seeking the answer to a particular mystery, or INTERESTING LOCATIONS
searching for clues about an ancient threat? Are
The Augury is home to a circle of magewrights
you primarily interested in your reputation—
who specialize in divination magic, including
perhaps hoping to gain entry to the legendary
augury (50 gp), divination (200 gp), identify (150
?IaÅVLMZ¼[ .W]VLI\QWV, or to prove yourself
gp) and speak with dead (200 gp). The master of
to your family or your true love?
the Augury is an elf named Kestia. She has
ties to a number of angels of Syrania, and if she
THE SHAPE OF THE DISTRICT chooses she can perform commune. However, as
\PQ[ ZMY]QZM[ PMZ \W KITT QV I KMTM[\QIT NI^WZ Q\¼[ VW\
+TQٺ\WX [Q\[ I\WX ,]ZI 9]IZ\MZ ?PQTM Q\¼[ IV [WUM\PQVO [PM WٺMZ[ I[ I [\IVLIZL [MZ^QKM
upper ward, it’s still part of Dura Quarter. The The Drunken Dragon is a legendary
stone is drab granite and the towers are simple watering hole. While the service is slow and the
and functional. It’s no match for the splendors food is modest at best, it has the widest selection
of Upper Central or Skyway… but the colorful of beverages and spirits in Sharn… and maybe
inhabitants more than make up for the somewhat Khorvaire. From Lhazaar mead to the fermented
dingy surroundings. honey-milk favored by the shifters of the Eldeen
1V +TQٺ\WX I ZQVO WN [QUXTM IXIZ\UMV\[ IVL :MIKPM[ QN Q\¼[ [\ZWVO IVL [\ZIVOM aW] KIV ÅVL
PW[\MT[ KQZKTM \PM XQVVIKTM I PQOP XMIS ÅTTML it at the Drunken Dragon. The proprietor,
with shops and services catering to adventurers. Hascal d’Ghallanda, has the Greater Mark of
The laborers and artisans who keep the district Hospitality and can give his favorite customers
running are usually ready to drop their daily access to his UIOVQÅKMV\ UIV[QWV.
tasks and serve as hirelings. House Sivis maintains a small enclave in
The +TQٺ\WX )L^MV\]ZMZ¼[ /]QTL is the Clifttop. In addition to the speaking stone, this
physical and social heart of the district. You don’t outpost specializes in translating exotic texts and
have to be a member of the CAG to get work providing legal services to adventurers in trouble
QV +TQٺ\WX J]\ Q\ KMZ\IQVTa PMTX[ <PM K]ZZMV\ with the law. Josilian Tarli d’Sivis is one of
leader of the guild is a dwarf named Sumara the best barristers in Sharn, though certainly one
Korranor, but she goes by Summer. If you’re of the most expensive.
part of the CAG, the DM and the players should Kavv’s Q[ Y]QM\MZ \PIV \PM ,Z]VSMV ,ZIOWV
work together to add additional details about but the food is far better. Saza and Taji Kavv
;]UUMZ" _PI\ IZM PMZ \ZIQ\[ IVL Y]QZS[' ?PI\¼[ are immigrants from the city of Stormreach in
an interesting encounter you’ve had with her, or Xen’drik, and use many exotic ingredients and
a story you’ve heard about her? spices the people of Khorvaire have never tasted.
Violence and crime are relatively rare in The Kavvs have many friends in Stormreach,
+TQٺ\WX# \PM UMUJMZ[ WN \PM +)/ ][]ITTa and their insights and contacts could be useful to
handle any troubles that arise. However, the adventurers heading to Xen’drik.
district is under the jurisdiction of Watch The shops of the Mystic Market deal in
Commander Lian Halamar I PITÆQVO _PW magic items, whether locally produced or bought
runs the Daggerwatch garrison in Upper Dura. from explorers. The Mithral Blade produces
Halamar has no love for adventurers and is ÅVM IVL ]VKWUUWV _MIXWV[ IVL IZUWZ Wise
always happy to catch a member of the CAG on Wood buys and sells arcane focuses and other
the wrong side of the law. It’s generally assumed wands. The Moonlit Loom deals in magical
that Commander Halamar is working for the clothing; the Dragon’s Hoard sells wondrous
Boromar Clan, though he’s never committed the items; and Boldrei’s Tears and Good Spirits
Dura Watch to their struggles with Daask. are a source of reliable potions.
CHAPTER 6 | STARTING POINT: CLIFFTOP 151
STARTING POINT: KW]TL ZMKMQ^M WVM \W Å^M PMZW XWQV\[ I[ LM[KZQJML
on page 264 of the Dungeon Master’s Guide.
Another twist that works well with a Morgrave
MORGRAVE UNIVERSITY campaign is to use story-based advancement
instead of standard XP. Level advancement
Morgrave University is the largest institute of could be based on time: player characters gain
learning in Breland. While it’s not as prestigious WVM TM^MT MIKP [MUM[\MZ TM^MTQVO ]X IN\MZ ÅVIT[
as Arcanix or the Library of Korranberg, Alternately, advancement could be tied to
Morgrave is known for its unorthodox methods IKPQM^QVO [XMKQÅK OWIT[" AW]¼TT ITT OIQV I TM^MT I[
and hands-on style of teaching. If you want to long as your professor survives the expedition!
learn about the history of Sharn, what better See page 261 of the Dungeon Master’s Guide for
way than to explore the ancient ruins below the more information.
city? Critics say that Morgrave is a college of
tomb robbers, and much of its endowment does
come from the sale of artifacts recovered on its WHY ARE YOU HERE?
expeditions. As a Morgrave student, you’re not an adventurer
Morgrave University can be a useful resource yet. You’ve got talent, but you’re learning.
in any style of campaign. It’s an asset for sages Consider how your background ties into this.
conducting research and a source of potential As a noble, are you an entitled rich kid who
patrons. But it can also be the foundation of a thinks you’re better than everyone else? As an
campaign: heroic fantasy seen through the eyes urchin, did you somehow earn a scholarship,
of students at the university. or are you literally sneaking into your classes?
As a criminal, you could be the daughter
of a Boromar crime boss, or you might be an
SETTING THE TONE entrepreneur selling dreamlily to the nobles. A
charlatan could be a brilliant drama student
A Morgrave campaign is a coming of age story
or an undercover spy trying to root out enemy
in a fantasy world. In between delving into ruins
agents in the faculty. If you’re an entertainer
and uncovering demonic schemes, the player
you might be a prodigy whose talent is only just
characters need to decide what to do with their
TQ^M[ P]UQTQI\M \PMQZ ZQ^IT[ IVL ÅO]ZM W]\ _PI\ emerging. A Morgrave story is about coming of
age and unlocking your potential. So think about
to wear to the Crystalfall dance. You can play up
your background as a way to set up the person
the humor in this scenario, but it can be just as
you’re becoming, as opposed to representing
dark as Callestan if you choose.
adventures that you’ve already had.
A Morgrave campaign isn’t driven by material
wealth. Even when you go on expeditions, the
University will lay claim to most of the treasures WHAT DO YOU WANT?
aW] ÅVL 1V[\MIL \PM ZM_IZL[ WN 5WZOZI^M
Figuring out what you want in life is one of the
adventures are measured in relationships and in
learning. Can you earn a professor’s trust? Can main goals of a Morgrave campaign. As wizard
you get unrestricted access to the library stacks? you’ve got remarkable arcane talents. But what
Can you impress that mysterious stranger? are you going to do with them?
At the DM’s discretion, accomplishing these You can establish a grand goal from the
[WZ\[ WN [QLM OWIT[ KIV XZW^QLM KWVKZM\M JMVMÅ\[ beginning. Perhaps your wizard needs to master
A wizard who has access to the library may be magic to summon and destroy the demon that
able to swap one of their known spells at start killed your parents. The bard is determined to
of each session. As a simple reward, a character play on the Grand Stage. The paladin keeps
who accomplishes a meaningful personal goal having a divine vision… but what does it mean?
152 CHAPTER 6 | STARTING POINT: MORGRAVE UNIVERSITY
But such goals should be something that guide connects the Commons to Dalannan Proper.
you down the path of knowledge—things that One side of this bridge holds little shops and
can evolve and change with your character. vendors catering to students, while the opposite
side is the standard place to display notices of
interest to students.
THE SHAPE OF THE DISTRICT
Morgrave University is located in Upper Menthis INTERESTING LOCATIONS
Plateau, where it occupies the aptly named
Upper Menthis is a center for entertainment,
University district. The university itself occupies
IVL I V]UJMZ WN ;PIZV¼[ ÅVM[\ \PMI\MZ[ IZM
the massive Dalannan Tower; this includes a
located in the University District, including the
number of layers.
edgy Art Temple, more traditional Grand
• The tower is crowned by Lareth Hall,
Stage, and the legendary Kavarrah Concert
a beautiful domed structure than holds Hall 7N KW]Z[M NM_ [\]LMV\[ KIV IٺWZL \W
ILUQVQ[\ZI\Q^M IVL NIK]T\a WٻKM[
go to the Kavarrah, and they may go down to
• Classrooms and auditoriums occupy 5QLLTM 5MV\PQ[ NWZ \PM UWZM IٺWZLIJTM [PW_[
Dalannan Proper, the levels directly and dinner theater. Students feeling bold may
below the dome. descend as far as Lower Menthis, home to a wide
• The Dezina Museum of Antiquities variety of illicit entertainments… including the
occupies a number of levels below XZQbMÅOP\[ WN \PM Burning Ring. But for those
Dalannan Proper. This showcases many who stay close to home, here’s a little of what the
wonders recovered from Xen’drik and =VQ^MZ[Q\a LQ[\ZQK\ PI[ \W WٺMZ
other expeditions, though anything truly Detention. This tavern celebrates its
valuable tends to be sold by the university. reputation as a watering hole for the worst
students in Morgrave. There’s always an exotic
• The Morgrave University Library
drinking game or a lively debate on the current
stretches down below, with levels and levels
state of the Race of Eight Winds. Detention is
of stacks below the public reading rooms.
Z]V Ja I PITÆQVO _PW KITT[ PMZ[MTN Brandy. She
While the library has its limits—including
claims to be a excoriate, driven from House
a level of disorganization that results in
Ghallanda after refusing to water down her ale,
texts being randomly lost in the stacks for
but some say she’s the Ghallanda patriarch’s
decades—it is the most extensive collection
heir. The warforged bouncer Bumper keeps the
in Breland.
rowdiest students under control.
• Below the Library lie the Vaults. Golden Horn. This wealthy inn includes a
These hold crates of relics waiting to be library, a few large meeting rooms, and a small
catalogued, shelves of oddities deemed to concert hall. Rumors say that this is an outpost
have little monetary or academic value, and of the secret Circle of Song, a society of bards
a few heavily secured chambers holding and entertainers spread across Khorvaire;
artifacts deemed too valuable or dangerous others swear that House Thuranni and House
to be put on display. Phiarlan regularly send talent scouts to the
Breland Spire is adjacent to Dalannan Tower Golden Horn. Many aspiring musicians perform
and holds the standard student dormitories. The at the Horn in the hopes of being noticed by
Commons is a large open-air plaza situated one of these organizations.
atop Breland Spire. This massive rooftop garden The Great Hall of Aureon. Devoted to the
[MZ^M[ I[ I [XIKM NWZ ZMÆMK\QWV X]JTQK M^MV\[ IVL Sovereign of Law and Lore, this grand temple is
UMIT[# ^MVLWZ[ I\ \PM MLOM WN \PM +WUUWV[ WٺMZ an architectural marvel as well as a sacred site.
a wide range of culinary options. A wide bridge Many scholars and sages make the pilgrimage
CHAPTER 6 | STARTING POINT: MORGRAVE UNIVERSITY 153
and spend one night in the Great Hall, hoping
that inspiration will strike them as they sleep;
[\WZQM[ [Ia \PI\ 5MZZQ` L¼+IVVQ\P ÅZ[\ KWVKMQ^ML
of the warforged after spending the night in the
\MUXTM <PM [\Iٺ WN \PM \MUXTM IZM LM^W\ML \W
their faith—a rarity in Sharn—as well as to the
OMVMZIT IKY]Q[Q\QWV WN SVW_TMLOM 5W[\ XZQM[\[
IZM IT[W M`XMZ\[ QV I XIZ\QK]TIZ ÅMTL WN [\]La IVL
are usually happy to share their knowledge with
students.
Honors. The counterbalance to Detention,
Honors is both bar, bookstore, and reading
room. Many of the more respectable faculty
members take their meals in Honors, and it’s a
OWWL XTIKM \W ÅVL I LMJI\M WV \PM KW[UWTWOa WN
Eberron or the morality of the Last War.
CLASSES AT MORGRAVE
Morgrave’s physical education classes cover
everything from acrobatics and athletics to
archery, dueling, and various other forms of
combat. The arcane studies program covers
the Arcana skill, as well as honing the abilities
of arcane casters. Divine magic can’t simply be
taught, but Morgrave has classes in theology and
religious history—essentially, the Religion skill.
While these classes may not make for
interesting adventures, Morgrave is famous for
its hands-on teaching style. This often involves
competitions against other students. It can also
involve a professor’s personal projects: Why don’t
you come help with this conjuration? Trust me, nothing
will go wrong. Once students have proven their
competence, it can involve expeditions—trips
into the Depths of Sharn, or even to distant
countries or lands.
Although Morgrave professors are experts
QV \PMQZ ÅMTL[ \PQ[ LWM[V¼\ UMIV \PMa PI^M ITT
the abilities of high level player characters! Just
because that conjuration professor can perform
a summoning ritual doesn’t mean he can cast
ÅZMJITT. Always remember that player characters are
exceptional—and as that talent begins to show,
people are sure to take an interest in you.
154 CHAPTER 6 | STARTING POINT: MORGRAVE UNIVERSITY
A QUICK SHARN STORY
Use these tables as inspiration for the weary DM
who needs to put together a story in a hurry.
