TEXT: Tatters of the
  Titan Scroll
  Tier 1 Eberron Adventure Scenario
  Written by “Weird Dave” Coulson
  
  Sharn, City of Towers, hides secrets aplenty amidst its wonders and 
  splendor, and sometimes those secrets crawl back to the surface. 
  A strange summons sends a party of heroes on the search for rem-
  nants of a stone-like scroll broken up long ago, but others also seek 
  the prize. Finding the Titan Scroll puts the characters in the path of 
  danger, action, excitement, and towards a greater 
  mystery waiting to unfold.
  Written & Designed by  “Weird Dave” Coulson
  Cartography by Dyson Logos
  Cover by William O’Connor
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster 
  Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective 
  logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are 
  property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any repro-
  duction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast.
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 
  2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
  A 6-8 hour adventure for Tier 1 (Levels 1-4) characters
  Optimized for APL 1
  Tatters of the Titan Scroll
  
  Tatters of the Titan Scroll
  2
  Tatters of 
  the Titan Scroll
  Sharn, City of Towers, hides secrets aplenty amidst its 
  wonders and splendor, and sometimes those secrets crawl 
  back to the surface. A strange summons sends a party of 
  heroes on the search for remnants of a stone-like scroll 
  broken up long ago, but others also seek the prize. Finding 
  the Titan Scroll puts the characters in the path of danger, 
  action, excitement, and towards a greater mystery waiting 
  to unfold.
  Welcome to Tatters of the Titan Scroll, an action-
  packed adventure set in the Eberron campaign setting 
  for Dungeons & Dragons! In this 6- to 8-hour scenario, 
  characters are summoned by name to the chamber of a 
  gynosphinx in the city of Sharn, where they are given a 
  mysterious prophecy about the Titan Scroll and sent in 
  search of its scattered pieces. Other parties also seek the 
  tatters, however, posing danger and complications for the 
  party in the streets of the City of Towers. The adventure 
  is designed for a group of APL 1 characters, but can be 
  adjusted to provide challenge for any Tier 1 party (levels 1 
  to 4).
  This adventure serves as the first part in The New 
  Night Falls trilogy. The second adventure, Shards of the 
  Withering Key, sends the characters further along the path 
  of the New Night Gate, culminating in Splinters of the 
  New Night.
  A copy of Wayfinder’s Guide to Eberron is suggested to 
  help add background to the setting of Eberron and Sharn. 
  You will need access to the Monster Manual and Volo’s 
  Guide to Monsters for the monster statistics, which are 
  listed in bold.
  Adventure Background
  Over one hundred years ago, an expedition into the jungle 
  continent of Xen’drik south of Khorvaire returned to the 
  port of Stormreach under mysterious circumstances. The 
  expedition’s leader, a half-elf explorer named Hallivar 
  d’Lyrandar, stumbled into the city alone, exhausted, and 
  dragging a single item. It was a long tube crafted from the 
  hollowed out bone of some jungle monster, and inside was 
  a single large sheet of paper.
  But it wasn’t paper, but an unusual form of flexible 
  stone. Previous ventures into the ruins of the giant-
  controlled civilization that ruled Xen’drik had found pieces 
  of the same stone paper, which the giants had evidently 
  used to hold important information. But what Hallivar had 
  found was larger and more elaborate than anything seen 
  previously, and it held some magical inscription of a type 
  not identified. The explorer rested but never let the scroll 
  out of his sight. Scholars at Stormreach called it the Titan 
  Scroll, naming it after what few runes they could read.
  The mystery of the Titan Scroll died down quickly as 
  more strange relics were found in Xen’drik, and Hallivar 
  d’Lyrandar sailed back to Sharn with his item after a 
  dozen years in the outpost city of Stormreach. He retired 
  from the sailing and exploring life, taking up residence in 
  the top tier of Sharn’s Central Plateau in the respectable 
  and wealthy Mithral Towers district.
  Though he retired with wealth, Hallivar was a half-elf 
  addicted to gambling, and over the years he broke up the 
  Titan Scroll to pay for his debts. The item’s rarity and 
  strange symbols brought him great fortune and paid off 
  his debtors nicely, and after he sold off three quarters of 
  the item Hallivar scaled back his habit. He couldn’t bring 
  himself to part with the last piece of the strange relic, and 
  so he kept it and shut himself off in his home. He became 
  more of a shut-in save for a handful of faithful servants that 
  used to serve as his sailing crew.
  One of the more recent expeditions to Xen’drik returned 
  with a strange passenger. Flamewind the gynosphinx was 
  found locked in a giant vault in the jungle ruins, and sought 
  knowledge and peace while she waited for “the right 
  time.” She was given access to the libraries at Morgrave 
  University, and over the years her prophetic visions have 
  called numerous adventurers to heed unusual quests and 
  journeys. Her words are usually cryptic, but few say no 
  to the eccentric gynosphinx’s summons – while there’s 
  always a hint of danger in the call of Flamewind, there’s 
  also the promise of great treasure and a place in the pages 
  of history.
  Three days ago, Flamewind was struck with another of 
  her prophecies. She saw the Titan Scroll clearly, and knew 
  that it would portend the dawning of the “New Night.” The 
  gynosphinx saw names in her vision, and with haste she 
  put out word for those individuals to answer her call to 
  destiny.
  Unfortunately, other parties also caught wind of the 
  gynosphinx’s prophecy. The Prismatic Circle, a cabal of 
  wizards and sages seeking greater knowledge regardless 
  of the cost, have always watched Flamewind with great 
  interest, and the prophecy of the Titan Scroll and New 
  Night has caught the attention of Mage-Lord Viktor von 
  Viktaar of the Violet Order. Ruthless, sadistic, and devoted 
  to himself only, Mage-Lord Viktor sees untold power 
  hidden in the scroll’s secrets. 
  Sharn’s largest criminal enterprise, the Boromar Clan, 
  has their fingers in every activity, and the greedy halfling 
  Fat Cat Fingerbones is looking to get back in his boss’ 
  good graces by delivering a big win to the thieving clan. 
  Magical aid brings him word of a prophecy around a 
  valuable object and its too good an opportunity to pass up.
  And in the sewers of Sharn, the spirit of a powerful rat 
  demon named Rashtail stirs with an eye towards a gate 
  back to his home plane. He commands a legion of diseased 
  rats and oozy monsters in his filthy lair and has moved the 
  quickest to seize the opportunity presented by Flamewind’s 
  prophecy.
  The Titan Scroll calls to them all, and it’s up to a band 
  of heroes to stop them.
  
