laile Fellon. 
  Fegriss the Dragon’s Eye: Agent of Beltrudelgald the dusk hag, 
  he commands the hag’s goblin servants in the Crook Observatory. 
  Vrak and Drak: The two half-orc mercenaries Professor Vevel 
  hired to guard the cosmic machine. The know nothing of the strange 
  plot, but are roadblocks to the PCs’ success. 
  
  5
  purely coincidental. There is no way that her good husband 
  would have anything to do with the death of an adventurer. 
  And anyhow he’s been out of town on a trip for nearly a 
  week. Through the conversation the PCs have the ability to 
  discover things amiss, either by way of Sense Motive rolls, or 
  through discrete investigation. At this point in the adventure 
  Laile Fellon is Beltrudelgald the night hag in disguise. Much of 
  her work already done, her goal is simple: slow down the PCs 
  investigation and damage them by way of her nightmare touch 
  given by way of an unassuming hug; the exact way she killed 
  Delvron Gaunt. 
   
  Hopefully the PCs are able to see through the machinations 
  of the dusk hag, and their investigation leads to Fellon’s Crook 
  Observatory, on the eastern edge of Wroat.
   
  The observatory is in a sorry state of affairs. A 
  supernatural storm rises around the observatory in preparation 
  for the cosmic conjunction that brings the nerra closer to 
  Eberron. A goblinoid gang gathered by Beltrudelgald and a 
  rather violent duo paid for by the Society of the Deeper Astral 
  guard its interior, slowing down the PCs progress. Fighting 
  their way through the minions and discovering more about the 
  apparatus that makes the nerra leap possible, the PCs enter 
  the observatory proper just in time for the insurgency from 
  Spequlum to commence. It’s up to them to stop the nerra and 
  shut down the cosmic machine splitting the thin fabric of 
  reality between Eberron and Spequlum. 
   
  TROUBLESHOOTING 
  THE ADVENTURE
  The investigation into Delvron Gaunt’s murder is a 
  complicated affair. The mystery takes a life of its own as the 
  PCs investigate clues and leads. They probably can’t follow up 
  on all the clues and leads present in the adventure, but they 
  appear to give you, the Dungeon Master, options. 
   
  Always let the players drive the action. Let them follow 
  up on and discover things that they ﬁ nd important. You’ll 
  probably have to think on your feet, and may even have to 
  create small encounters and some side NPCs to give them 
  extra clues and get them on the track that leads to the Crook 
  Observatory. The following are some suggestions on just how 
  to do that.
  The Important Encounters
  There are two crucial encounters: the discovery of Gaunt’s 
  corpse and the ﬁ nal assault on the Crook Observatory. All 
  the other encounters are there to lead the PCs from the ﬁ rst 
  encounter to the last. Don’t dismay if the PCs go from the 
  discovery straight to Mayus Fellon’s home. In many ways 
  this is the most direct route to their ﬁ nal goal. While other 
  encounters may give hints to what they are bound to discover 
  at the Crook Observatory, this progression moves the plot 
  of the adventure along the quickest. At the same time, if the 
  PCs spend too much time investigating the leads, feel free to 
  remove the goblin and half-orc foes from the observatory. It is 
  more important for them to ﬁ nd the hints on how the cosmic 
  machine works and to have the opportunity to stop or limit 
  the nerra invasion than it is to participate in every combat 
  encounter. 
  The Beginning of  the Storm
  The supernatural storm that heralds the coming of the nerra is 
  an event driven by play. It begins whenever the PCs approach 
  Crook Observatory, and the countdown for nerra coming 
  through the portal begins when the PCs reach area 6 of the 
  observatory. That said, if the PCs leave the observatory after 
  the storm starts and come back, the action passes, and you can 
  assume that all the nerra have entered Eberron
  Important NPCs
  It’s crucial to further plots that Beltrudelgald escape this 
  adventure alive. The dusk hag is a reoccurring villain in the 
  Mark of Heroes story. Keeping here alive shouldn’t bee too 
  hard; she is far more powerful than any of the PCs at this 
  point. 
  Going to the Authorities
  Early in the adventure the PCs investigate a crime. Later they 
  come across other crimes. Anytime you run an adventure like 
  this there is one question bound to come up: where is the 
  watch during all of this? 
   
  The Diggers’ Union, like many organizations in Eberron, 
  tends to police itself. Nobody is going to report Delvron 
  Gaunt’s murder except for the Union, and they have “hired” 
  their own inquisitives to look into the matter—the PCs. 
   
  Finding the body of Laile Fellon is another matter. If 
  the PCs report that, the Wroat Watch comes, does some 
  investigation, but when the PCs start talking about dusk 
  hag, mirror men, the Society of the Deeper Astral, and 
  convergences of stars that could bring a strange planar 
  conjunction the watch response with blank stares and 
  suggestions that maybe such things are the stuff of adventurers 
  rather than some poor guy trying to make enough coin to pay 
  for his kid’s tuition at Morgrave.  
   
  In the end, unless an organization or other power directly 
  motivates the watch to look into the strange circumstances of 
  this case, they are going to leave it up the PCs to solve. And the 
  only organization that really wants to se it solved has already 
  order the PCs to solve it. 
   
  PART ONE: 
  DEATH MOST PECULIAR
  The adventure starts within the Diggers’ Union tower in 
  Wroat, the capital of Breland—called the Grea Tower.
   
  Grea Tower, named after the union’s founder, Calsuntil 
  Grea, was the ﬁ rst union house for the diggers, and is arguably 
  the mot important, though the smaller Xengate Tower in Sharn 
  REFLECTIONS OF THE MULTIVERSE
  
  6
  
  7
  by far more prestigious. Union members from throughout 
  Khorvaire dwell in its expansive dormitories or take residence 
  in the rented ﬂ ats that lie over taverns and shops around Grea 
  Tower. All ready at a moment’s notice for a patron or matron 
  to call them to the service of the union. 
   
  At the adventure start, the PCs are either visiting or 
  dwelling within the dormitories—a virtual catacomb of 
  chambers inhabiting the lower and middle levels of the Grea 
  Tower. Nestled in the cramped corridors are scores of small 
  private rooms that Diggers’ Union members can rent for very 
  reasonable rates (1 sp a day or 5 sp a week). On one early Zol 
  morning, some or all of the PCs stumble upon a disturbance in 
  the dormitories. 
  The Door Ajar
  The adventure starts when at least one of the PCs notices a 
  dormitory door standing slightly ajar. If that’s not enough to 
  lure them, a strong morning draft opens the door open wide 
  enough for the PC to get a glance at the body hunched in the 
  corner on the far end of the room. Use “Illustration 1” to help 
  describe the scene. 
  The hinges creak as the door opens. Beyond bottles, 
  adventuring equipment, and garbage litter the cell. A solitary 
  ﬁ gure—shriveled, male, most likely human, with dark but 
  graying hair, and as still as the dead—crouches in the far side of  
  the room, face in the corner.   
  The man in the corner is dead and has been for a few hours. 
  He is human, probably Cyran, and in his 40s. Just how and why 
  is the mystery for the PCs to solve. 
   
  The dormitory is busy early in the morning. Unless the PCs 
  make careful effort to secure the cell within 2 rounds, a crowd 
  of other diggers gathers. This encounter assumes that the PCs 
  don’t secure the room and a crowd of diggers watches their 
  investigation. Adjust the information if this isn’t the case. 
   
  At A Glance: Gossip is a popular pastime among the 
  diggers in the Grea Tower, so the PCs might know of the 
  man. The corpse is that of a digger named Delvron Gaunt 
  (Knowledge [local] or bardic knowledge DC 10). Even if a 
  PC doesn’t recognize him, and someone among the growing 
  crowd does, and shares that information as the PCs investigate 
  the room. Even if the room is secure, the PCs can discern this 
  information by ﬁ nding Gaunt’s identiﬁ cation papers among 
  his scattered possessions. PCs who recognize the victim, may 
  know other things about him. 
  Knowledge (local) or bardic knowledge DC 12
  • He’s been living in Grea Tower for a little over a month
  • He had a vicious temper
  • He’s a Cyran refugee and veteran of the Last War. 
  DC 15
  • He had a drinking problem that contributes to his ugly  
   
  temper
  • He suffered from nightmares and bouts of sleep  
   
  walking
  • Lately he expressed an uncharacteristic interest in the  
   
  weighty subject of planar convergences. 
  DC 20
  • Lately he was working on a project for an unknown  
   
  Morgrave University professor. He was intensely  
   
  secretive about the project and his patron. 
  • He frequents a tavern called the Gold Star Over Cyre, a  
   
  dive favored by refuges of that land. 
  The above information can also be gleaned after the fact by 
  way of the Gather Information skill. This takes most of the 
  day and costs 1d4 gp in drinks, gifts, or bribes, and yields the 
  same information for the same DCs listed above. 
   
  Physical Evidence: Even with the crowd gathering 
  outside Gaunt’s room, the PCs have a full 10 minutes to 
  investigate before higher-ups in the union interrupt the 
  investigation. 
  • The door has not been forced open. 
  • While the room is messy (Gaunt was a slob),   
   
  there is only sign of slight struggle.  
  • The room’s window is nothing more than an   
   
  arrow slit with a shutter that stands almost seven  
   
  feet above the ground. It is not large enough   
   
  for anything but the smallest creature (size Tiny).  
   
  It is currently shuttered and barred from the   
   
  inside. 
  Gaunt’s corpse is crouched facing the northwest corner of 
  the room. To view its front, the PCs must move it out of the 
  corner. When they do, they see the following: 
  • The eyes of Gaunt’s corpse are open wide, and his  
   
  facial muscles are locked in a visage of agony and  
   
  fright. The front of his shirt is torn open. 
  • He grips a dagger stifﬂ y in his right hand. The dagger  
   
  has a bone hilt etched with strange writing
  • Carved deeply into the skin and muscle of Gaunt’s  
   
  chest are the words “Aryth in Tiamat they come.”  
   
  Given the dried blood on the dagger, and the angles  
   
  of the writing, it’s obvious that Gaunt carved the  
   
  message in his own skin, but the cuts are too shallow  
   
  to be the cause of death. The real cause of can’t be  
   
  determined short of a successful Spellcraft check DC  
   
  25 (the effects of a nightmare spell). 
  • There are other wounds on Gaunt’s body. He was  
   
  obviously in a recent scufﬂ el. There’s a puncture  
   
  wound on Gaunt’s left thigh, a slash wound on his  
   
  lower back, and strange bite marks on his right calf.  
  Knowledgeable examination of the dagger (Knowledge 
  [local], Search with the Investigate feat or Appraise DC 10, or 
  examination by a goblin or hobgoblin character) determines 
  it to be of traditional goblin design. A successful Decipher 
  Script, Knowledge (religion) or bardic knowledge check (DC 
  10), or use of comprehend languages determines that the strange 
  runes on its hilt are religious symbols venerating the Dragon 
  Below, but they are just a jumble of symbols rather than any 
  coherent message.  
  REFLECTIONS OF THE MULTIVERSE
  
  8
   
  Scattered around the room are all of Gaunt’s worldly 
  possessions, including his adventuring equipment (chain 
  shirt, longsword, buckler, light crossbow, 20 bolts, two 
  sunrods, backpack, 50 feet of silk rope, grappling hook, his 
  identiﬁ cation papers, and a pouch with 15 gp) and many empty 
  whiskey bottles. Among his possessions are the following items 
  of interest (Search DC 10 to ﬁ nd both). 
  • 
  A small pouch ﬁ lled with strange, soft, and 
  spongy—almost ﬂ eshy—reﬂ ective stones. 
  • 
  A small scrap of paper with the following 
  address: “5a King’s Circle on Seccuran.” A successful 
  DC 10 Knowledge (local) check recognized the 
  address as part of the Castleview District, just south 
  of Brokenblade Castle. The district is home to many 
  royal and parliamentary bureaucracies and their 
  bureaucrats.  
   
  The scrap of paper is unremarkable, except for the address, 
  which is that of Mayus Fellon. The reﬂ ective stones are the 
  remains of a nerra familiar that Gaunt encountered and slew in 
  the Crook Observatory while investigating that site. The stones 
  are as reﬂ ective as the clearest mirrors, and unlike anything any 
  PC (including any dwarf) has every encountered. 
  Investigate Feat
  Characters with the Investigate feat are at an advantage while 
  searching the room for clues. Searching Gaunt’s wounds the 
  character might ﬁ nd (Search DC 10) a small shard of metal 
  imbedded into one of the tooth marks on his calf. Analyzing 
  the clue, the investigating character can determine (DC 15) 
  that it’s a fragment of a metal tooth, and given the size and 
  shape of the bite mark, it’s most likely that from the maw of 
  an iron defender, a specialize type of doglike homunculus 
  designed for combat. 
   
  Further analyzing Gaunt’s wounds, a character can also 
  determine that the puncture wound on his left thigh is from 
  a spear (DC 15), and the slash on his lower back was made 
  by a short sword (DC 15), and that the angles of the wounds 
  indicate they came from Small opponents. Each wound 
  requires its own check. 
   
  If the investigator turns his attention to the self-
  inﬂ icted writing on Gaunt’s check, he or she can (DC 15) 
  determine that “Aryth in Tiamat” refers to a current cosmic 
  conjunction. The Eberron moon Aryth is currently in the 
  house of the constellation Tiamat, with the conjunction 
  reaching it zenith either tonight or tomorrow depending 
  on how one measure the zenith of constellations (see the 
  “Measuring the Zenith” sidebar. This can also be determined 
  with a successful DC 15 Knowledge (arcana) check, by 
  characters who lack the Investigate feat. 
   
  Investigating characters with at least 5 ranks of the Heal 
  skill get a +2 synergy bonus for checks involving analyzing 
  wounds, and those with at least 5 ranks in Knowledge (the 
  planes) or Knowledge (arcana) gain a +2 synergy bonus to 
  check analyzing the message on Gaunt’s chest. 
   
