TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. The Eberron setting 
  created by Keith Baker. Eberron game design by Keith Baker, Bill Slavicsek, and James Wyatt 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of 
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit 
  www.wizards.com/d20 
   
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, MARK OF HEROES, EBERRON, D&D REWARDS, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is 
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. 
  Any similarity to actual people, organizations, places, or events is purely coincidental. © 2004 Wizards of the Coast, Inc. 
  Visit the MARK OF HEROES website at www.rpga.com 
  For rules questions specific to this document and the MARK OF HEROES campaign email rpgahq@wizards.com 
   
  EMH-7 
   
   
   
  THE DELIRIUM STONE 
   
  A One-Round Dungeons & Dragons®  
  Adventure for 5th-Level Characters 
  Gen Con Indianapolis 2005 Version 
   
  Design: Keith Baker 
  
  The Delirium Stone 
   
  Page 1 
  Introduction 
  This adventure is optimized for 5th-level characters. This 
  means that it’s designed and balanced for a group of four 
  to five 5th-level characters. If your group deviates from 
  this size and strength, each encounter features a section 
  titled “Scaling the Encounter” so that you, the Dungeon 
  Master (DM), can create a more balanced encounter. If 
  there are only four of five PCs of the same level it is easy 
  to use this section: just use the level entry that 
  corresponds with the PCs’ level (the optimized entry is 
  given in the main adventure text). For groups of mixed 
  levels and groups with six PCs, determine the average 
  level of the PCs, and add increase that average by one for 
  groups of six PCs. Treat that level as the groups level. 
  That said, as DM you have discretion when it comes to 
  fitting the challenges of the adventure. If the PCs are 
  having too hard or too easy of a time, feel free to increase 
  or decrease the level of challenge. The goal is to challenge 
  the PCs, and entertain the players, not to overwhelm or 
  even underwhelm them. The most enjoyable D&D 
  games are ones where failure and character death are 
  possible, but success and reward are attainable through 
  daring and smart play.  
   
  This adventure has been designed to be part of the 
  RPGA DUNGEON & DRAGONS: CAMPAIGNS—MARK OF 
  HEROES program. Like all DUNGEONS & DRAGONS 
  CAMPAIGNS adventures, it’s recommended that parties 
  undertaking its challenges have at least one arcane 
  spellcaster, a divine spellcaster (preferably a cleric), a 
  strong warrior, and a rogue. Parties missing these valuable 
  adventuring components may find The Delirium Stone very 
  challenging, and the percentages of character death 
  higher. Please warn the players of this before play starts. 
  DUNGEONS & DRAGONS CAMPAIGNS allow players to 
  “take one for the team;” that is to play a fastplay wizard, 
  fighter, rogue, or cleric in place of one of their characters, 
  and gain experience point for their character. If the group 
  lacks one of these vital four classes, suggest to your 
  players to take advantage of this option. 
   
  RPGA-Sanctioned Play 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or as part of the 
  DUNGEONS & DRAGONS CAMPAIGNS retail program. To 
  play The Delirium Stone as part of the MARK OF HEROES 
  campaign—a worldwide, ongoing D&D campaign set in 
  EBERRON—you must sanction it as part of an RPGA 
  event. This event could be as elaborate as a big 
  convention, or as simple as a group of friends meeting at 
  the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in charge 
  of making sure the event is sanctioned before play, runs 
  smoothly on the date sanctioned, and then reported back 
  to the RPGA in a timely manner. The person who runs 
  the game is called the table DM (or usually just DM). 
  Sometimes (and almost all the time in the cases of home 
  events) the senior gamemaster is also the table DM. You 
  don’t have to be a HERALD-LEVEL GM to run this 
  adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a few things. First, it allows the PCs 
  participating in play to accumulate experience points (XP) 
  and gold pieces (gp) to advance their MARK OF HEROES 
  characters. Second, it allows the RPGA to track and 
  record what character did during the adventure, and 
  future adventures a written with what the majority of 
  player did in mind—in this way characters’ action shape 
  the future of the campaign. Lastly, player and DMs gain 
  rewards for sanctioned RPGA play if they are members 
  of the DUNGEONS & DRAGONS REWARDS program. 
  Playing this adventure is worth four (4) points.  
   
  This adventure retires from RPGA sanctioned play 
  on x 
   
  To learn more about the DUNGEONS & DRAGONS 
  CAMPAIGNS: MARK OF HEROES character creation and 
  development, RPGA event sanctioning, and DUNGEONS 
  & DRAGONS REWARDS, visit the RPGA website at 
  www.rpga.com.  
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond 
  this point makes you ineligible to do so.  
  Preparing for Play 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, Monster Manual, and the Eberron Campaign 
  Setting. It is also a good idea to have a copy of the RPGA 
  Extend Psionics Handbook Primer, a PDF document that 
  you can find on the RPGA website (www.rpga.com) as it 
  is possible that some character playing in this adventure 
  will be kalashtar utilizing the psionics rules.  
   
  Throughout this adventure, shaded boxes provide 
  player information for you to paraphrase or read aloud 
  when 
  appropriate. 
  Sidebars 
  contain 
  important 
  
  The Delirium Stone 
   
  Page 2 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in a section directly after each 
  encounter, or can be found in the Monster Manual.  
   
  Attached to this adventure, you’ll find a special 
  RPGA Table Tracking sheet tailored for this adventure. 
  If you’re playing this adventure as part of an RPGA-
  sanctioned event, complete and turn in this sheet to your 
  senior GM directly after play. 
   
  [[start sidebar]] 
  DUNGEONS 
  & 
  DRAGONS 
  MINIATURES 
  To run this adventure it's recommended you have the 
  following miniatures: 
   
  From the Harbinger™ set:  
  Nebbin (28/80) to represent Sivis Evoker 
  2 Goblin Sneaks (42/80) to represent Goblin Archers 
  Human Thug (47/80) to represent Grinder 
   
  From the Dragoneye™ set:  
  4 Human Crossbowmen (5/60) to represent Aberrant 
  Archers 
   
  From the Archfiends™ set:  
  Dalelands Militia (02/60) to represent Mordra 
  Graycloak 
  Ranger 
  (16/60) 
  to 
  represent 
  Phiarlan 
  Necromancer 
   
  From the Aberrations™ set: 
  2 Hill Dwarf Warriors (07/60) to represent Corrlon and 
  Corrlok  
  2 Elf Warriors (16/60) to represent Phiarlan Archers 
  Half-Elf Hexblade (33/60) to represent Black 
  Cleric of Garl Glittergold (14/60) to represent Jorasco 
  Healer 
  Sharn Cutthroat (20/60) to represent Grim 
   
  From the Deathknell™ set: 
  Whirling Steel Monk (12/60) to represent Charisma  
  3 Soldiers of Thrane (9/60) to represent the Deneith 
  Commandos  
  2 Skullcrusher Ogres to represent Huraskal and 
  Shrulustra  
   
  From the Angelfire™ set:  
  Talenta Halfling (24/60) to represent the Dreambreaker 
  Steel Predator (48/60) to represent the Glyphweaver 
   
  Coins 
  The Bloodswarms are best represented by coins (4 per 
  swarm).  
  [[end sidebar]] 
   
  Adventure Background 
  The dragonmarked houses are among the most influential 
  forces of the modern age, and the families that make up 
  those houses have built upon the foundations of their 
  innate magical powers to create mercantile empires.  
  Today each family holds a virtual monopoly on a 
  particular aspect of trade in Khorvaire.  
   
  It took many centuries for the houses to consolidate 
  their power, to form alliances and master their trades. 
  When the dragonmarks first appeared, they were things 
  of mystery. Each mark was spread across a number of 
  bloodlines, and it took time for the bearers of a particular 
  mark to recognize their common bond and join together. 
  During this time, many of the marked mixed their blood, 
  marrying people who carried different dragonmarks.  
  And then the aberrants appeared. 
   
  These twisted dragonmarks have spawned a host of 
  superstitions. In both past and present, there have been 
  many who believe that those who possess aberrant marks 
  are touched by Khyber, the Dragon Below – and that this 
  taint corrupts both body and soul, causing madness, 
  deformity, or disease. Fifteen hundred years ago, the 
  forces that would become the dragonmarked houses of 
  the modern age fought a vicious war of extermination, 
  joining forces to wipe the aberrant marks from the face 
  of Khorvaire.  
   
  Today, the old superstitions still linger. There is a 
  deep taboo against any mingling of the blood of different 
  dragonmarked houses, as this is believed to result in 
  aberrant (or "mixed") marks. Those who possess aberrant 
  dragonmarks are feared and thought to be a threat to all 
  around them. But there are those who question these 
  prejudices. The aberrant marks of the modern age simply 
  aren't that powerful: they don't have the strength of the 
  dragonmarks of the twelve houses, and don't seem to be 
  enough of a threat to call for the systematic destruction 
  of the War of the Mark.  
   
  These doubters are right to wonder. The aberrant 
  marks seen today have only a fraction of the power of 
  those wielded in the War of the Mark. When their marks 
  were amplified by dragonshard foci, the aberrant lords 
  could shatter armies or cities with their destructive 
  powers.   
   
  Now, after centuries in the shadows, the heirs of the 
  aberrant marks are fighting to reclaim the power of their 
  ancestors. This adventure brings the PCs in contact with 
  two of these forces: the newly founded aberrant guild 
  known as House Tarkanan, and a would-be aberrant lord, 
  Aehion Hanius Hayttear. Both seek to reclaim a powerful 
  relic from the depths of Sharn – a magical weapon 
  known as the Delirium Stone.  
   
   
  
  The Delirium Stone 
   
  Page 3 
   
  Adventure Summary 
  “Fanatics also have their dreams, there to build a paradise for a 
  sect.”  
  -John Keats, “The Fall of Hyperion” 
   
   
  Matron Martra Sets the Scene: The heroes are 
  called into the Diggers’ Union office in Wroat. For once, 
  Matron Martra thinks that they may be overqualified for 
  the job at had. But she has no one else available, and the 
  money's good. She lays down the foundation of the story: 
  a new-money aristocrat wants to recover family relics 
  from the depths of Sharn. The party is provided with a 
  prioritized list of items to recover; the Delirium Stone is at 
  the top of the list, but no explanation of its powers or 
  purpose is given. 
   
  The Foundations of Sharn: The party makes their 
  way down to the ruins beneath Sharn. Sharn. Eventually 
  the adventurers find themselves at the top of a near-
  vertical shaft dropping down toward the shattered ruins 
  of the old city. But they are not alone. A few people are 
  camped out at the top of the shaft – members of House 
  Tarkanan. Charisma, the Tarkanan mediator, has no 
  interest in a fight; the bulk of her team has already 
  ventured into the shaft, and she's just waiting to see if 
  they return. She will talk briefly with the group, try to 
  find out what they know, and drop a few hints – but if 
  combat starts, she will flee while her comrades cover her 
  escape. This sets the stage for her appearance in the 
  following adventure. 
   
  Into the Past: As the party ventures down the 
  tunnel, the walls fade away. There is a sense of vertigo – 
  and suddenly they are aboveground. Sharaat is no longer 
  a ruin. It is a city under siege, and the forces of the 
  Dragonmarked Alliance have breached the walls. In this 
  vision of the past, the PCs are perceived as aberrants; 
  there is no reasoning with the attackers. They must make 
  their way to the barricade held by the local commander – 
  the Dreambreaker. Along the way, they may have a 
  number of encounters. In Deadly Dragonmarks, the 
  PCs are attacked by one of the elite Dragonmarked strike 
  forces. Continuing on their path, they encounter the 
  Cannith Breacher, a construct that has penetrated the 
  walls and is laying magical traps in its wake. In Under 
  Siege, they must cross a gap created by the impact of a 
  powerful siege weapon.   
   
  The Dreambreaker: The mad gnome known as the 
  Dreambreaker is barricaded at the top of his tower. 
  Adventurers may try to fight him – but the wiser move is 
  to seize the Delirium Stone itself, shattering his mystical 
  ritual. Meanwhile, the tower is attacked by living weapons 
  of House Vadalis –and the attacks get worse and worse, 
  until the PCs finally get hold of the artifact.  
   
  Conclusion: The vision fades away. The heroes are 
  alone in the ruins with the Delirium Stone. There are no 
  more threats to face; the ruin is self-contained, and the 
  surviving Tarkanans have lost interest and moved on. 
  The party can deliver the prize to their contact and return 
  to Wroat in triumph.  
   
  [[start sidebar]] 
  Cast of Characters 
  There are a number of NPCs to keep track of in this 
  module, so they are briefly summarized here to aid the 
  DM.  
   
  Aehion Hanius Hayttear: A Zil gnome aristocrat 
  and descendant of the Dreambreaker. Aehion has hired 
  the Diggers’ Union to recover the Delirium Stone, which 
  is a relic that belonged to his distant ancestor. Aehion 
  does not appear in this adventure, but becomes the 
  primary villain in the following adventure, Freely Given.  
   
  Black: an aberrant soldier with the power to cast 
  scorching rays; unfortunately, his aberrant mark has driven 
  him mad.  
   
  Burn: One of the aberrant personalities adopted by 
  the PCs. Burn is a human peasant with a few sorcerer 
  levels and the power to set things ablaze.  
   
  Caine: One of the aberrant personalities adopted by 
  the PCs. Caine is a halfling rogue with an insatiable sense 
  of curiosity.  
   
  Charisma: A member of the House Tarkanan guild 
  based in Sharn. Charisma is an exotic elf with pale hair 
  and golden eyes, who typically dresses in white clothing. 
  She is one of the primary facemen of House Tarkanan; 
  she possesses an aberrant mark of charm and excellent 
  diplomatic skills. House Tarkanan hopes that she will be 
  able to make use of the Delirium Stone – though this is a 
  long shot, since she is not a child of the Dreambreaker 
  and her power of charm is different from the aberrant 
  lord's ability to induce madness.  
   
  Corrlok: A member of House Tarkanan - a surly 
  dwarf with the aberrant mark of shield.    
   
  Corrlon: The twin brother of Corrlok, who shares 
  his abilities and temperament.  
   
  The Dreambreaker: One of the lieutenants of 
  Halas Tarkanan. The Dreambreaker is a gnome whose 
  aberrant dragonmark gave him the power to shatter the 
  minds of others – but he himself carried the taint of 
  madness. The Delirium Stone was designed to channel his 
  powers.  
   
  Grim: An actress and jester who was forced to 
  become a refugee because of her aberrant mark.  
   
  Grinder: An aberrant priest of the Shadow.  
   
  Grokk: One of the personalities adopted by the PCs. 
  Grokk is an ogre who was abused by the Dragonmarked 
  Alliance and has chosen to fight alongside the aberrants.  
   
  Huraskal: An ogre who lives in the Khyber's Gate 
  district of Sharn. 
  
  The Delirium Stone 
   
  Page 4 
   
  Matron Marta: A stern Q’barran native, this large 
  formidable woman has been the PCs’ matron since their 
  first mission.  A powerful enchanter and matron of the 
  Diggers’ Union, she accepts no horseplay, expecting all 
  present to professionals and not behave like children. 
   
  Lord Halas Tarkanan: Lord Tarkanan was one of 
  the first and greatest of the aberrant lords. A brilliant 
  strategist possessing deadly mystical powers, Tarkanan 
  forged an army from the disparate aberrants being hunted 
  by the bearers of the pure marks. He commanded the 
  defense of Sharaat in the War of the Mark, and it was his 
  death curse that brought a pyrrhic end to the siege. 
  Tarkanan does not directly appear in the adventure, but 
  he is the inspiration for the modern day House Tarkanan, 
  and anyone who knows the history of the War of the 
  Mark will have heard of him.  
   
  The Lady of the Plague: Halas Tarkanan's consort, 
  a woman whose aberrant dragonmark gave her power 
  over disease and vermin. Her curse is supposed to be the 
  reason Sharn has so many strange forms of vermin in the 
  Depths. She does not appear in this adventure, but could 
  be mentioned in a discussion of the War of the Mark. 
   
  Mordra: A deadly archer who carries the aberrant 
  mark of pass without trace. She works as a sniper for House 
  Tarkanan.  
   
  Shrulustra: An ogre who lives in the Khyber's Gate 
  district of Sharn.  
   
  Stone: One of the aberrant personalities adopted by 
  the PCs. Stone is a dwarf warrior, stable and calm.  
   
  Twitch: One of the aberrant personalities adopted 
  by the PCs. Twitch is a human scout with an attention 
  deficit disorder, who can't stand staying in one place for 
  long.  
   
  Whisper: One of the aberrant personalities adopted 
  by the PCs. Whisper is an elf whose family was banished 
  from Aerenal, who follows the necromantic practices of 
  the line of Vol.  
  [[end sidebar]] 
   
  Introduction: Matron Martra 
  Sets the Scene 
  All of the PCs begin in the Diggers’ Union headquarters 
  of Grea Tower in Wroat, the capital of Breland.  They 
  have just been summoned from the dormitory to meet 
  with their matron, Martra.  It is a humid, cloudy day early 
  in the summer month of Lharvion. 
   
  A storm is brewing over the streets of Wroat, and a 
  roll of thunder fills the air as you enter the offices of 
  the Diggers’ Union. You have been summoned by 
  Matron Martra, your patron in the Union; apparently 
  there is work to be done.  
   
  Martra's homunculus leads you to a meeting 
  room in the Hall of Messengers. The walls of the 
  chamber are polished densewood, and bare of any 
  sort of decoration; the only object in the room is a 
  large round table and accompanying chairs. The 
  image of a rampant bulette has been engraved on the 
  darkwood surface of the table; while reminiscent of 
  the symbol of the Diggers’ Union, the more 
  observant among you note minor deviations in 
  posture and the absence of the other traditional 
  symbols of the Union. The lines of the image burn 
  with the cold fire of continual flame, and this is the 
  only source of light in this windowless room.    
   
  The homunculus flutters away through a hole in 
  the ceiling. For the moment, you are alone.  
    
  If the players or their characters have not met before, this 
  is an opportunity for introductions to be made. All of the 
  PCs are members of the Diggers’ Union who have 
  worked for Martra in the past, and found her to be a fair 
  – if stern – taskmistress. There is little to be found in the 
  room; a character with the Investigate feat or at least 5 
  ranks in Craft (woodworking) or a similar skill can 
  identify the table as being at elven work, at least 400 years 
  old. As such, it predates the Union by centuries. In fact, it 
  was a family heirloom belonging to Calsuntil Grea, the 
  founder of the Order; Calsuntil and his original band of 
  explorers once sat around the table as they planned 
  expeditions to lost lands.  
   
  Once the PCs have had a chance to meet each other, 
  proceed with the entrance of Matron Martra. 
   
   
  After a few minutes have passed, the doors of the 
  chamber swing open once more. A stout woman 
  strides in, sorting through a sheaf of papers. Her 
  blond hair is bound in a tight bun at the back of her 
  head, and she is dressed in a glamerweave robe that 
  shifts through a series of deep green hues, reminding 
  you of staring down into jungle waters. She pays no 
  attention to you as she strides around the chamber 
  and takes a seat in the patron's chair. She carefully 
  spreads her papers and folders in front of her and 
  then finally glances around the table, studying each 
  of you in turn.  
   
  After a moment of contemplation, Matron 
  Martra slides a folder to each of you. "Diggers," she 
  begins, as close as she ever comes to a pleasantry. 
  "This job is so simple that I think you're actually 
  overqualified. But you're the greenest I've got 
  available at the moment, and the money is good… 
  And it's always the simple missions that seem to go 
  wrong, anyhow. So. Let's get down to business."  
   
