TEXT: EXPLORE THE FAUNA OF ZILARGO
  INTODUCING THE BIOMECH-WRIGHT
  A NEW PLAYABLE CLASS
  SECRETS OF THE MISSING RESEARCHER
  A 3-4 HOUR ADVENTURE FOR 3RD LEVEL CHARACTERS
  MONSTERS, SPELLS, AND MORE
  ZILARGO EDITION
  VOLUME 6
  
  2
   
  Khyber Khronicle 
  Lead Production: Dave Morris at Mount Ogden Gaming Company
  Lead Designer: Dave Knighton at Under the Wing Gaming
  Contributing Authors: Matthew Booth, Gerald Glad, Kenny Morris, Zach Pickett, Joe Raso
  Layout and design: Shani Knighton at Raven and Moon 
  Art Attributes: All artwork presented in this adventure is provided by Wizards of the Coast, and CC0 licensed art, 
  and used with permission. 
   
   
  volume 6
  The
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  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, 
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  TABLE OF CONTENTS
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  The Secrets of the Missing 
  Researcher
  Written by Joe Raso
  A young researcher from the Library of Kor-
  ranberg has gone missing while documenting 
  rumors of the Day of Mourning. A colleague 
  fears the worst.
  Biomech-Wright
  Written and Designed by Gerald Glad
  Deep beneath the nation of Zilargo hides a 
  technology the trust has learned to harness. The 
  Biomech-Wright introduces a new playable race.
   Fauna of Zilargo
  Written by Matthew Booth
  Follow the correspondence of Rhen Sance as 
  he recounts his experiences with the creatures 
  of Zilargo
  Spells of Gnomish Trickery-
  Written and designed by Zachary Pickett
  The gnomes of Zilargo are tricky lot. Expand 
  your gnomes spell casting with these new 
  spells.
   Monsters of Zilargo
  Written and designed by Kenny Morris
   
  New monsters from deep within the nation of 
  Zilargo 
  
  4
  
  5
  The Secrets of the Missing   
  Researcher
  Written and Designed by Joe Raso
  Adventure Primer
  This adventure is designed for 3rd level characters 
  and attempts to balance roleplaying opportunities 
  with challenging combat encounters. The story 
  includes plenty of ideas enterprising DM’s can 
  leverage to craft further adventures in Eberron.
  Background
  Tassi Til Piddlewich is a young researcher work-
  ing in the Current Historiography department of 
  The Library of Korranberg. Recently she began 
  documenting the many rumored causes of the Day 
  of Mourning. She kept this research secret from 
  her supervisor, an unscrupulous gnome named 
  Castar Canatar Santiar. Castar has on several pre-
  vious occasions presented Tassi’s work as his own 
  without giving her the proper credit she deserved.
  Tassi comes from a family of farmers who have 
  little influence in Zilargo. She feared speaking out 
  against Castar’s plagiarism because her supervi-
  sor’s family is well connected. She fears any com-
  plaint will end up being her word against theirs.
  Castar was not happy to be kept in the dark about 
  Tassi’s research. He hired a half-elf inquisitive by 
  the name of Agar, to uncover the truth behind 
  Tassi’s secretive investigations. Unbeknownst to 
  Castar, Agar was a Cyrian refugee obsessed with 
  uncovering the truth behind the Day of Mourning. 
  Once Agar discovered this was the focus of Tassi’s 
  research, he became obsessed with obtaining it for 
  himself at all costs.
  Tassi’s sleuthing had uncovered a number of indi-
  viduals with theories regarding the Day of Mourn-
  ing. Each theory suggested wildly different causes 
  for that terrible day. Many were nervous to share 
  their knowledge, fearing this might attract the 
  attention of dangerous people who wished to keep 
  the truth secret. 
  Tassi’s watchful eye noticed Agar’s spying. Fearing 
  for her life she sought refuge with a friend who 
  directed her to hide in an old workshop he owned 
  until they could figure out what to do next.
  By this time Castar was nervous because Tassi had 
  disappeared and he had received no word from 
  contact with Agar. The supervisor was worried 
  that something had gone terribly wrong. In addi-
  tion to worrying about the plight of his researcher, 
  he was also aware that unwanted negative atten-
  tion on his department could lead to investigations 
  into his plagiarism of his researcher’s work.
  NPC SUMMARY
  The following NPCs feature prominently in this adven-
  ture.
  Tassi Til Hebberdesh. Tassi is a young gnome research-
  er who has gone into hiding because she fears she has 
  uncovered a secret someone doesn’t want to be known.
  Castar Canatar Santiar. Castar is a deceitful gnome who 
  regularly takes credit for those who work for him. Castar 
  hires the heroes to find Tassi, fearing she is in danger 
  because of something she uncovered.
  Lido Loweida. Lido is a bored gnomish administrative 
  assistant working for Castar.
  Agar the Inquisitive. Agar is a native of Cyre and is relent-
  lessly searching for Tassi in hopes of learning the secrets 
  of the Day of Mourning. 
  Fixit-Four. Fixit is a warforged follower of the Lord of 
  Blades.
  Sophello Clarion. Sophello is a half-elf from Aundaire 
  and a secret cultist of the Dragon Below.
  Alian Lysse Alysse. Alian is a gnome friend of Tassi who 
  helped her hide in an old workshop he inherited.
  
  6
  Adventure Overview
  Episode 1 – The adventure begins with the heroes 
  summoned to Castar’s office. He is a professor of a 
  tiny department associated with Kronenberg Uni-
  versity. Castar hires the PCs to find Tassi and recov-
  er her research.
  Episode 2 – The heroes follow clues leading them 
  to one of two contacts Tassi met with before she 
  disappeared.
  • 
  Fixit-Four:  a warforged mechanic who is secret-
  ly a follower of the Lord of Blades
  • 
  Sophello Clarion: a cultist of the dragon below
  Should the party decide to visit the contact not met 
  in Episode 2, they will find the second contact dead, 
  killed by thugs hired by Agar. If they aren’t careful, 
  they may get caught in an explosion aimed at de-
  stroying the evidence.
  Episode 3 – Clues found direct the heroes to the 
  address of Tassi’s friend Alian, but they must fend 
  off an attack by more of Agar’s hired thugs while 
  traveling there.
  Episode 4 – The heroes finally meet Aliane and 
  learn Tassi is hiding in a nearby workshop. Soon 
  after their arrival, they must contend with an ob-
  sessed Agar and his Droaam mercenaries.
  PLOT HOOKS
  This adventure begins with the heroes meeting Castar, a 
  supervisor of a small department of the Library of Korran-
  berg. Possible reasons for meeting with Castar include:
  • 
  Library Affiliate – A character has a connection to 
  the Library of Korranberg. Their name was discretely 
  passed to Castar who then asked to meet with the 
  heroes.
  • 
  Concerned Friend – A character has a connection 
  to one of Tassi’s friends who is worried about the 
  missing researcher. They suggest the heroes start by 
  visiting her place of work.
  • 
  Powerful Group – A character is connected to The 
  Trust, House Sivis, or another group in Zilargo. They 
  hire the heroes to find the truth behind Tassi’s investi-
  gations but will not say why.
  Episode One – Researcher’s  
  Offices
  “What is not said is more telling than the tale itself.”
  – Zil Proverb
  Estimated Duration: 30 minutes
  Location: Department of Modern Historiography, 
  Library of Korranberg, Zilargo 
  Focus: Social
  Primary Objectives: 
  • 
  Introduce Castar and learn of his desire to find 
  his missing researcher Tassi and to uncover the 
  secrets of her research project.
  • 
  Uncover clues that lead the heroes to either 
  Fixit-Four or Sophello Clarion. 
  Secondary Objectives
  • 
  Misdirect the heroes into wondering if Tassi’s 
  research might be something nefarious
  Department of Modern Historiography
  This small department of the Library of Korranberg 
  examines how recent events are studied rather 
  than analyzing the events themselves. The depart-
  ment is underfunded and has a small team con-
  sisting of a supervisor (Castar), one administrative 
  assistant (Lido) and three junior researchers, one 
  of whom is missing (Tassi).
  The department is located in an old residence that 
  was converted into their offices. Quaint would be a 
  nice description for this building, though decrepit 
  would be more accurate. Each junior researcher 
  has a small room where they live and work on their 
  studies.
  As this is intended to be a social encounter, no en-
  counter map is provided. 
  
  7
  Scene One - A Worried Supervisor
  Anyone entering the department’s small building is 
  greeted by a bored administrative assistant, Lido 
  Loweida (N male rock gnome commoner). Lido 
  is not interested in listening to the heroes and will 
  quickly escort them to his supervisor’s office.
  The supervisor, Castar Canatar Santiar (NE male 
  rock gnome noble) greets the heroes in his office. 
  The furnishings appear valuable, however, a passive 
  Wisdom (Perception) score of 12 or higher reveals 
  most items are cheap but gilded to appear more 
  valuable. Atop his desk is a snifter of brandy stand-
  ing next to a recent copy of the Korranberg Chron-
  icle. A bowl of potpourri near the window cannot 
  cover the musty smell filling the room.
  Upon one wall hangs a sigil of House Santiar. A 
  successful DC 12 Intelligence (History) check 
  reveals this as a noble house with some influence in 
  Zilargo.
  Castar’s Objectives/Goals
  • 
  Castar wishes to hire the heroes to find Tassi 
  and to discover what she was researching.
  • 
  He wants to keep the investigation discrete, sug-
  gesting the department’s limited funding could 
  be at risk if a scandal came to light.
  • 
  He doesn’t want anyone to discover he has se-
  cretly taken credit for much of Tassi’s work.
  • 
  He will be reluctant to share he hired an inquis-
  itive (Agar) to look into Tassi’s research before 
  she disappeared. If forced to concede he hired 
  Agar, he will lie and suggest Agar was hired 
  after Tassi failed to appear for an important 
  meeting. 
  • 
  Castar is willing to pay 25gp per character for 
  Tassi’s safe return. However, he is desperate and 
  will pay more if the heroes succeed on Persua-
  sion or Intimidation contests. His upper limit is 
  100gp if they beat his checks by a large amount.
  What Does Castar Know?
  • 
  He has not seen Tassi for over a week.
  • 
  Tassi kept her research secret from him. 
  • 
  Tassi is the daughter of simple fishermen and 
  lacks any noble blood. Her common upbringing 
  and unwillingness to share her research makes 
  Castar (wrongly) suspect she is involved in 
  criminal activities.
  • 
  He has not heard from Agar since he hired him.
  • 
  The other two researchers Milo Molenta Dendi-
  olus, and Badger Bortallo Boddynock have been 
  studying abroad in Sharn and Fairhaven for 
  the last six months and are unaware of Tassi’s 
  disappearance.
  • 
  Castar is unaware that Tassi has a friend (Alian) 
  in Korranberg.
  • 
  Castar has searched Tassi’s room hoping to 
  learn what she was studying but was unable to 
  determine what it was. He allowed Agar to also 
  search Tassi’s room when he was hired.
  Lido’s Objectives / Goals
  • 
  Lido does not respect Castar and is reluctant 
  to risk his job by defaming his supervisor. Lido 
  may speak more freely if he believes Castar will 
  not find out.
  What does Lido Know?
  • 
  Lido believes Castar undervalues everyone and 
  is not liked by any of the researches, particular-
  ly Tassi.
  • 
  Lido knows Castar met with a mysterious half-
  elf (Agar) a few days before Tassi disappeared 
  but does not know his name or what the meet-
  ing was about.
  • 
  Lido recalls Tassi asking him to find the address 
  to an Andaurian Bookshop and a Construct Re-
  pair place. They stick in his mind because Tassi 
  had never asked him to look up something for 
  her before.
  • 
  Lido doesn’t know what Tassi was studying but 
  she gathered a lot of material on Cyre and the 
  final years of the Last War.
  