  What Happened: Gaunt expired thanks to a particularly 
  nasty nightmare granted by Beltrudelgald the dusk hag. Even 
  before this the Cyran was in bad shape. Last night he entered 
  Crook Observatory, defeated the iron defender that stood 
  guard at the entrance, but was turned back by goblins in the 
  hag’s employ. He retreated back to the Grea Tower to rest and 
  recover, when Beltudelgald’s touch did him in. In the horriﬁ c 
  dream that end his life, Gaunt caught a brief glimpse of the 
  future and saw when the nerra planned to enter Eberron. 
  He brieﬂ y gained consciousness, and in a last-ditch effort to 
  communicate what he saw in the deadly nightmare, he carved 
  the trigger for the planar convergence on his chest.  
  Measuring the Zenith
  Currently academics from Korranberg and Waynard 
  Universities bitterly dispute exactly how to accurately measure 
  a zenith of a cosmic conjunction. Both universities insist that 
  their calculation is more accurate than the other’s. For the 
  sake of the adventure, the argument is put in to allow you, 
  the Dungeon Master, to have conjunction start when the PCs 
  enter the inner tower of Crook Observatory. If successful, 
  not only will they help in thwarting a cosmic invasion, they 
  can help solve this academic dispute…if they can only get the 
  academics to listen to and believe their wild tale. 
  Enter Matron Martra
  Whether or not the PCs have avoided a gathering crowd, they 
  are visited 10 minutes after they discover Gaunt. A matron of 
  the dormitories, a Q’Barran woman known only as Martra, 
  enters the room demanding an explanation for Gaunt’s state. 
  “Move aside! Move aside!” A woman’s voice resonates with 
  authority and irritation, as she pushes through the crowd. 
  Annoyed, the stout woman looks sternly at the body, and then 
  REFLECTIONS OF THE MULTIVERSE
  
  9
  to you, while straightening her deep green robes with white-
  knuckled ﬁ sts. “What in Xoriat is going on here?” 
  A large and formidable woman, Martra is as humorless as she 
  is strict, and as wound tight as the blond bun at the back of 
  her head. A powerful enchanter, and secure in her position as a 
  matron of Grea Tower, she is not afraid to use spells to impose 
  her will or keep order within the dormitory. 
   MATRON MARTRA  
  CR 7 
   
   
   
  Female human enchanter 7 
  LN Medium humanoid (human)
  “If you have a question about the rules, feel free to ask me…
  because I make the rules. 
  Init +1; Senses Listen +4, Spot +4 
  Languages Common; Draconic, Elvish, Goblin, Orc
  Wizard Spells Prepared  (CL 7th; 1d20+7 to overcome SR)
  4th—2 lesser geas (DC 20)
  3rd—hold person (DC 19), suggestion (DC 19)
     1st—2 charm person (DC 17)
  Skills Intimidate +7, Knowledge (arcana) +14, Spellcraft +16
  Matron Martra waits impatiently for the PCs to present 
  the details of their discovery. Unknown to the PCs she 
  already receive a report of the corpse from her familiar, a 
  pseudodragon named Rex (Rex was the one who opened the 
  door a crack before the PCs arrived). Give her pre-intelligence 
  of the matter, she is sure that the PCs had nothing to do with 
  Gaunt’s death, but sizes up their abilities by way of their report. 
   
  Smart PCs may attempt to gain the woman’s aid in the 
  gathering of clues. Matron Martra has much higher Spellcraft 
  than any of the PCs, and if persuaded to examine the corpse, 
  she has a good chance of determining (Spellcraft DC 25, 
  her Spellcraft is +16) that Gaunt suffered from the effects 
  of a nightmare spell around the time of his death. Upon that 
  realization she shares the following with the PCs.
  This is a vicious and rather powerful illusion. It is a favorite of  
  those who like to torment or kill from a distance, and it’s said to 
  be a favorite of  hags. 
  After she’s satisﬁ ed that the PCs have reported all they know, 
  she outlines her plans for them.
  Excellent. It seems that you have this well in hand, so I shall 
  task you to ﬁ nd how and by what agent Delvron Gaunt found his 
  end. I also task you to assume any assignment or assignments 
  that Gaunt was currently working on. Go to the Chamber of  
  Messengers, and ﬁ nd out what those may be from Patron 
  Helcondate. I believe he was the patron overseeing Delvron’s 
  assignments. 
  If the PCs scoff at being ordered around by Martra, tell them 
  that a patron or matron’s request is not something refused 
  lightly. Refusing a request from a patron is grounds for 
  suspension of privileges (in game terms the adventure is over 
  for the PC) at the very least. Before evoking a suspension, 
  Martra attempts arcane coercion, starting with lesser geas—she’s 
  not one to take no for an answer. 
   
  If the PCs are foolish enough to attack Matron Martra 
  (even after she starts throwing spells around) she expels the 
  PCs from the union (treat as a PC death for reporting). The 
  Diggers’ Union does not tolerate insubordination. 
   
  Development: Once the PCs accept Martra’s missive, the 
  can ﬁ nd Patron Helcondate in the Chamber of Messengers on 
  the ground ﬂ oor of Grea Tower (see Part Two, below). 
  PART TWO:
  FOLLOWING CLUES
  The PCs have many options in following the clues presented 
  in Part One. Part Two contains many sections detailing how 
  the PCs can gather information and garner help in analyzing 
  the clues they have. First off, the PC should visit Patron 
  Helcondate in Grea Tower’s Chamber of Messengers, though 
  the meeting will undoubtedly muddle their path, at least at ﬁ rst. 
   
  After the meeting with Helcondate the path may lead 
  to Wroat campus of Morgrave University (see “Wroat’s 
  Morgrave”), a local craftsman (see “Mirrorwright”), or Delvron 
  Gaunt’s favorite watering hole (see “Star Over Cyre”). Through 
  the course of the investigation the PCs may visit all of these 
  locations. If the PCs decide to check out the address on Gaunt’s 
  note ﬁ rst, see “Part Three: 5a King’s Circle on Seccuran.” 
  Chamber of  Messengers (EL variable)
  The Chamber of Messengers is on the ﬁ rst ﬂ oor of Grea 
  Tower, not far from the Hall of Masters and the tower’s main 
  entrance. Use “Illustration 2” to help describe this chamber. 
  Beyond an archway with the words crowned with the engraving 
  “Mind the Rule of  the Union” is the Chamber of  Messengers.
   
  The place is a small sea of  enclosed wooden booths, similar 
  to confessionals featured in some churches, only much larger. 
  The circular chamber’s ornate domed ceiling is awash with 
  bold and colorful mosaics detailing the accomplishments of  the 
  Diggers’ Union, crowned by its centerpiece, the creation of  the 
  union outpost in Stormreach on Xen’drik. 
   
  A single pillar encrusted with lapis lazuli supports the 
  hall’s ceiling. At the top of  the pillar, facing in the four cardinal 
  directions, are carved heads of  Aureon, the Sovereign Host god 
  of  law and knowledge, as the majestic blue dragon. Each of  the 
  Aureon’s eight eyes glows with arcane ﬁ re. 
   
  The entrance of  the hall is separated from the rest of  the hall 
  by a glowing semicircle on the ﬂ oor.
  At the entrance of  the hall are almost two-dozen intricately 
  carved Xen’drik teak stands—basically ornate bird perches. On 
  a number of  these expeditious messenger homunculi perch and 
  wait patiently. Others ﬂ y into or out of  the chamber by way of  
  a small opening in the far ceiling (disguised in the mosaic as a 
  porthole of  a House Lyrandar Airship), or to and from the various 
  booths around the room. 
   
  Hanging from each stand is a wooden nameplate. It 
  doesn’t take long to ﬁ nd Helcondate’s stand, unfortunately his 
  homunculus messenger is absent from it.
  The PCs have been at Grea Tower long enough to know the 
  REFLECTIONS OF THE MULTIVERSE
  
  10
  rules of the Chamber of Messengers. An initiate or journey 
  members (and at this point all PCs are initiate members) can 
  call upon a patron or matron by way of their messenger. If 
  the messenger is absent, they must wait at the entrance for it 
  to return or try to reach the patron later. Initiate and journey 
  members are forbidden from entering the main hall until the 
  matron or patron gives them permission—by way of their 
  messenger—to pass the glowing semicircle. At that point they 
  are directed to the booth the patron or matron inhabits. 
   
  All initiate and journey members are warned that they 
  pass the glowing semicircle uninvited at their own peril (that 
  is the “rule of the union” the archway engraving warns them 
  to mind), but none of the matrons or patrons hint to the 
  nature of such peril. The defenses of the room are a constant 
  source of speculation and the subject of wild and even 
  whimsical stories by the lesser members of the union. Almost 
  all the stories agree that Aureon’s Pillar plays prominently in 
  the room’s wards. 
   
  The PCs have a few choices here. They can wait for 
  Helcondate to become available, which occurs no less than 
  four hours later. Impatient PCs could spend that time looking 
  for clues without the patron’s help, but other might attempt 
  to push the matter.
  Entering the Hall Uninvited
  PCs who decide to disregard the rules involving the 
  Chamber of Messengers are in for a horrible shock. As the 
  move more than 5 feet from the edge of the semicircle, the 
  eyes of the Aureons’ heads begin to glow more intensely, 
  as their magical ﬂ ames turn green and begin to sputter 
  and spit from their strange sockets. Emanating forth from 
  the pillar comes a deep rumbling growl. The patrons and 
  matrons within the chamber ignore this, conﬁ dent in the 
  pillar’s ability to take care of intruders. At this point the 
  intruder has a single round to return to the other side of 
  the semicircle. If by the end of the round they are still 
  on the wrong side of the glowing semicircle, a green ray 
  issues forth from the eyes of the closest Aureon’s head. 
  The ray is a disintegrate spell as cast by a 13-level wizard (+6 
  ranged touch attack; Fortitude DC 20; or 26d6 damage; 
  if save still does 5d6 damage; if target is reduced to 0 or 
  fewer hit points he or she is entirely disintegrated, leaving 
  behind only a trace of ﬁ ne dust; a disintegrated creatures 
  equipment is unaffected, but conﬁ scated by the union.). 
  If there are multiple intruders, multiple rays spring forth 
  (as many as four a round—one from each dragon’s head), 
  and rays shoot forth on following rounds until all intruders 
  have left the restricted area or are dead. 
  Pushing the matter without the help of another patron or 
  matron by entering the main hall and looking for Helcondate 
  is a deadly matter (see the “Entering the Hall Uninvited” 
  sidebar), but dogged PCs could seek further help from 
  Matron Martra or try to gain help from one of the other 
  advocates in the Chamber of Messengers. 
   
  Any attempt to gain aid from another patron or a matron 
  REFLECTIONS OF THE MULTIVERSE
  
  11
  is fraught with difﬁ culty. Not even Matron Martra wants to 
  break the decorum of the Chamber of Messengers and disturb 
  a fellow patron until he indicates he’s free. But the right amount 
  of pleading and good argumentation can change her mind 
  (Diplomacy DC 20). Feel free to grant a +2 circumstance bonus 
  for good roleplaying. Trying to rouse a free patron or matron 
  currently serving in the hall is much harder (Diplomacy DC 30). 
  Patron Helcondate
  By either patience or by rallying allies, the PCs should 
  eventually meet with the elusive Patron Helcondate. The 
  details of the encounter are dependent on the PCs’ methods in 
  meeting him.
   
  If the PCs were able to talk Matron Martra or another 
  advocate into guiding them to Helcondate, read or paraphrase 
  the following.
  Passing the various booths, sounds of  hushed conversations 
  drift out here and there, but the conversation coming from 
  Helcondate’s booth is different. It’s heated and loud. 
   
  “Whatever happens Helcondate, steer the troublesome 
  investigators away from our work. We are too close to the event to 
  have others of  your ilk meddling in our matters.” 
  Helcondate is talking to a creature he believes to be his 
  coconspirator, Professor Vevel, by way of his special 
  expeditious messenger homunculus that allows him to speak 
  with clients throughout the city. The only two creatures in 
  the booth are the whisper gnome patron and the construct 
  speaking for the Vevel imposter.
   
  Let the PCs drive the action. Whether they decide to 
  continue listening or bust down the door, the patron or matron 
  accompanying them follows their lead. If they listen on, they 
  hear the following. 
  Another voice in the booth, likely that of  Helcondate, says, 
  “Master, please lower your voice. I don’t want the others to hear.”
  Continuing to eavesdrop requires a successful Listen check 
  (DC 15 to hear that they are whispering, DC 25 to make out 
  what’s being said). 
  Helcondate: “I have this under control. More than likely anyone 
  investigating the matter will check with me ﬁ rst. I have a plan to 
  get them off  our trail. 
  Other Voice: “What’s your plan?”
  Helcondate: “I will tell him that Gaunt was working for Professor 
  Kelmini. With the rumors surrounding his death, that should 
  keep them busy until Heirm’s work can be proven.”
  Other Voice: “Professor Kelmini? Ah…yes…excellent…quite 
  inventive. It should buy us the time we need.”  
  At this point the conversation stops, as Helcondate’s 
  coconspirator is happy with—if not a little confused by—the 
  patron’s plan. He is confused because even now the nerra 
  sorcerer, Nur-Zelmor, has assumed the identity of Professor 
  Mers Vevel. And while Nur-Zelmor’s ability to assume other’s 
  identities has fooled Helcondate, Nur-Zelmor has no idea who 
  Professor Kelmini is. Character’s listening to this exchange get 
  a hunch that is the case on a successful Sense Motive check 
  (DC 20). 
   
  Characters who succeed a Knowledge (local) check (DC 
  15) recognize Professor Kelmini as the chair of the antiquities 
  department, but only know that he was found dead this 
  morning if succeeding a much harder check (DC 25). The 
  news is still fresh. 
   
  Confronting Helcondate: The patron’s reaction is entirely 
  dependent on the PCs’ method of confrontation. If the PCs 
  wait for Helcondate to become available, or if they question 
  him without the knowledge of his ruse, he tells the PCs that 
  Delvron Gaunt was working for Professor Kelmini, chair 
  of the Department of Antiquities at Morgrave University. 
  He further lies that the nature of the work was between the 
  professor and Gaunt, but Helcondate believes it had to do 
  with the retrieval of a dragonshard of particular historical 
  importance. Luck for the PCs the gnome is a terrible liar (Bluff 
  –2) and some of the characters may discern (if they succeed 
  their Sense Motive checks that you roll in secret) that he seems 
  nervous when delivering this particular bit of information, and 
  he never makes eye contact with any of the PCs when he tells 
  his lies.
   
  If the PCs believe Helcondate, then go to the section 
  “Morgrave University” below.   
   
  If the PCs break down the door to his booth, or confront 
  REFLECTIONS OF THE MULTIVERSE
  
  12
  him about the lie, the Helcondate panics, and attempts to 
  ﬂ ee. He ﬁ rst attempts this by casting baleful transposition, 
  switching positions with a PC in range that is closest to the 
  exit of the Chamber of Messengers, and then sprinting out 
  of the chamber. If that fails, or it succeeds but the PCs hinder 
  successfully hinder his escape, he levitates to the ceiling (some 
  40 feet above the ground) and casts spider climb to ﬂ ee through 
  the homunculus hole, which is just large enough for a Small 
  creature to squeeze through (see the squeeze rules on pages 48 
  and 49 of the Player’s Handbook).  If he can get to the streets, 
  he is home free, unless one of the characters has the Urban 
  Tracking feat, or the PCs visit the Star Over Cyre (see below). 
   
  Patron Helcondate: hp 16; see “Combat Statistics,” below. 
   