  While going through the prepared briefing, Martra will 
  highlight the following points for discussion: 
  • 
  The city of Sharn is the largest city in Khorvaire; 
  it is located a short distance to the south of 
  Wroat. Today it is known as the City of Towers, 
  after the massive spires that rise almost a mile 
  into the sky. But it was built on the ruins of 
  
  The Delirium Stone 
   
  Page 5 
  other older cities. One of these was the city of 
  Sharaat, founded by the first human settlers to 
  make their homes in the region of Breland, and 
  destroyed in the conflict known as the War of 
  the Mark.  
  • 
  The old city of Sharaat was partially destroyed 
  by a magically generated earthquake. The city 
  was buried beneath tons of shattered stone. The 
  foundations of the old towers were built over 
  these ancient ruins. Occasionally, seismic 
  activity opens paths to the deep undercity.  
  • 
  A wealthy lord recently moved to Sharn, hoping 
  to locate some heirlooms his family lost during 
  the War of the Mark. This individual – who has 
  chosen to remain nameless – has been 
  monitoring the area of Sharaat where his family 
  had their estate. After years of waiting, a quake 
  has opened a passage to the buried tower. 
  However, the lord has enemies in Sharn and 
  doesn't want to attract attention, so he's turned 
  to the Diggers’ Union to help him recover his 
  lost treasures. There shouldn't be any substantial 
  danger – the ruins have been buried for 1,500 
  years, and little could survive the passage of 
  time; the greatest threat should come from the 
  denizens of Sharn's undercity, as it is a relatively 
  lawless region.  
  • 
  The packets the PCs have been given include a 
  list of the items they are trying to recover. The 
  most important of these is a statue made of dark 
  crystal, about one foot in height and carved in 
  the shape of a dragon. As long as this is found 
  and returned, the mission is successful. 
  Recovering other items from the list will result 
  in additional rewards, but unless the statue is 
  found, the mission is a failure.  
  • 
  This should be a simple task, but time is of the 
  essence. In addition to random adventurers and 
  the 
  client's 
  nameless 
  enemies, 
  the 
  city 
  authorities will seal up the tunnel as soon as they 
  become aware of it. The equipment the PCs will 
  need for the job has already been prepared and 
  is waiting for them: the lightning rail leaves 
  within the hour. The party should proceed with 
  the mission the moment they reach Sharn. Once 
  the statue has been recovered, the PCs should 
  return to the message station in the Black Arch 
  district of Tavick's Landing and send a message 
  to Matron Martra; she will tell them where to 
  meet the client to turn over the goods.     
  The packets the PCs have been given include a list 
  describing the articles to be recovered, lightning rail 
  tickets to Sharn, and maps directing them to the 
  supposed gap to Sharaat, Once the PCs are done asking 
  questions, Martra will tell them to gather their belongings 
  and the assigned equipment and leave. 
   
   
  [[start sidebar]] 
  The War of the Mark 
  Over the course of the adventure, characters may want to 
  know about the War of the Mark. A successful Bardic 
  Knowledge or Knowledge (history) check will produce 
  the following information:  
  • 
  5 or below: This was some sort of war where 
  the dragomarked houses fought each other, 
  right? It's the reason Thuranni and Phiarlan 
  split, right? (Wrong)    
  • 
  DC 10: The War of the Mark occurred 1,500 
  years ago. The Dragonmarked houses banded 
  together to fight a common foe.   
  • 
  DC 15: The War of the Mark was actually what 
  caused the modern dragonmarked houses to 
  take shape. The war was fought against people 
  who possessed aberrant marks – twisted 
  dragonmarks that carry dangerous powers and 
  are said to cause madness.  
  • 
  DC 20:  Much of the "war" was just a witch-
  hunt, as the dragonmarked systematically 
  exterminated 
  those 
  with 
  aberrant 
  marks. 
  Eventually a man named Halas Tarkanan 
  brought together the most powerful aberrants 
  and formed an armed resistance to the purge. 
  Tarkanan's army took refuge in the city of 
  Sharaat; when it became clear that they couldn't 
  win the battle, Tarkanan and his lieutenants 
  destroyed the city by unleashing the full power 
  of their tainted marks.  
  • 
  DC 25: Tarkanan's chief lieutenants included a 
  gnome named the Dreambreaker – who could 
  drive people mad – and a woman known only as 
  the Lady of the Plague, who had power of 
  disease and vermin. Halas himself could control 
  earth 
  and 
  stone. 
  Their 
  marks 
  were 
  unquestionably 
  far 
  more 
  powerful 
  and 
  dangerous than the aberrant marks of the 
  present day: it's believed that Tarkanan 
  destroyed Sharaat with earthquakes, and that the 
  curse of the Lady of the Plague still lingers in 
  the undercity of modern Sharn.   
  [[end sidebar]] 
   
  [[start sidebar]] 
  Equipment Supplied 
  One Hammer 
  One Everbright Lantern 
  Two 100-ft. lengths of Silk Rope 
  Two Grappling Hooks 
  Two Climber's Kits  
  Twenty Pitons 
   
  Per character 
  
  The Delirium Stone 
   
  Page 6 
  One Backpack 
  One Sunrod 
  One Waterskin 
  Two Day's Trail Rations 
  [[end sidebar]] 
   
  Part One:  The Foundations of 
  Sharn 
   
  Your trip on the lightning rail lasts for the better part 
  of a day, but your compartment is luxuriously 
  appointed and you are provided with a fine meal to 
  bring the evening to a close – tribex filet on a bed of 
  masthin shoots, seasoned with a blend of sharp 
  Talentan spices known as chular. The meal is 
  accompanied by strong Aundairian wine, and those 
  of you who choose to rest sleep soundly on the 
  comfortable feather beds of the sleeping coach.  
   
  As the morning sun rises, you can see the towers 
  of Sharn rising up on the southern horizon, 
  disappearing into the clouds. Soon you will reach 
  your destination.   
   
  This is the party's last chance to adjust spells or make 
  other long-term preparations. Once the party has made 
  their final preparations, the train arrives in Sharn.   
   
  Within the hour, your coach glides to a halt at the 
  gateway district known as Terminus. The streets are 
  filled with sound and life. Merchants offer gaudy 
  trinkets and overpriced food. Guards watch you 
  suspiciously, while beggars and cutpurses consider 
  the odds and choose to leave you alone.  
   
  The city is a wonder, but Matron Martra's 
  instructions were clear: the job must be completed as 
  quickly as possible. The maps provided by the 
  matron lead you down ramps and curving tunnels 
  into the industrial district of Blackbones.  
   
  The foundry tunnels are dark and crowded. The 
  heat is sweltering, and a hundred forges fill the air 
  with the sound of steel. Warforged workers haul carts 
  of ore and other goods to and from the surface.  
   
  As you move further beneath the city, the 
  overwhelming heat begins to fade. The tunnels grow 
  wider, and the ceiling rises up to a height of 
  approximately 12 feet. The smell of the forge is 
  replaced by the stench of garbage and unwashed 
  flesh. Small buildings are carved into the tunnel 
  walls. Most are one-room hovels claimed by goblin 
  families, but there are a few larger shops and taverns 
  scattered along the dark streets. Goblins form the 
  bulk of the population, but you see people of all 
  races, including humans, gnolls, and even ogres. But 
  all of the inhabitants of the Undercity have a few 
  things in common. Filthy clothes. Hungry eyes. 
  Everyone you see carries a knife or some sort of 
  weapon – and everyone seems ready to fight.  
   
  The ruffians of Khyber's Gate aren't fools; they 
  survive by knowing how to pick their targets, balancing 
  wealth against risk. Most are wise enough to leave the 
  party alone. But there are a pair of ogres who are having a 
  particularly bad day… and who are tired of seeing 
  wealthy adventurers pass through their home. If the party 
  comes up with a deliberate and sensible plan of action for 
  avoiding troubles with the locals, go straight to 
  Tarkanans at the Gate. Otherwise, it's time for The 
  Trouble with Ogres. If your party seems likely to want 
  to fight, you should go ahead and establish a marching 
  order now; the tunnels are ten feet wide, but there is 
  often two-way traffic.  
   
   
   
   The Trouble with Ogres (EL 6) 
  The everburning touches in these tunnels are 
  embedded deep in the walls, but even so, many have 
  been stolen or destroyed over the decades. You are 
  passing through an unlit stretch of tunnel when a 
  huge, dark-skinned ogre steps out in front of you, 
  deliberately blocking your path. Another squeezes 
  out of a doorway behind you, leaving you between 
  the two massive creatures.  
   
  The ogre in front of you is dressed in studded 
  leather – a shabby suit of armor that has clearly seen 
  better days. But he holds a greatclub carved from 
  polished densewood, and he slaps it against the 
  palm of his left hand.  
   
  "I've had about enough of your type," he snarls, 
  revealing yellowed fangs; the stench of his breath 
  drifts down the hall. "Coming down here with your 
  treasures and your gold. I think we've got better use 
  for that gold than you."  
   
  If this seems like a fairly erudite conversation for an ogre, 
  it is. Both the speaker, Huraskal, and his mate Shrulustra 
  are fluent in Common and quite intelligent for ogres. 
  They served as mercenaries in the employ of House 
  Tharashk during the Last War, fighting on behalf of 
  Breland.  
   
  If the PCs want a fight, the ogres will oblige. Use 
  Map A; the map in Appendix 3 shows the placement of 
  the ogres, at the spots marked O. If either ogre is 
  dropped below 8 hit points, they will attempt to flee; 
  however, if one is rendered unconscious, the other will 
  fight to the death. Given the choice, they will direct their 
  attacks at a halfling, using the PCs to vent frustration 
  against the Boromar Clan. The ogres have nothing of 
  value beyond the possessions they are carrying, and PCs 
  who search the nearby hovel will simply find the ogre's 
  injured son.  
   
  Level-headed PCs may choose to talk instead of 
  fight. What do the ogres mean by "your type" – have they 
  
  The Delirium Stone 
   
  Page 7 
  seen other adventurers recently? What IS the "better use" 
  the ogres have for the gold?  
   
  If someone makes a DC 20 Diplomacy check, 
  Huraskal will be willing to discuss things. The ogres 
  settled in Sharn after the war and work as porters, using 
  their great strength to haul heavy objects. But they are 
  often caught in the conflict between Daask and the 
  Boromar Clan, two of Sharn's larger crime guilds. 
  Recently, their son Shuskal was seriously injured by a 
  group of Boromar enforcers, and the ogres want to heal 
  him; this will take at least 50 gold. If the PCs are willing 
  to donate the gold or to use a cure light wounds (or better) 
  to heal the child, the ogres will be grateful and apologize 
  for their brusque behavior; the PCs who were actively 
  friendly to the ogres should receive the Friends in Khyber's 
  Gate story object. PCs who fight the ogres or are 
  especially rude to them should instead receive the Enemies 
  Below Sharn story object.  
   
  If the PCs help heal Shuskal, the ogres will elaborate 
  on the fact that the PCs are the second group of 
  adventurers they've seen in the last day. About half a 
  dozen people came down this way asking questions some 
  seven hours ago – looking for a tunnel opened in the 
  recent quake. The ogres didn't know anything about it, 
  but they recognized the people as members of House 
  Tarkanan – a guild of thieves and assassins – and chose 
  to stay away. They distinctly remember two dwarves 
  carrying axes, and a woman… an elf… dressed in white, 
  who carried no weapons; she was the one asking 
  questions. That's all they know.     
   
  Once the PCs have resolved their business with the 
  ogres, move on to the next encounter.  
   
  Scaling the Encounter 
  This encounter is optional, and smart characters can 
  easily talk their way around it. If the average character 
  level is 4, remove Shrulustra (reducing the EL to 4). 
  There is no need to adjust it for more powerful groups.  
   
   
  Tarkanans at the Gate (EL 7) 
   
  Martra's map leads you deeper and deeper into 
  the undercity of Sharn, and before long you have left 
  the wretched beggars and other scum of Khyber's 
  Gate 
  behind. 
  The 
  tunnels 
  are 
  eerily 
  silent. 
  Occasionally you come upon a mass of insects or a 
  pair of rats who quickly flee from your light. But it 
  seems that this section of the tunnels has been 
  abandoned for some time.  
   
  The chasm is supposed to be in an old 
  warehouse, and the door to this chamber lies just 
  ahead.  
   
  This encounter uses Map A. Place the characters at 
  the far end of the southern hallway. Once the PCs have 
  been set on the map, have them make Listen checks. This 
  check will produce the following results:  
  • 
  5 or below: The character not only hears 
  nothing, but is convinced that any sound anyone 
  else hears must be imaginary – just a bunch of 
  rats.    
  • 
  DC 15: The character hears voices coming from 
  the old warehouse – a deep male voice and a 
  female voice. He can't make out any details.  
  • 
  DC 20: In addition to the voices, the character 
  hears a rattling sound – pebbles being thrown 
  on the ground, or possibly dice.  
  • 
  DC 25:  With a result of 25 or above, the 
  character receives a considerable amount of 
  information. He can tell that there are three 
  separate voices, and that the two deep voices are 
  probably dwarves. He has a general sense of the 
  dwarves' location.  
   
  A character who makes the check with a result of 25 
  or higher hears the following snatch of conversation: 
   
  "I hate this waiting," a deep voice growls. "I say 
  follow them down or call it done." 
   
  "They'll be back," says another voice, so similar 
  to the first that it is hardly possible to tell them apart. 
  "And Bal himself couldn't make me go down. Now 
  shut up and roll." This is followed by the sound of 
  dice rattling against stone and a curse, along with 
  the clink of coins. 
   
  "I command here, Corrlon" says a woman's 
  voice, cold and calm. "I will decide when it is time 
  for us to leave, and where we shall go." 
   
  A deep voice grumbles in protest, but the only 
  words that follow this pronouncement are "Shut up 
  and roll." 
   
  Beyond this point, any conversation focuses on the 
  two dwarves and their dice game.  
   
  Inside the chamber, four members of House 
  Tarkanan are guarding the passage that leads down to the 
  Sharaat garrison. Three of their companions climbed 
  down the gap to search for the Delirium Stone, but hours 
  have passed and they have not returned.  
  Entering the Room 
  The sorcerer Charisma has placed a silent alarm to warn 
  of the approach of strangers. This extends out in a twenty 
  foot radius from the point marked A on the map (see 
  Map A in Appendix 3). This will keep her from being 
  surprised. If the party moves across the alarm in a single 
  round, they can surprise the other members of the group. 
  If the party triggers the alarm without moving into the 
  room, Charisma will signal to the others, who will ready 
  themselves for battle.   
   
  When the party enters the chamber, the DM should 
  read or paraphrase the following:    
   
  This large stone chamber was once a storeroom. 
  A few everburning torches provide dim light, but this 
  illumination is torn into shreds by the hulking 
  remains of the rotting wooden crates that scattered 
  around the room. Near the southeastern wall, a 
  
  The Delirium Stone 
   
  Page 8 
  jagged circular hole has been punched through the 
  floor. Iron spikes driven into the stone support a 
  number of ropes that disappear down into the dark 
  passage. 
   
  There are three people by the chasm. Two 
  appear to be brothers: a pair of dwarves, who share 
  the same tight features and fiery red hair. They wear 
  darkweave cloaks over finely wrought chainmail, and 
  each carries an enormous axe. An elf dressed in a 
  shimmering white robe stands behind them. She has 
  long, silver-blonde hair, and her skin seems almost 
  golden in the torchlight. Even at a glance, you are 
  struck by her unearthly beauty; she could easily have 
  the blood of the fey in her veins. She carries no 
  weapons, and seems somewhat bored.  
   
  Have the characters make Spot checks. If anyone 
  gets a result of 25 or more, add: 
   
  You catch a glimpse of movement in the 
  southwestern corner of the room. A figure in a 
  darkweave cloak is standing behind an old barrel, a 
  longbow in her hand.   
   
  If the party wants a fight, the Tarkanans will oblige 
  them. But there is no need for violence; the Tarkanans 
  are already on the verge of leaving. If the party enters in a 
  non-threatening manner, one of the dwarves growls 
  "Move along." But the woman in white smiles and makes 
  a slight curtsy.  
   
  "We weren't expecting to have company in such a 
  desolate place," she says. "What brings you here?"  
    
  If a character makes a Diplomacy check of 10 or 
  above, Charisma will say that she and her companions are 
  a group of adventurers in search of the treasures of 
  ancient Sharn. They make a practice of exploring any new 
  gaps to the ancient city. In particular, they were hoping to 
  recover a statue – a dragon carved from crystal. She 
  knows a buyer who would pay top platinum for it – and if 
  the party plans to explore and finds this item, she'd be 
  happy to broker a deal. For her part, they've already sent 
  down three explorers, and after six hours there's been no 
  word; it's a dangerous business, and she is, sadly, on the 
  verge of declaring their companions to be lost. She'd be 
  most grateful if the party provided assistance to any 
  injured explorers they find below. Meanwhile, she will ask 
  probing questions, trying to find out just how much the 
  PCs know. 
   
  Detect thoughts or a Sense Motive check with a DC of 
  30 will reveal that Charisma wants the statue for herself. 
  If the PCs mention House Tarkanan, Charisma simply 
  shrugs. "Yes, we're part of the house. But today, we're 
  simply interested in salvage."  
   
  The dwarves are less friendly, and will sneer and 
  snort. "If whatever's down there could bring down Silean, 
  the likes of you won't fare any better." None of the 
  Tarkanans knows much about what is below, other than 
  Charisma's hope that the Delirium Stone is down there.  
   
  Fighting the Tarkanans 
  If the PCs want a fight, the Tarkanans will be happy to 
  oblige.  
   
  The two dwarves, Corrlon and Corrlok, are located 
  at the spaces marked B on the map. If they are surprised, 
  they will be sitting on the floor playing dice, with their 
  axes on the ground. If they are warned by Charisma, they 
  will be standing facing the door, axes in hand, reading to 
  use the shield power of their dragonmarks.  
   
  Charisma is standing at the space marked C. She's 
  got a role to play in the future, and whatever happens 
  here, she's going to get away. She's wearing a ring of 
  blinking, and she's got action points just like the PCs do – 
  so just imagine that she has a Campaign Card that says 
  "While blinking, you can use this card to make all attacks 
  and spells miss you for one round." If it comes to 
  combat, she will simply study the faces of the PCs as 
  attacks pass through her, and then dimension door away 
  with a smile.  
   
  The archer Mordra is hiding at the spot marked D. 
  She has partial cover from the barrel. Her potion of cat's 
  grace is put on the ground in front of her, and she will 
  drink it if there are any signs of trouble. She will not 
  make her presence known unless combat breaks out. She 
  will rely on Rapid Shot, targeting spellcasters and humans 
  (preferably human spellcasters), and if necessary, using 
  Tumble to move out of melee.    
   
  When the party has dealt with the Tarkanans 
  (whether through violence or conversation), it's time to 
  head below. Move on to The Long Descent. 
  Scaling the Encounter 
    
  4th-level characters (EL 6): Remove Mordra.  
   
  6th-level characters (EL 8): Add a Phiarlan 
  necromancer, using the statistics provided for Part Two: 
  Deadly Dragonmarks. This character is not actually a 
  member of House Phiarlan, but rather an independent 
  necromancer working with the Tarkanans.  
   
  7th-level characters (EL 9): Add a third dwarf – 
  Corrlos, who is identical to Corrlok and Corrlon. 
  Charisma will turn invisible, move to a concealed 
  location, and then use hold person once (preferably 
  targeting a big dumb low-will-save fighter) before 
  teleporting away.  
   
  The Long Descent 
  The hole in the floor opens into a deep, natural 
  chasm – a gap in the massive sheets of rock that 
  slammed together when the ancient city was 
  destroyed. Three well-anchored ropes drop down 
  into the darkness, evidence that other climbers have 
  made the descent before you.   
   
  The Tarkanan explorers have done an excellent job 
  of paving the way for the PCs. The climb DC is 5. Since a 
  skill check than fails by 4 or less simply results in no 
  progress, the only way for a PC to fail this check is if he 
  has a negative Climb value – in which case, he should 
  
  The Delirium Stone 
   
  Page 9 
  plan on using action points or some form of feather fall. 
  It's a hundred-foot drop to the bottom of the cavern, and 
  a misstep could bring a quick end to the adventure.  
   
  As the party descends, they will see a light far below 
  – but by the time any of the characters gets half-way 
  down the rock face, the light fades and dies. No one is 
  waiting at the bottom; a successful Search check (DC 15) 
  will turn up a used sunrod, presumably left by a previous 
  explorer. So it seems that the party is six hours behind 
  the Tarkanans.  
   
  The chamber at the base of the cliff is 25 feet wide 
  and 10 feet across. The only thing of interest is a smaller 
  gap in the floor to the north. This tunnel is about 5 feet 
  high and 4 feet wide. The walls are rough, covered with 
  dirt and chunks of rock. The passage extends for another 
  40 feet; the base DC for Climb checks is 10, but this can 
  be lowered to 5 if the party takes the time to anchor 
  ropes.  
   
  Because of the tight tunnel, the party will have to 
  descend one at a time. When the first person descends, 
  move on to “Part Two: Into the Past”.  
   