  8
  Scene Two – The Dormitories
  Each of the junior researchers has a small room on 
  the second floor. These rooms each have a small 
  closet and are simply furnished with a bed, dresser, 
  desk and a small chest.
  An Intelligence (Investigation) check of Tassi’s 
  room reveals:
  • 
  DC 5 –Tassi’s closet and dresser are still full of 
  her clothing. 
  • 
  DC 10 – The room is messy. Numerous seeming-
  ly innocuous documents are scattered around 
  including a map of Cyre during The Last War, 
  numerous Korranberg Chronicle articles with ti-
  tles such as “Who is the Lord of Blades?”, “Phiar-
  lan and Thuranni At Odds”, and “Zilargo and the 
  Dragon Below”.
  • 
  DC 13 – Although messy, it appears someone 
  may have already searched the room. 
  • 
  DC 15 – A piece of paper has fallen behind the 
  dresser. The paper has four addresses written 
  on it, all within Korranberg. Two addresses are 
  cross-out with the words “Dead End” written 
  beside them. The remaining addresses are to 
  “Fixit-Four’s Repairs” and “Aundairian Fine 
  Books”. Each has the date Tassi disappeared 
  scrawled beside them.
  Tassi’s chest still contains some mementos and 
  some simple jewelry worth approximately 25gp.
  The other junior researcher’s rooms are empty 
  as they have been studying abroad for the last six 
  months at universities in Sharn and Fairhaven.
  Next Steps
  Before leaving this episode, the heroes should have 
  found clues pointing to “Fixit-Four’s Repairs” and 
  “Aundairian Fine Books” by either speaking with 
  Lido or searching Tassi’s room. The heroes should 
  select one of these locations to visit in their hunt 
  for Tassi.
  Episode Two – Tassi’s Trail
  “The best liars are the ones who speak the truth.”
  – Zil Proverb
  Estimated Duration: 60 minutes
  Location: “Fixit-Fours Repairs” or “Aundairian Fine 
  Books” both in Korranberg
  Focus: Social and Combat
  Primary Objectives: 
  • 
  Discover Tassi’s contacts have secretive infor-
  mation related to the Day of Mourning
  • 
  Find directions to Cassi’s friend
  Secondary Objectives
  • 
  Discover the contact may pose a threat to Zilar-
  go
  • 
  Eliminate a potential threat to Zilargo
  Where to Start
  The players should choose one of the two clues 
  found in Episode One and proceed to either Scene A 
  or Scene B as appropriate. 
  The party may wish to split the party and visit both 
  locations simultaneously, however doing so could 
  result in very challenging combat encounters for 
  both groups.
  If the players decide to visit a second location, pro-
  ceed to Optional Scene C.
  Scene A - Fixit-Four’s Repairs
  Tassi visited Fixit-Four’s repair shop the day she 
  disappeared. She learned that Fixit believed the 
  Day of Mourning was caused by The Lord of Blades 
  and she wanted to document this for her research 
  project. 
  Arriving at the Repair shop
  When the heroes arrive at Fixit’s repair shop, they 
  see a warforged character covered in dust hard at 
  work. Nearby two humanoid looking constructs 
  busy themselves with sweeping the floor and orga-
  nizing materials.
  
  9
  
  10
  Fixit -Four
  Fixit-Four is a warforged from Karrnath who es-
  caped servitude by fleeing to Zilargo. Fixit’s pur-
  pose was to protect and heal other constructs on 
  the battlefield. He now runs a small shop where he 
  repairs constructs of all types.
  Since setting up shop, Fixit has heard that The Lord 
  of Blades is creating a homeland for the warforged 
  in the Mournlands. He has also heard the rumor 
  that the Day of Mourning was invoked by the Lord 
  of Blades and intends to repeat this event across 
  Khorvaire. Fixit is obsessed with this vision and 
  dreams of a future populated only by warforged.
  Fixit assumes the Day of Mourning was the result of 
  magical explosions and has begun making detailed 
  maps of places in Zilargo where a massive detona-
  tion would have the greatest effect.
  In recent weeks, Fixit’s views have become radical, 
  believing all non-warforged are a blight on the land 
  that needs to be removed. He has recently lost a 
  number of customers because he began verbalizing 
  his beliefs. He will take great offense to any sug-
  gestions to the contrary and is easily provoked to 
  violence. 
  The Workshop
  This large space is a well-supplied workshop en-
  abling Fixit to repair most anything. This space is 
  dimly lit by glow globes. The clean floor is marked 
  with numerous oil stains. A pair of automatons 
  mindlessly perform tasks Fixit has directed them to 
  do. 
  A small furnace used to melt metal stands in the cen-
  ter of the room glowing red with heat. Any creature 
  starting its turn adjacent to the furnace must make 
  a DC 10 Constitution saving throw or take 1d4 fire 
  damage. Fixit and his automatons have advantage on 
  saving throws against this effect.
  The workplace has a large selection of tools (carpen-
  try, cobbling, glassblowing, jewelery, leatherworking, 
  masonry, smithing, tinkering, and wood carving). 
  An unlocked chest is hidden beneath a workbench 
  under a pile of tarps and can be found with a suc-
  cessful DC 10 Intelligence (Investigation) check. 
  This chest contains Fixit’s secretive maps, two po-
  tions of healing and a variety of coins totaling 50gp.
  Fixit’s Objectives / Goals
  • 
  Fixit is obsessed with the Lord of Blades
  • 
  Fixit is consumed with the idea of wiping out all 
  other races to create a single massive warforged 
  nation spanning the continent.
  • 
  Fixit will aggressively protect his secret proj-
  ect to find the best locations in Zilargo to plant 
  explosive devices.
  What Does Fixit Know?
  • 
  Fixit will reluctantly admit to seeing Tassi
  • 
  Fixit recalls meeting a half-elf fitting Agar’s de-
  scription, shortly after speaking with Tassie. He 
  does not recall the half-elf’s name.
  • 
  Fixit kept the address Tassi gave to him along 
  with his secretive research in a hidden chest 
  beneath his workbench.
  Combat
  Fixit is a warforged Knight with the following 
  changes:
  • 
  Fixit is Neutral Evil
  • 
  Fixit has the following racial traits: Advantage 
  on saving throws against being poisoned. Resis-
  tance to poison damage. Immunity to disease. 
  Does not need to eat, drink or breathe. Doesn’t 
  need to sleep. Doesn’t suffer the effects of ex-
  haustion and magic can’t put it to sleep.
  • 
  Fixit also has the following ability:  Automaton 
  Recharge: Once per long rest, as an Action, 
  Fixit can release a wave of energy granting all 
  warforged and constructs within 10 feet, 2d4+2 
  (7) temp hp, while also dealing 1d6 lightning 
  damage to all other creatures.
  The workshop has two Animated Armor who as-
  sist Fixit with his repairs. They will come to Fixit’s 
  aid if combat occurs.
  
