TEXT: FLIGHT
  of the
  MAGPIES
  an Eberron
  adventure 
  
  By the way, you can also find me here:
   
  Mail: markasmiki@gmail.com
  Twitter: @marcomiki
   
  Feel free to reach out for questions, feedback or just to say hi!
   
  I write modules for Table Top RPGs mostly out of passion and the desire of seeing more people
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  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the dragon
  ampersand, and all other Wizards of the Coast product names, and their respective logos are
  trademarks of Wizards of the Coast in the USA and other countries.
   
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such
  material is used with permission under the Community Content Agreement for Dungeon Masters
  Guild. 
   
  All graphic elements of this module have been obtained through Canva.com.  All art was
  provided by Wizard of The Coast via the DmsGuild website.
   
  All other original material in this module is copyright 2019 by Marco Michelutto and published
  under the Community Content Agreement for the Dungeon Masters Guild.   
   
   
  Find my other modules on the DmsGuild by following this link: 
  Credits:
  Writing, design, playtesting and layout by Marco Michelutto
  Editing by Matthew Booth
  Cover by Marco Michelutto, made from a photo by Patrick Hendry on Unsplash
  Graphic elements obtained through Canva.com
  Art for the Dire Ape and the Giant Glow Beetle by Publisher’s Choice Quality Stock Art 
  © Rick Hershey / Fat Goblin Games
  Art for the children hugging the stuffed tiger by Nausicaä Enriquez
  All other art from Wizard of the Coast, obtained through Dmsguild.com
  Special thanks to Laura Hirsbrunner for the  advice and support
   
  https://bit.ly/2nBtiuj
  
  Flight of the Magpies is an adventure
  for a group of players at level 3 that can
  be played early in an Eberron campaign
  to start things off with a bang. It was
  originally devised as a one-shot and can
  still be played as one, while also being a
  fun introduction to this game for new
  players. 
   
  This adventure is a fun, swashbuckling,
  out-of-the-frying-pan-and-into-the-
  fire rush through a colorful city and onto
  a flying airship, ending (hopefully) with
  an adventurous escape into the skies
  above. Sounds good? Great! Can't wait to
  hear how it went at your table!
   
  There aren’t any heavy themes at play
  and the whole experience it’s meant to
  be light-hearted and exciting. Make
  sure your players know what they are in
  for! Also, let them know that this is a
  special kind of fantasy world.
  Who should
  play this?
  1
  
  This module is set in Eberron, and more specifically in the island-city of Stormhome and the skies above.
   
  Choosing this official Wizard of the Coast setting was an easy decision, as it fits the theme and feel of the
  adventure splendidly, but at the same time you do not have to know everything about Eberron before you can
  use this module. Sidebars with the essential information will be provided, and you can of course change things
  up to make this module fit in your own world.
   
  Eberron is a world of widely spread but low-level magic, partially controlled by powerful organisations that act
  a bit like medieval trade guilds: the dragonmarked houses. Each of these houses has access to innate magic, as
  some of its members are born with a glowing mark on their bodies, granting them their lineage’s unique powers.
  Most of these individuals are born within a dragonmarked house or join it at a later point, but some choose to
  remain independent.
   
  The continent of Khorvaire, where this story takes place, was also recently shaken by a long war that ended in
  a fragile peace between the different parts of what was once the unified Kingdom of Galifar. Parts of this world
  are still wild, but much of it was tamed by advanced magic powering trains and airships, as well as everyday
  magic used by magewrights to make life easier for the population. 
   
  It’s a world for pulp action and noir adventures, where the usual black and white morality of classic fantasy is
  replaced by the many nuances of different factions competing to gain more power and influence. 
   
  Information on the parts of Eberron you will encounter in this module will be provided as they become relevant,
  but if you want to know more, I highly recommend Eberronicon, a pocket guide to this world you can find on the
  Dungeon Master’s Guild. I would also be remiss not to mention Wizard of the Coast’s own recently released
  hardcover: Eberron, Rising from the Last War.
  A quick introduction to Eberron
  2
  
  All modules should start by explaining the main actors on the scene and what should happen. I don't know
  what will happen, this is up to you and your players, but here's a basic flow of this module. There are actual
  rails in this one, so to an extent it should go something like this:
  Who - What - Where - Why
  The adventure 
  starts aboard the Nightjar, 
  a fast airship owned by the infamous 
  mercenary group called the Magpies. 
  It’s a good moment to warm up the 
  players’ improv muscles and to 
  have the goal of the adventure 
  explained.
  The party 
  arrives at the island 
  city of Stormhome and has to 
  find an important piece of information 
  the Magpies need. They will have to find 
  two people that have it and come up 
  with a way to get it.
  After reporting 
  back, the party is asked to 
  board an airship in flight, make 
  their way through it and rescue a
  mysterious prisoner. All because
  aarakocra can’t hold 
  their alcohol!
  1
  2
  3
  3
  
  The  Factions
  The following is information for the DM mostly,
  and the specifics of what should be revealed to
  the players will be provided as the adventure
  progresses. 
   
  That said, The DM can decide to give more than
  what is suggested, depending on how they want
  the story to unfold or how well the players do
  convincing the people they speak to.
  There are many mercenary companies in this
  continent, doing jobs not out of loyalty to a
  king or a queen but for good coin. Some are
  celebrated, some are considered scum, and
  none is as much of both as the Magpies.
  Depending on who you ask they are either
  the worst criminals or the most daring heroes
  there are. 
   
  Some members of the Magpies are known.
  Cormack, a tall and lean middle-aged man
  with a prosthetic lower left arm, is the public
  face of the company, and the one that finds
  new jobs and recruits. He is the one that
  recruited the party for this mission.
   
  Who is really in charge, and where their main
  base is, remains a closely-guarded secret to
  the public and other mercenary agencies.. 
   
  If the party finishes this adventure and
  decides to side with the Magpies, the
  campaign can follow their adventures across
  Eberron.
  The 
  Magpies
  4
  
  House Cannith
  Before the Last War, Khorvaire was a mostly unified continent
  under the rule of King Jarot, who resided in Thronehold.
   
  Nowadays things are much different, as the War ended when Cyre,
  one of its regions, was transformed into the Mournland, a misty
  wasteland. Nobody knows how and why that happened, but it was
  enough to start the peace process. House Cannith’s most advanced
  laboratories were in Cyre, so were abandoned when the country was
  destroyed, and its members are now living in exile. 
   