  Part Two: Into the Past 
  As you descend, the tight tunnel slopes sharply to 
  the west. A minute later, you come to the edge of a 
  wall – the wall of an ancient building, buried beneath 
  the earth! Studying the area more closely, you see 
  that the tunnel runs into the wall of an old fortress, or 
  keep: sturdy granite, nearly two feet thick. Looking 
  through the gap, you can see a stone hallway. It is 
  completely silent: there is no light, and no sound or 
  motion.   
   
  When the first player steps through, you can place 
  them on Map B. However, at this point in time there is 
  little to see.  
   
  The air is stale, and the hallway is covered with 
  dust and cobwebs. The hall is dark and silent.  
   
  Anyone with the Track or Investigate feats will spot 
  the tracks of the Tarkanans; they appear to have gone 
  both north and south, - but the tracks don't go very far. 
  There's no sign of where they ended up; the tracks 
  shuffle around, and then vanish.  
   
  The instant the last PC enters the tower, everything 
  changes.  
   
  The Transition 
  Suddenly the hallway is flooded with light and 
  sound. There are torches on the wall, everburning 
  torches fixed in steel sconces! The smell of smoke is 
  strong in the air, and you hear screams and the clash 
  of steel. The dirt and cobwebs are gone – and so is 
  the tunnel you came through. The wall is in perfect 
  condition.   
   
   
  The party has stepped back across the gulf of time, 
  and they are now sharing the bodies of members of the 
  aberrant army of the Dreambreaker. The forces of the 
  dragonmark alliance have finally broken through Sharn's 
  defenses, and a horde of elite dragonmarked soldiers are 
  surging into the base of the tower.  
   
  The tower itself is eleven stories tall, and the PCs are 
  on the fifth story. A hallway wraps around each level, 
  with a sloping passage on the southern edge that leads up 
  to the next floor. The party will not be able to descend 
  below the fifth floor due to the hordes of invaders: the 
  object of their quest lies above.  
   
  At this point, provide each player with one of the 
  special Aberrant Dragonmark story objects, as described 
  in the Aberrant Dragonmarks for Everyone! sidebar.  
   
  Give players a moment to absorb the knowledge on 
  the story objects and to ask questions about these 
  abilities. They know nothing beyond the information 
  provided on the story objects. They can attempt to 
  disbelieve the illusion, but it will have no effect. Some 
  may think it is a dream, and point out that warforged, 
  elves, and kalashtar don't dream; yet, characters of these 
  races still perceive the shift. 
   
  As soon as everyone is settled, proceed with Deadly 
  Dragonmarks.  
   
  [[start sidebar]] 
  Aberrant Dragonmarks for Everyone! 
  When the transition occurs, each PC receives a special 
  story object, describing a sense of personality, a name, 
  and a mechanical benefit.  The characters do not notice 
  any physical changes beyond the aberrant dragonmarks 
  that appear on their skin: they still see one another in 
  their original forms, and they still possess their original 
  skills. But everyone else in the scenario perceives them as 
  aberrants, and responds accordingly. Aberrant NPCs will 
  refer to the PCs using these names, will respond to 
  Grokk as if he was a large creature (looking up to him 
  instead of meeting the PC's gaze), and so on.   
   
  The six aberrants are:  
   
  Caine.  A halfling rogue, driven by an insatiable 
  curiosity. His story object is Aberrant Dragonmark (detect 
  secret doors). It's best to give this to a player who's 
  thoughtful and observant, as a hack'n'slash gamer may be 
  frustrated by the lack of combat application.  
   
  Whisper. An elf whose ancestors aligned themselves 
  with the House of Vol, and who had to flee Aerenal in 
  the wake of the civil war. She is cold, bitter, and 
  calculating. Her story object is Aberrant Dragonmark (cause 
  fear).   
   
  Burn. A human peasant with a few sorcerer levels 
  and the power to set things ablaze. Burn lost his wife 
  when his dragonmark first manifested, and his children 
  were killed by the dragonmark alliance. He is filled with 
  rage and anger. His story object is Aberrant Dragonmark 
  (burning hands).  
   
  Stone. A dwarf warrior, Stone is solid and 
  dependable. He is the leader of this particular aberrant 
  squad, and when other aberrants address the PCs, they 
  
  The Delirium Stone 
   
  Page 10 
  should typically direct their comments to Stone. His story 
  object is Aberrant Dragonmark (shield).    
   
  Twitch. A human scout with a serious attention 
  deficit disorder, Twitch can't stand still. Her story object 
  is Aberrant Dragonmark (jump).   
   
  Grokk. An ogre, Grokk sided with the aberrants 
  because they suffered the same unreasoning prejudice 
  that he did. His story object is Ogre's Strength, which will 
  be most useful to a melee fighter. With that said, it's 
  amusing to give this a small character, as Grokk still 
  believes he is large.   
   
  These story objects provide the PCs with additional 
  powers, but also provide an opportunity for roleplaying, 
  as each one describes the dominant personality trait of 
  the host body. As a DM, you will have to decide whether 
  to assign these based on utility – matching the power to 
  the character who could get the best use out of it – or 
  personality.  
   
  If a character already has any sort of Dragonmark-
  related feat (aberrant or not), he loses the use of the feat, 
  but gains the use of either Aberrant Dragonmark Gift or 
  Aberrant Dragonmark Vigor (your choice) in addition to the 
  base story object. 
   
  Observant players may point out that characters of 
  certain races (warforged, shifters, changelings, kalashtar) 
  shouldn't be able to have aberrant dragonmarks. This is 
  absolutely true, and yet the PCs can still have the marks; 
  they're only borrowing them. Likewise, it is intentional 
  that the story objects let the PCs use their full character 
  level to determine the caster level of the mark, instead of 
  the normal 1/2 character level.  
  [[end sidebar]] 
   
   
  1. Deadly Dragonmarks (EL 7) 
  Place the characters in the outer hallway of Map B 
  (Tower Level 5). The characters should be arranged as 
  close to point A as possible, though if they spread out a 
  little before the transition occurred that's fine; if they 
  spread out too far, the transition draws them back 
  together.  
   
  Have characters make Listen checks. Everyone can 
  hear screams and the sounds of battle; there is a conflict 
  raging beyond the walls, but it also sounds like there is 
  fighting on the lower levels of the tower itself. Anyone 
  who makes a DC 15 check hears the sounds of footsteps 
  racing along the northern corridor, and is not surprised; 
  roll initiative for these PCs and for Grim, and if the PCs 
  role higher, they may choose to act (albeit in total 
  ignorance). When Grim moves, read the following. 
   
  You hear a flurry of footsteps hammering on the 
  floor of the hallway to the north – a single person, 
  gasping for breath. A moment later she comes into 
  view: a human in her late teens, wearing studded 
  leather armor over simple brown clothes. She is 
  covered with dirt and blood; a black-feathered arrow 
  protrudes from her left shoulder, and she has a deep 
  gash on her right ribs. There is a scabbard on her 
  belt, but she carries no weapons. Her eyes are wide 
  with panic, and she is running as fast as she can. 
   
  "(Name*), run!" she screams when she sees 
  you. "They're coming!"  
   
  *She addresses the first character she sees, using the name on their story object.  
   
  This is Grim, an aberrant scout. She is fleeing the 
  battle below, hoping to reach the Dreambreaker's 
  sanctum at the top of the tower. In the course of this 
  action, she runs around the northwest corner of the hall 
  and moves to the spot marked B. If PCs have already 
  moved in front of her, or if they later block her path, she 
  will attempt to move through their squares, assuming that 
  they are allies. If the PCs choose to block her path, this 
  should be resolved as a bull rush; Grim will be surprised 
  and demand an explanation.  
   
  If any of the PCs engages her in conversation, she 
  will address him using the name listed on his story object: 
  she perceives him as an aberrant.  
   
  "They've broken through, (name)," she says, 
  even as she tries to push her way past you and keep 
  moving. "The Dreambreaker is our only hope. Move! 
  We need to get to the sanctum!"   
   
  She is in shock and has nothing more to say; the PCs 
  will need to grapple her to stop her from moving, and if 
  they do she will address them by story object name and 
  curse them as traitors.  
   
  In any case, on the round following Grim's 
  appearance, her enemies appear. If the PCs can see the 
  northern hallway, read the following.  
   
  Three new figures come into view. Two warriors 
  are in the lead, both wielding longswords and 
  massive tower shields emblazoned with the symbol 
  of a golden sun with a silver eye in the center. You 
  can see little behind the shields, but you catch a 
  glimpse of a woman in a dark cloak, with a longbow 
  in her hand.    
   
  Anyone who makes a successful Knowledge 
  (nobility) check (DC 15) recognizes the symbol on the 
  shields as the Watchful Eye icon of House Deneith, the 
  dragonmarked house of mercenaries. However, the 
  design seems slightly off: the rays of the sun are two 
  sharp and angular, the eye more stylized than usual.  
   
  There are four people in the party: The two Deneith 
  commandos move to the spaces marked C. on the map. 
  The Phiarlan archer moves to space D. and the Jorasco 
  healer remains hidden at space E. The Deneith 
  commandos use their full action to move, but the archer 
  still has a standard action available after moving. If Grim 
  is in sight, the archer will shoot her; otherwise, the archer 
  will target one of the PCs.  
   
  The soldiers cannot be reasoned with; attempts to 
  parley will be met with cries of "Aberrant scum!" and 
  "Bloodfilth!" The Deneith commandos will do their best 
  to block the hall and protect the archer and healer, using 
  Combat Expertise and their tower shields to form a high-
  defense wall.  
  
  The Delirium Stone 
   
  Page 11 
  Aftermath 
  Once the dragonmarked strike force has been defeated, 
  the PCs have a moment to recognize a few things. The 
  character need only make one check for each skill: with a 
  Knowledge (nobility) check of DC 25, the PC will receive 
  all three pieces of information.  
   
  Knowledge (nobility) or Profession (armorsmith) (DC 15): 
  One would expect Deneith shock troops to be wearing 
  heavy armor, yet these mercenaries are wearing 
  breastplates. And the design of the armor itself seems 
  strange – more awkward in design.  
   
  Knowledge (history), Knowledge (nobility), or Bardic 
  Knowledge (DC 20): The name "Dreambreaker" is vaguely 
  familiar. The Dreambreaker was a villain from the War of 
  the Mark, the battle between the Dragonmarked houses 
  and those possessing aberrant dragonmarks. Folktales 
  claim he still haunts dreams, preying on the minds of 
  dragonmarked children.  
   
  Knowledge (history), Knowledge (nobility), or Bardic 
  Knowledge (DC 25): The Dreambreaker was one of the 
  lieutenants of Halas Tarkanan, the leader of the Aberrant 
  forces. The Dreambreaker was said to have the power to 
  drive his enemies mad. His exact fate is a mystery, but he 
  is believed to have died in the destruction of Sharaat.    
   
  Knowledge (nobility) (DC 15): The griffon on the 
  halfling's chest identifies him as a member of House 
  Jorasco. But like the Deneith symbol, the design isn't 
  quite right: the pose of the griffon is too martial, its claws 
  too long. 
   
  Knowledge (religion) (DC 10): The halfling's shield and 
  holy symbol identify him as a priest of the Sovereign 
  Host, specifically dedicated to Olladra. The design of the 
  octogram on his shield is antiquated.   
   
  Knowledge (religion) (DC 20): The octogram design on 
  the halfling's shield predates Galifar: it's at least a 
  thousand years old.    
   
  After the PCs have gained all the knowledge they 
  can, they can either explore the fifth floor or head up to 
  the next level. Descent is impossible: the fourth floor is 
  flooded with troops. These invaders are mopping up 
  resistance, but anyone who tries to go down will simply 
  run into group after group of soldiers, as described in 
  The Endless Horde sidebar.  
   
  When the party moves to the sixth floor, move on to 
  Part Three.  
   
  Scaling the Encounter 
    
  4th-level characters (EL 6): Remove the Jorasco 
  Healer.   
   
  7th-level characters (EL 8): Add a Phiarlan 
  necromancer.  
   
   [[start sidebar]] 
  The Endless Horde 
  This tower is going to fall, and there's no way around 
  that. There are over a hundred dragonmarked troops 
  surrounding the tower and pushing their way inside – and 
  the longer the party waits, the more of them show up. 
  The PCs should have a sense of urgency: every minute 
  counts, and pausing to search a room could result in 
  death.  
   
  Appendix 1 includes statistics for an assortment of 
  dragonmarked soldiers. If the PCs head straight up to the 
  top of the tower, they will never meet the Sivis evoker. 
  But if they spend too long in one place, more troops will 
  come charging up from below.  
   
  The precise trigger of a troop encounter is up to the 
  DM. However, a few things that should definitely trigger 
  a troop encounter are: 
  • 
  Taking 20 on a skill check that normally takes 1 
  round (Search, Open Lock). 
  • 
  Trying to loot a large room (like areas 2 or 7).  
  • 
  Going down the tower instead of up.  
   
  If the PCs come up with a clever way to block the 
  hall, they should certainly be able to slow down the 
  advance – but sooner or later, troops will break through.  
   
  The party should encounter troops in the following 
  order:  
   
  1. 
  Two 
  Deneith 
  commandos, 
  one 
  Phiarlan 
  necromancer, one Phiarlan archer. (EL 7) 
   
  2. Two Deneith commandos, one Sivis evoker, one 
  Jorasco healer. (EL 7) 
   
  3. Three Deneith commandos, one Jorasco healer. 
  (EL 7) 
   
  4. Three Deneith commandos, one Jorasco healer, 
  one Phiarlan archer. (EL 8) 
   
  5. Three Deneith commandos, two Phiarlan archers. 
  (EC 8) 
   
  6+. Three Deneith commandos, one Jorasco healer, 
  one Sivis evoker. (EL 8) 
   
  The DM should make clear to the PCs that delays 
  will have a price – the goal is to encourage speed and to 
  add a sense of tension, not simply to drag things out and 
  pound the party. As long as they party makes an effort to 
  keep moving forward, there is no need to bring in any 
  troop encounters. But the players should never forget the 
  dragonmarked dogs at their heels – and the fact that they 
  can't just pause and take 20 on Search checks.   
   
  To scale these encounters, remove one opponent for 
  4th-level characters, and add an opponent (whatever the 
  group seems to be missing) for 7th-level characters.  
  [[end sidebar]] 
   
  2. 
  Barracks 
  Simple bunks line walls of this large room. Rough 
  wool blankets are crumpled and tossed aside. A mug 
  of ale has been left on a table, next to a half-finished 
  game of Three Stones. Weapon racks are empty: 
  whoever lives here has already gone to answer the 
  call.   
   
  These 
  are 
  barracks 
  commandeered 
  by 
  the 
  Dreambreaker's aberrant soldiers. There are footlockers 
  by the bunks, but they contain nothing of value – just a 
  
  The Delirium Stone 
   
  Page 12 
  few worn cloaks, personal keepsakes, unsent letters to 
  loved ones or tools. Searching through the footlockers 
  will take enough time to trigger a troop encounter (see 
  “The Endless Horde” sidebar).  
   
  Strong Wooden Door: 2 in. thick; hardness 5; hp 
  20; AC 5; Open Lock DC 20; Break DC 23. 
   
  3. 
  Kitchen and Storeroom 
  If characters head towards area 3, have them make a 
  Listen check (DC 15); anyone who is successful will hear 
  the sounds of a combat – the moan of a dying man, and 
  the sounds of soldiers fighting and smashing things. If 
  they continue, they will see the following:  
   
  The doors along the hall have been smashed in. You 
  catch a glimpse of a kitchen, with a doorway 
  connecting to a large storeroom. A woman in a 
  brown burlap robe is stretched out on the floor, 
  blood flowing from multiple wounds. You catch a 
  glimpse of soldiers searching the room, smashing 
  furniture and finishing off another injured denizen of 
  the tower.  
   
  Dragonmarked soldiers are in the process of looting the 
  room: use the next encounter indicated by “The Endless 
  Horde” sidebar. There is nothing of value to be found 
  here, and any delay will simply result in another troop 
  encounter – this is the threshold the invaders are moving 
  across. If the party chooses to stay and fight it out, the 
  dying woman will address one of the PCs (using their 
  story object name), gasping "(Name), find… the 
  Dreambreaker…" with her final breath.  
   
   
  Part Three: A Breach in the 
  Walls 
  As the party moves up the tower, they find a gap in the 
  wall. A Cannith-built construct has forced its way in and 
  is moving up the tower, laying traps as it goes. Will the 
  party take the direct route, or find another way around 
  the traps? 
   
  This floor is represented by Map C in Appendix 
  Three.  
   
  4. 
  Hallway 
  The hall stretches ahead of you. There are two heavy 
  wooden doors on the eastern wall. Somewhat more 
  interesting is the gaping hole on the western wall, 
  about thirty feet away from you.  
   
  There are three separate points of interest in the hallway: 
  the blast point, the glyphs, and the glyphweaver.  
   
  4A. The Breach 
  There is a gap in the wall, a wound about ten feet 
  across.  
  If a character with the Investigate or Track feat examines 
  the rubble on the floor and makes a Search or Survival 
  check (DC 15), he will come to the conclusion that the 
  damage was inflicted from the outside and is the result of 
  a repeated series of focused explosions. Furthermore, a 
  large creature came in through the hole and moved off to 
  the north.  
   
  If a character looks out through the breach, they see 
  the following:  
   
   
  The edges of the hole are rough and blackened, 
  blasted in by heat and explosive force. But what lies 
  beyond is what draws your attention. An hour ago 
  you were deep beneath Sharn, and all that should be 
  beyond this wall is earth and shattered stone. 
  Instead, a city stretches out before you.  
   
  It is not Sharn. While there are a few towers, the 
  simple, blocky architecture is unfamiliar to you, and 
  these buildings are only a few hundred feet in height 
  – no match for the mile-high spires of Sharn. An 
  assortment of squat stone buildings are nestled 
  around these towers. But there is no time to study 
  the buildings: this city is under attack. Smoke fills 
  the sky, billowing from towers and shattered 
  buildings. The streets below are filled with hundreds 
  of soldiers and siege engines pressing forward, and 
  you can hear screams and the clash of steel. A knot 
  of warriors are clustered around the base of your 
  tower – some seventy-five feet below you – and in the 
  moment you look out through the wall a shower of 
  arrows and magical blasts hurtle towards you. 
   
  The character who looks out is targeted by a magic 
  missile (1d4+1 damage) and 3 arrows (+6 ranged, 1d8 
  damage) – however, the victim receives a +4 to AC 
  versus these attacks because of the cover. If multiple 
  characters declare their intention to approach the gap, 
  split the attacks as evenly as possible. These attacks will 
  continue every round that a character remains framed in 
  the gap. It is impossible to defeat the troops below; a 
  fireball may clear a patch, but additional soldiers will 
  appear to fill the void.  
   
  Looking up, a character can see that the tower rises 
  up another 75 feet. There are no windows, but there are 
  arrow-slits across the walls on the higher levels. Anyone 
  who tries to use Climb, fly, or similar means to scale the 
  outside of the tower will be vulnerable to four attacks 
  (three arrows and a magic missile) every round… and more 
  importantly, the gap is the only way back into the tower, 
  so such an excursion would be fruitless as well as 
  dangerous.    
   
  4B. The Glyphs 
  The corners of the tower have been trapped. If Grim 
  survived encounter 1, her body will be found at the 
  northwestern glyph field; there is evidence of an 
  explosion, and she is quite dead. In this case, the 
  northwestern glyph field will be deactivated, and the party 
  
  The Delirium Stone 
   
  Page 13 
  will be warned to watch for traps. If the characters are 
  searching, they will receive the following information on 
  a Search check resulting in a 19 or higher: 
   
  As you move along the hallway, the faintest shimmer 
  on the floor catches your eye. There is a symbol on 
  the floor, glowing lines of energy that are almost 
  invisible – but not quite. Studying the area, you 
  realize that there are dozens of the symbols covering 
  a wide stretch of the nearby walls and floor.   
   
  The glyphs can also be detected using detect magic; they 
  have a moderate abjuration aura. The combination of read 
  magic and a successful Spellcraft check (DC 13) will allow 
  a character to identify this as a simple form of blast glyph. 
  A rogue or artificer can attempt to deactivate a glyph field 
  using Disable Device; it actually looks reasonably simply 
  for a magical trap (which are, of course, very difficult to 
  deal with), and the Disable Device check has a DC of 24.  
   