  Tatters of the Titan Scroll
  3
  Location and NPC Summary
  The following NPCs and locations feature prominently in 
  this adventure.
  Fat Cat Fingerbones. Male halfling gangster. Member 
  of the Boromar Clan of gangsters, the largest criminal 
  organization in Sharn, Fat Cat is cruel, lazy, and cowardly. 
  Recently he’s run into a rash of bad luck with his schemes, 
  and that’s put him on poor footing with his fellows in the 
  Boromar Clan. Always one to bounce back, though, he’s 
  paid a diviner good coin to watch for any signs of a magical 
  score to get in with his boss’ good graces again.
  Flamewind. Female gynosphinx. Discovered in a 
  hidden vault in the ruins of Xen’drik some years ago, 
  Flamewind requested to be brought to Sharn for strange 
  and cryptic reasons. Since arriving, her unusual portents 
  and even stranger countenance has garnered her access to 
  many libraries across the city. Currently she dwells in the 
  Lion and Falcon, tended to by a cadre of historians called 
  the Waiting Watchers.
  Hallivar d’Lyrandar. Aged half-elf explorer and sea 
  captain. Hallivar found the Titan Scroll originally over one 
  hundred years ago, and the item has brought him nothing 
  but ill fortune since. He’s broken up the relic and sold it to 
  pay for his gambling debts over the years, but one piece he 
  has not been able to let go. He has squandered most of his 
  retirement funds and lives a shut-in life in an estate in the 
  Mithral Towers district of Sharn.
  Kassandra Morntide. Female human historian. A 
  student of history, Kassandra devotes her time to studying 
  prophecies of all kind, a pursuit that put her in the path 
  of Flamewind the gynosphinx. Kassandra now leads the 
  Waiting Watchers and her family owns the Lion and Falcon 
  shop that serves as their base and the gynosphinx’s home.
  Rashtail. Exiled spirit of a rat demon. Forced to 
  dwell in a ghostly form in the sewers of Sharn, Rashtail 
  can possess rats and has learned to drudge up sludge 
  monsters and oozes from its sewer lair.
  Adventure Overview
  The adventure is broken down into six parts. The first part 
  serves as the introduction with the prophecy recitation 
  by the gynosphinx Flamewind. It also contains several 
  interludes the DM can use between the other parts as 
  the antagonists move against the party. The bulk of the 
  adventure contains four adventure locations, each holding 
  a fragment of the Titan Scroll – Morgrave University, 
  Hallivar Estate, the Drunken Weasel Gambling Hall, and 
  the lair of Rashtail. The adventure culminates when the 
  pieces are reassembled and a dark specter of the past 
  reaches out for the characters.
  Part 1: Prophecy of the Titan Scroll. In the city of 
  Sharn, the characters are summoned by name to the 
  chamber of Flamewind the gynosphinx, who recites a 
  prophecy concerning a broken relic called the Titan Scroll. 
  The gynosphinx is attended by a cadre of historians led by 
  Kassandra Morntide, who can help guide the characters 
  on their search across Sharn for the Titan Scroll. They are 
  free to take on whichever fragment they wish in whichever 
  order.
  Part 2: Museum Mayhem. One of the fragments of 
  the Titan Scroll can be found in the Dezina Museum of 
  Antiquities at Morgrave University. The characters arrive 
  at the document collections level only to find it already 
  occupied by a strange hooded visitor. The visitor turns out 
  to be a swarm of rats and the characters face Rashtail and 
  his minions in the Morgrave museum.
  Part 3: High in Hallivar Estate. Another fragment of 
  the Titan Scroll is in the possession of Hallivar d’Lyrandar, 
  the half-elf explorer who found the relic one hundred years 
  ago. His estate in the Mitral Towers district of Sharn has 
  numerous wards and traps, many of which are being tested 
  by mercenaries and wizards of the Prismatic Circle. Once 
  inside, the aged half-elf becomes impressed with their 
  ingenuity and offers the scroll piece willingly.
  Part 4: Spin the Gilded Weasel. Hallivar sold one 
  of the Titan Scroll fragments to the proprietor of the 
  Winged Weasel Gambling Hall in Sharn’s waterfront 
  district of Grayflood in the low tier. It’s one of the few 
  such establishments not owned by the Boromar Clan of 
  gangsters, and the characters are going to have to try their 
  luck and skill to obtain the fragment before the minions of 
  Fat Cat Fingerbones get it first.
  Part 5: Sewer Sepulcher of Rashtail. The final 
  fragment of the Titan Scroll is in the possession of 
  Rashtail, the rat demon spirit who dwells in the sewers of 
  Sharn in the depths of the Cogs, the city’s lowest and least 
  patrolled district. Rashtail’s lair is hidden in muck and 
  grime and filled with all manner of foul denizens.
  Part 6: The New Night. When the characters have 
  all four pieces of the Titan Scroll, they can attempt to 
  reassemble them. When the Titan Scroll reforms, the sky 
  grows dark over Sharn for a minute and a hole opens up 
  in the strange relic, letting loose a fiendish creature that 
  seeks the life of the characters!
  Adventure Hooks
  The adventure begins with the characters receiving the 
  summons by Flamewind and the Waiting Watchers, 
  leading directly into Part 1.
  Environmental Elements
  Each encounter section in this adventure includes a 
  short list of bold tags under the heading Environmental 
  Elements. These are aspects of the encounter that the 
  players can utilize during the scene, and they should be 
  shared openly with the players so they understand what’s 
  available. Clever use of an Environmental Element during 
  an action can be awarded with advantage or disadvantage 
  as the case may be, or other minor bonus effect. 
  The DM is encouraged to let the players be creative and 
  have fun with these, but it is by no means a requirement to 
  use them. They work particularly effectively with theater of 
  the mind play.
  
  Tatters of the Titan Scroll
  4
  Part 1: Prophecy of 
  the Titan Scroll
  Flamewind the gynosphinx keeps a private apartment in 
  the Everbright district of Sharn, in the middle tier of the 
  Menthis Plateau. She wants for nothing and is attended 
  to by a small group of historians who call themselves the 
  Waiting Watchers. These attendants operate a small magic 
  shop called the Lion and Falcon, and it is above their shop 
  Flamewind keeps one of her abodes. In the early morning 
  hours, the gynosphinx calls from Kassandra Morntide, 
  the leader of the Waiting Watchers, and bids her to find a 
  group of heroes in Sharn and bring them to her.
  The Lion and Falcon
  With the summons from the gynosphinx delivered, the 
  characters arrive at the Lion and Falcon and are quickly 
  ushered inside by the Waiting Watchers who run the store. 
  Read or paraphrase the following to begin.
  Evening light spills out across Sharn, magnificent 
  City of Towers, its bulk sprawling out beneath, above, 
  and below you between hundreds of tall towers. The 
  message was clear and straightforward, delivered 
  directly to you by a young courier, requesting your 
  presence by name at the Lion and Falcon in the 
  Everbright district. The home of many spellcasters 
  and magic shops, Everbright bustles with activity as 
  early twilight descends, though the light is hidden 
  behind the walls of a particularly large tower that 
  holds your destination. Inside, dozens of stores and 
  shops line the interior wall and you find the Lion and 
  Falcon without issue. The image of a roaring lion’s 
  face with outstretched falcon wings hangs above the 
  simple door leading inside.
  If the characters have not yet met before, now is a good 
  opportunity for them to introduce each other. They have 
  each received a summons signed with the name Waiting 
  Watchers, addressed to them by name, with the address 
  of the Lion and Falcon. Arcane spellcasters are familiar 
  with the district as it is the favored location of wizards, 
  sorcerers, warlocks, magewrights, and other types. Sharn-
  based characters succeeding at a DC 15 Intelligence check 
  recall that the Lion and Falcon is the home of a gynosphinx 
  that gives out prophecies to heroes and adventurers.
  The Lion and Falcon is currently open, and inside a 
  simple shop spreads out. A counter runs along the back 
  of the wall, behind which stands a simple yellow-robed 
  young male human. Shelves filled with minor baubles and 
  trinkets line the walls, and behind the counter a spiral 
  staircase leads up. 
  Seeing them enter, the yellow-robed man gulps 
  nervously and motions for the characters to head up the 
  stairs. He keeps his eyes lowered and chews his lower lip 
  out of habit. He is a newcomer to the Waiting Watchers 
  and the characters are the first ones he has seen be 
  summoned by Flamewind.
  Flamewind Speaks
  Upstairs, the characters enter a small antechamber with 
  three individuals with the same simple yellow robes as 
  the man downstairs. A female human woman pulls back 
  her hood and steps forward in friendship. She introduces 
  herself as Kassandra Morntide, a historian and member 
  in good standing of the Waiting Watchers. She asks the 
  characters to introduce themselves, motioning for the 
  man behind her who begins to note down everything the 
  characters say. 
  Kassandra and the Waiting Watchers are scholars, not 
  warriors, and they are genuinely excited for the party to 
  arrive. Kassandra reveals that they have been summoned 
  by Flamewind, a gynosphinx with the vision of an oracle, 
  and that they have some part to play in a prophecy. The 
  acolyte asks that the characters hold off any questions 
  until after and bids them enter the nearby door to hear the 
  words of Flamewind.
  Once the characters enter, read or paraphrase the 
  following.
  The door behind the yellow-robed scholars opens up 
  to a large square chamber. The smell and vapor of 
  delicate incense rises from copper braziers set in the 
  corners of the room. The room’s center holds a thick 
  multihued rug of brilliant design and complicated 
  patterns, on top of which rests Flamewind. She has 
  the body of a great lion in a relaxed resting position, 
  with orange strips marking her otherwise black fur. 
  A pair of black falcon wings extend from her back, 
  the feathers folded in though swaying gently, swirling 
  the incense vapor. Her face is that of an elf woman, 
  strikingly beautiful, framed by luxurious hair marked 
  with the same color patterns as her fur. A jeweled 
  chain of platinum and gold hangs around her neck, 
  and a silver diadem rests on her brow. Flamewind the 
  gynosphinx looks serenely at each of you in turn.
  After a moment of peaceful silence, Flamewind speaks 
  the following. The characters can hear one of the Waiting 
  Watchers behind them scribble her words down on a 
  parchment as the gynosphinx speaks.
  The toll of years has been too bright 
  With hand of change in long flight 
  The Titan Scroll must now be whole 
  To affect arrival of New Night 
  In respected hall of learning’s past 
  Seek the tatter that stands in sight 
  Another rests in broken dreams 
  In original home of mithral height 
  Dancing weasels prance with glee 
  While gamblers play for piece in light 
  Below dark towers fell forces keep 
  Last tatter in tomb of wight 
  Reform the Scroll to keep in sight 
  Ancient hand of long New Night
  With the last words, Flamewind nods her head, smiles 
  peacefully, and rests her head on her massive paws, 
  closing her eyes in the process. The Waiting Watchers 
  behind the characters usher them out of the chamber and 
  
