TEXT: 1
  
  2
   
  Khyber Khronicle 
  Lead Production: Dave Morris At Mount Ogden Gaming Company
  Lead Designer: Dave Knighton At Under the Wing Gaming
  Contributing Authors: Jay Africa, Josh Epperson, Derek Gray, Jennifer Hawkins, Jeremiah Jaggers, 
  Dave Knighton, Jeremiah McCoy, David Morris, Kenny Morris, William Murakami-Brundage, Chris Totten, 
  Elven Tower, Anthony Turco, Christopher Walz
  Layout and design: Shani Knighton At Raven and Moon 
  Art Attributes: All artwork presented in this adventure is provided by Wizards of the Coast, and CC0 licensed art, 
  and used with permission.
  Cartography: Jay Africa and Elven Tower 
   
   
  volume 3
  The
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon 
  Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the 
  Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under 
  the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited with-
  out the express written permission of Wizards of the Coast. 
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, 
  CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
  
  3
  From the Editors
  Welcome back to volume 3 of the Khyber Khronicle 
  and if this is the first issue that you’ve picked up, 
  welcome for the first time! Thank you for taking an 
  interest in this monthly supplement designed for 
  all things Eberron. I can’t thank everyone enough 
  that has been involved in this endeavor! Over the 
  last few months I have had the incredible opportu-
  nity to work some amazing talent and the reception 
  we’ve received already has been very uplifting. 
  The Eberron campaign setting, for me, is one of 
  the most fun settings to play in. It is my favorite 
  sandbox and I was beyond excited to see it brought 
  to the 5th edition ruleset. When DMsGuild opened 
  it up for content creation I knew I had to reach out 
  to David Morris and start a regular, magazine-style, 
  product. We wanted to search out talent from all 
  around the Guild and create a supplement for both 
  DMs and players, full of adventures, encounters, 
  options for new characters, and threats they could 
  come across in any game session and I feel like 
  that’s what we’ve done in this publication.
  This product is for all our readers and we’d love 
  to hear what you have to say about it and what 
  you’d like to see in upcoming issues. We’ve already 
  received several ideas but are always looking for 
  more. Help us make this product yours and send 
  your ideas, thoughts, or questions to dave@
  underthewinggaming.com and follow Under the 
  Wing Gaming on Facebook and Twitter (@under-
  winggaming) for more information on the Khyber 
  Khronicle and all the other things we’re working 
  on. 
  May the dice be forever in your favor! 
  -Dave Knighton, Lead Designer
  What a ride! Thank you for picking up this volume 
  of the Khyber Khronicle. A lot of work goes into 
  each issue and we hope our monthly volumes 
  bring value to your table as a DM or player. It has 
  been a great honor working with all the talented 
  folks that have submitted articles for the Khronicle 
  and I look forward to working with them for future 
  volumes.
  There is so much to explore in Eberron and we 
  hope to shine the spotlight on some of the areas 
  that haven’t gotten much love before. We have 
  found many authors that had been looking for a 
  way to bring their creativity to the DMsGuild and 
  the Eberron setting. We hope we have provided a 
  good venue to do just that.
  We have a lot of great ideas yet to explore, but we 
  always to hear from the fans on what they would 
  like to see. Please be sure to email Dave if you 
  would like to see what our team can come up with 
  or if you have something you would like included.
  Whether you like pulp or noir adventures or some-
  where in between, you are sure to find something 
  you like in the Khyber Khronicles! Be sure to check 
  out the great products from our friends too!
  -David Morris, Lead Producer
  
  4
  Contributors
  Anthony Turco:
  Anthony Turco has been playing Dungeons and Dragons since 3rd 
  edition. When Eberron was first released, it quickly became his 
  favorite setting, and he hasn’t looked back. Anthony has designed 
  mechanics for Eberron for years, and now shares all of his work 
  through the Korranberg Chronicle series on the DMs Guild.
  Chris Totten:
  Chris Totten has been playing role playing games for 33 years. It 
  started with Advanced Dungeons and Dragons with a friend at 
  age 12. Since then he has played and ran over a dozen other RPG 
  systems and is currently writing adventures with Mount Ogden 
  Gaming Company and running games at conventions as part of the 
  Rocky Mountain RPG Guild.
  Christopher Walz:
  Christopher Walz is the best-selling creator of The Midnight Revelry 
  and An Ogre and His Cake, a children’s charity project. He began 
  his journey through roleplaying games at 6 years old, looking at the 
  pictures in his brother’s Monstrous Manual. When he isn’t writing, 
  he is trying to turn his son into a future dungeon master and ex-
  ploring the beauty of Central Kentucky. Follow him on Twitter
  @DMChristopherW.
  Dave Knighton:
  Although a late starter to the RPG realm, Dave has not let that keep 
  him down. Dave has been writing adventures for the DDAL CCC 
  program as well as organizing and running gameplay at conven-
  tions for the last several years. He works closely with Mount Ogden 
  Gaming company and Rocky Mtn. RPG Guild under his own com-
  pany Under the Wing Gaming. You can learn more at 
  underthewinggaming.com
  David Morris:
  David is the founder of Mount Ogden Gaming Company. He 
  oversees the production of all the companies Adventurers League 
  content as well as the Khyber Khronicles. He works with authors, 
  convention organizers, and others to offer high quality gaming 
  experiences. David is passionate about finding and cultivating new 
  talent and loves to help people mark “publishing an adventure” off 
  their bucket list!
  Derek Gray:
  Derek Gray is a long-time enthusiast of Dungeons & Dragons. 
  Studying folklore at the Fife Archives sparked his creative desires.  
  Among his credits are Narrator, Game Designer, Adventure Writer, 
  Convention Organizer, and Regional Coordinator for Dungeons & 
  Dragons Adventurers League. Follow his organization, the Rocky 
  Mountain RPG Guild on twitter at @RockymtnRP
  Elven Tower:
  Elven Tower (aka Derek) is a prolific Hispanic creator in the RPG 
  indie community. He hosts a free blog with hundreds of maps and 
  ready-to-use lore and adventures. Elven Tower’s most known works 
  in the DMs Guild are several collections of maps, the adventure 
  Goblet of Fireflies, and the Sharn Trilogy for Eberron adventures.
  Jay Africa:
  Jay Africa is a freelance game designer, graphic designer, theatre 
  designer, and occasional actor and musician. He lives in Los Ange-
  les CA, United States, and is the father of two cool kids. Jay was a 
  Local & Regional Coordinator for the D&D Adventurers League and 
  has designed several published adventures for the organized play 
  program. He continues to run games and design adventures for the 
  Adventurers League, taking great joy in playing D&D nationwide 
  and meeting players from all walks of life.
  Jennifer Hawkins:
  Jennifer has been playing and DMing since 3.5. She has had hand 
  her hand in a little bit of everything, from playtesting to writing 
  modules, and streams live games with Marvici’s Madhouse. During 
  her spare time, Jennifer is a Director for the Secular Buddhist Asso-
  ciation and freelances as a transcriptionist, narrator, content writer, 
  and translator.
  Jeremiah Jaggers:
  Jeremiah is a professor with a minor addiction to D&D. He has 
  written a lot of stuff that only other professors actually read. On the 
  other hand, his D&D writing is read by real people. Okay, not real 
  people per se, but they do exist on the internet.
  Jeremiah McCoy: 
  Jeremiah McCoy is a long-time gamer but, despite appearances, 
  he is not actually Ben Franklin in disguise. He has worked in video 
  games and has recently had work published by EN5ider among 
  others. You can find his blog, vlogs, podcast appearances and the 
  like at jeremiahmccoy.com.
  Kenny Morris:
  Kenny has been playing D&D for 25 years, starting with Zanzer’s 
  Dungeon. He draws inspiration from movies like Dragonslayer, 
  Nightbreed, and Dark City. Kenny doesn’t DM much, but he knows 
  what is fun for players and comes up with a lot of great ideas.
  William Murakami-Brundage:
  William is a freelance writer, dungeon master, and boring dad. His 
  works include writing for Adventurers League, Wizards of the Coast, 
  Mount Ogden Gaming Company, and Menagerie Press. In addition 
  to game design, William likes to hang out with his family, play with 
  kittens, read books, and attempt to cook delicious meals.
  
  5
  TABLE OF CONTENTS
  6
  21
  26
  29
  37
  42
  44
  46
  48
  50
  51
  Treachery on the Line 
  Written by Jay Africa
  Rumors of an assassination circulate the night 
  before the Festival of Thronehold. Will you act 
  against it or for? A two hour adventure for Tier 
  1 characters.
  Thronehold 
  Written by Dave Knighton, David Morris,
  and Elven Tower
  History, lore, and location of Thronehold and 
  Throneport.
   Backgrounds of Thronehold 
  Written By David Morris and Josh Epperson 
  New character backgrounds 
   NPC’s of Ebberon 
  Written By Anthony Turco 
  The world of Eberron is filled with adventure 
  and the players are sure to meet many people - 
  allies and enemies alike - during their journeys. 
  A preview of the upcoming Korranberg 
  Chronicle, Map Perilous.
   An Adventurer’s Guide to 
  Conquering Treaty Day Dinner
  Written by Jennifer Hawkins
  The wizard Mailoki Durothil is here to assist 
  you in preparing a Treaty Day feast regardless 
  of where your adventures take you.
   School of Wandcraft 
  Written and designed by Christopher Walz
   
  A preview of Wandcraft from 
  The Wandslingers Guide for Eberron. 
   
  The Myconic Labrynth of 
  Xoriat
  Written by William Murakami-Brundage
  Explore the dangers of the spore-ridden maze 
  on your way to the realm of madness.
  Memories of Mages
  Written and designed by Derek Gray and Chris Totten
  Dra’thar Xodar has spent his life exploring 
  the works of other arcanists throughout the 
  realms. Explore his musings on the wizard 
  Aganazzar.
  Thronehold Hunter
  Written and designed by Jeremiah McCoy
  A new ranger archetype.
  Eberron Racial Feats 
  Written and designed by Jeremiah Jaggers
  Racial feats for changelings and shifters.
  The Kech Hashrach 
  Written by David Morris
  Monsters designed by Kenny Morris
  Goblinoids of the Kech Hashrach and other 
  creatures.
  
  6
  
  7
  Adventure Background
  Everyone has a place, be it in command or underfoot. Know your place, do your damn duty, or get out of the way.
  —Wrack, Kech Hashrach Agent
  Incendiary Partnership
  The Swords of Liberty use subterfuge and vio-
  lent acts in their attempts to reignite the Last 
  War. They are self-proclaimed “freedom fighters”, 
  though those who oppose their ranks refer to 
  them as thugs and criminals. The Swords seek an 
  end to the Treaty of Thronehold, believing that 
  their home kingdom of Breland is strong enough 
  to win a rekindled war. Through such a victory, 
  the Swords believe that Breland, as a sovereign 
  nation, could usher in an age of true peace and 
  democracy.
  Their target during the citywide Festival of 
  Thronehold is, Rashad ir’al-Hassim, a noble on 
  the cusp of political greatness. The Sword of 
  Liberty’s goal is to assassinate the young lord, 
  sending a message of fear to anyone with polit-
  ical aspirations in Sharn. They have recruited a 
  force of Dhakaani goblinoids from Kech Hashrach 
  to help accomplish the hit.
  A Noble’s Cause
  House al-Hassim recently funded the construc-
  tion of an innovative mode of transportation: a 
  cable-carriage system, simply called the Line. 
  These large gondolas travel up and down a length 
  of steel cable stretching between the Central Pla-
  teau and Northedge. Rather than being powered 
  by 
  elemental magic, the carriage is instead driven by 
  companies of warforged cranking immense gears 
  at either end of the cable system.
  The massive cable begins in the bottom–most 
  layer of Upper Central and terminates in the 
  top-most layer of Middle Northedge, providing 
  the public with an inexpensive and quick means 
  of travel between the Wards. House al-Hassim 
  hopes that breaching this border between classes 
  and neighborhoods will unify and strengthen the 
  City of Tower’s populace.
  The Line’s maiden run has been set for the morn-
  ing of the Festival of Thronehold. The young Lord 
  Rashad ir’al-Hassim will be on-hand to christen 
  the gondola and ride its first round to Northedge 
  and back.
  It is during this ride that the Swords of Liberty 
  plan to strike.
  The Slivers of an Empire
  The Dhakaani are a mere echo of the empire they 
  once were. Long ago they were a sprawling em-
  pire and the dominant civilization of Khorvaire. 
  Now, the goblinoids of Dhakaan are a fragmented 
  race, consisting of fractured tribes that exist un-
  der the shadow of the kingdoms and houses that 
  rule the land.
  For reasons unbeknownst to most, some of the 
  goblinoid clans cast off the yoke of their former 
  empire. These goblins forged their own clans, 
  cultures, and carved out their own territories.
  Other clans retained the aspirations of their heri-
  tage, however. These clans retreated into subter-
  ranean strongholds as the old empire fell. Unlike 
  their other goblin kin, the Heirs of Dhakaan are 
  strictly ordered and disciplined, channeling their 
  energies into martial prowess and innovative 
  crafting. Their clan leaders—descendants of the 
  original generals and governors that led the gob-
  lin immigration underground—now compete one 
  against another, hoping to prove their worth as 
  the crown-bearer of a new Dhakaani Empire.
  Now, as these heirs to the goblinoid empire jock-
  ey for power, they seek allies among the ruling 
  nations in their pursuit of power, influence, and 
  technology.
  Celebrating A War’s End
  The Treaty of Thronehold ended the Last War on 
  11 Aryth, 996 YK, resolving a devastating conflict 
  that lasted over a century. The people of Sharn, 
  the City of Towers, celebrate the Last War’s end 
  annually. The wealthy gather in lavish galas, the 
  middle-class partake in more humble congre-
  gations, and the poor take to the streets of the 
  Lower Wards in revelry and reflection.
  The year is 998 YK, and the second annual cele-
  bration of the Treaty of Thronehold is upon one 
  and all. The Lord Mayor has made preparations 
  for a city-wide festival, and city officials and 
  business owners are hoping to ride the wave of 
  festivity to increase their popularity. Security is 
  on everyone’s mind, and for good reason.
  As Sharn prepares to celebrate, various forces 
  make their own preparations to subvert those 
  celebrations. Misfortune will rear its head multi-
  ple times during the Festival of Thronehold. This 
  is merely one of them.
  
