TEXT: 1
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  In a secret lab beneath the city, the characters face mechanical 
  horrors and an even more dangerous truth. To survive, they must 
  make a choice that impacts all of Khorvaire!
   A Three-to-Four-Hour Adventure for Tier 2 Characters. 
  Optimized for APL 10.
  An Eberron Embers of the Last War Adventure
  Credits
  Designer: M.T. Black
  Editing: James Introcaso, Ashley Michaela "Navigator" 
  Lawson
  Layout and Graphic Design: Rich Lescouflair
  Artwork: Provided by Wizards of the Coast
  Cartography: Dyson Logos
  D&D Adventurers League Guildmaster: Chris Lindsay
  D&D Adventurers League Wizards Team: Adam Lee, 
  Chris Lindsay, Mike Mearls, Matt Sernett
  D&D Adventurers League Administrators: Greg Marks, 
  Alan Patrick, Travis Woodall, Lysa Chen, 
  Claire Hoffman, Amy Lynn Dzura
  DDAL-ELW11
  
  2
  Adventure Primer
  This section provides the adventure’s background and an 
  overview of the adventure’s episodes and objectives.
  Background
  In SHARN, MERRIX D’CANNITH, leader of CANNITH 
  SOUTH, has been using a secret, and highly illegal, 
  CREATION FORGE to manufacture powerful new 
  WARFORGED, whom he is selling to the SWORDS OF 
  LIBERTY. As this adventure begins, the characters have 
  finally discovered the location of his SECRET LAB—and 
  the creation forge within.
  Episodes
  The adventure’s story is spread over three story episodes 
  which take approximately 2 hours to play.
  • Episode 1: A Bar Called Shamukaar. The adventurers 
  are asked to find and destroy the illegal creation forge. 
  This is the Call to Action.
  • Episode 2: Forgehold Infiltration. The adventurers 
  enter the Sharn Forgehold, searching for Merrix’s secret 
  laboratory. This is Main Objective A.
  • Episode 3: Creation Forge Conundrum. The 
  adventurers find the creation forge—and confront 
  Merrix d’Cannith. This is Main Objective B.
  Bonus Objectives
  The primary objective of the adventure is to discover 
  and destroy the secret creation forge Merrix is using to 
  manufacture warforged. However, this adventure also 
  includes two 1-hour bonus objectives that the characters 
  can pursue if they have the time to do so—earning 
  additional advancement and treasure checkpoints in the 
  process.
  • Bonus Objective A: Get the Evidence. The 
  adventurers must retrieve evidence linking Merrix 
  d’Cannith to the Swords of Liberty. More details can be 
  found on page 13.
  • Bonus Objective B: Save the Prisoners. The 
  adventurers must rescue two prisoners from the Sharn 
  Forgehold. More details can be found on page 14.
  Episode Sequence
  The duration of your session depends on how much of 
  this adventure you utilize. At the very least, your session 
  will last approximately 2 hours. If you wish, you can 
  provide a longer experience for your players by utilizing 
  the bonus objectives.
  Main Objectives Only. To complete the adventure’s 
  main objectives, the characters play episodes 1 through 3 
  in order.
  Bonus Objectives. You can extend this adventure 
  by one or two hours by utilizing the bonus objectives 
  provided. Bonus Objective A and Bonus Objective B 
  occur during episode 2. This additional content can’t be 
  utilized anywhere else.
  
  3
  Adventure Flowchart
  This section provides a basic understanding of not only the flow of the episodes, but also the outline of the different paths 
  that your players may take in reaching their stated objective.
  A Bar Called 
  Shamukaar
   Forgehold 
  Infiltration
  Get the Evidence   
  (Bonus Objective A)
  Save the Prisoners 
  (Bonus Objective B)
  Creation Forge 
  Conundrum
  1
  A
  2
  B
  3
  
  4
  Estimated Duration: 20 minutes
  Let’s finish this.
  — Merrix d’Cannith
  The adventure begins in a secure room at the 
  Shamukaar tavern in the Cogs. The adventurers have 
  been summoned there by Antonia d’Medani, their 
  contact from House Medani.
  Prerequisites
  This adventure is the climax to the Embers of the 
  Last War series. If you wish to play it as a standalone 
  adventure, Antonia contacts the party through a mutual 
  acquaintance about a job that might interest them.
  Area Information
  The Cogs ward has the following features:
  Dimensions & Terrain. The area is a warren of natural 
  tunnels and old goblin ruins. While there are several 
  large thoroughfares, most of the passages are narrow and 
  crowded.
  Structures. A combination of freestanding stone 
  buildings in several large caverns as well as innumerable 
  chambers dug from the rock. The Cogs is primarily an 
  industrial area, home to great furnaces, vast foundries, 
  and immense factories.
  Atmosphere. Metallic clanging fills the air, along with 
  the ever-present stench of sulfur and smoke. The whole 
  area is dimly lit by a perpetual red glow, supplied by the 
  fires of a thousand furnaces.
  Population. While many thousands work in the Cogs, 
  few reside there if they can help it. Warforged, goblins, 
  and humans are the most numerous inhabitants, but just 
  about every race is represented, including monsters from 
  Droaam.
  About ShAmukAAr
  Shamukaar is the largest and most popular tavern in the 
  Cogs. It stretches over five subterranean levels crudely 
  hewn from dark, volcanic rock. It is run by goblins and 
  is especially popular with immigrants from Droaam. 
  Each level is packed around the clock with ogres, gnolls, 
  harpies, minotaurs, and other bizarre monsters.
  Meeting with Medani
  Antonia d’Medani (a spy) has arranged to meet in a small 
  private room on the lowest level of Shamukaar. She 
  assures the adventurers the room is quite secure from 
  Episode One:
  A Bar Called Shamukaar
  
  5
  eavesdropping, before sharing the following information. 
  If you are playing this as a standalone adventure, Antonia 
  first shares the background information supplied in the 
  Adventure Primer.
  Background
  • Merrix d’Cannith’s secret laboratory can be accessed 
  from the Sharn Forgehold, the secret Cannith fortress 
  factory in the Cogs.
  • The entrance to the secret lab is in a room containing 
  something called the Well of Harmony. This is in the 
  north wing of the Sharn Forgehold.
  Destroying the Creation Forge
  • House Medani want the characters to penetrate the 
  Sharn Forgehold, find the secret lab, and disable the 
  creation forge.
  • Antonia gives the adventurers a brown, rubbery 
  diaphragm, about six inches wide. This is a mabaranic 
  infuser, which they stole from Cannith East. They must 
  place it over the irianic conduit, a six-inch-wide panel of 
  flashing, multicolored lights on the creation forge.
  • Antonia is a little vague about what will happen after 
  the device is placed, but assures the adventurers there 
  should be enough time to escape.
  Bonus Objectives
  If you wish for a longer game, Antonia gives the 
  adventurers one or both bonus objectives:
  • Bonus Objective A. House Medani believe there might 
  be evidence in Merrix’s private apartment linking him 
  directly to the Swords of Liberty. If it exists, they want it.
  • Bonus Objective B. House Medani have learned that 
  Merrix is keeping two prisoners in the Forgehold. 
  They want these prisoners rescued so they can be 
  interrogated. Their names are Grannok Twinpines, a 
  half-orc, and Sharyl Fiennes, a human.
  Entering the Forgehold
  • The adventurers are to enter the Forgehold disguised 
  as haulers. In a nearby alleyway is a cartload of rock 
  crystal drawn by an ox, along with a faked purchase 
  order and some old smocks.
  • The secret entrance to the Forgehold is through an 
  illusory wall at the end of a blind alley in the Ashblack 
  district of the Cogs. Antonia gives them precise directions.
  Reward
  Antonia is authorised to offer them 3,000 gp to complete 
  the mission.
  roleplAying AntoniA d’medAni
  Antonia d’Medani is a Mark of Detection half-elf spy in 
  her midtwenties. She has a youthful face and wears her 
  dark hair cropped in a curled bob.
  Trait. I'm a born gambler who can't resist taking a risk 
  for a big payoff, and I encourage others to do the same.
  Ideal. It is everyone’s responsibility to bring a little 
  more fairness and happiness to the city.
  Bond. I owe a large gambling debt to a certain back-
  alley gangster. There could be trouble for me if he 
  calls it in.
  Flaw. I worry that people don’t take me seriously 
  because of my youth, so I’m always trying to appear 
  more mature and experienced than I really am.
  Concluding the Episode
  If the adventurers accept Antonia’s offer, the episode is 
  over. Assume they take possession of the rock crystal and 
  move to episode two.
   