  If the PCs are able to corner or incapacitate Helcondate, he 
  is quick to turn on his master and tell the PCs all he knows. He 
  talks fast and nervously, squealing and sputtering as he goes. 
  Neither my master, nor myself  had anything to do with Delvron 
  Gaunt’s death. We were just as surprised as anyone to hear of  his 
  death. My master sent him on errands yesterday. Why he died is 
  anyone’s guess! 
  The PCs are bound to have questions. What follows are likely 
  questions and their answers. Helcondate is bound to Mers 
  Vevel by his love of the theories Belental Heirm, who happens 
  to be a distant ancestor of the Helcondate’s. 
  Q: Who is this master? 
  “My master is a professor at Morgrave University—Professor 
  Mers Vevel, master of  the Society of  the Deeper Astral.”
  Q: What is the Society of  the Deep Astral?
  “We are a leaned fellowship devoted to vindicating the great 
  theories of  Belental Heirm. A genius in the ﬁ elds of  cosmology 
  and astrology, and my ancestor.” 
  Helcondate beams at revealing the ancestral link between 
  himself and his hero. 
  Q: What are your ancestor’s theories?  
  “There are more than 13 planes in the cosmos. In the Deeper 
  Astral there are literally scores of  lesser planes that interact 
  with the main 13 and affect their complicated interactions 
  with Eberron. His mathematical models for the movement 
  of  the planes is more perceives than any created by any other 
  cosmologist, and even explains the movement of  the stars, and 
  some of  the inconsistencies we see with their movements….”
  Helcondate goes on and on in the most longwinded fashion 
  until stopped by the PCs. What he doesn’t know is that Heirm’s 
  models predict the convergence with Spequlum. While he is 
  impressed with his ancestor’s theories, he does not understand 
  them. He can only talk about them in the most general ways. 
  Q: What errand did Delvron Gaunt run for your master yesterday?
  “I don’t know. I met with Delvron yesterday and instructed him to 
  visit Professor Vevel at the university. Like myself, Professor Vevel 
  REFLECTIONS OF THE MULTIVERSE
  Combat Staistics
  PATRON HELCONDATE 
   
  CR 4 
   
  Male whisper† gnome diviner 4
  N Small humanoid (gnome)
  “Oh my…I think I’m in trouble. 
  Init +2; Senses low-light vision, darkvision 60 ft.; 
  Listen +4, Spot +4 
  Languages Common, Gnome; Draconic, Goblin, 
  Terran
  AC 13, touch 13, ﬂ at-footed 11; AC 17, touch 13 
  (17 for incorporeal touch attacks), ﬂ at-footed 15 and 
  magic missiles cast at Helcondate are negated after 
  he casts shield
  hp 16 (4 HD)
  Fort +3, Ref +3, Will +6
  Spd 30 ft. (6 squares)
  Atk melee dagger +1(1d3-2/19-20) 
  Base Atk +2; Grp -4
  Combat Gear scroll of blur
  Wizard Spells Prepared (CL 4th; 1d20+4 to overcome 
  SR)
   
  2nd—baleful transposition* (Will, DC 16), detect  
  thoughtsD (DC 15), levitate, spider climb
   
  1st—comprehend languagesD, erase, shield, sleep 
  (DC 14)
   
  0—arcane mark, daze (DC 13), detect magicD, 
  mending, touch of fatigue (DC 13)
  D: Divination spells. Restricted schools: Abjuration, 
  Evocation
  *New spell; see Appendix. 
  Spell-Like Abilities (CL 1st; 1d20+4 to overcome 
  SR)
   
  1/day—silence (centered on the whisper gnome’s 
  body), 
  Abilities Str 6, Dex 15, Con 14, Int 16, Wis 14, Cha 
  8
  Feats Combat Casting, Scribe Scroll, Spell Focus 
  (conjuration) 
  Skills Bluff –2, Concentration +9 (+13 cast def), 
  Decipher Script +10, Hide +10, Knowledge (arcana) 
  +10, Knowledge (the planes) +10, Move Silently +6, 
  Profession (scribe) +3; Spellcraft +12. 
  Possessions dagger, scroll of blur, 10 sheets of 
  parchment, 3 ink pens, ink, identiﬁ cation papers. 
   
  Whisper Gnome Traits: +1 racial bonus on attack 
  rolls against kobolds and goblinoids. 
  †Whisper gnomes are the stealthy and suspicious 
  cousins of normal gnome. The race is fully detailed 
  in Races of Stone. The above stat block gives all the 
  pertinent information to run this particular member of 
  that race. 
  
  13
  is consumed with searching for proof  to vindicate the theories of  
  my ancestor. I help him whenever I can. I can only imagine that 
  the professor needed Delvron’s help to reach that ends.” 
  Q: Can you contact Professor Mers Vevel and ask him where Gaunt went 
  yesterday? 
  “I dare not. I’ve told him that I would lead you astray. You could 
  go to Morgrave and ask him yourself, but please don’t tell him I 
  gave you this information.“
   
  Development: If the PCs successfully intimidate 
  Helcondate into getting the information from Vevel, he tries 
  to contact the professor, but the professor no longer takes 
  his message. He tells the PCs that they can likely contact 
  the professor at a small house just off the main Morgrave 
  campus—the meeting hall of the Society of the Deeper 
  Astral. Helcondate refuse to accompany or help the PCs 
  further, calling upon the Diggers’ Union higher ups to end 
  any badgering from the PCs. Even Matron Martra supports 
  her fellow patron, and instructs the PCs to investigate without 
  further help from the whisper gnome patron. 
   
  Wroat’s Morgrave
  The Wroat campus of  Morgrave University lacks the impressive 
  towers of  the Sharn campus and the majesty of  Lareth Hall’s 
  enormous dome, but it’s still an imposing sight. In contrast to 
  its Sharn companion, this campus spreads out rather than up. 
  That’s not to say the campus lacks lofty spires: King’s Hall is tall 
  enough to be seen from almost any outdoor spot on campus and 
  the southern student “slums.” It’s gold and glass roof  glitters in 
  both sun and moonlight, thanks to special dweomers placed in 
  tribute to the Breland monarch. 
   
  The campus typically teems with students, faculty, visitors, 
  and support staff  from dawn to dusk. Finding your way around 
  should be as easy as asking a few questions. 
  Students tend to be curious of adventurers; full of many 
  questions for those who make their living by sword, spell, and 
  wit. Faculty exhibits the opposite reaction, viewing adventurers 
  as a bad element, unsuited to civilized and cultured company. 
  There are, of course, exceptions to these sentiments, but most 
  people the PCs encounter here share in those stereotypical 
  attitudes. 
   
  PCs likely are here for one of three reasons: to talk to 
  Professor Kelmini because Patron Helcondate was able to 
  mislead them, they are looking for Professor Vevel and the 
  Society of the Deeper Astral, or they are looking for experts to 
  analyze some of the clues the found in Delvron Gaunt’s room. 
  The following sections deal with each in order. 
   
  Professor Kelmini: It takes little time to get information 
  about the Chair of the Department of Antiquity. Though 
  depending on whom they ask, they get dramatically different 
  responses.
   
  Asking A Student: Assuming that the characters arrive 
  during daylight hours, there are many students they could ask 
  for directions to Kelmini’s ofﬁ ce. Whoever they ask, they get a 
  shaken response, sometimes followed by tears. 
  “Haven’t you heard? They found him dead last night in his home. 
  They say he was murdered.
  The student then gives choppy directions to the professor’s 
  ofﬁ ce. 
   
  Asking A Professor: Stopping a professor garners an angrier 
  and more elusive answer to the inquiry. 
  The professor looks you up and down, and shoots a look of  deep 
  distain. “Why, are you here to loot the body?” 
  Professor Kelmini was indeed murdered, but for reasons 
  beyond plot of the adventure. Kelmini was having an affair 
  with a young student, who happened to be the daughter of 
  a minor member of the Karnathi embassy. The girl’s father 
  approached Kelmini last night at the professor’s home. And 
  after a bitter argument, the father killed the professor for 
  spoiling the chastity of his daughter. 
   
  The PCs eventually ﬁ nd that the murder is unrelated to 
  their mystery, and even that Delvron Gaunt was not working 
  for Professor Kelmini, but it takes hours of waiting and 
  talking to many associates of the murdered professor. Finally, 
  probably late in the afternoon, a particularly helpful member 
  of Kelmini’s support staff, a young and extremely polite dwarf 
  named Wenrit, tells the PCs the following.
  I’m sorry. Whoever told you that Delvron Gaunt was working for 
  Professor Kelmini was mistaken. I happen to know for a fact that 
  he was working for a professor of  cosmology named Mers Vevel. 
  Professor Vevel typically holds his classes at 7r Scribers Road. 
  That’s where his ofﬁ ce is, in the so-called Society of  Deeper 
  Astral hall. 
  If the PCs question Wenrit about the Society of the Deeper 
  Astral, he tells them something similar to what Patron 
  Helcondate would have (see above), but the dwarf doesn’t 
  worship Heirm as genius, but rather believes the thinker was 
  a “a delusional, overstuffed, and overcomplicated charlatan.” 
  Wenrit feels sorry for poor Mers Vevel, who he believe is an 
  intelligent and talent academic, who became seduced by the 
  theories of that “possessed gnome traitor.” Wenrit knows 
  enough about the writer of the Deviant Celestia to give the 
  PCs an overview of the theories, and a brief history of their 
  proponent. 
   
  It should be obvious at this point that Patron Helcondate 
  lied to the PCs. If the PCs go and search him out at Grea 
  Tower, they ﬁ nd no hint of him. He is hiding out at the Star 
  Over Cyre (see below). 
   
  Society of  the Deeper Astral: Either gaining directions 
  from a cowed Patron Helcondate, or from Professor Kelmini’s 
  helpful assistant, the PCs can easily ﬁ nd the small ramshackle 
  affair on a lonely corner of Scribers’ Road that serves as 
  headquarters for this society of academics and armchair 
  academics interested in the theories and teachings of the Mad 
  Gnome of Wroat. While technically the Society of the Deeper 
  Astral Hall is part of Morgrave University, the building is an 
  REFLECTIONS OF THE MULTIVERSE
  
  14
  old cobbler’s shop only recently converted to lecture hall and 
  residence for its lone faculty member—the recently deceased 
  Professor Mers Vevel. 
   
  When the PCs reach the front door they see the following.
  A small ﬂ ight of  crooked and creaky stairs leads to an unstable 
  porch. Paint peels from the siding of  this building, and boards 
  replaced at least one window. The front door of  the building 
  sports a hastily scrawled note that states “Lectures Cancelled 
  Until Further Notice.” 
  The door isn’t locked. Inside is a former workshop converted 
  to a lecture hall. Across the front doorway is a lectern on a 
  small rise, with pair of slate boards attached to the wall behind 
  it. Uncomfortable benches and chairs are scattered haphazardly 
  in the area prior to the lectern. 
   
  The slate boards are crammed with equations and diagrams 
  of both planar and astrological moments. One such section of 
  the board will undoubtedly peak the PCs’ interest. 
  Scribed in center of  the right-hand slate board, in bold letters, 
  just above a diagram of  celestial movements are the words “Aryth 
  in Tiamat they come.” 
  Further investigation of the surround scribbling yields little else 
  useful to the PCs’ investigation. The diagram of the celestial 
  movements under the familiar sentence is of Aryth’s movement 
  through the constellation of Tiamat, and some of the 
  mathematics hints at the arguments about the true zenith of the 
  conjunction (see the sidebar “Measuring the Zenith” sidebar, 
  above). The other diagrams are scribbling on other subjects 
  related to celestial and cosmic movement. Still, characters with 
  the Investigate or Research feat can piece together some clues 
  (DC 15) among the scattered notes to discover the sentence 
  “Aryth in Tiamat they come” is quotation taken from a treatise 
  on cosmology called Deviant Celesitia. Much of the equations, 
  diagrams and other quotations are taken from the same book. 
  All of the information on the boards is intensely interesting to 
  a true academic. The equations are elegant and graceful, while 
  still being complex and provoking. Some of the theories and 
  diagrams are radically complicated; drawing a learned mind in 
  with plays of logic like honey draws a ﬂ y.
   
  Assuming the PCs went entered the house without 
  knocking, while they are examining the board, the being 
  masquerading as Mers Vevel makes his way from the upstairs 
  loft. He moves silently (Move Silent +3) trying to get the jump 
  on the party. He doesn’t attack, but just wishes to startle them. 
  “It’s fascinating, isn’t it? Belental Heirm’s work is subtle and 
  delicious. His equations are the ﬁ nest wine of  both mathematics 
  and cosmology.” 
   
  The man is tall and thin. He looks haggard with pox-
  marked skin and a light, patchy beard. He wears a long, black, 
  high-collared jacket favored by young and more fashionable 
  professors, but unlike other faculty you have seen, this man wears 
  a longsword at his side. The hilt of  the blade is extremely shiny, 
  and crafted in a fashion like you have never seen. 
  Nur-Zelmor Disguised as Professor Mers Vevel
  Nur-Zelmor guesses why the PCs are here. He knows that 
  meddlers from the Diggers’ Union are investigating the death 
  of the adventurer Delvron Gaunt, and ﬁ gured that fool little 
  gnome that sent Gaunt in the ﬁ rst place was not able to 
  deter their investigation. If the PCs were able to overhear the 
  conversation between Nur-Zelmor and the whisper gnome 
  patron, they have a clear advantage in this encounter, as Nur-
  Zelmor attempts to “cooperate” and “aid” their investigation. 
  Under such an auspice, he tells the PCs the following: 
  “I was sad to hear of  my friend Delvron Gaunt’s death. He was 
  a good man, and I’ll miss him. Gaunt was looking for a rare and 
  wonderful copy of  Belental Heirm’s Deviant Celestia for me. He 
  thought he tracked it down at the home of  an amateur astrologist 
  named Mayus Fellon. That was last night. I can give you the 
  astrologist’s address. 
  With that he tries to push the PCs to Fellon’s home, trusting 
  Beltrudelgald’s ability to deal with interlopers.
   
  If asked about the statement “Aryth in Tiamat they come,” 
  Nur-Zelmor dismisses it as just one of the great Heirm’s 
  many theories; the subject of a recent lecture. The problem 
  with Nur-Zelmor is that thought he looks ad acts like Mers 
  Vevel, and has been briefed about the man and his life by 
  Beltrudelgald, there are bits of information he lacks. For one 
  thing, other than what the man looks like, and the fact that he 
  killed Nur-Zelmor’s beloved familiar, he knows very little about 
  Delvron Gaunt. He constantly refers to the man as “nice, 
  friendly, and hard working” contrary to the disposition of the 
  real Gaunt. He also doesn’t know the exact details of Gaunt’s 
  REFLECTIONS OF THE MULTIVERSE
  
  15
  death. He knows the man left the crook observatory beaten 
  and wounded, and that Beltrudelgald’s nightmare likely did him 
  in, but he does not know that Gaunt etched a clue in his own 
  skin and that same statement just happens to be written on 
  Professor Vevel’s slate board.  
   
  If the PCs questions turn accusatory, and they confront the 
  faux-Mers Vevel about his lack of knowledge about Gaunt, or 
  his trying to stymie their investigation, Nur-Zelmor panics. He 
  activates his mirror image ability, and attempts to ﬂ ee the house. 
   
  Mers Vevel (Nur-Zelmor): hp 15; see “Combat Statistic,” 
  below. 
   
  Tactics: Never leaving his assumed form, Nur-Zelmor’s 
  main goal is to ﬂ ee the area. If given the opportunity, he lets 
  loose a sleep, hoping to debilitate a number of his pursuers. He 
  uses his sword only as a last resort, and will turn it on himself 
  if he thinks the battle is going poorly. It’s better to preserve 
  the secret of his people’s coming, than to become the target of 
  enchantments and mind-intrusive magic. We he dies, he shows 
  his true form—one alien to any creature currently on Eberron.  
   