  11
  Scene B - Aundairian Fine Books
  Tassi visited Sophello Clarion’s book shop the day 
  she disappeared. She sought to document rumors 
  circulating that the Day of Mourning was the result 
  of an attempt to free a powerful Daelkyr trapped in 
  the Khyber below Cyre.
  Arriving at the Store
  Assuming the heroes arrive during the day, Sophel-
  lo will be in the front section of the store, sitting 
  behind a counter reading a book. The book is a 
  journal written by an explorer detailing their expe-
  dition to the ruined goblin city of Paluur Draal. Af-
  ter normal business hours, Sophello often reads in 
  the rear storage area with his Chull silently resting 
  in the center of the summoning circle.
  Sophello Clarion
  Sophello Clarion is a polite and sophisticated half-
  elf merchant of books who is also secretly a mem-
  ber of Korranberg’s temple to the Dragon Below. 
  Sophello firmly believes the Day of Morning was 
  the result of an attempt to free a trapped daelkyr. 
  He intends to find a way to replicate this event and 
  free another daelkyr he believes lies trapped in the 
  Khyber beneath Zilargo. Powerful members of the 
  cult have encouraged Sophello in his investigations. 
  His dedication has been rewarded with the sum-
  moning of a powerful aberration that now stands at 
  the ready in the back of his bookshop.
  The Bookshop
  Aundairian Fine Books is a small shop in Korran-
  berg specializing in Aundairian publications. It 
  has a good selection of lyrical poetry including a 
  few early editions of “The Epic of the Valiant and 
  Vigilant”. Most volumes have limited commercial 
  appeal, but careful investigation may yield 100gp 
  worth of books that could be sold to specialized 
  buyers. Sophello normally sits at a small desk upon 
  which rests a ledger and a small cash box holding 
  various coin worth 10gp.
  Sophello has few customers. He uses the shop as 
  a front for his cult activities conducted in the rear 
  of the building. A fine velvet curtain separates the 
  front of the store from the rear warehouse area. A 
  stack of wooden crates further hides his nefarious 
  activities from any prying eyes looking through the 
  curtain.
  Sophello’s dark rituals have been rewarded with 
  the summoning of a Chuul. The aberration stands 
  motionless within a rune inscribed circle found 
  in the rear storage area. This circle has no effect 
  aside from giving a small manner of comfort to the 
  summoned beast when Sophello is not present. If 
  anyone other than Sophello approaches within ten 
  feet of the aberration, it will move to attack and 
  consume the individual. 
  The room’s floor is spattered with blood from his 
  rituals and a few unfortunate souls who Sophello 
  has sacrificed to his creature. The large room also 
  contains a simple desk and chair. The desk has a 
  journal with ramblings on the freeing of daelkyr as 
  well as the note Tassi left Sophello with her friend’s 
  address.
  Sophello’s Objectives / Goals
  • 
  Sophello will do anything to find more informa-
  tion on how to replicate the Day of Mourning in 
  Zilargo.
  • 
  Sophello believes his destiny lies in releasing a 
  daelkyr. He assumes everyone he meets is either 
  there to help him with this goal or someone 
  must be sacrificed to the Chuul he summoned.
  • 
  If individuals become tiresome or cannot help 
  him further his quest to free the daelkyr, he 
  will assume they need to be sacrificed and will 
  pleasantly invite them to the back of his shop to 
  be introduced to his summoned aberration.
  What does Sophello Know?
  • 
  He remembers meeting with Tassi and speaking 
  of the fall of Cyre.
  • 
  Sophello remembers meeting with a secretive 
  half-elf who asked a number of questions about 
  Tassi.
  • 
  Sophello kept the address Tassi left for him be-
  cause he believes she may have more insight on 
  the Day of Mourning. Sophello keeps this paper 
  on his desk in the back room.
  
  12
  
  13
  Combat
  If Sophello (CE male human Cult Fanatic) tires 
  of conversing with the heroes, he sees it as a sign 
  they are meant to be sacrificed to his Chull. He 
  will politely suggest the heroes follow him to the 
  back-storage room as he has something to show 
  them they may find interesting…
  Scene C (optional) – An Explosive Visit
  Should the heroes choose to visit a second contact, 
  they discover the location is ransacked and its oc-
  cupants killed.
  This scene can also take place at the Department of 
  Historiography if the heroes decide to return there 
  before seeking out Alian. In this case, both Castar 
  and Lido are found dead inside the building.
  Agar hired Droaamish thugs to eliminate contacts 
  he had spoken to in his search for Tassi. The thugs 
  have left a time-delayed bomb designed to explode 
  and burn down the building to remove evidence of 
  their crime.
  Clockwork Bomb
  Any hero succeeding on a DC 13 Wisdom (Per-
  ception) check will notice a ticking sound coming 
  from somewhere in the building. A DC 10 Intel-
  ligence (Investigation) check is then needed to 
  find a bread-sized wooden box, which is the source 
  of this sound. Inside the box is a clockwork device 
  attached to a number of Alchemist’s Fire flasks that 
  will detonate if not disabled in time. 
  The time before the device explodes is left to the 
  discretion of the DM. A nice way to add tension is 
  to begin rolling a single d6 once the party notices 
  the ticking sound. Every every action the heroes 
  take then requires a roll of the d6 die. Rolling a “1” 
  before the device is disabled will cause it to deto-
  nate dealing 5d4 fire damage to all creatures within 
  a ten-foot radius and set any nearby items on fire. 
  Unless appropriate actions are taken, the building 
  quickly goes up in flames.
  The explosive device may be disabled with a DC 13 
  Dexterity check using Thieves Tools. A failure by 
  more than five will detonate the device.
  Directions to Alian
  If the heroes did not find directions to Tassi’s friend 
  Alian after meeting their first contact, they should 
  discover a slip of paper with Alian’s address with 
  the simple message“If you have more information, 
  please contact me at this address. --- Tassi”.
  Next Steps
  At the end of this episode, the heroes should have 
  found the address to Tassi’s friend Alian and can 
  continue their search for the missing researcher in 
  Episode Three.
  
  14
  Episode Three – Unwanted  
  Attention
  “When words won’t work, bring an Ogre to back you up.”
  House Tharashk Advertisement
  Estimated Duration: 30 minutes
  Location: A quiet alley in a rough part of Korran-
  berg, 
  Focus: Combat
  Primary Objectives: 
  • 
  Emphasize that shadowy groups are now after 
  the party because of their recent investigations.
  Secondary Objectives
  • 
  Learn the name of Agar the Inquisitive
  Scene One - Hired Thugs
  This scene should occur as the heroes travel to 
  Alian’s address, though a DM can easily drop it into 
  the adventure any time it would help raise the ten-
  sion and suggest Tassi has become involved with 
  dangerous elements.
  Ambush Setup
  Alian’s address is in a rougher section of Korran-
  berg. While traveling to this address they must 
  walk through a small street or side alley. A group of 
  half-orc mercenaries and a half-ogre bruiser ap-
  pear. The half-orcs are named Brog, Hark, Roak and 
  the half-ogre is named Shagga.
  The mercenaries are from Droaam brought to 
  Zilargo by house Tharashk and have been hired by 
  Agar to intimidate the heroes into leaving town, or 
  kill them if necessary. They have already killed one 
  of the Tassi’s contacts (see Episode Three – Scene 
  C). Zilargo has proved to be a boring placement for 
  these mercenaries and they are eager to beat some 
  heads.
  As this is a simple street ambush, no encounter 
  map is provided.
  Thug Goals / Objectives
  • 
  Intimidate the party into leaving Korranberg or 
  eliminate them if necessary.
  What the Thug’s Know
  • 
  They were hired by Agar to deal with anyone 
  snooping around either Fixit’s Shop or Sophel-
  lo’s Bookstore
  • 
  They know Agar is on the lookout for Tassi but 
  do not know why.
  • 
  They were told to get rid of Fixit and Sophello.
  Combat
  The Ambushers consist of one Half-Ogre and three 
  half-orc Thugs. The Thugs have the following addi-
  tional racial traits:
  • 
  When reduced to 0 hit points, the Thugs drop to 
  1 hit point instead (but can’t do this again until 
  they finish a long rest). They have darkvision to 
  a range of 60 feet. They speak Common and Orc.
  • 
  The thugs have no interest in dying. They will 
  flee if one of their group falls, or if combat is go-
  ing against them. If they escape, they could seek 
  revenge against the party in the future.
  Next Steps
  With the attack by thugs, the heroes should recog-
  nize Tassi has attracted the attention of dangerous 
  people. It is expected the heroes will quickly pro-
  ceed to meet with Tassi’s friend Alian in Episode 
  Four.
  
  15
  Episode Four – Tassi and The 
  Cyrean Avenger
  “You know nothing of suffering! It’s time you felt a little of what I 
  live with every day.”
  Agar the Inquisitive, Cyrean Avenger
  Estimated Duration: 60 minutes
  Location: Rough industrial part of Korranberg
  Focus: Social, Exploration, and Combat
  Primary Objectives: 
  • 
  Find Tassi and defend her from Agar the Inquis-
  itive 
  Secondary Objectives
  • 
  Learn what Tassi was researching 
  Scene One – A Helpful Friend
  The heroes follow clues from Episode 2 to Alian 
  Lysse Alysse, a friend from whom Tassi has sought 
  help. He is an aspiring elemental binder eager to 
  work with House Cannith but he has not yet been 
  successful in gaining an apprenticeship there. He 
  recently inherited an old workshop from a de-
  ceased uncle. He sent Tassi to hide out there until 
  they decided what to do next.
  Alian is initially distrustful of anyone arriving at 
  his door. Alian (CG male rock gnome Apprentice 
  Wizard), with the following adjustments:
  • 
  Cantrips (at will): Acid Splash, Prestidigitation, 
  Shocking Grasp
  • 
  1st Level (2 slots): Burning Hands, Grease, Shield
  Alian’s home
  Alian lives in a rougher part of Korranberg near the 
  waterfront among a maze of warehouses and work-
  shops. Alian’s home is modest, consisting of a small 
  kitchen, bedroom, and a simple privy. The furnish-
  ings are old and worn but well cared for. 
  As this is intended to be a Social encounter, no en-
  counter map is provided.
  Alian’s Goals / Objectives
  • 
  Alian is interested in keeping Tassi safe. 
  • 
  If the heroes tell Alian of the danger Agar poses, 
  he will urge the group to go with him to ensure 
  Tassi is still safe in the workshop.
  What Does Alian Know?
  • 
  Tassi met with people to document rumors sur-
  rounding the Day of Mourning
  • 
  Tassi has kept her research secret from her su-
  pervisor because Castar used her work without 
  credit in the past.
  • 
  Alian discretely enquired at the Library of 
  Korranberg about Castar’s background and his 
  connections to his family.
  • 
  Alian considered contacting the Library of 
  Korranberg about Caster’s plagiarism but has 
  hesitated because he knows Castar’s family is 
  well connected.
  • 
  Tassi and Alian agreed not to meet at the work-
  shop for fear of revealing her location. Tassi said 
  she’d visit him in a few days once she’d worked 
  out what her next steps would be.
  Scene Two – The Elemental Workshop
  Tassi is holed up in an old elemental binding work-
  shop owned Alian. She has been here for a number 
  of days.
  Tassi is not expecting visitors. She is suspicious of 
  anyone who arrives, even if they are accompanied 
  by Alian. If Alian is there, she will be worried he is 
  being forced to reveal her location. 
  If the heroes force their way into the workshop, she 
  will attempt to stay hidden on the balcony at the 
  top of the stairs.
  Traps!
  Tassi is practical and intelligent. She discovered 
  that she is skilled at creating traps using the ma-
  terials found in the workshop. She protected both 
  entrances to the building with a pair of traps. These 
  traps operate independently, meaning triggering 
  a trap by the smaller side door will not trigger the 
  similar trap at larger sliding back doors in the back 
  of the workshop.
  