  8
  Adventure Hooks
  There are various reasons that the adventurers may have gravitated together around this event. Be-
  low are some ideas that you may incorporate into your story to bring characters into the scene. Each 
  hook presents your players with Ideals that they may incorporate into their character for this adven-
  ture.
  Chances are, some of the characters already have motivations similar to the ones below. Use these 
  ideas and the other ideas presented in this adventure to keep play going and help your players move 
  through the action of the story.
  The Guard
  It is the evening before the 
  Festival of Thronehold and 
  House al-Hassim has hired you 
  as guards for the evening’s 
  preparations and for the next 
  day’s cable-carriage christening 
  ceremony. It’s your job to ensure 
  that both people and property 
  are kept safe and protected.
  Ideal: Diligence. Nothing gets 
  past my sight or my grasp. 
  The Inquisitive
  Word has gotten around that 
  someone may be acting to sabo-
  tage the Line’s launch. 
  Another family close to House 
  al-Hassim has hired you to in-
  vestigate the situation and hope-
  fully flush out any suspicious 
  elements.
  Ideal: Vigilance. My powers of 
  observation and keen insight are 
  my pride.
  The Bystander
  You either willingly or unwit-
  tingly found yourself in atten-
  dance of the Line’s preview 
  soirée. The food is free, the 
  drinks are flowing, and the com-
  pany is high-profile. Rumors are 
  flying of some sort of trouble, 
  though, so the night might prove 
  more exciting than anticipated.
  Ideal: Excitement. I crave 
  excitement and have high hopes 
  that something interesting will 
  happen.
  Act I: The Soirée
  Estimated duration: 1 hour.
  House al-Hassim has thrown an open party to showcase the Line. A green by the Line’s docking plat-
  form has been transformed into a celebratory venue, where one of the gondolas rest on display for 
  the public to admire. The adventurers find themselves here for one reason or another, motivated by 
  the hooks above or by their own intentions.
  Story Beats for Act I
  The following plot points should make their way 
  into the story by the end of this Act. See Events 
  That Occur During the Soirée below for guidance 
  regarding Rumors Fly and Saboteur!
  Beat 1: Set the Scene
  Establish the adventurers’ presence in the setting 
  and establish the festive environment around them. 
  If you are playing this adventure as a one-shot, take 
  this time to determine how the adventurers know 
  one another or how they end up gravitating towards 
  each other (ex. Characters with the Inquisitive hook 
  decide to team up with characters with the Guard 
  hook, characters with the Bystander hook notice the 
  Inquisitive characters asking questions or snooping 
  around, etc.)
  Finally, let the players know that whispers of an 
  assassination have been heard. The target, time, 
  and means are unknown, however, and the public 
  at large knows nothing of it.
  Beat 2: Rumors fly
  As the adventurers wander the soirée and in-
  teract with the attendees there, they learn more 
  information about House al-Hassim and perhaps 
  meet Rashad. Not everything they learn is pleas-
  ant—the adventurers may develop negative opin-
  ions of both the house and the family.
  Beat 3: Saboteur!
  The adventurers come across a suspicious indi-
  vidual who appears to be sabotaging the Line. 
  Confronting the saboteur, the noble intentions 
  of House al-Hassim come into question. As Act I 
  closes, the adventurers are presented with the 
  choice to act for or against an assassination attempt.
  
  9
  Setting the Scene
  Use the Act I information below to guide the story and to set the scene and its characters for your 
  players.
  Features of the Area
  It is early-evening and the sun has set. The green is large, accommodating the few hundred people in 
  attendance. Torches and lanterns have been set up all around, illuminating the area with bright light.
  • Pavilion. A large tent has been erected in one corner of the green. One of the Line’s gondolas rests 
  on the ground here, open to the public. As the evening draws on, people enter, exit, scrutinize, and 
  luxuriate in and around the gondola. The adventurers may do so as well. Characters on guard duty 
  are permitted to make inspecting the gondola and observing the people there part of their rounds.
  • Dining Common. Another portion of the green has been parceled off as a kitchen and dining area. 
  Several long counters dish out food and both soft and hard drinks. Rows of long, communal tables 
  have been set up. Dozens of attendees are enjoying themselves there, as may the adventurers. 
  • The Line Station. On the ledge-side portion of the green sits the Line Station, jutting out two dozen 
  feet over the edge of the park. The station is empty (waiting for its big day, next morning) save for 
  patrols of guards that drift in and out through the evening.
  Adventurers who are on guard duty are part of the rotation that patrols the Line Station. They may 
  trigger the Saboteur! scenario during one of their rounds here (see Events That Occur During the 
  Soirée below).
  NPCs of Note
  Adults and children from almost all walks of life come and 
  go through the evening. Nearly every member of House 
  al-Hassim in good standing are there to represent the family. 
  Adults mingle and children play throughout the green.
  The notable NPCs below wander through the green and 
  pavilion with an entourage of guards and attendants. They 
  mingle with other nobles, answer the attendees’ questions, 
  and generally converse with those around them.
  In addition to the notable NPCs below, create other NPCs as 
  needed (named or otherwise) to further develop the setting 
  for your players. Some NPCs you can create include cooks 
  or servers at the dining area, other guards, other members 
  of House al-Hassim, rival nobles, guests fawning over the 
  nobles, couples enjoying an indulgent night out, commoners 
  enjoying the generosity of the rich, etc. These NPCs gossip 
  and chit-chat about House al-Hassim, sharing the informa-
  tion found in the Rumors Fly section of this Act.
  • Rashad ir’al-Hassim (male human). A young noble and 
  eldest son of House al-Hassim. Rashad was instrumental 
  in the creation and production of the Line, managing much 
  of its construction and development. His leadership in this 
  resulted in his earning the favor of several political groups 
  in the Upper City. It is said that more than one city official is 
  looking to groom the noble as a successor. Rashad himself 
  wants nothing less than a seat on the City Council.
  Rashad is handsome, intelligent, and charming. The charm 
  is a veneer, however. While genuine on the surface, Rashad’s 
  charm is greatly a tactic to expand his influence and will with 
  his allies. He makes every effort to conceal it, but beneath 
  the charm, the noble sports distaste for those below his 
  class. This distaste is prone to surface under pressure, com-
  ing off as conceit and condescension.
  • Lady Talihah and Lord Muhannad ir’al-Hassim (female 
  and male human, respectively). Rashad’s prominent moth-
  er and father. The Lady and Lord are fiercely proud of their 
  son and his ambitions. They bear themselves regally but are 
  humble and truly concerned with the common populace, 
  having all of Rashad’s poise while lacking their son’s disdain 
  for the lower classes.
  Lady Talihah and Lord Muhannad are parents to 2 sons and 
  3 daughters. Their household is a 15-minute walk from the 
  Line and sports a dozen servants and retainers.
  • Steward Sayyid ibn Hajjar (male human). House al-Has-
  sim’s major-domo, in charge of maintaining the house’s 
  day-to-day matters for the Lady and Lord. The steward is 
  currently assigned to attend to Rashad throughout the soirée 
  and the next day’s christening of the Line.
  Unbeknownst to anyone, Sayyid is sympathetic to the 
  Swords of Liberty and has been leaking details about the 
  Line to the organization’s operatives in the Middle City. He 
  has no knowledge of the assassination plans and believes 
  that the Swords plan to use his information merely to sabo-
  tage the Line.
  
  10
  Events That Occur During the 
  Soirée
  As the characters mix and mingle at the party, the 
  following events occur.
  Rumors Fly
  The adventurers can either overhear or take part 
  in a number of conversations throughout the 
  night. Roll for or choose information from the 
  table below to divulge to the characters as they 
  speak with NPCs.
  The table notes which rumors are true and which 
  are false. Keep in mind, though, that the charac-
  ters are unlikely to be able to confirm the validity 
  of the rumors they hear.
  The rumors may direct the adventurers’ atten-
  tion towards specific individuals. They may also 
  inform who the characters believe the assassi-
  nation target will be. Let these rumors influence 
  their decision to act for or against the assassina-
  tion attempt later at the end of this Act.
  Rumors Heard at the Soirée
  1d12
  Rumor
  1
  House al-Hassim profits by running prisoner-of-war 
  stockades somewhere in the Lower City. Lady 
  Talihah manages this and keeps this under wraps. 
  (TRUE)
  2
  Rashad was caught in a compromising position 
  with a rival noble’s daughter. He made a grave ene-
  my that day. (FALSE)
  3
  House al-Hassim is the target of ill intentions. A 
  rival noble house, political group, or individual is 
  allegedly planning to cause some form of trouble 
  or other either tonight or during the Festival of 
  Thronehold tomorrow. (TRUE)
  4
  While inexpensive, the overhead for a ticket of pas-
  sage on the Line is so high that House al-Hassim 
  still stands to rake in profits if the cable-carriage 
  proves successful. (FALSE)
  5
  Someone within House al-Hassim has been telling 
  stories of the family’s decline. This insider claims 
  that the family’s financial well-being hinges on the 
  success of the line and its possible expansion. 
  (TRUE)
  6
  Lady Talihah is illegitimately pregnant with the child 
  of another noble. None of House al-Hassim know 
  this. (FALSE)
  7
  Rashad is politically on the rise. He aims to take 
  a seat on the City Council some day. Several rival 
  noble houses are very displeased by this. (TRUE)
  8
  Members of the City Council are displeased with 
  the construction of the Line. Against some of the 
  Councilmembers’ wishes, Lord Muhannad allegedly 
  pulled a number of strings among the Sixty to get 
  the project approved. (FALSE)
  9
  Some of House al-Hassim’s trade contracts were 
  accidentally leaked by Lord Muhannad. Unsanc-
  tioned trade practices were discovered, and the 
  city government is now investigating the matter. 
  (TRUE)
  10
  Rashad’s condescension towards the poor and mid-
  dle-class have gotten him in heated arguments in 
  the past. There are plenty of people who would wish 
  him ill for it. (FALSE)
  11
  If the Line is successful, there is talk of stations 
  being built throughout the Middle City, perhaps 
  even reaching the Lower Wards. This might displace 
  some of the poor in the Lower City, however, as 
  stations are erected. (TRUE)
  12
  House al-Hassim’s steward, Sayyid, recently had 
  his lineage questioned. Sayyid’s family is believed 
  to have been serving the nobles for generations. 
  It was brought to light, however, that Sayyid may 
  have been the product of an illicit affair between his 
  father and Rashad’s grandmother. (FALSE)
  
  11
  Saboteur!
  Sometime during the evening, the adventurers 
  find themselves at the empty Line Station. If the 
  characters need motivation to get there, use the 
  following scenarios.
  The suggestions are made based on the hooks 
  provided in this adventure. Note, though, that 
  these motivations can be applied to a variety of 
  character motivations.
  • The Guard. The guards currently posted at the 
  Line Station need relief. It’s your turn to take a 
  shift at the station.
  • The Inquisitive. There are no signs of foul-play 
  in the green. The Line Station needs to be inves-
  tigated, however. It’s time for you to poke around 
  over there.
  • The Bystander. You think you saw some people 
  poking around the Line Station. It’s supposed to 
  be locked down, isn’t it? Whatever is going on 
  over there might be worth a closer look.
  At the Line Station. On the side of the station 
  furthest from the soirée, three members of the 
  Swords of Liberty have climbed up to the Line 
  Station from the towers below: a female swift-
  stride shifter swashbuckler named Dew (stat 
  block at the end of this adventure), and 2 thugs 
  named Rilo (human male) and Shayn (dwarf 
  male). When the adventurers arrive at the sta-
  tion, the Swords are attempting to quietly cause 
  damage to one of the station’s cable arrays. It 
  doesn’t take long for the adventurers to come 
  across the saboteurs.
  Dealing with the Saboteurs. Once discovered, 
  the Swords attack the adventurers, wanting to 
  leave no witnesses at the scene. They fight ag-
  gressively until two of them are killed or knocked 
  out.
  When only one saboteur remains standing, the 
  last Sword raises their hands in surrender and 
  parlays with the adventurers. If this happens (or 
  if the adventurers somehow successfully parlay 
  with the saboteurs beforehand), move onto End-
  ing Act I below.
  
  12
  Ending Act I
  By this time, the adventurers should have encountered the Swords of Liberty’s saboteurs.
  Ending the Evening
  However, the events at the Line Station play 
  out, the evening eventually comes to a close. If 
  the adventurers subdued the saboteurs, House 
  al-Hassim is grateful. The Adventurers are asked 
  to return in the morning in order to ride with 
  Rashad as bodyguards on the Line’s first trip.
  What now?
  There are numerous ways the adventure can 
  play out from here. The character may choose to 
  oppose the assassination attempt or choose to 
  support it. Some may choose to foil the attempt 
  while others choose otherwise. Likewise, the ad-
  venturers may opt to kill or subdue the saboteurs 
  or let the saboteurs go.
  Ideally, the party will come to a consensus as to 
  what courses of action to take. If this is not the 
  case, however, give the players that agency and 
  let things play out accordingly. It may be neces-
  sary to remind them that there are ways to re-
  solve inter-party conflict outside Player-vs.-Play-
  er!
  The events that occur during the assassination 
  attempt are outlined in Act II. Let your players’ 
  decisions determine how things play out, based 
  on the guidance found there.
  If the characters keep their dealings at the Line 
  Station under wraps, they may still appear at the 
  launch ceremony, either as employees or attend-
  ees.
  Why the Sword Swings
  Having encountered the adventurers, a saboteur 
  attempts to appeal to the characters. They share 
  the information below to the adventurers.
  • House al-Hassim isn’t as noble a house as it 
  seems. In addition to their visible business enter-
  prises, they run a variety of other more question-
  able establishments.
  • The worst of these establishments is a Pris-
  oner-of-War Stockade somewhere in the Lower 
  Wards, where political prisoners (individuals and 
  families) from the Last War are held in inhumane 
  conditions. These POW lives are of so little value 
  to the city government that oversight is practical-
  ly non-existent, allowing House al-Hassim to run 
  the stockade in as wretched conditions as they 
  can.
  • Rashad is on track to rise as a city official, even 
  at his young age. Though he hides it for political 
  gain, the young noble despises the lower class. 
  Rashad rising to any kind of power can open 
  doors for others who care nothing for the poor. 
  The downtrodden of Sharn would be trampled on 
  by uncaring officials.
  • The Swords of Liberty need to send a message 
  to the nobility of Sharn: the wealthy and power-
  ful will be struck down should they dare to step 
  on the poor and the weak.
  The Choice
  After imparting the information above, the sabo-
  teur reveals the Swords of Liberty’s plan: tomor-
  row, during the Festival of Thronehold and the 
  Line’s maiden voyage, a group of the Swords of 
  Liberty will descend upon the gondola to publicly 
  assassinate Rashad ir’al-Hassim.
  He then asks the characters to aid in the Swords’ 
  efforts.
  Troubleshooting:
  The Characters Don’t Parlay
  If the players press combat and subdue or slay the saboteurs 
  before the Swords of Liberty’s motivations are revealed, treat 
  the rest of the adventure as if the characters are working 
  against the assassination.
  
  13
  Act II: The Christening
  11 Aryth celebrates the end of the Last war and Sharn’s 3rd year of peace. Spectators and city offi-
  cials are excitedly gathered outside the Line Station to watch the gondola’s launch. As the sun rises 
  on the Festival of Thronehold, the adventurers have their duties to attend.
  Story Beats for Act II
  This act can develop in a variety of ways. Barring character actions that vastly deviate from the sto-
  ry’s general premise, the following plot points play out during the course of the Act. See Events That 
  Occur During the Christening below for guidance regarding the Assassination Attempt.
  Beat 1: Set the Scene
  Establish the occasion (the Line Launch Ceremo-
  ny) and the adventurers’ roles within. Determine 
  where the characters are within the scene: by 
  Rashad’s side at the platform, in the gondola, on 
  the green, or elsewhere. Establish the celebra-
  tory atmosphere of the Festival and the generally 
  jovial attitude of the crowds.
  Beat 2: Assassination Attempt
  The Gondola is christened and Rashad boards, 
  along with a small crowd of eager riders, to take 
  the Line’s maiden voyage. As the gondola de-
  scends towards Northedge, the Swords of Liberty 
  and the Kech Hashrach goblinoids attack. Will 
  Rashad live or die?
  Beat 3: Dénouement
  The assassination attempt either succeeds or 
  fails, with the results and consequences of the 
  adventurers’ actions playing out in this scene. If 
  you are continuing on with the story during later 
  sessions, adventure seeds are planted here.
  The Show Must Go On
  If the adventurers warned Rashad or any of House al’Has-
  sim about the assassination attempt, the nobles still de-
  cide to continue on with the Line’s launch. Cancelling the 
  event would surely be seen as a sign of bowing down to the 
  Swords of Liberty’s threats. Rashad makes a display of being 
  unconcerned, believing the threat to be a hollow one and 
  insisting on moving forward with tomorrow’s christening. 
  Given the circumstances, House al-Hassim hires the adven-
  turers on as bodyguards to accompany Rashad. How things 
  play out are yet to be seen.
  