  Development: If Nur-Zelmor is able to escape, he goes 
  and reports the PCs’ assault to Beltrudelgald. Keep track of his 
  damage, as the PCs will encounter the nerra again. 
   
  Adventuring with Professor Vevel: There is a possibility 
  that the PCs take the faux-Professor Vevel at face for a long 
  time in the adventure. If they return after discovering the path 
  leads to Crook Observatory, they can even get Nur-Zelmor to 
  accompany them to the place. He stays back in all combats, but 
  shifts to his true form when the time is right (either when the 
  goblins give away his cover, or the PCs ﬁ nd the body of the 
  real Professor Veve), in an attempt to ﬁ nish off the pesky PCs 
  before they can stop the plans of the nerra. 
  Scaling the Encounter
   
  2nd-Level Characters (EL 4): Nur-Zelmor is a 3rd-level 
  sorcerer (hp 17); see “Combat Statistics,” below. 
   
  3rd-Level Characters (EL 5): Nur-Zelmor is a 4th-level 
  sorcerer (hp 20); see “Combat Statistics,” below. 
   
  4th-Level Characters (EL 6): Nur-Zelmor is a 5th-level 
  sorcerer (hp 24); see “Combat Statistics,” below. 
   
   
  Tapping Other Resources: PCs can try and ﬁ nd general 
  answers. Use the guidelines of other encounters to given 
  characters wanting to research in the university’s library or 
  questioning other professors a chance to get relevant information 
  about Belental Heirm, the Deviant Celestia, and the coming 
  astrological convergence. Using the library costs 1 gp a day. 
  The Mirrorwright 
  Characters curious about the strange reﬂ ective objects found 
  in Gaunt’s room may want to search for an expert. Not far 
  from Grea Towers is the workshop of Gevgol the Mirrowright. 
  Gevgol is a stodgy, hardworking dwarf craftsman who was 
  once a member of the Diggers’ Union. Today he is known 
  as the best crafter of mirrors in the Five Kingdoms—at least 
  REFLECTIONS OF THE MULTIVERSE
  Combat Statistics 
  MERS VEVEL (NUR-ZELMOR) 
               CR 3  
  Varrot nerra sorcerer 2
  N Medium outsider (extraplanar)
  Init +2; Senses darkvision 60 ft.; Listen +6, Spot +6 
  Languages Common
  AC 15, touch 13, ﬂ at-footed 12; AC 19, touch 12 (16 
  for incorporeal touch attacks), ﬂ at-footed 16 and magic 
  missiles cast at Nar-Zelmore are negated after he casts 
  shield
  hp 15 (3 HD)
  Resist Cold 5, Electric 5, Fire 5; SR reﬂ ective spell 
  resistance 15
  Fort +3, Ref +4, Will +7
  Weakness sonic vulnerability
  Spd 30 ft. (6 squares)
  Atk melee shard longsword +4 (1d8+2/19-20 plus 
  wounding) 
  Base Atk +2; Grp +2
  Sorcerer Spells Known 6/5 (CL 2nd; 1d20+2 to 
  overcome SR)
   
  1st—sleep (DC 15), shield
   
  0—daze (DC 14), ghost sound (DC 13), ray of frost, 
  resistance
  Spell-Like Abilities (CL 3rd; 1d20+3 to overcome SR)
  3/day—disguise self; 1day—mirror image 
  Abilities Str 10, Dex 15, Con 12, Int 11, Wis 14, Cha 17
  Feats Combat Casting, Exotic Weapon Proﬁ ciency 
  (shard longsword)B, Exotic Weapon Proﬁ ciency (shard 
  dagger)B, Spell Focus (enchantment).  
  Skills Concentration +1 (+5 cast defensive), Bluff 
  +7, Diplomacy +7, Disguise +7 (+9 acting), Gather 
  Information +7, Intimidate +5, Listen +6, Knowledge 
  (arcane) +4, Sense Motive +6, Spellcraft +4, Slight of 
  Hand +8, Spot +6. 
  Possessions shard longsword. 
   
  MERS VEVEL (NUR-ZELMOR) 
               CR 4  
  Varrot nerra sorcerer 3
  N Medium outsider (extraplanar)
  Init +2; Senses darkvision 60 ft.; Listen +6, Spot +6 
  Languages Common
  AC 15, touch 13, ﬂ at-footed 12; AC 19, touch 12 (16 
  for incorporeal touch attacks), ﬂ at-footed 16 and magic 
  missiles cast at Nar-Zelmore are negated after he casts 
  shield
  hp 17 (4 HD)
  Resist Cold 5, Electric 5, Fire 5; SR reﬂ ective spell 
  resistance 16
  Fort +4, Ref +5, Will +7
  Weakness sonic vulnerability
  Spd 30 ft. (6 squares)
  Atk melee shard longsword +4 (1d8+2/19-20 plus 
  wounding) 
  Base Atk +2; Grp +2
  Continued on the next page
  
  16
  REFLECTIONS OF THE MULTIVERSE
  Combat Statistics (cont. from page 15)
  Sorcerer Spells Known 6/6 (CL 3rd; 1d20+3 to overcome 
  SR)
   
  1st—color spray (DC 16), magic missile, shield
   
  0—daze (DC 15), ghost sound (DC 14), ray of frost, 
  resistance
  Spell-Like Abilities (CL 4th; 1d20+4 to overcome SR)
  3/day—disguise self; 1day—mirror image 
  Abilities Str 10, Dex 15, Con 12, Int 11, Wis 14, Cha 18
  Feats Combat Casting, Exotic Weapon Proﬁ ciency (shard 
  longsword)B, Exotic Weapon Proﬁ ciency (shard dagger)B, 
  Spell Focus (enchantment).  
  Skills Concentration +3 (+7 cast defensive), Bluff +8, 
  Diplomacy +8, Disguise +8 (+10 acting), Gather Information 
  +8, Intimidate +6, Listen +6, Knowledge (arcane) +4, Sense 
  Motive +6, Spellcraft +4, Slight of Hand +8, Spot +6. 
  Possessions shard longsword. 
  MERS VEVEL (NUR-ZELMOR) 
   
  CR 5 
   
  Varrot nerra sorcerer 4
  N Medium outsider (extraplanar)
  Init +2; Senses darkvision 60 ft.; Listen +6, Spot +6 
  Languages Common
  AC 15, touch 13, ﬂ at-footed 12; AC 19, touch 12 (16 
  for incorporeal touch attacks), ﬂ at-footed 16 and magic 
  missiles cast at Nar-Zelmore are negated after he casts 
  shield
  hp 20 (5 HD)
  Resist Cold 5, Electric 5, Fire 5; SR reﬂ ective spell 
  resistance 17
  Fort +4, Ref +5, Will +8
  Weakness sonic vulnerability
  Spd 30 ft. (6 squares)
  Atk melee shard longsword +5 (1d8+2/19-20 plus 
  wounding) 
  Base Atk +3; Grp +3
  Sorcerer Spells Known 6/7/4 (CL 4th; 1d20+4 to 
  overcome SR)
   
  2nd—touch of idiocy
   
  1st—color spray (DC 16), magic missile, shield
   
  0—daze (DC 15), ghost sound (DC 14), ray of frost, 
  resistance, touch of fatigue (DC 14)
  Spell-Like Abilities (CL 5th; 1d20+5 to overcome SR)
  3/day—disguise self; 1day—mirror image 
  Abilities Str 10, Dex 15, Con 12, Int 11, Wis 14, Cha 18
  Feats Combat Casting, Exotic Weapon Proﬁ ciency (shard 
  longsword)B, Exotic Weapon Proﬁ ciency (shard dagger)B, 
  Spell Focus (enchantment).  
  Skills Concentration +6 (+9 cast defensive), Bluff +8, 
  Diplomacy +8, Disguise +8 (+10 acting), Gather Information 
  +8, Intimidate +6, Listen +6, Knowledge (arcane) +4, Sense 
  Motive +6, Spellcraft +4, Slight of Hand +8, Spot +6. 
  Possessions shard longsword. 
   
  MERS VEVEL (NUR-ZELMOR) 
   
  CR 6 
   
  Varrot nerra sorcerer 5
  N Medium outsider (extraplanar)
  Init +2; Senses darkvision 60 ft.; Listen +6, Spot +6 
  Languages Common
  AC 15, touch 13, ﬂ at-footed 12; AC 19, touch 12 (16 
  for incorporeal touch attacks), ﬂ at-footed 16 and magic 
  missiles cast at Nar-Zelmore are negated after he casts 
  shield
  hp 24 (6 HD)
  Resist Cold 5, Electric 5, Fire 5; SR reﬂ ective spell 
  resistance 18
  Fort +4, Ref +5, Will +8
  Weakness sonic vulnerability
  Spd 30 ft. (6 squares)
  Atk melee shard longsword +5 (1d8+2/19-20 plus 
  wounding) 
  Base Atk +3; Grp +3
  Sorcerer Spells Known 6/7/5 (CL 5th; 1d20+5 to 
  overcome SR)
   
  2nd—invisibility, touch of idiocy
   
  1st—color spray (DC 17), expeditious retreat, magic 
  missile, shield
   
  0—daze (DC 16), ghost sound (DC 14), ray of frost, 
  resistance, touch of fatigue (DC 14)
  Spell-Like Abilities (CL 5th; 1d20+5 to overcome SR)
  3/day—disguise self; 1day—mirror image 
  Abilities Str 10, Dex 15, Con 12, Int 11, Wis 14, Cha 18
  Feats Combat Casting, Exotic Weapon Proﬁ ciency 
  (shard longsword)B, Exotic Weapon Proﬁ ciency (shard 
  dagger)B, Greater Spell Focus (enchantment), Spell Focus 
  (enchantment).  
  Skills Concentration +6 (+9 cast defensive), Bluff +8, 
  Diplomacy +8, Disguise +8 (+10 acting), Gather Information 
  +8, Intimidate +6, Listen +6, Knowledge (arcane) +4, Sense 
  Motive +6, Spellcraft +4, Slight of Hand +8, Spot +6. 
  Possessions shard longsword. 
  Varrot Nerra Special Abilities
  Nur-Zelmor has the following special abilities no matter the 
  level of play: 
   
  Mirror Jump (Su): Nerras can move through mirrored 
  and reﬂ ective surfaces at will. The effect is similar to 
  shadow 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. 
   
  Reﬂ ective Spell Resistance (Sp): a spell resisted 
  bounces off and is reﬂ ected back to the caster. The caster 
  becomes either the spell’s target or the point of origin for 
  the spell’s effect, as appropriate. 
   
  Sonic Vulnerability (Ex): All nerras take half again as 
  much (+50%) damage as normal from an attack involving 
  sonic energy, regardless of whether a saving throw is 
  allowed, of the save is a success or failure. 
         Shard Weapon: Nerras’ swords and daggers are 
  made out of the substance of their plane. Resembling the 
  shards of a broken mirror that have been set into a shiny 
  hilt, they look deceptively fragile. In the hands of someone 
  with and Exotic Weapon Proﬁ ciency in the weapon they 
  are a +2 wounding weapon. Those without the feat wield 
  it awkwardly (-4 penalty to attack rolls) and don’t beneﬁ t 
  from the wounding effect. 
  
  that’s the claim by Breland’s upper class. He grudgingly takes 
  time to answer the character’s questions about the strange 
  stones as he works on a large 20-foot long mirror for the king. 
  If the PCs show him the rocks he says the following. 
  “Interesting. This is one of  the most fascinating things I’ve seen 
  in all my years. I’ve seen reﬂ ective surfaces made from silver, 
  polished steel, and even mithral, but this isn’t metal despite its 
  appearance. It’s some kind of  ﬂ esh. These things are not from 
  this world.”
   
  If the PCs ask whether he has heard of or encountered a 
  creature with ﬂ esh like mirrors, he looks worried, and ushers 
  the PCs to a quite corner. 
  “Repeat this and I’ll call you all liars. And I have the ear of  the 
  king, so that’s no small threat.” The dwarf  mops his sweaty, bald 
  head, looks around the corner making sure his apprentices are 
  out of  earshot and continues.  
   
  “Over the past month I have seen things in mirrors; manlike 
  creatures moving there. They had mirrorlike skin. It makes them 
  hard to see, but I’d capturer a glimpse every so often. I thought it 
  was overwork; my mind playing tricks on me. 
   
  “One night I was working late on a big mirror—the one I was 
  working on before this one. I began to doze off  and then I heard 
  a voice. I called me by name. It said ‘Gevgol, we are coming 
  and we could use your help.” It scared the daylights out of  me. 
  I wasn’t sure it was a dream or some horror calling from Xoriat. 
  I destroyed the mirror. Just to be safe. I didn’t think the mirror 
  creatures were real, but after seeing what you’ve brought I am not 
  sure.” 
   
  He points to the mirror he was working on. “This new one is 
  my second attempt at King Boranel’s mirror, and, if  you’ll excuse 
  me, I have to get back at it. I’m way behind deadline.”  
  Star Over Cyre 
  Delvron Gaunt’s favorite tavern is a dive called the Star Over 
  Cyre. A basement tavern, it lies under an underused warehouse 
  not far from the docks on the Howling River. It’s hard to ﬁ nd, 
  and that’s how its regulars—many Cyran refugees or Last War 
  veterans—like it. 
  Splinters of  lights stab through the cracks of  shuttered windows 
  and then on through the smoky gloom of  this basement tavern. 
  A greasy, fat hobgoblin serves drinks behind the bar.  He hardly 
  acknowledges newcomers. A raised lip and a bit of  yellow fang 
  are all one gets. Patrons retreat into the shadowy corners of  the 
  place, trying hard not to be notice.  
  If Patron Helcondate successfully ﬂ ed from the PCs, he’ll be 
  found here, drowning his sorrows in Cyran whiskey. Drunk as 
  he is, the PCs should have little trouble getting him to spill all 
  he knows (+4 circumstance bonus to Intimidate or Diplomacy 
  checks; Helcondate starts as indifferent). Use the information 
  from the “Patron Helcondate” section as guidelines to what he 
  tells the PCs. 
   
  Nurguk the barkeep knew Delvron Gaunt mostly as the 
  person who paid the rent with his relentless alcoholism. He has 
  little else nice to say about the digger. 
  “A pretty miserable fellow with a huge chip on his shoulder. But 
  he was steady. He was here at least once a day, and always took a 
  bottle with him.”
  The only other person in the bar that knows him is a shifter 
  named Shyva the Red, a ﬁ ery-haired beasthide with and equally 
  ﬁ ery temper. Nurguk tells the PCs that she and Gaunt were 
  once an item.
  “Maybe they still were together. It’s hard to tell. All they seem to 
  do is ﬁ ght. She’s in the back room. She lives there. Hires herself  
  out as a merc or bodyguard sometimes. You can go see her, but 
  watch how you talk to her. She’ll rip your lungs out given half  a 
  reason. She has privacy issues.”
  Shyva’s room is around the corner from the bar, past a table of 
  skittish changelings. The door is unlocked, but if the PCs invite 
  themselves in, they are in for a red fury of she-shifter. Shyva 
  rages and does as much damage as possible before killed or 
  subdued. She has severe privacy issues. 
   