  Many of House Cannith’s most powerful and cutting-edge
  innovations are still inside the Mournland. Three barons now
  compete with each other to become the leader of House Cannith. All
  wish to recover the might that was lost to the Mourning.
   
  While Baron Merrix has an interest in the party’s success, Baron
  Jorlanna d’Cannith is the local leader of House Cannith, and so
  players should not expect assistance or advice from members of
  House Cannith in Stormhome; most of them would be serving Baron
  Jorlanna, and would not help agents of Merrix to one-up their Baron.
  House 
  Lyrandar
  Another of the dragonmarked houses of Eberron, House Lyrandar controls
  the ships that sail the seas and those that soar in the skies. Many Lyrandar
  half-elves possess the dragonmark of storm, which gives them power over
  the winds, an invaluable boon for their trade. 
   
  House Lyrandar has docking areas for their airships in all the major cities of
  the continent, and ships in every port. They are always expanding their
  reach and looking for ways to improve the strength of their vessels. 
   
  This story starts with House Lyrandar transporting a mysterious person to
  their primary enclave, the island-city of Stormhome. According to
  trustworthy sources, this person was somehow found inside the Mournland
  and has information on how to access a particularly valuable laboratory
  abandoned at the end of the Last War… Of course House Cannith cannot let
  them have this information, and Baron Merrix of Sharn has employed the
  Magpies to have this person extracted and delivered. 
   
  Which house will control this important source of information at the end of
  this adventure? Will the party finish the contract for the Magpies, or be
  tempted by House Lyrandar? This module will create the opportunity for
  your players to side with either.
  5
  
  This adventure starts in media res. The party, and
  they may or may not be a party already, has
  already accepted a job with the Magpies. 
   
  Because you are taking away some of their
  agency, it’s important to give some back to them
  right away. 
   
  Ask each player, at the beginning of the session:
   
  “So your character decided to accept this mission
  with an infamous band of sky mercenaries… why?
  Was it for money? A thirst for adventure? Or are
  they maybe running away from something?”
   
  Remember to say YES to your players when they
  come up with this bit of backstory. Let them
  contribute to this story you are creating together.
   
  If you are running this adventure as the start of a
  campaign, you may need to think of what kind of
  recompense you want the Magpies to have
  offered the party. Remember that the recompense
  will be increased at the beginning of chapter 2. I
  will leave this part up to you, as this is something
  that will likely affect your campaign and it has to
  work for your group. 
   
  If you run this as a one-shot, you can simply tell
  the party they are offered “an appropriate amount
  of money” (or go wild, say 1000 gold pieces!).
   
  If you have time, and especially if you are
  thinking about running this adventure as the
  start of a campaign, consider running a one-on-
  one improv session with each of the players. In
  these sessions you can have Cormack show up
  out of the blue and offer them a job, and play out
  how they accept it. It could be a nice way for the
  player to develop their backstory and to show
  how the Magpies have a very wide reach, and can
  turn up pretty much anywhere in the continent.
  A  Few words of advice...
  6
  
  Stormy skies are all around you as you stand on the
  deck of the Nightjar, a sleek airship shaped like a bird
  of prey. The ride has been comfortable despite the
  strong winds, and the deck barely sways under your
  feet as you pierce through the dark clouds. 
   
  Suddenly, the ship exits the clouds and enters an area
  of impossibly blue skies over a turquoise sea, a
  crescent-shaped island in the middle that seems to
  abide by its own rules when it comes to the weather.
   
  Around you on the deck of the ship many of the crew
  members start preparations for landing as the Nightjar
  lowers 
  slowly 
  towards 
  the 
  island. 
  Three
  aarakocra,extremely rare bird people from a distant
  plane, are chatting merrily at one end of the ship.
  Cormack, the person that hired you all, is leaning on the
  railings on the other side, looking into the distance. 
   
  As you fly towards what you can now see is a large and
  colorful city nested in a natural bay, you can still see
  the storm raging at the edge of this zone of impossibly
  good weather that surrounds the island. Only now you
  remember suddenly that you don’t know exactly what
  you’re supposed to do in Stormhome...
  What is the goal of this section? 
   
  This short part of the adventure serves to
  stretch the group’s roleplaying muscles and
  to explain the goal of the adventure. 
   
  If the party does not immediately go to
  Cormack, he will approach them, but let the
  players interact with each other or members
  of the crew first if they want.
    Chapter 1
   The Nightjar
  Cormack will approach the party and explain the mission in
  more details. He is a human in his forties. Tall and lean, he
  wears an aviator jacket that stops at the elbow on his left
  arm where his prosthetic forearm is revealed. 
   
  The party already met Cormack when he recruited them, and
  he is the only familiar face on this ship.
  In short: what is the party told?
   
  The Magpies have been hired to extract a person of
  interest from one of House Lyrandar’s airships. They
  need fresh faces to find out what ship this person will be
  in, and that’s why the party was hired. The lead the
  party can work with is that Lenny and Karl, two guards
  that will be on that airship, are in town for the night.
  7
  
  Here's an example of what Cormack may say:
   
   
  "You folks have a vital part in this job. You see, we often
  recover artifacts and objects of value for our customers,
  but this time we were asked to recover a person. All we
  know is that they will be on an airship tomorrow morning,
  but not which one."
   
  "We are not quite sure where this person is being sent next
  and that’s your job to find out, so that our infiltrators can
  do their part (gestures towards the aarakocra). We don’t
  want to compromise our name with House Lyrandar, but
  money is money, so we need fresh faces like you to snoop
  around and find out what we need."
   
   
  Cormack does not give more details on how the Magpies
  intend to extract this person from the airship or who hired
  them. If asked, he simply smiles and answers, "Oh, you
  don't have to worry about that part”.
   
  If asked about the Magpies, he might say:
   
   
  “The Magpies? Well half the stories about us are
  exaggerations, and the rest is probably outright false.
  Then again, we do get ourselves into some pretty silly
  antics from time to time. Some call us criminals, some call
  us adventurers, you choose what you want to be as long as
  the job is done.”
   
   
  other stuff the party may want to know
   
  The island city of Stormhome is part of
  Aundair but is controlled directly by House
  Lyrandar. They use powerful magic to change
  the weather in the area so that it is always
  pleasant, as this island serves both as a hub for
  their airships and a resort for wealthy people
  from all over the continent. 
   