   
  Playing the Pillars
  Combat
  Exploration
  Social
  Fighting is strongly discouraged in 
  Shamukaar, and the tavern maintains a 
  small troop of ogre bouncers to deal with 
  the unruly.  Having said that, a belligerent 
  gnoll named Chikaha has been picking 
  fights with strangers recently, and a 
  minotaur named Raastred is challenging all 
  comers to wrestle.
  Adventurers may wish to spend some 
  time exploring Shamukaar. One level is a 
  combination restaurant/slaughterhouse, 
  another has a goblin skald singing tales of 
  the Great Crag, while yet another features a 
  changeling skindancer, painting patterns of 
  color and shape across his skin.
  The adventurers are likely to spend most of 
  their time talking to Antonia d’Medani, but 
  they can interact with other patrons if they 
  wish. Of special interest are a harpy priest 
  of the Dark Six named The Grim, and an 
  orc veteran named Yokgu, an exile from the 
  Ghaash’kala. They are available as hirelings 
  if needed, each asking for 10 gp per day 
  while on adventure plus a negotiable share 
  of treasure.
   
   
  
  6
   
   
  Playing the Pillars
  Combat
  Exploration
  Social
  There are many strange and deadly creatures 
  in the Forgehold, some of them created 
  by Merrix specifically to defend this area. 
  Adventurers may need to retreat sometimes 
  to regroup and make another plan.
  There are many interesting rooms to explore 
  in the Forgehold and some of them hold 
  hidden treasures. If the session is time 
  constrained, the party should focus on the 
  main goal or they may not complete the 
  adventure.
  Not all the warforged here are warriors. 
  Many of them are workers, and some may 
  prefer talk over combat. The adventurers 
  might gain some valuable clues by speaking 
  before drawing their swords.
   
   
  Estimated Duration: 1-3 hours
  I promise you that I have defenses you know nothing 
  about.
  —Merrix d’Cannith
  Most people in the Cogs have heard rumors of House 
  Cannith’s Sharn Forgehold. It is a massive subterranean 
  fortress containing foundries, forges, workshops, and other 
  facilities. The location of the Forgehold is a closely kept 
  secret, being accessed through an illusory wall at the end 
  of a seemingly blind alley in the Cogs industrial district.
  Prerequisites
  This episode begins once the characters complete 
  episode 1.
  Map
  There is a map of the Forgehold in Appendix B. The 
  entire Forgehold is massive, and the map shows only the 
  north wing of the first level.
  Area Information
  The Forgehold has the following features:
  Dimensions & Terrain. The interior walls and ceiling 
  of the Forgehold are covered by large brass plates, the 
  corridors being engraved with a houndstooth pattern. 
  The floor is laid with massive onyx flagstones. Unless 
  otherwise noted, the ceiling is 15 feet high.
  Doors. The interior doors are made of iron reinforced 
  with decorated steel belts. The doors are not locked 
  unless stated otherwise.
  Lighting. Every 10 feet a narrow strip of blue crystal is 
  set in the corridor and chamber walls, reaching from floor 
  to ceiling. These strips give off a dim, phosphorescent 
  light.
  Teleporting. The dimensional pillars in area 5 prevent 
  any teleportation magic or similar from operating within 
  the Forgehold.
  Traps & Puzzles
  Merrix d’Cannith has placed deadly traps in the Forgehold 
  and these may prove fatal to the careless. Several rooms 
  contain interesting devices which the characters can 
  manipulate to their advantage.
  Objectives
  The main objectives are to locate the creation forge in 
  the secret laboratory, and disable it using the mabaranic 
  infuser. The secret lab may be accessed through area 4 
  or area 25.
  The bonus objectives are to rescue the prisoners from 
  area 28, and retrieve the incriminating letter from area 25.
  Creatures/NPCs
  Most of the creatures inside the Forgehold are warforged, 
  many of them designed for very specific purposes. Unlike 
  the warforged outside, these creatures have never known 
  freedom. Following are some of the unique warforged the 
  adventurers might encounter:
  Pickers are shaped like small centaurs, with four arms 
  and an extensible torso. They transport items around the 
  Forgehold.
  Couriers look like disembodied warforged heads with 
  dove-like wings and tiny claws. They are messengers.
  Stewards are tall and spindly. They oversee the various 
  operations of the Forgehold.
  Fitters have six arms, two of them terminating in hands 
  and the other four terminating in various tools, such as 
  screwdrivers, wrenches, and chisels.
  Riggers are short, squat, and have four thick legs. Their 
  arms terminate in two flat forks, and their rotund torso is 
  extensible. They lift and transport heavy items.
  None of these warforged are built for battle, and all have 
  the statistics of a commoner. None of them have names 
  and they are usually referred to by type and number (e.g. 
  Fitter 874).
  Random Encounters
  The corridors of the Forgehold are busy. Whenever the 
  characters leave a room, roll on the following encounter 
  table:
  d20
  Encounter
  1-4
  None
  5-9
  Picker
  10-14
  Courier
  15-20
  Darkwood Watch
  Episode Two:
  Forgehold Infiltration
  
  7
  These encounters are described below:
  Picker. These warforged gallop down the corridors 
  with requisition slips in their hands, wearing a backpack 
  full of components (see the Components table). A typical 
  requisition slip might say, “4 crystal pinions to soarsled 
  workshop.” Pickers are single-minded about their 
  deliveries and are unlikely to stop and talk.
  Courier. These warforged carry component requisition 
  slips from the workshops and maintenance bay to Picker 
  Dispatch (area 19). Like the pickers, they are single-
  minded about their tasks. Grabbing one from the air 
  requires a successful DC 20 Dexterity check.
  Darkwood Watch. Five leather-cloaked human wand 
  adepts (Appendix A) patrol the corridors. These are 
  members of the famed Darkwood Watch, and they attack 
  any intruders.
  AdjuSting thiS encounter
  Here are some suggestions for adjusting this 
  encounter,
  according to your group.
  •  Very Weak: remove two wand adepts.
  •  Weak: remove a wand adept.
  Resting
  If the adventurers take a short rest, there is a 25 percent 
  chance that the Darkwood Watch comes upon them.
  Components Table
  The Forgehold is a highly productive factory, building 
  magic items large and small. There are shelves and 
  shelves full of every component possible. If needed, use 
  the following table to generate a component name:
  d20
  Descriptor
  Object
  1
  abyssal
  cog
  2
  amber
  coil
  3
  ambient
  cylinder
  4
  cabalic
  diode
  5
  calyptic
  distributor
  6
  cobalt
  duct
  7
  crystal
  flue
  8
  elemental
  gasket
  9
  exarchic
  injector
  10
  irianic
  mandrel
  11
  mabaranic
  manifold
  12
  onyx
  pinion
  13
  orphic
  plug
  14
  peridic
  resistor
  15
  phantasmal
  resonator
  16
  spectral
  seal
  17
  supernal
  spindle
  18
  tantric
  transformer
  19
  thelemic
  valve
  20
  theurgic
  wire
  Forgehold Locations
  Refer to the map in Appendix B for locations.
  1. Main Gates
  The area has the following features:
  Dimensions & Terrain. A wide alley in the Cogs leads 
  to a seeming dead-end. However, the wall is an illusion 
  and can simply be walked through, revealing a long 
  passage of hewn stone terminating in an imposing set of 
  double doors.
  Doors. The double doors are 12 feet high and made 
  from iron with crisscrossing belts of steel. They are so 
  well-balanced and hung that they swing open with a single 
  push. When required, they can be secured internally with a 
  steel door bar. They are currently closed though unbarred.
  Creatures/NPCs
  The doors are guarded by a steel predator (Appendix 
  A) and four warforged guards. A warforged guard has 
  the statistics of a nimblewright (Appendix A). If the 
  adventurers do anything aggressive or overly suspicious, 
  the guards and steel predator attack. They do not pursue 
  anyone beyond the illusory wall.
  Sentinel 174. A gold chestplate and greaves mark 
  one of the warforged guards as the ranking officer. They 
  identify themselves as Sentinel 174 and demand to know 
  the characters’ business in the Forgehold.
  Presumably the adventurers are transporting a cartload 
  of rock crystal (as described in episode one). If more than 
  two of the adventurers are obviously armed, Sentinel 
  174 demands to know why they need so many guards. If 
  the adventurers give reasonable answers, Sentinel 174 
  calls out. The doors swing open and another warforged 
  emerges.
  Steward 88. The new warforged identifies themselves 
  as Steward 88. They curtly complain that the delivery is 
  not on their schedule, but upon inspecting the purchase 
  order, lead the adventurers to the crystal repository (area 
  13) to unload the cart.
  