  14
  Setting the Scene
  Use the act II information below to guide the story and to set the scene and its characters for your players.
  Features of the Area
  It is early morning on 11 Aryth, the day celebrat-
  ing the Treaty of Thronehold. Parts of Sharn are 
  already celebrating. The sun shines brightly on 
  the topmost reaches of Sharn, but the Middle and 
  Lower Wards are still cloaked in the shadows of 
  the Upper City.
  • The Line Station. The Line Station has been 
  opened to the public and the first batches of 
  eager passengers are queued up, waiting to ride. 
  When the Act begins (barring other player ac-
  tions), the scene opens with Rashad, the Lady 
  and Lord ir’al-Hassim, Sayyid, and the Upper 
  Central’s Councilor in the middle of the Christen-
  ing ceremony.
  • The Gondolas. A total of four gondolas are 
  present at the scene.
  Two of the gondolas (named “Prince” and “Prin-
  cess”) are mounted on their cables and ready to 
  travel. Prince is at the Upper Central Line Station, 
  while Princess is docked at the Middle Northedge 
  Line Station.
  The other two gondolas (“King” and “Queen”) 
  are on display, flanking the Line Station on either 
  side. King and Queen will be mounted onto their 
  cables the next day, after the Festival has wound 
  down.
  •The Green. A sizeable crowd has gathered on 
  the green to send the Line off on its first run. 
  Spectators are lined up against the railing over-
  looking the tower’s rooftop. Almost everyone is 
  dressed in reveler’s clothing. Many of the onlook-
  ers are holding clackers, small fire crackers, and 
  other noisemakers.
  •Festival Celebrations. The sounds of celebra-
  tion echo throughout the City of Towers. Cheer-
  ing crowds, music, and the pop of firecrackers 
  reverberate up to the green from all around. Even 
  in this early morning, fireworks are going off 
  over the various Wards of the city, sending bursts 
  of color exploding through the air.
  NPCs of Note
  In addition to the NPCs introduced in Act I, the following 
  notable NPCs are on-hand to participate in the morning’s 
  events. If the adventurers allowed any of the saboteurs to 
  live and escape, those saboteurs are present, trying to blend 
  in with the crowd.
  If you created other NPCs in Act I, they may appear here as 
  well, if the circumstances are appropriate.
  •Councilor Javan Tomollan (male human). City Council repre-
  sentative for Sharn’s Upper Central Plateau Ward. Councilor 
  Tomollan looks stern and austere but is warm and approach-
  able. He is impeccably dressed for the occasion, with regal 
  robes draped over this stout form.
  Tomollan is highly supportive of House al-Hassim and of 
  Rashad in particular. The Councilor hopes to groom Rashad 
  as his protégé and is using this event to see how the young 
  noble deals with the public.
  •Councilor Doran Cantar (male human). City Council rep-
  resentative for Sharn’s Middle Northedge Ward. Councilor 
  Cantar is a slim man, sporting a bald pate and a beard of 
  brown peppered with grey. He is much more conservatively 
  dressed that his Upper Central counterpart.
  While Cantar is generally supportive of House al-Hassim, 
  the Councilor’s interest lies primarily on the Line and the 
  benefits and renown it will provide him and his Ward. 
  Throughout the event, he silently runs through the disem-
  barkment speech he has prepared for when the gondola first 
  docks at Middle Northedge Station.  
  
  15
  Events That Occur during the Christening
  The sections below detail the sequence of events during the Christening Ceremony and the subse-
  quent gondola launch (with the passage of time indicated in minutes). Use the sequence of events to 
  in conjunction with the characters’ chosen courses of action to guide how the story plays out.
  The Christening (0:00)
  Rashad and Councilor Tomollan make speeches. 
  After the speeches, Rashad breaks a bottle of 
  wine against the gondola’s side, christening the 
  cable-carriage “King of the Line.”
  The Launch (0:15)
  Rashad, Sayyid, both Councilors, and a dozen 
  passengers then board the gondola. Amidst 
  cheers, fanfare, and fireworks, the King starts its 
  cable descent towards Middle Northedge Station
  Assassination Attempt (0:20)
  About a third of the way down the cable, five 
  minutes into its descent, the Swords of Liberty 
  strike.
  • First Wave: 3 human bandits push their way 
  through the crowds at the Line Station, rush to 
  the edge of the docking platform, then leap onto 
  the cables, zip-lining down towards the gondola 
  at breakneck speed.
  Adventurers at the Line Station, in the Gondo-
  la, or on the green’s overlook see these bandits 
  spring to action and can pick them off the cables 
  with ranged attacks. These bandits are merely a 
  distraction, however, meant to sweep eyes away 
  from the Second Wave.
  • Second Wave: A hi-jacked skycoach bursts 
  through a fireworks display and flies over the 
  gondola. From the skycoach, Kech Hashrach 
  forces leap onto the gondola’s roof: a bugbear 
  sweeper named Wrack and 2 goblins named 
  Braag and Broog. These attackers smash through 
  the gondola’s windows to make the hit on Ra-
  shad. Rashad and the Councilors use the noble 
  stat block. Other NPCs use the commoner stat 
  block.
  Running the Kech Hashrach Assaulters
  See the Kech Hashrach article elsewhere in this issue of the 
  Khyber Khronicle for the bugbear sweeper stat block. Gondo-
  la Exterior and Gondola Interior maps are provided with this 
  adventure for use during this encounter.
  The monsters’ objective is to take out Rashad, but they 
  engage the party if the adventurers get in the way. They make 
  every effort not to harm the other passengers in the gondo-
  la. To this end, the bugbear sweeper refrains from using its 
  Concussive Bomb action unless it is in a position to target 
  only Rashad or the characters.
  Scaling This Encounter
  This is the main set piece encounter of this adventure. If 
  your players act to stop the assassination, make this encoun-
  ter a challenging one! If your players handle the monsters 
  too easily, add goblin pistoleers by having more of them leap 
  in from the circling skycoach.
  If you are playing with a small group or a low-level party that 
  is having difficulty with the encounter, consider making one 
  or more of the following adjustments to this encounter.
  •Remove one or more of the goblin pistoleers.
  •Remove the bugbear sweeper’s Multiattack action.
  •Reduce the bugbear sweeper’s hit points to 48.
  
  16
  Playing Out the Scene
  The following sections offer guidance based on some of the possible choices the adventurers may 
  take. Keep an open mind and let things play out in a reasonable and feasible manner, should the play-
  ers veer wildly from the adventure.
  Preventing the Assassination
  If the adventurers choose to defend Rashad, com-
  bat most likely breaks out between the party and 
  the Kech Hashrach team. If this happens, you may 
  throw one or more of the following complications 
  at the adventurers, just to make the situation 
  more interesting.
  •The Kech Hashrach focus fire on Rashad. 
  Wrack and his goons keep their eye on the prize, 
  pushing past the adventurers to focus all of their 
  attacks on Rashad. The goblins use their nimble 
  escape ability to break away from the characters. 
  •Sayyid betrays Rashad. With this complication, 
  Sayyid takes his sympathies to the next level, 
  acting against his master. Perhaps Sayyid waylays 
  one of the characters, allowing a goblin to ad-
  vance to Rashad. Or, Sayyid could attempt to push 
  Rashad overboard. Think of creative ways for the 
  steward to act against House al-Hassim.
  • A passenger is accidentally knocked out of 
  the gondola. In the chaos of the fight, one of the 
  Kech Hashrach or even one of the players could 
  accidentally knock a passenger through a broken 
  window. Can the adventurers save the civilian 
  from a horrible fall?
  • The hi-jacked skycoach crashes into the 
  gondola. The skycoach slams into the side of the 
  gondola, causing it to lurch and sway. This can 
  cause damage to the characters and NPCs, cause 
  them to fall prone, or make movement difficult.
  
  17
  Assassinating Rashad
  If the adventurers choose to support the assassi-
  nation attempt, all they need to do is stand back 
  and let the Kech Hashrach goblinoids do their 
  work. Otherwise, they may choose to be proac-
  tive and deal the killing blow themselves.
  If the adventurers opt to assassinate Rashad, the 
  other gondola occupants might put up a weak 
  fight. They are unlikely able to stop the charac-
  ters, however. Harming Rashad would put the 
  adventurers on the wrong side of the law, result-
  ing in their need to flee the scene. If the Kech 
  Hashrach see the characters take their side, they 
  could be persuaded to give the characters a lift 
  on their skycoach as they escape.
  You may throw the following complications at the 
  adventurers to make the situation more engag-
  ing.
  • A skycoach full of Watch guards fly into the 
  scene to stop the Kech Hashrach. 1 knight and 
  5 guards hop on board the gondola to engage 
  against the goblinoids. If the characters hope for 
  Rashad’s demise, they may have to take care of 
  the Watch, first.
  • The goblinoids start harming bystanders.  
  The assassins may injure a bystander or knock 
  one overboard. Even if the characters are sympa-
  thetic to the Swords of Liberty, random violence 
  against the public may be enough to change their 
  tone.
  • The hi-jacked skycoach collides with the 
  cable array, causing the gondola to runaway 
  dangerously downward.  If the gondola’s run-
  away trajectory isn’t stopped, the resulting crash 
  will likely kill the riders, cause massive damage 
  to the Line Station, and perhaps even kill or in-
  jure crowd-goers below.
  A Little from Column A and a Little from Column B
  It is possible for the adventurers to make choices that op-
  pose one another. If they are unable to come to a consensus 
  and it looks like they will be acting against each other during 
  this part of the story, throw in a complication or two to try to 
  sway them towards one side or another.
  You may need to remind your players that their characters 
  actions have consequences, not just from outside sources 
  but towards their fellow party members as well. Inter-party 
  conflict can be the foundation of a great story, but you and 
  your players should make that voyage willingly and together. 
  If you all feel prepared to tell that story, then tread on! 
  Dénouement
  However, the scene plays out, this adventure 
  should progress to a number of resolutions. 
  There are possible outcomes for several fac-
  tors: the adventurers, Rashad, the Line, and the 
  Swords of Liberty and Kech Hashrach. These all 
  come together in this concluding scene.
  The Adventurers
  The fate of the adventurer’s hinges on whether 
  they stopped or supported the assassination 
  attempt.
  • If the adventurers worked against the assas-
  sination, whether or not Rashad survived, House 
  al-Hassim and the City Council are grateful. The 
  adventurers that acted against the Swords of 
  Liberty and the Kech Hashrach receive 50 gold 
  pieces each, as payment from House al-Hassim.
  • If Rashad survived, he is thankful to the char-
  acters. The noble is indebted to the adventurers 
  and proves a powerful political and social ally 
  within the City of Towers.
  Additionally, the Lady and Lord ir’al-Hassim give 
  the adventurers a collection of jewels worth 100 
  gold pieces, to be split among the party.
  • If Rashad was assassinated, House al-Hassim 
  mourns the loss. The family extends its appreci-
  ation to the adventurers, however, and remains 
  friendly towards the party.
  • If the adventurers supported the assassina-
  tion, they become enemies to House al-Hassim 
  and the city government. However, they find 
  allies in the Swords of Liberty and the Kech 
  Hashrach.
  • Adventurers that escaped the scene become 
  fugitives from the law. They must hide out or 
  leave the city if they wish to avoid prison and 
  subsequent execution. Whatever they choose to 
  do, the Sword of Liberty tracks them down and 
  attempts to recruit them. 
  • Adventurers that were apprehended are 
  imprisoned by the Watch and held at a garrison 
  in Middle Central to await judgement and exe-
  cution. Their futures look grim, but after several 
  days of imprisonment, they are broken out by 
  the Swords of Liberty. The Swords smuggle them 
  out of Sharn, where the adventurers may join the 
  Swords’ ranks or find their fate on their own.
  
  18
  How the World Changes
  In addition to the adventurer’s fates, the fates of 
  Rashad and his house, the Line, and the Swords of 
  Liberty and their allies have trajectories affected by 
  the assassination attempt.
  Rashad ir’al-Hassim and House al-Hassim. The 
  assassination attempt is a junction point for House 
  al-Hassim.
  • If Rashad survived the assassination, he is eter-
  nally thankful to characters that aided him during 
  the assassination attempt. Characters that aided in 
  the assassination bear the deepest enmity of Rashad, 
  House al-Hassim, and of the City Government. If any 
  adventurers escaped, Rashad spends his resources 
  hiring bounty hunters to track them down. House 
  al-Hassim is relentless in their efforts to bring these 
  characters to justice. In the upcoming days, Rashad 
  ferociously lobbies for the construction of more Line 
  Stations. Soon, the Line becomes a very profitable 
  enterprise for House al-Hassim.
  • If Rashad perished in the assassination attempt, 
  House al-Hassim has a difficult time recovering, The 
  Lady and Lord ir’al-Hassim grow despondent and 
  the family fortune begins to wane. Without leader-
  ship, the Line never reaches the monumental level of 
  success for which it was built, though it still functions 
  and serves.
  The Swords of Liberty. The freedom fighters continue 
  their activities whether the assassination was a success 
  or not.
  • If the assassination was successful, the Swords are 
  bolstered within the city. Their message rings loud and 
  clear, sowing fear among the nobility. Their member-
  ship grows, as does their plans to commit more acts of 
  chaos in their efforts to reignite a new war.
  The Swords of Liberty find strong allies in the Kech 
  Hashrach. While the Kech Hashrach’s presence in the 
  City of Towers must be kept limited, the Swords and 
  the goblinoids begin other campaigns elsewhere in 
  Khorvaire.
  • If the assassination was a failure, the Swords 
  become the target of the Watch, who doggedly hunt the 
  vigilantes down within the borders of Sharn. Due to the 
  increase in security, the Swords of Liberty retreat from 
  the city to focus their activities elsewhere.
  Their alliance with the Kech Hashrach is put on hold 
  for the time being, and the goblinoids must seek other 
  ways of gaining influence in Sharn.
  Expanding This Adventure
  This concludes Treachery on the Line. If you 
  played this adventure as a launching point for or 
  as a part of your Eberron campaign or a setting 
  of your own creation, here are some ways to con-
  tinue the story.
  Social and Political Intrigue
  If the adventurers ended the story allied with 
  House al-Hassim, the noble house may offer them 
  more missions.
  • Investigate a series of murders that have oc-
  curred in their Prisoner-of-War Stockade in Low-
  er Tavick’s Landing.
  • Discover the identity of a noble who is stealing 
  away House al-Hassim trade secrets and selling 
  them to the highest bidder.
  • Protect Rashad, Lady Talihah, and/or Lord Mu-
  hannad during an expedition outside the city.
  • Assist one of the Councilors (on House al-Has-
  sim’s behalf) in finding a kidnapped relative.
  • Find out who has been funding a political cam-
  paign to smear either Rashad or one of the Coun-
  cilors allied with House al-Hassim.
  Rebels for the War
  If the adventurers ended the story allied with the 
  Swords of Liberty, the freedom fighters can offer 
  the characters plenty of adventure.
  • Extract an undercover Sword operative from 
  the Watch before their identity and the secrets 
  they hold are discovered.
  • Protect a group of Cyran refugees being shaken 
  down by the Boromar Clan in Lower Dura.
  • Root out a changeling spy that has been acting 
  as an informant against the Swords to the City 
  Council.
  • Infiltrate a noble house in Upper Northedge 
  to steal an artifact that could prove useful to the 
  Swords.
  • Accompany a Kech Hashrach force on a Light-
  ning Rail heist and make sure the goblinoids do 
  their job.
  