  The party can expect to find all sorts of
  establishments on the island, including bars
  and casinos. Some crew members will be
  excited at the prospect of doing some gambling,
  some will warn the party that the place is
  overly tacky and a bit of a tourist trap.
  Cormack also gives the party a small metal disk that when activated produces a minor illusion a few inches tall.
  This illusion shows two men dressed in the uniforms of House Lyrandar guards: their names are Karl and Lenny.
   
  The Magpies know from a reliable source that they will be assigned to the same airship where the target will.
  Learning either the name of the airship or where they are headed will be enough information for the Magpies to
  know which one they need to hit. Feel free to describe Karl’s and Lenny’s appearances as you please.
  In short: what can the party find out?
   
  If the party ask other crew members and are
  very convincing, they may find out that the
  Magpies’ plan is to send the three aarakocra to
  board the ship and extract the target. 
   
  They could also find out that House Cannith
  hired the Magpies, and that this person may be
  the key to accessing a lost laboratory full of
  advanced magical artifacts.
  8
  
  Sidney and Took
   
  Sidney is a young female half-elf. Blond, stubborn and strong
  willed, she is the pilot of the airship. She talks straight and has a
  short temper, but is also frank and honest. Notably, she sports a
  glowing birthmark on her neck,  the Mark of Storm. Her
  dragonmark manifested at a young age, but she decided not to
  become part of the House. She joined the Magpies when she was
  very young and is fiercely loyal to their way of life.
   
  She is helped by Took, a small and young halfling who talks very
  little, if at all, and dreams of becoming a pilot. He is shy, and will
  avoid eye contact with others. 
  If asked about the Magpies, Sydney will say this is the best job
  she ever had, because she gets to fly the best ship she’s ever
  seen. 
   
  Her dream is to one day fly to another plane of existence. She is
  sure she can build the right ship for the job if she could just
  convince the generals of the Magpies to fund her project. If any
  member of the group is of a weird or exotic race, she may ask
  them where they come from, and if they’ve ever been to another
  plane.
  Other NPCs on the ship:
  Pollyander, Yala and Kyria
   
  Three brash and arrogant aarakocra. They are not meant to talk
  about the mission, but will easily be convinced to talk if they can
  brag about how daring they are. The three aarakocra were exiled
  from the plane of Syrania and have been members of the
  Magpies for some time now.
   
  The Magpies are planning to drop them on the airship
  transporting the target from above, so that they can extract
  them. Aarakocra are rare enough on the Material Plane that
  House Lyrandar is unlikely to expect that.
   
  After the party has had the goal of the adventure explained, and
  the players had some fun roleplaying, progress to the next
  chapter.
  The Plane of Syrania:
   
  The place where these three aarakocra
  where exiled from is a whole different
  plane of existence, an endless expanse
  of blue skies punctuated by large
  floating cities.
   
  In some places, the boundaries between
  Eberron and Syrania are weaker and it's
  possible to move between the two.
  Syrania is home to creatures of Law and
  Good, so three rascals like these ones
  were politely shown the "door".
  9
  
    Chapter 2
   Stormhome
  In short: Think of a small Las Vegas on the beach. Tacky, fun, relaxed.
  Inhabitants: 14 200, all races
  Who is in charge: House Lyrandar
  The Nightjar finally docks at a small tower at the edge
  of the city of Stormhome, just as the sun starts to lower
  on the horizon. You can see the city sprawling in front
  of you: the old port where you are now, and the newer
  and bigger one on the other side of town, the
  entertainment district between with its many lights
  and a few large casinos, the many resorts and villas on
  the hills just above where a quiet-looking park hosts a
  splendid temple.
   
  Dominating everything else looms a large building
  shaped like a copper and steel tree with many
  branches. It is the biggest airship docking station on
  the continent, affectionately called The Pole by the
  citizens of Stormhome. Buzzing around it you see
  airships coming and leaving, and smaller flying
  gondolas 
  containing 
  House 
  Lyrandar 
  workers
  controlling the traffic in and out with glowing wands of
  different colors. 
   
  House Lyrandar controls this city, Cormack reminds
  you.
   
  “So try not to be too conspicuous once you are in town.
  Karl and Lenny will probably be somewhere easy to
  find, like a casino or one of the bars, but remember you
  only have a few hours to find them.” 
   
  You descend to the old town, and ready yourself to
  enter the city proper. In front of you a few choices: will
  you visit the beachfront? The entertainment district
  with its casinos? Or maybe the temple you could see
  from above?
  The party can now go wherever they please within Stormhome, with the exception of the private residences, of
  course. Security is overall very loose, as this is a place where rich people come to unwind and gamble. 
   
  The residents are also enjoying their freedom from many of the laws and regulations of other cities in the continent.
  The party is allowed to bring weapons with them, but violence is not tolerated and there are guards patrolling the
  streets and trying to stop any trouble (use the guards statblock if a fight breaks out).
  What is the goal of this section? 
   
  Wherever the party decides to explore, let
  them have some fun with the environment at
  first. Karl and Lenny will then show up, and I
  will provide some examples of interactions the
  party may have with them at each location.
   
  The key thing to keep in mind here is that the
  party will get this information, how is a matter
  of what they find fun and interesting. 
   
  Simply present a situation and go with
  whatever harebrained scheme your players
  decide to try. Keep the DC for the rolls easy,
  and allow them to fail forward if they don’t
  make them. This chapter is all about having
  fun and setting a tone for the rest of the
  adventure. Things will get much more
  structured in chapter 2.
   
  The correct airship is the Golden Goose and the
  destination is Arcanix.
   
  The city proper has plenty of establishments of
  all sorts and they all welcome travellers. For
  the purpose of this adventure, I will list some
  areas and some examples of establishments
  that can be found there, but feel free to
  improvise and create locations on the fly to suit
  your group’s wishes. This part of the adventure
  can be very freeform, if that is what the group
  wants.
  10
  
  The Rainbow Promenade
  A series of stalls placed one next to the other on the beachfront and painted in many different colors. All sorts of
  establishments are here: bars, shops, food vendors and pretty much anything the party wants to visit. A few of the
  stalls host carnival games. Here’s a couple you can have the party play:
   
  Rules: 
  The game lasts 5 rounds
  For each round, whoever is playing has to pass a
  Dexterity (Sleight of Hand) check as one rat comes
  out of one of the holes. The DC is 13. On a success,
  they hit the rat.
   
  Prizes:
  1-2 successes: a small flower pot (worth 1 copper
  piece)
  3-4 successes: a stuffed tiger (worth 1 silver piece)
  5 successes: a large medal, plated with gold (worth 1
  gold piece). Inscribed on it are the words: “I hit a lot of
  rats with a hammer and all I got was this lousy
  medal”.
   