  Tatters of the Titan Scroll
  5
  they close the door.
  Prophecy Research
  Kassandra is excited as she reviews the prophecy of the 
  Titan Scroll with the characters. Give the players Handout 
  1. Note that the third from the last line is intentionally 
  listed as “white” instead of “wight.” Until the characters or 
  the watchers figure this difference out the lair of Rashtail 
  is difficult to locate.
  She takes them downstairs and into a back room of 
  the Lion and Falcon, where she and the Waiting Watchers 
  have setup their own small library. Kassandra grimly 
  recalls something else about the New Night, specifically 
  that a group of wizards called the Prismatic Circle came 
  around asking about a week ago. They seemed to have evil 
  intent, and she encourages the party to avoid running into 
  them if possible.
  Kassandra also sends one of her historian companions 
  to fetch any information about the Titan Scroll and the 
  New Night, though she offers that they didn’t find any 
  details about the New Night after the Prismatic Circle 
  wizards stopped by. She asks for help from the characters 
  in looking through the small library for any references as 
  well, handing them stacks of the Korranberg Chronicle and 
  Sharn Inquisitive to look through.
  Uninvited Guests
  After about 10 minutes have passed, shouting can be heard 
  from the front of the store. Kassandra looks concerned, 
  and then from the front comes a scream, a gurgle, and a 
  thud. None of the Waiting Watchers are combatants, so it’s 
  up to the characters to investigate.
  The main room of the Lion and Falcon is now occupied 
  by an animated armor and four flying swords. One of 
  the flying swords just stabbed the Waiting Watcher who 
  mans the storefront and the man is now bleeding on the 
  stone floor. The armor and swords fight until destroyed. 
  They were sent by Mage-Lord Viktor von Viktaar of the 
  Prismatic Circle to kill the Waiting Watchers so that the 
  words of the prophecy (magically intercepted by the wizard 
  and his colleagues) would not go any further.
  Environmental Elements. Decanter of Liquid, Floor 
  Rug, Large Ceramic Vase, Empty Wooden Shelf.
  Roleplaying Kassandra Morntide
  Kassandra Morntide is a human female in her mid-30’s, 
  born and raised in Sharn to a successful magewright 
  family in the Everbright district. She grew up around 
  magic, in a city filled with towers and spells, but found 
  that she had little aptitude for the arcane arts herself. 
  Her family was supportive, though, and she enrolled in 
  Morgrave University and found she had a flair for research 
  and a love of history. She is studious and reserved, but 
  grows excited whenever Flamewind offers a prophecy, 
  which allows Kassandra to dive into books in pursuit of 
  meaning and truth.
  Quote. “That is absolutely fascinating. It reminds of 
  what was said when Galifar I was born in Karrnath in the 
  year -1043”
  Next Steps
  With the animated items defeated, Kassandra is now more 
  worried than ever that there are more interested parties in 
  Flamewind’s most recent prophetic reciting. She requests 
  that the characters stay at the Lion and Falcon until 
  morning to protect the rest of the Waiting Watchers while 
  they continue researching.
  All through the night, Kassandra and the historians 
  research, and after about 8 hours she rouses the 
  characters and presents what they found.
  •	
  The Titan Scroll was brought to Sharn over one 
  hundred years ago by a half-elf explorer named 
  Hallivar d’Lyrandar, who was the sole survivor of 
  an expedition into Xen’drik. He returned only with 
  the Titan Scroll.
  •	
  The Titan Scroll was not regular parchment but 
  flexible stone that resisted breaking and tearing, 
  but also making it stiff. It was also large, roughly 
  six feet tall and three feet wide, and covered with 
  undecipherable glyphs and symbols. Based on 
  Flamewind’s words, the Titan Scroll sounds like 
  it was broken up into four pieces.
  •	
  Hallivar d’Lyrandar retired to his estate in the 
  Mithral Towers district of Sharn. Kassandra 
  believes the reference to “original home of 
  mithral height” in the prophecy refers to Hallivar’s 
  current home, though he hasn’t been seen or 
  heard of in many years.
  •	
  The line “respected hall of learning’s past” they 
  believe refers to Morgrave University, specifically 
  the Dezina Museum of Antiquities. Searching the 
  museum, which is open to the public, is a good 
  starting place for that one.
  •	
  The line “Dancing weasels prance with glee | 
  While gamblers play for piece in light” points 
  to the Winged Weasel Gambling Hall in the 
  Grayflood district down by the waterfront. 
  Kassandra doesn’t know it personally but they 
  apparently have a game of luck involving a 
  spinning wheel and a golden weasel statue.
  •	
  The line “Below dark towers fell forces keep | 
  Last tatter in tomb of white” has been a problem 
  for the Waiting Watchers. It points to the Cogs, 
  the lowest region of Sharn below the towers, 
  but the “tomb of white” has not been found or 
  referenced. Kassandra says they’ll keep looking.
  If any of the players suggest the different spelling of 
  “white” as the word, Kassandra and her fellow historians 
  look around in surprise. They rush to the paper stacks and 
  quickly scan a parchment, announcing that they found a 
  reference to the Wight’s Sepulcher deep in the Cogs. A 
  quick comparison of an old map links up the site to the 
  sewers.
  If the characters find all the other tatters of the Titan 
  Scroll without correcting the mistaken transcription, 
  Kassandra figures it out on her own and offers the 
  information to the party.
  Kassandra and the Waiting Watchers offer beds and 
  rest for the characters anytime they need, and also offer 
  to hold on to any found pieces of the Titan Scroll. The 
  
  Tatters of the Titan Scroll
  6
  last lines in the prophecy refer to reconnecting the pieces, 
  something the watchers would be happy to assist with.
  Unfriendly Encounters
  As the characters run around Sharn searching for pieces 
  of the Titan Scroll, the adversaries set against them move 
  as well. They each have their own ways of finding out the 
  same information as the characters – Fat Cat Fingerbones 
  has a Waiting Watcher spy that feeds him information, 
  Mage-Lord Viktor uses magic and divination spells, and 
  Rashtail senses the presence of the other objects and 
  the characters through a supernatural connection to the 
  prophecy and the Titan Scroll.
  Below are three encounters you can use as the 
  characters run around Sharn, each featuring one of the 
  foes seeking the Titan Scroll for themselves. You can use 
  these plus any others you devise to help drive the menace 
  and excitement of the adventure.
  Skycoach Skirmish
  This encounter works best if the characters are traveling 
  around Sharn in a skycoach, one of the modes of quick 
  transportation around the City of Towers. As they travel 
  through the districts, the forces of the Prismatic Circle 
  strike to take them out before they reach their next 
  destination.
  In the skycoach, the characters see several swarms of 
  unusually large wasps buzzing around. It is unusual to see 
  such creatures in Sharn, and characters that succeed on 
  a DC 14 Wisdom (Perception) check notice a number of 
  robed figures on magical floating disks rapidly coming in 
  from the opposite direction.
  The two swarms of wasps move in to attack, and the 
  group of four apprentice wizards (NE female and male 
  humans) support them with fire bolts cast from their 
  magically floating disks. They surprise any character that 
  failed the Wisdom (Perception) check. The disks they ride 
  on are purple circles 5 feet across and give anyone on 
  them a flying speed of 40 feet. They were created by the 
  wizards of the Prismatic Order and expire in 10 minutes.
  The wizards try and keep their distance and let the 
  wasp swarms do their work, but a few of them are arrogant 
  and move in closer to use their burning hands spells. If any 
  are captured they swear loyalty to the Prismatic Circle and 
  Mage-Lord Viktor von Viktaar, though in truth they know 
  very little about his plans other than they involve claiming 
  all the pieces of the Titan Scroll.
  Environmental Elements. Flying Purple Disk, 
  Detached Bench, Mooring Rope, Low Bridge, Passing 
  Skycoach with Noble Passengers.
  Cry for Help
  Fat Cat Fingerbones tries to play on the heroes’ heroic 
  nature while they move through Sharn and setup a future 
  opportunity to strike them from within. This encounter 
  works best if the characters are walking on foot, perhaps 
  after they leave one of the other scenes. From a nearby 
  shadowy alley, the characters hear a womanly scream that 
  is suddenly cut off. There are no signs of the Sharn Watch 
  around nor anyone else that seems interested.
  Investigating, the characters reach the entrance to the alley 
  and see a woman in a torn red dress lying on the stone 
  floor. The woman, a spy (LE female human) in the service 
  of Fat Cat Fingerbones, appears from a distance to be 
  injured from a crossbow bolt. Her breathing is shallow, and 
  a quick investigation reveals the bolt is poisoned (it is, but 
  she is not poisoned). If roused, she wakes up wearily and 
  introduces herself as Solena Wynn. 
  Solena explains that she thought she saw her brother 
  in the alley, but then she was struck by the crossbow bolt 
  from out of the darkness. Solena is quick-witted and tells 
  whatever lie she thinks gets her in with the group, playing 
  on any character from the lower tiers of Sharn (an area 
  she knows well as part of her spying duties for Fat Cat). 
  She claims to be weakened from the poison and asks for 
  any assistance the characters can offer – if necessary, she 
  claims to have no home, and that she is looking for her 
  brother who was kidnapped by “evil robed men.”
  Solena plays up her innocence for as long as possible, 
  and reports back to Fat Cat via message drops across 
  Sharn. She waits for the right moment to betray the party, 
  but if it works out better she can instead be swayed by the 
  party if they treat her well and show signs of true heroism.
  Gurgling Sewage
  Rashtail is much less subtle with this machinations. He 
  wants the Titan Scroll to escape his tortured existence as 
  a bound demon spirit, and he throws his putrid followers 
  at the characters whenever possible. This encounter can 
  be used anytime the characters are traveling around or 
  between a tower in any of the districts. 
  A DC 14 Wisdom (Perception) check alerts the 
  characters to a gurgling sound from above them, and any 
  character that succeeds is not surprised when a drain 
  pipe from above spews out greenish-black liquid onto the 
  ground in front of them. The liquid quickly gives form to 
  six filth goblins and a gray ooze, loyal servants of Rashtail. 
  Filth goblins are the same as regular goblins except 
  they cannot be disarmed, have an AC 15, do not possess 
  shields or shortbows, and can only speak Common. Their 
  weapons are formed from hardened crust attached to their 
  squishy, oozing bodies.
  Environmental Elements. Puddle of Filth, Drain Pipe, 
  Tower Ledge, Loose Wall Stone.
  