  19
  Monster/NPC Stat Blocks
  This adventure uses the following stat blocks 
  found in the Monster Manual: bandit, common-
  er, noble, and thug. Additionally, it uses the stat 
  block below, as well as the Bugbear Sweeper stat 
  block found in the Kesh Hashrach article found 
  elsewhere in this issue of Khyber Khronicle.
  Swiftstride Shifter Swashbuckler
  Medium humanoid (shifter), chaotic neutral
  Armor Class 17 (leather armor)
  Hit Points 66 (12d8 + 2)
  Speed 35 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  12 (+1) 18 (+4) 12 (+1) 14 (+2) 11 (+0) 15 (+2)
  Skills Acrobatics +8, Athletics +5, Perception +4, 
  Persuasion +6
  Senses passive Perception 14
  Languages Common
  Challenge 3 (700 XP)
  Darkvision. The shifter can see in dim light within 
  60 feet as if it were bright light, and in darkness as if 
  it were dim light. It can’t discern color in darkness, 
  only shades of gray.
  Longstride Shifting (recharges on a short or long 
  rest). As a bonus action, the shifter can assume a 
  more bestial appearance. This transformation lasts 
  for 1 minute, until it dies, or until it reverts to its 
  normal appearance as a bonus action.
   While shifted, the shifter’s walking speed increases 
  by an additional 5 feet. Additionally, it can move up 
  to 10 feet as a reaction when an enemy ends its turn 
  within 5 feet. This movement doesn’t provoke oppor-
  tunity attacks.
  Lightfooted. The shifter can take the Dash or Disen-
  gage action as a bonus action on each of its turns.
  Suave Defense. While the shifter is wearing light or 
  no armor and wielding no shield, its AC includes its 
  Charisma modifi er.
  Actions
  Multiattack. The swashbuckler makes three attacks: 
  one with a dagger and two with its rapier.
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 
  + 4) piercing damage.
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 + 4) piercing damage. 
  Avid Arsonist
  
  20
  Designed by: Dave Knighton, David Morris, and Elven 
  Tower
  Thronehold consists of Thronehold Castle and 
  Throneport. Throneport is divided into five 
  districts, one for each of the surviving of nations 
  and a fifth Port district. Each of the nation’s 
  maintain a small corps of guards and servants, 
  leaving the bulk of the protection and law en-
  forcement up to House Deneith.
  Thronehold is technically neutral according to 
  the Treaty of Thronehold, but each nation con-
  trols the borders into their district and ID is 
  required by everyone in the city. The Port District 
  is where people from the four nations mingle. 
  Thieves, spies, and those seeking asylum spend 
  much time in this district.
  Thronehold Castle is home to the Tribunal of 
  Thronehold and is off limits aside from the Tri-
  bunal court. Access to other areas of the castle 
  are on a case by case basis and must be approved 
  by the Tribunal (after a pile of paperwork and 
  plenty of “processing” time).
  Thronehold
  The Once Great City of Galifar
  Thronehold Tribunal
  The Tribunal of Thronehold was established in 
  the Treaty of Thronehold and has the primary 
  duty of trying war crimes committed during the 
  Last War. Though it is charged with this noble 
  duty, most trials end in deadlock as the nation’s 
  bicker among each other, stalling when asked to 
  provide the accused or witnesses, and otherwise 
  participate in a miscarriage of justice. Only the 
  most blatant of crimes have ever been prosecut-
  ed in full by the Tribunal.
  Aside from this duty, the Tribunal also hears 
  cases in its lower house that relate to disputes 
  or crimes committed in Thronehold. Everything 
  from petty crimes like staying out past curfew, 
  littering, and more serious crimes such as espio-
  nage or murder are heard by the Tribunal’s lower 
  court. The worst offenders are sent to Dreadhold 
  off Cape Far, while lesser offenders and those 
  awaiting trial are held in The Iron House in the 
  Karnathi Zone.
  
  21
   Treaty of Thronehold
  On the 11th of Aryth 996 YK, King Kaius III signed 
  what is now known as the Treaty of Thronehold 
  within the former Galifaran capital; officially 
  ending the Last War between the surviving four 
  of the Five Nations.
  This treaty allowed for the recognition of the 
  existing four nations as well as several new ones. 
  Khorvaire was now divided amongst the nations 
  of Aundair, Breland, Thrane, Karrnath, the Talen-
  ta Plains, Zilargo, Q’barra, the Lhazaar Principal-
  ities, the Mror Holds, the Eldeen Reaches, Dargu-
  un, and Valenar.
  The former nation of Cyre, the territory Droaam, 
  the Shadow Marches, and the Demoan Wastes 
  were not represented in this treaty and the 
  Mournland was left unclaimed. 
  The most notable of the provisions of the Treaty 
  of Thronehold were:
  •	The emancipation of Warforged, whilst at 
  the same time banning the creation of any new 
  Warforged and outlawing the Cannith Creation 
  Forges.
  •	Thaliost, a contested state between Aundair 
  and Thrane was formally ceded to the latter. This 
  hasn’t helped quell the tensions between both 
  sides.
  •	Certain acts were forbidden: for example, duels 
  to the death in Aundair were outlawed.
  •	A multi-national military court was established 
  for military criminals, which generally end in 
  Dreadhold Prison. However, this tribunal has 
  only recognition in name, since no country actu-
  ally supports it.
  •	The boundaries of the remaining Five Nations 
  were clearly established, according to their state 
  at the end of the Last War: Aundair lost Thaliost 
  and Thrane acquired it (as mentioned before), 
  Karrnath lost some terrain to Aundair, Breland 
  lost part of its vast territory to both Darguun and 
  Droaam (even though they don’t recognize the 
  latter, and neither does any other territory), and 
  Thrane got a few places which no one else want-
  ed to have aside from Thaliost. 
  Throne Wardens of House Deneith
  House Deneith provides mercenaries and guards 
  to anyone with the coin. They remained neu-
  tral in the war and provided their services to all 
  sides. The Throne Wardens are a group of House 
  Deneith mercenaries that are tasked with de-
  fending Thronehold Castle and act as stewards as 
  well.
  The bulk of the Throne Wardens are made up of 
  descendants of the former King’s Guard. These 
  mercenaries are dedicated to protecting the cas-
  tle and hope for a day when the throne is again 
  occupied, and the kingdom reunited. 
  The Sentinel Marshals
  The Sentinel Marshals are a faction of House De-
  neith charged with upholding the law throughout 
  the Five Kingdoms. Even after the war, the four 
  remaining nations have agreed that the Sentinel 
  Marshals should continue their work pursuing 
  criminals and they enjoy free passage on air-
  ships, lightning rails, and Orien caravans when 
  on official business. In Throneport, the Sentinels 
  maintain order and arrest criminals.
  
  22
  
  23
  
  24
  Backgrounds of 
  Thronehold
  Designed by: David Morris and Josh Epperson
  
  25
  Deneith Defender
  You were a member of House Deneith’s Defenders Guild. 
  Everyone across Khorvaire turns to the Defenders to protect 
  their loved ones, important property, and themselves. You 
  were one such bodyguard and swore to protect whatever 
  your clients hold sacred. What happened to turn you towards 
  the life of adventure?
  Skill Proficiencies: Choose two from among Athletics, In-
  sight, Intimidation, and Persuasion
  Tool Proficiencies: Choose two from among Gaming Set, 
  Land Vehicles, and Musical Instruments
  Equipment: A set of clothes, ID papers, and a pouch contain-
  ing 20 gp
  Feature: Defenders Guild
  The Defenders remember your service and will provide room 
  and board for you and your companions on a temporary 
  basis. Even if you left on bad terms, someone in the Guild 
  remembers your best intentions or good nature. You also 
  have advantage on Persuasion checks to learn information 
  from fellow Defenders.
  Suggested Characteristics
  Use the tables for House Agent in Wayfinder’s Guide to Eber-
  ron or the Urban Bounty Hunter in the Sword Coast Adventur-
  er’s Guide.
  Sentinel Marshal
  Your life before adventuring was one of excitement and 
  pride. You traveled Khorvaire as a law keeper, tracking down 
  those who thought the law did not apply to them. It was up 
  to you to teach them to respect the law and bring them to 
  justice. 
  Respected as the law keepers of Galifar, the Sentinel Marshal 
  are Dragonmarked heirs of House Deneith that are dedicat-
  ed to upholding the law above all else. The remaining four 
  kingdoms agreed unanimously that the Sentinels should 
  continue their work after the Treaty of Thronehold was 
  signed. 
  Life has taken you away from these duties, but it can be hard 
  to set aside the badge.
  Requirements: Must be a Dragonmarked member of House 
  Deneith
  Skill Proficiencies: Choose two from among Insight, 
  Intimidation, Persuasion, and Survival
  Tool Proficiencies: Choose two from among Cook’s Utensils, 
  Gaming Set, Land Vehicles, and Musical Instruments
  Equipment: A set of clothes, a set of shackles, an explorer’s 
  pack, house signet ring, ID papers, and a pouch containing 
  10 gp.
  Feature: A Free Ride 
  The Sentinel Marshals have been granted free passage on 
  airships, lighting rails, and caravans so long as they are 
  using them in the line of duty. If you show that you are in 
  pursuit of a criminal, you and your allies do not have to pay 
  for passage.
  Suggested Characteristics
  Use the tables for House Agent in Wayfinder’s Guide to Eber-
  ron or the Urban Bounty Hunter in the Sword Coast Adventur-
  er’s Guide.
  Throneport Spy
  For a lot of people, the Last War has ended. For you, it just 
  changed battlefields. You worked for one of the nations of 
  Khorvaire, for one of the Dragonmarked Houses, or for some 
  other actor collecting information on others. You know that 
  the Shadow War has just begun. Did you work to maintain 
  the status quo, cement the peace the Treaty of Thronehold 
  promises, or to rekindle the conflict? Do you still perform 
  tasks for your old employers, or have you left that life behind 
  you?
  Skill Proficiencies: Choose two from among Deception, In-
  sight, Perception, or Sleight of Hand 
  Tool Proficiencies: Choose two from among Disguise Kit, 
  Forgery Kit, gaming set
  Equipment: A set of clothes, a disguise kit, a diplomat’s 
  pack, forged ID papers with arcane mark, a sending stone 
  that can reach your handler, and a pouch containing 10 gp.
  Specialty
  Roll or chose what kind of missions you undertook during 
  your service.
  D4
  Intelligence Mission
  1
  Natural Resources
  2
  Popular sentiment
  3
  Military capability
  4
  Counterintelligence
  Feature: A Tangled Web 
  When making a check to find information or track someone 
  in an urban setting on Khorvaire, you have advantage on the 
  roll. Additionally, you have a non-descript identity that you 
  have a disguise and fake ID. Any attempts to find informa-
  tion about you imposes disadvantage on the check.
  Suggested Characteristics
  Use the tables for House Agent in Wayfinder’s Guide to Eber-
  ron or the Urban Bounty Hunter in the Sword Coast Adventur-
  er’s Guide.
  Favored of The House
  Through family or personal feats, you are a favored of your 
  Dragon Marked house. Members of your house speak of 
  your potential and great things are expected of you in the 
  years to come. You show promise in increasing the power 
  of your house and because of this you are always a welcome 
  guest to its members. The expectations on you are high but 
  so far you have not failed. 
  Skill Proficiencies: Persuasion, Insight
  Tool Proficiencies: One type of tool, vehicles (one of choice)
  Equipment: Letter of Marque, a set of tools (one of your 
  choice), traveling clothes, a belt pouch containing 15 gp
  Feature: Favored member
  As long as you remain in the good graces of your house you 
  will always find lodging and a meal with house members. 
  You have a house Sponsor as well that can provide you 
  with contacts, send messages in secret or provide you with 
  assignments and missions to further your goals within the 
  House.
  
  26
  Aspirant of the Becoming God
  Something in your past has devoted you to the cause of 
  helping the warforged create the Becoming God. Perhaps 
  you are a warforged yourself or a survivor from Cyre looking 
  for guidance. You have taken on the sacred pilgrimage to 
  create a god that the warforged can call their own. Each aspi-
  rant on this path does so in their own way as the Becoming 
  God is either unknown to most or considered a legend.
  The highest concentration of followers can be found in the 
  Mournlands where they scavenge parts to build their god. 
  Others may collect holy symbols in hopes of transferring 
  their divine power into the Becoming God. Others still 
  spread the word of the Becoming God through missionary 
  work helping at forges or in Magewright shops.
  Skill Proficiencies: Religion, Survival
  Tool Proficiencies: Two of your choice.
  Equipment: A battered holy symbol of unknown origin, a 
  heavy set of traveling clothes, One set of tools tied to one of 
  your proficiencies. And a belt pouch with 10 gp.
  Feature: Helping Hand
  Aspirants of the Becoming God are trained to cooperate in 
  the creation of something larger and grander then them-
  selves. When joining efforts to craft an item as a downtime 
  activity with one or more other characters the Aspirant can 
  provide an extra 25 gp worth of work per week.
  Galifar Loyalist
  There are those who remember when the kingdom was unit-
  ed or hold to an idealized version of the past through the 
  written histories. You long for the days of a united Khorvaire 
  and the peace and prosperity that came with it.
  Characters with this background are typically human but 
  other races may see the advantage to a united kingdom. 
  Work with your GM to determine the details of your loyalty. 
  Perhaps you are a distant relative of a once landed noble. 
  Maybe you come from meager backgrounds and miss the 
  safety that once came with a united kingdom.
  Skill Proficiencies: History, Persuasion
  Tool Proficiencies: 1 of choice
  Languages: 1 of choice
  Equipment: Common Clothes, a book of Galifar History, a 
  minted Galifar coin of sentimental value. A belt pouch with 
  15 gp.
  Feature: Galifar Network
  You know several other loyalists of Galifar willing to provide 
  lodging or meals. Additionally you can spot other loyalists 
  and can get messages sent over a great distance through 
  the network. The Network members may be able to confirm 
  rumors or provide necessary information in their region.
  House Mediator
  You may or may not belong to a House, but a mediator is 
  almost always a necessity. You have made a living bringing 
  people to a compromise in and out of the Great Houses. 
  Treaties and negotiations are more important than ever in 
  this post-war time and you are a welcome sight wherever 
  you go. If you are a member of a House, you have good 
  relations with members of other houses and you are taken 
  at your word. If you are not a member of a House, you are 
  an independent negotiator that has gained trust in the Great 
  Houses.
  Skill Proficiencies: Persuasion, Insight
  Languages: 2 languages of your choice
  Equipment: an Emblem or Insignia noting you as a house 
  Mediator, a set of fine clothes, a belt pouch with 15 gp.
  Feature: Trusting Demeanor
  You can always find a place to get a good night’s sleep and a 
  full stomach. The House Mediators are known far and wide 
  for their level heads and good judgment. As long as you are 
  willing to settle petty affairs fairs and contracts for lower 
  house members and establishments you can obtain lodging 
  and food for free. Additionally, people who have heard of 
  your past agreements will treat you as friendly
  Magewright
  You joined a Magewright guild at a young age and showed 
  potential in your craft. You have learned the secrets that 
  combine magic and technology that allows the standard 
  of living that the people of Eberron have come to enjoy. 
  You enjoy a good relationship with other members of your 
  Magewright guild and if you chose can find work in any city 
  or town.
  Skills: Insight, History
  Tool Proficiencies: Artisan Tool’s (one of your choice), vehi-
  cle (one of your choice)
  Feature: Secret of the Trade
  Choose a class: bard, cleric, druid, sorcerer, warlock or 
  wizard. You learn one cantrip of your choice from that class’s 
  spell list. This spell can only be cast as a ritual. You use this 
  spell to infuse mundane objects with magic, work with your 
  DM to determine the exact effect. For example: A Lamplight-
  er may have the light cantrip in order to light the city street, 
  or you may use ray of frost to create refrigeration blocks for 
  cold pantries.
  