  If the party wins the medal, they can decide to get
  the stuffed tiger instead.
  A short dwarf dressed in a tacky fake ranger uniform
  beckons the party over to a large table with 9 holes on
  the top. 
   
  “Yer’ look like the kind that can fight off them nasty
  rats!” he says, handing over a wooden mallet painted to
  look like a warhammer. “They be coming out of the
  frikkin’ floor! Only one silver piece to try your skills!”.
  Tip: try to make the accent sound as fake as possible, as
  it is in fact an act this dwarf is putting on.
   
  Once someone pays the silver piece and takes the
  mallet, the game starts as the dwarf activates a magic
  switch and the table starts glowing faintly blue. Each
  turn a wooden statuette depicting a rat will come out of
  one of the holes, and the player has to try and hit it. 
   
  Main areas the party can explore
  Whack-a-rat
  King Boranel and the stuffed tiger
   
  Stuffed tigers are very popular across Khorvaire and can
  often be won as prizes for carnival games. The tradition was
  inspired by King Boranel, the beloved monarch of Breland and
  a major proponent of the recent peace, as he is famously
  known for keeping two mage-bred ghost tigers as pets.
   
  Kids in Khorvaire love to play with these stuffed tigers all
  over the continent, so much so that they have a common
  nickname: Borrie Tigers.
  11
  
   
  Rules: 
  The player tries three ranged attacks with an improvised
  weapon as they are handed three wooden balls. They can add
  either their Strength or Dexterity modifier to their roll, but not
  their proficiency bonus.Instead of an AC for the pyramid, the
  player knocks over one can for each point over 10 they roll. For
  example: on a roll of 12 total (after adding the modifier) two cans
  are knocked over. On a roll of 20, all cans are knocked over.
   
  Prizes:
  5-10 cans: a small flower pot (worth 1 copper piece)
  11-14 cans: a large stuffed tiger (worth 1 silver piece)
  15 cans: a charm on a string that causes an illusory butterfly to
  fly around the wearer. This comes in varying colours: roll 1d6 to
  see what color the winner gets (1-red, 2-green, 3-blue, 4-purple, 
  5-orange, 6-white). 
   
  If the party wins the charm, they can decide to get the stuffed
  tiger instead.
  Meeting Karl and Lenny at the promenade
   
  If the party decides to stop at the promenade, allow for one scene to play out and then have Karl and Lenny arrive
  at one of the carnival games. It could be the one the party is playing, or if they decided to stop at another
  establishment it would be the stall right next to it.
   
  Karl will try to win a stuffed owlbear with no luck. He will loudly complain about his bad luck and tell Lenny that
  they can’t leave until he wins, as he promised his son a stuffed tiger from the games. He will fly home on his next
  assignment the day after. (hint: learning where he is from will then be one way to learn which airship the Magpies
  have to hit!)
  A tall and flamboyant woman sporting a
  fake handlebar moustache invites you over
  to try your skill. Behind her and the counter,
  a pyramid of 15 cans is stacked on top of a
  colorful table. A player can have a go for one
  silver piece and try to knock them over.
   
  Optional challenge: a small golden ring
  hangs next to the pyramid. If asked, the
  carnie explains that it is an expert
  challenge, for the skilled players only!
  Sending one ball through the golden ring
  wins the player a broom of flying. In the
  great tradition of carnival games though,
  this challenge is near impossible: players
  roll at a disadvantage and have to roll 18 or
  above.
  Hit the Cans
  The party could now try to win a teddy bear for Karl and befriend
  him, pickpocket him and find a clue that his hometown is Arcanix, or
  anything that your players think will work. They will come up with
  some crazy ideas. The key is to let the party play them out with
  some added rolls for suspense.
  12
  
   Funland
   
  Between the beachfront and the nice villas and resorts on the hills stands
  the entertainment district of Stormhome. Plenty of restaurants, clubs and
  arcades are available. Low-level magic has been made abundantly available,
  especially in a city like this one, so make use of minor illusion and other
  such spells to create a vibrant, colorful district where signs are illuminated
  in many colors. The people on the streets wear glamerweave, clothes imbued
  with harmless illusory magic so that patterns and colors shift and change.
   
  The three most prominent buildings in the area are three giant casinos, each 
  in a peculiar shape:
  Anyone at the table who may want to have a few
  rounds of any card game you may find in a casino can
  now take use this opportunity. 
   
  Alternatively, they can try their luck at the slot
  machines, with the following rules:
   
  1 copper piece to play, roll 3d10 with the following
  winning combinations:
   
  10 cp on any roll with 2 equal
  1 000 cp (10gp) on any roll with 3 equal 
  100 000 cp (10pp) on 7-7-7 
   
  Important: gambling is not a safe place for everyone,
  so make sure that everyone is comfortable with it. If
  in doubt, do not give a vulnerable player the
  opportunity to gamble.
  Meeting Karl and Lenny in Funland
   
  ILenny is an avid gambler, so the party may find him at a card table or at the slot machines losing a substantial
  amount of money, while Karl tries to convince him to leave. The party may entice him to bet or gamble on
  something, information to money, or maybe they can get him drunk enough to talk. As before, any other plan the
  party comes up may work.
  The Golden Mountain
  is a small mountain colored in gold, with the letters GM
  painted on the front. All staff have to dress like
  stereotypical dwarves when on duty (with fake beards and
  jewelry), regardless of their race. They serve very cheap,
  watered-down ale and strong whisky.
  Demon Funland
  is built underground. A large entrance with a massive sign
  and illusionary flames that people go through constantly
  leads to stairs going down into a series of labyrinthine large
  tunnels, illuminated by purple crystals and patches of
  glowing fake magma. The staff is dressed in very bad fiend
  costumes and all drinks are made to look like blood.
  Fairy Land
  is a giant fake crystal colored pink and light blue. The staff
  is dressed like druids, dryads and fairies (with fake wings
  on their back). They serve overly sweet cocktails of many
  colors.
  13
  
   The Garden of Peace
   
  Located in the middle of the villas and resorts on the hills, a
  short distance from the city, this garden is an oasis of peace
  and quiet. A permanent and specially modified silence spell
  takes effect the moment the party crosses its boundaries,
  blocking all sounds from the noisy city below but allowing for
  sounds to be heard within. 
   