  8
  roleplAying StewArd 88
  Steward 88 is responsible for the day-to-day operations 
  of this wing of the Sharn Forgehold. They can describe 
  the basic functions of the rooms in the Forgehold 
  but do not know where the Well of Harmony is. 
  If intimidated into answering, they suggest the 
  adventurers either go to the map room (area 12) or talk 
  to the Comptroller (area 3).
  Trait. I am always in a hurry, always rushing from one 
  place to another and talking about how busy I am.
  Ideal. It is my desire to run my wing of the Forgehold 
  as efficiently as possible.
  Bond. I was created to serve House Cannith and my 
  loyalty to them is unwavering.
  Flaw. I am a coward and can be easily intimidated.
  2. Antechamber
  The area has the following features:
  Dimensions & Terrain. This chamber is 40 feet wide 
  and 60 feet long. The brass walls are engraved with a 
  wave pattern.
  Furniture. There are several dark, leather-covered 
  couches against the western wall.
  Sound. A rapid, metallic clicking sound occasionally 
  emerges from the passage in the western wall. The area 
  beyond this passage is dark.
  Traps & Puzzles
  There are three enormous crystal screens in this 
  chamber, all hanging on the east wall. Each screen has a 
  permanent scrying spell cast on it, targeting the following 
  areas in the Forgehold:
  • Crystal foundry (area 9)
  • Cannon workshop (area 11)
  • Soarsled workshop (area 14)
  Creatures/NPCs
  1 round after the adventurers enter the chamber, the 
  flickering blue image of a tall, spindly warforged appears. 
  They say:
  “Welcome to the Forgehold of Sharn! I can see that 
  you don’t have an appointment. Please take a seat and 
  someone will be here shortly to attend to you.”
  The image then disappears. 1 minute (10 rounds) later, 
  the Darkwood Watch (see “Random Encounters”) appears 
  at the north entrance of the chamber and attacks.
  3. Comptroller
  The area has the following features:
  Lighting. The chamber is dark, but the lights turn on as 
  soon as the adventurers enter.
  Dimensions & Terrain. This chamber is 40 feet wide 
  and 60 feet long. The brass walls are engraved with 
  esoteric mathematical symbols.
  Abacuses. There are eight enormous abacuses lined 
  up across the middle of the room. Each one is 5 feet wide 
  and 8 feet high. They are comprised of polished steel rods 
  and crystal beads.
  Wax blocks. Six massive wax blocks, 8 feet wide, 1 foot 
  deep, and 15 feet high, are lined up against the east wall. 
  Three of them are inscribed with a seemingly random 
  array of little horizontal and vertical notches.
  Creatures/NPCs
  Embedded near the top of the west wall is an 8-foot-tall 
  warforged face, surrounded by tubes and wires. The 
  face says: “Greetings! My name is Comptroller 13. What 
  problem do you wish to solve?”
  Comptroller 13 does not know where the Well of 
  Harmony is, but does know there is a map room in the 
  Forgehold. They suggest the adventurers try to find it.
  roleplAying comptroller 13
  This remarkable creature was made by Merrix to 
  record his accounts and help him with complex 
  calculations. They use the mage hand spell to inscribe 
  account information on the wax blocks and to use the 
  abacuses. Comptroller 13 is rather delicate with AC 12 
  and 14 hit points.
  Trait. I love performing calculations and continually 
  interrupt people to ask if they have a mathematical 
  problem to solve.
  Ideal. It is my desire to perform every calculation with 
  perfect precision.
  Bond. I was created by Merrix d’Cannith and my 
  loyalty to him is unthinking.
  Flaw. I am very ignorant of the outside world and 
  have a childlike naivety.
  4. Well of Harmony
  This is the entrance to the secret laboratory. Merrix has 
  forbidden everyone from entering this chamber, and none 
  of the warforged in the wing know what is in it.
  Area Information
  The area has the following features:
  Dimensions & Terrain. This chamber is 50 feet long 
  and 40 feet wide. The brass walls are engraved with a 
  gingham pattern.
  Traps & Puzzles
  In the middle of this room is a 20-foot-square pool with 
  3-foot-high steel walls and filled with a thick, glowing, blue 
  liquid.
  Glyph of Warding. A glyph of warding spell triggers if 
  anyone touches the pool walls or liquid without speaking 
  the password (“Whitehearth”). A character who succeeds 
  on a DC 15 Intelligence (Investigation) check spots the 
  glyph, which is inscribed on the pool wall.
  When triggered, the glyph erupts with magical energy 
  that completely fills the chamber. Each creature in the 
  area must make a DC 15 Dexterity saving throw, taking 
  22 (5d8) lightning damage on a failed save, or half as 
  much damage on a successful one.
  Entering the Pool. The pool is 180 feet deep. Anyone 
  entering it quickly slides down through the warm, thick 
  liquid and emerges safely in the secret laboratory 2 
  rounds later (see episode 3).
  
  9
  5. Dimensional Pillars
  The area has the following features:
  Dimensions & Terrain. The chamber is 40-foot-square. 
  The bronze walls are engraved with chevrons which seem 
  to drift upward if you stare at them for any length of time.
  Pillars. There are nine ebony pillars in three rows in 
  this room, each 1 foot in diameter and 12 feet high. They 
  emit a low, throbbing hum.
  Traps & Puzzles
  A character examining the pillars and succeeding on 
  a DC 15 Intelligence (Arcana) check deduces that they 
  prevent teleportation magic from functioning in this wing 
  of the Forgehold.
  A character trying to work out how to turn off the pillars 
  and succeeding on another DC 15 Intelligence (Arcana) 
  check deduces that connecting all the pillars together 
  using elemental wire would cause them to short out. 
  (Elemental wire can be found in areas 15-18.)
  6. Maintenance Bay
  The area has the following features:
  Dimensions & Terrain. This chamber is 30 feet 
  long and 60 feet wide. The brass walls are plain though 
  smeared with grease and grime.
  Furniture. There are numerous iron benches and boxes 
  scattered all over the area, holding spare parts and tools. 
  Scaffolding covers the west wall. Several chains and 
  oversized hooks dangle from pulleys in the ceiling.
  Creatures/NPCs
  There are four warforged fitters and four warforged 
  riggers in the bay, and seven warforged of miscellaneous 
  type in varying stages of repair. These workers ignore 
  the adventurers unless attacked, in which case they 
  attempt to flee.
  There are also two warforged couriers here and a 
  warforged steward with a notepad and stylus. The 
  steward demands the adventurers leave immediately.
  Treasure
  A character who searches amongst the tools and parts, 
  and makes a successful DC 15 Wisdom (Perception) 
  check, locates a brazier of commanding fire elementals. 
  This is used by the fitters to perform welding operations.
  7. Other Wings
  The area has the following features:
  Doors. A pair of ponderous bronze doors, 12 feet high 
  and engraved with a checkerboard pattern, block the way. 
  Inscribed in glowing green letters on the right-hand wall 
  are the words:
  SOUTH WING
  WEST WING
  EAST WING
  LOWER LEVELS
  Traps & Puzzles
  The doors are secured by three arcane locks. The other 
  wings and levels are beyond the scope of this adventure, 
  but they mostly consist of foundries, forges, workshops, 
  factories, storage chambers, and so on.
  8. Storm Cocoons
  The area has the following features:
  Dimensions & Terrain. This bottle-shaped chamber is 
  70 feet long and 30 feet wide. The walls are made of dark 
  bronze engraved with a skyscape, showing angry titans 
  casting lightning bolts at one another.
  Cocoons. Three 15-foot-tall silver cylinders are lined 
  up in this chamber. They are beehive-shaped with a 
  corrugated surface. A loose bundle of silver wires 
  connects the top of each cylinder to the ceiling.
  These devices supply energy to the north wing of the 
  Forgehold.
  Traps & Puzzles
  Anyone touching a cylinder or the wiring must make 
  a Constitution saving throw. A creature takes 28 (8d6) 
  lightning damage on a failed save, or half as much 
  damage on a successful one.
  The top of each cylinder may be unscrewed with a 
  successful DC 15 Strength check. Doing so frees the 
  storm elemental within.
  If the wires for all three cylinders are severed, or if the 
  storm elementals are released, the following changes take 
  place in the Forgehold:
  • The lights go out, and all chambers and rooms are in 
  complete darkness.
  • All warforged workers (such as pickers and fitters) 
  immediately cease work and stand at attention, awaiting 
  further instruction.
  • Comptroller 13 in area 3 is disabled.
  • The dimensional pillars in area 5 are disabled.
  • The map in area 12 is disabled.
  • The crystal bolters in area 23 are disabled.
  • The Darkwood Watch urgently begin seeking the 
  intruders. There is a 50 percent chance of the party 
  encountering them whenever they enter a corridor or 
  a room.
  