  27
  NPC’s of Eberron
  Designed by: Anthony Turco
  The world of Eberron is filled with adventure, and the players are sure to meet 
  many people—allies and enemies alike—during their journeys.
  
  28
  NPC’s of Ebberon
  Many of the miscellaneous NPCs found in Ap-
  pendix B of both the Monster Manual and Volo’s 
  Guide to Monsters can be found throughout 
  Eberron, particularly the countries of Khorvaire. 
  The next upcoming release from the Korranberg 
  Chronicle, Map Perilous, will present many 
  more NPCs for use in Eberron games, and the 
  ones that follow are just a taste.
  The Magic of Artifice
  The artificer and battlesmith statistics refer to new 
  spell’s artificers can cast. These spells are marked 
  with a dagger (†) and may be found in Korranberg 
  Chronicle: Adventurer’s Almanac.
  Artificer
  Artificers are ingenious spellcasters that focus 
  their talents in the imbuing of magical energies 
  into items. With their considerable insights into 
  the foundational threads of magic, they are able 
  to quickly craft items that can preproduce nearly 
  any magical effect. 
  Artificer
  Medium humanoid (any race), any alignment
  Armor Class 14 (chain shirt)
  Hit Points 49 (9d8 + 9)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10 (+0)  13 (+1)   12 (+1) 16 (+3)    13 (+1)    10 (+0)
  Skills Arcana +7, Artifi cer’s tools +7, Perception +3
  Senses passive Perception 11
  Languages any two languages
  Challenge 3 (700 XP)
  Spellcasting. The artifi cer is a 5th-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 
  13, +5 to hit with spell attacks). It has the following 
  artifi cer spells prepared:
  Cantrips (at will): improvised wand†, induce stasis†, 
  light
  1st level (4 slots): detect magic, identify, shield of faith
  2nd level (3 slots): heat metal, magic weapon, shatter
  3rd level (2 slots): elemental weapon
  Actions
  Light Hammer. Melee or Ranged Weapon Attack: +2 
  to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 
  (1d4) bludgeoning damage.
  Hand Crossbow. Ranged Weapon Attack: +3 to hit, 
  range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing 
  damage.
  Craft Spell-Storing Item (1/day). The artifi cer expends 
  one of its spell slots to create an improvised magic 
  item with 1 charge. The item retains this charge for 8 
  hours, or until expended as another action to cast a 
  spell of the same level as the spell slot they expended 
  to create the item (using the artifi cer’s spell save DC 
  and/or spell attack bonus as applicable). The spell 
  may be from any class’s spell list, and the artifi cer 
  chooses the specifi c spell at the time the magic item 
  is created.
  
  29
  Battlesmith
  Medium humanoid (any race), any alignment
  Armor Class 18 (full plate)
  Hit Points 91 (14d8 + 28)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  16 (+3)  10 (+0)  15 (+2)  18 (+4)   15 (+2)    11 (+0)
  Saving Throws Con +5, Wis +5
  Skills Arcana +10, Artifi cer’s tools +10, Athletics +6, 
  Perception +5
  Damage Resistance bludgeoning, piercing, and slash-
  ing damage from nonmagical attacks (from stoneskin)
  Senses passive Perception 15
  Languages any one language (usually Common)
  Challenge 6 (2,300 XP)
  Arcane Veteran. Battlesmiths are hardened combat 
  veterans. They gain advantage on all Wisdom saving 
  throws and Constitution saving throws to main-
  tain concentration on spells. They can also perform 
  somatic components for their spells while holding a 
  weapon in the same hand, and when they cast magic 
  weapon the duration of the spell is concentration, up 
  to 8 hours.
  Greater Weapon Augmentation. As a bonus action, 
  the battlesmith can expend a spell slot to cause its or 
  a willing adjacent ally’s melee weapon attacks to be 
  wreathed in arcane energies, dealing an extra 16 (3d10) 
  fi re, lightning, cold, or thunder damage to a target on a 
  hit. The energy lasts for up to a minute, or until the extra 
  damage is dealt on a successful hit. If the battlesmith 
  expends a spell slot of 2nd level or higher, the extra 
  damage increases by 1d10 for each level above 1st.
  Spellcasting. The battlesmith is a 7th-level artifi cer. Its 
  spellcasting ability is Intelligence (spell save DC 15, +7 
  to hit with spell attacks). It has the following artifi cer 
  spells prepared:
  Cantrips (at will): blade ward, induce stasis†, mending, 
  resistance
  1st level (4 slots): detect magic, emergency repair†, 
  repair damage†, shield, shield of faith
  2nd level (3 slots): heat metal, magic weapon*, shatter 
  3rd level (3 slots): crusader’s mantle, mass emergency 
  repairs†
  4th level (1 slot): stoneskin*
  *The battlesmith casts these spells before combat.
  Actions
  Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) bludgeoning damage (includes 
  magic weapon)
  Command Construct. The battlesmith directs one 
  willing construct of CR 6 or lower that can see or hear 
  it. The directed construct can immediately use its 
  reaction to make one of its melee attacks (but not a 
  multiattack), adding 13 (2d8 + 4) to the damage roll if 
  it hits.
  Battlesmith
  Battlesmiths are artificers trained by various nations to take to the field of combat. Employed during 
  the Last War as field medics for warforged troops, battlesmiths are expected to be able to defend 
  themselves. Many of them build one or more iron defenders (Threat Dispatch, pg. 49) to accompany 
  and guard them to aid in this. Due to the stigma against letting warforged command themselves, bat-
  tlesmiths were often the natural choice to lead units otherwise entirely comprised of warforged. 
  
  30
  Beguiler
  Beguilers have a natural talent or inclination for 
  illusion and enchantment magic. They are often 
  con artists or tricksters, but as often as not, they 
  might employ their talents as entertainers.  
  Duelist
  Duelists are deadly swordfighters, but typically 
  exist within higher social circles than common 
  soldiers, or rakish swashbucklers. As a legitimate 
  sport, fencing tournaments are a popular past 
  time for nobles and dragonmarked heirs alike. 
  Though the Code of Galifar considers a non-sanc-
  tioned duel to be criminal assault with two guilty 
  parties, they are still popular means of resolution 
  for slights and other conflicts, usually to first 
  blood. 
  Highborn
  Highborn are individuals that have had every 
  advantage in life due to being born into privilege. 
  Whether that is a royal family line, esteemed 
  noble peerage, or the upper echelons of a Drag-
  onmarked House, highborn have access to edu-
  cation, training, and influence that make them a 
  force to be reckoned with.
  Beguiler
  Medium humanoid (any race), any alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 33 (6d8 + 6)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10 (+0) 15 (+2)   12 (+1)   17 (+3)   14 (+2)    13 (+1)
  Skills Arcana +5, Insight +4
  Damage Resistance bludgeoning, piercing, and 
  slashing damage from nonmagical attacks (from 
  stoneskin)
  Senses passive Perception 12
  Languages any two languages
  Challenge 3 (700 XP)
  Spellcasting. The beguiler is a 7th-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 
  13, +5 to hit with spell attacks). It has the following 
  wizard spells prepared.
  Cantrips (at will): dancing lights, minor illusion, presti-
  digitation, vicious mockery
  1st level (4 slots): charm person, dissonant whispers, 
  illusory script, mage armor*
  2nd level (3 slots): hold person, invisibility, mirror 
  image
  3rd level (3 slots): major image, stoneskin*
  4th level (1 slot): Mordenkainen’s faithful hound*
  *The beguiler casts these spells before combat.
  Actions
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4 + 2) piercing damage
  Reactions
  Illusory Success. If a creature succeeds on a saving 
  throw to resist a spell the Beguiler has cast upon 
  them, it can force them to reroll the saving throw and 
  abide by the new result instead.
   
  Duelists are deadly swordfighters, but typ-
  
  31
  Duelist
  Medium humanoid (any race), any alignment
  Armor Class 13
  Hit Points 39 (6d8 + 12)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10 (+0)  17 (+3)   15 (+2)  12 (+1)   13 (+1)    14 (+2)
  Skills Acrobatics +5, Athletics +2
  Senses passive Perception 11
  Languages any two languages
  Challenge 3 (700 XP)
  Skilled Fencer. The duelist adds twice its profi ciency 
  modifi er on attacks using weapons with the fi nesse 
  property, and such weapons deal one extra die of 
  their damage when the duelist hits with them (in-
  cluded in the attack).
  Actions
  Multiattack. The duelist makes two attacks with its 
  rapier.
  Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 12 (2d8 + 3) piercing damage
  Reactions
  Parry & Riposte. The duelist adds 4 to its AC against 
  one melee attack that would hit it. To do so, the duel-
  ist must see the attacker and be wielding a rapier.
  If this causes the attack to miss, the duelist immedi-
  ately makes a rapier attack against the creature that 
  attacked it.
  Highborn
  Medium humanoid (any race), any align-
  ment
  Armor Class 13
  Hit Points 90 (12d8 + 36)
  Speed 30 ft.
  Highborn
  Medium humanoid (any race), any alignment
  Armor Class 13
  Hit Points 90 (12d8 + 36)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10 (+1)  16 (+3)  16 (+3)  14 (+2)    18 (+4)   20 (+5)
  Skills Deception +8, History +5, Insight +7, Persuasion +8
  Senses passive Perception 14
  Languages any four languages
  Challenge 6 (2,300 XP)
  Highborn Inspiration (1/Turn). The highborn may 
  roll 3d6 and add the result to any attack roll, ability 
  check, saving throw, or damage roll it makes, or to 
  its AC until the end of the current turn (no action 
  required).
  Actions
  Multiattack. The highborn makes two attacks with its 
  rapier.
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8 + 3) piercing damage
  Nobilis Oblige. The highborn speaks a special com-
  mand to a non-hostile creature that it can see within 
  30 feet of it. The target creature gains the Highborn 
  Inspiration trait (as above) for 1 round, provided it 
  can hear and understand the highborn.
  An Inquisitive is a master of observation 
  and deduction, and often sell their skills 
  to solve mysteries or find lost things and 
  people. While many inquisitives are heirs 
  of House Medani or House Tharashk, 
  those dragonmarked houses also license 
  and train private inquisitives, who find 
  the larger cities of Khorvaire—especially 
  Sharn—rife with opportunities for their 
  particular set of skills. 
  Inquisitive
  
  32
  Inquisitive
  An Inquisitive is a master of observation and 
  deduction, and often sell their skills to solve 
  mysteries or find lost things and people. While 
  many inquisitives are heirs of House Medani or 
  House Tharashk, those dragonmarked houses 
  also license and train private inquisitives, who 
  find the larger cities of Khorvaire—especially 
  Sharn—rife with opportunities for their particu-
  lar set of skills. 
  Inquisitive
  Medium humanoid (any race), any alignment
  Armor Class 17 (studded leather)
  Hit Points 32 (5d8 + 10)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  12 (+1)  13 (+1)   14 (+2)  18 (+4)   16 (+3)    11 (+0)
  Saving Throws Str +5, Dex +5, Con +6, Int +8, 
  Wis +7, Cha +4
  Skills Insight +7, Investigation +8, Perception +7
  Senses passive Perception 22
  Languages any three languages
  Challenge 2 (700 XP)
  Observant. The inquisitive can’t be surprised, 
  doesn’t grant advantage to attackers hidden from it, 
  and can read lips. It also has a +5 bonus to its pas-
  sive perception score (already included).
  Predictive Puissance. The inquisitive’s keen obser-
  vational and deductive skills allow it to apply its 
  Intelligence modifi er as a bonus to its Armor Class, 
  all saving throws, and attack and damage rolls made 
  with unarmed strikes and weapons with the fi nesse 
  property (already included in the inquisitive’s statis-
  tics)
  Actions
  Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 9 (1d8 + 5) piercing damage.
  Dagger. Melee or Ranged Weapon Attack: +7 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 
  5) piercing damage.
  Magewright
  Medium humanoid (any race), any align-
  ment
  Armor Class 10
  Hit Points 9 (2d8)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  
  33
  Magewright
  Medium humanoid (any race), any alignment
  Armor Class 10
  Hit Points 9 (2d8)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10 (+0) 10 (+0)  10 (+0)  14 (+2)   10 (+0)   11 (+0)
  Skills Arcana +4, any one set of Artisan’s tools
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 1/4 (50 XP)
  Spellcasting. The magewright is a 1st-level spellcast-
  er. Its spellcasting ability is Intelligence (spell save 
  DC 12, +4 to hit with spell attacks). The magewright 
  knows one cantrip and 1st-level spell with the ritual 
  tag related to their profession (see below). Mage-
  wrights have no spell slots, and instead cast their 
  spells as rituals. 
  Exceptionally skilled magewrights may know 2nd 
  or 3rd level spells and have 2nd or 3rd level spell 
  slots, but they do not know spells that deal damage 
  or infl ict conditions on their targets. The sample 
  professions below give suggestions for higher level 
  magewright spells.
  Actions
  Tool of Trade. Melee Weapon Attack: +2 to hit, reach 5 
  ft., one target. Hit: 1 bludgeoning, piercing, or slashing 
  damage.
  Wandslinger
  Medium humanoid (any race), any align-
  ment
  Armor Class 13 (leather armor)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  Magewright
  Magewrights are the most common spellcasters 
  in the Five Nations. Most of those who attempt to 
  learn the arcane arts do not have the raw talent 
  or genius of artificers and wizards. Instead, they 
  master just the spells that they can apply toward 
  a trade and live a comfortable life. Magewrights 
  that earn a living building and maintaining magic 
  items often have one or two common schemas to 
  their name as well. 
  “Magewright” is a term that refers to anyone who 
  applies work-a-day magic to their trade, but an 
  individual magewright would be known for the 
  actual profession they apply their magic to. Be-
  low are two sample professions for magewrights.
  Lamplighter. These magewrights employ their 
  skills toward the maintenance and crafting of 
  sunrods, everburning torches, and everbright 
  lanterns. They are proficient with alchemist’s 
  supplies and know the light and detect magic 
  spells. Exceptional lamplighters know continual 
  flame and have two second-level spell slots.
  Wordsmith. Wordsmiths sell their services as 
  scribes and translators. They are proficient with 
  calligrapher’s supplies and know the message 
  and comprehend languages spells. Highly skilled 
  wordsmiths know zone of truth and have three 
  second-level spell slots, so they can also function 
  as official notaries. 
  