  16
  
  17
  Alian is unaware Tassi installed these traps, or even 
  that she’d be capable of doing so.
  Trap 1: The first trap consists of a trip-wire placed 
  just inside of the doors. Triggering this wire re-
  leases heavy boxes suspended by nets hung from 
  above. Any character within ten feet of the door 
  where the trap is triggered may be affected by the 
  falling items.
  This trap is easily noticed, requiring a successful DC 
  10 Wisdom (Perception) or Intelligence (Investi-
  gation) check. Disabling the trap requires a suc-
  cessful DC 13 Dexterity check. Triggering the trap 
  requires characters in the affected area to make a 
  DC 10 Dexterity Saving Throw. A failed save results 
  in 2d4 bludgeoning damage, while a success reduc-
  es this amount by half. 
  Trap 2. The second trap is more cunningly hidden. 
  It triggers when something breaks the line of sight 
  between two sensors hidden in boxes ten feet from 
  each door. The sensors rest an inch above the floor 
  and any character who is unaware of the trap has a 
  50% chance of triggering it by walking through this 
  area.
  Detecting this trap requires a DC 15 Perception 
  or Investigation check. Characters who are aware 
  of the trap may bypass it by announcing they are 
  carefully stepping over the sensor’s line of sight. 
  Disabling the trap requires a successful DC 15 Dex-
  terity check using thieves’ tools. 
  Triggering the trap results in a blast of frigid air 
  from a nearby canister. This blast deals 1d10 cold 
  damage to all characters within fifteen feet of the 
  door unless they succeed on a DC13 Constitution 
  saving throw, in which case they take half as much 
  damage. Once triggered the trap will no longer 
  function.
  Area Information
  The elemental workshop hasn’t been used commer-
  cially for a number of years. Alian recently obtained 
  ownership and has had limited time to sort through 
  its contents.
  The one-story building has a twenty-five-foot-
  high ceiling fashioned from thick wooden beams 
  and metal. Not shown on the map is a metal track 
  attached to the ceiling running lengthwise down 
  the center of the workshop. From this track hangs 
  a pulley lift system once used to move heavy equip-
  ment. A narrow wood balcony hugs the walls. It 
  hangs ten feet above the floor and can be accessed 
  by a single set of narrow stairs. 
  A number of grimy glow globes attached to the 
  ceiling and underneath the balcony provide good il-
  lumination to the area. Two switches located beside 
  both entrances can dim the light produced by these 
  globes.
  Old Supplies
  The space is filled with crates of supplies once 
  used to construct elemental powered vessels. Most 
  devices are not functional, but a can still be used by 
  inventive characters.
  
  18
  A search of a crate or box may reveal one of the 
  following:
  • 
  Elemental Sphere: A glass sphere contains a 
  tiny trapped elemental which explodes with 
  a burst of force if broken. All creatures within 
  5 feet take 1 point of force damage and must 
  make a DC 10 Strength saving throw or be 
  pushed ten feet away from the center of the 
  blast.
  • 
  Hyper-Magnetized Device: A character may 
  use a bonus action to activate this hand-sized 
  device. Doing so momentarily creates an incred-
  ibly powerful magnetic field. Creatures holding 
  or wearing metal within ten feet of the device 
  must make a DC 10 Strength saving throw or 
  be pulled 5 feet towards the device. Unsecured 
  metal objects in this area automatically fail this 
  save and are pulled in a similar fashion. The de-
  vice immediately overheats and becomes inert 
  once used.
  • 
  Anti-grave coil: An individual may use a bonus 
  action to connect obviously loose wires on this 
  heavy two-foot long metal cylinder. Doing so 
  allows that individual to receive the benefits 
  of a levitation spell for 1d4 turns. The device 
  becomes inert and unusable once used.
  • 
  Fog Inducer: This apple-size, tarnished, metal 
  sphere, is marked with a small crack. Harmless 
  watery fluid has formed beads along the crack. 
  For every turn the sphere is carried or handled, 
  there is a 50% chance that the crack opens 
  unleashing a rush of harmless vapor. A twen-
  ty-foot radius around the now broken sphere is 
  covered by fog as if it were under the effect of a 
  Fog Cloud spell. If not otherwise dissipated, the 
  fog lifts after 1 hour.
  A character may use an action to attempt a DC 15 
  Intelligence check to learn something about a de-
  vice. Consider giving individuals with a background 
  in elemental vessels, tinkering tools or having other 
  engineering related knowledge advantage on these 
  checks.
  Meeting Tassi
  She is suspicious of anyone who arrives at the 
  workshop even if they are accompanied by Alian. 
  Persistent persuasion by the heroes may persuade 
  Tassi they are not trying to capture her, particularly 
  if Alian is on friendly terms with the group. 
  Agar’s Arrival
  Since discovering Tassi was researching the Day 
  of Mourning, Agar became obsessed with learning 
  everything she had uncovered. He met with the 
  last two contacts she visited (Fixit and Sophello in 
  episode 2) and knows of their views of the Day of 
  Mourning. He recently directed hired mercenaries 
  to eliminate both of these individuals (see Episode 
  2 Scene C). 
  Agar was frustrated looking for Tassi once she 
  realized she was being tailed. Agar has had no luck 
  finding the gnome since she hid in the workshop. 
  The heroes search for Tassi did not go unnoticed by 
  Agar’s network of contacts. The party has done an 
  excellent job of leading Agar to Tassi’s hiding place.
  Agar and his crew will take great care in approach-
  ing the workshop. Unless the characters are on the 
  alert for an ambush they may be surprised when 
  they attack.
  
  19
  Combat
  Combat begins with a stealthy assault by Agar and 
  his hired mercenaries. Agar instructed the merce-
  naries to capture Tassi alive and they will ruthlessly 
  deal with anyone who gets in their way. Agar will 
  continue the attack so long as he believes he has a 
  chance to win. If he sees his forces being routed, he 
  will flee the scene hoping to enact his revenge at 
  a later date. Agar can easily transition into a long-
  term villain for the heroes.
  Agar mercenaries consist of three human bandits 
  and one bugbear. The mercenaries feel no loyalty 
  to Agar and will flee if he falls in combat or is cap-
  tured.
  Agar (NE male half-elf Swashbuckler) has the fol-
  lowing adjustments:
  • 
  Half-Elf Racial Benefits. Dark vision to 60 feet. 
  Fey Ancestry giving him advantage on saving 
  throws against being charmed and magic can’t 
  put him to sleep.
  • 
  Cyrean Avenger’s Strike. Use a reaction to 
  make a single melee attack against an enemy 
  who has dealt damage to an ally within 30 feet. 
  This attack is made with advantage. 
  Tassi (NG female rock gnome Bandit). She is armed 
  with a sling and a dagger and has the following 
  adjustments:
  • 
  Gnome Racial Benefits. Darkvision to 60 feet. 
  Gnome Cunning that provides advantage on 
  all Intelligence, Wisdom, and Charisma saving 
  throws to magic. 
  • 
  Sling. Ranged Weapon Attack: +3 to hit, range 
  30/120 ft., one target. Hit: 3 (1d4+1) bludgeon-
  ing damage.
  • 
  Dagger. Melee or Ranged Weapon Attack: +3 to 
  hit, range 20/60 ft., one target. Hit 3 (1d4+1) 
  piercing damage.
  Epilogue
  At the end of the adventure, the heroes should be 
  aware of at least two theories behind the cause of 
  the Day of Mourning. Tassi may reveal additional 
  rumors she has uncovered with her research and 
  these could lead to further adventures for the he-
  roes.
  Provided Castar is still alive, Tassi’s recent harrow-
  ing events may be enough to give her the courage 
  needed to stand up to Castar. If Castar is removed 
  from the university as a result of Tassi’s allegations 
  he may blame the heroes and turn him into ongoing 
  villain eager to enact his revenge. 
  It is likely “The Trust”, Zilargo’s secret police, will 
  become aware of the heroes’ activities, particularly 
  if they were involved in messy combat during the 
  adventure. The Trust may approach the heroes and 
  could either become a valuable ally or challenging 
  adversary depending on how they have conducted 
  themselves throughout the adventure.
  
  20
  
  21
  Biomech-Wright
  Written and Designed by Gerald Glad
   
       There are whispers told of a legend that in the 
  Gnomish nation of Zilargo, deep in the earth, deep-
  er even than the massive reach of the jewel mines 
  of Zalanberg, lies an enormous ship of a strange 
  metal. Its engines and systems no longer function, 
  but what technology remains is rumored to be the 
  greatest secret of the Trust, the secret behind the 
  largest set of advancements known to the gnomish 
  people.
   One of the great advancements was finding a 
  strange resonance between a flesh being and dis-
  carded warforged remains when this strange metal 
  is introduced. The Triumvirate came together to 
  discuss this discovery and decided to apply a team 
  of hand chosen artificers, engineers, and craftspeo-
  ple to further research and develop this technology. 
  And so the Biomech-Wright was born. A perfect 
  fusion of Warforged, alien technology, and mortal 
  creature.
  Creating a Biomech-Wright
  Class Features
  As a Biomech-Wright, you gain the following class 
  features.
  Hit Points
  Hit Dice: 1d10 per Biomech-Wright level 
  Hit Points at 1st Level:10 + Constitution modifier 
  Hit Points at Higher Levels:1d10 (or 6) + Consti-
  tution modifier per Biomech-Wright level after 1st
  Proficiencies
  Armor: None 
  Weapons: Simple Weapons, Martial Weapons 
  Tools: Artisan’s tools, Vehicles 
  Saving Throws: Constitution, and either Dexterity 
  or Strength 
  Skills: Choose 3 from Acrobatics, Arcana, Athletics, 
  Deception, History, Insight, Intimidation, Investiga-
  tion, Perception, and Persuasion
  Equipment
  You start with the following equipment, in addition 
  to the equipment granted by your background:
  • 
  (a) Common Clothes or (b) Monastery Robes
  • 
  (a) Longsword or (b) Rapier
  • 
  (a) Shortsword or (b) Halberd
  • 
  (a) 3 Daggers or (b) Longbow with 30 arrows
  Graft
  Starting at 1st level you can graft new warforged 
  parts onto your body.(see Grafts below for more de-
  tails). When you take any graft you become disliked 
  on sight of the graft by all Fey, Elf, Druid, Ranger, or 
  other nature aligned character and gain disadvan-
  tage on charisma checks towards them.
  Grafts that increase ability score can increase above 
  20.
  Unarmored Defense
  Starting at 1st level while not wearing armor your 
  armor class equals 10 + Dexterity or Strength Mod-
  ifier + Constitution Modifier. Strength or Dexterity 
  can be used for unarmored defense, depending on 
  which one has a higher value.
  Microrepairs
  Starting at 2nd level, as long as you took no damage 
  since your last turn, you regain hit points equal to 
  your Constitution modifier at the start of each of 
  your turns up to your maximum hit points.
  Combat Focus
  At 3rd level, you adopt a particular style of fighting 
  as your specialty. You can choose Shadows, For-
  tress, or Striker. You gain abilities in your focus at 
  3rd, 6th, 10th, and 14th level. These are detailed 
  later in the class description.
  