  Shyva the Red: Female shifter barbarian 2; hp 18; see 
  “Combat Statistics,” below. 
   
  If the PCs can deal with Shyva with tact and respect they 
  can get good information from her. If she feels insulted or 
  slighted (especially if she feels the PCs are trying to violate her 
  privacy) she attacks without reservation.
   
  Shyva was the last person to see Delvron Gaunt alive. 
  Before the digger collapsed in his Grea Tower cell last night, 
  he came to the Star of Cyre and picked up a bottle. Shyva was 
  gone when Delvron Gaunt came in, but she talked to him 
  17
  REFLECTIONS OF THE MULTIVERSE
  Shyva the Red
  
  before he left. By the time Shyva saw him Gaunt was already 
  very intoxicated. He told the shifter that goblins and an iron 
  defender roughed him up pretty bad on a job, but that wasn’t 
  the strangest thing he saw. 
  “The was a manlike thing with an impish creature that walked 
  out of  a mirror. Their skin was shiny, and reﬂ ective, like they 
  were made of  mirrors themselves. I think there are more of  them 
  behind the mirrors, waiting to come through when the stars are 
  right.” 
   
   
  Shyva attributed the tale to a drunken imagination and 
  an encounter with some polished warforged. “Gaunt wasn’t 
  making a bit of sense,” she says. He told her that he killed the 
  impish creature, and he thought it was some kind of familiar 
  from the mirrorish humanoid’s reaction to his death. Shyva told 
  him to go home and sleep it off. 
   
  The shifter shows little reaction if told of Gaunt’s death. 
  Combat Statistics 
  SHYVA THE RED 
   
  CR 2 
   
  Female beasthide shifter barbarian 2 
  CN Medium humanoid (shapechanger)
   
  “You’ll be leaving or you’ll be dead!
  Init +2; Senses low-light vision; Listen +0, Spot +0 
  Languages Common
  AC 16, touch 12, ﬂ at-footed 14
  hp 18 (2 HD)
  Fort +5, Ref +2, Will +2
  Spd 40 ft. (8 squares)
  Atk melee greateaxe +5 (1d12+3/x3) 
  Base Atk +2; Grp +4; Grp +4 when raging
  Atk Option rage 1/day (lasts for 6 rounds then 
  fatigued), shifting 1/day   
  Abilities Str 15, Dex 15, Con 14, Int 10, Wis 10, Cha 
  6
  Feats Iron Will
  Skills Climb +6, Jump +6, Survival +5, Swim +5
  Possessions masterwork chain shirt, masterwork 
  great axe, 5 gp.
  Rage (Ex): 1/day—hp 22; AC 14, touch 10, ﬂ at-
  footed 12; Grp +6; Atk or Full Atk +7 melee (1d12+6/
  x3 masterwork greataxe); SV Fort +7, Will +4; Str 
  17, Con 16; Climb +8. Jump +8, Swim +7; lasts for 6 
  rounds then fatigued. 
   
  Shifting (Su): 1/day—hp 22; AC 18, touch 
  12, ﬂ at-footed 16; SV Fort +7, Con 16; lasts for 6 
  rounds.
   
  Power-up Suite (Shifting with Rage)—hp 24; 
  AC 16, touch 12, ﬂ at-footed 14; Grp +6, Atk or Full 
  Atk +7 melee (1d12+6/x3, masterwork greataxe); SV 
  Fort +9, Will +4; Str 17, Con 18; Climb +8, Jump +8, 
  Swim +7; one lasts for 6 rounds, the other lasts for 
  seven rounds. When rage is over Shyva is fatigued.  
  “Good. He was a bastard. I spent too much time in my life 
  fretting over him. “
  She actually is really torn up about his death (Sense Motive DC 
  10), but she is not going to let anyone see it, and if any PCs 
  suggest it, she attacks (the whole privacy thing). She is also 
  surprised the wounds she saw last night killed him. She’d seen 
  Gaunt with worse. 
   
  The only other bit of information Shyva has is a hint of 
  the location where Gaunt fought the goblins and the mirror-
  man. 
  “He said it was in some tower out of  town. A star tower or 
  something like that.”
  PCs at this point may start looking for observatories. They ﬁ nd 
  the Crook Observatory by late evening. Go straight to Part
  Four: Crook Observatory. 
  PART THREE:
  5A KING’S CIRCLE 
  ON SECCURAN 
  Led by the address found on Delvron Gaunt, or by the prodding 
  of the faux-Mers Vevel the PCs are likely to investigate this 
  address. When they arrive, they ﬁ nd the following.
  A simple but nice brownstone belongs to the address on Gaunt’s 
  note. This two-story home is crammed among similar houses, 
  which stretch down King’s Circle in both directions.  Its small 
  front yard is crammed with ﬂ owers and kitschy garden statues. 
  Lace curtains grace each clean and sparkling window. 
   
  Not far from Hawker Market, afﬂ uent members of  the royal 
  bureaucracy favor this neighborhood. 
  If the PCs knock on the door a small and plump matronly 
  woman wearing a ﬂ owery dress greets them. She looks a little 
  shocked when seeing a group of adventurers at her door, but 
  after the initial shock, responds with a gentle kindness. 
  “Please come in for some tea. You look like such interesting 
  people and I haven’t had company for a while.” 
  If the PCs just want to ask their questions, Laile Fellon parlays 
  the offer of tea with the PCs’ curiosity.
  “Conversations go so much better with tea. Come in and we’ll 
  chat all you want.”
   She escorts the PCs through a hallway crammed with 
  bookshelves and stands ﬁ lled with ceramic dishes and 
  knickknacks. “Mind your swords,” she warns them. “Don’t 
  ruin my precious things,” she adds with a smile and a little 
  giggle.  Around the corner is a study and tearoom. It’s a plush 
  affair with a quaint table and dainty but comfortable chairs. 
  18
  REFLECTIONS OF THE MULTIVERSE
  
  Laile retreats into what must be the kitchen and quickly returns 
  with a tea and sandwich tray. She invites the PCs to sit, and 
  starts pouring tea for all of them. Use “Illustration 3” to help 
  illustrate this scene.
   
  Paranoid PCs may be very suspicious of the tea, cucumber 
  sandwiches, and raspberry scones Laile Fellon serves. There is 
  no need to be, none are poisonous or harmful in any way, and 
  all are actually very tasty. 
   
  Throughout the meal Laile answers questions posed by the 
  PCs. She answers them politely, but isn’t very helpful in her 
  answers. This is because the PCs aren’t talking to Liale Fellon. 
  Mrs. Fellon is dead, her body stuffed in a kitchen pantry. The 
  woman acting as tea host is the dusk hag, Beltrudelgald.
   
  The dusk hags main goal in answer the PCs question is to 
  roadblock their investigation. The following are some sample 
  questions and Beltrudelgald’s answers. 
  Q: Do you know Delvron Gaunt?
  “I don’t think so. Is he a friend of  yours? I don’t know many 
  adventurers. I don’t think I know any, really. Do you live exciting 
  lives? Tell me about it, but keep the details clean, we are eating.”  
  Q: He had a slip of  paper with your address on it. Do you know why he 
  would have that?
  “My goodness, no! Do you think he’s a thief? Do you think he 
  was ‘casing’ my house…that’s what criminals say, ‘casing,’ right? 
  My goodness, maybe I should lock up all my precious things.
  Q: Do you live here alone?
  “No, no. My husband Mayus lives here too. But he is out of  town 
  right now. He’s visiting his cousin in Sharn. Why, your not thieves 
  are you. Are you going to steal my precious things?”
  Q: What does your husband do? 
  “He’s retired. He used to work for the royal bureaucracy, but now 
  he spends his time watching the stars and studying astrology. He 
  has always loved the stars.” 
  Q: When does your husband get back?
  “Not for another week.” 
  Throughout this conversation, the dusk hag lies. Because 
  the PCs have never met Laile Fellon, it’s harder than normal 
  to detect the falsehoods. Throughout the conversation 
  Beltrudelgald’s Bluff bonus is a +8. Roll the PCs’ Sense Motive 
  secretly. If they beat her Bluff for any question, they have an 
  idea that the older woman is not being entirely honest. If a 
  PC beats here roll by 15 or more, they get the hunch that this 
  woman is not who she appears to be. 
   
  If confronted about the untruths, or if the PCs even begin 
  searching the house, Mrs. Fellon becomes angry, insisting that 
  the PCs leave. If things escalate, see “Confronting the Hag,” 
  below. 
  A Hug Before You Go?
  If the PCs swallow Laile Fellon’s story, or decide to leave to 
  come back later and investigate further (maybe while Laile is 
  asleep?), Mrs. Fellon attempts to give them each a gentle hug 
  on the way out. As she does, she thanks them for the good 
  conversation and company.
   
  What Beltrudelgald is actually doing is bestowing her 
  nightmare touch on each PC. The next time they go to sleep, 
  have them make a DC 16 Will save. Characters who fail take 
  1d10 points of damage, and a robbed of a restful sleep. They 
  19
  REFLECTIONS OF THE MULTIVERSE
  
  are fatigued the next morning and can’t regain arcane spells for 
  another 24 hours, if they are still living that is. 
   
  When Gaunt met Mrs. Fellon, it was actually Beltrudelgald 
  in disguise, and her hug is what killed the digger. It may have 
  the same effects on some PCs. 
   
  PCs who would rather keep their personal space personal, 
  aren’t pushed by Laile Fellon, though the old woman pouts a 
  little and chides them for their antisocial behavior.
  Confronting the Hag
  Many adventurers may push the encounter with Mrs. Fellon. 
  They may start poking around her house, or return at night to 
  covertly search the place. If pushed, Beltrudelgald reverts to 
  her true form (use “Illustration 4” to help describer her) and 
  attempts to ﬂ ee the scene. 
   
  Beltrudelgald: hp 39; see “Combat Statistics,” below. 
   
  Tactics: The dusk hag’s main goal is escape. Her ﬁ rst step 
  is to move and then slow down here opponents with a fog cloud.  
  Once out of sight she ducks out of sight and uses her disguise 
  self ability to appear as a common tradesperson and mix in with 
  the citizens of Wroat in the nearby Hawkers Market. If she 
  gets this far, she is as good as gone. 
   
  Note: If the nerra sorcerer Nur-Zelmor escaped the PCs to 
  warn Beltrudelgald, he pops out of a closet during this ﬁ ght to 
  help cover the night hag’s escape. He ﬁ ghts to the death, and 
  avoids being captured if possible. 
  Combat Statistics
  BELTRUDELGALD THE DUSK HAG 
  CR 4
  N Medium monstrous humanoid
  “I am your worst nightmare.” 
  Int +1; Senses darkvision 60 ft.; Listen +6, Spot +6
  Languages Common; Giant, Infernal
  AC 21, touch 11, ﬂ at-footed 20 
  hp 39 (6 HD); DR 5/cold iron and magic
  Immune charm, sleep and fear effects
  SR 20
  Fort +4, Ref +6, Will +10
  Spd 30 ft. (6 squares)
  Atk melee 2 claws +9 (1d4+3) 
  Base Atk +6; Grp +9
  Special Atk nightmare touch (DC 16)
  Spell-Like Abilities (CL 6 1d20+6 to overcome SR): 
  At will—detect magic; 3/day—augury, disguise self, 
  dream, fog cloud, tongues, zone of truth (DC 13) 
  Abilities Str 17, Dex 12, Con 15, Int 14, Wis 16, 
  Cha 13
  Feats Ability Focus (nightmare touch), Alertness, 
  Iron Will
  Skills Concentration +7, Hide +5, Knowledge 
  (arcana) +7, Knowledge (the planes +10, Listen +6, 
  Move Silently +5, Sense Motive +15, Spot +6
   
  Nightmare Touch (Su): With a successful 
  touch attack, can plague enemy with a night of 
  troubled sleep. Save DC 16 Will or victim suffers 
  effect of the nightmare spell when he or she 
  attempts to sleep. 
   
  Insight (Su): When a dusk hag dreams, she 
  occasionally and inexplicably gains ﬂ ashes of insight 
  about past, present, and future events. This ability 
  cannot be controlled and serves as a plot device. 
   
  Skills: Dusk hags are perceptive and gain a +4 
  racial bonus on Sense Motive checks. This bonus 
  has been added to her stats. 
  Searching the Home
  Not only does searching the house turn up the body of the 
  real Mrs. Fellon, a careful search of the place (DC 20) also 
  uncovers Mayus Fellon’s private papers, including a title for a 
  bit of land outside town. On that land he built an observatory. 
  The PCs also ﬁ nd a drawn portrait of the couple, which may 
  help the PCs identify the body of Mayus Fellon when they ﬁ nd 
  it in the observatory (area 3). 
   
  Searching further through the house, it becomes obvious 
  that Mayus Fellon’s real love was astrology and cosmology. His 
  small ofﬁ ce, tucked away upstairs, has many volumes on those 
  subjects. The top of his desk is bear except for a schematic 
  20
  REFLECTIONS OF THE MULTIVERSE
  
  and a single book. The book is a rather ordinary abridged copy of 
  the Deviant Celestia by Belental Heirm. It is open to a chapter titled 
  “Conjunctions to Conterminiousness.” A quick read by a learned 
  character (at least one rank in Knowledge [arcana] or [the planes]) 
  ﬁ nds that the chapter insists there are more than 13 planes, and 
  that conjunctions of celestial items are harbingers to times when 
  these rogue planes become coterminous with Eberron. One 
  particular paragraph is of particular interest. 
  “Such coterminous states with these rogue planes are rare and 
  wonderful events. If  my calculations are correct, the next one will 
  occur hundreds of  years in the future. What such an event heralds 
  is anyone’s guess, as we have absolutely know idea of  what ilk of  
  creature could inhabit the rogue planes. I will just say this: Aryth in 
  Tiamat they come. Then we will know for certain if  I am correct in 
  my calculations.”
  The schematic is that of the Crook Observatory, Mayus Fellon’s 
  home-away-from-home. A quick overview of the plans notices 
  that it has an interesting way of viewing the stars using a magical 
  machine that ﬁ lters light through a dragonshard and projects 
  images on a series of mirrors. 
  PART FOUR:
  CROOK OBSERVATORY
  By searching the Fellon home, or by virtue of a conversation with 
  Shyva the Red, the clues to the mystery of Gaunt’s death should 
  lead to the Crook Observatory. On a lonely outcrop just east of 
  Wroat, the observatory overlooks the thorps and villages that cling 
  to the Howling River. 
   