  Tatters of the Titan Scroll
  7
  Part 2: Museum 
  Mayhem
  One of the fragments of the Titan Scroll was purchased 
  years ago by the scholars at Morgrave University. They 
  studied it for a short time before giving up and passing 
  it over to the museum to be displayed. It has hung in a 
  small gallery called Documents of Antiquity in the back of 
  the Dezina Museum of Antiquities for many years, rarely 
  attracting anything more than a passerby or a curious 
  scholar.
  Unfortunately for the characters, Rashtail deciphered 
  this location as well and already sent a force of sludge 
  rats in disguise to retrieve it. The result is a likely chase 
  through the museum as the characters try to stop the 
  sludge rats from getting away with the scroll fragment.
  Museum Search
  The Dezina Museum of Antiquities is part of Morgrave 
  University, located in the University District of the upper 
  Menthis Plateau. The University is the largest center of 
  learning in Sharn, and it has become successful on the 
  backs of many expeditions to far-off lands. The results of 
  those expeditions are often sold at private auction, but 
  some pieces go to the Museum of Antiquities and are 
  available for perusal by the general public.
  Unfortunately for the characters, there are seven 
  tower levels that hold the museum’s showrooms, so 
  finding the fragment of the Titan Scroll that they seek 
  can seem daunting. It doesn’t help that the fragment was 
  mislabeled by a past curator and now sits in the back of the 
  Documents of Antiquity exhibit as “unknown parchment 
  from the continent of Xen’drik.”
  The Front Desk
  The quickest place to start searching is with the front desk 
  of the museum. There, the characters meet the spectacled, 
  white-bearded dwarf Horgolf Ironword who works at the 
  front desk every day, and has been with the museum for 
  more than 100 years. Horgolf is old, and slightly befuddled, 
  but he knows a great deal about the museum’s contents – if 
  he can remember it. 
  Dealing with Horgolf and his failing memory can be an 
  exercise in frustration with the old dwarf’s forgetfulness 
  and tendency to wander in and out of conversation threads. 
  Roleplay out the encounter as much as necessary, but 
  Horgolf does eventually point the characters to the fourth 
  level of the museum, in a collection called the Documents 
  of Antiquity. He may not remember the exact item the 
  characters are looking for, especially since it’s mislabeled, 
  but if they have it it’s going to be there Horgolf assures 
  them.
  Have the characters make a group DC 12 Charisma 
  check (dwarves gain advantage on this check). If they 
  succeed, Horgolf takes a liking to them and offers that 
  another strange fellow came by just about an hour ago. 
  Heavily cloaked, Horgolf couldn’t see his face, but he was 
  weirdly hunched and seemed very jumpy. He was looking 
  for directions to the Documents of Antiquity level. (This 
  was the swarm of rats under the control of Rashtail.)
  Documents of Antiquity
  The trip down to the fourth level of the Dezina Museum 
  is uneventful. The wide-spiral staircases are well-marked, 
  and the characters pass by the levels containing cultural 
  artifacts, replica dioramas of historic events from across 
  Khorvaire, and ancient tools of warfare. The fourth level 
  contains maps, charts, journals, and other written historic 
  artifacts.
  Read or paraphrase the following as the characters 
  enter the Documents of Antiquity level.
  The spiral staircase leads to another landing, similar 
  in size to the other ones above, this one with a bronze 
  sign marking it as the Documents of Antiquity exhibit. 
  The wide stone doors are open revealing a large open 
  hall with a dozen or more smaller rooms spanning 
  out from it like spokes on a wheel. Short pedestals 
  fill the floor of the main hall, each holding a book 
  or parchment encased under glass. A massive glass 
  globe depicting the world hangs suspended from the 
  ceiling, shedding light, and as you watch the markings 
  on the globe change to reflect the passing of the eons. 
  A scraping sound comes from an open archway in one 
  of the halls.
  There are currently no visitors to this level, which is not 
  uncommon. The scraping is coming from a hall labeled 
  “The Written History of Xen’drik.” The sound is that of 
  the rats of Rashtail trying to break the glass holding the 
  tatter of the Titan Scroll, though they only grow frustrated 
  when the party arrives. Characters succeeding at a DC 12 
  Wisdom (Perception) check identify the scraping sound as 
  that of claws on glass.
  Rats in the Museum
  Investigating the side hall from the main Documents 
  of Antiquity level reveals a broad rectangular chamber 
  beyond the 10-foot wide open archway. Maps in glass cases 
  decorate the walls, and several pedestals stand around 
  the smooth floor, each bearing a diary or other document 
  underneath glass domes.
  At the far end of the hall, 40 feet from the entrance, the 
  characters see a hunched, hooded figure pawing at one 
  of the glass encasements on the wall close to the floor. 
  Coldfire lanterns illuminate the room, allowing the party 
  to see the strange torn parchment beneath the glass. The 
  hooded figure is Rashtail, and it senses the characters 
  entering. (Rashtail is is a swarm of rats with maximum hp).
  Turning to face them, the characters see the hooded 
  figure is actually comprised of dozens of red-eyed rats 
  formed into a humanoid shape. With a snarl, the swarm 
  monster whispers with all of its collected rat bodies “Fools 
  have come to die today?” Four swarms of rats emerge 
  from the walls on either side of the archway in the hall, and 
  Rashtail advances to attack.
  
  Tatters of the Titan Scroll
  8
  Environmental Elements. Glass Case, Velvet Rope, 
  Stone Pedestal, Thick Wall Curtains.
  Roleplaying Rashtail
  Rashtail is a sniveling demonic rat with self-serving 
  designs common for its kind. The creatures are not true 
  demons, but originate from the Abyss where they gather 
  in great swarms across the infinite layers. Unfortunately 
  for it, Rashtail was tricked by a Sharn sorcerer years ago 
  into servitude, and while trying to free itself its body was 
  destroyed. The demon rat’s spirit lay bound to Eberron, 
  however, and it receded into the sewers of Sharn to stew 
  and contemplate its freedom. It is vile, wicked, and won’t 
  attack unless it has greater numbers, which is frequent 
  considering its mastery over common rats. Rashtail feels 
  the growing importance of the Titan Scroll and feels like 
  the opening of the New Night can be its path to escaping 
  Eberron forever.
  Quotes. “Flesh is tasty, yes? Flesh is sweaty and sweet 
  and tastes so good to us. Lay down and be eaten, yes?”
  Chasing the Tatter
  When the fight against Rashtail goes against it, the 
  demonic rat spirit decides to cut and run. A trio of giant 
  rats crawl down from the ceiling along the back wall and 
  push the glass case holding the Titan Scroll fragment, 
  shattering it on the ground. They then grab the fragment 
  and flee through one of the side exits leading to other halls.
  The characters can give chase through the museum, 
  chasing the rats and avoiding the other vermin under 
  Rashtail’s control. For cinematic purposes, you can run 
  this outside of regular combat rounds and instead use the 
  following abbreviated chase rounds.
  In this chase, the characters must achieve a total 
  number of three group ability check successes using the 
  regular rules for group checks (they succeed at the group 
  ability check if more than half of the party succeeds). The 
  DC for this chase is 13, and the players are allowed to use 
  any skill proficiency they feel would best serve them each 
  round. Below is a list of suggestions, but let the players use 
  whatever skill they can justify.
  •	
  Acrobatics (dodging and weaving around the 
  exhibits of the museum)
  •	
  Arcana (use magic spells to cut off or predict the 
  path of the rats)
  •	
  Athletics (climbing and pushing through 
  obstacles)
  •	
  History (remembering the layout of the Museum 
  of Antiquities)
  •	
  Insight/Nature (trying to guess where the rats are 
  going to go based on their nature)
  •	
  Perception (watching the surrounding area for 
  obstacles)
  •	
  Stealth (sliding into the shadows and trying to cut 
  off the rats)
  At the beginning of each round, each character chooses 
  their skill and attribute. Before they make their check, roll 
  on the Museum Chase Obstacle table below. The results of 
  the table determine which ability checks are hindered this 
  round by either the rats or other effects. Any character that 
  fails the check by 5 or more suffers 2 (1d4) bludgeoning 
  damage as they run into objects or knock over things.
  1d10
  MuseuM Chase ObstaCles
  1-2
  The rats knock over some taller exhibits to 
  block the characters. Strength-based skill 
  checks suffer disadvantage this round.
  3-4
  A group of scholars stumble into the path, 
  creating confusion. Dexterity-based skill 
  checks suffer disadvantage this round.
  5-6
  The rats split up their route. Wisdom-based 
  skill checks suffer disadvantage this round.
  7-8
  The rats stray into a wing of the museum still 
  under construction. Intelligence-based skill 
  checks suffer disadvantage this round.
  9
  No unusual activity this round.
  10
  Roll twice, re-rolling 9 and 10 results.
  The characters have five rounds before the rats get away 
  with the tatter. If they make the three successes, they catch 
  up to the rats, who drop the tatter of the Titan Scroll and 
  then scurry off (or they can be defeated by the characters, 
  they are simply giant rats!). The characters can claim the 
  tatter, which appears to be a large gray piece of paper, 
  stiff and thick but surprisingly light, carved with arcane 
  symbols in the Giant language. It is 3 feet wide and 5 feet 
  tall and weighs 3 pounds, with torn edges along the bottom 
  and right-hand side indicating where other pieces would 
  fit.
  If the rats get away with the tatter, they disappear into 
  small tunnels down into the sewer where they become 
  untraceable. In this case, the characters simply find two 
  pieces of the Titan Scroll in the Sewer Sepulcher of 
  Rashtail rather than just the one.
  