Don’t feel bound to use any of these details
exactly as presented—this is purely a source of
ideas. The Villain table suggests an archetype
along with an organization; consider both as
as possibilities. A local crimelord could be tied
to House Tarkanan or the Tyrants instead of
Daask. The sinister cultist could be a priest of the
5WKSMZa¸WZ I UQVL ÆIaMZ [MZ^QVO \PM ,IMTSaZ
Make every story your own!
d« ,ÊÊ» d« s®½½®Ä
1d8 Plot Hook 1d12 sŝůůĂŝŶ
1 KŶĞ ŽĨ ƚŚĞ W Ɛ ŝƐ ŶĞĂƌůLJ ĐƌƵƐŚĞĚ ǁŚĞŶ 1 ĚƌĂŐŽŶŵĂƌŬĞĚ ďĂƌŽŶ
Ă ŵĂŶ ĨĂůůƐ ĨƌŽŵ Ă ŚŝŐŚ ďƌŝĚŐĞ͕ ƐƚƌŝŬŝŶŐ 2 Ŷ ĞĐĐĞŶƚƌŝĐ ŶŽďůĞ ; ƵƌƵŵͿ
ƚŚĞ ŐƌŽƵŶĚ ŶĞĂƌ ƚŚĞŵ ĂŶĚ ĚLJŝŶŐ
3 ůŽĐĂů ĐƌŝŵĞůŽƌĚ ; ŽƌŽŵĂƌ ůĂŶͿ
ŝŶƐƚĂŶƚůLJ͘ ,Ğ͛Ɛ ĐĂƌƌLJŝŶŐ Ă ƐĞĂůĞĚ ďĂŐ
ŽĨ ŚŽůĚŝŶŐ ĂŶĚ ƚŚĞ ďĂĚŐĞ ŽĨ ĂŶ ĂŐĞŶƚ 4 ŶĞĨĂƌŝŽƵƐ ŶĞĐƌŽŵĂŶĐĞƌ ; ŵĞƌĂůĚ ůĂǁͿ
ŽĨ ƚŚĞ ƌŐĞŶƚƵŵ͕ Ă dŚƌĂŶĞ ĂŐĞŶĐLJ ϱ ƐŝŶŝƐƚĞƌ ĐƵůƟƐƚ ; ƌĂŐŽŶ ĞůŽǁͿ
ĚĞĚŝĐĂƚĞĚ ƚŽ ƚŚĞ ƌĞƚƌŝĞǀĂů ŽĨ ĚĂŶŐĞƌŽƵƐ ϲ ŵŝƐŐƵŝĚĞĚ ƉĂůĂĚŝŶ ;^ŝůǀĞƌ &ůĂŵĞͿ
ĂƌƟĨĂĐƚƐ͘ 7 ĐůĞǀĞƌ ĚŽƉƉĞůŐĂŶŐĞƌ ;dLJƌĂŶƚƐͿ
2 dŚĞ W Ɛ ĂƌĞ ĐĂƵŐŚƚ ŝŶ ƚŚĞ ŵŝĚĚůĞ ŽĨ Ă 8 ǀĞŶŐĞĨƵů ǁĂƌĨŽƌŐĞĚ ;>ŽƌĚ ŽĨ ůĂĚĞƐͿ
ƉŝƚĐŚĞĚ ďĂƩůĞ͙ ĂŶĚ ƚŚĞLJ ĚŽŶ͛ƚ ŬŶŽǁ 9 ƉŽƐƐĞƐƐĞĚ ŝŶŶŽĐĞŶƚ ; ƌĞĂŵŝŶŐ ĂƌŬͿ
ƚŚĞ ƉĞŽƉůĞ ŽŶ ĞŝƚŚĞƌ ƐŝĚĞ͘
ϭϬ Ŷ ŽŶŝ ŵĂƐƚĞƌŵŝŶĚ ; ĂĂƐŬͿ
3 dŚĞ W Ɛ ŶŽƟĐĞ Ă ĐŽƌƉƐĞ ŝŶ ĂŶ ĂůůĞLJ͙ Ă 11 Ŷ ĞŶŝŐŵĂƟĐ ƌĂŬƐŚĂƐĂ ;>ŽƌĚƐ ŽĨ ƵƐƚͿ
ĐŽƌƉƐĞ ƚŚĂƚ ůŽŽŬƐ ĞdžĂĐƚůLJ ůŝŬĞ ŽŶĞ ŽĨ ƚŚĞ
ƉůĂLJĞƌ ĐŚĂƌĂĐƚĞƌƐ͘ 12 ĚŝƐŐƵŝƐĞĚ ĚƌĂŐŽŶ ;dŚĞ ŚĂŵďĞƌͿ
4 ĨŽƌŵĞƌ ĐŽŵƌĂĚĞ ŝŶ ĂƌŵƐ ƐŚŽǁƐ ƵƉ͘ d« W½Êã
^ŚĞ͛Ɛ ďĂĚůLJ ŝŶũƵƌĞĚ͕ ĂŶĚ ŚĞƌ ĞŶĞŵŝĞƐ
ĂƌĞ ƌŝŐŚƚ ďĞŚŝŶĚ ŚĞƌ͘ 1d10 Plot
ϱ ŐĂƌŐŽLJůĞ ĐŽƵƌŝĞƌ ĚĞůŝǀĞƌƐ Ă 1 ƌƌĂŶŐĞ Ă ĚĂŶŐĞƌŽƵƐ ĂůůŝĂŶĐĞ͘
ŵLJƐƚĞƌŝŽƵƐ ƉĂĐŬĂŐĞ͘ 2 ĐƋƵŝƌĞ Ă ƉŽǁĞƌĨƵů ĂƌƟĨĂĐƚ͘
ϲ ĚĞůŝƌŝŽƵƐ ƐƚƌĞĞƚ ƉƌĞĂĐŚĞƌ ŚĂƐ ĂŶ 3 ƐƐĞŵďůĞ ĂŶĚ ƵƐĞ Ă ŵĂŐŝĐĂů ǁĞĂƉŽŶ͘
ĂƉŽĐĂůLJƉƟĐ ǀŝƐŝŽŶ ĐŽŶĐĞƌŶŝŶŐ ŽŶĞ ŽĨ 4 ĞĨĞĂƚ Ă ƌŝǀĂů͘
ƚŚĞ ƉůĂLJĞƌ ĐŚĂƌĂĐƚĞƌƐ͘
ϱ KƉĞŶ Ă ƉůĂŶĂƌ ƉŽƌƚĂů͘
7 dŚĞ W Ɛ ĚŝƐĐŽǀĞƌ Ă ďŽƵŶĚͲĞůĞŵĞŶƚĂů
ĞdžƉůŽƐŝǀĞ ĚĞǀŝĐĞ ŝŶ ƚŚĞŝƌ ƋƵĂƌƚĞƌƐ͘ dŚĞLJ ϲ ^ƵŵŵŽŶ ĮĞŶĚƐ Žƌ ƵŶĚĞĂĚ͘
ŚĂǀĞ ƚŚƌĞĞ ƌŽƵŶĚƐ ƚŽ ŇĞĞ Žƌ ĂƩĞŵƉƚ ƚŽ 7 KǀĞƌƚŚƌŽǁ Ă ƉĞĞƌ Žƌ ƐƵƉĞƌŝŽƌ͘
ĚŝƐĂƌŵ ƚŚĞ ĚĞǀŝĐĞ͘ 8 ĂƵƐĞ Ă ƌŝŽƚ ŝŶ ƚŚĞ ŽŐƐ͘
8 ƐŬLJĐŽĂĐŚ ĐƌĂƐŚĞƐ ƚŚƌŽƵŐŚ ƚŚĞ ǁĂůů͘ 9 ^ƚĂƌƚ Ă ǁĂƌ ďĞƚǁĞĞŶ ƚǁŽ ĂůůŝĞƐ͘
/Ɛ ƚŚŝƐ ĂŶ ĂƩĂĐŬ͕ Žƌ ƚŚĞ ƌĞƐƵůƚ ŽĨ ϭϬ ŽůůĂƉƐĞ ^ŬLJǁĂLJ Žƌ ŽŶĞ ŽĨ ƚŚĞ ƚŽǁĞƌƐ͘
ƐĂďŽƚĂŐĞ͍
CHAPTER 6 | A QUICK SHARN STORY 155
d« dó®Ýã d« &®Ä½ ^Ä /Ý /Ä͘͘͘
1d8 dǁŝƐƚ 1d8 &ŝŶĂůĞ >ŽĐĂƟŽŶ
1 ĨƌŝĞŶĚ Žƌ ĨŽƌŵĞƌ ĂůůLJ ŝƐ ǁŽƌŬŝŶŐ ǁŝƚŚ 1 Ŷ ŝŶǀŝƐŝďůĞ ŇŽĂƟŶŐ ĨŽƌƚƌĞƐƐ ĂďŽǀĞ
ƚŚĞ ǀŝůůĂŝŶ͘ ^ŚĂƌŶ͘
2 dŚĞ ǀŝůůĂŝŶ ŝƐ ŶŽƚ ǁŚŽ ƚŚĞLJ ĂƉƉĞĂƌ ƚŽ 2 dŚĞ ŚĞĂƌƚ ŽĨ <ŚLJďĞƌ͛Ɛ 'ĂƚĞ ŝŶ ƚŚĞ
ďĞ͘ ŽŐƐ͘
3 ƚŚŝƌĚ ƉĂƌƚLJ ƐŚŽǁƐ ƵƉ ǁŝƚŚ ƚŚĞŝƌ ŽǁŶ 3 dŚĞ ƌŝĚŐĞ ŝŶ ĂůůĞƐƚĂŶ ŝŶ >ŽǁĞƌ ƵƌĂ͘
ĂŐĞŶĚĂ͘ 4 ĂŶŶŝƚŚ ĨŽƌŐĞŚŽůĚ ƐĞŝnjĞĚ ďLJ ƚŚĞ
4 dŚĞƌĞ͛Ɛ Ă ŚŽƐƚĂŐĞ͕ Žƌ ĂŶ ĂůůLJ ŽĨ ƚŚĞ W Ɛ ǀŝůůĂŝŶ͛Ɛ ĨŽƌĐĞƐ͘
ŝƐ ĚŝƌĞĐƚůLJ Ăƚ ƌŝƐŬ͘ ϱ dŚĞ ŚĞĂƌƚ ŽĨ ƚŚĞ ,ŝŐŚ tĂůůƐ ƌĞĨƵŐĞĞ
ϱ ŵĂŶŝĨĞƐƚ njŽŶĞ Žƌ ƉůĂŶĂƌ ĐŽŶũƵŶĐƟŽŶ ĐĂŵƉ ŝŶ >ŽǁĞƌ dĂǀŝĐŬ͛Ɛ >ĂŶĚŝŶŐ͘
ŚĂƐ ĂŶ ƵŶĞdžƉĞĐƚĞĚ ĞīĞĐƚ͘ ϲ ĨĞƐƟǀĂů Ăƚ ƚŚĞ WĂǀŝůŝŽŶ ŽĨ ƚŚĞ ,ŽƐƚ ŝŶ
ϲ dŚĞ ǀŝůůĂŝŶ ŚĂƐ Ă ƉĞƌƐŽŶĂů ĐŽŶŶĞĐƟŽŶ hƉƉĞƌ ĞŶƚƌĂů WůĂƚĞĂƵ͘
ƚŽ ŽŶĞ ŽĨ ƚŚĞ W Ɛ͘ 7 ŶŽďůĞ͛Ɛ ŵĂŶƐŝŽŶ ŝŶ ƚŚĞ ƌĞƐƚƌŝĐƚĞĚ
7 dŚĞ ŝŶŝƟĂů ƉůŽƚ ǁĂƐ ũƵƐƚ Ă ĚŝƐƚƌĂĐƟŽŶ ĚŝƐƚƌŝĐƚƐ ŽĨ hƉƉĞƌ dĂǀŝĐŬ͛Ɛ >ĂŶĚŝŶŐ
ĨƌŽŵ ƚŚĞ ĂĐƚƵĂů ƉůŽƚ͘ 8 dŚĞ ǀĂƵůƚƐ ŽĨ DŽƌŐƌĂǀĞ hŶŝǀĞƌƐŝƚLJ ŝŶ
8 dŚĞ ǀŝůůĂŝŶ ŝƐ ĮŐŚƟŶŐ Ă ŐƌĞĂƚĞƌ Ğǀŝů͕ hƉƉĞƌ DĞŶƚŚŝƐ WůĂƚĞĂƵ͘
ĂŶĚ ƚŚĞŝƌ ƉůŽƚ ŝƐ ĂŶ ŝŵƉŽƌƚĂŶƚ ƉĂƌƚ ŽĨ 9 Ŷ ĂďĂŶĚŽŶĞĚ ĨŽƵŶĚƌLJ ŝŶ ƚŚĞ ŽŐƐ͘
ƚŚĂƚ͘
ϭϬ ĚĞŵŝƉůĂŶĞ ǁŝƚŚ ƵŶƵƐƵĂů ƉƌŽƉĞƌƟĞƐ͘
156 CHAPTER 6 | THE STREETS OF SHARN
THE STREETS OF SHARN BEHIND THE RESULTS
The player characters are making a trip from The entries in the following tables depict things
Lower Dura to Upper Menthis. What happens that adventurers in Sharn might encounter
along the way? The tables on the following pages by chance or happenstance. Each of these is
IZM ÅTTML _Q\P QLMI[ NWZ ZIVLWU \PQVO[ IVL XMWXTM an immediate, visible part of someone’s life in
you might encounter while wandering around Sharn. Each entry also has room to imply or
Sharn. These could be used as pure color, or you imagine backstory or history—and to encourage
could expand any one of these ideas to spark a full XTIaMZ[ \W I[S ¹?PI\ PIXXMV[ VM`\'º
scene if the initial situation attracts the players’ What happens next depends on their
interest. Not every result from the table needs involvement. What led up to this moment is fuel
to be the beginning of something in your story. NWZ \PM M^MZ J]ZVQVO ÅZM WN ;PIZV¼[ W_V PQ[\WZa
Simply showing that Sharn lives and thrives and character. Consider answering one or more
around the players’ characters—that it’s full of WN \PM[M Y]M[\QWV[ \W ILL IVW\PMZ LQUMV[QWV \W
stories happening all the time—helps bring the each entry in the table:
city to life for everyone. • Where did participants in this moment start
Use these tables as sources of inspiration. They Wٺ' ?PMZM LQL \PMa _ISM ]X \WLIa'
ZMÆMK\ \PM OMVMZIT IK\Q^Q\QM[ IVL ÆI^WZ WN \PM
• Why aren’t other locals participating?
LQٺMZMV\ TM^MT[ WN ;PIZV J]\ aW] KIV \IQTWZ \PM
What’s complicating things here?
results to be a better match for any ward.
• What do participants in this moment hope
will happen? What are they afraid might
happen? Why now?