  Access to the garden is free, though warforged guards at the
  entrance will warn the party that this is meant to be a quiet
  place and disturbance will not be tolerated. The party will be
  approached and potentially kicked out if they go overboard.
   
  The garden is very neatly curated, and the party can see a
  few gardeners manually removing single leaves of grass with
  their hands. At the center of it there is a small lake with a
  bridge going over its narrowest point, and a temple with a
  ceiling made of glass of many colors, shining a rainbow light
  inside. 
   
  The temple is dedicated to the Sovereign Host, one of the
  main faiths in Eberron. In summary it is a diverse pantheon
  of gods that have been worshipped for thousands of years
  and that everyone is at least familiar with. If you are running
  this as a one-shot and not as part of an Eberron campaign,
  allow your players to pretty much pray to any good or
  neutrally aligned god in this temple.
  Meeting Karl and Lenny at the Temple
   
  Karl is a very religious man, and will be found praying inside the temple. As the party enters he is finishing a rite
  and will make to leave shortly thereafter. He will be happy to stop and chat with the party, especially if there is a
  religious member in the group. That player may convince Karl to tell him which airship he is boarding the day
  after, so that they can pray for his safe travel. As before, any other plan the party comes up may work.
  Finishing the mission
   
  Once the party acquires the information and go back to the ship, they meet Sydney on the main deck of the
  Nightjar. She explains that she is the only one that did not leave to have fun in town (as she promised her
  girlfriend she would behave). She will be happy to hear the mission was successful, and tell the party they will
  be paid in the morning once everyone is back. The party may go back to the town to have more fun, but should
  eventually come back to the ship and go to sleep in their quarters, only to be woken up in the middle of the
  night...
  14
  
  Alternative: what if the party wants to infiltrate the ship now?
   
  It happened only once during the playtest, but the party may decide to infiltrate the ship on their own
  rather than relay the information to the Magpies. If that is the case I would recommend allowing them
  to. 
   
  The Pole, the main airship port, is a tall tower with many branches, each serving as a docking station.
  By the time the party has the information of what airship to board it would be late enough at night
  that very few people should be in it, and security is reduced to one or two guards at the main gate.
   
  If the party comes up with an interesting enough plan to get inside the Pole, let them infiltrate and
  take an elevator up to the Golden Goose. The way the Golden Goose is docked makes it so the party
  can only access the small platform at the back of the hull, leading into the cargo hold, that they would
  be boarding at the beginning of the next chapter. This way you have a very similar module. Read
  ahead the rest of the adventure and then come back to this section or they won’t make much sense,
  but the changes are:
   
  - The guard in the first room is not Karl, but someone else that the party has not encountered.
  - The restaurant is not open and the deck is instead empty.
  - The party can explore the rest of the ship and gain access, above deck, to the sleeping quarters:     
  Rufo is in his room, sleeping, and the keycharm level 2 can be found on his bedstand. Sneaking in
  without being heard has a DC of 15.
  15
  
  You wake up in your cabin after only a few hours to a small halfling, Took,
  jumping around and tugging on everyone’s hammock whilst signaling to go above
  deck. Once you get there you see the three aarakocra in pretty bad shape and
  clearly hungover, and a furious Cormack telling Pollyander off. The moment he
  sees you, though, he wears his old smile.
   
  “Looks like you guys just received a promotion! My warmest 
  congratulations to you!”
   
  And as he says that he walks over, just as you notice that the 
  ship is already in flight and the city of Stormhome is only a 
  distant speck in the night sky.
    Chapter 3
   Boarding the Golden Goose
  Cormack provides the party with the following equipment: 
   
  A universal key in the form of a short metal rod with some
  mechanical wheels on it. Cormack explains that the back entrance
  to the cargo area that the party is going to use is locked with a
  combination padlock, and this key is able to open any such lock.
  Unfortunately it has only one charge that cannot be recovered, so
  it will only be useful once.
   
  A glamerbadge, a small enameled pin in the shape of a black
  diamond that will make the party’s clothes and armor look as if
  they were wearing House Lyrandar uniforms. The disguise is not
  perfect, and if at any point the party behaves in a suspicious way
  a guard on board of the Golden Goose can see through it with a
  successful Intelligence (Investigation) check of 15 or above. 
   
  A small glass bead with blue smoke swirling inside. It contains a
  charge of levitation activated by crushing the bead. The party
  gets one bead for each player, plus one extra for the person they
  are extracting.
  The Magpies' plan:
   
  1) The party will zipline down to the
  Golden Goose, landing on a small
  platform on  the lower part of the hull.
  From there they will open the back door
  with the key and enter the cargo area
   
  2) Making their way up the ship, they will
  need to avoid being discovered and reach
  the top level, where the prisoner is being
  held in a separate building on the deck.
   
  3) Once the prisoner is freed the party is
  to give them the bead so that they can all
  escape to the skies above, where the
  Nightjar will collect them again
   
   
   
  The Golden Goose is a large ship
  containing a mix of cargo and rich
  passengers travelling to Arcanix on the
  shores of Lake Galifar. Cormack is not
  sure what the party will find on the ship,
  but they should be prepared for anything,
  as the prisoner was extracted from the
  Mournland, so other things in the cargo
  area may come from that region too.
  As Pollyander and his team are indisposed, Cormack offers
  you to take on the role of infiltrators. Luckily the ship is armed
  with a special device. With it, the Magpies can fire a magical
  anchor able to attach itself to the hull of another ship and
  create an energy zipline. Cormack reassures you that this is
  perfectly safe, and that he’s done it himself quite a few times. 
   
  The Nightjar can also turn invisible for short periods of time,
  so the party will be able to safely infiltrate the Golden Goose
  without being seen.
  16
  
  The Nightjar flies fast and sure under the command of Sydney, and soon the
  Golden Goose can be seen in the distance, flying much slower in the sky
  below. Just when it seems that you are getting too close for nobody to notice,
  you see the Nightjar’s structure flicker for a moment. You realize that the
  cloaking spell must have been activated. 
   
  Cormack gives you each a special hook crackling with magical energy, and
  smiles reassuringly. Before you can ask any more questions, a cannon on the
  side of the ship fires what looks like a small device onto the hull of the Golden
  Goose, immediately creating a shimmering line of blue light between the two
  ships.
   
  “Go! We don’t have a lot of time before we turn visible again. See you up
  above in a couple hours!” says Cormack, nudging you towards the zipline.
  The party can use the universal key to open the door by simply placing the two in contact. If
  they do so, the wheels on the rod start spinning slowly in different directions until they stop,
  just as the numbers on the panel start disappearing one by one. After it goes black, the panel
  shuts down and the door opens.
   