  10
  Creatures/NPCs
  Inside each silver cylinder is a storm elemental. The 
  storm elemental has the statistics of an air elemental 
  with the following modifications:
  • It deals lightning damage instead of bludgeoning 
  damage
  • The reach of its slam attack is 20 ft.
  If a storm elemental is released from its cylinder, it 
  immediately attacks any creature it notices.
  Treasure
  The silver wire is worth 35 gp.
  9. Crystal Foundry
  The area has the following features:
  Dimensions & Terrain. This chamber is 60 feet 
  long and 30 feet wide. The walls are made of light 
  bronze engraved top and bottom with thin bands of an 
  interlocking fret pattern.
  Furniture. A dozen sturdy iron benches are neatly 
  arranged in this room, each one holding rock crystals 
  being sculpted into crystal parts. An open-sided iron bin 
  on the west wall holds the finished parts.
  Creatures/NPCs
  There are five warforged fitters here, cutting and 
  polishing the raw rock crystal into the shapes required 
  by the workshops. These workers ignore the adventurers 
  unless attacked, in which case they attempt to flee.
  Treasure
  A character who examines the benches and makes a 
  successful DC 15 Wisdom (Perception) check finds four 
  rough diamonds mixed in with the rock crystal. They are 
  worth 200 gp in total.
  10. Shrine to the Traveler
  The area has the following features:
  Dimensions & Terrain. This chamber is 30 feet long 
  and 40 feet wide. The walls comprise a mishmash of 
  bronze panels, each a different width and shade. Inscribed 
  on the floor are eight arrows in a radial pattern.
  Altar. At the intersection of the eight arrows is a 3-foot-
  high altar composed of various animal skulls sculpted in 
  silver. On top of the altar is a wide silver dish.
  Traps & Puzzles
  Inscribed inside the dish are the words:
  Beware the gifts of the Traveler
  In the dish are an old pipe, a pair of socks, a copper badge 
  shaped like a shield, and a silver teardrop earring.
  If anyone places a personal item in the dish, they must 
  roll on the following table:
  d20
  Effect
  Duration
  1
  You are poisoned.
  1d6 hours
  2
  You are blinded.
  1d6 hours
  3
  You are incapacitated.
  1d6 hours
  4
  You are paralyzed. 
  1d6 hours
  5
  You are deafened. 
  1d10 hours
  6
  You gain a short-term madness 
  condition.
  1d4 hours
  7
  All the hair on your body falls out.
  -
  8
  You become an oni. 
  1d4 hours
  9
  You become another alignment.*
  1d4 hours
  10
  Your skin becomes translucent.
  1d6 days
  11
  You become another race.* 
  1d4 hours
  12
  You become another gender.** 
  1d4 hours
  13
  Your Dexterity increases to 25.
  1d4 hours
  14
  You become invisible. 
  1 hour
  15
  You gain the effect of the haste spell. 
  1 hour
  16
  You are healed of all damage. 
  -
  17
  You gain 3d6 temporary hit points.
  -
  18
  You become resistant to all damage.
  1 hour
  19
  You gain advantage on all rolls.
  1 hour
  20
  You become 5 years younger.
  Permanent
  * The DM can either assign one or roll randomly.
  ** Depending on your players’ level of maturity and 
  personal circumstances, this option may prove disruptive 
  or distressing. The DM is encouraged to either discuss 
  this option with their players or to ask for a reroll.
  Once someone has rolled on the table, they cannot
  do so again until the following dawn.
  
  11
  11. Cannon Workshop
  The area has the following features:
  Dimensions & Terrain. This chamber is shaped like a 
  stretched octagon, being 100 feet long and 40 feet wide, 
  with three large alcoves in each of the long walls. The 
  alcoves are full of metal shelves and drawers stuffed with 
  tools and components.
  Production Line. There is a long iron table down 
  the middle of the room with several portable magefire 
  cannons on it, in varying stages of construction. Tools and 
  components are scattered all over the table.
  Creatures/NPCs
  There are ten warforged fitters and five warforged riggers 
  here, assembling portable magefire cannons. These 
  workers ignore the adventurers unless attacked, in which 
  case they attempt to flee.
  There are also three warforged couriers here and 
  a warforged steward with a notepad and stylus. The 
  steward demands the adventurers leave immediately.
  Treasure
  There are six portable magefire cannons on the 
  production line, in progressively more complete stages of 
  construction. On the southern end of the table is a fully 
  working cannon.
  portAble mAgefire cAnnon
  A portable magefire cannon looks like a short stovepipe 
  made of crystal and onyx, with an iron triggering 
  mechanism attached. It is fired from the shoulder but 
  in all other respects is identical to a wand of fireballs 
  (except it does not require attunement). Further details 
  can be found in Appendix D.
  12. Map Room
  The area has the following features:
  Dimensions & Terrain. This chamber is 20 feet 
  long and 30 feet wide and the walls are engraved with 
  elaborate mapping symbols.
  Podium. There is a steel podium in the center of the 
  room with a square crystal button on it. The button 
  currently glows red.
  Traps & Puzzles
  An enormous crystal screen hangs from the west wall. If 
  anyone presses the red crystal button, its color switches 
  to green and a map of this part of the Forgehold appears 
  on the screen. Give the players the player map from 
  Appendix B.
  If the button is pressed while green, the map disappears 
  from the screen and the color reverts to red.
  13. Crystal Repository
  The area has the following features:
  Dimensions & Terrain. This irregularly shaped 
  chamber is 50 feet long and 30 feet wide with two small 
  alcoves near the rear wall. The bronze walls are dusty and 
  scratched.
  Contents. A great pile of raw rock crystal sits against 
  the rear wall and spills across the floor. The individual 
  stones range in size from an inch to over 3 feet across.
  Treasure
  The raw rock crystal, uncut and unpolished, is worth 1 gp 
  per pound.
  14. Soarsled Workshop
  The area has the following features:
  Dimensions & Terrain. This square chamber has walls 
  60 feet long. The brass walls are plain though dirty.
  Furniture. There are numerous iron benches, shelves, 
  chests, and cabinets arranged neatly around the room, all 
  overflowing with tools and components.
  Production Table. There is a round iron table in the 
  middle of the room, 20 feet in diameter. There are several 
  soarsleds on it, in varying stages of construction. Tools 
  and components are scattered all over the table.
  Creatures/NPCs
  There are eleven warforged fitters and five warforged 
  riggers here, assembling soarsleds on the table. These 
  workers ignore the adventurers unless attacked, in which 
  case they attempt to flee.
  There are also four warforged couriers here and 
  a warforged steward with a notepad and stylus. The 
  steward demands the adventurers leave immediately.
  Treasure
  There are eight soarsleds on the production table, and 
  two of them are in working order.
  SoArSled
  A soarsled is a crystalline disk, 5 feet in diameter, that 
  crackles with eldritch energy. Within Sharn’s manifest 
  zone (which includes the Forgehold), it has a flying 
  speed of 90 feet. You do not require any special 
  proficiencies to operate a soarsled, although you may be 
  required to make a Dexterity (Acrobatics) check in some 
  circumstances, such as changing direction suddenly, 
  colliding with an obstacle, taking damage, etc.
  15-18. Storerooms
  The area has the following features:
  Dimensions & Terrain. These chambers are 30 feet 
  long and 25 feet wide.
  Fixtures. These rooms have rows of floor-to-ceiling iron 
  shelves packed with components (see Component table).
  Treasure
  If scavenged for treasure, the components are typically 
  worth 1d10 sp each. There are some more valuable 
  items on the shelves as well. A successful DC 17 Wisdom 
  (Perception) check locates one of the following:
  d6
  Item
  1
  Bag of holding
  2
  Brooch of shielding
  3
  Elemental gem (randomly determine type)
  4
  Gauntlets of ogre power
  5
  Goggles of night
  6
  Robe of useful items
  Only one magic item per storeroom can be located.
  