CHAPTER 6 | THE STREETS OF SHARN 157
>ÊóÙ ^«ÙÄ ^ãÙãÝ
2d20 ^ƚƌĞĞƚƐ ŽĨ >ŽǁĞƌ ^ŚĂƌŶ
2 zŽƵ ĮŶĚ Ă ŶĞǁůLJͲƉĂŝŶƚĞĚ ŵƵƌĂů ŽĨ Ă ϭϱ ,ƵŶŐƌLJ ƉĞŽƉůĞ ƐƚĂŶĚ ŝŶ ůŝŶĞ ŽƵƚƐŝĚĞ Ă
ŚĂůŇŝŶŐ ƐƚĂŶĚŝŶŐ ĂƚŽƉ ƚŚĞ ďůŽŽĚLJ ĐŽƌƉƐĞ ƐŚƌŝŶĞ ƚŽ ŽůĚƌĞŝ͕ ǁĂŝƟŶŐ ĨŽƌ ĐŽŶũƵƌĞĚ
ŽĨ ĂŶ ŽŐƌĞ͘ ďƌĞĂĚ͘
3 ĚǁĂƌĨ ŝƐ ƐĞůůŝŶŐ ŬĞďĂďƐ ĨƌŽŵ Ă ĐĂƌƚ͘ ϭϲ zŽƵ ďƵŵƉ ŝŶƚŽ Ă ŵĞĚƵƐĂ͕ ĐĂƵƐŝŶŐ ŚĞƌ
͞ ƌŝƐƉLJ ƐƉŝĐĞĚ ƌĂƚ͊͟ ,Ğ ĐƌŝĞƐ͘ ͞dŚĞ ďĞƐƚ ƚŽ ĚƌŽƉ ƚŚĞ ƉĂĐŬĂŐĞ ƐŚĞ͛Ɛ ĐĂƌƌLJŝŶŐ͘
ŝŶ ƚŚĞ ƚŽǁĞƌ͊͟ zŽƵ ĨƌĞĞnjĞ ĨŽƌ Ă ŵŽŵĞŶƚ͕ ƚŚĞŶ ƌĞĂůŝnjĞ
4 ĐŚĂŶŐĞůŝŶŐ ƐƚƌĞĞƚ ƉĞƌĨŽƌŵĞƌ ĂĚŽƉƚƐ ƐŚĞ ŚĂƐ Ă ůĞĂƚŚĞƌ ďĂŶĚ ĐŽǀĞƌŝŶŐ ŚĞƌ
LJŽƵƌ ĨĂĐĞ ĂŶĚ ďĞŐŝŶƐ ƚŽ ŵĂƚĐŚ LJŽƵƌ ĞLJĞƐ͘ ,Ğƌ ƐĞƌƉĞŶƚ ŵĂŶĞ ŚŝƐƐĞƐ ĂƐ ƐŚĞ
ĂĐƟŽŶƐ͘ ƌĞƚƌŝĞǀĞƐ ŚĞƌ ďĞůŽŶŐŝŶŐƐ͘
ϱ Ŷ ŽůĚ ŐŽďůŝŶ ŚĂƐ ŐŽŽĚƐ ůĂŝĚ ŽƵƚ ĨŽƌ 17 &ƌĞƐŚ ŐƌĂĸƟ ƐŚŽǁƐ Ă LJƌĂŶ ĐƌŽǁŶ ǁŝƚŚ
ƐĂůĞ͕ ŽĚĚƐ ĂŶĚ ĞŶĚƐ ƐĂůǀĂŐĞĚ ĨƌŽŵ ƚŚĞ Ă ƐǁŽƌĚ ƚŚƌŽƵŐŚ ŝƚ͘ dŚĞ ƚĞdžƚ ƌĞĂĚƐ ͞ LJƌĞ
ƐĞǁĞƌƐ͘ ŝƐ ĚĞĂĚ͕ ŶŽ ƉůĂĐĞ ĨŽƌ DŽƵƌŶĞƌƐ͘͟
ϲ ƉĂĐŬ ŽĨ ĐŚŝůĚƌĞŶ ĐůƵƐƚĞƌƐ ĂƌŽƵŶĚ LJŽƵ͕ 18 ŐƌŽƵƉ ŽĨ ƐŚŝŌĞƌ ĐŚŝůĚƌĞŶ ƚĂŬĞ ƚƵƌŶƐ
ďĞŐŐŝŶŐ ĨŽƌ ĐŽƉƉĞƌ Žƌ ĨŽŽĚ͘ Ž LJŽƵ ŚĞůƉ ƚƌLJŝŶŐ ƚŽ ŵĂŬĞ ƚŚĞ ďŝŐŐĞƐƚ ŚŽǁů͕
ƚŚĞŵ͍ ůĂƵŐŚŝŶŐ ŝŶ ďĞƚǁĞĞŶ͘
7 Ŷ ĂƩƌĂĐƟǀĞ LJŽƵŶŐ ŚƵŵĂŶ ƉƌĞƐƐĞƐ Ă 19 dǁŽ ƐŚŝŌĞƌƐ ĂƌĞ ĂƌŐƵŝŶŐ ŝŶ ƚŚĞ ƐƚƌĞĞƚ͘
ƐŵĂůů ƉĂŵƉŚůĞƚ ŝŶƚŽ LJŽƵƌ ŚĂŶĚ͘ ͞ ŽŵĞ KŶĞ ŽĨ ƚŚĞŵ ƐŶĂƌůƐ͕ ĂŶĚ ƐŚĂƌƉ ĨĂŶŐƐ
ƚŽ ŚĂŶĐĞ ŝŶ ƌĂŐŽŶĞLJĞƐ͊ ůů ďĞƚƐ ǁŝůů ĞdžƚĞŶĚ ĨƌŽŵ ŚĞƌ ŐƵŵƐ͘
ďĞ ĐŽǀĞƌĞĚ͊͟ ϮϬ LJŽƵŶŐ ǁŽŵĂŶ ŝƐ ƌĞƉĂŝƌŝŶŐ Ă ĚĂŵĂŐĞĚ
8 ƐƵĚĚĞŶ͕ ŚŽƌƌŝďůĞ ƐƚĞŶĐŚ ŵĂŬĞƐ LJŽƵ ĞǀĞƌďƌŝŐŚƚ ƐƚƌĞĞƚ ůĂŶƚĞƌŶ͕ ŵƵƩĞƌŝŶŐ
ŐĂŐ͘ ĐƵƌƐĞƐ ƵŶĚĞƌ ŚĞƌ ďƌĞĂƚŚ͘
9 zŽƵ ĐŽŵĞ ƵƉŽŶ Ă ŵŝŶŽƚĂƵƌ ǁŝƚŚ Ă 21 ǁĞůůͲĚƌĞƐƐĞĚ ĞůĨ ĨƌŽŵ ĞƌĞŶĂů ǁĂůŬƐ
ďƌŽŬĞŶ ŚŽƌŶ ĂŶĚ Ă ƐƉŝŬĞĚ ĐůƵď ŝŶ ŽŶĞ ĂůŽŶŐ ƚŚĞ ĮůƚŚLJ ƐƚƌĞĞƚ͕ ĂĐĐŽŵƉĂŶŝĞĚ ďLJ
ŚĂŶĚ͘ ,Ğ͛Ɛ ƵƌŝŶĂƟŶŐ ĂŐĂŝŶƐƚ Ă ǁĂůů͕ ĂŶĚ Ă ĚŽƵƌ ŽŐƌĞ ŚĂƵůŝŶŐ Ă ůĂƌŐĞ ƚƌƵŶŬ͘ dŚĞ
ƐŶĂƌůƐ ǁŚĞŶ ŚĞ ŶŽƟĐĞƐ LJŽƵ ǁĂƚĐŚŝŶŐ͘ ĞůĨ͛Ɛ ĨĂĐĞ ŝƐ ŚŝĚĚĞŶ ďĞŚŝŶĚ Ă ďƌĂƐƐ ŵĂƐŬ͕
ďƵƚ ŚĞ ůŽŽŬƐ ůŽƐƚ͘
ϭϬ ŚĂůĨ ĚŽnjĞŶ ƌĂƚƐ ĂƌĞ ĐůƵƐƚĞƌĞĚ ĂƌŽƵŶĚ
Ă ďůŽŽĚLJ ďƵŶĚůĞ ŽĨ ĐůŽƚŚ͘ dŚĞLJ ƐĐƵƌƌLJ 22 ŐƌŽƵƉ ŽĨ ĚƌƵŶŬĞŶ ƐŽůĚŝĞƌƐ ĂƌĞ ƐŝŶŐŝŶŐ
ĂǁĂLJ ĂƐ LJŽƵ ĂƉƉƌŽĂĐŚ͘ Ă ǁĂƌďůŝŶŐ ƌĞůŝƐŚ ĂŶƚŚĞŵ ĨƌŽŵ ƚŚĞ
>ĂƐƚ tĂƌ͘ ĨĞǁ ŽĨ ƚŚĞŵ ƐƉŽƚ LJŽƵ ĂŶĚ
11 LJŽƵŶŐ ŚĂůĨͲĞůĨ ǁŝƚŚ Ă ĐƌŝŵƐŽŶ
ĚĞŵĂŶĚ ƚŚĂƚ LJŽƵ ũŽŝŶ ŝŶ͘ Ž LJŽƵ͍
ĞLJĞƉĂƚĐŚ ŽīĞƌƐ Ă ĮŶĞ ƐĞƚ ŽĨ ƉĞŶƐ ĂŶĚ
ƉĂƌĐŚŵĞŶƚ ĨŽƌ ƐĂůĞ͕ Ăƚ Ă ƉƌŝĐĞ ŽĨ ϯ 23 ĚǁĂƌĨ ĂŶĚ Ă ŐŽďůŝŶ ĂƌĞ ĂƌŐƵŝŶŐ
ƐŽǀĞƌĞŝŐŶƐ ;ϯ ƐƉͿ͘ ͞dŽƉ ŶŽƚĐŚ͊ ŶĚ ŶŽƚ ĂďŽƵƚ ƚŚĞ ZĂĐĞ ŽĨ ŝŐŚƚ tŝŶĚƐ͕ Ă ůŽĐĂů
ƐƚŽůĞŶ Žƌ ĂŶLJƚŚŝŶŐ͘͟ ƐƉŽƌƟŶŐ ĞǀĞŶƚ͘ dŚĞ ŐŽďůŝŶ ŝŶƐŝƐƚƐ ƚŚĂƚ
ƚŚĞ 'ĂƌŐŽLJůĞ ǁŝůů ǁŝŶ ƚŚŝƐ LJĞĂƌ͕ ǁŚŝůĞ ƚŚĞ
12 zŽƵ ƐƚĞƉ ŝŶƚŽ Ă ƐŚĂůůŽǁ ƉƵĚĚůĞ͙ ĂŶĚ
ƚŚĞŶ ƌĞĂůŝnjĞ ŝƚ͛Ɛ Ă ƉŽŽů ŽĨ ĨƌĞƐŚ ďůŽŽĚ͘ ĚǁĂƌĨ ƐƵƉƉŽƌƚƐ ƚŚĞ 'ƌŝīŽŶ͘
13 zŽƵ ŶĞĂƌůLJ ǁĂůŬ ŝŶƚŽ Ă ǁĞůůͲĚƌĞƐƐĞĚ 24 ǁĂƌĨŽƌŐĞĚ ƐŬŝƌŵŝƐŚĞƌ ĂŶĚ Ă sĂůĞŶĂƌ
ĞůĨ ĂƌĞ ĞŶŐĂŐĞĚ ŝŶ ĂŶ ĂƌŐƵŵĞŶƚ͘ dŚĞ
ŚĂůŇŝŶŐ͘ ^ŚĞ ƐƚƵĚŝĞƐ LJŽƵƌ ĨĂĐĞ ĐĂƌĞĨƵůůLJ
ĂŶĚ ƐĐŽǁůƐ͘ KƚŚĞƌ ŽŶůŽŽŬĞƌƐ ĐĂƌĞĨƵůůLJ ĞůĨ ƚĂŬĞƐ Ă ƐƚĞƉ ďĂĐŬ ĂŶĚ ĚƌĂǁƐ ŚĞƌ
ƚƵƌŶ ĂǁĂLJ͘ ƐĐŝŵŝƚĂƌ͘
Ϯϱ ƚƌŝŽ ŽĨ ŚŽďŐŽďůŝŶƐ ǁĂůŬ ƚŚƌŽƵŐŚ Ă
14 ůĂƌŐĞ ďůĂĐŬ ĂŶĚ ǁŚŝƚĞ ĐĂƚ ǁĂƚĐŚĞƐ LJŽƵ
ŵĂŬĞƐŚŝŌ ŵĂƌŬĞƚ ĂƐ ƚŚŽƵŐŚ ƚŚĞLJ͛ƌĞ
ĨƌŽŵ ĂŶ ĂůůĞLJ͘ /ƚ͛Ɛ ĐĂƵŐŚƚ Ă ƐƵƌƉƌŝƐŝŶŐůLJ
ƐĐĂůLJ ƌĂƚ͘ ŚƵŶƟŶŐ ĨŽƌ ƐŽŵĞƚŚŝŶŐ͘
158 CHAPTER 6 | THE STREETS OF SHARN
Ϯϲ zŽƵ͛ƌĞ ĚƌĞŶĐŚĞĚ ďLJ Ă ƐƵĚĚĞŶ ŐŽƵƚ ŽĨ 34 ŚĞĂĚůĞƐƐ ǁĂƌĨŽƌŐĞĚ ƐŝƚƐ ŝŶ ĂŶ ĂůůĞLJ
ǁĂƚĞƌͶLJŽƵ ŚŽƉĞͶĨƌŽŵ Ă ďƌŝĚŐĞ ĂďŽǀĞ ďĞŐŐŝŶŐ ĨŽƌ ĐŽŝŶ͘ /ƚ ǁĂǀĞƐ ŝŶ Ă ƐŝŐŶĂů ŽĨ
LJŽƵ͘ ƚŚĂŶŬƐ ǁŚĞŶĞǀĞƌ ƐŽŵĞŽŶĞ ĚƌŽƉƐ Ă ĐŽŝŶ
27 ŐƌŽƵƉ ŽĨ LJƌĂŶ ƌĞĨƵŐĞĞƐ ĂƌĞ ŐĂƚŚĞƌĞĚ ŝŶ ŝƚƐ ďŽǁů͘
ŝŶ Ă ĐŝƌĐůĞ͕ ƐŝŶŐŝŶŐ Ă ŚĂƵŶƟŶŐ ƐŽŶŐ͘ ϯϱ ĐƌŽǁĚ ŝƐ ŐĂƚŚĞƌĞĚ ĂƌŽƵŶĚ Ă LJŽƵŶŐ
28 zŽƵ ƐĞĞ Ă ƚĂůů͕ ƚŚŝŶ ǁŽŵĂŶ ƉƵůůŝŶŐ Ă ĂĚĞƉƚ ŽĨ ƚŚĞ ^ŝůǀĞƌ &ůĂŵĞ͘ ^ŚĞ͛Ɛ
ďŽĚLJͶ ĞĂĚ͍ ƌƵŶŬ͍ͶŝŶƚŽ ĂŶ ĂůůĞLJ͘ ,Ğƌ ƉĞƌĨŽƌŵŝŶŐ Ă ƌŝƚƵĂů ƚŽ ƉƵƌŝĨLJ Ă ƉŽŽů ŽĨ
Ăƌŵ ŝƐ ĐŽǀĞƌĞĚ ǁŝƚŚ ƚŚĞ ďůŽŽĚͲƌĞĚ ůŝŶĞƐ ƌƵŶͲŽī ǁĂƚĞƌ͘
ŽĨ ĂŶ ĂďĞƌƌĂŶƚ ĚƌĂŐŽŶŵĂƌŬ͘ ϯϲ zŽƵ ŶŽƟĐĞ Ă ůĂƌŐĞ ŵĞƚĂů ŚĂƚĐŚ ŝŶ ƚŚĞ
29 dŚĞ ǁŝŶĚŽǁ ŽĨ Ă ďĂŬĞƌLJ ŚŽůĚƐ Ă ĚŝƐƉůĂLJ ŐƌŽƵŶĚ͕ ĞŶŐƌĂǀĞĚ ǁŝƚŚ ǁĂƌĚŝŶŐ ƐLJŵďŽůƐ
ŽĨ ŝŵƉŽƐƐŝďůLJ ďĞĂƵƟĨƵů ĐŽŽŬŝĞƐ͘ tŚĂƚ ŝƐ ĂŶĚ Ă ĂŶĐŝĞŶƚ ƉƌŽĐůĂŵĂƟŽŶ ƚŚĂƚ ŝƚ
ƚŚŝƐ ƋƵĂůŝƚLJ ŽĨ ŐŽŽĚƐ ĚŽŝŶŐ ĚŽǁŶ ŚĞƌĞ͍ ƐŚŽƵůĚ ŶĞǀĞƌ ďĞ ŽƉĞŶĞĚ͘
ϯϬ KƵƚƐŝĚĞ Ă ƐŚŽƉ͕ Ă ŐƌŝŵLJ ŚĂůŇŝŶŐ 37 ŐƌŽƵƉ ŽĨ ŐŽďůŝŶ ĐŚŝůĚƌĞŶ ĐŚĂƩĞƌ ĂŶĚ
ƉƌŽŵŝƐĞƐ ďĞƩĞƌ ĚĞĂůƐ ũƵƐƚ ĚŽǁŶ ƚŚĞ ƐŚŽƵƚ Ăƚ ŽŶĞ ĂŶŽƚŚĞƌ͘ dŚĞLJ ƐĐĂƩĞƌ ǁŚĞŶ
ĂůůĞLJǁĂLJ͘ ƚŚĞLJ ƐĞĞ LJŽƵ ĂƉƉƌŽĂĐŚ͘
31 ĚƌĂŐŽŶŵĂƌŬĞĚ ŐŶŽŵĞ ǁĂůŬƐ ĚŽǁŶ 38 ŐŽďůŝŶ ƚƵŵďůĞƐ ŽƵƚ ŽĨ Ă ŶĞĂƌďLJ ƚĂǀĞƌŶ͘
ƚŚĞ ƐƚƌĞĞƚ͕ ĐĂƌƌLJŝŶŐ Ă ƐŵĂůů ƐƚŽŶĞ ŝŶ ŚŝƐ ǁĂƌĨŽƌŐĞĚ ũƵŐŐĞƌŶĂƵƚ ƐƚĞƉƐ ŽƵƚ ŽĨ ƚŚĞ
ŚĂŶĚ͘ ǀĞƌLJ ĨĞǁ LJĂƌĚƐ͕ ŚĞ ƌĂŝƐĞƐ ƚŚĞ ĚŽŽƌ ĂŶĚ ƐŶĂƌůƐ ͞ ŽŶ͛ƚ ĐŽŵĞ ĂƌŽƵŶĚ
ƐƚŽŶĞ ƚŽ ŚŝƐ ůŝƉƐ ĂŶĚ ƐĂLJƐ͕ ͞ ĂŶ LJŽƵ ŚĞĂƌ ŚĞƌĞ ƵŶƟů LJŽƵ ĐĂŶ ƉĂLJ͊͟
ŵĞ ŶŽǁ͍ 'ŽŽĚ͘͟ 39 ƚƌŝŽ ŽĨ DŽƌŐƌĂǀĞ ƐƚƵĚĞŶƚƐ ƚĂŬĞ ŶŽƚĞƐ
32 Ŷ ĂƵƐƚĞƌĞ ŵŽŶŬ ŽĨ ƚŚĞ ^ŝůǀĞƌ &ůĂŵĞ ĂŶĚ ƚŚĞLJ ĂƐŬ Ă ŐŽďůŝŶ ĂďŽƵƚ ͞ƚŚĞ ŐŽďůŝŶ
ŵĂŬĞƐ ƚŚĞŝƌ ǁĂLJ ĚŽǁŶ ƚŚĞ ƐƚƌĞĞƚ͕ ĞdžƉĞƌŝĞŶĐĞ͘͟
ŚĂŶĚŝŶŐ ƉƌŽǀŝƐŝŽŶƐ ƚŽ ďĞŐŐĂƌƐ͘ ϰϬ EĞĂƌ ŽŶĞ ŽĨ ƚŚĞ ĞŶƚƌĂŶĐĞƐ ƚŽ ƚŚĞ ŽŐƐ͕
33 zŽƵ ŚĞĂƌ ƐŽŵĞŽŶĞ ƐŽŌůLJ ƐŝŶŐŝŶŐ ƚŚĞ LJŽƵ ĐŽŵĞ ƵƉŽŶ Ă ůĂƌŐĞ ŵŽď ĐŚĂŶƟŶŐ
ĞĂƌ͛Ɛ DĂƌĐŚ͕ Ă ƌĞůŝƐŚ ďĂƩůĞ ĂŶƚŚĞŵ ƐůŽŐĂŶƐ ĂŶĚ ƐŚŽƵƟŶŐ͘ dŚĞ ĐĂƌƌLJ ƐŝŐŶƐ
ĨƌŽŵ ƚŚĞ >ĂƐƚ tĂƌ͘ dŚĞ ƐŝŶŐĞƌ ŝƐ Ă LJŽƵŶŐ ƉƌŽƚĞƐƟŶŐ ƚŚĞ ƵƐĞ ŽĨ ǁĂƌĨŽƌŐĞĚ
ŵĂŶ ůĞĂŶŝŶŐ ĂŐĂŝŶƐƚ ƚŚĞ ǁĂůů͖ ŚĞ͛Ɛ ůĂďŽƌĞƌƐ͘