  If the characters step onto a glyph field, or if a rogue 
  or artificer fails the Disable check, the field detonates: all 
  of the glyphs burst into light and a bolt of flame roars 
  towards the person who set it off. This inflicts 4d8 points 
  of fire damage (Reflex save DC 14 for half damage) on 
  the character who triggers it and everyone within five feet 
  of her.  
   
  Note that the invading soldiers know the password 
  for the glyph fields ("Cannith Triumphant"); once they 
  see the gap in the wall, they will say this phrase at every 
  corner. So the glyphs do not pose a threat to the invaders 
  – and potentially, the PCs could learn the password.  
  Scaling the Encounter 
   
  6th or 7th-level characters: Increase the damage of 
  the glyph fields to 5d8 (save DC 16). Search DC 21, 
  Disable Device DC 26.   
   
    
   
  4C. A Bloody Mess 
  You see the remains of two bodies spread across the 
  hallway. These unfortunates were torn apart, and a 
  pool of blood has spread across the hallway.  
   
  These are the remains of two aberrant soldiers who ran 
  afoul of the glyphweaver. The damage is severe, but a 
  character can make a Heal check to gain information 
  about the corpses. A character with the Investigate feat 
  gains a +5 synergy bonus. This check produces the 
  following results:  
  • 
  DC 5: The character is at least able to find 
  enough pieces to deduce that the victims were a 
  human male and a dwarf female.   
  • 
  DC 10: Both were killed by slashing damage.   
  • 
  DC 20: The wounds look like they were caused 
  by the pincers of a large creature – something 
  akin to a giant lobster – but the cuts are too 
  clean to be the result of natural weapons; they 
  seem like the result of a metal blade.   
  Both soldiers were wearing leather armor, now ruined. 
  Their equipment includes a masterwork dwarven waraxe, 
  a mace, and two vials of alchemist's fire.  
   
  4D. Cannith Breacher 
  A large creature is crouched in the southern end of 
  the hallway - a massive metal insect. Its jointed body 
  is formed of mirror-bright steel, and its compound 
  eyes are studded with glowing rubies. It rests its 
  weight on four sturdy legs; two additional limbs are 
  folded just beneath its head, and these long arms are 
  tipped with serrated blades. Wings of gossamer and 
  steel are tucked against the sides of its thorax.  
   
  The hide of the creature is covered with an 
  intricate pattern of mystical sigils, and these symbols 
  pulse with an inner light. You see that these symbols 
  are taking shape on the floors and walls around the 
  creature, growing clearer with each pulse.     
   
  This is a glyphweaver – a Cannith war machine. It is not 
  terribly observant, and it is currently in the midst of 
  establishing a new glyph field. As a result, it will not 
  notice PCs until they come within 50 feet. At this point, it 
  can make a Spot check opposed by the Hide checks of 
  the adventurers. It will abandon the glyph field as soon as 
  it notices the PCs, and the half-woven glyphs will blink 
  out of existence.  
   
  Once it engages in combat, the glyphweaver will 
  fight to the death.  
   
  Scaling the Encounter 
   
  6th or 7th-level characters: Use the statistics for 
  the advanced glyphweaver.    
   
  5. 
  Prison 
  Manacles line the walls of this room, and the stench 
  of sweat and blood is strong in the air. It seems that 
  this was a lord's dungeon; there is a cage set against 
  the northeastern corner, and a rack dominates the 
  center of the room. An assortment of branding irons 
  and other gruesome implements are scattered about. 
  A lone figure hangs from a pair of chains on the 
  northern wall – an elf. His shirt has been torn off, 
  and his chest is covered with scars and burns.   
   
  This room is exactly what it appears to be. The man in 
  the manacles is a Phiarlan spy caught by the 
  Dreambreaker. He was tortured to death over a day ago, 
  and is beyond help; however, an examination of his body 
  will reveal the Phiarlan dragonmark on his left 
  shoulderblade.  
   
  A careful search of the room (Search DC 20) will 
  reveal two tiny vials marked with the seal of House 
  Jorasco – potions of cure minor wounds.   
   
  
  The Delirium Stone 
   
  Page 14 
   
  Strong Wooden Door: 2 in. thick; hardness 5; hp 
  20; AC 5; Open Lock DC 30; Break DC 23. 
   
  6. 
  Storeroom 
  An unlocked door opens into a storeroom filled with 
  barrels and crates of supplies. Most have already 
  been tapped, but there are a few cartons of dried 
  meat, bandages, and other supplies. The only other 
  exit is a door on the eastern wall.   
   
  The crates hold nothing of value to the party. What this 
  room has to offer is the door – an opportunity to bypass 
  the glyph fields. It is a strong door, but it can be brought 
  down in time.  
   
  The door to the outer hallway is not locked.  
   
  Strong Wooden Door (to area 7): 2 in. thick; 
  hardness 5; hp 20; AC 5; Open Lock DC 25; Break DC 
  28. 
   
  7. 
  With Friends Like These… 
  The smell of burning flesh fills the barracks. It 
  doesn't take long to identify the source – the corpse 
  of a female gnome lies before you, slain by a burst of 
  immense heat.    
   
  "(Name*)," a voice mutters, filled with misery. 
  A man is leaning against a bunk. He wears a jerkin 
  and breeches of black leather studded with iron 
  rivets, and wherever his skin shows you can see that 
  it's scarred by burns – some old, some quite recent. 
  Much of his hair has been seared off, and his scalp is 
  a patchwork of angry welts and scars. Even his lips 
  are burnt. But what catches your eye is the mark on 
  his forehead – a blackened brand in the shape of a 
  twisted dragonmark, burnt into his skin. His eyes are 
  wild, but he seems more frightened than angry; he 
  looks at you, and you can feel his fear and confusion.  
   
  "(Name*)," he repeats. "The others. They're 
  here." 
   
  * He uses the story object name of the first character to enter the room.        
   
  Legends say that aberrant marks drive their bearers 
  insane: this is an example of how those stories got 
  started. Black is an aberrant soldier who has been driven 
  mad by his mark. He is paranoid, and believes that ghosts 
  and Phiarlan spies are everywhere. He will mutter about 
  the people watching them, how no one can be trusted – 
  they could be in anyone, could be anyone, and fire is the 
  only cure.  
   
  Black is located at the area marked F. His actions are 
  entirely random. Each round, roll on the following table: 
   
  01-10 
  Act normally. In this state, he can carry 
  on a conversation – though he is still 
  paranoid and unstable, and not as 
  helpful as he could be. He will call the 
  PCs by their story object names. 
   
  11-40 
  Babble incoherently, raving about "The 
  watchers" and the spies.  
   
  41-60 
  Flee, running into whatever corner of 
  the room is farthest from any PCs. 
   
  61-100 
  Attack nearest creature.  
   
  Black is only vaguely aware of his actions; he can 
  make an attack one round and converse pleasantly the 
  next, as long as the PCs don't attack him. If he is injured, 
  he falls into combat mode, as described in Appendix 1.   
   
  Black knows that the Dreambreaker is in his 
  sanctum on the tenth floor. He knows that the 
  Dreambreaker is commanding the defense of this tower, 
  and that the Dreambreaker has a plan: that he is engaged 
  in a ritual that can still save them all. Which is obviously 
  why the ghosts and spies are here, watching, trying to 
  stop them.  
   
  If the party chooses not to attack him, Black will 
  remain in the room when they leave, muttering and 
  moaning. When he is lucid, he can be convinced to leave 
  the room with a Diplomacy check (DC 30); this will bring 
  him into conflict with the glyphweaver at 4D.  
   
  If the party does not enter area 7 at all, Black may 
  instead be found in area 10.  
   
  Part Four: Under Siege  
  As the party ascends the tower, they are nearly caught in 
  an attack that shatters the wall of the tower; they must 
  find a way to cross the gap.  
   
   
  This floor is represented by Map D in Appendix 
  Three. The DM will need to conceal the eastern half of 
  the map until the PCs reach it, since this damage occurs 
  when the party reaches the area.  
   
  8. 
  Hallway 
  You can still hear the sounds of battle raging below, 
  but for the moment this hallway seems to be secure. 
  The walls are intact, and you don't see anyone at all; 
  the only noteworthy feature is the door on the eastern 
  wall.  
   
  The western side of the tower is safe, provided that the 
  party doesn't decide to linger for long enough to trigger 
  another troop encounter. The problem comes when the 
  PCs try to make their way to the next level. Make certain 
  you have party order clearly established before the party 
  reaches the space marked A. on the map.  
   
  8A. The Blast 
  When a character reaches the space marked A., or the 
  space immediately to the west, disaster strikes.  
   
  As you turn the northeastern corner of the tower, you 
  hear a faint whistling… and then the world 
  disappears in a burst of fire.  
   
  Look at the party formation and compare it to the map in 
  Appendix Three. Any character caught in the marked box 
  suffers 4d6 points of damage and is knocked prone. A 
  
  The Delirium Stone 
   
  Page 15 
  DC 13 Reflex save halves the damage and negates the 
  secondary effect. Half of the damage is fire; the other half 
  is piercing.  
   
  Hot wind slams into you, along with a rain of sharp 
  stone shards. Dust chokes your breath and blocks 
  your sight. And when it clears, you find that you are 
  standing on the edge of an abyss.  
   
  The blast was the result of a magical siege engine, one of 
  the creations of House Cannith. Any PC whose character 
  fought in the Last War will have seen weapons of similar 
  power. Luckily, at this point in time these engines are not 
  very accurate, and take a long time to recharge: the tower 
  won't be hit again in the near future. But now there is an 
  enormous hole in the tower. The eastern half of this level 
  has collapsed and been reduced to rubble, and the other 
  floors aren't much better. The good news is that this will 
  slow the progress of the invading troops, although 
  Phiarlan rogues may start scaling the wall to reach the 
  breach. But for the moment, the party is out of danger 
  from the endless horde.  
   
  Studying the situation, the PCs will see that there is 
  an open passage across the forty-five-foot gap and up 
  thirty feet – a tunnel that will lead directly to the tenth 
  floor, if they can reach it.   
   
  There are a variety of ways to cross the gap. 
  Hopefully the party still has some of the climbing gear 
  they were given by the Diggers’ Union. If someone can 
  get across, she can use pitons and grappling hooks to set 
  up a rope for the others to use; this would result in a 
  climb DC of 5. But someone will have to blaze the trail.  
   
  The challenge facing the players is to move between 
  three points, marked B, C, and D on the map. Assuming 
  no one can fly, there are two ways to cross the gap: 
  climbing and jumping. The platforms are just wide 
  enough to prevent characters from needing to make 
  Balance checks.  
   
  Climbing: It's not the job for the warforged with 
  Adamantine Body, but a good climber can move 
  sideways across the rubble. The shattered wall is rough 
  and provides excellent handholds. The Climb DC is 10 
  for both segments of the trip – but people have a lot 
  farther to fall when moving from C to D.  
   
  Jumping: If someone had, say, an aberrant 
  dragonmark providing a +20 bonus to Jump checks, she 
  might decide to try jumping across (or using her mark to 
  enhance the abilities of the best athlete in the party).  
   
  To reach platform C, a character can either make a 
  running jump from the A region (DC 25), or a standing 
  jump from the edge of the B platform (DC 30).  
   
  On platform C, the character will spot a series of 
  small ledges, each about ten feet apart, which could let 
  her reach D.  This will require three separate checks. For 
  a medium-sized creature, the DC is only 16; for a small 
  creature, it's considerably worse, increasing to 48.  
   
  Falling: Moving from B to C, a character will only 
  fall 30 feet, landing on the outcropping below. Moving 
  from C to D the fall is far more dangerous – unless the 
  characters have protections in place (feather fall, rope 
  harnesses), such a fall will likely remove the character 
  from the adventure. Make sure that people remember 
  their action points!    
   
  Not Enough Tension? 1d6 rounds after the 
  explosion, a group of soldiers will spot the PCs: three 
  Phiarlan archers and one Sivis evoker. These will appear 
  one at a time: the first archer will come in at the spot 
  marked E on the map; at the start of each subsequent 
  round, an additional soldier will enter on an adjacent 
  square. Remember that the soldiers are 90 feet below the 
  PCs: spell range and weapon range increments may come 
  into effect! 
   
  In general, do what you can to highlight the tension 
  of the scene. Even if the character has a +20 Climb check 
  and can't fail, he's still making his way across a shattered 
  tower a hundred feet above a devastated battlefield, with 
  arrows whistling past him and the wind howling around 
  the tower!    
   
  Once the party has reached platform D, they can 
  move on to the top floor of the tower - and Part Five.  
   
     
  9. 
  Temple 
  The marble altar in the center of the room suggests 
  that this room is a temple. There are nine statues 
  raised on pedestals and set around the walls of the 
  chamber, but blankets have been draped over the 
  statues, hiding their images. A broken quarterstaff 
  lies across the altar.  
   
  The body of a young man is stretched across the 
  carpet that lies before the altar.  
   
  A Knowledge (religion) check (DC 10) will reveal that 
  this is a temple to the Sovereign Host; the covering of the 
  statues is not so disrespectful as destroying them, but 
  implies that someone doesn't want the gods to see what 
  happens in this place. If someone gets a DC 20 or greater 
  on the Knowledge (religion) check, they will recognize 
  the broken quarterstaff as being one of the symbols of 
  the dark god known as the Shadow – a sign that this 
  temple has been converted for the use of the Dark Six. 
  The Shadow is a god of magic, but one who deals in 
  sinister powers and the corruption of nature; it shouldn't 
  come as much of a surprise that many aberrants would 
  see the Shadow as their patron.  
   
  If the party skipped encounter 7 on the previous 
  floor, the dead man on the floor has been burnt to death, 
  and the aberrant soldier Black is standing behind the altar 
  at the spot marked F. Play out the encounter as described 
  in encounter 7; Black has sought sanctuary in the shelter 
  of the temple, but he thinks the gods are watching and 
  plotting his downfall. 
   
  Needless to say, should the party go to area 7 after 
  visiting the temple, Black won't suddenly appear back in 
  
  The Delirium Stone 
   
  Page 16 
  the barracks. There's two chances to meet him, but only 
  one can happen.  
   
  Beneath the blankets, the statues are indeed images 
  of the nine Sovereigns. The statue of Aureon has been 
  defaced; the others are fully intact. There is nothing else 
  of interest in the room.  
   
   
  Strong Wooden Door (to 8): 2 in. thick; hardness 5; 
  hp 20; AC 5; Open Lock DC 20; Break DC 23. 
   
  10. Priest's Chamber 
  This chamber must have been the private garret of 
  the priests who tended to the temple. The bedding is 
  disheveled, and the room is in a general state of 
  disarray; it seems likely that someone else has taken 
  over from the original tenants.  
   
  The bookshelf is filled with tomes that any priest of the 
  Sovereign Host will find fascinating – old texts that could 
  help show how beliefs and rituals have evolved. But 
  anything that could be useful in battle has already been 
  stripped from the room, along with anything of value to 
  anyone other than a theological scholar.  
   
  Strong Wooden Door (to 9): 2 in. thick; hardness 5; 
  hp 20; AC 5; Open Lock DC 30; Break DC 23. 
   
   
  Part Five: The Dreambreaker  
  The party has finally reached the top of the tower – the 
  sanctum of the Dreambreaker. Here, the aberrant lord is 
  seeking to twist the fabric of time itself.  
   
  This floor is represented by Map E in Appendix 
  Three.  
   
  Because of the ritual of the Dreambreaker, this entire 
  floor is suffused with an overpowering magical aura of 
  the universal school. This masks all lesser auras.  
   
   
  11. Entry Hall 
  You rise to the top of the ramp and turn the corner – 
  and stop. There is a smooth wall ten feet ahead of 
  you. There is no door to be seen: the hallway just 
  comes to an end.  
   
  It should come as no surprise that there is a secret door 
  here, leading to the Dreambreaker's sanctum. The 
  mechanism is carefully concealed and requires the touch 
  of an aberrant dragonmark to activate.  
   
  The simplest way to find the door is for the 
  character channeling Caine to use his detect secret doors 
  ability; this will reveal both the door and how to open it. 
  Anyone can find the outline of the door with a Search 
  check (and don't forget the free chance elves have to 
  notice such things), along with the slightly projecting 
  stone that serves as the trigger: but unless they specify 
  that they are touching it with their dragonmark it will not 
  open. Note that Burn's dragonmark is on the palm of his 
  hand; as such, the PC may do it without even meaning to.  
   
  The walls in this area are two feet thick (Hardness 8, 
  360 HP). The wall to the east is mystically reinforced 
  (Hardness 12) and resists effects such as stone shape and 
  soften earth and stone, though these will work on the other 
  walls. Should the party be determined to tunnel through 
  the eastern wall, Grinder and the guards from location 12 
  will show up when the PCs reach the half-way mark (180 
  hp damage).   
   
  Secret Stone Door: Search DC 25 to locate; 1 ft. 
  thick; hardness 8; hp 180; AC 5; Open Lock DC 30; 
  Break DC 40. 
   
  12. Hallway 
  The stone door slides open on hidden hinges. The 
  final floor of the tower lies beyond. The walls are 
  lined with arrow slots, and you see a woman with a 
  crossbow leaning up against one of the walls and 
  peering through the slit; she is covered with sweat 
  and dirt, clearly near exhaustion.  
   
  A bald man in rusting chainmail stands a few 
  feet away from the woman. He looks at you and 
  smiles faintly. "(Name*)," he says, "Thank the 
  shadows that preserved you. Are others on their way? 
  Are you injured?"      
   
  * He uses the story object name of the character who opens the door.        
   
  There are a total of six people in the outer hall: three 
  archers (two male, one female) at the locations marked A, 
  two goblins (one male, one female) place at the spots 
  marked G, and the priest who has addressed the party 
  (C). Anyone who makes a Knowledge (history) check 
  (DC 25) will recall vague stories of goblins, ogres, and 
  other creatures joining forces with the aberrants; while 
  the Dragonmarked houses used this to vilify their 
  opponents, it was likely due to the fact that the houses 
  abused and enslaved goblins and their kin.  
   
  The speaker's name is Grinder, and he is a priest of 
  the Shadow. If the party needs healing, he can help – he 
  has three cure light wounds and three cure minor wounds 
  prepared. He will only use these for characters who are 
  significantly injured (60% hp or below); after all, others 
  may need his help. His spells are slightly disturbing. He 
  calls on the darkness to surround and protect, and to give 
  strength to resist those who can only see the light. Pure 
  shadow flows out from his hands and wraps around the 
  wounds, flowing into the body as it heals the injury. 
  Anyone making a Knowledge (religion) check (DC 15) 
  will recognize these as rituals of the Shadow, one of the 
  sinister gods known as the Dark Six. There's no actual ill 
  effect from this – but a worshipper of the Sovereign Host 
  may be a little disturbed at the thought of accepting a 
  blessing from the Shadow, the corruptor of all things.    
   
  After any healing has been done, Grinder suggests 
  that the PCs find posts along the walls. "There's only a 
  handful of us left up here. But the Dreambreaker says 
  
  The Delirium Stone 
   
  Page 17 
  that our time of victory is close at hand." The 
  Dreambreaker is in his private sanctum, and Grinder 
  doesn't see any reason for the PCs to interrupt him. 
  However, a DC 15 Diplomacy check (with a 
  circumstance bonus of up to +3 if the PCs come up with 
  a compelling story) will convince him to present the party 
  to the lord. Approaching the grand double doors, he 
  produces an amulet on a chain around his neck and holds 
  it before the doors (deactivating the arcane lock); the gates 
  creak open, leading to encounter 13.  
   
  If the party wants to force the door to area 13, they 
  will have to fight any guards who observe them.  
   
  Heavy Wooden Door: 6 inches thick; hardness 8; 
  hp 60; AC 5; Break DC 35; magically reinforced and 
  sealed with arcane lock.  
   
   
  13. Hall of the Dreambreaker 
  The double doors swing wide, revealing an opulently 
  appointed chamber. The smell of bitter incense fills 
  the air, and a beautiful red carpet covers the floor, 
  intricate circles of silver thread woven into the 
  pattern. Maps of the city and of Khorvaire hang from 
  the walls, bristling with colorful pins. The far end of 
  the room is lined with shelves – books, scrolls, and a 
  workbench littered with arcane tools.  
   