  Tatters of the Titan Scroll
  9
  Part 3: High in 
  Hallivar Estate
  While Hallivar d’Lyrandar cut up and sold or lost pieces 
  of the Titan Scroll over the years to pay for this debts, he 
  refused to part with one fragment out of a lingering sense 
  of self-worth. The aged half-elf captain has squandered 
  his name and coin over the years, retreating into his once 
  well-appointed manor home in the upper district of Mithral 
  Towers and avoiding all outside contact. Now, he’s being 
  paid a visit by not just the characters, but agents of the 
  Prismatic Circle who stop at nothing to procure the tatter 
  hiding in his manor estate.
  Glittering Heights of Mithral 
  Towers
  Mithral Towers is an opulent district in upper Sharn, 
  where the wealthy of the City of Towers live, work, and 
  play. The characters can reach the district via skycoach or 
  on foot, utilizing bridges and the many magical lifts that 
  transport people and goods up and down between the 
  spires.
  Finding the home of Hallivar d’Lyrandar requires a DC 
  14 Charisma (Persuasion) or Intelligence (Investigation) 
  check and a half hour of asking around. Characters with a 
  passive Perception of 13 or higher notice a few shadowy 
  individuals watching them with keen interest, but they 
  duck away before confrontation. These are agents of Fat 
  Cat Fingerbones keeping an eye on Mithral Towers.
  Characters that succeed on their ability check by 5 
  or more learn that no one has seen the reclusive half-elf 
  explorer for many years, and it is widely assumed that his 
  home is abandoned.
  Hallivar Estate Tower
  With directions, the characters can approach the estate of 
  Hallivar d’Lyrandar. Read or paraphrase the following. The 
  text assumes the party approaches during the day.
  Hallivar Estate sits at the edge of the Mithral Towers 
  district, with a single bridge spanning the lofty gap. It 
  occupies the top of a gleaming blue spire glittering in 
  the dappled sunlight, but as you get closer you see its 
  magnificent is faded. Spiderweb cracks split the azure 
  stones in places, and a nest of creeping green vines 
  have crawled up from the lower tiers to encompass 
  the north-facing side. The bridge leads to a black 
  gated landing that encircles the tower with a 10-foot 
  high iron fence, and a stout wooden door appears to 
  be the only entrance. Windows along the tower’s walls 
  are shuttered with thick ornate boards.
  Hallivar Estate has seen better days, but Hallivar 
  d’Lyrandar was still a highly respected and wealthy 
  member of House Lyrandar. Even in its somewhat 
  rundown state the magnificence of the place still shows 
  clearly, if in desperate need of a few touchups.
  Crossing the bridge to the door is uneventful, but the 
  iron gate that blocks passage is magically locked to open 
  only at the command of a House Lyrandar member. The 
  house sigil is carved on a large stone disk in the gate’s 
  front, and the iron fence is 10 feet tall. It extends the last 
  20 feet of the arched bridge leading to the circular landing 
  and creates a fenced perimeter along the tower’s walkway.
  Characters receive no answer to their calls from the 
  tower estate. Nobles and other characters of wealthy 
  backgrounds know that protocol would normally put a 
  guard or sentry at the front, but nothing stands there now.
  The fence can be climbed, and the region of the district 
  that holds Hallivar Estate is relatively empty. A DC 12 
  Strength (Athletics) check gets over the gate. The door is 
  closed and locked, but can be picked with three successful 
  DC 15 Dexterity checks using thieves’ tools. Alternately, 
  the door can be hacked down (AC 10, resistance to 
  bludgeoning and piercing damage, 50 hp).
  Wall Crawlers
  As the characters contemplate their next move, they notice 
  movement along the opposite end of Hallivar Estate. Four 
  metal apes crawl along the walls, testing the windows and 
  stone with their long fists. These are constructs sent by 
  the Prismatic Circle to break into the half-elf’s abode. The 
  metal apes use the same statistics as apes except they are 
  constructs, immune to poison damage, and are immune to 
  being charmed and poisoned.
  If the characters are already near the front door, 
  the metal apes leap down to attack the characters. 
  The walkway that extends around the tower is 15 feet 
  wide between the wall and the fence, beyond which is a 
  precipitous drop to the lower tiers of Sharn. The metal 
  apes fight until defeated by the party.
  The metal apes are being watched by thieves in the 
  employ of the Prismatic Circle. Each round, on initiative 
  count 20 losing ties, a scout from a nearby tower looses an 
  arrow at a random character. The ranged weapon attack 
  is +4 to hit against a single target, inflicting 6 (1d8+2) 
  piercing damage on a hit. The attacks continue until the 
  characters leave the walkway or get inside.
  Environmental Elements. Loose Fence Bar, Thick 
  Vines, Broken Masonry, Wooden Window Board.
  Breaking and Entering
  Once the metal apes and the door is bypassed, the 
  characters can enter Hallivar Estate. They must pass 
  through his trapped hallway to reach the central room 
  where the half-elf keeps the Titan Scroll fragment. No map 
  is provided for the area but you can assume that there is 
  enough space in the hallway for the characters.
  
  Tatters of the Titan Scroll
  10
  Hall of the Stormy Sea
  Immediately inside the outer door to Hallivar Estate is 
  a long corridor with a single rug running along the floor. 
  The rug is woven with intricate patterns of blue and white, 
  creating a surprisingly realistic image of waves at sea – the 
  light dancing from coldfire lanterns along the walls creates 
  a shimmering quality to the piece. A single door sits at the 
  far end of the hall.
  Strangely, a small brass key looks to be embedded 
  within the center of the rug. A cursory examination reveals 
  that the key is actually inside the rug, as if it were the 
  surface of a pool, but prodding by pole or other tool reveals 
  the rug to be simply a rug.
  The rug is magical, but it can be bypassed by walking 
  along the stone floor on either side of it within a narrow 
  2-foot path. Anyone stepping on the rug must succeed on 
  a DC 13 Strength saving throw or be hurled to the ground 
  in front of them as a woven wave leaps up. Retrieving the 
  key requires two DC 13 Strength (Athletics) or Dexterity 
  (Acrobatics) checks to avoid the rising and falling of the 
  rug waves.
  Every round a character stands on the rug, tubes 
  along the walls shoot jets of water at everyone in the hall, 
  soaking them with salty water.
  The door is locked and bears a large brass plaque with 
  the intricate image of a sailing vessel. An empty nameplate 
  on the ship can clearly be seen. A DC 14 Intelligence 
  (History) check identifies the ship as Hallivar d’Lyrandar’s 
  main sailing vessel, Song of the Siren (House Lyrandar 
  characters make the check with advantage). The door can 
  be opened with the key in the rug or two successful DC 15 
  Dexterity checks using thieves’ tools, though on a failure 
  the tubes in the wall soak everyone with salt water.
  The final trick of the door requires the opener to say 
  the name of Hallivar’s ship, Song of the Siren, within 6 
  seconds of turning the lock. If this is not done, an electric 
  arc shoots out and inflicts 3 (1d6) lightning damage. If 
  there are any wet characters in the room, the arc leaps to 
  them, inflicting the same damage to them.
  Meeting the Old Captain
  After the Hall of the Stormy Sea, the characters enter 
  into the main central room of Hallivar Estate. An intricate 
  (nonmagical) if frayed rug from the Talenta Plains covers 
  most of the floor, with a large darkwood table piled high 
  with papers and books sitting in the center. The entire 
  room has a disheveled look to it and dust has settled over 
  many of the items, including a globe of Eberron, small 
  statues from the Dhaakani empire, and numerous animal 
  heads mounted along the walls.
  As the characters take in the scene, an old man 
  with a patchy white beard and thin gray hair wearing 
  a threadbare robe shambles into the room from a side 
  passage. He is holding a cup of hot wine and nods a 
  welcome to the characters. This is the half-elf Hallivar 
  d’Lyrandar, and soon a pair of older men join the room, 
  their wrinkled skin still bearing tattoos marking them as 
  the half-elf’s sailing crew.
  Hallivar congratulates the characters on getting past 
  his hallways and invites them to sit down. He poses no 
  physical or magical threat, and is in truth curious why they 
  came and if they know anything about the metal apes that 
  were crawling along his estate’s outer walls. If they confess 
  to looking for the Titan Scroll, the half-elf nods and says he 
  felt it was time to pass the relic along.
  Getting up, Hallivar clears off the main table with a 
  sweep of his arm, sending papers and books tumbling to 
  the floor. The table holds a thin piece of glass on its top, 
  under which the tatter of the Titan Scroll is laid out. He 
  pulls it out and hands it to the party.
  Roleplaying Hallivar d’Lyrandar
  Hallivar d’Lyrandar is a man of powerful guilt. He has seen 
  and done terrible things across the world as an explorer, 
  and now in his twilight years he finds that he is full of 
  memories and regrets. His standing in House Lyrandar 
  keeps him in his estate, and though he has no children he 
  full expects it to pass to an heir of the house after he dies. 
  His fingernails and hair are long and unkempt, but when 
  he recalls the good times of the past a twinkle returns to 
  his watery blue eyes.
  Quote. “Reminds me of the time I was sailing through 
  Shargon’s Teeth. A storm came up and the sea devils came 
  surging out of the ocean! We fought them back, but I got 
  this scar as a result. Now, where was that scar?”
  