ŵŝƐƐŝŶŐ ŚŝƐ ůĞŌ Ăƌŵ͘
CHAPTER 6 | THE STREETS OF SHARN 159
D®½ ^«ÙÄ ^ãÙãÝ
2d20 ^ƚƌĞĞƚƐ ŽĨ DŝĚĚůĞ ^ŚĂƌŶ
2 ͞ ĞƐƚ ƚŽƵƌƐ͊ ůů ƚŚĞ ĨĂĐƚƐ͊͟ ĐƌŽǁƐ Ă 14 ǁĂƌĨŽƌŐĞĚ ǁĂǀĞƐ Ăƚ LJŽƵ ĨƌŽŵ Ă ĚŝŶŐLJ
ŬĞŶŬƵ ŐƵŝĚĞ͕ ƚƌLJŝŶŐ ƚŽ ĐĂƚĐŚ LJŽƵƌ ĞLJĞ͘ ĐĂƌƚ ƉŝůĞĚ ŚŝŐŚ ǁŝƚŚ Ă ĨƌŝŐŚƚĞŶŝŶŐ ĂƌƌĂLJ
ŽĨ ĨŽŽĚƐ͘ ͞,ƵŶŐƌLJ͍ / ĐŽƵůĚ ƵƐĞ ƐŽŵĞ
3 Ŷ ƵŶĚĂŝƌŝĂŶ ŵĂŶ ŝŶ Ă glamerweave
ǀĞƐƚͶƉĂƩĞƌŶĞĚ ǁŝƚŚ ďůĂnjŝŶŐ ŇĂŵĞƐͶ ƚĂƐƚĞ ƚĞƐƚĞƌƐ͘ Ɛ ŝŶ͕ ǁŚĂƚ ĚŽĞƐ ĨŽŽĚ
ŝŶƚĞƌƌƵƉƚƐ LJŽƵƌ ƚƌĂǀĞů͘ ͞zŽƵ ŬŶŽǁ ƚŚĞ ƚĂƐƚĞ ůŝŬĞ͍͟
ďĞƐƚ ƉůĂĐĞ ƚŽ ƉůĂLJ ĐĂƌĚƐ ĂƌŽƵŶĚ ŚĞƌĞ͍͟ ϭϱ ƐĐĂůĞĚ ŚƵŵĂŶŽŝĚͶŽŶĞ ŽĨ ƚŚĞ
4 ĐŚĞĞƌĨƵů ŐŶŽŵĞ ŽīĞƌƐ ŽůĨĂĐƚŽƌLJ ůŝnjĂƌĚĨŽůŬ Žƌ ĚƌĂŐŽŶďŽƌŶ ŽĨ Y͛ďĂƌƌĂͶŝƐ
ŝůůƵƐŝŽŶƐ͘ ͞&Žƌ ũƵƐƚ ĮǀĞ ĐƌŽǁŶƐ͕ / ĐĂŶ ĚĞůŝŐŚƟŶŐ ŽŶůŽŽŬĞƌƐ ǁŝƚŚ ĚŝƐƉůĂLJƐ ŽĨ
ŵĂŬĞ ƚŚĞ ŵŽƐƚ ĚŝƐŵĂů ĚŝƐƚƌŝĐƚƐ ƐŵĞůů ĮƌĞďƌĞĂƚŚŝŶŐ͘
ůŝŬĞ ƌŽƐĞƐ͊͟ ϭϲ YŽƵ ŚĞĂƌ ƐĐƌĞĂŵŝŶŐ ĂďŽǀĞ LJŽƵ͘ tŚĞŶ
ϱ ĐůƵŵƉ ŽĨ ŚŝƉƉŽŐƌŝī ĚƵŶŐ ĨĂůůƐ ĨƌŽŵ LJŽƵ ůŽŽŬ ƵƉ͕ LJŽƵ ƐĞĞ Ă ǁĞůů ĚƌĞƐƐĞĚ
ƚŚĞ ƐŬLJ͘ ŶŽďůĞ ŐĞŶƚůLJ ŇŽĂƟŶŐ ƚŽ ƚŚĞ ŐƌŽƵŶĚ͘
ϲ ŚĂůŇŝŶŐ ǀĞŶĚŽƌ ŝƐ ƐĞůůŝŶŐ ĚƌŝĞĚ ůŝnjĂƌĚ 17 LJŽƵŶŐ ĐŚŝůĚ ƐŝƚƐ ĐƌLJŝŶŐ ŽŶ ƚŚĞ ƐƚĂŝƌƐ ŽĨ
ũĞƌŬLJ ĨƌŽŵ Ă ǁĂŐŽŶ͘ ͞dĂůĞŶƚĂŶ ƐƚLJůĞ͊͟ dŚĂƌĂƐŚŬ ŝŶƋƵŝƐŝƟǀĞ͛Ɛ ŽĸĐĞ͘ /Ĩ LJŽƵ ĂƐŬ͕
ƐŚĞ ƐĂLJƐ͘ ͞:ƵƐƚ ůŝŬĞ ĞůŝƉĂ ƵƐĞĚ ƚŽ ŵĂŬĞ͊͟ ŚĞ ƐŽďƐ ƚŚĂƚ ƚŚĞLJ ǁŽŶ͛ƚ ŚĞůƉ ĮŶĚ ŚŝƐ
ĚŽŐ͘
7 ĐƌŽǁĚ ƐƚĂŶĚƐ ŽƵƚƐŝĚĞ Ă ƌƵŶĚŽǁŶ
ďƵŝůĚŝŶŐ͘ Őƌŝŵ ƋƵĂƌƚĞƚ ŽĨ ŚĂůŇŝŶŐƐ 18 zŽƵ ƐƉŽƚ Ă ŵŽƐƐ ĐŽǀĞƌĞĚ ǁĂƌĨŽƌŐĞĚ
ǁĞĂƌŝŶŐ ƚŚĞ ŝŶƐŝŐŶŝĂ ŽĨ ƚŚĞ ZĂƚĐĂƚĐŚĞƌ͛Ɛ ƐŝƫŶŐ ŝŶ Ă ƐŵĂůů ƉĂƌŬ ŽǀĞƌůŽŽŬŝŶŐ ƚŚĞ
ĂŐŐĞƌ ZŝǀĞƌ͘ ŝƌĚƐ ĂƌĞ ŶĞƐƟŶŐ ŝŶ ĂŶ
'ƵŝůĚ ŚĞĂĚ ŝŶƐŝĚĞ͘
ƐŵĂůů͕ ŽƉĞŶ ĐŽŵƉĂƌƚŵĞŶƚ ŝŶ ƚŚĞ ƚŽƌƐŽ
8 ŚĂůĨͲĐŚĞǁĞĚ ĚƌƵŵƐƟĐŬ ĨĂůůƐ ĨƌŽŵ ĂŶ ŽĨ ƚŚĞ ǁĂƌĨŽƌŐĞĚ͘
ƉĂƐƐŝŶŐ ƐŬLJĐŽĂĐŚ͕ ŶĞĂƌůLJ ŚŝƫŶŐ LJŽƵ ŝŶ
ƚŚĞ ŚĞĂĚ͘ 19 dǁŽ ǀĞƚĞƌĂŶ ƐŽůĚŝĞƌƐͶĂ <ĂƌƌŶ ĂŶĚ Ă
dŚƌĂŶĞͶĂƌĞ ƐŚŽƵƟŶŐ Ăƚ ŽŶĞ ĂŶŽƚŚĞƌ͘
9 ĚƌĂŐŽŶŵĂƌŬĞĚ ŚĂůĨͲŽƌĐ ŚŽůĚƐ ǁŚĂƚ dŚĞ <ĂƌƌŶ ĚƌĂǁƐ Ă ĚĂŐŐĞƌ͘
ĂƉƉĞĂƌƐ ƚŽ ďĞ Ă ĚŽǁƐŝŶŐ ƌŽĚ͕ ƐůŽǁůLJ
ƉĂƐƐŝŶŐ ŝƚ ŽǀĞƌ ĚŽŽƌƐ ĂŶĚ ƉĂƐƐĞƌďLJ ŽŶ ϮϬ dŚĞ ĐƌŽǁĚƐ ƉĂƌƚ͕ ŵĂŬŝŶŐ ƌŽŽŵ ĨŽƌ
ƚŚĞ ƐƚƌĞĞƚ͘ dŚĞ ƌŽĚ ďĞŐŝŶƐ ƚŽ ƐŚĂŬĞ Ă ŚĂůŇŝŶŐ ǁĂƌƌŝŽƌ ƌŝĚŝŶŐ Ă ƐŶĂƌůŝŶŐ
ĐůĂǁĨŽŽƚ ƌĂƉƚŽƌ͘
ǀŝŽůĞŶƚůLJ ĂƐ LJŽƵ ĂƉƉƌŽĂĐŚ͘
ϭϬ ŚƵŵĂŶ ŵĞƌĐŚĂŶƚ ĂƌŐƵĞƐ ǁŝƚŚ Ă ŐŝĂŶƚ 21 dŚƌĞĞ ĐŚŝůĚƌĞŶ ĨŽůůŽǁ Ă ǁĂƌĨŽƌŐĞĚ
ũƵŐŐĞƌŶĂƵƚ͕ ŐŝŐŐůŝŶŐ ĂŶĚ ƚŚƌŽǁŝŶŐ
Žǁů͘
ŐĂƌďĂŐĞ Ăƚ ŝƚ͘ dŚĞ ǁĂƌĨŽƌŐĞĚ ƐƚŽŝĐĂůůLJ
11 Ɛ LJŽƵ ĐƌŽƐƐ Ă ďƌŝĚŐĞ͕ LJŽƵ ŶŽƟĐĞ Ă
ƉĂŝƌ ŽĨ ƐƚŽŶĞŵĂƐŽŶƐ ƐƚƵĚĚŝŶŐ Ă ĐƌĂĐŬ ŝŐŶŽƌĞƐ ƚŚĞŵ͘
ƌƵŶŶŝŶŐ ƚŚƌŽƵŐŚ ƚŚĞ ƐƚŽŶĞ ƐƉĂŶ͘ 22 ƐƋƵĂĚ ŽĨ ƚŚĞ ^ŚĂƌŶ tĂƚĐŚ ƉƵƐŚĞƐ
ƉĂƐƚ LJŽƵ͕ ƵƌŐŝŶŐ ƉĞŽƉůĞ ƚŽ ŐĞƚ ŽƵƚ ŽĨ
12 dǁŽ ƉĞŽƉůĞ ĂƌĞ ĂƌŐƵŝŶŐ ŝŶ ĨƌŽŶƚ ŽĨ Ă ĐŝƚLJ
ƚŚĞ ǁĂLJ͘
ŐƵĂƌĚ͕ ĂŶĚ LJŽƵ ŚĞĂƌ ĂĐĐƵƐĂƟŽŶƐ ƚŚĂƚ
ƐŽŵĞŽŶĞ ŝƐ Ă ĐŚĂŶŐĞůŝŶŐ͘ 23 Ŷ ĞƌĞŶŝ ƐƚŽƉƐ LJŽƵ ƚŽ ĂƐŬ ĨŽƌ
ĚŝƌĞĐƟŽŶƐ ƚŽ ͞^ŚĂĞ >ŝĂƐ͘͟ ^ŚĞ ǁĞĂƌƐ Ă
13 <ĂƌƌŶĂƚŚŝ ĐŽƵƉůĞ ƐƚĞƉ Žī Ă ůŝŌ͕ Ă ůĂƌŐĞ
ƐŝůǀĞƌ ŵĂƐŬ ĂŶĚ Ă glamerweave ƌŽďĞ͕
ŵĂƉ ŝŶ ƚŚĞŝƌ ŚĂŶĚƐ͘ dŚĞLJ ƚƵƌŶ ĂŶĚ ĂŶĚ ĐĂƌƌŝĞƐ Ă ƐŝnjĞĂďůĞ ƉƵƌƐĞ͘
ƌŽƚĂƚĞ ƚŚĞ ƉĂƉĞƌ ƐĞǀĞƌĂů ƟŵĞƐ͕ ƚƌLJŝŶŐ ƚŽ
ŵĂŬĞ ŚĞĂĚƐ Žƌ ƚĂŝůƐ ŽĨ ƚŚĞ ĚŝƌĞĐƟŽŶƐ͘ 24 ĐŚĞĞƌĨƵů ŵĂŶ ƐĞůůƐ Ă ǁŝĚĞ ǀĂƌŝĞƚLJ ŽĨ
ƐŽƵǀĞŶŝƌƐ ƚŽ ĐŽŵŵĞŵŽƌĂƚĞ LJŽƵƌ ǀŝƐŝƚ
ƚŽ ^ŚĂƌŶ͗ ƐŬĞƚĐŚĞƐ͕ ĐƌLJƐƚĂů ŐůŽďĞƐ͕ ĂŶĚ
ƐŵĂůů ƉůĂƐƚĞƌ ƚŽǁĞƌƐ͘
160 CHAPTER 6 | THE STREETS OF SHARN
Ϯϱ zŽƵ ƉĂƐƐ ďLJ Ă ƐŚŝŌĞƌ ĂŶĚ Ă ĚǁĂƌĨ 34 &ƌĞƐŚ ŐƌĂĸƟ ƉƌŽĐůĂŝŵƐ ͞dŚĞ ĐƌŽǁŶ ĚŝĞƐ
ŵĞƌĐŚĂŶƚ ĂƌŐƵŝŶŐ ǁŝƚŚ Ă ŵĞŵďĞƌ ǁŝƚŚ ŽƌĂŶĞů͊͟
ŽĨ ƚŚĞ ^ŚĂƌŶ tĂƚĐŚ͘ ƉƉĂƌĞŶƚůLJ͕ ƚŚĞ ϯϱ ǁĞůůͲĚƌĞƐƐĞĚ ŐŶŽŵĞ ŽīĞƌƐ ƚŽ ƐĞůů LJŽƵ
ƐŚŝŌĞƌ ďĞůŝĞǀĞƐ ŚĞ ǁĂƐ ĐŚĂƌŵĞĚ ŝŶƚŽ ĂŶ ŝŶǀŝƚĂƟŽŶ ƚŽ ƚŚĞ dĂŝŶ 'ĂůĂ͘ ͞/ƚ͛Ɛ ƚŚĞ
ŵĂŬŝŶŐ Ă ĨŽŽůŝƐŚ ƉƵƌĐŚĂƐĞ͘ ŐƌĂŶĚĞƐƚ ĐĞůĞďƌĂƟŽŶ ŝŶ ^ŚĂƌŶ͊ /͛ŵ ƚŽŽ
Ϯϲ zŽƵ ĐŽŵĞ ĂĐƌŽƐƐ Ă ǁĂůů ǁŚĞƌĞ ƉĞŽƉůĞ ďƵƐLJ ƚŽ ŐŽ ƚŚŝƐ ŵŽŶƚŚ͕ ďƵƚ ŝƚ͛Ɛ Ă ďĂƌŐĂŝŶ
ŚĂǀĞ ǁƌŝƩĞŶ ƚŚĞ ŶĂŵĞƐ ŽĨ ĨƌŝĞŶĚƐ ůŽƐƚ Ăƚ ϭϬ ƉŝĞĐĞƐ ŽĨ ŐŽůĚ͊͟
ĚƵƌŝŶŐ ƚŚĞ >ĂƐƚ tĂƌ͘ ϯϲ ŵĂŶ ŝŶ ĨĂĚĞĚ ĮŶĞƌLJ ĞdžƚŽůƐ ƚŚĞ ǀŝƌƚƵĞƐ
27 ŚĂůŇŝŶŐ ǁĞĂƌŝŶŐ ƚŚĞ ůŝǀĞƌLJ ŽĨ ,ŽƵƐĞ ŽĨ Ă ŵŝƌĂĐůĞ Ğůŝdžŝƌ ƚŽ Ă ƐŵĂůů ĐƌŽǁĚ͘ ͞/ƚ͛Ɛ
:ŽƌĂƐĐŽ ĂƌŐƵĞƐ ǁŝƚŚ Ă ŵĞŵďĞƌ ŽĨ ƚŚĞ ƚŚĞ ƐĞĐƌĞƚ ,ŽƵƐĞ :ŽƌĂƐĐŽ ĚŽĞƐŶ͛ƚ ǁĂŶƚ
^ŚĂƌŶ tĂƚĐŚ͕ ĂƉƉĂƌĞŶƚůLJ ƚƌLJŝŶŐ ƚŽ LJŽƵ ƚŽ ŬŶŽǁ͊͟
ĂďƐŽůǀĞ Ă ĨƌŝĞŶĚ ŽĨ ĂŶ ĂĐĐƵƐĂƟŽŶ ŽĨ 37 tŝƚŚ Ă ůŽƵĚ ĐƌLJ ĂŶĚ ǁŝůĚůLJ ƉŝŶǁŚĞĞůŝŶŐ
ƉŝĐŬƉŽĐŬĞƟŶŐ͘ ĂƌŵƐ͕ Ă ĐŚŝůĚ ƉůƵŵŵĞƚƐ ĨƌŽŵ Ă ĐƌŽǁĚĞĚ
28 dŚĞ ƐŵĞůů ŽĨ ĨƌĞƐŚ͕ ďƵƩĞƌĞĚ ďƌĞĂĚ ďƌŝĚŐĞ ĂďŽǀĞ͘
ǁĂŌƐ ƚŚƌŽƵŐŚ ƚŚĞ ŵŝĚĚůĞ ŽĨ ƚŚĞ 38 ͞dŚĞLJ͛ƌĞ ĞƌŽĚŝŶŐ ŽƵƌ ƚƌĂĚŝƟŽŶƐ͊ ŽŶ͛ƚ
ƚŚŽƌŽƵŐŚĨĂƌĞ͕ ďƵƚ LJŽƵ ĐĂŶŶŽƚ ĮŶĚ ƚŚĞ ůĞƚ ƚŚĞƐĞ ƚŚŝĞǀĞƐ ƚĞůů ŽƵƌ ŬŝŶŐ ǁŚĂƚ
ƐŽƵƌĐĞ͘ ƚŽ ĚŽ͊͟ LJŽƵŶŐ ǁŽŵĂŶ ƐƚĂŶĚƐ ŽŶ Ă
29 ƐƚƌĞĞƚ ƉĞƌĨŽƌŵĞƌ ĚƌĞƐƐĞĚ ĂƐ <ŝŶŐ ĐŽƌŶĞƌ ƐŚŽƵƟŶŐ ĂďŽƵƚ ƚŚĞ ƚŚƌĞĂƚ ƉŽƐĞĚ
ŽƌĂŶĞů ŽīĞƌƐ ƚŽ ŬŶŝŐŚƚ ƚŽƵƌŝƐƚƐ ĨŽƌ Ă ďLJ ƚŚĞ ĚƌĂŐŽŶŵĂƌŬĞĚ ŚŽƵƐĞƐ͘
ĐŽƉƉĞƌ ƉŝĞĐĞ͘ 39 ƉĂŶŝĐŬĞĚ ŐŶŽŵĞ ƌƵŶƐ ŽƵƚ ŽĨ ĂŶ
ϯϬ ǁĞůůͲĚƌĞƐƐĞĚ ŚƵŵĂŶ ŇŽĂƚƐ ĚŽǁŶ ĨƌŽŵ ŽƌĂĐůĞ͛Ɛ ƚĞŶƚ͘ ͞tĞ͛ƌĞ ĚŽŽŵĞĚ͊
Ă ďĂůĐŽŶLJ ĂďŽǀĞ͕ ŚŝƐ ĨĂůů ƐůŽǁĞĚ ďLJ Ă ŽŽŽŽŽŵĞĚ͊
feather fall ƐƉĞůů͘ ,Ğ ďŝĚƐ LJŽƵ͕ ͞ŐŽŽĚ ϰϬ ŵĂŶ ďĞŐƐ ĨŽƌ ĐŽŝŶƐ ŽƵƚƐŝĚĞ Ă :ŽƌĂƐĐŽ
ĚĂLJ͟ ĂŶĚ ǁĂůŬƐ Žī ƋƵŝĐŬůLJ ĂƐ LJŽƵ ŚĞĂƌ ŚŽƵƐĞ ŽĨ ŚĞĂůŝŶŐ͘ ͞KŶĞ ŐĂůŝĨĂƌ͕ ƉůĞĂƐĞ͊
ŐƵĂƌĚƐ ƐŚŽƵƟŶŐ ĂŶĚ ƉŽŝŶƟŶŐ ĨƌŽŵ Ă / ŬŶŽǁ ŝƚ͛Ɛ Ă ůŽƚ͕ ďƵƚ ŝĨ / ĐĂŶ͛ƚ ƌĂŝƐĞ ƚŚĞ
ďƌŝĚŐĞ ĂďŽǀĞ͘ ŵŽŶĞLJ ƚŽĚĂLJ͕ ƐŚĞ͛ůů ĚŝĞ͊͟
31 ŐĂƌŐŽLJůĞ ƐǁŽŽƉƐ ŽǀĞƌŚĞĂĚ͕ ůĂŶĚŝŶŐ
ŽŶ ƚŚĞ ƐƚƌĞĞƚ ŝŶ ĨƌŽŶƚ ŽĨ LJŽƵ͘ /ƚ ƉƵůůƐ
Ă ƉŝĞĐĞ ŽĨ ĨŽůĚĞĚ ƉĂƌĐŚŵĞŶƚ ŽƵƚ ŽĨ Ă