  12
  19. Picker Dispatch
  The area has the following features:
  Dimensions & Terrain. This chamber is 30 feet long 
  and 20 feet wide. The brass walls are dull and unadorned.
  Creatures/NPCs
  There are ten warforged pickers in this room, standing in 
  two columns at attention. They have been commanded to 
  neither move nor speak and will not do so even if attacked.
  Every 10 minutes, there is a 25 percent chance that a 
  warforged courier arrives with a requisition slip. If that 
  happens, the picker nearest the door takes the slip and 
  gallops off to the storerooms (areas 15-18). Every other 
  picker then moves forward one spot. When a picker 
  returns from their job, they rejoin the formation at the rear.
  20. Fitter & Rigger Depot
  The area has the following features:
  Dimensions & Terrain. This chamber is 40 feet long 
  and 20 feet wide. The brass walls are dull and unadorned.
  Creatures/NPCs
  There are thirty warforged fitters and fourteen warforged 
  riggers in this room, standing to attention in four 
  columns. They have been commanded to neither move 
  nor speak and do not do so even if attacked. This is the 
  alternative shift of fitters and riggers. Every twelve hours, 
  the two shifts swap.
  Traps & Puzzles
  A successful DC 15 Wisdom (Perception) check reveals 
  some graffiti inscribed in very small letters on the western 
  wall. It reads, “I just want to be me.”
  21. Obedience Dome
  The area has the following features:
  Dimensions & Terrain. This chamber is 40 feet long 
  and 20 feet wide. The brass walls are dull and engraved 
  with deep horizontal grooves that circle the chamber and 
  give it a severe look.
  Dome. In the middle of the room is a dome made of 
  thick, clear crystal. It has an 8-foot diameter and is 6-foot 
  high with a small, square crystal door with an external 
  bolt on it. This may be easily unbolted from the outside, 
  and the door opened.
  Podium. There is a 4-foot-high steel podium before the 
  dome.
  Traps & Puzzles
  Embedded on the top surface of the podium is a square 
  cut gem, 2 inches across and glowing red. Touching the 
  gem while it is red causes it to glow green. Touching it 
  while green causes it to turn red.
  While the gem is red, once per hour the dome fills with 
  a strobing red light. Anyone inside the dome when this 
  happens suffers excruciating pain and takes 1d4 psychic 
  damage. They must also succeed on a DC 10 Constitution 
  saving throw or suffer one level of exhaustion.
  Creatures/NPCs
  Inside the dome is a warforged fitter in very bad shape. 
  When they see the adventurers, they point toward the 
  door with a pleading expression. If the door is opened, 
  they slowly crawl out before collapsing, all the while 
  muttering their thanks. After gathering some strength, 
  they say:
  • They are called Fitter 331.
  • They were trying to escape the Forgehold when they 
  were caught by Merrix and placed in the Obedience 
  Dome.
  Fitter 331 knows some secrets. With some prompting, 
  they reveal the following:
  • Merrix has forbidden the warforged from entering a 
  certain room (area 4).
  • Whenever Merrix enters the door that leads to his 
  chambers (area 23), he says the word “Whitehearth”.
  roleplAying fitter 331
  Unlike their fellow warforged, Fitter 331 is very poor at 
  following orders.
  Trait. I am intensely curious and have explored this 
  part of the Forgehold quite thoroughly.
  Ideal. I yearn to have an individual identity and to 
  make decisions about my own fate.
  Bond. My ultimate loyalty is to myself.
  Flaw. I have had no moral training and sometimes 
  behave in a petulant and childish manner.
  22. Watch House
  The Darkwood Watch sometimes rest here when 
  on patrol (they have better apartments deeper in the 
  Forgehold).
  Area Information
  The area has the following features:
  Dimensions & Terrain. This chamber is 30 feet long 
  and 20 feet wide. The brass walls are bright and engraved 
  with a scale pattern. A colorful tapestry depicting a battle 
  scene from the Last War almost completely covers the 
  north wall.
  Furniture. There are five iron cots here, each with a 
  feather mattress and a small footlocker.
  Monsters/NPCs
  This area is currently unoccupied. Every hour the 
  adventurers spend here, there is a 20 percent chance the 
  Darkwood Watch returns and discover them.
  Treasure
  The footlockers contain the following items:
  • Footlocker 1: 28 gp, two leather cloaks, a pair of boots, 
  and a potion of healing.
  • Footlocker 2: 11 pp, night gown, a pair of boots, and a 
  driftglobe.
  • Footlocker 3: 20 gp, a spyglass, a lantern, and a vial of 
  perfume.
  • Footlocker 4: 31 gp, a leather cloak, and a box of 
  buttons.
  • Footlocker 5: 83 sp, a pair of boots, a spell scroll of 
  darkvision, and a spell scroll of levitate.
  
  13
  bonuS objective A
  Areas 23-25 relate to Bonus Objective A. If you are not 
  playing this bonus objective, you can:
  • Eliminate the entrance to area 23.
  • Secure the entrance with three arcane locks.
  • Make these areas abandoned and empty.
  • Have an NPC encourage the characters to look 
  elsewhere.
  23. Security Checkpoint
  The area has the following features:
  Dimensions & Terrain. This chamber is 30-foot 
  square. The brass walls are dark and engraved with a 
  repeating square pattern.
  Monsters/NPCs
  There are four crystal bolters mounted on the ceiling 
  near the west wall. A crystal bolter has the statistics 
  of an oaken bolter (Appendix A) with the following 
  modifications:
  • It is made of crystal and polished steel.
  • Its lancing bolts deal force damage.
  • It has speed 0.
  • It has no harpoon attack.
  Deadly Warning. When anyone enters the chamber, 
  a magic mouth says: “Please leave this chamber 
  immediately. You have 12 seconds to comply.” If anyone 
  attacks the crystal bolters or remains in the chamber for 
  more than 2 rounds, the crystal bolters open fire.
  Secret Password. If anyone says the word 
  “Whitehearth”, the crystal bolters become incapacitated 
  for one minute.
  AdjuSting thiS encounter
  Here are some suggestions for adjusting this 
  encounter,
  according to your group.
  •  Very Weak: remove two crystal bolters.
  •  Weak: remove a crystal bolter.
  24. Research Lab
  The area has the following features:
  Dimensions & Terrain. This chamber is 70 feet long 
  and 30 feet wide. The brass walls are bright and smooth.
  Furniture. A long steel bench runs down the middle 
  of the room, with desks, cabinets, chairs, and shelves 
  arranged about it. Atop the bench and desks are 
  numerous partially constructed machines of unknown 
  purpose, surrounded by a bewildering collection of 
  components and tools.
  Traps & Puzzles
  The following can be found in this area.
  Food Dispenser. On one of the desks is a cube-shaped 
  machine, about 2 feet per axis. It is made of brass and has 
  loops of rubber tubing emerging from the rear. A glass 
  button is placed above a small dispensary. Next to the 
  machine are half a dozen glass mugs.
  If anyone pushes the button, a glassful of thick, 
  orange-brown liquid is dispensed. This liquid smells and 
  tastes of cinnamon, and a single glass provides enough 
  nourishment for a medium creature for one day.
  The liquid has mild restorative properties, and the first 
  glass of the day restores 1d6 points of damage. Drinking 
  subsequent glasses has unpredictable effects—roll on the 
  following table treat it as if the drinker has consumed the 
  indicated potion:
  d20
  Effect
  1-15
  Potion of poison
  16
  Potion of fire breath
  17
  Potion of gaseous form
  18
  Potion of growth
  19
  Potion of diminution
  20
  Potion of heroism
  25. Merrix’s Apartment
  The area has the following features:
  Dimensions & Terrain. This chamber is 60 feet long 
  and 30 feet wide. The walls are made of interlocking brass 
  plates, cut into geometric planes and shapes. A curtain of 
  steel beads divides the room 20 feet from the west wall.
  Furniture. The chamber is sparsely furnished, with two 
  divans near the door, a brass dining table and chairs a 
  little further in, and several brass bureaus along the walls. 
  Behind the curtain of beads is a large, plain bed, and a 
  brass wardrobe.
  Monsters/NPCs
  A 1-foot-tall warforged trundles slowly about the chamber. 
  They walk with their trumpet-shaped head pressed 
  against the ground, making a gentle sucking noise as they 
  pick up the dust. They are not very intelligent and cannot 
  speak.
  Traps & Puzzles
  The following can be found in this area.
  Locked Bureau. One of the bureaus is locked. Picking 
  the lock requires a successful DC 22 Dexterity check 
  