  Alternatively, the party can enter the correct combination: 12345. The same key can be used
  on the safe later in the adventure.
   
  The door leads to a small room where Karl can be seen sleeping on a chair (possibly with a
  stuffed tiger nearby, if he won or was given one). On the other side of this small room, another
  sliding door leads further inside the airship, but is currently closed. A similar panel from the
  one the party encountered earlier is near the door, but this one has a big number 1 on it
  instead of a combination lock. Karl will be woken up by any very loud noise.
   
  Sneaking around without waking Karl is relatively simple. If anyone tries to search him, a DC
  10 Dexterity (Stealth or Sleight of Hand) check is enough to grab his keycharm, a small glass
  square with the number 1 on it that can open the door if held near the panel.
  The Boarding
  Each party member simply
  has to touch the line with
  their hook and they will be
  enveloped in the same
  light and propelled down.
  You land on a small platform underneath the airship, clearly the back
  entrance to the cargo area. In front of you you notice a sliding door without a
  handle, a small panel made of black glass to the side of it. As you get near, the
  black panel flickers and 9 digits appear on it in green light. Once you are all
  there, the magical anchor detaches itself and disappears from view in a few
  seconds.
  17
  How does this
  work?
  
  The Cargo Hold
  As you move past the door, you enter a large
  square room full of cages of all sizes, made of
  what looks like a magical force field in the
  shape of a cube emanating from the floor.
   
  Your view is immediately captured by a very
  large cage in the middle of the room containing
  a large hairy beast, similar to a grotesque ape,
  that immediately wakes up and starts looking at
  you through the force field. 
   
  Other smaller cages are scattered about this
  room, all containing strange animals of all
  sizes. There are no windows in this room, but
  bright light emanating from two long strips
  along the sides of the ceiling illuminates it.
  room layout
  This rectangular room is dominated by a large
  10x10 cage right in the middle with a Dire Ape
  inside. 
   
  There are other smaller cages all around
  containing different animals and monsters. All
  cages have an individual switch that can
  deactivate their force field on the floor next to
  them. 
   
  The room is 60 feet long and 30 feet wide.
   
  Two more cages are of particular interest: a
  large one containing a Giant Glow Beetle and a
  smaller one containing a Shocker Lizard. The
  lizard is however invisible, so the cage looks
  empty despite the fact that the force field is
  up. 
   
  These two cages are near the opposite side of
  the room from where the party enters.
  When the players enter the coach, the Dire Ape takes
  notice and starts thrashing around inside the cage. The
  force fields starts flickering at the ape’s attacks and
  deactivates quickly. The dire ape then engages in combat
  with the party.
   
  Once the dire ape goes down to half HP or 3 turns pass, it
  runs away and crashes into the cage that contains the
  Giant Glow Beetle that will then join the combat by moving
  in a straight line towards the bulk of the party. The beetle
  intends to flee the room, so if left alone it will simply cower
  in a corner on the opposite side of the dire ape.
   
  The dire ape can be calmed down, and will stop attacking
  once low on health. This does not have to be a fight to the
  death. It is meant to be a combat encounter, so it’s good not
  to simply allow a Wisdom (Animal Handling) check, but
  appropriate spells or trying that same check after some
  combat and maybe healing the ape of its wounds could be
  an appropriate way to stop it.
    
  Other cages may be opened and contain all sorts of common 
  animals. The party may use spells or abilities to get them to join the fight, in which case either use the Monster
  Manual for stats, or use a generic stat of AC 12 HP 7 ATK +5 / 1d6+3 (piercing damage for bite attacks or slashing
  for claw attacks).
  18
  
  The Shocker Lizard is intelligent and will call out to
  the players once the battle is over. It will offer help to
  the party as long as they open the doors for it and
  promise to free it. The lizard does not have a name,
  but will gladly accept a name bestowed on it. 
   
  The lizard will shy away from combat for the rest of
  the session, however is happy to use it Electroshock
  ability on the next room to put all the guards to sleep.
  If it does that, the guards automatically fail their save.
  The lizard plans to seek its freedom after the end of
  the session, but you may decide that it decides to
  stick around for the rest of the campaign.
  These guards will fight and try and knock out the players if
  alerted. They all have level 1 keycharms and are wearing
  uniforms  with the House Lyrandar emblem on it.
   
  Inside a cabinet near the table, the party can find a few syringes
  containing a red liquid (1 per player). They all work as 2d4+2
  health potions. A little sign with instructions on the inside of the
  cabinet door explains what they do and how to use them. The
  cabinet also contains food rations and some generic medicines
  and bandages.
   
  Another cabinet contains 2 glass marbles that can be used to cast
  the spell Fog Cloud. The bead can be activated and thrown up to
  60 feet. The duration of the spell, if cast with this item, is 1
  minute.
   
  Lastly, this room contains a large safe that can be opened through
  another combination panel. The combination is with Rufo (see the
  next section) but the party can use the universal key if it still has
  a charge. 
   
  A sliding door can be opened with a level 1 keycharm and leads to
  the deck of the ship.
  The Guard Room
  How many guards?
   
  Adjust the number of guards to be equal
  to the party. The guards are not looking
  at the staircase the party is entering
  from but would be alerted if anyone were
  to approach the table, which is between
  the staircase and the exit to the deck of
  the ship.
  The door on the other side opens to a small room with a spiral
  staircase in the middle, leading up. You hear voices coming
  from the room above, and you can just barely see a few guards
  playing cards around a table. They have not noticed you yet.
  What's in the Safe?
   
  3 minor magical items. I suggest you
  download (for free!) my list of 100 magic
  items and have your party roll on it.
  Alternatively, you can use another list,
  pick from the Dungeon Master Guide or
  allow the party to find +1 weapons.
   
  Various gems, coins and valuable items
  for a total value of 1500 gold pieces.
   
  1 bag of holding.
  19
  
  Round tables are nicely set on this part of the deck, and you see
  waiters constantly coming in and out of a small building to one
  side of the ship that has a large open counter to order food from.
  Plenty of well-dressed passengers are sitting at the table, all but
  one completely full. A few guards are also apparently on break,
  and you notice at one table next to the kitchen sits an older officer
  wearing a particularly elaborate uniform.
   