ůĞĂƚŚĞƌ ƐĂƚĐŚĞů ĂŶĚ ŚĞĂĚƐ ŝŶƚŽ Ă ŶĞĂƌďLJ
ƐŚŽƉ͘
32 ŽŶĞͲĞLJĞĚ ŚĂůĨͲĞůĨ ŽƉĞŶƐ ƵƉ ŚŝƐ ĐůŽĂŬ
ƚŽ ƌĞǀĞĂů Ă ƐĞůĞĐƟŽŶ ŽĨ ǁĂŶĚƐ ĐĂƌǀĞĚ
ĨƌŽŵ ĚŝīĞƌĞŶƚ ǁŽŽĚƐ͘ ͞ ŝŐŚƚ ŐĂůŝĨĂƌƐ ;ϴ
ŐƉͿ ĞĂĐŚ͊ dŽƉ ƋƵĂůŝƚLJ͘ ŶĚ ŶŽƚ ƐƚŽůĞŶ Žƌ
ĂŶLJƚŚŝŶŐ͘͟
33 ŚƵŵĂŶ ĮƐŚŵŽŶŐĞƌ ĂŶĚ Ă ŚĂůĨͲĞůĨ ĂƌĞ
ĂƌŐƵŝŶŐ ĂďŽƵƚ ƚŚĞ ZĂĐĞ ŽĨ ŝŐŚƚ tŝŶĚƐ͕
Ă ůŽĐĂů ƐƉŽƌƟŶŐ ĞǀĞŶƚ͘ dŚĞ ŚƵŵĂŶ
ƚŚŝŶŬƐ ƚŚĂƚ ƚŚĞ ,ĂǁŬ ĐĂŶ͛ƚ ůŽƐĞ͕ ǁŚŝůĞ
ƚŚĞ ŚĂůĨͲĞůĨ ŝŶƐŝƐƚƐ ƚŚĂƚ ƚŚŝƐ ŝƐ ƚŚĞ LJĞĂƌ
ŽĨ ƚŚĞ Kǁů͘
CHAPTER 6 | THE STREETS OF SHARN 161
hÖÖÙ ^«ÙÄ ^ãÙãÝ
2d20 ^ƚƌĞĞƚƐ ŽĨ hƉƉĞƌ ^ŚĂƌŶ
2 zŽƵ͛ƌĞ ŶĞĂƌůLJ ƌƵŶ ĚŽǁŶ ďLJ Ă ŐŝůĚĞĚ 11 DŽƌŐƌĂǀĞ ƉƌŽĨĞƐƐŽƌ ůĞĂĚƐ Ă ƉĂĐŬ ŽĨ
ĐĂƌƌŝĂŐĞ͕ ƉƵůůĞĚ ďLJ Ă ƚĞĂŵ ŽĨ ǁĂƌĨŽƌŐĞĚ ĐŚĂƩĞƌŝŶŐ ƐƚƵĚĞŶƚƐ ŽŶ ĂŶ ĞdžƉĞĚŝƟŽŶ͘
ŐŝůĚĞĚ ŝŶ ƚŚĞ ƐĂŵĞ ƉĂƩĞƌŶƐ͘ &ƌŽŵ ƚŚĞŝƌ ƐƉĞůƵŶŬŝŶŐ ŐĞĂƌ͕ LJŽƵ
ŝŵĂŐŝŶĞ ƚŚĞLJ͛ƌĞ ŚĞĂĚŝŶŐ ĚŽǁŶ ŝŶƚŽ ƚŚĞ
3 ŵĂŐĞǁƌŝŐŚƚ ŽīĞƌƐ ƚŽ ƵƐĞ Ă ƐŝŵƉůĞ
ŽŐƐ͘
ĐŚĂƌŵ ƚŽ ƉŽůŝƐŚ ƚŚĞ ĐŽŝŶƐ ŝŶ LJŽƵƌ ƉƵƌƐĞ
ĨŽƌ ũƵƐƚ ϯ ĐƌŽǁŶƐ ;ϯ ĐƉͿ͘ ͞tĞ ǁŽƵůĚŶ͛ƚ 12 Ɛ LJŽƵ ƉĂƐƐ ďLJ Ă ĨĂŶĐLJ ŝŶŶ͕ Ă ŶŽďůĞŵĂŶ
ǁĂŶƚ ĂŶLJŽŶĞ ƚŽ ŐĞƚ ŐƌŝŵĞ ŽŶ ƚŚĞŝƌ ŚĂŶĚƐ LJŽƵ Ă ĐŽƉƉĞƌ ƉŝĞĐĞ ĂŶĚ ƚŚĞ ƌĞŝŶƐ
ŐůŽǀĞƐ ĨƌŽŵ ŚĂŶĚůŝŶŐ ĮůƚŚLJ ĐŽŝŶƐ ĨƌŽŵ ŽĨ ŚŝƐ ŐƌŝīŽŶ͘ ͞ Ž ƚĂŬĞ ĐĂƌĞ ŶŽǁ͕ ƐŚĞ
ƚŚĞ ůŽǁĞƌ ǁĂƌĚƐ͘͟ ďŝƚĞƐ͘͟
4 Ŷ ŝůůƵƐŝŽŶ ŽĨ Ă ǁĂƌĨŽƌŐĞĚ ďƵƚůĞƌ 13 ƚŽƵƌ ŐƌŽƵƉ ƉĂƵƐĞƐ ƚŽ ŵĂƌǀĞů Ăƚ ƚŚĞ
ĂƉƉĞĂƌƐ ĂƐ LJŽƵ ƉĂƐƐ ďLJ ƚŚĞ ƐĞĂůĞĚ ŐĂƚĞƐ ŽĨ Ă ŵĂŶƐŝŽŶ͘ ƉƉĂƌĞŶƚůLJ͕ ŝƚ͛Ɛ
ŐĂƚĞƐ ŽĨ Ă ŵĂŶƐŝŽŶ͘ ͞/͛ŵ ĂĨƌĂŝĚ ŵLJ ƚŚĞ ŚŽŵĞ ŽĨ ŽŶĞ ŽĨ ƚŚĞ ĚŝǀĂƐ ŽĨ hƉƉĞƌ
ŵŝƐƚƌĞƐƐ ŝƐŶ͛ƚ ƌĞĐĞŝǀŝŶŐ ŐƵĞƐƚƐ ƚŽĚĂLJ͘͟ DĞŶƚŚŝƐ͘
ϱ ĚƌĂŐŽŶŵĂƌŬĞĚ ŚĂůŇŝŶŐ ŽīĞƌƐ Ă 14 Ŷ ĞŶĐŚĂŶƚĞĚ ŵŝƌƌŽƌ ĂůůŽǁƐ LJŽƵ ƚŽ
ĐůĞĂŶƐŝŶŐ ĞŶĐŚĂŶƚŵĞŶƚ ĨŽƌ ϱ ĐƌŽǁŶƐ ǀŝĞǁ ƚŚĞ ƐƚƌĞĞƚƐ ďĞůŽǁ LJŽƵ͕ ƚŽ ƐĞĞ ŚŽǁ
;ϱ ĐƉͿ͘ ͞'ĞƚƐ ƌŝĚ ŽĨ ƚŚĞ Ěŝƌƚ͕ ďƌŝŐŚƚĞŶƐ ƚŚĞ ůĞƐƐ ĨŽƌƚƵŶĂƚĞ ůŝǀĞ͘
LJŽƵƌ ďƌŝŐŚƚƐ͕ ƉƵƚƐ Ă ůŝƩůĞ ďŽƵŶĐĞ ďĂĐŬ ϭϱ ŬĂůĂƐŚƚĂƌ ƐƚŽƌLJƚĞůůĞƌ ƐŚĂƌĞƐ Ă ƚĂůĞ ŽĨ
ŝŶ LJŽƵƌ ŚĂŝƌ͊ :ƵƐƚ ƚŚĞ ƚŚŝŶŐ ƚŽ ŵĂŬĞ Ă ůŝĨĞ ŝŶ ^ĂƌůŽŶĂ ĂŶĚ ƚŚĞ ĞŶĚůĞƐƐ ƐƚƌƵŐŐůĞ
ŐŽŽĚ ŝŵƉƌĞƐƐŝŽŶ͘͟ ďĞƚǁĞĞŶ ƚŚĞ ƉĞĂĐĞĨƵů ŵŽŶŬƐ ŽĨ ĚĂƌ
ϲ ͞DĂŬĞ ǁĂLJ͊ DĂŬĞ ǁĂLJ͊͟ LJŽƵŶŐ ďŽLJ ĂŶĚ ƚŚĞ ĐƌƵĞů ƐŽůĚŝĞƌƐ ŽĨ ƚŚĞ /ŶƐƉŝƌĞĚ͘
ĐůĞĂƌƐ Ă ƉĂƚŚ ĨŽƌ Ă ũĞǁĞůͲĞŶĐƌƵƐƚĞĚ ϭϲ ŚĂůĨͲĞůĨ ǁĞĂƌŝŶŐ Ă ũĞǁĞůĞĚ ĞLJĞƉĂƚĐŚ
ǁĂƌĨŽƌŐĞĚ ǁĞĂƌŝŶŐ Ă ůŽǀĞůLJ ĨƵƌ ĐůŽĂŬ͘ ŽīĞƌƐ Ă ĮŶĞ ƐƉĞůůŬ ĨŽƌ ũƵƐƚ ĨŽƌƚLJ
7 ŇƵƐƚĞƌĞĚ ŐŶŽŵĞ ĐĂƌƌLJŝŶŐ ƐƚĂĐŬƐ ŐĂůŝĨĂƌƐ ;ϰϬ ŐƉͿ͘ ͞ZĞĂůůLJ ŝŶƚĞƌĞƐƟŶŐ
ŽĨ ƉĂƉĞƌ ĂŶĚ ƉĂƌĐŚŵĞŶƚƐ ƚĂůůĞƌ ƚŚĂŶ ƐƚƵī͊ ŶĚ ŶŽƚ ƐƚŽůĞŶ Žƌ ĂŶLJƚŚŝŶŐ͘͟
ŚŝŵƐĞůĨ͘ ,Ğ ŝƐ ŽďůŝǀŝŽƵƐ ƚŽ ƚŚĞ ƚƌĂŝů 17 zŽƵ ĐŽŵĞ ƵƉŽŶ Ă ŐŝůĚĞĚ ƐƚĂƚƵĞ ŽĨ
ŽĨ ƐŵŽŬĞ ĐŽŵŝŶŐ ĨƌŽŵ ŝŶƐŝĚĞ Ă ƚĂůů͕ YƵĞĞŶ tƌŽĂĂŶ͕ ƚŚĞ ƋƵĞĞŶ ǁŚŽ
ƌŽůůĞĚͲƵƉ ƐĐƌŽůů ŽŶ ŚŝƐ ďĂĐŬ͘ ůĞĚ ƌĞůĂŶĚ ŝŶƚŽ ƚŚĞ >ĂƐƚ tĂƌ ;͞ĂŶĚ
8 dǁŽ ŶŽďůĞƐ ĂƌĞ ůŽĐŬĞĚ ŝŶ Ă ďŝƩĞƌ ĨƌĞĞĚŽŵ͊͟ ƚŚĞ ƉůĂƋƵĞ ƉƌŽĐůĂŝŵƐͿ͘
ĂƌŐƵŵĞŶƚ͘ dŚĞLJ͛ƌĞ ǁĞĂƌŝŶŐ ƐŝŵŝůĂƌ 18 ǁĂƌĨŽƌŐĞĚ ǁŝƚŚ ƌŽƐĞƐ ƚǁŝŶĞĚ ĂƌŽƵŶĚ
ĐůŽĂŬƐͶglamerweave ŐĂƌŵĞŶƚƐ ŚĞƌ ůŝŵďƐ ŽīĞƌƐ ƚŽ ƐĞůů LJŽƵ Ă ďŽƵƋƵĞƚ
ŝŵďƵĞĚ ǁŝƚŚ ƚŚĞ ŝůůƵƐŝŽŶ ŽĨ ƐŚŝŌŝŶŐ ĨŽƌ ĮǀĞ ƐŽǀĞƌĞŝŐŶƐ ;ϱ ƐƉͿ͘
ĐůŽƵĚƐͶĂŶĚ ƚŚŝƐ ƐĞĞŵƐ ƚŽ ďĞ ƚŚĞ 19 ƐƚƌŝŶŐ ƋƵĂƌƚĞƚ ŐŝǀĞƐ ĂŶ ŝŵƉƌŽŵƉƚƵ
ƉƌŽďůĞŵ͘ ƉĞƌĨŽƌŵĂŶĐĞͶƉƵďůŝĐŝƚLJ ĨŽƌ ƚŚĞ ŶĞǁ
9 ƌĞŐĂů ǁŽŵĂŶ ǁŝƚŚ ĂƵďƵƌŶ ŚĂŝƌ ŚĞůĚ ƐĞĂƐŽŶ ŽĨ ƚŚĞ <ĂǀĂƌƌĂŚ ŽŶĐĞƌƚ ,Ăůů͘
ďĂĐŬ ŝŶ Ă ƐŝůǀĞƌ ĚŝĂĚĞŵ ǁĂŝƚƐ ĨŽƌ Ă ϮϬ ĚƌĂŐŽŶŵĂƌŬĞĚ ĞůĨ ĚĂnjnjůĞƐ ƉĂƐƐĞƌďLJ
ƐŬLJĐŽĂĐŚ͘ ^ŚĞ ŚŽůĚƐ Ă ĚĂƌŬǁŽŽĚ ƐƚĂī ǁŝƚŚ Ă ŝůůƵƐŝŽŶĂƌLJ ƚĂďůĞĂƵ ŽĨ ƚǁŽ
ĞŶĐƌƵƐƚĞĚ ǁŝƚŚ ĚƌĂŐŽŶƐŚĂƌĚƐ͕ ĂŶĚ ƐŚĞ ĚƵĞůŝŶŐ ĚƌĂŐŽŶƐ͘
ƚĂƉƐ ŝƚ ŝŵƉĂƟĞŶƚůLJ͘
21 ŵĂŶƐŝŽŶ ŚĂƐ Ă ĨĞǁ ŐĂƌŐŽLJůĞƐ ƐŝƫŶŐ
ϭϬ ŐƌĂLJͲďĞĂƌĚĞĚ ƐĂŐĞ ĂƌŐƵĞƐ ǁŝƚŚ Ă ŽŶ ŝƚƐ ǁĂůůƐ͘ dŚĞLJ͛ƌĞ ƉƌŽďĂďůLJ ƚŚĞƌĞ
ƉĂůĞ ƟĞŇŝŶŐ͕ ǁŚŽƐĞ ŚŽƌŶƐ ĂƉƉĞĂƌ ƚŽ ĂƐ ƐĞĐƵƌŝƚLJ͕ ďƵƚ ƚŚĞLJ ŽīĞƌ ůŝǀĞůLJ
ďĞ ĐĂƌǀĞĚ ĨƌŽŵ ŝĐĞ͘ dŚĞLJ ƐĞĞŵ ƚŽ ďĞ ĐŽŵŵĞŶƚĂƌLJ ĂďŽƵƚ ĞǀĞƌLJŽŶĞ ǁŚŽ
ĚĞďĂƟŶŐ ƚŚĞ ĚĂŶŐĞƌŽƵƐ ĞīĞĐƚƐ ŽĨ ƉĂƐƐĞƐ ďLJ͘
ZŝƐŝĂŶ ƉůĂŶĂƌ ŝŶŇƵĞŶĐĞ͘
162 CHAPTER 6 | THE STREETS OF SHARN
22 ƐƚƌĞĞƚ ƉĞƌĨŽƌŵĞƌ ŝƐ ĚƌĂǁŝŶŐ ƉĂƩĞƌŶƐ 34 ůĂƌŐĞ ƐƚĂƚƵĞ ĐŽŵŵĞŵŽƌĂƚĞƐ >ŽƌĚ
ŽŶ ƚŚĞ ŐƌŽƵŶĚ ŝŶ ĐŚĂůŬ͘ Ɛ ĞĂĐŚ ƉŝĐƚƵƌĞ ĂůŝĂŶ ŝƌ͛dĂŝŶ //͕ Ă ŶŽďůĞ ƉŚŝůĂŶƚŚƌŽƉŝƐƚ
ŝƐ ĐŽŵƉůĞƚĞĚ͕ ŝƚ ƐƚĂƌƚƐ ƚŽ ŵŽǀĞ͘ ůŽƐƚ Ăƚ ƐĞĂ͘ ,Ğ ŚŽůĚƐ Ă ƐƉLJŐůĂƐƐ ŝŶ ŽŶĞ
23 ^ŽŵĞŽŶĞ͛Ɛ ƉĂŝŶƚĞĚ ƚŚĞ ĐƌŽǁŶ ĚŝĞƐ ŚĂŶĚ ĂŶĚ Ă ĚƌĂŐŽŶ ƚƵƌƚůĞ ŝŶ ƚŚĞ ŽƚŚĞƌ͘
ǁŝƚŚ ŽƌĂŶĞů ĂĐƌŽƐƐ ƚŚĞ ŐĂƚĞƐ ŽĨ Ă ϯϱ zŽƵ ƉĂƐƐ ďLJ Ă ,ŽƉĞ tĞůů͘ ^ƵƉƉŽƐĞĚůLJ͕
ŶŽďůĞ͛Ɛ ŵĂŶƐŝŽŶ͘ ŵĞŵďĞƌ ŽĨ ƚŚĞ ĂŶLJ ĐŽŝŶƐ LJŽƵ ƚŚƌŽǁ ŝŶ ƚŚĞ ǁĞůů ĂƌĞ
^ŚĂƌŶ tĂƚĐŚ ŝƐ ƚĂůŬŝŶŐ ƚŽ ƚŚĞ ƐĞƌǀĂŶƚƐ͘ ƚƌĂŶƐƉŽƌƚĞĚ ĚŽǁŶ ƚŽ ŚĞůƉ ƚŚĞ ƚƌŽƵďůĞĚ
24 Őŝƌů ǁĞĂƌŝŶŐ ƚŚĞ ĐŽůŽƌƐ ŽĨ ,ŽƵƐĞ ƉĞŽƉůĞ ŽĨ ƚŚĞ ůŽǁĞƌ ǁĂƌĚƐ͘
sĂĚĂůŝƐ ĐŚĂƐĞƐ ŚĞƌ ŵŝŶŝĂƚƵƌĞ ĐŚŝŵĞƌĂ͘ ϯϲ ŚĂůĨͲĞůĨ ŶŽďůĞǁŽŵĂŶ ƐƚƌŝĚĞƐ ďLJ
Ϯϱ ƚĞĂŵ ŽĨ ŚĂŶĚůĞƌƐ ĨƌŽŵ ,ŽƵƐĞ sĂĚĂůŝƐ ǁĞĂƌŝŶŐ Ă ĨĂŶĐLJ ƌĞĚ ĚƌĞƐƐ ĂŶĚ ĐĂƌƌLJŝŶŐ
ǁĂůŬ ĂůŽŶŐƐŝĚĞ Ă ƐŵĂůů ŐĞůĂƟŶŽƵƐ ĐƵďĞ͘ Ă ŵĂƚĐŚŝŶŐ ƉĂƌĂƐŽů͘ ŽƚŚ ƚŚĞ ĚƌĞƐƐ ĂŶĚ
͞tĞ͛ƌĞ ƚƌLJŝŶŐ ŝƚ ŽƵƚ͕ ƐĞĞŝŶŐ ŝĨ ŝƚ ĐĂŶ ƵŵďƌĞůůĂ ĂƌĞ ĚĞĐŽƌĂƚĞĚ ǁŝƚŚ ^ŝďĞƌLJƐ
ŬĞĞƉ ƚŚŝŶŐƐ ĐůĞĂŶ͕͟ ƚŚĞLJ ƐĂLJ͘ ĚƌĂŐŽŶƐŚĂƌĚƐ͘
Ϯϲ /ƚ ƐƚĂƌƚƐ ƚŽ ĚƌŝnjnjůĞ͘ ǁĞůůͲĚƌĞƐƐĞĚ 37 zŽƵ ĐŽŵĞ ƵƉŽŶ Ă ďĞĂƵƟĨƵů ŐĂƌĚĞŶ
ŚĂůĨͲĞůĨ ŐůĂƌĞƐ Ăƚ ƚŚĞ ƐŬLJ ĂŶĚ ƐŶĂƉƐ Ăƚ ƚŚĞ ĞĚŐĞ ŽĨ Ă ƚŽǁĞƌ͘ Ŷ ĞůĨ ŝŶ ĮŶĞ
ŚŝƐ ĮŐƵƌĞƐ͕ ĂŶĚ ƚŚĞ ƌĂŝŶ ŝŵŵĞĚŝĂƚĞůLJ ŵŽƵƌŶŝŶŐ ĐůŽƚŚĞƐ ůŽŽŬƐ ŽƵƚ ŽǀĞƌ ƚŚĞ
ƐƚŽƉƐ͘ ĞĚŐĞ͘
27 ǀĞŶĚŽƌ ŽīĞƌƐ Ă ƐĞůĞĐƟŽŶ ŽĨ ŵŽƵƚŚͲ 38 ŐŶŽŵĞ ŝŶ ŶĂƵƟĐĂů ŽƵƞŝƚ ŽīĞƌƐ ƟĐŬĞƚƐ