  22
  Ability Score Increase
  When you reach 4th level, and again at 8th, 12th, 
  16th, and 19th level, you can increase one Ability 
  Score of your choice by 2, or you can increase two 
  Ability Scores of your choice by 1. As normal, you 
  can’t increase an Ability Score above 20 using this 
  feature.
  Extra Attack
  Starting at level 5, a Biomech-Wright can attack 
  twice instead of once, whenever you take the attack 
  action on your turn.
  Target Weakness
  Beginning at 6th level, your weapon attacks score a 
  critical hit on a roll of 19 or 20.
  Aura Sensor
  Starting at 9th level, if you spend at least 1 minute 
  observing another creature outside combat, you 
  can learn certain information about its capabilities 
  compared to your own. If this ability is used more 
  than twice on the same creature within 10 minutes 
  they will sense your presence in the area, but they 
  will not automatically know your location. You roll 
  a d6 and the DM tells you if the creature is your 
  equal, superior, or inferior in regard to one of the 
  following characteristics.
  1. Strength score
  2. Dexterity score
  3. Constitution score
  4. Intelligence score
  5. Armor Class
  6. Current hit points
  Pinpoint accuracy
  Beginning at 15th level, your weapon attacks score 
  a critical hit on a roll of 18 to 20.
  Phase Shift
  Beginning at 18th level, you can cast the blink spell 
  without requiring a spell slot. You can use this abili-
  ty twice between long rests.
  Biomechatronic Interruption
  Starting at 20th level, as an action you gain the 
  ability to cause a magical dissonance between your 
  biological parts and your mechanical ones. This 
  results in a large explosion which acts as the spell 
  fireball cast using a spell slot of 5th level, centered 
  on you. You automatically fail the associated saving 
  throw. Once you use this feature, you cannot use it 
  again until you complete a long rest.
  Combat Focuses
  Shadow Focus
  As a Biomech-Wright, you choose the path of hid-
  ing in plain sight and blending into the shadows to 
  strike down your enemies at their weakest point.
  Bio-Camo
  When you choose this focus at 3rd level you gain 
  the ability to cover your grafts in a layer of flesh to 
  make you look like you have no grafts. When you 
  take this you are no longer disliked by Fey, Elf, Dru-
  id, Ranger, or other nature aligned character.
  Anti-reverberation
  At 6th level, any action or movement you take will 
  cause no sound. And you gain advantage on stealth 
  checks.
  Inherent Knowledge
  At 10th level as long as you have studied a creature 
  for at least 1 minutes outside of combat you gain 
  the ability to know of any resistances, vulnerabili-
  ties, and invulnerabilities it might have.
  Shadow Strike
  At 14th level as long as you have advantage or an 
  ally is within 5 feet of the creature you are attack-
  ing, you can add 4d6 damage to any attack you 
  make on that creature.
  
  23
  Fortress Focus
  As a Biomech-Wright, you choose the path of de-
  fense and denying the enemy the satisfaction of 
  victory.
  Immovable Force
  When you choose this focus at 3rd level you cannot 
  be knocked down, grappled, or restrained.
  Shield Bunker
  At 6th level any time you would make a dexterity 
  saving throw if you fail you take half damage and if 
  you succeed you take no damage
  Elemental Immunity
  At 10th level as an action, you gain resistance to all 
  damage for 1 minute. You cannot use this ability 
  again until a long rest.
  Force Sink
  At 14th level, you can change one successful attack 
  of your choice, targeting you, to miss instead. You 
  cannot use this ability until a short or long rest.
  Striker Focus
  As a Biomech-Wright, you choose the path of vio-
  lence and vengeance against all that would stand in 
  your path to glory and power.
  Bone Crusher
  When you choose this focus at 3rd level you gain an 
  extra bonus to attacks and damage equal to your 
  chosen attack ability modifier.
  Immeasurable Violence
  At 6th level when you roll a critical on an attack roll 
  an extra set of damage dice.
  Frenzied Attack
  At 10th level, you make an extra attack on top of the 
  other attacks you have that turn.
  Vengeance Strike
  At 14th level when you take damage from a creature 
  within 5 feet of you, as a reaction they must make a 
  Dexterity saving throw. On a fail, they take the same 
  damage they dealt to you On a success, they take 
  half.
  Grafts
  Guidelines
  7 grafts can be equipped. 2 arm slots, 1 back slot, 
  1 chest slot, 1 head slot, and 2 leg slots. Another 
  graft can be equipped at 1st, 4th, 7th, 10th 13th, 16th, 
  and 19th level. Once a graft is equipped it cannot be 
  unequipped unless it is replaced with another graft 
  (example: you change your right arm from organic 
  to adamantine, then adamantine to shock gauntlet). 
  You can not return a body part slot to being organic 
  once it has been grafted. You may swap out your 
  graft for another one on the same limb on a graft on 
  long rests.
  Graft Casting
  When you use your Attack action on your turn to 
  make a “main hand” weapon attack, you can cast an 
  “off-hand” graft spell as a bonus action.
  Any
  Adamantine Plate
  +1 to AC and +1 to Constitution.
  Carbon Fiber Muscles
  +1 to Strength and Dexterity (cannot be added to head).
  Arms
  Acid Ejector
  Your main hand adds 1d6 acid damage to a melee attack 
  using that arm, or, as an action, offhand deals 1d6 acid 
  damage to one target within 60ft. Damage increase to 
  2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
  Plasma Rod
  Your main hand adds 1d10 fire damage to a melee at-
  tack using that arm, or, as an action, offhand deals 1d10 
  fire damage to one target within 60ft. Damage increase 
  to 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th 
  level.
  Frost CannonAs an action, you can cast the ray of frost 
  cantrip. This spell requires the graft arm or hand to be 
  empty when used.
  Lightning KnucklesAs an action, you can cast the 
  shocking grasp cantrip. This spell requires the graft arm 
  or hand to be empty when used.
  
  24
  Grapple Gun
  Allows you to hide a one-handed retractable grappling 
  hook inside your arm. This hook can attach to any sur-
  face, much like a regular hook could, and holds 60 feet 
  of metallic cable (AC 13, 6 hit points), and as a Bonus 
  Action you can shoot or reel the hook. You can use the 
  Grapple Gun as a bonus action to move up to 60ft in any 
  direction.
  Net Launcher
  Allows you to hide a retractable net launcher inside 
  your arm. As an action, you can fire a net at any target 
  within 30 feet. As an action, you can load a clip of 3 
  nets into the net launcher. You can extend or retract the 
  weapon as a bonus action.
  Arm Blade 
  Attaches a long blade to the outside of your arm. This 
  weapon deals 1d6 slashing damage and is not held by 
  your hand.
  Arm Bow
  Allows you to hide a retractable hand crossbow inside 
  your arm. As an action, you can load a clip of 8 bolts into 
  the arm bow. You can extend or retract the weapon as a 
  bonus action.
  Phase Hammer
  Creates an energy weapon in your hand. This is a finesse 
  weapon and deals 1d6 force damage. It can be used for 
  two-weapon fighting, similar to a light weapon. You can 
  summon or dismiss the weapon as a bonus action. The 
  Phase Hammer cannot be interacted with until it hits its 
  target
  Energy Whip
  Allows you to create an energy-based whip in your 
  hand. You deal 2d4 radiant damage with this weapon 
  and it has a reach of 15 feet. You can extend or retract 
  the weapon as a bonus action. The Energy Whip deals 
  damage to any creature except for you that touches it, 
  and you can use it to make grapple attacks.
  Pneumatic Fist 
  Increases the damage of your unarmed strike to 1d6 
  bludgeoning damage.
  Back Enhancement
  Spacial Storage
  This storage space folds out into a square opening 
  measuring 3 feet tall by 2 feet wide and does not have a 
  depth. This extra-spacial storage graft always weighs 5 
  pounds and does not have a storage limit. Retrieving an 
  item from the bag requires an action. When you remove 
  the graft, or you die, all items are scattered over the area 
  behind you.
  Sensory Shield
  +1 to AC. Enemies can no longer gain advantage to 
  attack you.
  Jump pack
  Gain a fly speed of equal to your base movement. 
  Non-physical energy based projections of wings, style of 
  your choosing, projects from your back area when using 
  the fly speed. You must land on the ground after each 
  movement. You don’t take falling damage with this graft.
  Ghost Pack
  Add your proficiency modifier to all stealth checks even 
  if are already proficient in stealth. Gain advantage on 
  Stealth checks.
  Chest Enhancement
  Sensory Shield
  +1 to AC. Enemies can no longer gain advantage to 
  attack you.
  Adaptive Lungs
  Gain the ability to breathe in any liquid and gas sub-
  stance safely and +1 to Constitution.
  Energy Shield
  You can gain +5 AC for 1 minute. You can use this ability 
  once, before needing to take a Long Rest to use it again.
  Nano Repair
  As an action or reaction, you can regain Hit Points equal 
  to twice your total class level once per long rest.
  