  14
  made using thieves’ tools. If the check fails, lightning 
  erupts from the bureau, dealing 18 (4d8) lightning 
  damage to any creature within 10 feet of it.
  The lock can be forced open with a crowbar or 
  equivalent, and a successful DC 15 Strength check. 
  Attempting this also triggers the lightning trap.
  Secret Door. Anyone who examines the walls of 
  the bedroom and makes a successful DC 25 Wisdom 
  (Perception) check discovers a secret door. This door 
  opens onto a winding stone tunnel that leads down to the 
  secret lab (see episode 3).
  Treasure
  The locked bureau contains a money pouch with 263 gp. 
  There is also a letter (see Appendix C: Handout).
  The other bureaus are covered with uninteresting 
  financial papers as well as a few incomprehensible 
  technical memoranda.
  bonuS objective b
  Areas 26-29 relate to Bonus Objective B. If you are not 
  playing this bonus objective, you can:
  • Eliminate the entrance to area 26.
  • Secure the entrance with three arcane locks.
  • Make these areas abandoned and empty.
  • Have an NPC encourage the characters to look 
  elsewhere.
  26. Detention Reception
  The area has the following features:
  Dimensions & Terrain. This chamber is 40 feet long 
  and 60 feet wide. The brass walls are scored with deep, 
  diagonal grooves, which gives the room a severe look.
  Furniture. The chamber is sparsely furnished, with two 
  divans against the north wall, and a brass desk and chair 
  near the west wall.
  Traps & Puzzles
  A wall of force blocks the east passageway. The brass 
  desk has two crystal buttons on top of it, one red and the 
  other blue.
  Pushing the blue crystal button causes the wall of force 
  to toggle off and on. Pushing the red crystal button causes 
  a warning klaxon to sound for 1 minute. The Darkwood 
  Watch appear in the reception 30 seconds after the 
  klaxon starts.
  Monsters/NPCs
  A warforged steward named Warden 41 sits behind the 
  brass desk. “What do you want?” they demand curtly 
  when the adventurers enter. If the adventurers become 
  aggressive, or cannot give a convincing reason for their 
  presence, Warden 41 presses the red crystal button.
  Warden 41 knows the passcode to the cells, which is 
  3427, and reveals it on a successful DC 12 Charisma 
  (Intimidation) check.
  27. Cobra Kennels
  The area has the following features:
  Dimensions & Terrain. This chamber is 40-foot-square 
  and is connected by a 20-foot-wide passage to a smaller 
  chambered filled with five-foot-wide stalls. The brass walls 
  are unadorned.
  Monsters/NPCs
  There are six iron cobras (Appendix A) in the stalls to the 
  south. They immediately emerge and attack.
  AdjuSting thiS encounter
  Here are some suggestions for adjusting this 
  encounter,
  according to your group.
  •  Very Weak: remove three iron cobras.
  •  Weak: remove two iron cobras.
  28. North Cell
  The area has the following features:
  Locked Doors. The reinforced, brass double doors are 
  magically locked. There is a keypad next to the door made 
  of green crystals, each engraved with a number from 1 
  through 9. Punching in the code 3427 causes the doors 
  to unlock and swing open. The door has AC 16, 120 hit 
  points, resistance to piercing and slashing damage, and 
  immunity to poison and psychic damage.
  Dimensions & Terrain. This cell is 20 feet long and 40 
  feet wide. The brass walls are dull and unadorned.
  Furniture. There are two brass divans in the cell, 
  several clean blankets, a brass chamber pot, and a large 
  pitcher of water.
  Monsters/NPCs
  There are two prisoners in this cell:
  • Grannok Twinpines, a male half-orc soldier
  • Sharyl Fiennes, a genderfluid (currently female) human 
  charlatan
  They are in poor shape, each one having 1d4 levels of 
  exhaustion. Merrix captured them several months ago 
  and has been using the obedience dome (area 21) to 
  interrogate them about a smuggling operation they were 
  involved in four years ago. For more information about 
  these characters, see DDAL-ELW00: What’s Past is 
  Prologue.
  29. East Cell
  The area has the following features:
  Locked Doors. The reinforced, brass double doors to 
  this cell are magically locked. There is a keypad next to 
  the door made of green crystals, each engraved with a 
  number from 1 through 9. Punching in the code 3427 
  causes the doors to unlock and swing open. The door 
  has AC 16, 120 hit points, and resistance to piercing and 
  slashing damage.
  Dimensions & Terrain. This cell is 20 feet long and 40 
  feet wide. The brass walls are dull and unadorned.
  Furniture. There are two brass divans in the cell, a 
  brass chamber pot, and a large empty pitcher.
  Monsters/NPCs
  There are no prisoners in this cell.
  Concluding the Episode
  Once the adventurers enter the pool in area 4, or the 
  secret passage in area 25, this episode is over. Continue 
  to episode 3.
  
  15
  Estimated Duration: 40 minutes
  We both know I can’t let you live, but there are certainly 
  more pleasant ways to end this.
  — Merrix d’Cannith
  Prerequisites
  This episode can only begin after the characters have 
  completed episode 2.
  Secret Laboratory
  There is a map of the secret laboratory in Appendix B.
  Area Information
  The area has the following features:
  Dimensions & Terrain. This circular chamber is 100 
  feet wide and over 120 feet tall. The walls are rough-hewn 
  volcanic stone.
  Light. The walls are pockmarked with small, round 
  portals of blue light, giving everything in the chamber a 
  blueish tinge.
  Creation Forge. The creation forge sits in the center 
  of the chamber. It is 20 feet across at the base and nearly 
  100 feet high, made from cobalt with brass gilding. It 
  has an organic shape, resembling a tree trunk without 
  branches. See “Tricks & Puzzles” for information about 
  disabling the creation forge.
  Materialization Pool. A 10-foot-wide pool of glowing 
  white light is positioned next to the main structure.
  Silver Pillars. There are four silver pillars around the 
  creation forge. They are 8 feet tall and bulge in the center.
  Entrance. There is a 20-foot-high vertical pool of liquid 
  set into the wall at this point. The adventurers emerge 
  here if they entered the pool in area 4. Anyone re-entering 
  the pool from here is drawn upwards and emerges in area 
  4.
  Secret Door. There is a secret door built into the 
  chamber wall about 100 feet above the floor. It leads to 
  the secret door in area 25.
  Tricks & Puzzles
  The irianic conduit is 30 feet above ground and can 
  be located with a successful DC 13 Intelligence 
  (Investigation) check. Climbing the creation forge requires 
  a successful DC 10 Strength (Athletics) check.
  Placing the mabaranic infuser over the irianic conduit 
  causes the creation forge to emit a deep throbbing sound 
  while the lights in the chamber grow dim and begin 
  pulsing. Ten minutes later the forge explodes, dealing 55 
  (10d10) piercing and 55 (10d10) fire damage to anyone 
  still in the chamber. Deep cracks open in parts of the 
  Forgehold above and the shock is felt all over the Cogs.
  Creatures/NPCs
  Merrix d’Cannith (LE male Mark of Making human 
  abjurer, see Appendix A) is here. He is hovering 60 feet 
  above the ground, performing some minor maintenance 
  on the creation forge, while seated in a cauldron-shaped 
  soarsled equipped with a chair.
  Merrix is startled to see the adventurers but recovers 
  quickly, and quietly casts wall of force about his soarsled 
  before he demands to know who they are and what they 
  want.
  Once he realizes they wish to destroy the creation forge, 
  he sincerely tries to dissuade them. He argues that this 
  creation forge is the only means to create new warforged. 
  Destroying it means the warforged race is doomed and is 
  therefore an act of genocide.
  Episode Three:
  Creation Forge Conundrum
  
  16
  If he cannot convince 
  the adventurers to leave, he 
  unleashes his guardians. Merrix 
  hovers over the battle about 100 feet above ground. He 
  avoids combat himself, and anyway, the wall of force 
  protecting him also prevents him from directly intervening. 
  If his guardians are being bested, he flies up to the secret 
  door and attempts to escape, casting sending to summon 
  the steel predator (Appendix A) to his apartment. The 
  steel predator has the following modifications:
  • It doesn’t understand Modron.
  • It can’t innately cast plane shift.
  roleplAying merrix d’cAnnith
  Baron Merrix d’Cannith is the leader of Cannith South. 
  He is a lean, middle-aged man with graying brown hair 
  and dark stubble. He is partially machine beneath his 
  clothing, having repaired his body using the creation 
  forge after he was shot. He is a very powerful artificer, 
  but for this adventure has the statistics of an abjurer 
  with the sending spell.
  Merrix wields a wand of paralysis. He also has a purse 
  with 68 gp and is wearing a platinum necklace with the 
  House Cannith symbol as a pendant, worth 325 gp.
  Trait: I’m highly intelligent yet often withdrawn. I
  act on obligation rather than impulse.
  Ideal: Change is the only thing that can bring about 
  true progress.
  Bond: I am bound by blood to inherit House Cannith
  and strengthen its standing in the world.
  Flaw: The ends always justify the means.
  See DDAL-ELW05: Against the Lightning for more 
  information about Merrix.
  See DDAL-ELW05: Against the Lightning for more 
  information about Merrix.
  Warforged Guardians. The four silver pillars unfold, 
  revealing themselves to be warforged raptors; silvery, 
  airborne warforged with talons and a spiked tail. A 
  warforged raptor has the statistics of a peryton with the 
  following modifications:
  • Its type is construct.
  • Its gore attack is replaced by a tail attack that is 
  otherwise identical.
  At the same time a warforged dreadnought begins 
  emerging from the materialization pool, but it will not be 
  ready for combat until the start of the second round.
  A warforged dreadnought is heavily armored, has 
  enormous warhammers built into its arms, and is three 
  times the size of a regular warforged. It has the statistics 
  of a stone golem with the following modifications:
  • It does not have the slow feature.
  AdjuSting thiS encounter
  Here are some suggestions for adjusting this 
  encounter,
  according to your group.
  •  Very Weak: remove all warforged raptors.
  •  Weak: remove two warforged raptors.
  Leaving the Forgehold
  If the adventurers leave the secret laboratory at Merrix’s 
  urging, they are met by the steel predator (Appendix A) in 
  the corridors of the Forgehold. Merrix had no intention of 
  letting them live.
  If the adventurers destroy the creation forge, the 
  Forgehold is in chaos with warforged running everywhere. 
  The front gates are unguarded, and the adventurers can 
  easily slip out.
  Concluding the Episode
  Once the adventurers leave the Forgehold, the episode is 
  over. Go to “Wrap Up.”
  Wrap Up
  The adventurers can rendezvous with Antonia d’Medani 
  back at Shamukaar. If they destroyed the creation forge, 
  she pays the agreed reward while offering copious thanks.
  Antonia also warns the adventurers, quite sternly, 
  against mentioning their experiences to anyone, and says 
  she is likely to contact them again for future work.
  A Few Weeks Later…
  Assuming Merrix escaped, sometime later the 
  adventurers are relaxing in a room somewhere when they 
  hear a thudding knock at the door. Opening it reveals a 
  warforged courier, who drops a note at their feet before 
  leaving.
  The note is handwritten and reads:
  You are fools if you think this is over. M.
  whAt'S next?
  This is the end of the Embers of the Last War campaign, 
  but it is not the end of the story! If Merrix d’Cannith 
  survived, he certainly seeks revenge against those who 
  destroyed his creation forge.
  