  As the PCs approach a strange storm begins to swirl around 
  the area. A successful Knowledge (nature) check (DC 10) 
  conﬁ rms that it is not a thing of nature, but rather something 
  “otherworldly.” A successful Knowledge (the planes) check (DC 
  15) conﬁ rms that the storm looks similar to some coterminous 
  activities focused on a localized area, but there is no known planar 
  conjunction that should occur here or now. 
  1. Courtyard (EL 0)
  The following text assumes the PCs are approaching the 
  observatory by way of the main path from the west. Coming off 
  the path in a northwesterly direction also give them a glimpse to 
  the west door on the ground level. Use “Illustration 5” to help 
  describe this area. 
  The strange storm that’s blown in increases and supernatural 
  thunderheads swirl around the Crook Observatory. Hard rain and 
  small chunks of  hail pummel the ground, and fall harder by the 
  minute.  Sporadically the icy and rainy gloom is cleaved by purple-
  tinged lightning that reaches down and crackles along the sides to 
  the observatory’s tower, but does no damage to the structure. 
   
  The observatory sits atop a steep hill. A door, the only obvious 
  entrance to the structure, stands at the base of  the hill, just beyond an 
  overgrown courtyard surrounded by a spiked iron fence. The gateway 
  to the courtyard appears locked with a heavy chain and padlock. 
  21
  
  Closer examination of the gate ﬁ nds the padlock and chain to 
  be broken and useless, but was purposely propped upon the 
  gate to make it seem secure from a distance. The tangle of 
  vines and shrubs that choke the courtyard are difﬁ cult terrain, 
  but a clear path leads from the gate to the western door. A 
  search of the area to the left of the northern doors (Search 
  DC 15) uncovers the remains of an iron defender, obviously 
  purposely hidden in the underbrush. Further investigation 
  ﬁ nds that a shard from one of its teeth are missing, and that 
  the metal shard the PCs may have found in one of Delvron 
  Gaunt’s wounds, matches that missing section of tooth 
  exactly—Gaunt was deﬁ nitely here. 
   
  Development: From the courtyard the PCs can enter area 
  2 from either the western door, or the locked northern door. 
   
  2. Goblins!? (EL 1 or 3)
   
  Light: A number of continual ﬂ ame orbs on the ceiling, 
  illuminating this entire chamber. 
   
  Auras: faint evil (goblins)
  The northern door is locked (average lock, DC 25), and the key 
  is lost. The western door’s look was recently sundered, and the 
  door opens easily. Beyond both doors is a large, nearly empty 
  storage room. 
  Magical light ﬂ oods this chamber in stark contrast to the gloom 
  outside.  It’s almost empty. The only object of  note is a statue 
  of  Dol Arrah, the Sovereign Host deity of  Honor and Sacriﬁ ce 
  standing near the western doors. Well that and the goblins 
  standing around the statue. 
  The goblins have been tasked to guard this chamber. This place 
  is a rarely used storeroom. A DC 12 Knowledge (arcana) check 
  reveals the magic circle as fake. It’s just a strange decoration, 
  maybe placed to deter thieves. The statue is marble, very heavy, 
  and rather kitschy.  
   
  Goblins (4): hp 7, 6, 4, 3; see Monster Manual; these goblins 
  have a variety of melee weapons. One has a spear, two have 
  short swords, and the other has a morningstar. They all have 
  light crossbows.  
   
  Tactics: The goblins fulﬁ ll their duty as guards to a 
  lackluster degree. If the characters enter by the southern door, 
  most of the goblins seek a degree of cover around the statue, 
  squeezing off bolts with impunity. At least one of the goblins 
  goes to retrieve Fegriss the Dragon’s Eye from the study (area 
  2). 
   
  If the PCs enter by the western doors, things become more 
  frantic. Unless the PCs opened the door by extremely noisy 
  means (such as breaking it down) the goblins are surprised 
  at the PCs’ entrance through what they thought was a secure 
  egress. Give the PCs a surprise round. Even when the goblins 
  get to act, they make a mad scramble for the study. 
   
  Without the aid of their adept, the group is fairly spineless, 
  and hesitates to engage in melee unless forced. Within the 
  presences of Fegriss, they are solid combatants, willing to 
  die then to show cowardly behavior in front of the Dragon’s 
  Eye. If Fegriss dies in the midst of combat, the goblins 
  scatter, attempting to ﬂ ee the tower by the safest path. While 
  escape is optimal, they choose surrender over death given the 
  opportunity. 
   
  Development: After Fegriss is dispatched, captured and 
  questioned goblins can illuminate what’s going on in the Crook 
  Observatory. They explain that Fegriss serves Beltrudelgald, 
  who killed the former owner of the observatory. The goblins 
  know about the mirror man, that he is now masquerading 
  as the human professor that once worked with the dusk hag. 
  These were some of the goblins that attack and drove back 
  Delvron Gaunt. The bodies of the others are stacked in the 
  “Reeking Room.” 
   
  If Mers Vevel has accompanied the PCs to this point, the 
  goblins are cowed and silent. They avoid looking at him, and a 
  successful Sense Motive check (DC 20) gives a PC the hunch 
  that the goblins are deathly afraid of Mers, but it takes nothing 
  short of magical cohesion or pure intimidation (DC 13—the 
  DC is increased due to the goblin’s fear of the mirror man) to 
  get a goblin to reveal Vevel as a “mirror man.”
  Scaling the Encounter 
   
  2nd-Level Characters (EL 2 or 4): There are 5 goblins in 
  this room (hp 7, 6, 4, 4, 3); one goblin is armed with a spear, 
  two are armed with short swords, two of the goblins are armed 
  with morningstars, and all have light crossbows.  
   
  3rd-Level and 4th-Level Characters (EL 3, 5 or 6): 
  There are 8 goblins in this room (hp 7, 6, 6, 5, 4 4, 4, 3); two 
  goblin are armed with a spear, two are armed with short 
  swords, and four of the goblins are armed with morningstars, 
  and all have light crossbows.  
  3. Study (EL 2 or 3) 
   
  Light: A number of continual ﬂ ame orbs on the ceiling, 
  illuminating this entire chamber.
   
  Auras: faint evil (Fegriss)
  This large chamber is littered with books that were probably 
  once arranged in its many bookshelves. It also holds a large 
  table, a chest, and 6-foot-tall mirror. Among one particular pile 
  of  books is a bright orange goblin, his face decorated in greenish 
  black tattooed symbols, similar to the ones found on the knife in 
  Delvron Gaunt’s death grip. His robes are long, black, and rather 
  ornate for goblin’s garb. Red and orange embroidered dragons 
  and ﬂ ames wind their way up the fabric. He wears a pointed 
  hat, decorated with feathers, trinkets and semiprecious stones. 
  He lifts his sickle threateningly, as yellow toothy grin stretches 
  across his leathery face. 
  Once Fellon’s study and workshop this place is now to lair of 
  a goblin adept of the Dragon Below, called the Dragon’s Eye 
  by those as revere him, he is an agent of a ﬁ endish dragon of 
  Khyber known as Beruzzul. Fegriss, fashioning himself as an 
  arcane scholar, spends his time paging though Fellon’s various 
  books and notes. It was the goblin who scattered the books 
  about the ﬂ oor and table to better compare their secrets. He 
  is both perturbed and excited to be disturbed, as he enjoys the 
  thrill of combat, and believes he is invincible. 
  22
  REFLECTIONS OF THE MULTIVERSE
  
  REFLECTIONS OF THE MULTIVERSE
  23
  Crook Observatory
  1 square = 5 feet.
  Note: The map elements for 
  rooms 2, 3, 4, 5 and 7 are from 
  tiles that can be found in the 
  Dungeons & Dragons Basic Game. 
  Versions of these tiles were also 
  distributed as part of WORLDWIDE 
  DUNGEONS & DRAGONS GAME DAY 
  2005, for the adventure Lair of  the 
  Mad Alchemist. Tracking down and 
  using these tiles is recommended, 
  as it will speed your game play 
  through the Crook Observatory. 
  
   
  Fegriss the Dragon’s Eye: male goblin adept 3; hp 12; see 
  “Combat Statistics,” below. 
   
  Tactics: Alone, or joined by the goblins from the entrance 
  to the observatory, Fegriss is a cunning tactician, who uses his 
  repertoire of spells to support his position and dwindle his 
  opponents. He targets the biggest toughest ﬁ ghter with his 
  cause fear. He’ll try to foil archers with the obscuring mist, and 
  saves his burning hands for when it can do the most damage. 
   
  Books: The bookshelves are empty. Their former contents 
  litter the ﬂ oor and table. The many books that litter the ﬂ oor 
  are on a variety of subjects, from astrology, cosmology, to 
  politics and folklore from far-off lands. Fegriss has them 
  arranged in a pattern that only he can ﬁ nd any reason to. While 
  some of the books are sure to be interesting to the PCs, at this 
  point there is little time to pursue them. There is no copy of 
  the Deviant Celestia among the books 
   
  Table: Beside the books, there is a lantern, three ﬂ asks of 
  oils, rolls of parchment, pens, some arcane material (enough 
  for an entire spell component pouch), a small vial ﬁ lled with 
  a ﬁ ne powder, and some old and moldy bread.  A piece of 
  parchment is attached to the neck of the bottle by way of a 
  blue ribbon. “Sprinkle and see,” is written on the parchment. 
  The dust in the vial is a single use of dust of  appearance. 
   
  Chest: The chest holds blankest a pillow and a pair of 
  ridiculous looking ﬂ annel pajamas. Mayus Fellon stashed these 
  here for late night working. At the bottom of the chest is also 
  a ﬂ ask of alchemist’s spark (see Eberron Campaign Setting page 
  120), stashed here purely for security reasons. 
   
  Mirror: With the connection to Spequlum being so close, 
  the mirror in this chamber does not function normally. Rather 
  than showing a reﬂ ection of the room, it is a visual gateway 
  into the realm of the nerra. Those peering into the mirror 
  see a misty landscape obscured by a mass of mirror-skinned 
  humanoids. These strange reﬂ ective people huddle up to the 
  mirror, and look at the PCs and the world beyond intently, 
  almost longingly, as they claw toward the mirror’s edge, and 
  press up to the border on the other side. If a PC places his 
  or here ear on to the mirror they can hear faint and indistinct 
  clambering from beyond. 
   
  Hitting this glass and silver mirror forcefully shatters it, 
  breaking this mirror’s conduit between Eberron and Spequlum. 
  The shards act like normal mirrors. 
   
  Development: The door on the east wall leads directly to 
  the “Reeking Room.”
  Scaling the Encounter
   
  2nd-Level Characters (EL 3 or 4): Fegriss advances to a 
  4th-level adept; hp 16; see “Combat Statistics,” below. 
   
  3rd-Level Characters (EL 4 or 5): Fegriss advances to a 
  5th-level adept; hp 21; see “Combat Statistics,” below.
   
  3rd-Level Characters (EL 5 or 6): Fegriss advances to a 
  6th-level adept; hp 26; see “Combat Statistics,” below.
  4. Reeking Room (EL 0) 
   
  Light: A continual ﬂ ame orb lights this chamber. 
  Fellon called this place his planning room. Here he drew the 
  schematics for what would later become the cosmic machine 
  on the plaster walls of this chamber. After Beltrudelgald 
  ﬁ nished analyzing Fellon’s schematics, and marked her own 
  modiﬁ cations to the cosmic machine, the goblins started using 
  this place as a makeshift morgue. The three goblins Delvron 
  Gaunt killed when he assaulted the observatory are temporarily 
  placed to rest here until it is safe to move their bodies out 
  of the observatory, as is the body of Mers Vevel and Mayus 
  Fallon. They’ve begun to stink. 
  When the door opens, a whiff  of  stale air brings with it the reek 
  of  morbid decay. This small chamber is devoid of  furniture, but 
  the rotting bodies of  three goblins and two humans are piled like 
  cordwood in the far corner. 
   
  The stark-white plaster walls of  this room are crammed with 
  drawings, bits of  text, and mathematical equations, scribed in 
  Common with a deliberate and neat hand—deﬁ nitely not the 
  work of  goblins and their ilk. Here and there are notes in the 
  Goblin alphabet. The drawings detail the observatory tower, and 
  a strange pillar of  glass encasing bubbling liquid that shoots 
  up its center. One drawing labels this pillar as “the Cosmic 
  Machine.” 
  PCs knowledgeable in magical devices (Knowledge [arcana] or 
  artiﬁ cer knowledge DC 15) can learn both the original function 
  of the cosmic machine and—if they can read Goblin—how 
  it has been modiﬁ ed to rend the very fabric of the multiverse. 
  A successful Knowledge (the planes) check (DC 15) or a 
  successful analyzing of this clue by a character with the 
  Investigate feat (Search DC 15) draws the conclusion that such 
  a rend would allow creatures from beyond this world entrance 
  onto Eberron. 
  5. Prototype Machine (EL 0)
   
  Light: A continual ﬂ ame orb lights this chamber. 
   
  Aura: Strong conjuration magic (the prototype machine). 
  This room is empty except for a glass cylinder reinforced with 
  iron bands standing in the far corner of the room. The cylinder 
  is ﬁ lled with a bubbling bluish liquid. It is bolted to the ground, 
  as is a small control panel at is base. That panel has a single 
  lever positioned up. 
   
  The cylinder is a prototype of the cosmic machine’s power 
  and focus liquid. The PCs can turn it on by lowering the lever 
  on the control panel. When they do, the device glows and 
  crackles with a blue electrical aura. Within moments (less than 
  a round) the aura expands out to the squares adjacent to the 
  prototype machine. Each time a living creature enters or stays 
  within one of those squares it must succeed a DC 12 Fortitude 
  save or be stunned for a round. The character that activated the 
  machine is allowed a DC 15 Reﬂ ex saving throw to jump out 
  of the way before the aura engulfs the character. 
   