  25
  Head Enhancement
  Fiber Links
  +2 to your choice of Intelligence or Wisdom.
  Neural Link
  This ability allows images and sound recordings to be 
  sent to you from any one creature with an Intelligence 
  of 10 or higher that you touch. The connection between 
  you and the creature lasts up to 1 hour but may be sev-
  ered at any time.
  Active Sensor Tracking
  You can take an extra attack action one time per encoun-
  ter when you take the attack action on your turn.
  Floodlight Circlet
  Can project bright light in a 60-foot cone and dim light 
  for an additional 60 feet.
  Night Eye
  Gain darkvision up to 120 feet.
  Advanced Targeting Systems
  Gain +2 bonus to hit on all ranged attacks.
  Advanced Communicator
  Upon hearing a language spoken that you do not under-
  stand, making an Intelligence check above 10 allows 
  you to fully speak the language. Writing is a DC 15 Intel-
  ligence check.
  Legs Enhancement
  When you choose an enhancement, it increases your 
  walking speed by +5 for the first leg added. This stacks 
  with any other addition another enhancement may give.
  Combat Directives
  You gain an extra reaction and gain +2 to initiative.
  Inertial Tension Boot
  Gain a climb speed equal to your base movement. Gain 
  the ability to walk on water, or move across very light, 
  thin, or narrow surfaces that would normally not bear 
  your weight. Finishing your movement on such surfaces 
  will still cause them to break. Difficult terrain does not 
  lower movement speed. When falling prone, a successful 
  DC 10 Dexterity (Acrobatics) check allows you to acti-
  vate the Inertial Tension Boots and not fall prone.
  Pulse Boot
  Gain +5 feet to movement and +5 feet to jump distance.
  Gravity Anchor
  Become immune to knock back effects and falling dam-
  age.
  
  26
  
  27
  While Zilargo is often considered as solely the land 
  of the gnomes, civilized since before the unification 
  of Galifar, it is just as full of interesting fauna as 
  the rest of Khorvaire. In this article, correspondent 
  Rhen Sance will outline a few of the creatures you 
  can find off the beaten track in Zilargo.
  Ape
  If you dig far enough back, you can find books that 
  affirm that the gnomes are not the sole inhabitants 
  of Zilargo. These ancient tomes refer to the “Shim-
  merwood men,” hairy, tribal beings that inhabit the 
  forest surrounding what is now Trolanport. Howev-
  er, recent investigation has proved these are mere-
  ly peaceful bonobos, who nevertheless are quite 
  worth a visit if you’re of a similar temperament. 
  Chimera
  The Howling Peaks host a relatively warm nest 
  of chimera. While still territorial, it’s possible to 
  get up close to them and their whelps. Your harpy 
  guides on this expedition are capable of lulling the 
  beasts in case of danger, and if you’re lucky, the 
  eldest and strongest chimeras may even consent 
  to be touched. Still, they are not tame. Any un-
  asked-for contact will result in a lethal response.
  Choldrith
  These spider-like beings, along with their chitine 
  servants, live in the caves near the famous Deep 
  Mine. It’s advised to have a svirfneblin, a deep 
  gnome, along as a guide through the webbed tun-
  nels where these beings live. Unlike the previous 
  two, these savage beings remain very hostile to 
  intruders, and it’s very rare to get even a glimpse of 
  them. Come ready for a battle if you do find them.
  Djinni
  On the highest peaks of Zilargo, you’re likely to find 
  djinn. Usually solely inhabitants of the plane of 
  Syrania, a few djinn make their homes in these high 
  peaks. They enjoy visitors with wit and verbal skill, 
  and love stories from the lowlands. However, only 
  those with special dispensation from the Trium-
  virate or the Library of Korranberg are allowed to 
  meet them in their elevated homes. Rumour has it 
  they dislike Khoravar that bare the mark of storm, 
  though the djinn dismiss anyone who asks why. 
  Fauna of Zilargo
  Written and Designed by Mathew Booth
  
  28
  Eblis
  These very intelligent Shimmerwood cranes are 
  beautiful, with shimmering feathers they can use 
  to bewilder and bewitch most visitors. However, 
  they’re not friendly. Many people are lured into 
  dangerous situations, or even killed by these ma-
  levolent birds. Their beaks are long and sharp and 
  used similarly to a spear to jab prey. Eblis prefer 
  to flee if confronted with stronger opponents but 
  usually seek revenge later.
  Elementals
  What would Zilargo, indeed the entire Five Nations, 
  be without elementals? A few elemental binding fa-
  cilities offer tours of their facilities, where you can 
  see these strange creatures up close. Most everyone 
  knows of water, earth, fire, and air elementals, but 
  smaller, specialized facilities can summon strang-
  er elementals. Don’t expect to see these on your 
  average tour, however, as they can be extremely 
  dangerous.
  Faerie Dragon
  These mischievous creatures are rather elusive, 
  much to the disappointment of many fans of their 
  vibrant coloration. However, many who encounter 
  them often find their trips less easygoing; a faerie 
  dragon is smart enough to open bags, loosen belts, 
  and even artfully tangle boot laces and straps. 
  While they mean no harm, it can be more inconve-
  nient than helpful to have a faerie dragon along for 
  the trip. Try to laugh at their pranks, or a blast of 
  their euphoria breath might leave you stumbling 
  into thorns or mud.
  Korred
  These fey are seen as kin by the native gnomes, and 
  though they prefer not to wander into the cities, 
  they’re often seen on the roads especially those 
  between Zolanberg and Korranberg. While friendly, 
  great effort must be taken not to offend a Korred. 
  Though their hair is magical, they react badly to 
  anyone trying to cut it and are unlikely to take jokes 
  at their or the gnomes’ expense lightly. It’s also cus-
  tomary to leave them a tribute of stone; any stone 
  will do, though it’s lazy to offer a stone already near 
  the korred. They don’t take offense if foreigners 
  don’t know.
  Nereid
  These beautiful water spirits are to rivers and lakes 
  what dryads are to trees. While they can be found 
  nearly anywhere, those of Zilargo are bolder and 
  more social. Very few other places offer the chance 
  to talk to these mysterious, female fey, and it’s rec-
  ommended not to try and kiss them, even if they in-
  vite you to. Many bold but unwise adventurers have 
  fallen victim to the nereids’ inability to remember 
  most surface dwellers need air.
  Nothic
  Nobody’s sure where these cycloptic beings came 
  from, but every scholar in Korranberg remembers 
  seeing one late at night. They’re considered pests 
  at best, and the mercenary can find plenty of coin 
  hunting these aberrations through the stacks and 
  colleges of Korranberg. Beware their gaze; it rots 
  whatever’s in their line of sight and affects trea-
  sured archives as well as those sent to chase the 
  nothics off.
  Pixie
  Alongside their more territorial cousins, pixies 
  swarm through the Shimmerwood. They’re protect-
  ed under Zil law, so remember that when one takes 
  a liking to you and starts spreading their partic-
  ular brand of chaos around you while jabbering 
  into your ear. Otherwise, pixies are harmless little 
  creatures. Ignoring them, while initially provoking 
  a response of increased mischief, will soon drive 
  them away to find something more interesting.
  Pseudodragon
  While many spellcasters buy their familiars from 
  Vadalis or summon them wholesale from Thela-
  nis, wild pseudodragons are another of the unique 
  species found in the Shimmerwood. These ones are 
  very much not tame and do not hesitate to sting in 
  self-defense. While not in itself lethal, being put to 
  sleep by their venom may as well be without some-
  one to wake you. It’s better to let these little drag-
  ons lie.
  
  29
  Sprite
  First off, sprites are real. Don’t dismiss them as 
  countryfolk’s or druid’s tales. They are highly terri-
  torial and very few city dwellers are ever in a posi-
  tion to meet them. Those people that do are judged, 
  harshly, before either being shot with arrows lace 
  with pseudodragon venom or questioned further. 
  Yes, sprites can read your intentions with a touch, 
  and likely already have done if you can see them.
  Tressym
  This winged feline is not a ‘young griffin’ as some 
  have mistaken it, but a smaller relative. Their agil-
  ity is fantastic, on par with ordinary felines; thus 
  they are adept and efficient hunters. Their natural 
  habitat is the Seawall Mountains, but they have 
  adjusted tremendously well to city life. This abili-
  ty, combined with their intelligence to interbreed 
  with housecats, and their uncommon adoption as 
  familiars, means they have spread through Zilargo 
  almost to the point of feral tressyms being an urban 
  pest.
  Vargouille
  While many adventurers have encountered these 
  flying heads in the wilds of Xen’drik and ancient 
  ruins, some mystical accident left them as a per-
  manent resident of ZIlargo’s northern plains. 
  Vargouille repellents are common, ranging from 
  apple-scented perfumes (as they cannot stand the 
  smell) to bound elemental jewelry which causes 
  small whirlwinds to surround the wearer. Best to 
  stay inside on Mabaran winter nights around Drag-
  onroost. 
  Will o’Wisp
  The final creature to be covered today, the will 
  o’wisp is another Thelanis immigrant to the forests 
  of Zilargo. While the Shimmerwood is remarkably 
  free of natural hazards, many of the region’s pred-
  ators and malicious beings have learned to follow 
  will o’wisps to find easy prey. On the other hand, 
  will o’wisps may lure these predators to enemies 
  they couldn’t hope to overcome. One dying breath 
  is, after all, as good as another.
  Conclusion
  These are among the most common creatures 
  unique, or mostly unique, to Zilargo. This is by no 
  means an exhaustive list, and many of the common 
  Khorvairan monsters and animals also inhabit 
  the nation. Adventurers and travelers are advised 
  to buy the Naturalist’s Guide to Eberron books 
  (published by the Wayfinder Foundation) for a full 
  description of these.
  About the Author
  Rhen Sance is a scholar devoted to the study of 
  animals, beasts and the more exotic creatures 
  that inhabit Eberron and the orbiting planes. Cur-
  rently employed by the Wayfinder Foundation on 
  a consulting basis, he holds a qualification from 
  the Balinor’s Horn College of Natural History in 
  Korranberg. He lives in Aundair with his beautiful 
  adventurer wife and a blink dog named Boromar.
  