  17
  Adventure Rewards
  Upon completing the adventure, everyone receives 
  rewards based upon their accomplishments. These 
  rewards include advancement, treasure, and magic item 
  unlocks; and may include new downtime activities and 
  story awards, as follows:
  Player Rewards
  The characters earn the following player rewards:
  Advancement and Treasure 
  Checkpoints
  The characters receive 1 advancement checkpoint and 1 
  treasure checkpoint for each objective they complete, as 
  follows:
  • Main Objective A: Discover the creation forge.
  • Main Objective B: Destroy the creation forge.
  • Bonus Objective A: Retrieve evidence linking Merrix 
  d’Cannith to the Swords of Liberty.
  • Bonus Objective B: Rescue the two prisoners from the 
  Sharn Forgehold.
  Magic Item Unlock
  Characters completing the adventure unlock:
  Wand of Fireballs. This item can be found in 
  Appendix D.
  Dungeon Master Rewards
  In exchange for running this adventure, you earn 
  advancement and treasure checkpoints as though you 
  played the adventure, but none of the adventure’s other 
  rewards. However, this adventure may qualify for rewards 
  earned by completing DM Quests. See the ALDMG 
  (Adventurers League Dungeon Master’s Guide) for more 
  information about DM Quests.
  level progreSSion in emberS of the lASt wAr
  Between Encounters in Sharn and the Embers of the 
  Last War story arc, the Adventurers League Eberron 
  campaign has many play opportunities. If you plan to 
  play regularly and take in the entire Embers of the Last 
  War story strongly encourage the players to use the 
  Slow Progress option where they voluntarily halve the 
  rewards received for playing. If you plan to play only 
  some of the adventures, or not take part in the bonus 
  objectives, the Normal Progression of rewards may 
  be more appropriate. Because the Embers of the Last 
  War adventures are produced as a serial, managing 
  character level according to play style is important.
  
  18
  This appendix details new monsters that do not appear in 
  the Monster Manual.
  Abjurer
  Medium humanoid (any), any alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 84 (13d8 + 26)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  14 (+2)
  14 (+2)
  18 (+4)
  12 (+1)
  11 (+0)
  Saving Throws Int +8, Wis +5
  Skills Arcana +8, History +8
  Senses passive Perception 11
  Languages any four languages
  Challenge 9 (5,000 XP) 
  Spellcasting. The abjurer is a 13th-level spellcaster. Their 
  spellcasting ability is Intelligence (spell save DC 16, +8 to hit 
  with spell attacks). The abjurer has the following wizard spells 
  prepared:
  Cantrips (at will): blade ward, dancing lights, mending, message, 
  ray of frost
  1st level (4 slots): alarm,* mage armor,* magic missile, shield*
  2nd level (3 slots): arcane lock,* invisibility
  3rd level (3 slots): counterspell,* dispel magic,* fireball
  4th level (3 slots): banishment,* stoneskin*
  5th level (2 slots): cone of cold, wall of force
  6th level (1 slot): flesh to stone, globe of invulnerability
  7th level (1 slot): symbol,* teleport
  *abjuration spells of 1st level or higher
  Arcane Ward. The abjurer has a magical ward that has 30 hit 
  points. Whenever the abjurer takes damage, the ward takes 
  the damage instead. If the ward is reduced to 0 hit points, the 
  abjurer takes any remaining damage. When the abjurer casts 
  an abjuration spell of 1st level or higher, the ward regains a 
  number of hit points equal to twice the level of the spell.
  Actions
  Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 2 (1d6 − 1) bludgeoning damage, or 3 (1d8 − 1) 
  bludgeoning damage if used with two hands.
  Iron Cobra
  Medium construct, unaligned
  Armor Class 13
  Hit Points 45 (7d8 + 14)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 
  16 (+3) 
  14 (+2) 
  3 (−4) 
  10 (+0) 
  1 (−5)
  Skills Stealth +7
  Damage Immunities poison; bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands one language of its creator but can’t 
  speak
  Challenge 4 (1,100 XP)
  Magic Resistance. The iron cobra has advantage on saving 
  throws against spells and other magical effects.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) piercing damage. If the target is a creature, it 
  must succeed on a DC 13 Constitution saving throw or suffer 
  one random poison effect:
  1. Poison Damage: The target takes 13 (3d8) poison damage.
  2. Confusion: On its next turn, the target must use its action 
  to make one weapon attack against a random creature it 
  can see within 30 feet of it, using whatever weapon it has in 
  hand and moving beforehand if necessary to get in range. 
  If it’s holding no weapon, it makes an unarmed strike. If no 
  creature is visible within 30 feet, it takes the Dash action, 
  moving toward the nearest creature.
  3. Paralysis: The target is paralyzed until the end of its next turn.
  Appendix A: Creature Statistics
  
  19
  Nimblewright
  Medium construct, unaligned
  Armor Class 18
  Hit Points 45 (6d8 + 18)
  Speed 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 
  18 (+4) 
  17 (+3) 
  8 (−1) 
  10 (+0) 
  6 (−2)
  Saving Throws Dex +6
  Skills Acrobatics +8, Perception +2
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Condition Immunities exhaustion, frightened, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 12
  Languages understands one language of its creator but can’t 
  speak
  Challenge 4 (1,100 XP)
  Magic Resistance. The nimblewright has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The nimblewright’s weapon attacks are 
  magical.
  Repairable. As long as it has at least 1 hit point remaining, the 
  nimblewright regains 1 hit point when a mending spell is cast 
  on it.
  Sure-Footed. The nimblewright has advantage on Strength and 
  Dexterity saving throws made against effects that would knock 
  it prone.
  Actions
  Multiattack. The nimblewright makes three attacks: one with its 
  dagger and two with its rapier. 
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 
  ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing 
  damage.
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) piercing damage.
  Reactions
  Parry. The nimblewright adds 2 to its AC against one melee 
  attack that would hit it. To do so, the nimblewright must see the 
  attacker and be wielding a melee weapon. 
  Oaken Bolter
  Medium construct, unaligned
  Armor Class 16 (natural armor)
  Hit Points 58 (9d8 + 18)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  18 (+4)
  15 (+2)
  3 (-4)
  10 (+0)
  1 (-5)
  Damage Immunities poison; bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands one language of its creator but can’t 
  speak
  Challenge 5 (1,800 XP)
  Magic Resistance. The oaken bolter has advantage on saving 
  throws against spells and other magical effects
  Actions
  Multiattack. The oaken bolter makes two lancing bolt attacks or 
  one lancing bolt attack and one harpoon attack. 
  Lancing Bolt. Melee or Ranged Weapon Attack: +7 to hit, 
  reach 5 ft. or range 100/400 ft., one target. Hit: 16 (2d10 + 4) 
  piercing damage.
  Slam. Ranged Weapon Attack: +7 to hit, range 50/200 ft., 
  one target. Hit: 9 (1d10 + 4) piercing damage, and the target 
  is grappled (escape DC 12). While grappled in this way, 
  a creature’s speed isn’t reduced, but it can move only in 
  directions that bring it closer to the oaken bolter. A creature 
  takes 5 (1d10) slashing damage if it escapes from the grapple 
  or if it tries and fails. As a bonus action, the oaken bolter can 
  pull a creature grappled by it 20 feet closer. The oaken bolter 
  can grapple only one creature at a time. 
  Explosive Bolt (Recharge 5-6). The oaken bolter launches an 
  explosive charge at a point within 120 feet. Each creature within 
  20 feet of that point must make a DC 15 Dexterity saving throw, 
  taking 17 (5d6) fire damage on a failed save, or half as much 
  damage on a successful one.  
  