  While the prototype machine holds no real danger for the 
  PCs, it does serve to warn them of some of the danger in the 
  tower (see area 6, below). 
  6. The Tower (EL variable)
  Light: The crackling blue eldritch aura of the cosmic 
  REFLECTIONS OF THE MULTIVERSE
  24
  
  machine lights the entire tower in a eerie light. 
  Auras: Overwhelming conjuration magic (the cosmic 
  machine). 
  As soon as the PCs enter this room, the conjunction 
  of Aryth and Tiamat is at its zenith, and cosmic machine 
  begins it ﬁ nal cycle to bring the nerra to Eberron (you’ll want 
  to start keeping strict track of rounds from this point on; 
  see “Development,” below). Looking up the characters can 
  see the entire inside of the Crook Observatory tower (use 
  “Illustration 6” to help describe this). 
  Combat Statistics 
  FEGRISS THE DRAGON’S EYE 
   
  CR 2 
  Male goblin adept 3
  CE Small humanoid (goblinoid)
  Init +3; Senses darkvision 60 ft.; Listen +2, Spot +2 
  Languages Common, Goblin; Draconic
  AC 14, touch 13, ﬂ at-footed 11; Dodge
  hp 12 (3 HD)
  Fort +4, Ref +4, Will +5
  Spd 30 ft. (6 squares)
  Atk melee sickle +1 (1d4-1); ranged light crossbow +5 
  (1d6/19-20)
  Base Atk +1; Grp -4
  Adept Spells Prepared (CL 3rd; 1d20+3 to overcome 
  SR)
  1st—burning hands (DC 13), cause fear (DC 13), 
  obscuring mist
  0—cure minor wounds (2), touch of fatigue (DC 12) 
  Abilities Str 8, Dex 16, Con 13, Int 12, Wis 15, Cha 6
  Feats Dodge, Great Fortitude
  Skills Concentration +7, Hide +7, Knowledge (arcana) 
  +7, Move Silently +7, Ride +7, Spellcraft +9.  
  Possessions sickle, light crossbow, 10 bolts, holy 
  symbol of the Dragon Below
  FEGRISS THE DRAGON’S EYE 
   
  CR 3 
  Male goblin adept 4
  CE Small humanoid (goblinoid)
  Init +3; Senses darkvision 60 ft.; Listen +2, Spot +2 
  Languages Common, Goblin; Draconic
  AC 14, touch 13, ﬂ at-footed 11; Dodge
  hp 16 (4 HD)
  Fort +4, Ref +4, Will +6
  Spd 30 ft. (6 squares)
  Atk melee sickle +2 (1d4-1); ranged light crossbow +4 
  (1d6/19-20)
  Base Atk +2; Grp -3
  Adept Spells Prepared (CL 4th; 1d20+4 to overcome 
  SR)
  2nd—scorching ray
  1st—burning hands (DC 14), cause fear (DC 14), 
  obscuring mist
  0—cure minor wounds (2), touch of fatigue (DC 13) 
  Abilities Str 8, Dex 16, Con 13, Int 12, Wis 16, Cha 6
  Feats Dodge, Great Fortitude
  Skills Concentration +8, Hide +7, Knowledge (arcana) 
  +8, Move Silently +7, Ride +7, Spellcraft +10.  
  Possessions  sickle, light crossbow, 10 bolts, holy 
  symbol of the Dragon Below, potion of cure light 
  wounds.
  FEGRISS THE DRAGON’S EYE 
   
  CR 4 
  Male goblin adept 5
  CE Small humanoid (goblinoid)
  Init +3; Senses darkvision 60 ft.; Listen +2, Spot +2 
  Languages Common, Goblin; Draconic
  AC 14, touch 13, ﬂ at-footed 11; Dodge
  hp 21 (5 HD)
  Fort +4, Ref +4, Will +6
  Spd 30 ft. (6 squares)
  Atk melee sickle +2 (1d4-1); ranged light crossbow +4 
  (1d6/19-20)
  Base Atk +2; Grp -3
  Adept Spells Prepared (CL 5th; 1d20+5 to overcome 
  SR)
  2nd—scorching ray (2)
  1st—burning hands (DC 14), cause fear (DC 14), 
  obscuring mist
  0—cure minor wounds (2), touch of fatigue (DC 13) 
  Abilities Str 8, Dex 16, Con 13, Int 12, Wis 16, Cha 6
  Feats Dodge, Great Fortitude
  Skills Concentration +9, Hide +7, Knowledge (arcana) 
  +8, Move Silently +8, Ride +7, Spellcraft +11.  
  Possessions sickle, light crossbow, 10 bolts, holy 
  symbol of the Dragon Below, potion of cure light 
  wounds.
  FEGRISS THE DRAGON’S EYE 
   
  CR 5 
  Male goblin adept 6
  CE Small humanoid (goblinoid)
  Init +3; Senses darkvision 60 ft.; Listen +2, Spot +2 
  Languages Common, Goblin; Draconic
  AC 14, touch 13, ﬂ at-footed 11; Dodge
  hp 26 (5 HD)
  Fort +5, Ref +5, Will +7
  Spd 30 ft. (6 squares)
  Atk melee sickle +3 (1d4-1); ranged light crossbow +5 
  (1d6/19-20)
  Base Atk +3; Grp -2
  Adept Spells Prepared (CL 6th; 1d20+6 to overcome 
  SR)
  2nd—scorching ray (2)
  1st—burning hands (DC 14), cause fear (DC 14), 
  obscuring mist
  0—cure minor wounds (2), touch of fatigue (DC 13) 
  Abilities Str 8, Dex 16, Con 13, Int 12, Wis 16, Cha 6
  Feats Combat Casting, Dodge, Great Fortitude
  Skills Concentration +10 (+14 cast defensively), Hide 
  +7, Knowledge (arcana) +8, Move Silently +9, Ride +7, 
  Spellcraft +12.  
  Possessions sickle, light crossbow, 10 bolts, holy 
  symbol of the Dragon Below, potion of cure light 
  wounds.
  REFLECTIONS OF THE MULTIVERSE
  25
  
  This chamber expands out and up. Beyond a steep ﬂ ight of  
  stairs leading to the ground level is the entire inside of  the tower. 
  The cosmic machine ﬁ lls the center of  the tower, and a wooden 
  walkway winds its way around the tower edges, spiraling up 
  toward the roof. 
  The tower is 80 feet high to the roof, or 95 feet high, counting 
  the main appendage at the top that holds the dragonshard 
  focus. A wooden walkway winds around the inside of the 
  tower. Each stair or ladder takes the path up another 10 feet. A 
  quick glance at the cosmic machine recognizes that it has four 
  parts.
  The bulk of  the machine is the large, ironbound, glass cylinder 
  that shoots its way up through the center of  the tower. The blue 
  energy that crackles forth from the thing shoots off  toward three 
  large mirrors: one on the ground level, and two mounted on 
  sections of  the upper walkway. 
  The crackling energy saturating the tower seems to be powered 
  by the strange storm outside. Its weird electricity strikes the tower 
  and is focused through the large dragonshard at its top. The focused 
  energy enters the cylinder and radiates outward from it.  
  At the base of  the cylinder, and within the blue eldritch 
  ﬁ eld, is a smashed control panel. Obviously it once controlled 
  and regulated the cosmic machine, but it’s been deliberately 
  disabled. 
  The control panel is marked “a” on your map.
  The squares with the aura have the same effect as that 
  generated by the prototype machine in area 5: each time a living 
  creature enters or stays within one of those squares it must 
  succeed a DC 12 Fortitude save or be stunned for a round.  
  Stunned creatures drop everything held, can’t take action, take a 
  –2 penalty to AC, and lose any Dexterity bonus to AC. 
  What the PCs don’t see until the move deeper into 
  the room are the two half-orc minions of Mers Vevel who 
  guard this chamber, protecting the entrance of the nerra into 
  Eberron. They position themselves at the area marked “b” on 
  the map, waiting for the PCs to approach.   
  Creatures: Vrak and Drak, the twin half-orcs are 
  mercenary creatures. They are here because they think 
  Professor Vevel will pay them well for their services (the idiots 
  didn’t notice his body on the way in). But being mercenaries 
  they are susceptible to bribes. If offered more than 50 gp each 
  and immediately, they gladly look the other way as the PCs 
  attempt to stop the Nerra. A bribe of 100 gp each can even 
  buy their aid. 
  Vrak and Drak: hp 8, 8; see “Combat Statistics,” below. 
  Tactics: These spiked-chain-wielding brothers know the 
  dangers of the crackling blue eldritch aura, and use it to their 
  advantage. They position themselves just beyond the gap below 
  west of the “Mirror 1” and ready actions to attack those who 
  approach. This way they should get two attacks, the ﬁ rst for the 
  attack of opportunity and the second for their readied action. 
  If some PCs are stunned in the aura, they gladly accepting the 
  advantages for attacking stunned creatures in later attacks. They 
  avoid the aura like the plague.  
   
  Development: Starting with the PCs’ entrance, every 5, 
  
  rounds for the next 30 minutes, a nerra comes through one of 
  the mirrors (use “Illustration 7” to help describe such a scene). 
  The ﬁ rst nerra comes through “Mirror 1.” Each entrance after, 
  roll a d6 to determine which mirror the nerra comes though (1-
  2—Mirror 1; 3-4—Mirror 2; 5-6—Mirror 3). Usually a varrot 
  nerra come through the mirror, but every fourth nerra (every 
  20 rounds) a larger, more dangerous kalareem nerra enters the 
  observatory. When each nerra enters it has but one goal: to 
  escape this place and into the wider world of Eberron. They 
  only attack PCs if they’re attacked. Despite this, it’s up to the 
  PCs to stop them...or at least as many as they can.  
   
  Defeating all the nerra that come through the machine 
  by combat is a daunting—a neigh impossible—task. A much 
  better plan of attack it to affect the machine brining the 
  creatures to Eberron. PCs can attempt to destroy the cosmic 
  machine by brute force. This is easier said than done, and 
  very dangerous too. To do this the PCs must break the thick, 
  reinforced glass of the central cylinder. It has 110 hit points 
  and a hardness of 5, though sonic attacks do twice the damage, 
  but it is immune to ﬁ re, acid, and electric damage. Destroying 
  the machine stops the nerra advance. It also ﬂ oods the lower 
  level of the tower with the strange, bubbling liquid ﬁ lling the 
  center of the massive cylinder. The acidic liquid ﬂ oods the 
  bottom of the tower (up to the 10 foot mark) and Fellon’s 
  subterranean workshops for 10 minutes, at which time it drains 
  out. A character touching the liquid takes 2d4 points of acid 
  damage, while character’s submerged in the stuff take 10d4 
  points of damage each round. PCs that break the cylinder 
  while on the ground level are instantly submerged by the stuff, 
  though you can opt to give those adjacent to the walkway 
  entrance a special Reﬂ ex save (DC 20) to scamper up the stairs 
  before the liquid ﬂ oods the chamber. 
   
  The PCs could also attempt to smash the mirror the nerra 
  are coming through, but they will ﬁ nd those mirrors sturdier 
  than they likely imagine. Each is constructed of polished steel 
  (no glass), has 50 hit points, and a hardness of 10. 
   
  They can attempt to destroy the focus dragonshard at the 
  top of the observatory. While easier to destroy than the bulk 
  of the machine (it only has 30 hit points, and only hardness 5 
  for slashing and piercing attacks), it sits some 15 feet over the 
  tower’s roof, attached to one of the tower’s top appendages. 
  While climbing the appendage isn’t easy (30 feet at DC 20—
  luckily there are some rudimentary handholds build into the 
  appendage), if a PCs successfully navigates the climb they may 
  discover (Spot DC 10) that the dragonshard is attached to the 
  appendage by a simple, albeit not immediately obvious, pin 
  mechanism. A PC at the top of the appendage can simply pull 
  the pin (a standard action), disrupting the ﬂ ow of the eldritch 
  energy and disconnecting the link to Spequlum.  
   
  Lastly, the PCs can attempt to do a rudimentary ﬁ x of the 
  smashed control panel. To do this a PC must succeed three 
  Disable Device checks in a row (DC 20), while standing in one 
  of the three squares occupied by the control panel (and thus 
  within the eldritch aura ﬁ eld). Parts found in the storage chamber 
  (area 7, below) grant a +4 circumstance bonus to these checks. 
   
  Once the PCs stop the nerra from coming through the 
  portals created by the cosmic machine, the adventure is over. 
  The PCs have accomplished what Delvron Gaunt failed to do. 
  See “Conclusion.” 
  Scaling the Encounter
   
  2nd-Level Characters (EL 3+): Vrak increase to a 3rd-
  level warrior (hp 20); see “Combat Statistics,” below. 
   
  3rd-Level Characters (EL 4+): Vrak and Drak increase 
  to 3rd-level warriors (hp 20, 20); see “Combat Statistics,” below. 
  Also, nerra exit the mirrors every four rounds. 
   
  4th-Level Characters (EL 5+): Vrak and Drak increase to 
  3rd-level warriors, and are joined by their near-identical cousin, 
  Hrak (hp 20, 20, 20); see “Combat Statistics,” below. Also, 
  nerra exit the mirrors every three round. 
   
  7. Storage Chamber (EL 1)
  Beltrudelgald booby-trapped this place, but not well. A very 
  simple search (DC 10) discovers signs of a trip cord leading 
  from the door to a glass vat placed precariously at the edge of 
  one of the worktables in this chamber. Those who discover the 
  “trap” can easily disable it as a standard action—no check is 
  required. 
   
  If a hasty PC opens the door and trips the trap, read or 
  paraphrase the following. 
  Before it opens, the door snags. A cord attached to the door at one 
  end pulls down a large glass vat at the other. The container sits 
  precariously at the edge of  a table. With a loud and glassy crash, 
  the vat spills its strange thick, purple liquid on to the ground. 
  Within moments the liquid coalesces into a moving ooze. It 
  leaches forward, obviously drawn to a nearby food source—you! 
   
  Creature: The ooze is a living sleep. It attacks any creature 
  venturing too close until the ooze is killed. If the PCs don’t set 
  off the trap, it stays harmlessly trapped in the enclosed glass 
  cylinder. 
   
  Living Sleep: hp 8; see “Combat Statistics,” below. 
   
  Under the table with the makeshift trap is a small iron box. 
   
  Treasure: The iron box is locked (Very Simple lock DC 
  20) and is ﬁ lled with replacement parts for the smashed control 
  panel in area 6. An artiﬁ cer or someone with knowledge 
  in arcane equipment can ﬁ gure this out easily (Knowledge 
  [arcana] or artiﬁ cer knowledge DC 10). A skilled PC can take 
  the parts and attempt to ﬁ x the control panel (see above). 
   
  REFLECTIONS OF THE MULTIVERSE
  27
  
  Combat Statistics
  VRAK AND DRAK 
   
  CR 1/2 
  Male half-orc warrior 1
  CN Medium humanoid (orc)
  Init +1; Senses darkvision 60 ft.; Listen +1, Spot +1 
  Languages Common, Orc
  AC 17, touch 11, ﬂ at-footed 16
  hp 8 (1 HD)
  Fort +4, Ref +1, Will +1
  Spd 20 ft. (4 squares)
  Atk melee masterwork spiked chain +5 (2d4+4)
  Base Atk +1; Grp +4 
  Abilities Str 17, Dex 13, Con 14, Int 6, Wis 12, Cha 8
  Feats Exotic Weapon Proﬁ ciency (spiked chain)
  Skills Intimidate +2  
  Possessions splint mail, masterwork spiked chain.
  VRAK (AND MAYBE DRAK AND HRAK) 
   
  CR 2 
  Male half-orc warrior 3
  CN Medium humanoid (orc)
  Init +1; Senses darkvision 60 ft.; Listen +1, Spot +1 
  Languages Common, Goblin; Draconic
  AC 17, touch 11, ﬂ at-footed 16; AC 19, touch 13, ﬂ at-footed 
  18 after Vrak drinks potion of shield of faith. 
  hp 20 (3 HD)
  Fort +6, Ref +2, Will +2
  Spd 20 ft. (4 squares)
  Atk melee masterwork spiked chain +7 (2d4+4)
  Base Atk +3; Grp +6 
  Abilities Str 17, Dex 13, Con 14, Int 6, Wis 12, Cha 8
  Feats Exotic Weapon Proﬁ ciency (spiked chain), Power 
  Attack
  Skills Intimidate +4  
  Possessions splint mail, masterwork spiked chain, potion of 
  shield of faith (+2).
  VARROT NERRA 
   
  CR 1 
  N Medium outsider (extraplanar)
  Init +6; Senses darkvision 60 ft.; Listen +6, Spot +6 
  Languages Common
  AC 15, touch 13, ﬂ at-footed 12
  hp 5 (1 HD)
  Resist Cold 5, Electric 5, Fire 5; SR reﬂ ective spell resistance 
  13
  Fort +3, Ref +4, Will +3
  Weakness sonic vulnerability
  Spd 30 ft. (6 squares)
  Atk melee shard dagger +3 (1d4+2/19-20 plus wounding) 
  Base Atk +1; Grp +1
  Spell-Like Abilities (CL 1st; 1d20+2 to overcome SR)
  3/day—disguise self self; 1day—mirror image 
  Abilities Str 10, Dex 15, Con 12, Int 11, Wis 14, Cha 17
  Feats Exotic Weapon Proﬁ ciency (shard longsword)B, Exotic 
  Weapon Proﬁ ciency (shard dagger)B, Improved Initiative.  
  Skills Bluff +7, Diplomacy +7, Disguise +7 (+9 acting), 
  Gather Information +7, Intimidate +5, Listen +6, Knowledge 
  (arcane) +4, Sense Motive +6, Slight of Hand +8, Spot +6. 
  Possessions shard dagger. 
   