  30
  
  31
  Spells of Gnomish Trickery
  Written and designed by Zachary Pickett
  The gnomes of Zilargo, like any gnomes, are a tricky lot, and 
  not enough spells really reflect their nature. Here is a smatter-
  ing of spells which will be a boon to any gnomish caster, the 
  Trust trusts that these secrets won’t slip into the knowledge 
  of others.
  Spell Lists
  Bard
  1st level
  Pocket Swap (Conjuration)
  2nd level
  Daze (Enchantment)
  Sorceror
  1st level
  Displace Self (Illusion)
  3rd level
  Polymorph Object (Transmutation)
  Warlock
  3rd level
  Polymorph Object (Transmutation)
  Wizard
  1st level
  Displace Self (Illusion)
  Pocket Swap (Conjuration)
  2nd level
  Dhag-lahn’s Glimmering Shield (Abjuration)
  Daze (Enchantment)
  3rd level
  Polymorph Object (Transmutation)
  4th level
  Zifwl’s Enchantment Snatch (Enchantment)
  Spell Descriptions
  Dhag-lahn’s Glimmering Shield
  2nd-level Abjuration
  Casting Time: 1 reaction, which you take when you 
  become targeted by a spell you can see being cast
  Range: self
  Components: S, M (powdered sapphire worth at least 
  10gp, which the spell consumes)
  Duration: 1 turn
  You shower yourself in gem dust, scattering incoming 
  spells. Until the spell ends, you cannot be targeted by 
  spells unless they have a range of touch. If you were the 
  spell’s only target, the spell fails.
  Zifwl’s Enchantment Snatch
  4th-level Enchantment
  Casting Time: 1 bonus action
  Range: 30 feet
  Components: V, S, M (a carving of a goat)
  Duration: Special
  You attempt to steal the effects of an ongoing spell 
  affecting a creature within range. If the desired spell is 
  4th level or lower, you become its new target and must 
  maintain concentration on the newly acquired spell if it 
  requires concentration. The spell’s previous target is no 
  longer affected by the stolen spell. If the desired spell is 
  higher level than the level you cast this at, make an abil-
  ity check using your spellcasting ability. The DC equals 
  10 + the spell’s level. On a success, you gain control of 
  that spell, but it only lasts for 1 round afterward.
  Split Second. Concentration cannot be dropped while 
  this spell is being cast.
  At Higher Levels. When you cast this spell using a spell 
  slot of 5th level or higher, the maximum level of spell 
  stolen increases by one for each spell slot over 4th level.
  
  32
  Displace Self
  1st-level Illusion
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a small strip of leather made from 
  displacer beast hide, twisted in a loop)
  Duration: Concentration, up to 1 minute
  You project a magical illusion that makes you appear 
  to be standing near your actual location, causing attack 
  rolls against you to be at disadvantage. If you are hit by 
  an attack, the illusion is disrupted until the end of your 
  next turn. This illusion is also disrupted if your speed 
  is reduced to 0. An attacker is immune to this effect if 
  it doesn’t rely on sight, as with blindsight, or can see 
  illusion, as with truesight.
  At Higher Levels. When you cast this spell using a spell 
  slot of 4th level or higher, you gain an additional benefit.  
  If you are subjected to an effect that allows you to make 
  a Dexterity saving throw to take only half damage, you 
  instead take no damage if you succeed on the saving 
  throw, and only half damage if you fail.
  Daze
  2nd-level Enchantment
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  One humanoid of your choice that you can see within 
  range must succeed on Intelligence saving throw or be-
  come dazed for 1 minute. While dazed, the creature has 
  disadvantage on attack rolls, ability checks and saving 
  throws using Dexterity or Wisdom. The dazed creature 
  cannot cast spells, moves at half its movement speed 
  and attack rolls against it are made with advantage. The 
  creature can make an Intelligence saving throw at the 
  end of each of its turns. On a success, the spell ends.
  At Higher Levels. When you cast this spell using a spell 
  slot of 3rd level or higher, you can target one additional 
  humanoid for each slot level above 2nd. The creatures 
  must be within 30 feet of each other.
  Pocket Swap
  1st-level Conjuration
  Casting Time: 1 action
  Range: 10 feet
  Components: M (a bag, or pocket, of appropriate size)
  Duration: Concentration, up to 1 minute
  Using this spell, you can swap the contents of two con-
  tainers within range. Such a container can be held, car-
  ried, unattended, or even magical. The maximum weight 
  of swapped material is 50 pounds, while the maximum 
  dimensions of the swapped contents are 3 feet on a side. 
  If either your contents or the targets exceed these limits, 
  the spell swaps as much as it can without damaging the 
  contents. If a container is too small to contain its new 
  contents, the bag is destroyed, if it is nonmagical, and 
  the contents explode from it, spreading out in a radius 
  of 10 feet.
  Subtle. This spell’s casting goes unnoticed; however, 
  its results can be. The DC to notice the swap should be 
  determined by how drastic the change in weight and 
  shape is.
  At Higher Levels. When you cast this spell using a spell 
  slot of 2nd level or higher, the maximum weight increas-
  es by 50 pounds and the maximum dimensions increas-
  es by 3 feet for each slot level above 1st. The creatures 
  must be within 30 feet of each other.
  Polymorph Object
  3rd-level Transmutation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a bottle of quicksilver)
  Duration: Concentration, up to 1 hour
  You magically polymorph a nonmagical object of your 
  choice that you can see within range. The object must be 
  Large or smaller. If the object is being worn or carried 
  by another creature, that creature must succeed on a 
  Dexterity saving throw against your spell save DC, caus-
  ing this spell to fail on a success. The object’s new form 
  must be Large or smaller, nonmagical, and the original 
  object’s statistics become those of its new form. If the 
  object is used for spell components, the spell fails.
  The transformation lasts for the duration, or until the 
  object is destroyed. If you concentrate on this spell for 
  the full duration, the transformation lasts until it is 
  dispelled.
  
  33
  
  34
  Monsters of Zilargo
  Written and Designed by Kenny Morris
  Chelicera
  This black spider is the size of a giant wolf spider, but much more dangerous then the larger giant spiders. 
  It has two spindly arms that end in pincers and sports a pair of tuning fork-like antennae upon its head. 
  Chelicera can mimic sounds, which they use to lure in their victims. Once a suitable creature is within a 
  short sprint, the chelicera moves in to grapple and suck the fluids out while the being is still alive. They 
  are mostly found in the Howling Peaks but can also be encountered in the undercrofts of towns and cities 
  where prey is never far.
  Chelicera
  Medium beast, unaligned
  Armor Class 16 (natural armor)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft., climb 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  15 (+2) 18 (+4) 14 (+2) 4 (-3) 
  14 (+2) 13 (+1)
  Saving Throws Str +4, Dex +6
  Skills Athletics +4, Deception +5, Perception +4, 
  Stealth +8
  Senses blindsight 20 ft., darkvision 120 ft. passive 
  Perception 14
  Languages --
  Challenge 3 (700 XP)
  Spider Climb. The chelicera can climb dif  cult sur-
  faces, including upside down on ceilings, without 
  needing to make an ability check.
  Mimicry. The chelicera can mimic simple sounds 
  it has heard, such as a person whispering (or 
  screaming in horrible pain and terror), a baby 
  crying, or an animal chittering. A creature that 
  hears the sounds can tell they are imitations with a 
  successful DC 15 Wisdom (Insight) check.
  Actions
  Multiattack. The chelicera makes three attacks: 
  two with its claws and one with its bite. 
   Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 7 (1d6 + 4) bludgeoning damage, 
  and the target is grappled (escape DC 12). If the 
  chelicera hits the same creature with both claws, 
  that creature has disadvantage on any escape 
  checks.
   Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 7 (1d6 + 4) bludgeoning damage 
  and 10 (3d6) necrotic damage. The target’s hit 
  point maximum is reduced by an amount equal 
  to the necrotic damage taken, and the chelicera 
  regains hit points equal to that amount. The reduc-
  tion lasts until the target f nishes a long rest. The 
  target dies if this ef ect reduces its hit point maxi-
  mum to 0.
  
  35
  Troll, Cave
  Cave trolls are driven solely by their endless hun-
  ger. Stupid, aggressive, and deadly. Whenever one 
  of these horrid creatures are discovered, all near-
  by forces should be mustered to end its existence. 
  Entire villages have been eaten be cave trolls. They 
  have been known to lair in the Howling Peaks and 
  the Seawall Mountains.
  Troll, Crystalline
  Crystalline trolls are some of the least aggressive 
  trolls you’ll ever come across. And if they don’t eat 
  you, you can tell someone about them. Their skin 
  grows a strange glass-like material that causes 
  them to look like statue chiseled from crystal. Fire 
  seems to bother them as much as a sword, but acid 
  is utterly useless. In a moment of despair, I used a 
  thunder wave to push one away. The damage from 
  that spell stopped its regenerative capabilities long 
  enough for my companion to end it rightly. That 
  encounter took place in the Sewall Mountains. I 
  haven’t heard of them found elsewhere, yet.
   Troll, Cave
  Large giant, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 138 (12d10 + 72)
  Speed 40 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  20 (+5) 12 (+1) 22 (+6) 4 (-3) 
  9 (-1) 
  6 (-2)
  Saving Throws Str +8, Con +9
  Skills Athletics +11, Perception +2
  Senses darkvision 60 ft. passive Perception 12
  Languages Too dumb and hungry to care.
  Challenge 8 (3,900 XP)
  Keen Smell. The troll has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Aggressive. As a bonus action, the troll can move 
  up to its speed toward a creature that it can see.
  Reckless Stupidity. The troll has advantage on all 
  melee weapon attack rolls but attacks against it 
  have advantage.
  Regeneration. The troll regains 20 hit points at 
  the start of its turn. If the troll takes acid or f re 
  damage, this trait doesn’t function at the start of 
  the troll’s next turn. The troll dies only if it starts its 
  turn with 0 hit points and doesn’t regenerate.
  Actions
  Multiattack. The troll makes three attacks: one 
  with its bite and two with its claws. 
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 9 (1d8 + 5) piercing damage.
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 14 (2d8 + 5) slashing damage
   Troll, Crystalline
  Large giant, chaotic neutral
  Armor Class 17 (natural armor)
  Hit Points 105 (10d10 + 50)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  18 (+4) 12 (+1) 20 (+5) 7 (-2) 
  9 (-1) 
  9 (-1)
  Saving Throws Con +8
  Skills Perception +2
  Damage Immunities acid
  Senses darkvision 60 ft. passive Perception 12
  Languages Giant
  Challenge 7 (2,900 XP)
  Keen Smell. The troll has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Regeneration. The troll regains 10 hit points at the 
  start of its turn. If the troll takes thunder damage, 
  this trait doesn’t function at the start of the troll’s 
  next turn. The troll dies only if it starts its turn with 
  0 hit points and doesn’t regenerate.
  Actions
  Multiattack. The troll makes three attacks: one 
  with its bite and two with its claws. 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 7 (1d6 + 4) piercing damage.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 11 (2d6 + 4) slashing damage
  