  Tatters of the Titan Scroll
  11
  Part 4: Spin the 
  Gilded Weasel
  The lowest tier of Sharn holds the seediest and most 
  dangerous establishments, and it’s in the dock district of 
  Grayflood that Hallivar d’Lyrandar sold one of the Titan 
  Scroll fragments to pay off his gambling debts. The half-
  elf’s years of sailing experience put him in good graces 
  with the proprietor of the Winged Weasel Gambling Hall, 
  and Hallivar loved to push his luck at the house game of 
  spinning weasel. The habit caught up to him and he’s since 
  learned to curb his gambling streak.
  The Titan Scroll fragment sits on the wall of the 
  Winged Weasel now, a curiosity proudly owned by the elf 
  twins Janna (CN male elf assassin) and Jenna (CN female 
  elf assassin) who run the gambling hall. Over the years the 
  halfling gangsters of the Boromar Clan have tried to buy 
  the Winged Weasel, but the elves have too much fun and 
  so far haven’t budged. Fat Cat Fingerbones, with his eyes 
  on either the Winged Weasel or the Titan Scroll fragment, 
  pays the hall a visit on the same evening the party stops by.
  Down in Grayflood
  With Kassandra’s research as a guide, the characters can 
  make their way to the Grayflood district in search of the 
  Winged Weasel Gambling Hall. Grayflood is a waterfront 
  district, and the distinct smell of rotting fish, oil, and sweat 
  permeates the crowded streets. Sailors and dockworkers 
  unload cargo from the ships using crude mechanical 
  cranes that use magic to ensnare large crates.
  Finding the Winged Weasel is as simple as asking 
  questions of the surly laborers, who point the party further 
  into the district along its dingy slick streets.
  Caught Green-Handed
  While the party makes their way through Grayflood, 
  choose a character at random to be the target of a 
  pickpocket attempt. The thief is a CN goblin scout 
  named Meager, and he’s just desperate enough to try his 
  luck picking the pocket of a character. You can have the 
  party roll Wisdom (Perception) checks against Meager’s 
  Dexterity (Stealth) roll (+5 on the check).
  When caught, Meager gives a weak shout and begs for 
  his life. He promises he was only taking the coins to pay 
  for food as he hasn’t eaten in many days (while technically 
  true, goblin stomachs are notoriously strong and Meager 
  is simply hungry for REAL food at this point). When 
  pressed, he admits to eavesdropping and offers to lead the 
  characters to the Winged Weasel. He can even show them 
  the secret paths around the district if they are nice to him.
  You can use Meager to help the characters in a later 
  encounter, where he can show up if they end up fleeing 
  from Fat Cat Fingerbones’ gangsters in the gambling hall. 
  While a goblin, Meager is eager to please and has been 
  around Sharn for all of his life (about a dozen years) – he 
  knows the sewers and lower districts very well, and he’s 
  even snuck up to the middle and upper wards on occasion.
  The Winged Weasel
  The Winged Weasel is a ramshackle gambling hall that 
  serves the seediest clientele in Grayflood. It’s owned and 
  operated by a pair of wild elf twins, Janna and Jenna, each 
  with a mohawk of green hair and flaring emerald eyes. 
  The Weasel does not open up until sundown and 
  remains closed all night, and the elf twins take their coins 
  and goods (including the Titan Scroll fragment) to their 
  abode through the basement. Breaking in during the day 
  yields very little information, though magical wards alert 
  Janna and Jenna of the break in (the goblin Meager can 
  help provide some of this information to the characters if 
  they are not familiar with the dock ward).
  Read or paraphrase the following as the characters 
  approach the establishment.
  A trio of ogre laborers pass slowly through the slick 
  streets of Grayflood carrying a massive box, but when 
  they pass you see the Winged Weasel Gambling Hall 
  at the end of the chaotic road. The building is a two-
  story mess and seems to lean heavily to one side, 
  keeping its walls and ceiling propped up with the aid 
  of the adjacent building. The doors to the Winged 
  Weasel are held open, spilling warm light, raucous 
  laughter, and the smell of pipe smoke and cooked fish 
  into the street. Sailors of all kind stagger in and out of 
  the doors.
  The characters draw no attention to themselves in this 
  seedy part of Sharn, as races of all kind walk shoulder-
  to-shoulder in Grayflood. The interior of the Winged 
  Weasel is a large common room with a few dozen tables 
  scattered about. A friendly barmaid next to the door takes 
  drink orders for incoming patrons, asking for payment in 
  advance. 
  Drinks are poured by one of the wild elf twins at the 
  bar at the opposite end of the hall from the entrance – at 
  a distance, Janna and Jenna are difficult to tell apart. The 
  main room is dominated by a pedestal holding the statues 
  of a golden weasel in a crouching position, its back arched 
  high and its fangs bared. The statue is set on a wheel with 
  a black marker set below the weasel’s nose and tail. Along 
  the pedestal’s side are carved a number of symbols so that 
  when the golden weasel is spun, the markers click along 
  the slots and eventually come to rest on two symbols. Four 
  surly dealers dressed in vibrant green leather take bets 
  with a narrow circular table separating them from the 
  patrons.
  In the golden weasel’s frozen mouth is a large rolled up 
  gray scroll. If the characters have already seen or retrieved 
  a tatter of the Titan Scroll, they recognize it immediately 
  as one of the fragments.
  