ǁĂƚĞƌŝŶŐ ƵŶĚĂŝƌŝĂŶ ĞŶƚƌĞĞƐ ĨƌŽŵ Ă ĨŽƌ Ă ͚ĐĞůĞďƌŝƚLJ ƐŬLJĐŽĂĐŚ ƚŽƵƌ͛ ĨŽƌ ũƵƐƚ ϱ
ŇŽĂƟŶŐ ĐĂƌƚͶŽŶůLJ ϴ ƐŽǀĞƌĞŝŐŶƐ ;ϴ ƐƉͿ ŐĂůŝĨĂƌƐ ;ϱ ŐͿ Ă ŚĞĂĚ͘
ĨŽƌ Ă ŵĂŐŝĐĂů ŵĞĂů͊ 39 zŽƵ ƐƉŽƚ Ă ƵŶŝƚ ŽĨ ƚŚĞ ZĞĚĐůŽĂŬ
28 ŵĞŵďĞƌ ŽĨ ƚŚĞ ^ŚĂƌŶ tĂƚĐŚ ƐƚŽƉƐ ĂƩĂůŝŽŶ͕ ƚŚĞ ĞůŝƚĞ ƐŽůĚŝĞƌƐ ŽĨ ƚŚĞ
LJŽƵ͘ ͞ ĂŶ / ŚĞůƉ LJŽƵ͍ ƌĞ LJŽƵ ƐƵƌĞ ^ŚĂƌŶ tĂƚĐŚ͘ dŚĞLJ͛ƌĞ ƚĂůŬŝŶŐ ƚŽ ƚŚĞ
LJŽƵ͛ƌĞ ŝŶ ƚŚĞ ƌŝŐŚƚ ǁĂƌĚ͍͟ ŽǁŶĞƌ ŽĨ Ă ůŽĐĂů ƚĂǀĞƌŶ͘
29 zŽƵ ƉĂƐƐ ƚŚĞ ŽƉĞŶ ĚŽŽƌƐ ŽĨ Ă ƐŵŝƚŚLJ͘ ϰϬ ŚĂůĨͲĞůǀĞŶ ƉŽĞƚ ůŽƵĚůLJ ƌĞĐŝƚĞƐ
/ŶƐŝĚĞ͕ Ă ŶƵŵďĞƌ ŽĨ ŚĂƌĚͲǁŽƌŬŝŶŐ ƚŽŽůƐ Ă ůĞŶŐƚŚLJ ƉŽĞŵ ĂďŽƵƚ ƚŚĞ ƚƌĂŐŝĐ
ĂƌĞ ŵŽǀŝŶŐ ĂŶĚ ŇŽĂƟŶŐ ŝŶĚĞƉĞŶĚĞŶƚůLJ͘ ĚĞƐƚƌƵĐƟŽŶ ŽĨ LJƌĞ͘
ŶĞĂƌďLJ ƐŵŝƚŚ ǁĂǀĞƐ Ă ǁĂŶĚ ĂƐ ŝĨ
ĐŽŶĚƵĐƟŶŐ ĂŶ ŽƌĐŚĞƐƚƌĂ͘
ϯϬ ƉƌŝĞƐƚ ĞdžƉůĂŝŶƐ ŚŽǁ ƚŚĞ ďĞƐƚ ǁĂLJ ƚŽ
ĞĂƌŶ ƚŚĞ ďůĞƐƐŝŶŐƐ ŽĨ <Žů <ŽƌƌĂŶ ŝƐ ƚŽ
ĚŽŶĂƚĞ͘ ͞&Žƌ ĞĂĐŚ ĐŽŝŶ LJŽƵ ŐŝǀĞ͕ LJŽƵ͛ůů
ƐƵƌĞůLJ ŐĞƚ Ă ŚƵŶĚƌĞĚ ŝŶ ƌĞƚƵƌŶ͊͟
31 zŽƵ ĐŽŵĞ ƵƉŽŶ Ă ĨŽƵŶƚĂŝŶ ŽĨ ĐŽůĚ
ĮƌĞ͘ /Ŷ ƚŚĞ ĐĞŶƚĞƌ͕ Ă ďƌĂƐƐ ĚƌĂŐŽŶ ƐƉŝƚƐ
ďƌŝůůŝĂŶƚ ŇĂŵĞƐ ŝŶƚŽ ƚŚĞ Ăŝƌ͕ ĂŶĚ ƚŚĞ
ƐƉŝůů ĚŽǁŶ ĂŶĚ ŽƵƚ ŝŶƚŽ ƚŚĞ ƉŽŽů ďĞůŽǁ͘
32 ƚƌŝŽ ŽĨ ĞůǀĞƐ ƉĞƌĨŽƌŵ ƉĞƌĨŽƌŵ Ă
ƌĞŵĂƌŬĂďůĞ ĚŝƐƉůĂLJ ŽĨ ĂƚŚůĞƟĐƐ ĂŶĚ
ŝůůƵƐŝŽŶ ŵĂŐŝĐ͕ ĂĚǀĂŶĐĞĚ ƉƵďůŝĐŝƚLJ ĨŽƌ
ƚŚĞ ĂƌŶŝǀĂů ŽĨ ^ŚĂĚŽǁƐ͘
33 ůŽǀĞůLJ ŵŽƐĂŝĐ ĚŝƐƉůĂLJƐ ƚŚĞ ƐĞĂů ŽĨ ƚŚĞ
ƵŶŝƚĞĚ 'ĂůŝĨĂƌ͘
CHAPTER 6 | THE STREETS OF SHARN 163
APPENDIX A: FURTHER READING
After reading this ?IaÅVLMZ¼[ /]QLM, you may ruins, sinister organizations, and treasure-laden
have questions. What’s the Aurum? Who are dungeons of Stormreach. In addition to providing
the Daughters of Sora Kell? Just how many Dungeon Masters with a richly detailed city for
districts are there in Sharn, and what happens their Xen’drik based campaigns, this supplement
to adventurers in the Mournland? What’s in presents information on the movers and shakers of
Xen’drik? Until new material becomes available Stormreach, ready-to-use adversaries, adventure
NWZ \PM ÅN\P MLQ\QWV WN \PM DUNGEONS & DRAGONS hooks, and location maps.
:WTMXTIaQVO /IUM aW] KIV ÅVL \PM IV[_MZ[ \W Dragons of Eberron (3.5E): This supplement
these questions and many more in the resources delves into the mysterious Draconic Prophecy.
created in previous editions of the game. It explores the continent of Argonnessen,
homeland of the dragons, and describes various
new adventure sites. This book also investigates
EBERRON SOURCEBOOKS dragons on the continents of Khorvaire, Sarlona,
and Xen’Drik.
These resources are currently available as ebooks
Dragonmarked (3.5E): This supplement
via the Dungeon Master’s Guild at:
explores each of the thirteen dragonmarked
DMsGuild.com houses in detail and presents advice for playing
The -JMZZWV +IUXIQOV ;M\\QVO and -JMZZWV +IUXIQOV dragonmarked characters within a house or guild.
/]QLM both provide an overview of the world, It also introduces new options for dragonmarked
including advice on creating adventures and characters, including prestige classes, feats, and
a deeper look at the nations of Khorvaire and spells. Finally, it discusses aberrant dragonmarks
the lands beyond it. Either of these books can and their role in a campaign.
be useful for a Dungeon Master who wants Eberron Campaign Guide (4E): Designed for
further insight into the setting. The other books the fourth edition of the DUNGEONS & DRAGONS
IZM TIZOMTa \QML \W [XMKQÅK []JRMK\[ 1N aW] _IV\ Roleplaying Game, this book presents a historical
to run a campaign in the mysterious lands of and geographical overview of the setting;
Xen’drik, ;MKZM\[ WN @MV¼LZQS and +Q\a WN ;\WZUZMIKP information on key locations, personalities, and
PI^M I TW\ \W WٺMZ 1N aW]¼ZM OWQVO \W [\Ia PWUM organizations; an introductory adventure; and a
.Q^M 6I\QWV[ reveals more information about bestiary of monsters and villains.
the nations at the heart of Khorvaire, while Eberron Campaign Setting (3.5E): The
,ZIOWVUIZSML expands on the dynasties that ÅZ[\ [W]ZKMJWWS NWZ \PM [M\\QVO \PQ[ XZW^QLM[ I
dominate the magical economy. general overview of the world. This includes the
All of these books were written for the revised IZ\QÅKMZ KTI[[ IVL [\I\Q[\QK[ NWZ UWV[\MZ[ ]VQY]M
third edition (3.5E) or the fourth edition (4E) of to Eberron (deathless, daelkyr, quori), along with
the Dungeons & Dragons Roleplaying Game. a host of spells, feats, prestige classes, and other
The setting material in these books is suitable to game material.
any Eberron campaign but the monsters, spells, Eberron Player’s Guide (4E): This book
classes, feats, or other game material in these presents Eberron from the point of view of the
books require adaptation for use in modern adventurer exploring it. This includes everything
campaigns. a player needs to create Eberron characters in
the fourth edition of the DUNGEONS & DRAGONS
City of Stormreach (3.5E): Stormreach is an Roleplaying Game.
IL^MV\]ZMZ¼[ ÅZ[\ [\WX _PMV M`XTWZQVO \PM LQ[\IV\ Explorer’s Handbook (3.5E): This book