  34
  Wandslinger
  Wandslingers are a sort of specialized, com-
  bat-trained magewright. Magic was a valuable 
  asset during the Last War, but the armies of the 
  Five Nations did not often have time to wait 
  for fully-trained mages to enlist. Soldiers that 
  showed even a minor magical talent received 
  enough training to be able to cast one or two 
  cantrips—typically combat oriented wizard or 
  sorcerer cantrips—and one 1st-level spell. Unlike 
  fully trained wizards or gifted sorcerers, a wand-
  slinger can only fulfill the somatic components of 
  spells by using an arcane focus, typically a wand 
  or rod. 
  Within the military, these limited spellcasters 
  are known as “arcaneers”, but to common folk, 
  they are known by the more evocative moniker of 
  “wandslinger”. 
  Wandslinger
  Medium humanoid (any race), any alignment
  Armor Class 13 (leather armor)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  13 (+1)  15 (+2)   14 (+2)  16 (+3)    14 (+2)   11 (+0)
  Skills Arcana +5, Perception +4
  Senses passive Perception 14
  Languages any one language (usually Common)
  Challenge 3 (700 XP)
  High Caliber Cantrips. The wandslinger adds its 
  Intelligence modifi er to the damage of any cantrip it 
  casts and casts them as a 5th level character.
  Spellcasting. The wandslinger is a 2nd-level spellcast-
  er. Its spellcasting ability is Intelligence (spell save 
  DC 13, +5 to hit with spell attacks). The wandslinger 
  knows the following spells and must use a wand or 
  rod as an arcane focus to cast them.
  Cantrips (at will): fi re bolt, shocking grasp
  1st level (3 slots): shield
  Actions
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) slashing damage.
  Wands Akimbo. If the wandslinger has two wands 
  drawn, it casts two cantrips as a single action.
  Longcast. If the wandslinger has a rod drawn and 
  holds it in two hands, it casts one cantrip and dou-
  bles the range of the spell.
  Swiftstride Shifter Swashbuckler
  Medium humanoid (shifter), chaotic neutral
  Armor Class 17 (leather armor)
  Hit Points 66 (12d8 + 2)
  Speed 35 ft.
  
  35
  An Adventurer’s Guide 
  to Conquering Treaty Day Dinner!
  Written and designed by Jennifer Hawkins
  I’m Mailoki Durothil. Wizard and adventurer. If you’re anything like me, you are probably walking, 
  riding, flying, and/or teleporting around to dangerous locales, collecting loot and addressing the 
  eclectic goals of a surprisingly well-rounded group of associates. Yet, whether your associates hap-
  pen to be a big ole tank you can shelter behind while blasting things, more stabby than a night of 
  drunken handicrafting, constantly singing, constantly healing, or just really shifty (why do you keep 
  them around again?), statistically, they are extremely unlikely to have a, you know, family. If anything, 
  one of their goals is surprisingly likely to be avenging the deaths of said family…or maybe they are an 
  exile or grew up in an orphanage…
  Anyway, my point is, that for all of their XP, they probably don’t have the experience necessary to 
  successfully interact with Treaty Day. And if you’re someone who did grow up with a family that 
  did that went all out on events every year - or even if you just like food and holidays and such - 
  and you end up being midway through some dungeon or quest instead of home… it can get sad if 
  you don’t have some semblance of Treaty Day Dinner. And heck, you never have to admit it, but 
  maybe it’s even more about giving them some semblance of Treaty Day Dinner, you know?
  Well, as any Adventurer over First Level knows: ADAPTABILITY.
  Here’s a blow-by-blow guide to adapting and CONQUERING a Treaty Day dinner - putting the 
  PARTY back in Adventuring Party and the FEAST back in Heroes’ Feast! And with any luck, turn-
  ing it into a tradition to last for years to come.
  
  36
  Gather your components
  Unless you are fortunate enough to run into that one Tabaxi, you will usually not have access to 
  a market while in a dungeon, and you’ll have to use what’s locally available. Usually your asso-
  ciates will naturally and organically murder proteins - and even the occasional vegetables - but 
  even if they don’t, in my experience, you can just tell them you need components for a ritual, 
  start to explain the ritual, and then they’ll rapidly stop questioning and start hunting and/or 
  gathering whatever “components” you need.
  The last time I was in such a situation, we were in the Mournlands - and the whole story would 
  take up more space than I have here - but suffice it to say, there was carcass crab (Khyber 
  Khronicle volume 1 pg. 28), magebred spiders and altered insects (Khyber Khronicle volume 
  1 pg. 32-36), a living lightning bolt (Khyber Khronicle volume 1 pg. 30), ...and the mostly sliced 
  and charred corpse of the really shifty person that we allowed to travel with us until they ended 
  up turning on us… we didn’t eat the latter (despite the protestations of big ole tank and stabby), 
  but the following are recipes I developed for all the rest. Use them directly or as inspiration!
  Preparation
  For each recipe, I included the spells and gadgets I personally would use for culinary creation, 
  but I’ve seen clever rogues, rangers, and all types come up with alternative methods for accom-
  plishing the same sorts of dishes. And regardless of principal creator, I’ve managed to work in 
  the effects of a Heroes Feast ritual as described in the tome, Player’s Handbook, except that - as 
  if Magic Herself recognized the effort of collecting all of the components and the unique impor-
  tance of Treaty Day - the usual component cost of 1,000 gp is waved only for this one Treaty Day 
  Dinner.
  Leftover/Tips
  Use “Treaty Day Dinner” as a hook for a “monster hunt,” as a mid-dungeon tension release, as a 
  way to buff PCs before a boss battle, or as a change of pace if your PCs are constantly trying to 
  collect, eat, or use dead monster parts. Be sure to check out the specific monsters listed here in 
  Khyber Khronicle volume 1, and special thanks to Dave Knighton and Zach Pickett for letting me 
  cook their creations.
  Finally (fun fact!), all these recipes can be made in real life, so don’t be afraid to add a little magic to 
  your “IRL” dinners this year!
  
  37
  
  38
  
  39
  
  40
  School of Wandcraft
  Designed by: Christopher Walz
  The School of Wandcraft was founded by the mag-
  es of Arcanix, a floating city dedicated to arcane 
  pursuits in the nation of Aundair. Practitioners of 
  this tradition focus on the bonds between wands 
  and spellcasters and have learned how to gift some 
  of their own power to others through wands. Some 
  scholars believe that without wandwrights, as these 
  wizards are often called, the Khorvarian tradition 
  of wandslinging would have never come about.
  Wandcraft Savant
  Beginning when you select this school at 2nd level, 
  the gold you must spend to create a wand is halved. 
  Additionally, you can identify any wand as if you 
  had cast the identify spell by examining the wand 
  for 10 minutes. You must hold the wand while ex-
  amining it.
  Imbue Wand
  Starting at 2nd level, you can temporarily im-
  bue wands with spells you know. During a short 
  or long rest, select one wand arcane focus (see 
  chapter 5 in the Player’s Handbook for more 
  information on arcane foci) to enchant. You 
  cast a spell of 1st through 3rd-level you know 
  while touching the wand. You do not need to 
  have prepared the spell you store in the wand if 
  you use your spell book and add 10 minutes to 
  the casting time, as if it were a ritual. The spell 
  slot expended to cast the spell determines the 
  strength of the spell. For example, if you store 
  magic missile in a wand using a 3rd-level spell 
  slot, it counts as a 3rd-level spell. After you cast 
  the spell, you must speak a single word, which 
  functions as the wand’s command word. Only one 
  spell can be stored in a wand, regardless of its 
  level.
  For the next 24 hours, any creature who speaks 
  the command word while holding the wand can 
  cast the spell stored in it. The spell uses your 
  spell save DC, spell attack bonus, and spellcasting 
  ability, but is otherwise treated as if the wielder 
  cast the spell. Once the stored spell is cast, the 
  wand ceases to be magical and functions only as 
  an arcane focus. The wand can be reused for this 
  feature.
  Once you create a wand using this feature, you 
  cannot create another until you finish a long rest.
  
  41
  Efficient Wands
  Starting at 6th level, when you expend a charge 
  from a wand, you may use a reaction to make a 
  DC 15 Intelligence (Arcana) check. On a suc-
  cess, you do not expend a charge. For items that 
  can use multiple charges for additional effect, 
  such as a wand of magic missiles, you expend one 
  fewer charges.
  You can use this feature a number of times equal 
  to your Intelligence modifier (a minimum of 
  once). You regain all expended uses when you 
  finish a long rest.
  Improved Wandcraft
  Beginning at 10th level, when you create a wand 
  using the Imbue Wand class feature, you can 
  store 1st through 5th-level spells. Additionally, 
  you can create two wands whenever you use the 
  Imbue Wand class feature.
  Focused Attunement
  Starting at 14th level, you can form a magical 
  bond with a wand, increasing its potency. During 
  a short rest, choose one magical wand in your 
  possession. If the magic item requires you to 
  make a spell attack, you have advantage on the 
  attack roll. If the magic item requires creatures 
  to make a saving throw versus the wand’s effects, 
  they have disadvantage on the saving throw. 
  Additionally, if this wand would normally require 
  attunement, it does not count against your total 
  number of attuned items. You may use the same 
  short rest to attune to a new item while also us-
  ing this feature.
  Wandslinging Initiate
  You are trained in the wand combat style of Aun-
  dair. You gain the following benefits:
  • You can attune to any wand regardless of its 
  class prerequisites.
  • You have advantage on any ability check made 
  to identify, create, or use a wand.
  • You learn two cantrips and one 1st-level spell 
  from the Wizard spell list. These spells must deal 
  damage. You can cast each of these spells twice a 
  day using a wand as a material component.
  Wand Fighter
  Prerequisite: Intelligence or Charisma 13 or 
  higher
  You’ve learned how to channel a wand’s arcane 
  energy into an effective melee attack. You gain 
  the following benefits:
  • Increase your Intelligence or Charisma score 
  by 1, to a maximum of 20.
  • Using the Attack action, you can make a melee 
  spell attack with a wand. You are proficient in 
  this attack and add either your Intelligence or 
  Charisma modifier to attack and damage rolls. 
  The attack deals 1d4 force damage and has a 
  reach of 5 ft.
  Arcane Parry
  You’ve learned how to use a wand’s arcane en-
  ergy defensively. If you are holding a wand that 
  allows you to deal damage at range, you may 
  use your reaction to intercept any ranged attack 
  targeting a single creature or object within 30 
  feet of you. To do so, you must expend a charge 
  from the wand and make a spell attack roll. The 
  DC is equal to the attacker’s attack roll result, or 
  spell save DC. If you succeed, the ranged attack is 
  knocked off course, missing its intended target, 
  and discharges harmlessly.
  
  42
  The Myconic Labyrinth of Xoriat
  Written and Designed by: 
  William Murakami-Brundage
  One of the legendary ways to enter Xoriat is via 
  a magical fungal labyrinth. This spore-ridden 
  maze exists in between Eberron’s stable plane 
  and the mad realm of Xoriat. Desperate or fool-
  hardy travelers can expedite their journey in or 
  out of the Realm of Madness via this bewildering, 
  noxious cave system.
  The maze itself creates terrifying sounds such 
  as breathing, scuttling, screaming, and groaning. 
  Some scholars have postulated that the Myconic 
  Labyrinth functions like lungs, exhaling a stream 
  of Xoriat’s pestilent essence into the Five Nations 
  and beyond.
  The following is an apt description of the mold-
  maze:
  These tunnels are damp and filled with a warm, 
  drifting fog. The scant light permeating the 
  gloom comes from the mold and slime coating 
  the walls, which glimmer in hues of violet and 
  blue, lighting the caves with dull phosphores-
  cence. The air is thick with the scent of rot, as 
  well as hints of brimstone and gas. A sound like 
  heavy breathing echoes throughout the caves. 
  You hear faint screaming far off in the distance.
  The Hazards of the Myconic Labyrinth
  A primary hazard of the Myconic Labyrinth is 
  the thick soup of spores and poisonous gases 
  released by the different fungi. Adventurers may 
  have protection (mundane or magical) against 
  the spore-mists, in the form of face-scarves, mag-
  ic spells such as warding wind, or other protec-
  tive measures.
  Every time the party enters a new area (or every 
  hour of in-game time), each adventurer must 
  succeed on a DC 15 Constitution save or suffer 
  3d6 poison damage. Failure on this saving throw 
  also gives disadvantage on all Wisdom-related 
  skill checks and saving throws for the next hour 
  of in-game time. Creatures that have applicable 
  protection against the fungus, or do not have to 
  breathe, have advantage on this saving throw.
  If any adventurers succumb to the effects of the 
  gas, they suffer horrific hallucinations and vi-
  sions of impending doom for 1d10 minutes. The 
  DM can either come up with something or use 
  the Myconic Hallucination table below. Roll d10 
  and apply the results as appropriate for the hero.
  Taking a short or long rest is impossible in the 
  Myconic Labyrinth, unless extenuating circum-
  stances exist.
  
  43
  Myconic Hallucination Table 
  d10
  Hallucination
  1
  The nearest adventurer’s face shifts and transforms 
  into an amalgamation of claws, tentacles, and fungal 
  protrusions.
  2
  The adventurer’s eyes burn, and soon the adventurer 
  hallucinates mushrooms and morels erupting from 
  under their skin.
  3
  The cave walls shift and mutate to display leering, 
  demonic faces. They gibber and laugh, whispering 
  obscene insults.
  4
  The nearest creature seems to transform into the 
  most beautiful person the adventurer has ever seen.
  5
  The air fills with demonic music, shrill bagpipes, 
  thrumming drums, and infernal hornpipes.
  6
  Armor and weapons animate and start arguing 
  amongst themselves. Soon, the equipment seems to 
  detach and escape.
  7
  A yawning black hole opens in the nearest wall, 
  stretching to encompass the adventurer’s vision. The 
  adventurer disappears into the void.
  8
  The adventurer imagines they are a prisoner of Khy-
  ber, the Dragon Below, about to be sacrificed into the 
  great dragon’s maw.
  9
  The adventurer hears pounding drums and feels the 
  irrepressible desire to dance until they die.
  10
  The adventurer’s arms and legs appear to be and feel 
  like writhing masses of black, slippery tentacles.
  The disadvantage on Wisdom-related skill 
  checks and saving throws, as well as the fungal 
  hallucinations, may be removed by lesser resto-
  ration or similar magic.
   All creatures that dwell within the Myconic 
  Labyrinth are immune to the poisonous spores 
  and gases, but don’t have resistance to poison un-
  less otherwise stated in the creature description.
  
  44
  Memories of Mages
  Written by Derek Gray and Chris Totten
  Allow me to introduce myself. My name is 
  Dra’thar Xodar, arcanist in training, and the 
  first to show a talent for the more refined 
  arts of wizardry in my community within Bre-
  land. In my search for personas to acquire, I 
  began to research tomes of wizards from all 
  of Eberron and beyond. My research has led 
  me to many great and “intriguing” individual’s, 
  and through my journal’s I hope to share all 
  that I have learned.
  Whilst I have been interested in the lives of the 
  great mages of times before, I have been thor-
  oughly intrigued by some of the mages who have 
  lent their names to some of the spells found in 
  the great tomes of The University of Wynarn in 
  Aundair, some from  This line of study has led me 
  into the workshops of magewrights, and down 
  the rabbit hole of the genealogy of spells.  My 
  first subject was the wizard Aganazzar.  Though 
  his influence in Khorvaire has rather been limit-
  ed, and his only attribution to the annuals is that 
  of his scorcher spell, Aganazzar’s reach has been 
  felt further, and many a road weary adventure 
  has been grateful to have a caster in their party 
  with Aganazzar’s extended repertoire of spells 
  that I offer to you know for your perusal.
  Aganazzar was a wizard who was not afraid to 
  tinker with spells he had long known to help 
  him lead a more comfortable life.  The first of 
  those spells was based of his daily use of Mage 
  Armor while out on the trail adventuring.  It 
  was not long after he had journeyed through a 
  sweltering jungle not unlike those in Xen’drik.  
  He worked for months trying to find a way to 
  modify the mage armor spell with chill touch 
  to help keep him cool, he had a breakthrough.  
  The resulting spell I have dubbed “Aganazzar’s 
  Vestments.”
  Aganazzar’s Vestments
  1st-level abjuration (ritual)
  Casting Time: 
  1 minute
  Range: Touch
  Components: V, S, M (a piece of canvas and a 
  down feather)
  Duration: 8 hours
  Touch a willing creature and they will remain at a 
  constant, comfortable temperature for the dura-
  tion of the spell unless cancelled.  
  With one successful spell creation under his 
  cloak, Aganazzar continued in his studies to im-
  prove his adventuring lifestyle.   He quickly drew 
  up a spell for Aganazzar’s cap, a unique play on 
  harnessing the same forces used in shield, and 
  wall of force to create a unique cap-like shield 
  that prevents water from falling onto a person’s 
  head.  It seems that he had not heard of the um-
  brella hat that has long been a mainstay for the 
  fashion forward warforged of House Cannith. 
  Aganazzar’s Umbrella
  1st-level abjuration (ritual)
  Casting Time: 
  1 action
  Range: 
  Self
  Components: V, S, M (a hat)
  Duration: Concentration up to 1 hour
   A 5’ radius centered on the caster will be free of 
  rain or other sources of water falling from above.
  