  Further down on the deck you see a narrow building with a glass
  roof and a sign that says ‘containment facility’ over another
  sliding door.
  If the party tries to order they are told that there is an hour’s wait for food as the restaurant is severely
  understaffed. Interactions with the passengers can be improvised, and since some guards are sitting at the table
  having a break, they wouldn’t rouse suspicions if they mingle with civilians.
   
  The door to the containment facility can be opened with a keycharm, but as the panel shows it requires a level 2
  one. If the party tries to wander off to other parts of the ship, guards stop them and tell them that they are not
  assigned to these areas, and should either go back below deck or get something from the restaurant.
  The Open Air Restaurant 
  Getting a level 2
  keycharm
   
  The party can either lure Rufo
  over 
  to 
  the 
  guards 
  room,
  pickpocket him, or convince the
  waiters to give them food to
  deliver 
  to 
  the 
  containment
  facility. 
   
  The head chef also has a level 2
  keycharm, 
  and 
  could 
  be
  convinced to part with it, as the
  staff is too busy to deliver food
  to the containment facility.
  There are 3 elite guards sitting at the table with Rufo, the officer that
  is in charge of this operation. Rufo has a level 2 keycharm as well as a
  note with the combination to the safe (it’s 34521). 
   
  If a fight breaks here a lot of guards join, so many that the party may
  be overwhelmed and taken prisoner. They are then taken into the
  containment facility and imprisoned in a force cage (see next section).
  20
  
  The containment facility
  This narrow room is lit from above, as the ceiling appears to be
  made of glass. A force field is activated at the end of the room,
  emanating from the floor. Inside the cage a warforged, a
  humanoid  made of wood and steel, sits in silence as a man
  outside of the it talks to them in harsh tones. 
   
  Two large scaly drakes, one blue and one green, are looking at
  the prisoner while standing at the side of the man, who is
  holding a board of polished wood. 
   
  You notice a metal grid on the floor, small dragonshards emitting
  a faint blue light at its nodes.
  The interior of this narrow room is 15 feet wide and 60 feet
  long. The man is Vincent, a young member of House
  Lyrandar who is rising through the ranks and is second in
  command for this operation. 
   
  Once the players enter the room they are spotted by the
  guard drakes and combat begins. Vincent immediately
  touches an amulet he is wearing and a suit of full magical
  glowing plate is summoned to cover him. He also uses the
  board he is holding to lock the door behind the party by
  tracing some shapes on it. The two drakes dart immediately
  into the middle of the grid and engage in combat.
   
  If the warforged prisoner joins the fight at any point, they
  will use unarmed strikes and attempt to grapple Vincent.
  They roll any strength checks and attacks at +6, and roll at
  +0 for anything else. They have 30 HP.
   
   
  Siding with House Lyrandar
   
  If Vincent starts losing the fight, he will offer
  the party a chance to work for House Lyrandar,
  promising 
  they 
  will 
  be 
  pardoned 
  and
  handsomely rewarded. Provided they have not
  killed any guards so far, they can get this
  opportunity. 
   
  The session could end here in this case, and
  this can be the start of a campaign that will see
  the the party working for House Lyrandar.
  Think about how the Magpies and House
  Cannith would react to this choice, and consider
  incorporating them in the campaign as rival
  factions later on.
  The little translucent stones forming
  a 
  grid 
  on 
  the 
  floor 
  are
  called dragonshards. In Eberron,
  dragonshards come in three types
  and one of them can be used to create
  magic items, 
  The force cage the warforged is in (and
  potentially the one the party is in too) can be
  disrupted with a successful attack versus AC
  25, with no need to roll damage.
   
  The glass ceiling can be opened via a switch
  on the other end of the room. It could also be
  broken if attacked (AC 20, HP 10 for each 10
  feet square). Once the ceiling is open, the
  party can flee to the skies above, to be later
  safely collected by the Magpies.
  21
  What's a dragonshard?
  
   
  If this is the first adventure of a campaign and the party has not
  accepted Vincent’s offer, they can be asked by Cormack to either
  join the Magpies outright or do some more work for them. 
   
  A future mission for the Magpies may then bring the group to a
  place where something interesting will happen! 
   
  Echo will also be happy to introduce the party to Baron Merrix of
  Sharn, their creator, who will be more than happy to employ
  them.
   
  Warforged were artificial soldiers created during the Last War,
  but rather than being simple constructs they possess awareness
  and consciousness. Many of them were sold to the different
  factions of the war, but Echo was always meant to stay within
  House Cannith to serve a very important purpose… what was it?
   
  I suggest something in this module (they are the key to a lost
  laboratory of House Cannith) but you can  change it to something
  else that better suits your plans for your Eberron campaign.
   
  I only ask that you tell me about it, I would love to know!
  EPILOGUE:
  Turning this adventure
  into a campaign
  The prisoner
  The prisoner is a warforged named Echo that spent the last few
  years since the Mourning trapped in the Mournland. They are
  relieved to have been extracted and are happy to be returned to
  their creator: Baron Merrix of House Cannith.
   
  If they are told that the Magpies are behind their rescue they will
  still react positively and assume that Baron Merrix hired them
  (which is incidentally true). They will be eager to leave the Golden
  Goose but act friendly towards the party. 
   
  Why does Baron Merrix need his warforged back? as mentioned
  below you can decide this, otherwise they are the key to accessing a
  lost laboratory of House Cannith, full of powerful artifacts.
   
   
  22
  
  Appendix: enemy statblocks
  Guards
  +0
  Str
  Con
  Elite Guards
  +0
  Str
  Con
  +2 +2 
  +0 +0 +0 
  Dex
  Int Wis Cha
  Medium humanoid
  Speed 30 feet
  Passive Perception: 10
  Languages: Common
   
  actions: 
  Electrified baton: melee attack
  +4 to hit
  1d4+2 bludgeoning  damage
  +1d4 lightning damage
  AC
  HP
  13
  11
  Wand: ranged attack
  range 120/240
  +4 to hit
  1d6+2 piercing damage
  +2 +2
  +0 +2 +0 
  Dex
  Int Wis Cha
  Medium humanoid
  Speed 30 feet
  Passive Perception: 12
  Languages: Common
   
  AC
  HP
  15
  22
  actions: 
  Electrified baton: melee attack
  +4 to hit
  1d4+2 bludgeoning  damage
  +1d4 lightning damage
  Wand: ranged attack
  range 120/240
  +4 to hit
  1d6+2 piercing damage
  Rufo
  +0
  Str
  Con
  +1
  +3
  +2 +3 +4 
  Dex
  Int Wis Cha
  Medium humanoid
  Speed 30 feet
  Passive Perception: 15
  Languages: Common, 
  Elvish, Goblin, Dwarvish
   