land of Xen’drik. This book describes the shadowy gives players everything they need to explore a
164 THE WAYFARER’S GUIDE TO EBERRON
variety of sites across Eberron, including modes the mountain refuge of Adar, the vast empire of
WN \ZI^MT M`XTWZQVO \QX[ IVL Z]TM[ NWZ RWQVQVO Riedra, and the mysterious lands of Syrkarn and
WZOIVQbI\QWV[ []KP I[ \PM XZM[\QOQW][ ?IaÅVLMZ the Tashana Tundra.
Foundation. For DMs, the book describes Secrets of Xen’drik (3.5E): This book
several likely “launching pads” and destinations, delves into the mysteries of Xen’drik, including
complete with maps, ready-to-play encounters, encounters, exotic locations, and new monsters,
and pregenerated NPCs. magic items, and more.
Faiths of Eberron (3.5E): This supplement Sharn: City of Towers (3.5E): This book
XZM[MV\[ LM\IQTML LM[KZQX\QWV[ WN \PM UIRWZ provides an in-depth exploration of the City of
religions of Eberron, including the rival Towers. In addition to describing more than
pantheons of the Sovereign Host and the Dark 100 city districts, it delves into the organizations
Six, the young faith of the Silver Flame, and the that are active in Sharn and explores the laws
mysterious Blood of Vol. enforced in the city… and the many forces
Five Nations (3.5E): This provides that break them. It includes maps of Sharn and
comprehensive overviews of Aundair, Breland, locations within it, along with NPCs, spells,
Karrnath, Thrane, and the Mournland, prestige classes, magic items, and more.
including postwar status, government, and
economy, as well as important locations,
communities, organizations, and NPCs. EBERRON NOVELS
Forge of War (3.5E): This comprehensive
There are dozens of novels that explore the world
overview of the Last War provides all you need to of Eberron. Here are a few that are currently
SVW_ IJW]\ \PM M^MV\[ IZUQM[ JI\\TMÅMTL[ IVL
available as ebooks or audiobooks:
themes of Eberron’s greatest clash of nations.
The Draconic Prophecy trilogy by James
Magic of Eberron (3.5E): In addition to
Wyatt: ;\WZU ,ZIOWV ,ZIOWV .WZOM ,ZIOWV ?IZ A
presenting new arcane and divine spells, feats,
half-elf seer with the Mark of Storms discovers
XZM[\QOM KTI[[M[ IVL UIOQK Q\MU[ \PQ[ JWWS WٺMZ[ his role in the mysterious Draconic Prophecy—a
VM_ WX\QWV[ IVL QVN][QWV[ NWZ IZ\QÅKMZ[ M`XTWZM[
destiny that will take him from the dungeons of
dragon totem magic and the twisted experiments
Dreadhold to Aundair and Argonnessen.
of the daelkyr, sheds light on the process of
The Dragon Below trilogy by Don
elemental binding, and touches on other types of
Bassingthwaite: <PM *QVLQVO ;\WVM <PM /ZQM^QVO
magic present in the world.
<ZMM <PM 3QTTQVO ;WVO Beginning in the gloom of
Player’s Guide to Eberron (3.5E): An
the Shadow Marches, this series draws in the
overview of important locations, events,
Gatekeeper druids, the daelkyr, the kalashtar,
organizations, races, and features of the Eberron
and the Cults of the Dragon Below.
campaign setting, this gives a sense of what a
The Dreaming Dark trilogy by Keith
player character might know about the world,
Baker: +Q\a WN <W_MZ[ <PM ;PI\\MZML 4IVL /I\M[
while providing additional character options.
WN 6QOP\. In the wake of the Mourning, a band
Races of Eberron (3.5E): This sourcebook
of Cyran soldiers travel to the city of Sharn.
delves deeply into changelings, kalashtar, shifters,
Trouble in the City of Towers leads them to the
and warforged. It provides detailed information
ruins of Xen’drik and the planes of Thelanis and
on the psychology, society, culture, behavior,
Dal Quor as they unravel the schemes of the
religion, folklore, and other aspects of these races,
Dreaming Dark.
as well as exploring the role of other core D&D
The Heirs of Ash trilogy by Rich Wulf:
races in the setting.
>WaIOM WN \PM 5W]ZVQVO ,I_V .TQOP\ WN \PM ,aQVO ;]V
Secrets of Sarlona (3.5E): This sourcebook
:Q[M WN \PM ;M^MV\P 5WWV This series follows the
explores the continent of Sarlona, home to the
KZM_ WN IV IQZ[PQX WV I RW]ZVMa IKZW[[ -JMZZWV QV
kalashtar and the villainous Inspired. It explores
pursuit of a mysterious superweapon.
APPENDIX | FURTHER READING 165
The Legacy of Dhakaan trilogy by Don • *W]VL *a 1ZWV by Edward Bolme follows a
Bassingthwaite: <PM ,WWU WN 3QVO[, ?WZL WN mystery in the grim nation of Karrnath.
<ZIQ\WZ[ <PM <aZIVVa WN /PW[\[. The shifter Geth is • <PM 6QOP\ WN 4WVO ;PILW_[ by Paul Crilley.
drawn into the intrigues of the goblin nation of Inquisitive Abraxus Wren investigates a
Dhakaan, dealing with the precarious balance
murder at Morgrave University, uncovering
between the Ghaal’dar, the Dhakaani, and the a mystery that reaches to the highest towers
elves of Valenar.
of Sharn.