  45
  It seemed for a while that my research into the strange 
  spells that have been brought into Khorvaire bearing 
  the name of Aganazzar was at an end, until I found 
  a worm eaten tome in the ruins of Ker Marquan, the 
  cover was difficult to read, but the interior was in-
  tact enough that I found this to be a journal of magic 
  dedicated to the wizard Aganazzar, and his seemingly 
  endless search to make adventuring as luxurious as 
  possible. 
  Many of the pages of spells and depictions of magical 
  devices dissolved in my hands despite the protections 
  used.  However, what I found was wonderous aug-
  mentations to a spell of even older origins which sees 
  widespread usage in adventuring circles, Leomund’s 
  Tiny Hut.  
  As the pages of spells turned to dust in my fingers, I 
  quickly began to copy the first spell I could decipher.  
  It seems that Aganazzar enjoyed his evening meals to 
  not be eaten out of a pot, or mug, but on proper dinner 
  settings with beautiful floral patterns along the edge.  
  I can only imagine that this led to some disappointing 
  evenings of broken plates, not to mention the washup 
  afterward.  It seems Aganazzar resolved this through 
  the ritual conjuration spell I was able to save from the 
  molded tomb.  
  Aganazzar’s Table
  2nd-level conjuration (ritual)
  Casting Time: 1 minute
  Range: 5ft
  Components: V, S, M (a piece of silver, a piece of 
  porcelain and a piece of wood)
  Duration: 3 hours
   This ritual will set a table for up to 8 people, 
  includes plates, goblets, silverware, centerpiece, 
  table and chairs. This is only usable in Leomund’s 
  tiny hut.  Once the spell expires, or Leomund’s 
  tiny hut is dispelled anything still on the table, 
  chairs, and plates is dropped rather unceremoni-
  ously onto the floor.
  The back of the tome must have been of higher 
  quality paper, as the designs and drawing found 
  there were able to be preserved and have since 
  been handed over to a group of magewrights, for 
  a tidy sum, so keep an eye out as you travel the 
  markets of the City of Towers, you may hear Aga-
  nazzar’s name more frequently now.  
   I dare to hope that my journey into these fring-
  es of magic from wizards whose spells have 
  outlived even themselves has not come to an end.  
  I have submitted this work to a local publication 
  as part of my deal with the magewrights, and in 
  hopes that these spells of old will no longer be 
  forgotten.  
  Aganazzar’s Stone of Comfort
  Wonderous item, common
  A small stone about the size of a fist, with swirl-
  ing red and blue colors. A glyph on one side 
  activates the stone. For 8 hours the stone radi-
  ates coolness or heat, as needed for 5’ radius. It 
  can heat or cool that area by up to 15 degrees to 
  make those within more comfortable. Only us-
  able once per day.
  Aganazzar’s Folding Bathtub
  Wonderous item, uncommon
  When folded, this item appears to be a tin box 
  with arcane glyphs on it. Opening the lid causes 
  the tub to unfold. Once it is unfolded, it begins 
  filling with water at the opener’s preferred tem-
  perature.  After filling, the user has 90 minutes to 
  bath before the water recedes and the tub folds 
  back into the box state. If the opener does not 
  take the entire 90 minutes, the water recedes and 
  the tub folds upon their exit from the tub. This is 
  only usable twice per day.
  
  46
  Thronehold Hunter: A Ranger Archetype 
  Written and designed by Jeremiah McCoy
  The Treaty of Thronehold ended the war. It stopped the fighting and forgave many transgressions of 
  the century long war. It did not forgive all crimes however. Many nations still have a few people that 
  they wish brought to justice for their war crimes. 
  It is less known that treaty is was observed by a powerful being from Thelanis. The circumstances 
  are unclear, but an Archfey, a primal hunter, imbued an order of rangers. the Thronehold Hunters. 
  They are bound, through ancient powers and powerful oaths, to hunt those who have evaded justice 
  by instruments of peace. 
  The Thronehold Hunters find these criminals. Given a name, and a list of the criminal’s offenses, 
  these rangers can track their Quarries to the ends of the world. 
  Note: Some may ask about assumed names, pseudonyms, fake identities, etc. As long as the target is 
  wanted for a crime under the name used in the Quarry attunement, it works. It doesn’t matter if it is 
  a fake name or they changed their name since committing the crime. 
  As to the crime, the crime must be declared by someone who holds an office which gives them au-
  thority to do so. Sheriffs, town mayors, or nobles of any land, may declare someone wanted to for a 
  crime. The crime must be declared properly, before the Thronehold Hunters can invoke their power. 
  They can’t invoke it on just anyone. 
  You will also notice that the requirement is a Crime. The Thronehold Hunters were created in re-
  sponse to the Treaty of Thronehold. That is their beginning, but it is not their limit. They can hunt 
  anyone wanted for a crime by authorities and make them a Quarry.
  
  47
  Mark the Quarry
  At 3rd level, you gain the ability to pick an indi-
  vidual you are hunting. They become your Quar-
  ry.  To pick a Quarry you must know their name 
  and their crimes. You attune to them by taking 
  a long rest concentrating on their name and 
  crimes. You can only be attuned to one Quarry at 
  a time. Changing Quarries is done the same way. 
  The Quarry is considered a favored enemy, even 
  if it is of different type, or race, than your exist-
  ing favored enemy. You can speak any languages 
  the Quarry speaks. 
  Primeval Awareness will also detect your target, 
  but as is normal with the ability, it will not show 
  their location. 
  What is more, when you are within 60 ft of your 
  quarry, all their skill checks have disadvantage. 
  Finally, if the target is visible, you may add a 1d4 
  to your attack roll. 
  No One Escapes the Hunt
  The Thronehold Hunters have a mystical con-
  nection to their Quarry. This connection makes it 
  hard for the Quarry to evade the Hunters. 
  At 7th level, as a free action, you are able to 
  expend a Ranger spell slot to do any one of the 
  following effects. Only one such effect can be 
  evoked a turn. 
  1) A shimmering green fire surrounds your 
  hands as you attack. Add 2d8 flaming damage 
  to all attacks you make against the Quarry for 
  one turn. 
  2) Wood, wind and stone turn against the Quar-
  ry slowing it’s movement. The Quarry’s move-
  ment is halved for a turn, it has disadvantage 
  on saving throws, and attacks made against 
  them have advantage.
  3) Spiritual wolves appear and lead you towards 
  the Quarry, even if they are not in sight or are 
  invisible. These wolves cannot attack, and it 
  requires a spell slot expenditure every turn 
  to maintain them. If the Quarry is more than 
  a mile away, they will still indicate the direc-
  tion. This ability does not work if the target is 
  no longer on the plane. 
  The Prey Before the Hunter
  At 11th level, once per short or long rest, you 
  may invoke fear as per the spell. Your presence 
  invokes the feeling of being hunted which leaves 
  most Frightened. If you have your attuned Quar-
  ry in the field, they are at disadvantage to save 
  against the effect. The save for this is the same as 
  a Ranger spell save, 8 + your proficiency bonus + 
  your Wisdom modifier.
  Additionally, if you invoke the fear, you are im-
  mune to the frightened condition for the rest of 
  the combat. 
  The Hunter is Near
  At 15th level, your nature is greatest while on the 
  hunt. When within 120ft of the attuned Quarry, 
  you gain the following benefits.
  • You cannot be charmed.
  • Your movement speed is doubled. 
  • Each strike you make against your prey does 
  2d6 extra damage, and they must save versus 
  your ranger spell DC or be knocked prone. 
  • You have advantage on all saves. 
  Once your prey is subdued, or if they manage to 
  get away, these benefits end. 
  
  48
  Eberron Racial Feats
  Designed by: Jerremiah Jaggers
  Size Transformation
  Prerequisite: Changeling
  You have learned to leverage your inherent abil-
  ity to change into other creatures. You gain the 
  following benefits:  
  • Once per day, you gain the ability to change 
  into a small or large creature
  • Other than having the ability to appear as a 
  small creature, the rules for changing appear-
  ance remain unaltered
  Flash Attack
  Prerequisite: Changeling
  You are able to use your ability to change shape 
  to throw your enemy off balance. As a bonus ac-
  tion, you may shift into your natural form giving 
  yourself advantage on a melee attack. The tar-
  geted creature must be able to see you. The next 
  attack against you has advantage.
  Shifted Strike
  Prerequisite: Shifter
  You have mastered your shifting ability. You gain 
  the following benefits while shifted:
  • Your unarmed strikes count as magical for the 
  purposes of overcoming resistance and immu-
  nity to non-magical attacks and damage
  • You gain an additional 5 temporary hit points  
  Shifted Expertise
  Prerequisite: Shifter
  You have learned to master the techniques of 
  your shifter subrace. While shifted you gain the 
  following benefits: 
  • 
  You can speak Sylvan.  
  • 
  Beasthide: You gain proficiency in the Athletic 
  skill
  • 
  Longtooth: You gain proficiency in the Intimi-
  dation skill
  • 
  Swiftstride: You gain proficiency in the Acro-
  batics skill 
  • 
  Wildhunt: You gain proficiency in the Survival 
  skill
  
  49
  Kech Hashrach
  Written by: David Morris
  Foreword. I saw Keith Baker post an article on his blog about firearms in Eberron.1 I really liked the 
  idea and thought that would be a fun addition if kept to a limited scale. Reading the article, I discov-
  ered the Kech Hasrach, a clan of Dhakaani that have developed firearms due to a need for a better 
  way to defend themselves and hunt, and because of their lack of ability with magic. I was immediate-
  ly intrigued and asked Mr. Baker if I could use the Kech Hasrach for our article. So here is our take on 
  this clan. Please enjoy.
  The Heirs of Dhakaan. The Dhakaani are goblins but are different from the Ghaal’dar. The Ghaal’dar 
  are what remains of the Dhakaani that remained on the surface of Korvaire after their conflict with 
  the Daelkyr ended. The conflict caused the Dhakaani empire to fall through madness, distrust, and 
  a collapse of societal norms. Some Dhakaani leaders lead their people into secure holds to avoid the 
  madness slowly creeping through the empire. These vaults formed different factions or “Kech” and 
  they have been in hiding for thousands of years.
  The Dhakaani are a people that live structured lives. They consider goblins, hobgoblins, and bugbears 
  to be a single people. Each has their place in the society, but in this caste system no one is forced into 
  their roles. Goblins are the laborers and are respected for that work, for example. As a reflection of 
  this culture, the Dhakaani tend to be lawful in alignment. 2
  The Kech Hashrach. The Kech Hasrach were cut off in their vault from other Dhakaani and had to 
  become more self-sufficient than some of their peers. They survive primarily on mushrooms and 
  those few beasts that leave underground. The Kech Hasrach are a people in a perpetual state of war. 
  Their vault lay near an entrance to Khyber, were remnants of the Daelkyr dwell. 
  Without the aid of the Gatekeepers or a powerful Bard to aid them, the Hashrach turned to other 
  technologies to defend themselves. Over time they used a discovery of theirs to craft weapons unlike 
  any on Eberron. These firearms and artillery have allowed them to push back their Daelkyr enemies. 
  They were also able to use explosives to make their way back to the surface of Darguun.
  While fighting against the Daelkyr, rumors unsurfaced through scouts and interrogations that the 
  Daelkyr might be in possession of a Dhakaani artifact known as Ghaal’duur, the Mighty Dirge. The 
  Hashrach now seek allies in the surface world that can help them in recovering this artifact. They 
  seek those who are not associated with other Kech, for if they knew (especially the Kech Shaarat or 
  Kech Volaar) they would surely seek to capture the artifact for themselves. Once they have the arti-
  fact in hand, they will reveal their selves in full to the Ghaal’dar, who they find as a far diminished 
  version of the people of the old empire.
  1 Keith Baker, “Dragonmarks: Firearms” Keith-Baker (blog), September 13, 2018, http://keith-baker.com/
  fiearms-in-eberron/
  2 Keith Baker, “Dragonmarks: Goblins” Keith-Baker (blog), July 27, 2017, http://keith-baker.com/dragon-
  marks-goblins/
  
  50
  Blackpowder Goblins
  Written and designed by Kenny Morris
  For thousands of years the heirs of Dhakaan have 
  isolated themselves in cavernous vaults below 
  Eberron. The number of vaults is unknown, and 
  each has formed into its own faction (Kech) with 
  their own focuses. Some specialized in arcane 
  lore, others on skill in melee combat. But the 
  Kech Hashrach were accomplished engineers. 
  They developed firearms, explosives, and artil-
  lery. Through technology and engineering they 
  have extended the boundaries of their vault and 
  have made tunnels to the surface. They have seen 
  how far their kin have fallen, how their surface 
  kin have forgotten duty and honor. Can their kin 
  be brought back into the fold, or must they be 
  dealt with? And these aliens who have invad-
  ed and have built upon the corpse of the great 
  Dhakaani cities. Can the Kech Hashrach work 
  with them, or do these aliens need to be purged? 
  Whatever the greater good demands, shall be 
  done.
  Kech Hashrach Bugbears
  The Hashrach bugbears are trained as shock 
  troops and guerilla fighters. They are the ham-
  mer that breaks the shield wall and then causes 
  terror and confusion behind enemy lines. They 
  have no qualms about throwing themselves into 
  horrible odds, and the strength and skill to fight 
  their way out. Their duty is to mercilessly crush 
  the enemies of the Dhakaani. And they enjoy that 
  duty.
  Bugbear Sweeper
  Medium humanoid (goblinoid), lawful neutral
  Armor Class 17 (scale mail)
  Hit Points 90 (12d8 +36)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  17 (+3) 16(+3) 17(+3) 
  11(+0) 12(+1) 
  11(+0)
  Saving Throws Dex +5, Wis +3
  Skills Animal handling +3, Athletics +5, Intimidation +2, 
  Perception +3
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Goblin
  Challenge 4 (1,100 XP)
  Brute. A melee weapon deals one extra die of its 
  damage when the bugbear hits with it (included in the 
  attack).
  Cool Head. The bugbear may use an action to reload 
  all three barrels. While doing this, hostile creatures have 
  disadvantage on melee attacks against the bugbear.
  Firearms Expert. The bugbear ignores ranged attack 
  penalties for being within 5 feet of a hostile creature and 
  for ranged attacks against targets within 20 feet that are 
  prone. It can also load one barrel as a bonus action. 
  Second Skin. The bugbear has a maximum Dexterity 
  modif er of +3 with medium armor. Reduces damage 
  taken by 1 from bludgeoning, piercing, and slashing 
  nonmagical sources while wearing medium armor.
  Actions
  Mu ltiattack. The bugbear can make two melee or 
  ranged attacks or throw one bomb.
  St ock Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 10 (2d6+3) bludgeoning damage.
  Tr iple Barrel “Kickgun”. Ranged Weapon Attack: +5 to 
  hit, range 30/90 ft., one target. Hit: 12 (2d8+3) piercing 
  damage. The target must succeed at a DC 13 Strength 
  saving throw or be pushed 5 feet and knocked prone.
  Concussive Bomb (Recharge 6). The bugbear throws a 
  bomb, up to 60 feet, that explodes with a concussive 
  force in a 15-foot radius. Each creature in the radius 
  must succeed on a DC 13 Dexterity saving throw or take 
  17 (5d6) bludgeoning damage (half damage on a suc-
  cess). If a creature fails by 5 or more, they are stunned 
  till the end of their next turn.
  