  Tatters of the Titan Scroll
  12
  The Gilded Weasel
  The Winged Weasel offers a number of smaller gambling 
  tables, with hustlers and dealers in the employ of the 
  house playing games of dice and cards. The main 
  attraction is the gilded weasel in the center of the room. A 
  spin of the gilded weasel is done every 30 minutes. Players 
  can purchase two cards by a dealer for the price of 3 sp, 
  and each card bears a single symbol that matches one on 
  the pedestal. The gamblers are betting on which symbol 
  is going to be high (the one pointed to by the nose of the 
  weasel, with the card laid face up) and which will be low 
  (pointed to by the tail, with the card face down). Players 
  are allowed to trade cards among each other, and the 
  competition gets fierce for what is perceived to be “lucky” 
  cards.
  Once each player has placed their coins and cards 
  down, one of the elf twins points a wand and the golden 
  weasel begins to spin. At the same time, illusionary magic 
  makes it look like the weasel is snarling and clawing 
  at the air, and the gamblers taunt the illusion hoping to 
  get it to stop on a desired location. The spinning slows 
  and eventually it stops, with its nose and tail indicating 
  two symbols. Cries, shouts, boos, hisses, and more echo 
  throughout the Winged Weasel as coins are collected or 
  paid out by the dealers – winning the high card doubles 
  the gambler’s bets, and winning the low card triples the 
  gambler’s bets.
  The game is rigged in favor of the house. Characters 
  that succeed on a DC 20 Wisdom (Perception) check 
  while the gilded weasel spins sees through the illusion and 
  notices that the weasel statue is actually moving, though 
  only slightly – the nose subtly shifts or the tail twitches. It’s 
  controlled mentally by Janna and Jenna, though rarely do 
  they intercede.
  Any dealer or player in the hall can tell the characters 
  that the scroll in the weasel’s mouth is just there for 
  decoration, but the wild elf twins refuse to part with it. If 
  confronted, they simply say they’re waiting for the right 
  wager (cue the entrance of Fat Cat Fingerbones below!).
  High Stakes Game
  After the characters get a feel for the Winged Weasel 
  and ideally as they interact with Janna or Jenna, Fat 
  Cat Fingerbones and his entourage arrive. Their arrival 
  is marked by a hush throughout the hall as the crowd 
  parts, revealing a well-dressed halfling with thick black 
  muttonchops and moustache flanked by a half dozen 
  halfling bruisers in ill-fitting suits. The halfling gangster 
  walks up to the characters purposefully. He’s had eyes 
  on the party since they entered Grayflood, and through 
  his magical resources he’s pieced together that they are 
  involved with the prophecy of the Titan Scroll.
  Fat Cat wants the scroll, and he lets the characters 
  know that he knows that they want it too. The halfling 
  looks at Janna and offers the following on a round of gilded 
  weasel – the Boromar Clan will leave the Winged Weasel 
  alone, regardless of the consequences, if they play for the 
  fragment of the Titan Scroll right now. The elven twins 
  look at each other and then nod, and they excuse all of the 
  dealers and deal the cards themselves.
  The characters are invited to play as well, and the 
  smooth Fat Cat does not take no for an answer.
  Pop Goes the Weasel
  Jenna deals cards to the characters and the halflings. 
  There are a total of eight halfling bandits, each watching 
  the characters closely while Fat Cat Fingerbones examines 
  their dealt cards. Ultimately it doesn’t matter what cards 
  the characters have. Once everyone has placed their bets, 
  Janna pulls out the wand while a hush falls over the crowd. 
  With a wave of the item, the gilded weasel begins spinning 
  and the illusion takes hold.
  During the spinning, the character with the highest 
  passive Perception notice Janna give a sly wink and give 
  the wand a slight wave. The scroll fragment in the weasel’s 
  mouth flies out! The halflings give a shriek, Fat Cat yells 
  for them to grab the scroll, and everything devolves into 
  pandemonium.
  The characters need to defeat the halflings to claim the 
  scroll. Fat Cat slips out of the scene, avoiding the conflict 
  for now. Jenna and Janna stay out of the fray as well and 
  the rest of the patrons take the opportunity to break into a 
  brawl of their own. The Winged Weasel Gambling Hall is 
  quickly engulfed in chaos.
  If the characters are having trouble with the scene, 
  allow them to escape into the streets of Grayflood. If they 
  had good relations with Meager earlier, the goblin shows 
  up to lead them through secret alleys the halfling bandits 
  do not follow.
  Environmental Elements. Deck of Cards, Half-Full 
  Tankard of Ale, Pile of Wooden Chits, Stained Wooden 
  Table, Spinning Gilded Weasel.
   
  
  Tatters of the Titan Scroll
  13
  Part 5: Sepulcher of 
  Rashtail
  The sewers of Sharn hold many dangers and threats. The 
  one most pressing to the characters is Rashtail, the spirit 
  of a rat fiend exiled to Eberron and now seeking a way out 
  through the Titan Scroll. Rashtail already possesses one of 
  the fragments of the scroll in its sewer lair, which is tucked 
  within a hidden tomb called the Wight’s Sepulcher. The 
  spelling of the name gives the prophecy some confusion, 
  but given time (or the suggestion of the characters) 
  Kassandra and her fellows figure out the true meaning.
  With the research provided by the Waiting Watchers, 
  the location of the Wight’s Sepulcher is found, but getting 
  there is going to be a different manner. 
  Sewer Search
  The sewers can be accessed through any of the districts 
  in the lowest tier. If the characters made friends with 
  Meager in Grayflood in Part 4, the goblin is more than 
  happy to lead the party down – for a small price of course 
  (5 gp is sufficient to buy the goblin’s services). Without a 
  guide, the characters have only the rough map provided by 
  Kassandra to guide them.
  The sewers are dark, crusted with filth, and powerfully 
  ripe with the stench of rot and decay. Most of the tunnels 
  have a 2-foot deep river of sludge running through the 
  center, with numerous insects and other vermin dwelling 
  in the shadows.
  Finding the Wight’s Sepulcher requires an hour of 
  travel in the sewers. If you are not pressed for time, you 
  can consider an encounter with a swarm of insects or 
  another run in with Gurgling Sewage (from Part 1 under 
  Unfriendly Encounters).
  Wight’s Sepulcher
  After some searching and with the aid of Kassandra’s map 
  (or the goblin guide Meager), the characters arrive at the 
  Wight’s Sepulcher in the sewers of Sharn. The followed 
  keyed locations correspond to the Sewer Sepulcher map 
  found in the appendix of this adventure.
  General Features
  The following general features apply to the Sewer 
  Sepulcher.
  Air. The air is thick and fetid throughout the tunnels.
  Doors. Unless otherwise noted, all doors are solid 
  unlocked stone portals set in crumbling arches.
  Odor. The foul odor of the sewers permeates the 
  passages and tunnels.
  Burial Niches. The Sewer Sepulcher holds numerous 
  burial niches along its walls that once held followers of 
  the Dark Six. Each niche is 5 feet wide and 5 feet deep. 
  Two types of niches can be found, closed and open. Closed 
  niches are identified on the map with a door. Open niches 
  have nothing but moldering remains in them, long ago 
  looted, but the closed niches are still sealed.
  Opening a closed niche requires a DC 14 Strength 
  check. Roll on the below table to determine the contents.
  1d6
  ClOsed burial NiChe CONteNts
  1-2
  Rotten remains.
  3
  Rotten remains with a 5 gp piece of jewelry.
  4
  Rotten remains with a 15 gp gemstone.
  5-6
  Rotten remains that spring to life as a zombie. 
  Roll again to determine if it has any treasure.
  Walls. Much of the walls of the sepulcher are carved 
  from stone, slick and green though cracked in places with 
  age. Deeper in, the smoother passages give way to roughly 
  carved tunnels as if the original engineers had run out of 
  space and needed to hastily construct additional burial 
  chambers.
  1. Sepulcher Entrance
  The front entrance to the Wight’s Sepulcher is not used by 
  Rashtail and its minions, preferring instead to slither and 
  ooze through the cracks of the sewers around the tunnels. 
  The door is a heavy stone portal worn down with age and 
  the passing of sludge along the sewer line. 
  Opening this door requires a DC 14 Strength check. 
  Failing the result by 5 or more causes a slight disturbance 
  in the archway overhead, alerting the filth goblins in area 2 
  to the presence of intruders.
  Through the hallway 10 feet past the door is a small 
  lookout hole that leads to the secret room in area 2; finding 
  the lookout hole requires a passive Perception of 15 or 
  higher. It is slime filled but can be emptied out without 
  any trouble, and with darkvision or light the slime-filled 
  chamber beyond can be seen holding a few moldering 
  chests on the floor.
  2. Ancient Armory
  The original inhabitants of the Wight’s Sepulcher 
  worshipped the Dark Six or some variation of them, and 
  they used this area as a guard station and armory. Now, 
  it is grime-encrusted and inhabited by four filth goblins 
  playing with skulls. Filth goblins are the same as regular 
  goblins except they cannot be disarmed, have an AC 15, 
  do not possess shields or shortbows, and can only speak 
  Common. Their weapons are formed from hardened crust 
  attached to their squishy, oozing bodies.
  The secret door on the north wall is hidden mainly by 
  the ever-present slime and requires a DC 12 Intelligence 
  (Investigation) check to uncover. The door panel pushes 
  in and slides away to reveal a small chamber that once 
  held the meager treasures of the cult that built the Wight’s 
  Sepulcher. Now it holds 250 cp, 75 sp, 55 gp, and a potion 
  of healing in an unmarked grime-covered bottle.
  Environmental Elements. Slick Slime, Broken 
  Masonry, Shattered Spear Remnants, Rusted Metal 
  Armor Pieces.
  