  But the raised dais is what dominates the 
  chamber. Arcane symbols are carved around the rim 
  of this massive circle, and these burn with cold fire.   
   
  A tiny figure floats cross-legged above the 
  platform – an old gnome dressed in white robes 
  trimmed with gold. He has a short and slightly 
  uneven gray beard, and a small white cap on his 
  head. He opens his eyes, revealing irises pale and 
  luminescent as opals, and you feel the sheer mental 
  power behind his gaze.  
   
  "Greetings, children," he says, and his voice is 
  unnaturally deep and resonant for a gnome. "Have 
  no fear: victory is close at hand."   
   
  Players may want to act immediately. A character's first 
  hostile action against the Dreambreaker will automatically 
  fail; see Fighting the Dreambreaker below. A character 
  who examines the room should make a Search check: if 
  he has the Investigate feat he receives a +2 circumstance 
  bonus to this check, and if specifically says he's looking 
  for the Delirium Stone, he gets an additional +5. On a 
  result of 15 or higher, he notices the following:  
   
  As you examine the room, one thing catches your 
  eye – a statue sitting on the table against the 
  southern wall. It is a dragon carved from dark 
  crystal. Even from this distance you can see that its 
  eyes are glowing with a fearsome red light, and the 
  air around it seems to be rippling.  
   
  The location of the stone is marked S on map E. After 
  each character has had a single chance to act, the 
  Dreambreaker continues his speech.  
   
  "This is a battle only I can fight," the gnome booms, 
  in his rumbling voice. "Time itself is a dream, and I 
  shatter dreams. I shall shift the course of history, and 
  pluck the world away from our foes. You cannot help 
  me here. Go. Guard the walls and keep the enemy at 
  bay while I destroy their future."   
   
  Vadalis Attack! (EL 7) 
  At this point, all characters must make a Will save (DC 
  16). Tell the following to those who fail: 
   
  The words of the Dreambreaker have a powerful 
  effect on you. Since arriving in the tower, you have 
  felt the presence of another mind – the thoughts of a 
  soldier in the aberrant army. As the Dreambreaker 
  speaks, that personality grows stronger, pressing out 
  your thoughts. Your visions of the future are fading 
  dreams, overpowered by your memories of the years 
  of conflict with the Dragonmarked Alliance. You will 
  not fail your commander now.  
   
  For the moment, these people believe that they ARE the 
  characters named on their story object, and their duty is 
  to get out into the hall and defend the Dreambreaker. 
  They must act accordingly, and should head out into the 
  hall and take up defensive positions.  
   
  But what are they defending against? Give each 
  character one round to act (including those who have 
  resisted the effect). At the beginning of the next round, a 
  dark, buzzing mass presses in through the arrow slits.  
   
  At first it seems like smoke, until the goblins start 
  screaming. "Vadalis bloodswarm!" one cries. It's 
  hundreds of tiny, hovering birds – black-feathered 
  hummingbirds with plates of bony armor and long 
  beaks dripping with acid.  
   
  The swarms move in through the arrow slits by each of 
  the goblins. A swarm fills four spaces, and will take up 
  the four spaces that contain the most creatures, including 
  the goblins. Grinder and the aberrant guards will move to 
  assist any PCs caught in the swarm – but they don't have 
  much that will prove useful. Unless the PCs have magic 
  available, their best hope lies in recovering the Delirium 
  Stone.  
   
  Every time a swarm is defeated, give each character a 
  new Will save (DC 16) to regain his memories and 
  control of his character. Should both swarms be defeated, 
  the party has 1d6 rounds – and then two more swarms 
  appear. This process continues until a conclusion is 
  reached.  
   
  
  The Delirium Stone 
   
  Page 18 
  Fighting the Dreambreaker 
  Having made his speech, the Dreambreaker completely 
  ignores the PCs. His mind is wrapped in complex arcane 
  schemes a sane mind could not even comprehend. 
  However, fighting the Dreambreaker himself is a 
  monumentally bad idea. This is a legendary villain who 
  battled armies, and who can shatter sanity with a glance.  
   
  The first time a character attempts a hostile action 
  against the Dreambreaker, it simply fails. The character 
  does not perform the action – so no spells are wasted, 
  and the Dreambreaker does not even know the action 
  was considered. This is due to the rebellion of the spirit 
  sharing the body of the PC: loyalty to the commander 
  and outright terror over the consequences momentarily 
  overpower the PC, who suddenly sees flashes of memory 
  in which the Dreambreaker fought armored knights with 
  his bare hands and reduced them to mewling idiots.  
   
  If the PC STILL wants to fight the Dreambreaker, 
  he can try to overcome the mental resistance – but this 
  require a DC 20 Will save. Once he's made this saving 
  throw, he can act normally for the rest of the combat; 
  until he makes it, every hostile action will be countered 
  from within. The Dreambreaker will take no action until 
  he is actually damaged or targeted with a spell or psionic 
  power; at this point he will open his eyes and unleash his 
  mental might against the offender. 
   
  The wiser idea is to go after the Delirium Stone. If the 
  characters didn't notice this before, have them make a 
  Spot check (DC 15) – as the Dreambreaker concentrates 
  on his ritual, the eyes of the statue burn with a brilliant 
  light, and even non-wizards can feel the magical energy 
  swirling from the corner of the room.  
   
  The spirit with the PC will also try to prevent him 
  from touching the Delirium Stone. However, the Will save 
  to overcome this impulse only has a DC of 15. A 
  character can attempt to break the compulsion once per 
  round. This does not prevent the character from moving 
  across the room – just from touching the stone.  
   
  If the characters touch the stone, read or paraphrase 
  the following.  
   
  The Dreambreaker's eyes snap open and he whirls 
  towards you. "NO!" he cries, and his voice seems to 
  resonate in your bones. "Not now!"  
   
  A terrible sense of vertigo washes over you. 
  Thoughts and vision blur together, and everything 
  fades to black.   
   
  If the PCs kill the Dreambreaker, the same sense of 
  vertigo overtakes them.  
   
  If all players die or voluntarily choose to fight for the 
  Dreambreaker – stating of their own free will that they 
  will fight to the death to defend the gnome and his ritual 
  – the mission is a failure. Either way, move to the 
  Conclusion.  
   
  The other doors in the Dreambreaker's chamber are 
  sealed with arcane locks; in the future these areas are 
  collapsed and filled in with rubble. There is nothing of 
  any relevance in these areas.  
   
  Scaling the Encounter 
  There's no scaling for the Dreambreaker himself, because 
  attacking him is already a suicidal action. But the 
  bloodswarms can be scaled.  
    
  4th-level 
  characters 
  (EL 
  5): 
  Remove 
  one 
  bloodswarm.   
   
  7th-level characters (EL 8): Add a third 
  bloodswarm.   
   
  Conclusion 
  Success 
  If the PCs touch the Delirium Stone or kill the 
  Dreambreaker, everything changes.  
   
  The darkness seems to last for eons. Slowly – ever so 
  slowly – you come back to the world. But it is not the 
  world you left behind. everything has changed. The 
  everburning torches have been extinguished. Walls 
  have collapsed and the air is stale and full of dust.  
   
  Take the Aberrant Dragonmark and Ogre's Strength story 
  objects away from the PCs at this point, exchanging them 
  for the appropriate Echoes story object. The PCs are back 
  in their own reality, in a ruined tower buried beneath the 
  foundations of Sharn. 
   
  Sifting through the rubble, you are able to locate the 
  objects you were sent to find – a few journals written 
  in an incomprehensible cipher and the statue itself. 
  A few bones attest to the presence of the aberrant 
  soldiers who fought by your side, but most of what 
  you remember has been swept away by the passage 
  of time.  
   
  If someone specifically searches, he will find the remains 
  of the "PCs" – that is, the characters associated with the 
  story objects – including the huge bones of Grokk the 
  ogre. If any of the PCs died, their bodies are also in the 
  room – dead, but in perfect condition.  
    
  It takes some time to make your way down through 
  the ruined tower, but eventually you reach the tunnel 
  leading back to the surface. No one is waiting for 
  you at the top; there are chalk marks on the floor, 
  and it seems that the Sharn Watch must have arrived 
  in your absence and begun making plans to seal the 
  passage. As ordered, you deliver a message from the 
  station in Black Arch, and you quickly receive a reply 
  from Matron Martra, providing you with a Kundarak 
  deposit number; you're to leave the goods at the 
  great bank of Central Plateau. In addition, she gives 
  you an account and a password that will provide you 
  with a few galifars* of your own: She congratulates 
  
  The Delirium Stone 
   
  Page 19 
  you on a job well done, and suggests that you use the 
  cash to take a little vacation in Sharn before heading 
  home. "See the sights," she suggests. "The city has 
  a lot of history. You might even learn something."  
   
   
  *A "galifar" is a gold piece, imprinted with the face of King Galifar I.   
   
   
  Failure 
  One possible form of failure is that all of the players are 
  killed.  
   
  However, there is another possibility: that the party 
  will choose to side with the Dreambreaker, wanting to see 
  if his ritual will work. You should play this out for a bit; 
  they'll need to survive at least four bloodswarms, and 
  they may change their mind in the process. But if they 
  make a conscious choice to see things through, they 
  deserve some sense of closure. 
   
  If you want a story that merges with the rest of Mark 
  of Heroes and leaves history untouched, use the 
  following: 
   
  No one knows what happened to the Dreambreaker. 
  Did he truly have the power to shift the fabric of 
  time? Or was he simply a madman, whose power 
  was so great that he embedded memories in the 
  stone itself? 
   
  Whatever happened in those final hours, the 
  Dreambreaker vanished from history, as did Caine, 
  Grokk, and the others. As for you, you were more 
  fortunate: your bodies were found by a group of 
  explorers that followed in your footsteps, and 
  returned to the surface. If you have the means, you 
  can find your way back from death. Matron Martra is 
  disgusted – Diggers being saved by Clifftop wretches 
  – but it seems the client did get the object he seeks. 
  Still… even you can't remember exactly what 
  happened at the end. And while the remnants were 
  ravaged by time, no body was found that could be 
  identified as that of the Dreambreaker. Perhaps he 
  was successful after all – perhaps, somewhere, there 
  is a mirror of this world in which the Dreambreaker 
  triumphed over his foes, with Twitch and Whisper at 
  his side.  
   
  On the other hand, if you want more color, you can 
  follow the characters into an alternate reality (though 
  EMH-8 will pull them back to the core path of history).  
   
  Matron Martra was disappointed when she received 
  your report… but who would expect such a powerful 
  relic to be left in a ruin? You have lots of time to 
  consider it as you fly back to Wroat on the Lyrandar 
  slave galley, watching the storm-marked scum being 
  whipped by their keepers. The Dominion of the 
  Dreambreaker stretched across Southern Khorvaire, 
  and there's no reason to believe that the gnome 
  returned to the site of that critical battle in his final 
  days.  
   
  Standing at the railing of the airship, you look 
  out across the lands of the Tarkanan Empire, and for 
  a moment you wonder how things might have been 
  different. What would have happened if Sharaat had 
  fell, if the Dragonmarked Alliance had succeeded in 
  its campaign of genocide against the so-called 
  "aberrants"? What heroes would have risen to take 
  the place of the mighty Grokk and Bloody Burn?  
   
  But ultimately, history is history. There'll be 
  another mission tomorrow: hopefully that one won't 
  be such a waste of time.  
   
   
  [[start sidebar]] 
  The Delirium Stone 
  People may want to know about the artifact they 
  recovered. If so, here's the description:  
   
  At first glance, this object seems fairly simple: a 
  statuette of a coiled dragon, carved from some dark 
  crystal, a little over a foot in height. But the longer 
  you look at it, the stranger and more disturbing it 
  seems. Its outlines are blurry, indistinct, as if it is 
  devouring the light around it. It leaves vague 
  impressions, which seem to change by the moment - 
  vicious talons; rows of curved teeth; horns and tusks 
  that change in shape and size with every glance. 
  Only one thing remains constant: the dragon's eyes. 
  Liquid and red, they are like pools of pure blood. 
  They seem to see you, pull you in, and threaten to 
  devour your thoughts. It is an effort to tear your gaze 
  away.   
  It is a magical artifact with a strong aura in the universal 
  and enchantment schools. Identify will not reveal its 
  purpose, nor will trial and error; its powers are tied to the 
  blood and mark of the Dreambreaker.   
  [[end sidebar]] 
   
   
     
  
  The Delirium Stone 
   
  Page 20 
     ADVENTURE QUESTIONS 
   
  Copy Generic Info Here 
   
  1. 
  How did the PCs deal with the ogres 
  beneath Sharn? 
  a. 
  The PCs talked to the ogres and chose 
  to help them.  
  b. The PCs talked to the ogres and at 
  least managed to avoid a fight. 
  c. 
  The cowardly PCs gave up their cash 
  on hand to avoid a fight.  
  d. The ruthless PCs slaughtered the 
  dumb 
  brutes 
  without 
  a 
  second 
  thought.  
  e. 
  The PCs tried to fight the ogres and 
  were defeated. 
   
  2. 
  How did the PCs deal with the members of 
  House Tarkanan? 
  a. 
  The PCs spoke with Charisma and 
  received her permission to descend.  
  b. The PCs fought the Tarkanans and 
  defeated them.  
  c. 
  The PCs fought the Tarkanans and 
  were defeated.  
   
  3. 
  What happened to Grim in the first 
  encounter? 
  a. 
  The PCs saved her life.  
  b. She escaped, but the PCs had nothing 
  to do with it.  
  c. 
  She was killed by the Dragonmarked 
  soldiers. 
  d. She was killed by the PCs.  
   
  4. 
  How 
  did 
  the 
  PCs 
  deal 
  with 
  the 
  Glyphweaver's traps? 
  a. 
  The PCs bypassed the traps completed 
  by moving through the center of the 
  floor (or a similar trick).  
  b. The PCs used Disable Device to 
  bypass the traps.  
  c. 
  The PCs simply set off the traps.  
   
  5. 
  How did the PCs deal with the Glyphweaver 
  itself?  
  a. 
  They managed to avoid it through 
  clever strategy.  
  b. They defeated it in battle.  
  c. 
  The construct slaughtered one or more 
  of them before falling.  
  d. The glyphweaver killed them all.  
   
  6. 
  How did the PCs deal with Black? 
  a. 
  They convinced him to go down 
  fighting, and got him to battle the 
  glyphweaver.  
  b. They managed to leave him alive. 
  c. 
  They spoke to him, but ended up 
  killing him.  
  d. They killed him without speaking to 
  him. 
   
  7. 
  How did the PCs cross the gap? 
  a. 
  Using Twitch's jump dragonmark.  
  b. They came up with a clever plan that 
  got them all across. 
  c. 
  They did things the old-fashioned way, 
  but all made it across. 
  d. One or more fell to their deaths.  
   
  8. 
  How did they deal with the Dreambreaker 
  and the Delirium Stone? 
  a. 
  They acquired the stone without 
  fighting the Dreambreaker. 
  b. They fought the Dreambreaker, and 
  either killed him or acquired the stone 
  during the fight. 
  c. 
  They were killed before reaching the 
  Delirium Stone.  
  d. They attacked the Dreambreaker and 
  were killed by him.  
    
   
    
   
   
  
  The Delirium Stone 
   
  Page 21 
  STORY OBJECT: 
   
  Friends in Khyber's Gate: The ogres Huraskal and 
  Shrulustra are grateful for your help, and word of your 
  generous nature has spread throughout the undercity. 
  While you possess this story object, you receive a +3 to 
  Gather Information and Diplomacy checks made in the 
  Khyber's Gate district of Sharn. However, others may ask 
  you for favors – and if the DM decides that you have 
  ruined your reputation with harsh actions, the object may 
  be taken away.  
   
  Enemies in Khyber's Gate: The ogres Huraskal and 
  Shrulustra had many friends in the tunnels below Sharn, 
  and you have made enemies by killing them. You receive 
  a -5 to Gather Information checks made in the Khyber's 
  Gate district of Sharn, and the residents of this district 
  automatically drop one attitude category when dealing 
  with you (indifferent becomes unfriendly, unfriendly 
  becomes hostile). At the DM's discretion, you can lose 
  this object if you perform a great service to the people of 
  Khyber's Gate – but it's harder to lose an enemy than a 
  friend.  
   
  Aberrant Dragonmark (Burning Hands): A strange 
  mark has appeared on the palm of your right hand. You 
  feel angry, and that anger seems to be a physical force 
  boiling through your veins; you have an innate sense of 
  how you could unleash this as pure fire. You may use 
  burning hands as a spell-like ability once over the course of 
  this adventure; the caster level is equal to your character 
  level. 
   
  For some reason, the word "Burn" is floating in the 
  back of your thoughts.     
   
  Aberrant Dragonmark (Cause Fear): You feel a sense 
  of cold, icy detachment, a distancing from your emotions. 
  You can feel something on your forehead – a crawling, 
  tingly sensation – and if you find a reflective surface you 
  will find this is a strange, twisted dragonmark. Somehow 
  you know how to channel its magical power: once during 
  the adventure, you can use cause fear as a spell-like ability, 
  with a caster level equal to your character level.  
   
  The word "Whisper" is fixed in your mind: you 
  believe it is a name.      
   
  Aberrant Dragonmark (Detect Secret Doors): You are 
  filled with a powerful sense of curiosity – it's almost a 
  physical itch in your brain. Your head itches as well – it's 
  as if someone has scratched a pattern across your scalp, 
  and it burns ever so slightly. When you rub your hand 
  across your head, you can feel it: there IS a mark, some 
  sort of strange dragonmark. You have an instinctive sense 
  of how you could channel its power to reveal hidden 
  things: Once during this adventure, you can use detect secret 
  doors as a spell-like ability with a caster level equal to your 
  character level.  
   
  The word "Caine" is stuck in your head.    
   
  Aberrant Dragonmark (Jump): You feel a surging 
  sense of impatience: it is difficult to stand still, to keep 
  from fidgeting. As you fiddle with your hands, you notice 
  a strange, blackened dragonmark spread across the back 
  of your left hand. You can feel the energy pouring off of 
  it, and you somehow know how to channel this into a 
  burst of pure physical power. Once during the course of 
  the adventure, you can use jump as a spell-like ability. The 
  caster level is equal to your character level; this provides a 
  +20 bonus to Jump checks for 1 minute/level.    
   
  The word "Twitch" is stuck in your head.  
   
  Aberrant Dragonmark (Shield): A strange sense of 
  confidence and power washes over you. You can feel 
  something painted across your chest – a cold, icy seal, 
  dead nerves in the shape of a twisted dragonmark. You 
  have an instinctive sense of how to call on the power of 
  this mark: once during this adventure, you can use shield 
  as a spell-like ability, with a caster level equal to your 
  character level.     
   
  The word "Stone" is fixed in your mind. You think it 
  is a name.  
   
  Ogre's Strength: EVERYTHING IS TOO BIG! No! 
  YOU'RE TOO SMALL! Someone has cast reduce on you! 
  No. Wait. You're still your normal size. But for some 
  reason you FEEL as if you should be larger – as if you 
  should tower over the people around you. Beyond this, 
  you feel a surge of physical power: for the duration of the 
  adventure, you receive a +2 bonus to Strength.  
   
  The word "Grokk" is fixed in your mind.  
   
  Echoes of Burn:  You can still feel traces of the aberrant 
  warrior whose mind and body you shared – an angry and 
  aggressive man with the power to produce flame. 
  Occasionally you see the faces of your children, who were 
  killed by Deneith soldiers; you will have to restrain your 
  fury when you encounter members of House Deneith. It 
  makes you want to… burn things.  
   
  This provides you with a +1 circumstance bonus to 
  Knowledge (history) and resistance 1 versus fire damage. 
     
   
  Echoes of Caine:  You can still feel traces of the 
  aberrant warrior whose mind and body you shared – a 
  halfling rogue with the power to find secret doors. You 
  were driven from House Ghallanda, and you spent much 
  of your life hunting Phiarlan assassins; you still feel 
  bitterness towards members of these two houses.  
   
  This provides you with a +1 circumstance bonus to 
  Knowledge (history) and Search checks.   
  Echoes of Grokk:  You can still feel traces of the ogre 
  whose mind and body you shared – a warrior who fought 
  
  The Delirium Stone 
   
  Page 22 
  on the side of the aberrants in the War of the Mark. You 
  miss being large, and enjoy using enlarge person whenever 
  the opportunity presents itself.  
   