  51
  Bugbear Powderboss 
  Medium humanoid (goblinoid), lawful neutral
  Armor Class 18 (half plate)
  Hit Points 127 (15d8 +60)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  17 (+3) 16(+3) 18(+4) 12(+1) 
  12(+1) 
  12(+1)
  Saving Throws Dex +6, Wis +4
  Skills Athletics +6, Intimidation +4, Perception +4
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Goblin
  Challenge 5 (1,800 XP)
  Brute. A melee weapon deals one extra die of its 
  damage when the bugbear hits with it (included in the 
  attack).
  Explosion!? If the bugbear is subjected to an area 
  ef ect that allows it to make a Dexterity saving throw to 
  only take half damage, it instead takes no damage if it 
  succeeds on the saving throw, and only half damage if it 
  fails.
  Firearms Expert. The bugbear ignores ranged attack 
  penalties for being within 5 feet of a hostile creature and 
  for ranged attacks against targets within 20 feet that are 
  prone. It can also load one barrel as a bonus action. 
  Second Skin. The bugbear has a maximum Dexterity 
  modif er of +3 with medium armor. Reduces damage 
  taken by 2 from bludgeoning, piercing, and slashing 
  nonmagical sources while wearing medium armor.
  Actions
  Multiattack. The bugbear can make two melee or 
  ranged attacks or throw one bomb.
  Stock Bash. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 10 (2d6+3) bludgeoning damage.
  “Kickgun”. Ranged Weapon Attack: +6 to hit, range 
  30/90 ft., one target. Hit: 12 (2d8+3) piercing damage. 
  The target must succeed at a DC 14 Strength saving 
  throw or be pushed 5 feet and knocked prone.
  Fr ag Bombs. The bugbear throws a bomb, up to 60 feet, 
  that explodes, peppering anyone in a 10-foot radius with 
  shrapnel. Each creature in the radius must succeed on 
  a DC 14 Dexterity saving throw or take 14 (4d6) piercing 
  damage (half damage on a success).
  Co ncussive Bomb (R echarge 5-6). The bugbear throws 
  a bomb, up to 60 feet, that explodes with a concussive 
  force in a 15-foot radius. Each creature in the radius 
  must succeed on a DC 14 Dexterity saving throw or take 
  17 (5d6) bludgeoning damage (half damage on a suc-
  cess). If a creature fails by 5 or more, they are stunned 
  till the end of their next turn.
  Smoke Bomb (R echarge 6). The bugbear throws a 
  bomb, up to 60 feet, that explodes and emits a cloud 
  of smoke that heavily obscures a 20-foot radius for 1 
  minute. A moderate wind (at least 10 miles per hour) 
  disperses the smoke in 4 rounds; a strong wind (20 or 
  more miles per hour) disperses it in 1 round.
  
  52
  Kech Hashrach Goblins
  Goblins are the honored crafters, laborers, and 
  traders of the Dhakaani, but all its people must 
  be ready to fight. In war, Hashrach goblins serve 
  as scouts and skirmishers. They can quietly move 
  in to flank, fire a few volleys, then withdraw be-
  fore the enemy is able to respond to the threat.
  Goblin Pistoleer
  Small humanoid (goblinoid), lawful neutral
  Armor Class 14 (studded leather)
  Hit Points 14 (4d6)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  9 (-1)     15(+2)    10(+0)    12(+1)    10(+0) 
  9(-1)
  Saving Throws Dex +4
  Skills Acrobatics +4, Stealth +4
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Goblin
  Challenge 1/4 (50 XP)
  Firearms Expert. The goblin ignores ranged attack 
  penalties for being within 5 feet of a hostile creature 
  and for ranged attacks against targets within 20 feet 
  that are prone. It can also load as a bonus action. 
  Actions
  Pistol. Ranged Weapon Attack: +4 to hit, range 30/90 
  ft., one target. Hit: 7 (1d10+2) piercing damage. 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6+2) slashing damage.
  Goblin Sharpshooter
  Small humanoid (goblinoid), lawful neutral
  Armor Class 15 (studded leather)
  Hit Points 21 (6d6)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  9 (-1) 
  16(+3) 10(+0) 12(+1) 
  14(+2) 9(-1)
  Saving Throws Dex +5
  Skills Acrobatics +5, Perception +4, Stealth +5
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Goblin
  Challenge 1 (200 XP)
  Firearms Expert. The goblin ignores ranged attack 
  penalties for being within 5 feet of a hostile creature 
  and for ranged attacks against targets within 20 feet 
  that are prone. It can also load as a bonus action. 
  Sniper. Attacking at long range doesn’t impose disad-
  vantage to the goblin’s ranged attack rolls. The goblin 
  also ignores half cover bonuses from targets.
  Actions
  Musket. Ranged Weapon Attack: +5 to hit, range 
  40/120 ft., one target. Hit: 9 (1d12+3) piercing dam-
  age. 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 6 (1d6+3) slashing damage.
  
  53
  Goblin Arsonist
  Small humanoid (goblinoid), lawful neutral
  Armor Class 15 (chain shirt)
  Hit Points 28 (8d6)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10 (+0) 15(+2) 
  10(+0) 14(+2) 10(+0) 9(-1)
  Saving Throws Dex +4
  Skills Acrobatics +4, Stealth +4
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Goblin
  Challenge 1 (200 XP)
  Firearms Expert. The goblin ignores ranged attack 
  penalties for being within 5 feet of a hostile creature 
  and for ranged attacks against targets within 20 feet 
  that are prone. It can also load as a bonus action. 
  Actions
  Pistol. Ranged Weapon Attack: +4 to hit, range 30/90 
  ft., one target. Hit: 7 (1d10+2) piercing damage. 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6+2) slashing damage.
  Fire Bombs (Recharge 5-6). The goblin throws a bomb, 
  up to 60 feet, that explodes, and burns anyone in a 10-
  foot radius. Each creature in the radius must succeed 
  on a DC 12 Dexterity saving throw or take 10 (3d6) 
  f re damage (half damage on a success). Flammable 
  objects in the radius that aren’t being worn or carried 
  ignite.
  Goblin Gunslinger
  Small humanoid (goblinoid), lawful neutral
  Armor Class 15 (studded leather)
  Hit Points 45 (10d6 +10)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10 (+0) 16(+3) 12(+1) 
  13(+1) 
  10(+0) 9(-1)
  Saving Throws Dex +5
  Skills Acrobatics +5, Stealth +5
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Goblin
  Challenge 2 (450 XP)
  Firearms Expert. The goblin ignores ranged attack 
  penalties for being within 5 feet of a hostile creature 
  and for ranged attacks against targets within 20 feet 
  that are prone. It can also load as a bonus action. 
  More Guns! This goblin has an unknown number of 
  pistols hidden in various places. Instead of loading, it 
  grabs more pistols.
  Actions
  Mu ltiattack. The goblin can make two ranged attacks 
  or one melee attack.
  Pistols. Ranged Weapon Attack: +5 to hit, range 30/90 
  ft., one target. Hit: 8 (1d10+3) piercing damage. 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 6 (1d6+3) slashing damage.
  
  54
  Kech Hashrach Hobgoblin
  Hobgoblins are the main fighting force of the Dhakaani. They are the vanguard. They are the regular 
  infantry, cavalry, and the reserves. They are the medics. If more shock troops and guerillas are need-
  ed, they’ll do it. If there isn’t enough scouts and skirmishers, they’ll do that too. If the bed pans need 
  taken out, well, there are goblins for that.
  Hobgoblin Musketeer
  Medium humanoid (goblinoid), lawful neutral
  Armor Class 16 (scale mail)
  Hit Points 27 (5d8 +5)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  13 (+1) 14(+2) 12(+1) 
  12(+1) 
  12(+1) 
  9(-1)
  Saving Throws Dex +4
  Skills Animal Handle +3, Perception +3
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Goblin
  Challenge 1/2 (100 XP)
  Firearms Expert. The hobgoblin ignores ranged attack 
  penalties for being within 5 feet of a hostile creature 
  and for ranged attacks against targets within 20 feet 
  that are prone. It can also load as a bonus action. 
  Actions
  Musket. Ranged Weapon Attack: +4 to hit, range 
  40/120 ft., one target. Hit: 8 (1d12+2) piercing dam-
  age. 
  Musket Bayonet. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.
  Reaction
  Parry. The hobgoblin adds 2 to its AC against one 
  melee attack that would hit it. To do so, the hobgoblin 
  must see the attacker and be wielding a melee weap-
  on.
  Ho bgoblin Sniper
  Medium humanoid (goblinoid), lawful neutral
  Armor Class 17 (scale mail)
  Hit Points 33 (6d8 +6)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  13 (+1) 16(+3) 12(+1) 
  12(+1) 
  16(+3) 10(+0)
  Saving Throws Dex +5
  Skills Animal Handle +5, Perception +5, Stealth +5
  Senses darkvision 60 ft., passive Perception 15
  Languages Common, Goblin
  Challenge 1 (200 XP)
  Armor Training. The hobgoblin has a maximum Dex-
  terity modif er of +3 with medium armor and ignores 
  armor-imposed disadvantage.
  Firearms Expert. The hobgoblin ignores ranged attack 
  penalties for being within 5 feet of a hostile creature 
  and for ranged attacks against targets within 20 feet 
  that are prone. It can also load as a bonus action. 
  Sniper. Attacking at long range doesn’t impose 
  disadvantage to the hobgoblin’s ranged attack rolls. 
  The hobgoblin also ignores half cover bonuses from 
  targets.
  Actions
  Jezail. Ranged Weapon Attack: +5 to hit, range 80/240 
  ft., one target. Hit: 12 (2d8+3) piercing damage. 
  Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8+3) piercing damage.
  
  55
  Ho bgoblin Grenadier
  Medium humanoid (goblinoid), lawful neutral
  Armor Class 18 (half plate)
  Hit Points 65 (10d8 +20)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  13 (+1) 16(+3) 14(+2) 12(+1) 
  15(+2) 
  10(+0)
  Saving Throws Dex +5
  Skills Perception +5, Stealth +5
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Goblin
  Challenge 3 (700 XP)
  Armor Training. The hobgoblin has a maximum Dex-
  terity modif er of +3 with medium armor and ignores 
  armor-imposed disadvantage.
  Firearms Expert. The hobgoblin ignores ranged attack 
  penalties for being within 5 feet of a hostile creature and 
  for ranged attacks against targets within 20 feet that are 
  prone. It can also load as a bonus action. 
  Actions
  Musket. Ranged Weapon Attack: +5 to hit, range 40/120 
  ft., one target. Hit: 9 (1d12+3) piercing damage. 
  Musket Bayonet. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 6 (1d6+3) piercing damage.
  Frag Bombs. The hobgoblin throws a bomb, up to 60 
  feet, that explodes, anyone in a 10-foot radius. Each 
  creature in the radius must succeed on a DC 13 Dexter-
  ity saving throw or take 14 (4d6) piercing damage (half 
  damage on a success).
  Smoke Bomb (Recharge 6). The hobgoblin throws a 
  bomb, up to 60 feet, that explodes and emits a cloud 
  of smoke that heavily obscures a 20-foot radius for 1 
  minute. A moderate wind (at least 10 miles per hour) 
  disperses the smoke in 4 rounds; a strong wind (20 or 
  more miles per hour) disperses it in 1 round.
  
  56
  Hashrach Animals
  It’s hard to find horses underground. Plus, hors-
  es can’t see in the dark. So, the Hashrach have 
  captured, trained, and breed cave bears and giant 
  lizards. After a thousand or so years, they got 
  pretty good at it too. They use the lizards as a 
  replacement for horses. Special saddles are use 
  that allow the rider to stay mounted while the 
  lizard climbs. The bears are solely used for war, 
  primarily to supplement the shock troops and 
  guerilla fighters.
  Hashrach Riding Lizard
  Large beast, unaligned
  Armor Class 15 (scale mail barding)
  Hit Points 30 (4d10 +8)
  Speed 30 ft., climb 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  16 (+3) 12(+1) 
  14(+2) 2(-4) 
  12(+1) 
  6(-2)
  Saving Throws Dex +5
  Skills Perception +3, Stealth +5
  Senses darkvision 60 ft., passive Perception 13
  Languages --
  Challenge 1/2 (100 XP)
  Spider Climb. The lizard can climb dif  cult surfaces. 
  Including upside down on ceilings, without needing to 
  make an ability check.
  Standing Leap. The lizard’s long jump is up to 20 feet 
  and its high jump is up to 10 feet, with or without a 
  running start.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8+3) piercing damage.
  Hashrach War Bear
  Large beast, unaligned
  Armor Class 18 (plate barding)
  Hashrach War Bear
  Large beast, unaligned
  Armor Class 18 (plate barding)
  Hit Points 59 (7d10 +21)
  Speed 40 ft., swim 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  20 (+5) 10(+0) 17(+3) 
  3(-4) 
  14(+2) 8(-1)
  Saving Throws Str +7, Wis +4
  Skills Athletics +7, Perception +4
  Senses darkvision 60 ft., passive Perception 14
  Languages --
  Challenge 3 (700 XP)
  Aggressive. As a bonus action, the bear can move up 
  to its speed toward a hostile creature it can see.
  Keen Smell. The bear has advantage on Wisdom (Per-
  ception) checks that rely on smell.
  Actions
  Mu ltiattack. The bear can make two attacks: one with 
  its bite and one with its claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 9 (1d8+5) piercing damage.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6+5) piercing damage. 
  Wandslinger
  Medium humanoid (any race), any alignment
  Armor Class 13 (leather armor)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  13 (+1)  15 (+2)   14 (+2)  16 (+3)    14 (+2)   11 (+0)
  Skills Arcana +5, Perception +4
  
  57
  Featured Products
  Take a look at some of our contributor’s other work available for sale at DMsGuild.com.
  Elven Tower:
   
   
  The Missing Schema
  Council of Roaches
  City of Monsters
  Korranberg Chronicle – Anthony Turco
   
  Xen’Drik Advisory
  Adventurer’s Almanac
  Jay Africa:
   
  The River Lord
  Goblin Problem
  Christopher Waltz:
   
  The Wandslinger’s 
  Guide for Eberron
  An Ogre and His Cake
  
  58
  Welcome to The Khyber Khronicle; a collection of 
  encounters and DM tools that can be used to 
  enhance any adventure as the DM sees fit.
  In this issue:
  A two-hour adventure for levels 1-4
  An exploration of the Myconic Labrynth of Xoriat
  The goblinoids of the Kech Hashrach
  NPCs of Eberron
  All new player options including:
  •	 Racial feats
  •	 Backgrounds
  •	 School of Wandcrafting
  •	 New Ranger archetype
  And More!
    
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mount Ogden Gaming/Mount Ogden Gaming.-.The Khyber Khronicle.-.Volume 03.pdf