  Tatters of the Titan Scroll
  14
  3. Deserted Storeroom
  This chamber once held dry goods for the cult of the 
  Wight’s Sepulcher, but in the intervening years it has been 
  pilfered by the rats. Numerous ratholes dot the walls 
  and ceiling but otherwise nothing remains except for 
  moldering sacks and broken barrel fragments.
  4. Prayer Room
  The door to this room is decorated with symbols of the 
  Dark Six, recognized with a DC 10 Intelligence (Religion) 
  check. The symbols are faded but it is clear the door has 
  not been opened for a very long time. If it is opened, a rush 
  of air bursts out of the room followed by a dark scowl, like 
  stone grating on stone.
  The room contains a simple stone altar in the center 
  with rotting heaps of tapestries in the corners that 
  once held symbols of the Dark Six. Trapped inside is a 
  poltergeist, sworn to protect the sepulcher but confined to 
  this prayer room for untold years. If released it takes out its 
  anger on the characters with a vengeance.
  A secret compartment on the backside of the altar can 
  be found with a DC 12 Intelligence (Investigation) check. 
  Inside is a cloth bag holding five gemstones, each worth 25 
  gp.
  Environmental Elements. Stone Altar, Rotting Pile of 
  Tapestry, Wall Slime, Stone Ceiling Fragments.
  5. Tombs of the Dark Ones
  The ever-present slime and slickness of the sepulcher 
  is lessened in this large chamber. Five stout stone 
  doors stand along the north wall, each bearing a 
  symbol that’s been scratched or defaced. Dust and 
  cobwebs fill the shadowed corners of the large room.
  This room served as the burial chamber for the Dark Ones, 
  the elite priests of the Dark Six that operated the cult that 
  built the Wight’s Sepulcher. Rashtail and its minions do 
  not go here and there are no signs of rats or other normal 
  sewer creatures. 
  If the characters enter, the stone doors holding the 
  burial niches fall open to reveal five shadows, the spirits of 
  the Dark Ones that still linger to stop thieves from looting 
  their remains. The shadows attack any who come into or 
  attack the chamber, but they do not pursue fleeing foes.
  If defeated the burial chambers can be searched. Each 
  one of the five niches holds the physical remains of a high 
  priest of the cult, though their fine robes have rotted away. 
  Searching each yields the total following treasure for the 
  party: five pieces of jewelry worth 50 gp each and five 
  pieces of jewelry worth 25 gp each.
  Environmental Elements. Thick Cobwebs, Stone 
  Door, Loose Rocks, Moldering Priest Remains.
  6. Nest of Tails and Teeth
  The sound of chittering and gnawing can be heard as the 
  characters approach this room. Whatever purpose the 
  chamber originally served has been lost and now it plays 
  host to hundreds of rats. They swarm over one another in 
  a great heap, and the characters can see gnawed bones 
  sticking out from among the pile.
  These rats function as the servitors of Rashtail when it 
  needs them, but otherwise they simply fight each other and 
  swarm over what little food they find and scavenge. The 
  rats only pose a threat if a character falls in, and in that 
  case the devouring horde strips flesh from bone in a matter 
  of rounds.
  7. Garbage Piles
  A rank odor fills this room where filth goblins and rats 
  have amassed great heaps of garbage for later perusal. The 
  garbage is a random assortment of trash collected from 
  around the sewers, small enough to be pushed or pulled 
  through the hundreds of small tunnels that lead into and 
  out of this chamber.
  Crossing the garbage piles without disturbing them 
  requires a DC 13 Dexterity (Stealth) check. Anyone that 
  fails the check by 5 or more slips into a pile, creating a 
  loud crash and covering the character with rotting refuse. 
  Rashtail and its servants in area 8 are on alert in this case.
  8. Filth Pools of Rashtail
  The overwhelming odor of rot and decay fills this long 
  dark hall. Numerous burial niches are set into the east 
  and west walls, each holding cobwebs, shadows, and 
  thick sewer slime, and along the floor are positioned 
  three 5-foot pits. The pits are overflowing with oozing 
  gray, green, or brown sludge, which collects from 
  pipes in the ceiling over each pit. On the floor in front 
  of the middle pit is an oversized scroll tied with a 
  leather strap.
  This is the main lair of Rashtail and its minions. The 
  fragment of the Titan Scroll possessed by Rashtail sits 
  next to the central pit, and if the rat fiend spirit and its 
  minions got away with the tatter from Part 2 that piece is 
  also here.
  Rashtail has not found a way to physically affect the 
  Material Plane outside of possessing rats, but its spirit 
  lingers in this chamber within one of the filth pools. If the 
  characters made too much noise earlier in the sepulcher 
  (such as falling into the garbage piles in area 7) Rashtail 
  sensed their presence and is ready to attack. The central 
  pit spits out five filth goblins, and a swarm of rats 
  possessed by the fiend surge from cracks in the floor. An 
  ochre jelly slithers up from the brown filth pit.
  If the characters approached without making too much 
  noise, Rashtail does not sense their presence until they 
  approach within 5 feet of the Titan Scroll fragment. At that 
  moment it summons up its minions and attacks as above.
  Rashtail taunts the characters mercilessly and attacks 
  without mercy. Anytime his swarm of rats are defeated, 
  another one rises up on the next round – there are always 
  more rats in this region. The characters are going to need 
  to get the Titan Scroll and get out of the sepulcher with the 
  rat swarm chasing them the entire time, though once they 
  leave the sepulcher Rashtail’s influence becomes too thin 
  and the rats scatter.
  Environmental Elements. Patch of Sludge, Filth Pool, 
  Cobwebbed Burial Niche, Broken Stone Statue.
  
  Tatters of the Titan Scroll
  15
  9. Passage to Darkness
  What lurks beyond the Wight’s Sepulcher? Darkness and 
  danger as it links up with other older burial chambers in 
  the sewers and then further down into the Cogs. This can 
  serve as an emergency exit for the characters if things go 
  badly for them against Rashtail, but the main entrance 
  should prove more reliable.
  Part 6: The New 
  Night
  Once the characters have all the tatters of the Titan Scroll, 
  they can take them back to the Waiting Watchers for 
  assembly. Flamewind has retreated to some distant lair 
  away from the Lion and Falcon, leaving Kassandra and the 
  scholars to puzzle over what to do.
  Assembling the Titan Scroll briefly opens a portal to a 
  distant outer planar realm called the New Night, however, 
  and a sentinel of that dark place leaps out to kill the 
  characters!
  The Titan Scroll Assembled
  With all the pieces, Kassandra Morntide is eager to 
  assemble the Titan Scroll, but she encourages the 
  characters to be fully rested – they have no idea what 
  is going to happen, and with the forces arrayed against 
  them thus far it’s best not to take any chances. Unless the 
  characters have any specific objections, Kassandra offers 
  to help assemble the Titan Scroll at the Lion and Falcon.
  When they are all ready, Kassandra uses a special 
  mixture of reagents to bind each tatter together. As she 
  does so, they seal together magically, leaving no trace of 
  the tear in its wake. When the last piece is assembled, the 
  arcane sigils and runes on the Titan Scroll flare to life, 
  bathing the room in a brilliant purple light. The light fades 
  to darkness that swallows all light as the words on the 
  scroll drop away into a vortex of pure black.
  The vortex remains open for a moment and that’s when 
  a humanoid shape leaps out. It is a mezzoloth, a fiend 
  from the Outer Planes, and it has no desire but to kill 
  as many creatures as possible. As it leaps out the vortex 
  closes, though the fiend has no special bond to it. It fights 
  until destroyed.
  Environmental Elements. History Books, Vials of 
  Chemicals, The Titan Scroll, Ivory Statue. (This list 
  assumes the characters assemble the Titan Scroll at the 
  Lion and Falcon with Kassandra. Adjust accordingly if they 
  chose a different location.)
  Epilogue
  With the defeat of the mezzoloth, the Titan Scroll reverts 
  back to its non-portal state – but it now glows brightly 
  under magical scrutiny. What is the New Night? What part 
  do the characters play in its unfolding saga? Is it a realm of 
  horror and terror, or is there more to it?
  This adventure forms the first part in The New Night 
  Falls series, which explores those questions and seeks to 
  answer them as the characters puzzle through their place 
  in a larger realm.
  Recurring Villains
  One of the staples of pulp adventures is the recurring 
  villain. This adventure introduces the characters to three 
  in Sharn – the halfling gangster Fat Cat Fingerbones, the 
  rat fiend spirit Rashtail, and the wizards of the Prismatic 
  Order. In the course of finding the Titan Scroll, the 
  characters ran afoul of each of these groups.
  The Prismatic Order remains the most distant. Mage-
  Lord Viktor von Viktaar orchestrated the attack on Hallivar 
  Estate and sent his magical minions against the party, but 
  he remains a shadowy player in the unfolding series.
  Fat Cat Fingerbones is a small player in the Boromar 
  Clan, the largest thieving organization in Sharn, but the 
  characters have crossed him and the halfling gangster 
  doesn’t like loose ends.
  Rashtail continues to rage in the sewers, and with the 
  opening of the portal it senses a way out. It continues to 
  harass the characters as much as it can, though it already 
  expended much of its resources during the course of this 
  adventure. How many times the characters have to put an 
  end to rat swarms is entirely up to you!
  
  Tatters of the Titan Scroll
  16
  The toll of years has been too bright 
  With hand of change in long flight 
  The Titan Scroll must now be whole 
  To affect arrival of New Night 
  In respected hall of learning’s past 
  Seek the tatter that stands in sight 
  Another rests in broken dreams 
  In original home of mithral height 
  Dancing weasels prance with glee 
  While gamblers play for piece in light 
  Below dark towers fell forces keep 
  Last tatter in tomb of white 
  Reform the Scroll to keep in sight 
  Ancient hand of long New Night
  Player’s Handout
  
  TLSP1-01  |  Merchant of Jade Waters
  17
  Appendix: Map
  Sewer 
  Sepulcher
  One Square = 5 ft
  1.
  2.
  3.
  4.
  5.
  6.
  8.
  9.
  7.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Dave Coulson/Tatters of the Titan Scroll.pdf