  Mirror Jump (Su): Nerras can move through mirrored 
  and reﬂ ective surfaces at will. The effect is similar to shadow 
  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. 
   
  Reﬂ ective Spell Resistance (Sp): a spell resisted 
  bounces off and is reﬂ ected back to the caster. The caster 
  becomes either the spell’s target or the point of origin for the 
  spell’s effect, as appropriate. 
   
  Sonic Vulnerability (Ex): All nerras take half again as 
  much (+50%) damage as normal from an attack involving 
  sonic energy, regardless of whether a saving throw is 
  allowed, of the save is a success or failure. 
   
  Shard Weapon: Nerras swords and daggers are made 
  out of the substance of their plane. Resembling the shards of 
  a broken mirror that have been set into a shiny hilt, they look 
  deceptively fragile. In the hands of someone with and Exotic 
  Weapon Proﬁ ciency in the weapon they are a +2 wounding 
  weapon. Those without the feat wield it awkwardly (-4 penalty 
  to attack rolls) and don’t beneﬁ t from the wounding effect. 
  KALAREEM NERRA 
   
  CR 3 
  N Medium outsider (extraplanar)
  Init +3; Senses darkvision 60 ft.; Listen +8, Spot +8 
  Languages Common
  AC 18, touch 13, ﬂ at-footed 15
  hp 19 (3 HD)
  Resist Cold 10, Electric 10, Fire 10; SR reﬂ ective spell 
  resistance 15
  Fort +5, Ref +6, Will +5
  Weakness sonic vulnerability
  Spd 30 ft. (6 squares)
  Atk melee shard longsword +9 (1d8+2/19-20 plus 
  wounding) 
  Full Atk melee 2 shard longsword +5 melee (1d8+3/19-2 
  [1d8+2/19-20 in off hand] plus wounding)
  Base Atk +3; Grp +4
  Attack Options shard spay—3/day
  Spell-Like Abilities (CL 12th; 1d20+12 to overcome SR)
  1day—mirror image 
  Abilities Str 13, Dex 16, Con 15, Int 10, Wis 14, Cha 13
  Feats Exotic Weapon Proﬁ ciency (shard longsword)B, Exotic 
  Weapon Proﬁ ciency (shard dagger)B,  Two-Weapon Fighting, 
  Weapon Finesse, Weapon Focus (shard longsword)B 
  Skills Bluff +7, Diplomacy +6, Disguise +7 (+9 acting), Hide 
  +9, Intimidate +7, Knowledge (arcane) +6, Knowledge (the 
  planes) +6, Listen +8, Move Silently +9, Sense Motive +7, 
  Spot +8
  Possessions two shard longswords. 
   
  Mirror Jump (Su): Nerras can move through mirrored 
  and reﬂ ective surfaces at will. The effect is similar to shadow 
  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. 
   
  Reﬂ ective Spell Resistance (Sp): a spell resisted 
  bounces off and is reﬂ ected back to the caster. The caster 
  becomes either the spell’s target or the point of origin for the 
  spell’s effect, as appropriate. 
   
  Sonic Vulnerability (Ex): All nerras take half again as 
  much (+50%) damage as normal from an attack involving 
  sonic energy, regardless of whether a saving throw is 
  allowed, of the save is a success or failure. 
   
  Shard Spray (Su): 3/day—a kalareem can release a 30-
  ft. cone of mirrorlike shards from it hands that do 3d4 points 
  of damage to all within the cone area. All within the cone get a 
  DC 16 Reﬂ ex save for half damage and to avoid further effect. 
  Those who fail their save suffer another 2 points of damage 
  each round, as the wounds persistently bleed. Multiple 
  wounds from this type of attack are cumulative. The bleeding 
  can be stopped with a successful Heal check (DC 10) or the 
  casting of any cure spell on the wounded creature. 
   
  Shard Weapon: Nerras swords and daggers are made 
  out of the substance of their plane. Resembling the shards of 
  a broken mirror that have been set into a shiny hilt, they look 
  deceptively fragile. In the hands of someone with and Exotic 
  Weapon Proﬁ ciency in the weapon they are a +2 wounding 
  weapon. Those without the feat wield it awkwardly (-4 penalty 
  to attack rolls) and don’t beneﬁ t from the wounding effect.
  REFLECTIONS OF THE MULTIVERSE
  28
  
  Combat Statistics
  LIVING SLEEP 
   
  CR 1 
   
  N Medium ooze
  Init -1; Senses blindsight 60 ft.
  AC 10, touch 10, ﬂ at-footed 10
  hp 8 (1 HD); DR 10/magic
  Immune gaze attacks, visual effects, illusions, mind-
  affecting spells and abilities, poison, sleep effects, 
  paralysis, polymorph, stunning, critical hits
  SR 11
  Fort +4, Ref +4, Will +6
  Spd 20 ft. (6 squares)
  Atk melee slam +1 (1d4 and sleep [DC11])
  Base Atk +1; Grp +1
  Atk Options sleep, engulf  
  Abilities Str 11, Dex 8, Con 11, Int –, Wis 8, Cha 11
   
  Sleep (Su): A creature with 4 Hit Dice or less hit 
  by a living sleep’s slam attack or engulfed by it is put 
  to sleep for a minute by the spell unless they succeed 
  a DC 11 saving throw.  
   
  Engulf (Ex): A living sleep can engulf as a 
  standard action. It cannot make a slam attack the 
  round it engulfs. To engulf, a living spell moves 
  over the opponent, who can make an attack of 
  opportunity against the living spell; those who do so 
  are not entitled to a saving throw. Those who forgo 
  the attack of opportunity can attempt a Reﬂ ex save 
  (DC 10) to avoid the engulfment. If successful they 
  are pushed back or aside (opponent’s choice) as the 
  living spell moves forward. Engulfed creatures are 
  subject each round to the sleep effect on the living 
  spell’s turn. They are considered grappled.
  8. Tower Roof  
  By the time the PC reach the roof of the observatory, the 
  storm is whipping up a like a frenzy. While it does not affect 
  the characters actions rules-wise, describe the PCs actions as 
  hampered by the weather. 
   
  Climbing up and down the observatory is a base DC 15 
  climb check. 
   
  CONCLUSION
  If the successful, the PCs should be able to succeed where 
  Delvron Gaunt failed: minimizing the nerra incursion into 
  Eberron, if not stopping it outright. 
   
  When they are done Matron Martra expects a report. If 
  you have time, let the player roleplay this, explaining to Marta 
  what they have found. After they are done, Matron Marta tells 
  them the following.  
  “Fascinating. I can scarcely believe everything you’ve told me. 
  I had no idea that investigating Delvron Gaunt’s murder would 
  uncovers such a spectacular chain of events. Let’s keep the details 
  of this operation secret. I will share your ﬁ ndings with the union’s 
  masters, but talk with no one but me or a Diggers’ Union master 
  about these events.”
   
  She takes out a number of small necklaces. Each necklace is 
  attached to a small charm made of Eberron dragonshard. Each 
  is carved in the shape of a rampant bulette, the symbol of the 
  Diggers’ Union. “Keep this token with you at all times. With it 
  I can track you and call for your aid when I ﬁ nd more about the 
  matters around your adventure.” 
   
   
  Give each character the Story Item: Knowledge of the 
  Nerra.    
  REFLECTIONS OF THE MULTIVERSE
  29
  
  ADVENTURE QUESTIONS 
  DUNGEONS & DRAGONS CAMPAIGNS (of which MARK OF HEORES 
  is part of) tracks character progress digitally. At the adventure’s 
  end, you report what the characters did, by answering a number 
  of questions. The answers to those questions are tallied, and 
  determine not only what happens in the campaign, but also the 
  experience points (XP) and gold piece (gp) value increase each 
  character gains.
   
  At the end of this adventure, you’ll ﬁ nd the RPGA Session 
  Tracking form, tailored for this adventure. On the section titled 
  “Adventure Questions” ﬁ ll in the bubble that corresponds to 
  the best answer for the questions below.
   
  Many times the questions ask whether or not the PCs 
  defeated an encounter. Defeating doesn’t necessarily mean 
  killing all enemies, but many times such an event sufﬁ ces as 
  defeating an encounter. Sometimes PCs merely bypass an 
  encounter. Through luck or circumstance a group of PCs can 
  avoid encounters unscathed. Does bypassing an encounter 
  earn the XP that defeating it would? No. The reward for 
  getting past an encounter without actually interacting with it is 
  having extra resources to bear in the next encounter. Where is 
  the line? You are going to have to make that decision, because 
  you are the DM.
   
  For traps, PCs get experience points just for encountering 
  them, whether or not they have been disabled.
   
  Sometimes the PCs’ actions don’t really ﬁ t the actions of a 
  particular adventure question perfectly. This especially happens 
  when you play the adventure using the “Scaling the Encounter” 
  options. In these cases ﬁ nd the answer that best ﬁ ts the spirit 
  of their results. 
  1. How well do you think the group investigated the 
  Delvron Gaunt’s death? 
  a. Really well. The collected clues and set out a reasonable  
     path for following leads. 
  b. They did okay. The engaged in most of the mystery, but  
     were anxious to get to other parts of the adventure.
  c. Not well at all. They were really not into the mystery and  
     would rather of spent that time ﬁ ghting something. 
  2. Did the PCs discover that creatures were impersonating 
  Mers Vevel or Mrs. Fellon before they reached the Crook 
  Observatory?
  a. 
  Yes
  b. 
  No
  3.  Did the PCs defeat the goblin and half-orc guardians in 
  the Crook Observatory? (Answer with “b” if you as the DM 
  decided to skip these encounters because the investigation took 
  too long) 
  a. 
  They defeated all of the guardians in the observatory. 
  b. 
  They defeated two of the three encounters of 
  guardians in the observatory.
  c. 
  They defeated only one encounter involving guardians 
  in the observatory.
  d. 
  They didn’t defeat any of the guardians in the 
  observatory. 
  4. By the end of  the adventure ho many nerra escaped into 
  Eberron? (Nur-Zelmor counts in this total)
  a. 
  None
  b. 
  One
  c. 
  Two to ﬁ ve.
  d. 
  Five to 10
  e. 
  Over 10. 
  5. Did the PCs disable the cosmic machine? And if  they 
  did, how did they do it? 
  a. 
  They didn’t disable the cosmic machine (if you chose 
  this answer, your answer for question 4 must be “d.”)
  b. 
  They disable the cosmic machine by destroying the 
  bulk of the machine. 
  c. 
  They disable the cosmic machine by shattering or 
  dislodging the dragonshard focus at the roof of the 
  observatory.
  d. 
  They turned off the cosmic machine by ﬁ xing the 
  control panel. 
  6. Rate the group’s roleplaying. 
  a. 
   Fantastic. Everyone had interesting and engaging 
  characters the interacted with the adventure in very 
  fun ways.
  b. 
  Good. Most everyone had interesting and engaging 
  character that interacted with the adventure in very 
  fun ways.
  c. 
  Okay. There was some roleplaying.
         d.  None. They treated the adventure only as a set of  
   
  objectives. There was no roleplaying.
  New Spell
  Baleful Transposition 
  Conjuration (Teleportation
  Level: Sor/Wiz 2
  Components: V
  Casting Time: 1 standard action
  Range: Close (25 ft. +5 ft./2 levels)
  Targets: Two creatures of up to Large size
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  Two target creatures, of which you may be one, instantly 
  swap positions. The creature must be connected by a 
  solid object, such as the ground, a bridge, or a rope. 
  Both targets must be within range. Objects carried by 
  the subject creatures (up to the creatures’ maximum 
  load) go with them, but other creatures do not, even if 
  they are carried. The movement is instantaneous and 
  does not provoke attacks of opportunity. 
   
  If either creature succeeds on its Will save, the 
  spell is negated.  
  ADVENTURE QUESTIONS
  30
  
  Illustration 1
  
  Illustration 2
  
  Illustration 3
  Illustration 4
  
  Illustration 5
  
  Illustration 6
  
  Illustration 7
  
  Matron Martra
  Patron Helcondate
  Professor Mers Vevel
  Shyva the Red
  
  Story Object: Knowledge of  the Nerra 
  You know of and have encounter a strange—until recently, unknown—outsider race 
  called the nerra. You have helped thwart their plans to send a number of minions from 
  their realm of Spequlum to Eberron. Matron Martra of the Grea Tower has asked you 
  to keep this knowledge to yourself, and to only talk about it with herself and the masters 
  of the Diggers’ Union. She has warned that she may call upon you if she ﬁ nds out more 
  concerning the nerra plot. To this ends she has given you a necklace. Attached to a slight 
  gold chain is a charm in the shape of a rampant bulette—the symbol of the Diggers’ 
  Union—carved from a piece of Eberron dragonshard. With it she can locate you and 
  contact you, no matter where on Eberron you may be. 
   
  While the necklace does radiate faint divination magic, it does not take up your 
  necklace slot. It is too small and its magic is rather inconsequential, as you just need to 
  have the necklace on your person, not around your neck for it to be affective. 
  MARK OF HEROES
  Story Object: Knowledge of  the Nerra 
  You know of and have encounter a strange—until recently, unknown—outsider race 
  called the nerra. You have helped thwart their plans to send a number of minions from 
  their realm of Spequlum to Eberron. Matron Martra of the Grea Tower has asked you 
  to keep this knowledge to yourself, and to only talk about it with herself and the masters 
  of the Diggers’ Union. She has warned that she may call upon you if she ﬁ nds out more 
  concerning the nerra plot. To this ends she has given you a necklace. Attached to a slight 
  gold chain is a charm in the shape of a rampant bulette—the symbol of the Diggers’ 
  Union—carved from a piece of Eberron dragonshard. With it she can locate you and 
  contact you, no matter where on Eberron you may be. 
   
  While the necklace does radiate faint divination magic, it does not take up your 
  necklace slot. It is too small and its magic is rather inconsequential, as you just need to 
  have the necklace on your person, not around your neck for it to be affective. 
  MARK OF HEROES
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Eberron - Mark of Heroes/EMH-01 Reflections of the Multiverse.pdf