  This provides you with a +1 circumstance bonus to 
  Intimidate checks, and a +2 insight bonus to all 
  Charisma-based skill checks involving ogres.     
   
  Echoes of Stone:  You can still feel traces of the dwarf 
  warrior whose mind and body you shared. You 
  remember being exposed by House Sivis and hunted 
  across the length of Zilargo by gnome assassins. But you 
  made them pay… and those memories bring a disturbing 
  sense of pleasure.  
   
  This provides you with a +1 circumstance bonus to 
  Knowledge (history) and a +1 morale bonus to attack 
  and damage rolls when you are fighting gnomes. You 
  suffer a -1 circumstance penalty to Charisma-based skill 
  checks when you are dealing with gnomes.  
     
  Echoes of Twitch:  You can still feel traces of the 
  aberrant warrior whose mind and body you shared – an 
  impatient scout who was always in motion. Your mind is 
  filled with a whirl of memories: nights spent sneaking 
  through 
  Deneith 
  camps, 
  duels 
  with 
  Phiarlan 
  swashbucklers, promises of true love broken when your 
  aberrant mark came to light. You fight to forget, but the 
  memories still haunt you.   
   
  This provides you with a +1 circumstance bonus to 
  Knowledge (history), Jump, and Tumble checks – but 
  you suffer a -1 circumstance penalty on all Concentration 
  checks.   
   
  Echoes of Whisper:  You can still feel traces of the 
  aberrant warrior whose mind and body you shared – a 
  cold and calculating necromancer with mastery over fear. 
  You remember fleeing from Phiarlan spies and the 
  Deathguard of Aerenal. You feel a disdain for elves of 
  both cultures – and an odd sense of sympathy with those 
  who follow the teachings of the Blood of Vol.  
   
  This provides you with a +1 circumstance bonus to 
  Knowledge (history). You receive a +2 insight bonus to 
  any sort of Charisma-based skill check when dealing with 
  people who follow the Blood of Vol – but only if you are 
  aware of their allegiance! 
   
  
  The Delirium Stone 
   
  Page 23 
  Appendix 1 – NPC Statistics
  Part One: The Trouble With Ogres   
   
  Huraskal and Shrulustra, Ogres of Khyber's Gate: 
  Male and female ogre barbarian 1; CR 4; Large giant; 
  HD 4d8+1d12+20; hp 51; Init +1; Spd 50 ft.; AC 18 
  [+1 Dex, -1 size, +3 studded leather, +5 natural], touch 
  10, flat-footed 17; BAB/Grp: +4/+15; Atk: +12 melee 
  (2d8+10, darkwood greatclub); Full Atk: +12 melee 
  (2d8+10, darkwood greatclub); SA: Rage 1/day; SQ: 
  Darkvision 60', fast movement, low-light vision; AL N; 
  SV Fort +10, Ref +2, Will +3; Str 24, Dex 12, Con 18, 
  Int 10, Wis 10, Cha 4.  
   
  Skills and Feats: Climb +6, Listen +4, Jump +3, 
  Profession (mercenary soldier) +3, Profession (porter) 
  +3, Spot +4, Survival +2; Iron Will, Power Attack, 
  Weapon Focus (greatclub). 
   
  Languages: Common, Giant.   
   
  Possessions: Studded leather armor, darkwood 
  greatclub, 14 cp.  
   
  Physical Description: Two ogres, one male and one 
  female. They both have dull brown hide and 
  protruding, yellowing tusks, and are dressed in battered 
  black studded leather armor. Each carries a fine club of 
  polished darkwood: these weapons have been carefully 
  maintained, but have clearly seen a great deal of use.   
   
  Personality: Huraskal (male) and Shrulustra (female) 
  are ogres from Droaam. They served as mercenary 
  soldiers in the Last War, and settled in Sharn when the 
  conflict came to an end, putting their vast strength to 
  use hauling heavy objects. They are trying to make an 
  honest living, but they are easily frustrated and 
  aggravated by arrogant and wealthy cityfolk – and the 
  adventurers have caught them on a bad day. Huraskal 
  and Shrulustra are not stupid, and are annoyed by the 
  fear and prejudice they deal with on a daily basis from 
  the people of the world above.  
   
  Power-Up Suite (rage) – HP 61; AC 16 [+1 Dex, 
  +3 armor, +5 natural, -1 size, -2 rage], touch 8, flat-
  footed 15; Atk: +14 melee (2d8+13, darkwood 
  greatclub); Atk: +14 melee (2d8+13, darkwood 
  greatclub); SV Fort +12, Ref +4, Will +5; Str 28, Dex 
  12, Con 22, Int 10, Wis 10, Cha 4. Duration 8 rounds. 
  Without shield, AC 15, touch 10, flat-footed 13.  
   
  Part One: Tarkanans at the Gate    
  Corrlok and Corrlon, House Tarkanan Soldiers: 
  Male dwarf fighter 2/barbarian 1/rogue 1; CR 4; 
  Medium humanoid (dwarf); HD 2d10+1d12+1d6+12; 
  hp 40; Init +2; Spd 30 ft.; AC 17 [+2 Dex, +5 armor], 
  touch 12, flat-footed 15; BAB/Grp: +3/+6; Atk: +8 
  melee (1d12+4/x3, masterwork greataxe); Full Atk: +8 
  melee (1d12+4/x3, masterwork greataxe); SA: Rage 
  1/day, sneak attack +1d6; SQ: Darkvision 60', fast 
  movement, trapfinding, +2 save vs poison, +2 save vs 
  spells and spell-like abilities; AL NE; SV Fort +8, Ref 
  +4, Will +2; Str 16, Dex 14, Con 16, Int 10, Wis 11, 
  Cha 6.  
   
  Skills and Feats: Climb +6, Concentration +4, 
  Disable Device +4, Hide +6, Intimidate +5, 
  Knowledge (local) +2, Listen +3, Move Silently +5, 
  Open Lock +6, Spot +4; Aberrant Dragonmark (shield 
  1/day, CL 2), Iron Will, Power Attack, Weapon Focus 
  (greataxe). 
   
  Languages: Common, Dwarven. 
   
  Possessions: Chain shirt +1, masterwork greataxe, 
  darkweave cloak, 2 potions of cure light wounds, dice, purse 
  with 3 gp, 11 sp, and 14 cp.  
   
  Physical Description: This dwarf has tight, pinched 
  facial features. His dark eyes are small and beady, sunk 
  in his sockets. In contrast to his face, which seems too 
  small for his muscular body, his red hair is an untidy 
  mane; his mouth is completely hidden beneath his long 
  mustache and wild beard. He wears a crafted chainmail 
  shirt and carries a massive axe; the worn edge suggests 
  that this weapon has seen considerable use.  
   
  Personality: Corrlok and Corrlon are twins, and are 
  identical in both appearance and behavior. They are 
  surly at the best of times, driven by a love of gambling, 
  drink, and violence. They adore Thora Tarkanan, and 
  their loyalty to the Tarkanan cause is largely personal 
  devotion to Thora.  
   
  In battle, the dwarves will always shield first (if it 
  can be done safely), then rage and charge into the fray.  
   
  Power-Up Suite (shield and rage) – HP 48; AC 
  19 [+2 Dex, +4 shield, +5 armor, -2 rage], touch 12, 
  flat-footed 
  17; 
  Atk: 
  +10 
  melee 
  (1d12+7/x3, 
  masterwork 
  greataxe); 
  Full 
  Atk: 
  +10 
  melee 
  (1d12+7/x3, masterwork greataxe); SV Fort +10, Ref 
  +4, Will +4; Str 20, Dex 14, Con 20, Int 10, Wis 11, 
  Cha 6. Duration 8 rounds. Without shield, AC 15, touch 
  10, flat-footed 13.  
   
  Mordra, Tarkanan Sniper: Female human urban 
  ranger 2/rogue 2; CR 4; Medium humanoid (human); 
  HD 2d8+2d6+4; hp 25; Init +3; Spd 30 ft.; AC 19 [+3 
  Dex, +5 armor, +1 shield], touch 13, flat-footed 16; 
  BAB/Grp: +3/+5; Atk: +5 melee (1d6+2/18-20, 
  rapier) or +7 ranged (1d8+2, masterwork mighty 
  composite longbow); Full Atk: +5 melee (1d6+2/18-
  20, rapier) or +7 ranged (1d8+2, masterwork mighty 
  composite longbow) or +5/+5 ranged (1d8+2, 
  masterwork mighty composite longbow, rapid shot); 
  SA: Favored enemy (human), sneak attack +1d6; SQ: 
  Evasion, trapfinding; AL N; SV Fort +4, Ref +9, Will 
  +0; Str 14, Dex 16, Con 12, Int 12, Wis 10, Cha 10.  
   
  Skills and Feats: Balance +4, Climb +6, Disable 
  Device +7, Gather Information +8, Knowledge (local) 
  +6, Hide +10, Jump +3, Listen +6, Move Silently +9, 
  Open Lock +10, Search +7, Spot +7, Tumble +7; 
  Aberrant Dragonmark (pass without trace 1/day, CL 2), 
  
  The Delirium Stone 
   
  Page 24 
  Point Blank Shot, Precise Shot, Rapid ShotB, Urban 
  TrackingB. 
   
  Languages: Common. 
   
  Possessions: Rapier, chain shirt +1, masterwork 
  buckler, masterwork mighty composite longbow (+2), 
  potion of cure light wounds, potion of cat's grace, sunrod, 
  darkweave cloak, masterwork thief's tools, purse with 4 
  gp, 8 sp, and 6 cp.  
   
  Physical Description: This woman is barely five feet 
  tall, and shrouded in a darkweave cloak. At first glance 
  it's easy to mistake her for an elf, but a closer look at 
  the face beneath the hood and her stocky, athletic build 
  shows her to be human. Her hair is short and dark, and 
  there is something wrong with the face it frames. Her 
  eyes are different colors – brown and blue – and if you 
  study her closely, it almost seems as if her entire face is 
  asymmetric. Her cheekbones, her ears, the shape of her 
  chin – somehow, they don't quite match.  
   
  She is carrying a black-lacquered longbow, and a 
  rapier hangs at her side.    
   
  Personality: Mordra is quiet and solitary by nature. 
  She excels at gathering information, but this is largely 
  because she's good at getting other people to talk: she 
  prefers to sit back and watch, and can sit for hours on 
  end without moving or speaking. She is truly 
  sociopathic, and feels no empathy at all for the people 
  she kills: for Mordra, life is a game, and shooting an 
  innocent is no different than taking a pawn in a game 
  of chess.    
   
  Mordra will attempt to flee if she is reduced below 
  five hit points.  
   
  Mordra receives a +2 to damage checks when 
  attacking humans (Favored Enemy), and a +1 to hit 
  and damage with ranged attacks if her enemy is within 
  30 feet (Point Blank Shot).   
   
  Power-Up Suite (cat's grace) – Init +5; AC 20 
  [+4 Dex, +5 armor, +1 shield], touch 14, flat-footed 
  19; Atk: +5 melee (1d6+2/18-20, rapier) or +9 ranged 
  (1d8+2, masterwork mighty composite longbow); Full 
  Atk: +5 melee (1d6+2/18-20, rapier) or +9 ranged 
  (1d8+2, masterwork mighty composite longbow) or 
  +7/+7 ranged (1d8+2, masterwork mighty composite 
  longbow, rapid shot); SV Fort +4, Ref +11, Will +0; 
  Balance +6, Hide +12, Move Silently +11, Open Lock 
  +12, Tumble +9 
   
  Charisma, Tarkanan Fixer: Female elf rogue 
  2/sorcerer 8; CR 10; Medium humanoid (elf); HD 
  2d6+8d4; hp 26; Init +3; Spd 30 ft.; AC 15 [+3 Dex, 
  +2 deflection], touch 15, flat-footed 12; BAB/Grp: 
  +5/+4; Atk: Spell or +8 ranged touch (ray of 
  enfeeblement); Full Atk: Spell or +8 ranged touch (ray of 
  enfeeblement); SA: Sneak attack +1d6; SQ: Evasion, low-
  light vision, trapfinding, +2 save vs. Enchantment 
  effects; AL LE; SV Fort +5, Ref +11, Will +9; Str 8, 
  Dex 16, Con 10, Int 12, Wis 10, Cha 18; Action Points: 
  3.  
   
  Skills and Feats: Bluff +18, Concentration +8, 
  Diplomacy +15, Disguise +4 (+6 when acting, +14/16 
  with hat of disguise), Gather Information +11, Hide +8, 
  Intimidate +9, Knowledge (arcana) +6, Knowledge 
  (local) +6, Listen +4, Move Silently +8, Search +3, 
  Sense Motive +7, Spellcraft +8, Spot +9; Aberrant 
  Dragonmark (charm person 1/day, DC 15, CL 5th), 
  Heroic Spirit, Negotiator, Spell Focus (enchantment). 
   
  Languages: Common, Elvish, Gnome. 
   
  Possessions: Cloak of resistance +3, hat of disguise, ring of 
  blinking, ring of protection +2, 2 potions of cure moderate 
  wounds, courtier's outfit, purse with 4 gp, 8 sp, and 6 cp. 
   
  Physical Description: Charisma is an exotic elf with 
  long, silver-blonde hair and golden eyes, who typically 
  dresses in white clothing (kept unnaturally fresh with 
  prestidigitation, allowing her to be as comfortable in the 
  sewers as she would be in a ballroom). Her skin is has a 
  faint golden glow that is quite unusual for an elf, and 
  strikes a contrast to her pale hair and clothing.  
   
  Personality: Charisma is a masterful manipulator. 
  She is always in control of her emotions, and if she lets 
  feelings show it's because it serves her purposes to do 
  so. She loves playing games with people, and she's 
  always looking a few moves ahead; as such, she will 
  invariably flee from any unexpected combat. Even if 
  she could defeat an opponent, if battle isn't part of her 
  plans, there's no reason to take any risk.  
   
  Spells known (6/7/7/6/4; base DC = 14 + spell 
  level, +1 for enchantment): 0th – daze (DC 15), detect 
  magic, detect poison, light, mage hand, mending, message, 
  prestidigitation; 1st – alarm, charm person (DC 16), mage 
  armor, magic missile (four missiles), ray of enfeeblement 
  (1d6+4); 2nd – detect thoughts (DC 16), invisibility, Tasha's 
  hideous laughter (DC 17); 3rd – hold person (DC 18), 
  suggestion (DC 18); 4th – dimension door (DC 17) 
   
  Power-Up Suite (mage armor) – AC 19 [+3 
  Dex, +2 deflection, +4 mage armor], touch 15, flat-
  footed 16. 
   
  Charisma possesses a serpent familiar (AC 21, HP 
  13), which stays hidden at all times. The skill bonuses 
  granted by the familiar have already been taken into 
  account.  
  . 
  Part Two: Deadly Dragonmarks     
  Deneith Commando: Male human fighter 3; CR 3; 
  Medium humanoid (human); HD 3d10+3; hp 25; Init 
  +1; Spd 20 ft.; AC 20 [+1 Dex, +5 armor, +4 shield], 
  touch 11, flat-footed 19; BAB/Grp: +3/+5; Atk: +6 
  melee (1d8+3/19-20, masterwork longsword); Full 
  Atk: +6 melee (1d8+3/19-20, masterwork longsword); 
  AL LN; SV Fort +5, Ref +2, Will +3; Str 16, Dex 12, 
  Con 12, Int 13, Wis 10, Cha 8.  
   
  Skills and Feats: Climb -8, Intimidate +5, Ride +4, 
  Sense Motive +5, Spot +3; Combat Expertise, Least 
  Dragonmark (shield other, 1/day), Iron Will, Tower 
  Shield Proficiency, Weapon Focus (longsword). 
   
  Languages: Common, Goblin. 
  
  The Delirium Stone 
   
  Page 25 
   
  Possessions: Masterwork longsword, breastplate, 
  signal whistle, tower shield, sunrod, cloak, House 
  Deneith tunic, potion of cure light wounds.  
   
  Physical Description: This man is virtually hidden 
  behind his enormous shield, which bears the symbol of 
  a blazing golden sun with a silver eye in the center. He 
  wears a black tunic over a sturdy breastplate, and his 
  features are concealed by his steel helm.  
   
  Personality: These are elite soldiers of House 
  Deneith, chosen for their skill and unflinching courage. 
  They despise the aberrants, and are completely 
  prepared to lay down their lives to protect their 
  companions. A Deneith commando will have used his 
  dragonmark to shield one of the other members of his 
  party – so in a group with two commandos, one 
  Jorasco Healer, and one Phiarlan Necromancer, each 
  commando will be shielding one of the casters.  
   
  The commandos will engage the enemy as quickly 
  as possible, standing shoulder to should in order to 
  block the hall. Deneith commandos will generally use 
  Combat Expertise to full effect: they are trying to keep 
  anyone from passing and striking at the spellcasters and 
  archers. 
   
  If the group has a Jorasco healer, one of the 
  commandos will have received aid. If the group has 
  three commandos, one commando will use his shield 
  other to protect one of the other commandos.  
   
  Power-Up Suite (aid from Jorasco Healer) – 
  HP 33; Atk: +7 melee (1d8+3/19-20, masterwork 
  longsword); Full Atk: +7 melee (1d8+3/19-20, 
  masterwork longsword); +1 save vs fear effect. 
   
  Power-Up Suite (shield other from Deneith 
  Commando) – AC 21 [+1 Dex, +5 armor, +4 shield, 
  +1 deflection], touch 12, flat-footed 20; SV Fort +6, 
  Ref +3, Will +4; half HP damage goes to other 
  Deneith Commando. 
   
  Phiarlan Archer: Female elf rogue 2/fighter 1; CR 3; 
  Medium humanoid (elf); HD 2d6+1d10; hp 16; Init 
  +4; Spd 30 ft.; AC 19 [+4 Dex, +4 armor, +1 shield], 
  touch 14, flat-footed 15; BAB/Grp: +2/+4; Atk: +4 
  melee (1d8+2/19-20, longsword) or +7 ranged 
  (1d8+2, masterwork mighty composite longbow); Full 
  Atk: +4 melee (1d8+2/19-20, longsword) or +7 ranged 
  (1d8+2, masterwork mighty composite longbow); SA: 
  Sneak Attack +1d6; SQ: Evasion, trapfinding; AL N; 
  SV Fort +1, Ref +7, Will +0; Str 14, Dex 18, Con 10, 
  Int 10, Wis 8, Cha 11.  
   
  Skills and Feats: Bluff +5, Climb +3, Disguise +7 
  (+17 with disguise self, +9/19 when acting), Diplomacy 
  +2, Disable Device +5, Gather Information +2, Hide 
  +9, Listen +1, Move Silently +8, Open Lock +9, 
  Search +7, Spot +6, Tumble +8; Least Dragonmark 
  (disguise self, 1/day), Point Blank Shot, Precise Shot. 
   
  Languages: Common, Elven. 
   
  Possessions: Longsword, masterwork chain shirt, 
  masterwork buckler, masterwork mighty composite 
  longbow, sunrod, darkweave cloak.  
   
  Physical Description: A slender woman with pale skin 
  and delicate elven features. She wears a long hooded 
  cloak that seems to be woven from pure shadow, but 
  the glint of a blackened chainmail shirt can be seen 
  beneath the cloak. She holds a polished longbow with 
  the comfortable grip of an expert archer. 
   
  Personality: The Phiarlan archer may use her disguise 
  self dragonmark to assume the shape of an aberrant, 
  allowing her to sneak attack her foes or set up a flank. 
  Otherwise, she will attempt to stay behind the 
  commandos, using Precise Shot to fire into melee as 
  her Deneith allies block for her. She is a sharp 
  strategist and will focus her attention on lightly 
  armored spellcasters whenever possible, though she 
  will also take the opportunity to finish off foes on the 
  verge of falling.  
   
  The archer will attempt to flee if she is reduced 
  below five hit points.  
   
  Make sure to apply the bonuses from Point Blank 
  shot (+1 to hit and damage with ranged attacks) if her 
  enemy is within 30 feet.   
   
  Power-Up Suite (shield other from Deneith 
  Commando) – AC 20 [+4 Dex, +4 armor, +1 shield, 
  +1 deflection], touch 15, flat-footed 16; SV Fort +2, 
  Ref +8, Will +1; half HP damage goes to Deneith 
  Commando. 
   