  20
  Steel Predator
  Large construct, lawful evil
  Armor Class 20 (natural armor)
  Hit Points 207 (18d10 + 108)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7) 
  17 (+3) 
  22 (+6) 
  4 (−3) 
  14 (+2) 
  6 (−2)
  Skills Perception +7, Stealth +8, Survival +7
  Damage Resistances cold, lightning, necrotic, thunder
  Damage Immunities poison, psychic; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned, stunned
  Senses blindsight 30 ft., darkvision 60 ft., passive Perception 17
  Languages understands Modron and the language of its owner 
  but can’t speak
  Challenge 4 (1,100 XP)
  Innate Spellcasting. The steel predator’s innate spellcasting 
  ability is Wisdom. The steel predator can innately cast the 
  following spells, requiring no components:
  3/day each: dimension door (self only), plane shift (self only)
  Magic Resistance. The steel predator has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The steel predator’s weapon attacks are 
  magical.
  Actions
  Multiattack. The steel predator makes three attacks: one with 
  its bite and two with its claw.
  Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 
  Hit: 14 (2d6 + 7) piercing damage.
  Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 
  Hit: 16 (2d8 + 7) slashing damage.
  Stunning Roar (Recharge 5–6). The steel predator emits a roar 
  in a 60-foot cone. Each creature in that area must make a DC 
  19 Constitution saving throw. On a failed save, a creature takes 
  27 (5d10) thunder damage, drops everything it’s holding, and 
  is stunned for 1 minute. On a successful save, a creature takes 
  half as much damage. The stunned creature can repeat the 
  saving throw at the end of each of its turns, ending the effect on 
  itself on a success.
  Wand Adept
  Medium humanoid (human), any alignment
  Armor Class 18 (studded leather, shield
  Hit Points 84 (13d8 + 26)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  18 (+4)
  14 (+2)
  11 (+0)
  13 (+1)
  14 (+2)
  Saving Throws Dex +6, Con +4, Wis +3
  Skills Perception +3, Stealth +8
  Senses passive Perception 13
  Languages Common
  Challenge 4 (1,100 XP) 
  Wandslinger. The adept gains the following benefits:
  • Being within 5 feet of a hostile creature or attacking at long 
  range doesn’t impose disadvantage on the adept’s ranged 
  attack rolls with a wand.
  • The adept ignores half cover and three-quarters cover when 
  making ranged attacks with a wand.
  • The adept deals an extra 1d10 fire damage on ranged 
  weapon attacks made with a wand (already accounted for in 
  its statistics)
  Innate Spellcasting. The wand adept’s spellcasting ability is 
  Charisma (spell save DC 12). It can innately cast the following 
  spells, requiring no material components:
  At will: dancing lights
  1/day each: darkness, faerie fire
  Actions
  Multiattack. The adept makes two wand attacks.
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage.
  Wand. Ranged Spell Attack: +6 to hit, range 30/90 ft., one 
  target. Hit: 15 (2d10 + 4) fire damage.
  
  21
  Appendix B: Maps
  
  22
  
  23
  Silver Pillars
  Secret Door
  S
  Entrance
  Materialization
  Pool
  Creation
  Forge
  
  24
  Appendix C: Handout
  To Baron Merrix d’Cannith,
  I was very pleased to hear about your success 
  with the new warforged raptors. I am certain the 
  Swords will place another large order, assuming 
  you can accommodate us with similar terms as 
  before. Securing credit for this type of expenditure 
  through our regular channels is quite impossible, so 
  we are grateful for your assistance in that area. 
  I am intrigued by your description of the 
  warforged dreadnought, though I would need to 
  see a personal demonstration before the Swords 
  could even consider investing such a vast sum. 
  One further note. Our agents have heard that 
  the Boromars may have taken notice of your 
  recent activities. I trust your grace is taking all 
  appropriate precautions to protect our mutual 
  interests. 
  Sincerely,
  Lobana Petrievna
  
  25
  Characters completing the adventure unlock this magic 
  item.
  Wand of Fireballs
  Wand, rare (requires attunement by a spellcaster)
  Tier 2-4, 20 treasure checkpoints
  Magic Item table G, Dungeon Master’s Guide
  This wand, also known as a portable magefire cannon, 
  looks like a short stovepipe made of crystal and onyx, with 
  an iron triggering mechanism attached. It is usually fired 
  from the shoulder.
  This wand has 7 charges. While holding it, you can use 
  an action to expend 1 or more of its charges to cast the 
  fireball spell (save DC 15) from it. For 1 charge, you cast 
  the 3rd-level version of the spell. You can increase the spell 
  slot level by one for each additional charge you expend.
  The wand regains 1d6 + 1 expended charges daily at 
  dawn. If you expend the wand's last charge, roll a d20. On 
  a 1, the wand crumbles into ashes and is destroyed.
  Appendix D: Magic Item
  
  26
  Appendix E: Dungeon Master Tips
  This adventure is designed for three to seven 5th-10th 
  level characters and is optimized for five characters 
  with an average party level (APL) of 10. Characters 
  outside this level range cannot participate in this 
  adventure.
  new to d&d AdventurerS leAgue?
  http://dnd.wizards.com/playevents/organized-play
  new to the AnnuAl Storyline?
  http://dnd.wizards.com/articles/news/eberron-
  adventurers-league-embers-last-war-storyline
  new to being the dungeon mASter?
  http://dnd.wizards.com/articles/features/public-
  dungeon-master
  To DM an adventure, you must have 3 to 7 players—
  each with their own character whose level is within the 
  adventure’s level range. Characters playing in a hardcover 
  adventure may continue to play too but if they play a 
  different hardcover adventure, they can’t return to the 
  first one if they’re outside its level range.
  Preparing the Adventure
  Before you start play, consider the following:
  • Read through the adventure, taking notes of anything 
  you’d like to highlight or remind yourself of while 
  running the adventure, such as a way you’d like 
  to portray an NPC or a tactic you’d like to use in 
  a combat. Familiar yourself with the adventure’s 
  appendices and handouts.
  • Gather any resources you’d like to use to aid you in 
  running this adventure--such as notecards, a DM screen, 
  miniatures, and battlemaps.
  • Ask the players to provide you with relevant character 
  information, such as name, race, class, and level; 
  passive Wisdom (Perception), and anything specified as 
  notable by the adventure (such as backgrounds, traits, 
  flaws, etc.)
  Players can play an adventure they previously played as 
  a Player or Dungeon Master but may only play it once with 
  a given character. Ensure each player has their character’s 
  adventure logsheet (if not, get one from the organizer). 
  The players fill out the adventure name, session number, 
  date, and your name and DCI number. In addition, the 
  player also fills in the starting values for advancement and 
  treasure checkpoints, downtime days, and renown. These 
  values are updated at the end of the session.
  Each player is responsible for maintaining an accurate 
  logsheet. If you have time, you can do a quick scan of 
  a player’s character sheet to ensure that nothing looks 
  out of order. If you see magic items of very high rarities 
  or strange arrays of ability scores, you can ask players 
  to provide documentation for the irregularities. If they 
  cannot, feel free to restrict item use or ask them to use a 
  standard ability score array.
  Point players to the D&D Adventurers League Players 
  Guide for reference. If players wish to spend downtime 
  days and it’s the beginning of an adventure or episode, 
  they can declare their activity and spend the days now, 
  or they can do so at the end of the adventure or episode. 
  Players should select their characters’ spells and other 
  daily options prior to the start of the adventure, unless 
  the adventure specifies otherwise. Feel free to reread the 
  adventure description to help give players hints about 
  what they might face.
  Adjusting This Adventure
  When combat is a possibility, the adventure will provide 
  a sidebar that helps you to determine the best mix/
  number of opponents to provide them with to create an 
  appropriate challenge. While you’re not bound to these 
  adjustments; they’re here for your convenience and 
  consideration.
  To determine whether you should consider adjusting the 
  adventure, add up the total levels of all the characters and 
  divide the result by the number of characters (rounding .5 
  or greater up; .4 or less down). This is the group’s average 
  party level (APL). To approximate the party strength for 
  the adventure, consult the table below.
  Determining Party Strength
  Party Composition Party 
  Party Strength
  3-4 characters, APL less than 
  Very weak
  3-4 characters, APL equivalent 
  Weak
  3-4 characters, APL greater than 
  Average
  5 characters, APL less than 
  Weak
  5 characters, APL equivalent 
  Average
  5 characters, APL greater than 
  Strong
  6-7 characters, APL less than 
  Average
  6-7 characters, APL equivalent 
  Strong
  6-7 characters, APL greater than 
  Very strong
  
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