  AC
  HP
  16
  35
  actions: 
  Electrified baton: melee attack
  +4 to hit
  1d4+2 bludgeoning  damage
  +1d4 lightning damage
  Wand: ranged attack
  range 120/240
  +4 to hit
  1d6+2 piercing damage
  Ring of Shield (2 charges) - reaction to cast
  shield (+5 AC until end of next turn) 
  Ring of Shadow Blade bonus action to cast
  a magic  blade / light, finesse, thrown
  20/60 / +7 to attack / 2d8+3 slashing
  damage
  Note: Rufo's rings shatter if he is defeated and can't be equipped by anyone else.
  23
  
  Dire Ape
  +3
  Str
  Con
  Giant Glow Beetle
  +5
  Str
  Con
  +4 +1 
  -3 +1 
  -2 
  Dex
  Int Wis Cha
  Large beast
  Speed 40 feet (climb, walk)
  Darkvision 60ft
  Passive Perception: 13
   
  actions:
  Double Claw Attack: 2x melee attacks
  +6 to hit
  2d6+4 slashing  damage
  AC
  HP
  13
  51
  Paralyzing gaze:  
  Target: one creature it can see within 30 feet of it 
  DC 13 Constitution saving throw or the target is paralyzed for 1
  minute (they can attempt the save again at the end of each turn).
  +3
  -3
  -4 +0 
  -3
  Dex
  Int Wis Cha
  Large beast
  Speed 10 feet
  Darkvision 60 ft
  Passive Perception: 10
   
  AC
  HP
  16
  52
  actions 
  Headbutt: melee attack
  +6 to hit
  2d8+3 blunt damage
  Bright body: The beetle reveals its glowing
  wings and emits bright scintillating light until
  the end of its next turn. 
   
  Creatures that can see the beetle have
  disadvantage on attack rolls against it. Any
  creature within the bright light needs to succeed
  on a DC 15 Wisdom saving throw or be stunned
  until the light ends.
  bonus actions:
  passive: 
  Fear of Fire: If the Dire Ape takes fire
  damage, it has disadvantage on attack
  rolls and ability checks until the end of
  its next turn.
  passive: 
  Anti-magic shell: The beetle as advantage on saving
  throws against spells, and a creature making a spell
  attack against the beetle has disadvantage. 
   
  Additionally, if a spell targets the beetle, roll a d6. On a
  5 or 6, the beetle converts some of the spell’s energy
  into a burst of destructive energy. DC 15 CON save
  throw for all creatures within 30 feet, 1d6 force damage
  per level of the spell on a fail, ½ on save.
  24
  
  Vincent 
  +1
  Con
  Control Panel: As a bonus action, Vincent can use the wooden
  board he is holding to create force walls within the
  containment area by tracing lines on it. During the first round
  a wall is active it has an AC of 10, growing to 15 and 20 on
  subsequent rounds. Any successful hit dissolves the force wall
  with no need to roll damage. A wall can be up to 40 feet long
  and can take any shape but only use right angles.
  Str
  Guard Drakes
  +3
  Str
  Con
  +5 
  +2 +1 
  +3
  Dex
  Int Wis Cha
  Medium humanoid
  Speed 30 feet
  Passive Perception: 13
  Languages: Common
   
  actions:
  AC
  HP
  18
  50
  bonus actions:
  Force Spear: melee attack (reach 15 ft)
  +7 to hit
  1d10+4 force  damage
  Force Blast: ranged attack
  range 80/160
  +7 to hit
  1d8+3 piercing damage
  Vincent's bonuses to physical abilities (STR, DEX and CON0
  are +0 when he is not wearing his magical armor, and his AC is
  13. All his actions are also only available when armored  with
  the exception of the control panel that anyone can use.
   
  Equipping the magical armor consumes the only charge in the
  amulet. The armor disappears if Vincent is unconscious.
  Force Punch: melee attack
  +7 to hit
  3d6+4 force  damage
  target has to succeed on a DC 13
  Strength saving throw or be pushed
  away 10ft
  +4 
  +3
  +0 
  -3 +0 
  -2 
  Dex
  Int Wis Cha
  medium dragon
  Speed 40 feet 
  Darkvision 60ft
  Passive Perception: 12
   
  actions:
  Double  Attack: 2x melee attacks
  +5 to hit
  Bite: 1d8+3 piercing damage
  Tail swipe: 1d6+3 slashing damage
  AC
  HP
  14
  30
  Breath Attack:
  Recharge (5-6) 
  DC 13 saving throw or all creatures in a
  5x30 ft line take 1d12 damage
   
  Constitution saving throw for Ziki (the
  green drake), damage type is poison
   
  Dexterity saving throw for Zorko (the blue
  drake), damage type is lightning
   
  Tip: you can change the drakes' color and
  damage type to suit your party's strengths
  or weaknesses. 
  25
  
  Shocker Lizard
  +1
  Str
  Con
  -4 
  +5 
  +2 +1 
  +3
  Dex
  Int Wis Cha
  Small beast
  Speed 25 feet (climb, walk)
  Darkvision 60ft
  Passive Perception: 13
  Languages: Common, Draconic
   
  actions:
  Bite: melee attack
  +7 to hit
  1 piercing damage
  AC
  HP
  15
  14
  Superior Invisibility:  
  As a bonus action, the lizard  can turn invisible until its
  concentration ends.
  bonus actions:
  special: 
  Electroshock: all creatures in a 30 feet radius must make a
  DC 13 WIS save or fall unconscious for 1 hour or until the
  sleeper takes damage, or someone uses an action to shake or
  slap them awake. The lizard can use this ability once per day.
  Shocking Touch: melee attack
  +7 to hit
  1d6 ligthining damage and the
  target can't take reactions
  until the end of their next turn
  Final note from the author:
   
  Hello dungeon master! did you have a good time running this at your table? or maybe you are planning to do it
  now that you had a read through? either way, please do let me know either on twitter (@marcomiki) or by leaving
  a review on the Dungeon Masters Guild. 
  Special thanks to Matthew Booth, my incredibly knowledgeable editor that told me all about Borrie Tigers and
  much else, and the entire creative community at the Dungeon Masters Guild discord server for being there. 
  Wait, what is this picture? a
  teaser for a second adventure? is
  this a series?
  .                                            ....maybe?
  26
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Marco Michelutto - Flight of the Magpies an Eberron adventure.pdf