  Jorasco Healer: Male halfling cleric (Olladra) 3; CR 3; 
  Small humanoid (halfling); HD 3d8+3; hp 21; Init +3; 
  Spd 15 ft.; AC 21 [+3 Dex, +5 armor, +2 shield, +1 
  size], touch 14, flat-footed 18; BAB/Grp: +2/-1; Atk: 
  +5 melee (1d6+1, masterwork morningstar); Full Atk: 
  +5 melee (1d6+1, masterwork morningstar); AL NG; 
  SV Fort +5, Ref +5, Will +6; Str 12, Dex 16, Con 12, 
  Int 9, Wis 14, Cha 10.  
   
  Skills and Feats: Concentration +1, Heal +9, 
  Knowledge (religion) +0, Listen +4; Investigate, Least 
  Dragonmark (cure light wounds, 1/day), Negotiator. 
   
  Languages: Common, Halfling. 
   
  Possessions: Masterwork morningstar, heavy steel 
  shield, breastplate, House Jorasco tunic, sunrod, 
  tanglefoot bag, spell component bag, potion of cure light 
  wounds. 
   
  Physical Description: This tiny figure is wrapped in 
  steel. He wears a white silk tunic bearing the symbol of 
  a rampant griffon over his sturdy breastplate, while his 
  heavy shield is emblazoned with the octogram of the 
  Sovereign Host. His features are hidden beneath a 
  sturdy helm. 
   
  Personality: The healer is as dedicated to the cause 
  as his fellows. His good alignment means that he will 
  try to make things merciful and quick, but he believes 
  that aberrant marks are a cancer on the soul of 
  
  The Delirium Stone 
   
  Page 26 
  Eberron itself: and unfortunately, surgery is the only 
  option.    
   
  Spells Prepared (4/4/3; base DC = 12 + spell level): 
  0th – detect magic, guidance, open, light, resistance; 1st – bless, 
  cause fear (DC 13), entropic shield, shield of faith; 2nd – aid, 
  hold person (DC 14), silence (DC 14). May drop any spell 
  for a cure spell of the same level.  
   
  Domains: Luck and Healing. Casts healing spells at 
  +1 CL, can reroll one roll per day.  
   
  Power-Up Suite (shield other from Deneith 
  Commando) – AC 22 [+3 Dex, +5 armor, +2 shield, 
  +1 size, +1 deflection], touch 15, flat-footed 19; SV 
  Fort +6, Ref +6, Will +7; half HP damage goes to 
  Deneith Commando. 
   
  Phiarlan Necromancer: Female elf necromancer 3; 
  CR 3; Medium humanoid (elf); HD 3d4+3; hp 11; Init 
  +3; Spd 30 ft.; AC 13 [+3 Dex], touch 13, flat-footed 
  10; BAB/Grp: +1/+0; Atk: +0 melee (1d8-1/19-20, 
  longsword) or +5 ranged (1d8, masterwork composite 
  longbow); 
  Full 
  Atk: 
  +0 
  melee 
  (1d8-1/19-20, 
  longsword) or +5 ranged (1d8, masterwork composite 
  longbow) or +4 ranged touch (ray of enfeeblement); AL 
  NE; SV Fort +2, Ref +4, Will +3; Str 8, Dex 16, Con 
  12, Int 16, Wis 11, Cha 8.  
   
  Skills and Feats: Climb +4, Diplomacy +1, Handle 
  Animal +4, Sense Motive +3; Greater Spell Focus 
  (necromancy), Spell Focus (necromancy). 
   
  Languages: Common, Draconic, Elvish, Gnome, 
  Goblin. 
   
  Possessions: Longsword, masterwork composite 
  longbow, sunrod.  
   
  Physical Description: This lean elf could be male or 
  female; at a distance, it's hard to say. Loose black 
  clothing conceals the figure, though the five-headed 
  hydra embroidered on the doublet hints at house 
  allegiance. The elf wears no armor, but holds a 
  longbow in one hand, and a longsword hangs from a 
  leather scabbard.  
   
  Personality: This elf follows the necromantic 
  traditions established by the Undying Court, as 
  opposed to those of the line of Vol. She is calm and 
  calculating, and will use her rays of enfeeblement and 
  blindness to try to cripple front line fighters. If she 
  comes down to shooting arrows, she will try to strike 
  the character with the cause fear story object, who she 
  perceives as a treacherous elf.  
   
  Spells Prepared (5/4/3; base DC = 13 + spell level, 
  +2 for necromancy): 0th – daze (DC 13), detect magic, 
  message, touch of fatigue x2; 1st – mage armor, ray of 
  enfeeblement x2 (1d6+2), shield; 2nd – blindness (DC 17), 
  false life, scare (DC 17).  
   
  Power-Up Suite (shield other from Deneith 
  Commando, mage armor, false life, shield) – HP 
  20, AC 22 [+3 Dex, +4 mage armor, +4 shield bonus, +1 
  deflection], touch 14, flat-footed 19; SV Fort +3, Ref 
  +5, Will +4; half HP damage goes to Deneith 
  Commando. 
   
  Sivis Evoker: Male gnome evoker 3; CR 3; Small 
  humanoid (gnome); HD 3d4+6; hp 14; Init +2; Spd 20 
  ft.; AC 13 [+2 Dex, +1 size], touch 13, flat-footed 11; 
  BAB/Grp: +1/+0; Atk: +0 melee (1d3-1/19-20, 
  dagger), +0 melee touch (3d6, shocking grasp) or +4 
  ranged touch (4d6, scorching ray); Full Atk: +0 melee 
  (1d3-1/19-20, dagger) +0 melee touch (3d6, shocking 
  grasp) or +4 ranged touch (4d6, scorching ray); AL N; SV 
  Fort +3, Ref +3, Will +4; Str 6, Dex 14, Con 14, Int 
  16, Wis 12, Cha 9.  
   
  Skills and Feats: Climb +4, Diplomacy +1, Handle 
  Animal +4, Sense Motive +3; Least Dragonmark 
  (whispering wind, 1/day), Spell Focus (evocation). 
   
  Languages: Common, Draconic, Elvish, Gnome, 
  Goblin. 
   
  Possessions: Dagger, sunrod, wand of magic missiles 
  (1d4+1).  
   
  Physical Description: A tiny gnome with a blue robe 
  and a bright red beard. He carries a long wand in one 
  hand and flashes a smile even as he sends a burst of 
  energy at you.  
   
  Personality: This gnome is having a wonderful time. 
  Travel the world, see exotic people, and kill them. 
  What could be more fun? 
   
  The evoker is a walking arsenal. He will try to use 
  his scorching rays against weaker characters – spellcasters 
  or injured PCs – while they are still at a distance, 
  turning to shocking grasp and burning hands when people 
  close in. He is extremely confident and cheerful even in 
  the height of battle.  
   
  Spells Prepared (5/4/3; base DC = 13 + spell level, 
  +1 for evocation): 0th – daze (DC 13), detect magic, 
  message x3; 1st – burning hands (3d4, DC 15), mage armor, 
  shield, shocking grasp (3d6); 2nd – false life, scorching ray x2.  
   
  Power-Up Suite (shield other from Deneith 
  Commando, mage armor, false life, shield) – HP 
  23, AC 22 [+2 Dex, +4 mage armor, +4 shield bonus, +1 
  size, +1 deflection], touch 14, flat-footed 19; SV Fort 
  +4, Ref +4, Will +5; half HP damage goes to Deneith 
  Commando. 
   
  Grim, Aberrant Refugee: Female human expert 2; CR 
  1; Medium humanoid (human); HD 2d6+5; hp 13*; 
  Init +1; Spd 30 ft.; AC 14 [+1 Dex, +3 armor], touch 
  11, flat-footed 13; BAB/Grp: +1/+0; Atk: +0 melee 
  (1d3-1 subdual, unarmed strike); Full Atk: +0 melee 
  (1d3-1 subdual, unarmed strike); AL N; SV Fort +1, 
  Ref +1, Will +2; Str 8, Dex 12, Con 12, Int 10, Wis 9, 
  Cha 12.  
   
  Skills and Feats: Balance +2, Bluff +6, Disguise +5 
  (+7 when acting), Diplomacy +4, Hide +5, Intimidate 
  +3, Perform (Act) +6, Perform (Comedy) +6, Sleight 
  of Hand +7, Tumble +5; Aberrant Dragonmark (light, 
  1/day), Toughness. 
  
  The Delirium Stone 
   
  Page 27 
   
  Languages: Common. 
   
  Possessions: Studded leather armor  
   
  Physical Description: A human in her late teens, 
  wearing studded leather armor over simple brown 
  clothes. She is covered with dirt and blood; a black-
  feathered arrow protrudes from her left shoulder, and 
  she has a deep gash on her right ribs. There is a 
  scabbard on her belt, but she carries no weapons. 
   
  Personality: Grim goes to show that not all 
  aberrants were thieves or cutthroats: she was a jester 
  and actress before her mark manifested and she was 
  driven from her home. Normally she is quite cheerful, 
  and she has helped to maintain the spirits of the 
  besieged; her nick-name is sarcastic. But at the 
  moment, she is in shock, and can think of nothing 
  beyond escaping the invaders and reaching the 
  sanctum of the Dreambreaker at the top of the tower.   
   
  Power-Up Suite (Previous Injuries) – Grim has 
  already been shot by a Phiarlan archer and cut by a 
  commando. When encountered in the adventure, she 
  has been reduced to 2 hit points.  
   
   
  Part Three: Cannith Breacher     
   
  Glyphweaver: CR 6; Large construct; HD 8d10+30; 
  hp 74; Init +0; Spd 30 ft., fly 30 ft. (poor), climb 30 
  feet; AC 18 [-1 size, +9 natural], touch 9, flat-footed 
  18; BAB/Grp: +6/+14; Atk: +10 melee (1d6+4, claw); 
  Full Atk: +10/+10 melee (1d6+4, claws); SA: Berserk, 
  detonation; SQ Construct traits, damage reduction 
  5/adamantine, darkvision 60 ft., glyphweaving, low-
  light vision, spell resistance 19; AL N; SV Fort +3, Ref 
  +3, Will +3; Str 18, Dex 10, Con 14, Int 2, Wis 11, Cha 
  1.  
   
  Physical Description: This creature is a massive metal 
  insect. Its jointed body is formed of mirror-bright steel, 
  and its compound eyes are studded with glowing 
  rubies. It rests its weight on four sturdy legs; two 
  additional limbs are folded just beneath its head, and 
  these long arms are tipped with serrated blades. Wings 
  of gossamer and steel are tucked against the sides of its 
  thorax.  
   
  The hide of the creature is covered with an 
  intricate pattern of mystical sigils, and these symbols 
  glow with an inner light.    
   
  Personality: The glyphweaver is moving up the 
  tower, laying blast glyphs in every corner. It will stop to 
  attack anyone it encounters who is not a member of 
  the dragonmark alliance, but it will not pursue enemies 
  who move out of its line of sight. It is NOT a living 
  construct and does not have the sentience of a 
  warforged: it is not capable of clever strategy.  
   
  Advanced Glyphweaver: CR 7; Large construct; HD 
  12d10+30; hp 91; Init +0; Spd 30 ft., fly 30 ft. (poor), 
  climb 30 feet; AC 18 [-1 size, +9 natural], touch 9, flat-
  footed 18; BAB/Grp: +8/+16; Atk: +12 melee 
  (1d8+4, claw); Full Atk: +12/+12 melee (1d8+4, 
  claws); SA: Berserk, detonation; SQ Construct traits, 
  damage reduction 5/adamantine, darkvision 60 ft., 
  glyphweaving, low-light vision, spell resistance 23; AL 
  N; SV Fort +3, Ref +3, Will +3; Str 18, Dex 10, Con -, 
  Int 2, Wis 11, Cha 1.  
   
  Detonation (Su): The detonation of the advanced 
  glyphweaver inflicts 5d8 points of damage (Reflex save 
  DC 16 for half).  
   
   
  Part Three: With Friends Like These 
   
  Black, Crazy Aberrant: Male human barbarian 5; CR 
  5; Medium humanoid (human); HD 5d12+12; hp 56; 
  Init +3; Spd 40 ft.; AC 16 [+3 Dex, +3 armor], touch 
  13, flat-footed 13; BAB/Grp: +5/+5; Atk: +6 melee 
  (1d6+1, shortsword) or +8 ranged touch (4d6 scorching 
  ray); Full Atk: +6 melee (1d6+1, shortsword) or +8 
  ranged touch (4d6 scorching ray); AL CN; SV Fort +7, 
  Ref +5, Will +4; Str 12, Dex 16, Con 16, Int 6/8*, Wis 
  10, Cha 8.  
   
  Skills and Feats: Concentration +7, Intimidate +7, 
  Listen +8; Aberrant Dragonmark (Special, see below), 
  Dodge, Iron Will. 
   
  Languages: Common. 
   
  Possessions: Shortsword, studded leather armor.  
   
  Physical Description: This man is well over six feet 
  tall. He is gaunt, but there is muscle on his bones – 
  lean and tough, like fire-hardened wood. He wears a 
  jerkin and breeches of black leather studded with iron 
  rivets, and wherever his skin shows you can see that it's 
  scarred by burns – some old, some quite recent. Much 
  of his hair has been burnt off, and his scalp is a 
  patchwork of angry welts and scars. Even his lips are 
  burnt. But what catches your eye is the mark on his 
  forehead – a blackened brand in the shape of a twisted 
  dragonmark, seared into his skin. His eyes are wild, but 
  he seems more frightened than angry; he looks at you, 
  and you can feel his fear and confusion.       
   
  When Black uses his scorching ray, his dragonmark 
  bursts into flame and the ray emerges from it. He 
  burns his own skin in the process; by the time he has 
  used the ray four times, he should be covered with 
  fresh burns. But somehow, this doesn't seem to hurt 
  him.  
   
  Personality: Black is driven by madness, as noted 
  below. He believes that evil spirits are watching, and 
  that elf spies are everywhere. In his moments of 
  lucidity, he will recognize the PCs (by story object 
  names) and try to help them – but his mind is 
  shattered, and even lucidity is limited.  
   
  Black will rage as soon as he drops below 30 hit 
  points.  
   
  Aberrant Dragonmark: This character's dragonmark 
  is unlike those of the modern day. He can use scorching 
  ray as a spell-like ability, but every time that he does, he 
  takes a point of intelligence damage. If his Intelligence 
  
  The Delirium Stone 
   
  Page 28 
  drops to 1, he falls into a catatonic stupor. He further 
  risks insanity every time he uses his power – a gamble 
  he has already lost, resulting in his current condition. 
  His original Intelligence was 8; currently it stands at 6.  
   
  Insanity: Ever round, roll to see what action Black 
  will perform:  
   
  01-10 
  Act normally. 
   
  11-40 
  Babble incoherently. 
   
  41-60 
  Flee from nearest creature. 
   
  61-100 
  Attack nearest creature.  
   
  If Black is attacked, switch to the following table:  
   
  01-10 
  Babble incoherently. 
   
  11-40 
  Attack nearest enemy with  
   
   
   
  shortsword.  
   
  61-100 
  Attack nearest enemy with 
   
   
   
  scorching ray.   
   
  While fighting, Black will ignore anyone who has 
  not made an attack against him. If he defeats all 
  enemies, he begins rolling on the normal confusion 
  table again.  
   
  Power-Up Suite (Rage) – HP 64; Atk: +8 melee 
  (1d6+3, shortsword); AC 14 [+3 Dex, +3 armor, -2 
  rage], touch 11, flat-footed 11; SV Fort +9, Ref +5, 
  Will +6; 
   
  Part Five: The Dreambreaker     
   
  Grinder, Aberrant Priest: Male human cleric 
  (Shadow) 1/adept 3; CR 3; Medium humanoid 
  (human); HD 1d8+3d6+4; hp 26; Init +0; Spd 20 ft.; 
  AC 16 [+0 Dex, +4 armor, +2 shield], touch 10, flat-
  footed 16; BAB/Grp: +1/+1; Atk: +1 melee (1d8, 
  mace); Full Atk: +1 melee (1d8, mace); AL N; SV Fort 
  +4, Ref +1, Will +7; Str 11, Dex 10, Con 12, Int 12, 
  Wis 14, Cha 14.  
   
  Skills and Feats: Concentration +8, Diplomacy +7, 
  Heal +8, Knowledge (arcana) +2, Knowledge (nobility) 
  +3, Knowledge (religion) +7, Listen +2, Sense Motive 
  +9, Spellcraft +2, Spot +2; Aberrant Dragonmark 
  (burning hands, 1/day*, CL 4), Blind-FightB, Educated, 
  Negotiator. 
   
  Languages: Common, Goblin. 
   
  Possessions: Mace, heavy wooden shield, chainmail, 
  spell component bag. 
   
  Physical Description: A bald man in rusting 
  chainmail. He has a long mustache and a ragged black 
  beard, and his eyes are so dark that they seem almost 
  black. He is reasonably fit, but he has a sense of power 
  and authority that goes beyond physical strength.  
   
  Personality: The healer is as devoted   
   
  Cleric Spells Prepared (3/3; base DC = 12 + spell 
  level): 0th – cure minor wounds* x4; 1st – cause fear (DC 13), 
  cure light wounds (1d8+1), protection from good*. May drop 
  any spell for an inflict spell of the same level.  
   
  Adept Spells Prepared (3/2; base DC = 12 + spell 
  level): 0th – cure minor wounds x3; 1st – cure light wounds 
  (1d8+3) x2 
   
  Domains: Evil and Shadow.  
   
  Power-Up Suite (Battle Damage) – HP 14; 
  Grinder has already used his dragonmark ability and all 
  spells marked with an asterisk (*). 
   
  Aberrant Archers: Male and female human warrior 2; 
  CR 1; Medium humanoid (human); HD 2d8+2; hp 12; 
  Init +1; Spd 30 ft.; AC 14 [+1 Dex, +3 armor], touch 
  11, flat-footed 13; BAB/Grp: +2/+3; Atk: +3 melee 
  (1d6+1, club) or +3 ranged (1d8, light crossbow); Full 
  Atk: +3 melee (1d6+1, club) or +3 ranged (1d8, light 
  crossbow); AL N; SV Fort +4, Ref +1, Will +0; Str 12, 
  Dex 12, Con 12, Int 9, Wis 10, Cha 8.  
   
  Skills and Feats: Climb +1, Handle Animal +3, 
  Heal +1, Profession (any one) +2; Aberrant 
  Dragonmark (inflict light wounds, 1/day, 1d8+1), Point 
  Blank Shot. 
   
  Languages: Common. 
   
  Possessions: Studded leather armor, light crossbow, 
  club.   
   
  Physical Description: These ragged men and women 
  look like they have been fighting for days on end, and 
  they have little left but exhaustion. They are wearing 
  studded leather armor and clutching their weapons like 
  children. Occasionally you catch sight of an aberrant 
  dragonmark on an exposed patch of skin, often 
  surrounded by boils or scabs.  
   
  Personality: These soldiers are exhausted, but they 
  are utterly dedicated to the cause and prepared to lay 
  down their lives for the Dreambreaker.  
   
  Goblin Archers: Male and female goblin warrior 2; CR 
  1; Small humanoid (goblin); HD 2d8; hp 9; Init +3; 
  Spd 30 ft.; AC 16 [+3 Dex, +2 armor, +1 size], touch 
  14, flat-footed 13; BAB/Grp: +2/-2; Atk: +3 melee 
  (1d4, club) or +6 ranged (1d6, light crossbow); Full 
  Atk: +3 melee (1d4, club) or +6 ranged (1d6, light 
  crossbow); AL N; SQ: Darkvision 60 feet; SV Fort +3, 
  Ref +3, Will +0; Str 10, Dex 16, Con 10, Int 9, Wis 10, 
  Cha 6.  
   
  Skills and Feats: Hide +7, Move Silently +7, 
  Profession (any one) +2, Ride +8; Point Blank Shot. 
   
  Languages: Common, Goblin. 
   
  Possessions: Leather armor, light crossbow, club.   
   
  Physical Description: This small orange-skinned 
  figure is wearing leather armor that looks like it was 
  sewn together from the armor of a larger person. He 
  holds a crossbow and grins, revealing yellowed fangs.   
   
  Personality: These goblins were enslaved by House 
  Cannith and friend by the aberrants; as such they are 
  loyal to the Dreambreaker and will fight to the death.  
   