  36
  Troll, Forest
  Forest trolls wander the Shimmering Forest in nomadic packs. They may be smaller than other troll-kin, 
  but they are far more intelligent and fight in groups led by either the strongest or most cunning. They are 
  adept climbers and stalkers. They have been known to target those that appear to be casters first. Their 
  saliva is poisonous, and they have been known to coat their weapons with it.
   Troll, Forest
  Medium humanoid (troll), chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 51 (6d8 + 24)
  Speed 30 ft., Climb 20 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  16 (+3) 15 (+2) 18 (+4) 11 (+0) 12 (+1) 7 (-2)
  Skills Perception +3, Stealth +6
  Senses darkvision 60 ft. passive Perception 13
  Languages Giant
  Challenge 3 (700 XP)
  Keen Smell. The troll has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Regeneration. The troll regains 10 hit points at 
  the start of its turn. If the troll takes acid and f re 
  damage, this trait doesn’t function at the start of 
  the troll’s next turn. The troll dies only if it starts its 
  turn with 0 hit points and doesn’t regenerate.
  Actions
  Multiattack. The troll makes three attacks: one 
  with its bite and two with its claws. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 5 (1d4 + 3) piercing damage and 5 
  (2d4) poison damage.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 8 (2d4 + 3) slashing damage
  Javelin. Melee or Ranged Weapon Attack: +5 to 
  hit, reach 5 ft. or range 30/120 ft., one target. Hit: 
  6 (1d6 + 3) piercing damage and 3 (1d6) poison 
  damage.
  Troll, Forest, Pack Leader
  Medium humanoid (troll), chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 85 (10d8 + 40)
  Speed 30 ft., Climb 20 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  16 (+3) 16 (+3) 18 (+4) 12 (+1) 14 (+2) 9 (-1)
  Saving Throws Dex +5
  Skills Perception +4, Stealth +7
  Senses darkvision 60 ft. passive Perception 14
  Languages Giant
  Challenge 4 (1,100 XP)
  Keen Smell. The troll has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Regeneration. The troll regains 10 hit points at 
  the start of its turn. If the troll takes acid and f re 
  damage, this trait doesn’t function at the start of 
  the troll’s next turn. The troll dies only if it starts its 
  turn with 0 hit points and doesn’t regenerate.
  Actions
  Multiattack. The troll makes three attacks: one 
  with its bite and two with its claws. Alternatively, it 
  can make two melee weapon attacks with its jave-
  lins and a bite attack or two ranged weapon attacks 
  with its javelins.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 5 (1d4 + 3) piercing damage and 5 
  (2d4) poison damage.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 8 (2d4 + 3) slashing damage
  Javelin. Melee or Ranged Weapon Attack: +5 to 
  hit, reach 5 ft. or range 30/120 ft., one target. Hit: 
  6 (1d6 + 3) piercing damage and 3 (1d6) poison 
  damage.
  
  37
  The Trust
  Zilargo towns and cities appear to be safe and peaceful beyond anything most people have experienced. 
  This peace is kept up by a covert police force known as the “Trust.” This “Trust” doesn’t seem to care 
  about underworld dealings, if those dealings stay in the dark. People have been known to disappear when 
  they break that rule. Behave when you are in the public eye.
  Trust Spy
  Small humanoid (gnome), lawful neutral
  Armor Class 13 (leather armor)
  Hit Points 28 (8d6)
  Speed 25 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10 (+0) 15 (+2) 10 (+0) 14 (+2) 14 (+2) 16 (+3)
  Saving Throws Dex +4, Int +4
  Skills Deception +5, Insight +4, Investigation +6, 
  Perception +6, Persuasion +5, Sleight of Hand +4, 
  Stealth +4
  Senses darkvision 60 ft. passive Perception 16
  Languages Common, Gnomish, Thieves cant
  Challenge 1 (200 XP)
  Gnome Cunning. The spy has advantage on all 
  Intelligence, Wisdom, and Charisma saving throws 
  against magic.
  Cunning Action. On each of its turns, the spy can 
  use a bonus action to take the Dash, Disengage, or 
  Hide action.
  Spellcasting. The spy is a 5th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 13, 
  +5 to hit with spell attacks). The spy has the follow-
  ing bard spells prepared:
  Cantrips (at will): mage hand, message, minor illu-
  sion, prestidigitation
  1st level (4 slots): disguise self, feather fall, longstrider
  2nd level (3 slots): blindness/deafness, detect 
  thoughts, invisibility
  3rd level (2 slots): feign death, tongues 
  Actions
  Multiattack. The spy makes two melee attacks.
  Shortsword. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, 
  range 30/120 ft., one target. Hit: 5 (1d6 + 2) pierc-
  ing damage.
  
  38
   Trust Spy Veteran
  Small humanoid (gnome), lawful neutral
  Armor Class 15 (studded leather)
  Hit Points 45 (10d6 + 10)
  Speed 25 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10 (+0) 16 (+3) 12 (+1) 14 (+2) 14 (+2) 18 (+4)
  Saving Throws Dex +5, Int +4
  Skills Deception +6, Insight +4, Investigation +6, 
  Perception +6, Persuasion +5, Sleight of Hand +5, 
  Stealth +5
  Senses darkvision 60 ft. passive Perception 16
  Languages Common, Gnomish, Thieves cant
  Challenge 2 (450 XP)
  Gnome Cunning. The spy has advantage on all 
  Intelligence, Wisdom, and Charisma saving throws 
  against magic.
  Cunning Action. On each of its turns, the spy can 
  use a bonus action to take the Dash, Disengage, or 
  Hide action.
  Spellcasting. The spy is a 7th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 14, 
  +6 to hit with spell attacks). The spy has the follow-
  ing bard spells prepared:
  Cantrips (at will): mage hand, message, minor illu-
  sion, prestidigitation
  1st level (4 slots): disguise self, feather fall, longstrider
  2nd level (3 slots): blindness/deafness, detect 
  thoughts, invisibility
  3rd level (3 slots): feign death, sending, tongues
  4th level (1 slot): greater invisibility 
  Actions
  Multiattack. The spy makes two melee attacks.
  Shortsword. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +5 to hit, 
  range 30/120 ft., one target. Hit: 6 (1d6 + 3) pierc-
  ing damage.
  
  39
  Trust Assassin
  Small humanoid (gnome), lawful neutral
  Armor Class 16 (studded leather)
  Hit Points 88 (16d6 + 32)
  Speed 25 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10 (+0) 18 (+4) 14 (+2) 14 (+2) 14 (+2) 16 (+3)
  Saving Throws Dex +8, Int +6, Wis +6
  Skills Acrobatics +8, Deception +7, Perception +10, 
  Stealth +12
  Senses darkvision 60 ft. passive Perception 20
  Languages Common, Gnomish, Thieves cant
  Challenge 9 (5,000 XP)
  Gnome Cunning. The assassin has advantage on 
  all Intelligence, Wisdom, and Charisma saving 
  throws against magic.
  Assassinate. During its f rst turn, the assassin has 
  advantage on attack rolls against any creature that 
  hasn’t taken a turn. Any hit the assassin scores 
  against a surprised creature is a critical hit.
  Evasion. If the assassin is subjected to an ef ect 
  that allows it to make a Dexterity saving throw to 
  take half damage, the assassin instead takes no 
  damage if it succeeds on the saving throw, and only 
  half damage if it fails.
  Sneak Attack (1/Turn). The assassin deals an extra 
  16 (5d6) damage when it hits a target with a weap-
  on attack and has advantage on the attack roll, 
  or when the target is within 5 feet of an ally of the 
  assassin that isn’t incapacitated, and the assassin 
  doesn’t have disadvantage on the attack roll.
  Spellcasting. The assassin is a 6th-level spellcaster. 
  Its spellcasting ability is Charisma (spell save DC 
  15, +7 to hit with spell attacks). The spy has the 
  following bard spells prepared:
  Cantrips (at will): mage hand, message, minor illu-
  sion, prestidigitation
  1st level (4 slots): disguise self, feather fall, longstrider
  2nd level (3 slots): blindness/deafness, hold person, 
  invisibility
  3rd level (3 slots): fear, feign death, sending
  Actions
  Multiattack. The assassin makes two melee at-
  tacks.
  Shortsword. Melee Weapon Attack: +8 to hit, reach 
  5 ft., one target. Hit: 7 (1d6 + 4) piercing damage 
   and the target must make a DC 16 Constitution 
  saving throw, taking 28 (8d6) poison damage on a 
  failed save, or half as much damage on a success-
  ful one.
  Hand Crossbow. Ranged Weapon Attack: +8 to 
  hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) 
  piercing damage and the target must make a DC 16 
  Constitution saving throw, taking 28 (8d6) poison 
  damage on a failed save, or half as much damage 
  on a successful one.
  
  Khyber Khronicle
  the
  Volume 6
  Welcome to The Khyber Khronicle; 
  a collection of encounters and DM 
  tools that can be used to enhance 
  any adventure as the DM sees fit.
  In this issue:
  A 3-4 hour adventure for
   3rd level char
   3rd level characters
  A new playable class, 
  the Biomech-Wright
  New spells for your gnome
  And More!
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mount Ogden Gaming/Mount Ogden Gaming.-.The Khyber Khronicle.-.Volume 06.pdf