   
  Vadalis Bloodswarm: CR 5; Diminutive animal 
  (swarm); HD 5d8+10; hp 32; Init +7; Spd 5 ft., fly 50 
  ft. (perfect); AC 23 [+4 size, +4 Dex, +5 natural], 
  touch 18, flat-footed 19; BAB/Grp: +3/-; Atk: swarm 
  (1d8+1d6 acid); Full Atk: swarm (1d8+1d6 acid); SA: 
  Distraction (DC 17), vicious wounding; SQ Immune to 
  
  The Delirium Stone 
   
  Page 29 
  acid, immune to weapon damage, improved natural 
  healing, low-light vision, scent, swarm traits; AL NE; 
  SV Fort +6, Ref +7, Will +3; Str 3, Dex 16, Con 14, 
  Int 2, Wis 14, Cha 4.  
   
  Skills and Feats: Listen +10, Spot +10; Ability 
  Focus (distraction), Alertness, Improved Initiative, 
  Improved Natural Weapons (swarm)B. 
   
  Physical Description: A dense flock of tiny, black-
  feathered birds, hummingbirds with bony armor and 
  acid dripping from their beaks.  
   
  Personality: The swarm will target as many creatures 
  as possible in its initial attack, but as long as there is a 
  living victim in its space, it will not move. It does not 
  possess human intelligence, and cannot identify 
  spellcasters or make similar tactical decisions.   
   
  The Dreambreaker: Male gnome sorcerer 15; CR 16; 
  Small humanoid (gnome); HD 15d4+75; hp 107; Init 
  +1; Spd 20 ft.; AC 12 [+1 Dex, +1 size], touch 12, flat-
  footed 11; BAB/Grp: +7/+1; Atk: +6 melee touch 
  (shattering touch); Full Atk: +6 melee touch (shattering 
  touch); SA Mark of the Dreambreaker/Delirium Stone 
  Connection; SQ Gnome traits; AL NE; SV Fort +8, 
  Ref +9, Will +14; Str 6, Dex 12, Con 10, Int 12, Wis 
  14, Cha 20 (24).  
   
  Skills and Feats: Bluff +20, Concentration +18, 
  Diplomacy +9, Intimidate +9, Knowledge (arcana) +9, 
  Listen +2, Spellcraft +20, Spot +2; Greater Spell Focus 
  (enchantment), Mark of the Dreambreaker, Spell Focus 
  (enchantment), Widen Spell. The Mark of the Dreambreaker – 
  which uses three feat slots – is intentionally left undefined beyond the abilities 
  described below. For now, the powerful aberrant marks remain one of the 
  mysteries of the past.  
   
  Languages: Common, Draconic, Elvish, Gnome, 
  Goblin. 
   
  Mark of the Dreambreaker/Delirium Stone 
  Connection (Su): The Dreambreaker possesses an 
  aberrant mark with a level of power unknown in the 
  modern age. These abilities are further enhanced by his 
  mystical bond to the Delirium Stone, an artifact that has 
  been specifically designed to channel his powers. The 
  Dreambreaker's connection to the stone provides him 
  with the following concrete benefits, in addition to 
  intangible powers that do not need to be fully defined 
  (such as the reality-warping ritual he is attempting to 
  perform). Note that the stone is designed specifically 
  for the Dreambreaker: it may function for another 
  aberrant, especially one of his bloodline, but the effects 
  will not be as powerful… something that will be 
  explored further in EMH-8 Freely Given.   
   
  The Dreambreaker can use these mental abilities 
  without drawing attacks of opportunity and does not 
  even need to have the delirium stone on his person.  The 
  saving 
  throw 
  to 
  resist 
  these 
  abilities 
  (where 
  appropriate) are Charisma-based.  In all cases his caster 
  level is equal to his class level. 
   
  Confusion: The hallmark of the Dreambreaker is his 
  ability to shatter thoughts. He may use confusion at will 
  (DC 20).   
   
  Insanity: The Dreambreaker can use insanity (DC 
  24) at will, but suffers 3 points of ability damage when 
  he uses this power; he may divide this damage as he 
  sees fit between Intelligence, Charisma, and Wisdom.  
   
  Mental Blast: The Dreambreaker can strike down 
  foes with a burst of mental energy. This inflicts 8d6+7 
  points of damage in a 15-foot cone.  Those are 
  damaged by this attack are panicked as terrifying 
  visions overwhelm their minds.  A successful Will save 
  (DC 18) halves the damage and negates the secondary 
  effect. This is a mind-affecting effect.  
   
  My Thoughts Are My Strength: As long as the 
  Dreambreaker maintains his connection to the delirium 
  stone, he uses his Charisma score to determine bonus 
  hit points instead of his Constitution score. 
   
  Sense Thoughts: As long as he is connected to the 
  Delirium Stone, the Dreambreaker can sense the 
  presence of living creatures. He gains blindsight in a 60' 
  radius, and cannot be flanked. However, this only 
  allows him to sense the location of living, sentient 
  creatures. Inanimate objects and any creature immune 
  to mind-affecting effects will not register.  
   
  Shattering Touch: The touch of the Dreambreaker 
  can break the mind of a lesser being. By making a 
  melee touch attack, he can target a victim with the 
  combined effects of phantasmal killer (DC 21) and 
  feeblemind (DC 22).  
   
  Total Connection: If the Dreambreaker is ever killed, 
  his brain is destroyed as the delirium stone claims its due. 
   
  Tower of the Mind: The Delirium Stone surrounds the 
  Dreambreaker with a field of mental repulsion that 
  makes it difficult for sentient creatures to strike him. 
  He receives a deflection bonus to AC against attacks 
  made by any creature that can be affected by mind-
  affecting effects. This bonus is equal to his Charisma 
  modifier (+7).    
   
  Possessions: Delirium Stone, amulet of the eagle +4, cloak 
  of resistance +3, ioun stone (pearly white), ring of sustenance, 
  courtier's outfit. The amulet of the eagle has the same 
  effect and cost as a cloak of charisma. 
   
  Physical Description: An old gnome dressed in white 
  robes trimmed with gold. He has a short and slightly 
  uneven gray beard, and a small white cap on his head. 
  He opens his eyes, revealing irises pale and luminescent 
  as opals, and you feel the sheer mental power behind 
  his gaze. 
   
  Personality: While he is a commander, the 
  Dreambreaker is insane. He sees visions no one else 
  can see, and he believes the true battle is with the gods, 
  with time and space, and that the people around him 
  are merely manifestations of patterns. When playing 
  the Dreambreaker, always act as if you know terrible 
  things others can't imagine. Take care of the Aberrants 
  
  The Delirium Stone 
   
  Page 30 
  in your charge – but treat them as children, because 
  that's what they are to you.  
   
  Spells known (6/8/8/8/7/7/7/5)*; base DC = 17 
  + spell level, +1 for illusion, +2 for enchantment): 0th 
  –  daze (DC 19), detect magic, detect poison, light, mage hand, 
  mending, message, prestidigitation, touch of fatigue; 1st – cause 
  fear (DC 18), charm person (DC 20), disguise self, mage 
  armor, ray of enfeeblement (1d6+6); 2nd – detect thoughts (DC 
  19), invisibility, scare (DC 19), Tasha's hideous laughter (DC 
  21), touch of idiocy; 3rd – blink, hold person (DC 22), rage, 
  suggestion (DC 22); 4th – confusion (DC 23), crushing despair 
  (DC 23), fear (DC 21), phantasmal killer (DC 22); 5th – 
  dream, feeblemind (DC 24), hold monster (DC 24), nightmare 
  (DC 23); 6th – greater dispel magic, greater heroism, mass 
  suggestion (DC 25); 7th – insanity (DC 26), mass hold person 
  (DC 26)    
   
  Power-Up Suite (mage armor, tower of the 
  mind) – AC 23 [+1 Dex, +1 size, +7 deflection, +4 
  mage armor], touch 19, flat-footed 22. 
   
  *The Dreambreaker has already used most of his 
  spells, and has had no time to rest; in battle, he will rely 
  on the powers of the Delirium Stone. His current spell 
  slots are: 3/2/1/2/1/0/0/0. 
   
   
  
  The Delirium Stone 
   
  Page 31 
  Appendix 2 – New Rules 
  New Creatures 
   
  Glyphweaver 
  Large Construct 
  Hit Dice: 8d10+30 (74 hp) 
  Initiative: +2 
  Speed: 30 ft. (6 squares), fly 30 ft (poor), climb 30 ft 
  AC: 18 (-1 size, +9 natural), touch 9, flat-footed 18 
  Base Attack/Grapple: +6/+14 
  Attack: Claw +10 melee (1d8+4) 
  Full Attack: Two claws +10 melee (1d8+4) 
  Space/Reach: 10 ft./10 ft. 
  Special Attacks: Berserk, detonation 
  Special Qualities: Construct traits, damage reduction 
  5/adamantine, darkvision 60 ft., glyphweaving, 
  low-light vision, spell resistance 19 
  Saves: Fort +2, Ref +2, Will +2 
  Abilities: Str 18, Dex 10, Con -, Int -, Wis 11, Cha 1 
  Skills: - 
  Feats: - 
  Environment: Any 
  Organization: Solitary 
  Challenge Rating: 6 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 9-18 HD (Large) 
  Level Adjustment: - 
   
  This creature is a massive metal insect. Its jointed body is formed 
  of mirror-bright steel, and its compound eyes are studded with 
  glowing rubies. It rests its weight on four sturdy legs; two 
  additional limbs are folded just beneath its head, and these long 
  arms are tipped with serrated blades. Wings of gossamer and 
  steel are tucked against the sides of its thorax.  
   
  The hide of the creature is covered with an intricate pattern 
  of mystical sigils, and these symbols glow with an inner light.    
   
  The glyphweaver is a war construct designed by House 
  Cannith during the War of the Mark. While it is a 
  dangerous melee combatant, the glyphweaver was built 
  to serve as a siege weapon, designed to breach enemy 
  walls and to lay deadly magical traps across contested 
  territory. Due to an inherent design flaw,  glyphweavers 
  inevitably go mad, turning on ally and enemy alike in a 
  berserk rage; as a result the design was ultimately 
  abandoned.  
  Combat 
  Glyphweavers are often sent to breach enemy 
  fortifications. Between its power of flight and ability to 
  cling to walls, a glyphweaver can land on a wall and 
  plant glyphs of warding on it; it will then detonate the 
  glyphs to penetrate the wall. Once within, it will 
  systematically lay glyphs at set intervals as designated 
  by its commander. If it encounters enemy forces, it will 
  engage them with its claws.  Like many constructs, the 
  glyphweaver is not truly sentient and cannot make 
  intelligent tactical decisions.  
   
  Berserk (Ex): Every time the glyphweaver creates 
  a new glyph, there is a cumulative 1% chance that it 
  will go berserk. A berserk glyphweaver will attack the 
  nearest living creature; if no living creatures are in 
  sight, it will smash any object smaller than itself, then 
  move on to spread more destruction. There is no way 
  to restore balance to a berserk glyphweaver. If a 
  glyphweaver is encountered at random, roll 1d20 to 
  determine how many glyphs it has already generated.  
   
  Detonation (Su): The symbols carved into the 
  body of the glyphweaver mimic the effects of a glyph of 
  warding. When the glyphweaver is reduced to zero hit 
  points or below, the energies that animate the 
  construct 
  are 
  realized 
  through 
  these 
  symbols, 
  generating an explosion that utterly destroys the 
  construct. Anyone within ten feet of the glyphweaver 
  suffers 4d8 points of damage; a Reflex save (DC 14) 
  reduces the damage by half.  
   
  This damage is 50% fire and 50% piercing. Spell 
  resistance applies to the fire damage (CL 8), but not to 
  the physical damage.  
   
  Glyphweaving (Su): The primary purpose of the 
  construct is to place glyphs of warding in enemy territory. 
  Generating a glyph takes five minutes; during this time 
  the construct can take no other action. However, it 
  remains aware of its surroundings and attackers receive 
  no advantage against it. A glyphweaver can abandon 
  glyph creation at any point in the process, though the 
  current glyph is lost if it does.  
   
  A typical glyphweaver can generate a glyph 
  covering 40 square feet. The glyph must fill the four 
  squares occupied by the glyphweaver; the remaining 
  four squares may be allocated as best suits the 
  situation, but the glyphweaver is not subtle: it will 
  typically use 10 ft x 40 ft rectangles.   
   
  A normal glyphweaver can only create blast glyphs: 
  these inflict 4d8 points of fire damage (Reflex save DC 
  14 for half damage) to the person who triggers the 
  glyph and to anyone within 5 feet; spell resistance 
  applies to this damage. At the DM's discretion, a 
  glyphweaver may be empowered to create a particular 
  form of spell glyph, holding a harmful spell of up to 3rd 
  level.  
   
  As a standard action, a glyphweaver can detonate 
  any of its glyphs within 120 feet. It does not trigger its 
  own glyphs through proximity. Other creatures may use 
  a password to safely bypass the glyphs; this can be set or 
  changed by the construct's commander. 
   
  The magical traps created by a standard 
  glyphweaver are easier to spot than most glyphs of 
  warding. Any character can spot a glyph with a successful 
  Search check (DC 15 + 1/2 the Glyphweaver's hit 
  dice). A rogue or artificer can use the Disable Device 
  
  The Delirium Stone 
   
  Page 32 
  skill to deactivate the glyph; this has a DC of 20 + 1/2 
  the glyphweaver's hit dice. Failure triggers the glyph.  
   
  The caster level of this ability is equal to the hit 
  dice of the construct. The saving throw DC is equal to 
  10 + (1/2 hit dice).   
   
  Vadalis Bloodswarm 
  Diminutive Animal (swarm)  
  Hit Dice: 5d8+10 (32 hp) 
  Initiative: +7 
  Speed: 5 ft. (1 square), fly 50 ft (perfect) 
  AC: 23 (+4 size, +4 Dex, +5 natural), touch 18, flat-
  footed 19 
  Base Attack/Grapple: +3/- 
  Attack: Swarm (1d8+1d6 acid) 
  Full Attack: Swarm (1d8+1d6 acid) 
  Space/Reach: 10 ft./0 ft. 
  Special Attacks: Distraction, vicious wounding 
  Special Qualities: Immune to acid, immune to 
  weapon damage, improved natural healing, low-
  light vision, scent, swarm traits. 
  Saves: Fort +6, Ref +7, Will +3 
  Abilities: Str 2, Dex 18, Con 14, Int 2, Wis 14, Cha 4 
  Skills: Listen +10, Spot +10 
  Feats: Ability Focus (Distraction), Improved Initiative, 
  Improved Natural Weapons (swarm)B 
  Environment: Any 
  Organization: Solitary or flight (1-4 swarms) 
  Challenge Rating: 5 
  Treasure: None 
  Alignment: Always neutral evil 
  Advancement: - 
  Level Adjustment: - 
   
  At first this seems like a cloud of smoke laced with blood. As it 
  drays closer, you see that it is a mass of tiny birds, much like 
  hummingbirds with black feathers – along with crimson plates of 
  bony armor. They dart towards you in a blur of motion, acid 
  dripping from their sharp beaks… 
   
  The bloodswarm is a living weapon bred by House 
  Vadalis during the final days of the War of the Mark. 
  The swarms proved difficult to control, and the 
  carnage they left in their wake horrified many members 
  of the other houses; eventually, Vadalis was forced to 
  destroy the bloodswarms. Over the centuries the 
  knowledge of their creation has been lost – though 
  perhaps a devoted heir of the Mark of Handling could 
  breed them anew.  
     
  Combat 
  A bloodswarm has a remarkably well-developed sense 
  of smell for an avian creature. Bloodswarms are trained 
  to identify friendly troops by scent. Left to their own 
  devices, they will kill any living creature they encounter 
  – but a handler can order them to focus on humanoids 
  or a similarly distinctive class of foe. Bloodswarms are 
  not subtle enemies: a swarm will target as many 
  creatures as possible with its initial attack, but as long 
  as at least one creature remains within its area it will 
  stay put, pursuing escaped foes only after it has 
  destroyed its current victim.  
   
  Distraction (Ex): Any living creature that begins 
  its turn with a bloodswarm in its space must succeed 
  on a DC 16 Fortitude save or be nauseated for 1 
  round. 
   
  Improved 
  Natural 
  Healing 
  (Ex): 
   
  A 
  bloodswarm heals naturally at three times the normal 
  rate, recovering 15 hit points with a full night's rest.   
   
  Vicious Wounding (Ex): Any living creature 
  damaged by a bloodswarm continues to bleed, losing 1 
  hit point per round thereafter. Multiple wounds do 
  result in cumulative bleeding loss. The bleeding can be 
  stopped by a DC 15 Heal check or the application of a 
  cure spell or some other healing magic; a single spell or 
  check will stop all bleeding, regardless of how many 
  wounds the victim has suffered.  
   
  Swarm Attack: A swarm deals automatic damage 
  to any creature whose space it occupies at the end of 
  its move. A swarm attack is not subject to a miss 
  chance for concealment or cover. A swarm does not 
  threaten creatures in its space, and cannot make attacks 
  of opportunity with its swarm attack.  
   
  Swarm Traits: A swarm is not subject to critical 
  hits or flanking. It cannot be tripped, grappled, or bull 
  rush. It is immune to any spell or effect that targets a 
  specific number of creatures. It takes an additional 
  50% damage from spells or effects that affect an area, 
  such as burning hands or splash weapons.  
   
  Wind effects (such as gust of wind) deal 1d6 
  nonlethal damage to the swarm per spell level.  
   
  A swarm can move through cracks or holes large 
  enough for its component creatures. It can move 
  through or occupy spaces containing enemy creatures, 
  though it does provoke attacks of opportunity as usual.  
   
  Skills: A bloodswarm has a +4 racial bonus to 
  Spot and Listen checks.  
   
   
  New Feats 
   
  Aberrant Dragonmark [General] 
   
  Reference: Eberron Campaign Setting, page 47. 
  Although you are not a recognized member of the 
  dragonmarked families, you have manifested a 
  dragonmark.   
   
  Prerequisites: 
  Dragonmarked 
  race 
  (human, 
  dwarf, elf, gnome, halfling, half-elf, or half-orc). 
   
  Benefit: This feat provides you with a single 
  dragonmark spell-like ability that is not directly tied to 
  the trueborn dragonmarked houses.  All aberrant mark 
  spell-like abilities can be used once per day. 
   
  When you select this feat, you must choose an 
  aberrant dragonmark spell-like ability from the 
  
  The Delirium Stone 
   
  Page 33 
  following list.  You can never improve this mark in any 
  way, and you can never gain a second mark.  A 
  character with one of the true dragonmarks (least, 
  lesser, or greater) cannot select this feat, and a 
  character with this feat cannot later select one of the 
  true dragonmark feats.   
   
  A saving throw against your aberrant dragonmark 
  spell-like ability has a DC of 10 + spell level + your 
  Cha modifier.  (Spell level for an aberrant dragonmark 
  is always 1st.) 
   
  Your caster level for your aberrant dragonmark 
  spell-like ability one-half your character level. 
   
  Aberrant Mark Powers: burning hands, cause fear, 
  charm person, chill touch, detect secret doors, feather fall, inflict 
  light wounds, jump, light, pass without trace, produce flame, 
  shield, Tenser’s floating disk. 
   
  Aberrant dragonmarks are mutations that appear 
  occasionally among the dragonmarked races (usually to 
  those not of a dragonmarked house) that can be traced 
  back to the bloodlines of corrupted dragonmarked 
  families eliminated in the War of the Mark.  At a quick 
  glance, an aberrant mark could be mistaken for an 
  established dragonmark, but on close inspection its 
  differences are readily apparent.  
   
   
   
  
  The Delirium Stone 
   
  Page 34 
  Maps 
   
  All maps use a scale of one square to  five feet. 
   
  Map A: The Foundations of Sharn 
   
   
   
   
   
   
   
  Map B: Tower Level Five 
  Elevation: 75 feet 
   
  
  The Delirium Stone 
   
  Page 35 
   
   
  Map C: Tower Level Six 
  Elevation: 90 feet 
   
  
  The Delirium Stone 
   
  Page 36 
  Map D: Tower Level 7 
  Elevation: 90 feet 
   
   
   
  Map E: Tower Level 10 
  Elevation: 135 feet 
  
  The Delirium Stone 
   
  Page 37 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Eberron - Mark of Heroes/EMH-07 The Delirium Stone.pdf