The Thorn of Breland trilogy by Keith
Baker: <PM 9]MMV WN ;\WVM <PM ;WV WN 3PaJMZ • 4MOIKa WN ?WT^M[ by Marsheila Rockwell is
set in the nation of Thrane, and deals with
<PM .ILQVO ,ZMIU. A member of the elite Dark
shifters and the dark history of the Church
Lanterns, Thorn clashes with House Tarkanan
of the Silver Flame.
in Sharn; pursues a dangerous mission in the
monstrous nation of Droaam; and follows a • <PM ,IZS_WWL 5I[S Ja 2Mٺ 4I;ITI M`XTWZM[
mysterious lead deep into the Mournland. the politics of Breland and Karrnath
Eberron: Inquisitives is a series of stand- through the fallout of an ambassador’s
alone novels focusing on inquisitives— murder in the city of Korth.
Eberron’s answer to the private investigator.
166 APPENDIX | FURTHER READING
APPENDIX B: GLOSSARY
Aberrant Dragonmark. A mark that Breland. A nation in southern Khorvaire.
manifests on the skin and grants magical abilities Known for industry and pragmatism. One of
to the bearer. Aberrant dragonmarks are diverse the Five Nations that formed the Kingdom of
QV \PMQZ MٺMK\[ IVL IXXMIZIVKM J]\ OMVMZITTa Galifar. +PIX\MZ .
grant destructive abilities. Superstition leads Callestan. A district in the Lower Dura ward
many people to distrust those who carry aberrant of Sharn. A dangerous and lawless region of the
dragonmarks. +PIX\MZ City of Towers. +PIX\MZ
Adept. A divine spellcaster who knows 1-4 Cannith. A dragonmarked house associated
cantrips or rituals. +PIX\MZ with the Mark of Making. +PIX\MZ
Aerenal. An island nation in Eberron. Changeling. A race of shapeshifters found in
Homeland of the elves and the Undying Court. Khorvaire. +PIX\MZ
+PIX\MZ . +TQٺ\WX. A district in the Upper Dura ward
Arawai. The Sovereign of Life and Love. A of Sharn. Known as a reliable source of capable
deity of the Sovereign Host often associated with adventurers. +PIX\MZ
the Life and Nature domains. +PIX\MZ Crown. A copper coin with a value of 1 cp.
Arcanix <PM ÅVM[\ QV[\Q\]\M NWZ IZKIVM +PIX\MZ .
research in Khorvaire, located in the nation of Cyre. One of the Five Nations that formed the
Aundair. +PIX\MZ . Kingdom of Galifar, Cyre was known for art and
Aundair. A nation in northwestern Khorvaire. IZ\QÅKM +aZM _I[ LM[\ZWaML Ja \PM 5W]ZVQVO
Known for education and arcane magic. One and is now known as the Mournland. +PIX\MZ .
of the Five Nations that formed the Kingdom of Daanvi. The plane of order. +PIX\MZ
Galifar. +PIX\MZ . Daask. A criminal organization with ties to
Aureon. The Sovereign of Law and Lore. A the monstrous nation of Droaam. Primarily
deity of the Sovereign Host often associated with associated with violent crime and extortion.
the Knowledge and Order domains. +PIX\MZ +PIX\MZ
Aurum. A powerful conspiracy operating in Dark Six. The sinister counterpart to the
Khorvaire. +PIX\MZ Sovereign Host. The deities of the Dark Six
Balinor. The Sovereign of Horn and Hunt. A embody dangerous forces: death, darkness,
deity of the Sovereign Host often associated with destruction, treachery, chaos, passion. Most
the Nature domain. +PIX\MZ followers of the Sovereign Host view the Dark
Blood of Vol. A grim religion that believes Six as evil, but their followers believe that the
that death is oblivion, but that mortals have a forces they represent are important aspects of life.
spark of divinity in their blood. Associated with +PIX\MZ
the Life and Death domains. +PIX\MZ Daelkyr. 8W_MZN]T ÅMVL[ NZWU \PM XTIVM
Boldrei. The Sovereign of Hall and Hearth. A of Madness. Daelkyr create aberrations and
deity of the Sovereign Host often associated with JZW]OP\ UQVL ÆIaMZ[ IVL JMPWTLMZ[ \W -JMZZWV
the Life and Protection domains. +PIX\MZ The daelkyr are currently bound in Khyber by
Boromar Clan. A powerful criminal seals created by the Gatekeeper druids. +PIX\MZ .
organization with deep roots in Sharn. Primarily Dal Quor. The plane of dreams. +PIX\MZ
associated with theft, gambling, and smuggling. Darguun. A nation in southeast Khorvaire.
+PIX\MZ Primarily populated by goblins who seized the
region from Cyre during the Last War. +PIX\MZ .
APPENDIX | GLOSSARY 167
Demon Wastes. A barren region in deep below the surface and used with binding
northwestern Khorvaire. The Demon Wastes enchantments. ;QJMZa[ LZIOWV[PIZL[ fall from the sky
are twisted by dark powers and home to a wide and amplify magical energies. +PIX\MZ
^IZQM\a WN ÅMVL[ +PIX\MZ Droaam. A nation in western Khorvaire.
Deneith. A dragonmarked house associated Droaam was formed ten years ago and isn’t
with the Mark of Sentinel. +PIX\MZ recognized under the Treaty of Thronehold.
Devourer, the. A deity of the Dark Six, often Its inhabitants are largely creatures considered
associated with the Tempest domain. +PIX\MZ to be “monsters”: ogres, trolls, gnolls, harpies,
Dhakaan. A goblin empire that existed medusas, and similar creatures. +PIX\MZ
before humanity came to Khorvaire. Destroyed Dreaming Dark )V ITTQIVKM WN ÅMVL[ [IQL \W
\PW][IVL[ WN aMIZ[ IOW IN\MZ ÅOP\QVO \PM LIMTSaZ be manipulating mortal dreams. +PIX\MZ
+PIX\MZ . Eberron. 1. One of the legendary Progenitor
Dol Arrah. The Sovereign of Sun and Dragons, said to be the source of natural life and
;IKZQÅKM ) LMQ\a WN \PM ;W^MZMQOV 0W[\ WN\MV druidic magic. 2. The natural world. +PIX\MZ
associated with the Light and War domains. Eldeen Reaches. A nation in western
+PIX\MZ Aundair, formed by an alliance between the
Dol Dorn. The Sovereign of Strength and druids of the western woods and farmers who
Steel. A deity of the Sovereign Host, often broke away from Aundair. +PIX\MZ
associated with strength, courage, and the War Emerald Claw. The Order of the Emerald
domain. +PIX\MZ Claw is a group of Karrnathi patriots who serve a
Dolurrh. The realm of the dead, where Ua[\MZQW][ ÅO]ZM SVW_V I[ \PM 9]MMV WN ,MI\P
mortal souls go after death. Many faiths believe Many follow the Blood of Vol faith, but most
that Dolurrh is a gateway to a higher level of followers of the Blood of Vol don’t support the
existence. +PIX\MZ Emerald Claw. +PIX\MZ
Draconic Prophecy. Signs of the Prophecy Excoriate. A dragonmarked heir who’s been
manifest in the movement of the moons and K]\ Wٺ NZWU \PMQZ PW][M ][]ITTa L]M \W I KZQUM
planes, in the manifestation of dragonmarks against the house. +PIX\MZ
and natural phenomena. The Prophecy doesn’t Everice. An arctic continent in Eberron.
LMÅVM \PM N]\]ZM J]\ Q\ ZM^MIT[ XI\P[ \PI\ Q\ KIV +PIX\MZ
take. +PIX\MZ Fernia. <PM XTIVM WN ÅZM +PIX\MZ
Dragonmark. A mark that manifests on Five Nations. Aundair, Breland, Cyre,
the skin and grants magical abilities to the 3IZZVI\P IVL <PZIVM <PM[M Å^M VI\QWV[ [MZ^ML
bearer. There are twelve known dragonmarks. as the foundation of the Kingdom of Galifar and
,ZIOWVUIZS[ IZM PMZMLQ\IZa IVL \QML \W I [XMKQÅK were the primary combatants in the Last War.
set of bloodlines. +PIX\MZ . +PIX\MZ
Dragonmarked Houses. An alliance of Forgehold. A Cannith workshop focusing on
families that carry a particular dragonmark; arcane production or innovation. +PIX\MZ
House Cannith carries the Mark of Making, Foundling. Someone who develops a
House Sivis holds the Mark of Scribing. Each dragonmark without having any established ties
dragonmarked house has used the power of its to one of the dragonmarked houses. +PIX\MZ .
UIZS[ \W OIQV QVÆ]MVKM W^MZ I XIZ\QK]TIZ MTMUMV\ Frostfell. An arctic continent in Eberron.
of the magical economy of Khorvaire. +PIX\MZ +PIX\MZ
Dragonshard. A form of crystal with mystical Fury, the. A deity of the Dark Six, associated
properties. -JMZZWV LZIOWV[PIZL[ are found in with passion, madness, and vengeance. +PIX\MZ
upper earth and are the primary fuel of the Galifar. A human civilization that once
magical economy. 3PaJMZ LZIOWV[PIZL[ are found dominated the continent of Khorvaire, named
168 APPENDIX | GLOSSARY
after the king who established it. Galifar came Lhazaar Principalities. An alliance of
to an end when the Five Nations turned on one city-states in northeastern Khorvaire. Known for
another, triggeering the Last War. +PIX\MZ . ships and sailors, and for both merchants and
Ghaal’dar. The alliance of goblin clans that pirates. +PIX\MZ
established and currently rule the nation of Library of Korranberg. Located in Zilargo,
Darguun. +PIX\MZ the Library of Korranberg is widely considered
Ghallanda. A dragonmarked house associated to be the most extensive collection of literature
with the Mark of Hospitality. +PIX\MZ . and general knowledge in Khorvaire. +PIX\MZ
Greater Dragonmark. A dragonmark that Lyrandar. A dragonmarked house associated
has grown in size and grants greater powers to with the Mark of Storms. +PIX\MZ .
the character that possesses it. +PIX\MZ . Mabar. The plane of darkness and entropy.
Irian. The plane of light and hope. The source The source of negative energy in Eberron. Serves
of positive energy in Eberron. +PIX\MZ the role of the Shadowfell in Eberron. +PIX\MZ
Jorasco. A dragonmarked house associated Magewright. Someone who uses arcane
with the Mark of Healing. +PIX\MZ . magic as part of their occupation. A typical
Kalashtar. A hybrid race formed by a bond magewright knows 1 to 4 practical cantrips or
between humans and renegade spirits from the rituals. +PIX\MZ
plane of dreams. Primarily found in the nation of Manifest Zone. A region where one of
Adar in Sarlona. +PIX\MZ . \PM XTIVM[ QVÆ]MVKM[ -JMZZWV ) UIVQNM[\
Karrnath. A nation in northeastern zone usually displays traits associated with the
Khorvaire. Known for stoicism and martial connected plane, and it can serve as a portal to
discipline. One of the Five Nations that formed that plane.
the Kingdom of Galifar. +PIX\MZ . Medani. A dragonmarked house associated
Keeper, the. A deity of the Dark Six, often with the Mark of Detection. +PIX\MZ .
associated with the Death and Grave domains. Mockery, the. A deity of the Dark Six, often
+PIX\MZ associated with the Trickery and War domains.
Khoravar. The half-elves of Khorvaire use +PIX\MZ
this term—Elvish for “child of Khorvaire”—as Morgrave University. Located in the Upper
the name of their race. +PIX\MZ . Menthis Plateau ward of Sharn, Morgrave
Khorvaire. A continent in Eberron. Home of University is the largest institute of learning in
the Thronehold nations. +PIX\MZ . Breland. +PIX\MZ .
Khyber. 1. One of the legendary Progenitor Mournland. Formerly the nation of Cyre, the
,ZIOWV[ [IQL \W JM \PM [W]ZKM WN ÅMVL[ IVL W\PMZ Mournland is an unnatural wasteland created
evil creatures. 2. The Underdark of Eberron. by the Mourning. It is home to many dangerous
+PIX\MZ . KZMI\]ZM[ IVL ]VXZMLQK\IJTM UIOQKIT MٺMK\[
Kol Korran. The Sovereign of World and +PIX\MZ
Wealth. A deity of the Sovereign Host associated Mourning. The mystical cataclysm that
with trade and travel. +PIX\MZ destroyed the nation of Cyre and transformed
Kundarak. A dragonmarked house associated it into the Mournland. The Mourning took
with the Mark of Warding. +PIX\MZ . place on 20 Olarune 994 YK. The cause of the
Kythri. The plane of chaos. +PIX\MZ Mourning remains a mystery. +PIX\MZ .
Lamannia. The plane of nature. +PIX\MZ Mror Holds. A mountainous nation in
Last War ) KWVÆQK\ NW]OP\ \W LM\MZUQVM eastern Khorvaire. Primarily inhabited by
which of the Five Nations would rule Galifar. dwarves. Known for its mines and mineral
The Last War began in 894 YK. The Last War wealth. +PIX\MZ .
WٻKQITTa MVLML QV !! A3 _Q\P \PM [QOVQVO WN \PM
Treaty of Thronehold. +PIX\MZ
APPENDIX | GLOSSARY 169
Olladra. The Sovereign of Feast and Fortune. the Dark Six. 2. A coin with a value of one silver
A deity of the Sovereign Host often associated piece (1 sp). +PIX\MZ
with the Life and Trickery domains. +PIX\MZ Sovereign Host. The most widespread
Onatar. The Sovereign of Fire and Forge. A religion in Khorvaire. The Host is a pantheon of
deity of the Sovereign Host often associated with nine deities. Followers believe the Sovereigns are
the Forge and Knowledge domains. +PIX\MZ WUVQXZM[MV\ O]QLQVO IVL QVÆ]MVKQVO ITT \PQVO[
Q’barra. A nation in eastern Khorvaire. Most people worship the pantheon as a whole,
Home to lizardfolk and dragonborn, it was but there are variations that focus on subsets of
colonized by settlers from the Five Nations the host. +PIX\MZ
during the Last War. +PIX\MZ Stormreach. The largest human colony in
Orien. A dragonmarked house associated with Xen’drik. +PIX\MZ .
the Mark of Passage. +PIX\MZ . Syrania. The plane of peace. Known for its
Path of Light. A kalashtar religion that seeks ÆWI\QVO KQ\ILMT[ +PIX\MZ
to guide Eberron through an age of darkness Talenta Plains. A nation in eastern
and into light. Often associated with the Life and 3PWZ^IQZM 8ZQUIZQTa QVPIJQ\ML Ja PITÆQVO[
Light domains. +PIX\MZ . +PIX\MZ .
Phiarlan. A dragonmarked house associated Tarkanan. House Tarkanan is a criminal
with the Mark of Shadows. +PIX\MZ . organization primarily associated with theft
Risia. The plane of ice. +PIX\MZ and assassination. Members have aberrant
Sarlona. A continent in Eberron. Home of dragonmarks. +PIX\MZ
humanity and the kalashtar. Dominated by the Tharashk. A dragonmarked house associated
Inspired lords of Riedra. There is limited contact with the Mark of Finding. +PIX\MZ .
between Khorvaire and Sarlona. +PIX\MZ Thelanis. The Faerie Court. This plane serves
Shadow, the. A deity of the Dark Six, often the role of the Feywild in Eberron. +PIX\MZ
associated with the Knowledge domain. +PIX\MZ Thrane. A nation in central Khorvaire.
Shadow Marches. A region of swamps in Known for devotion and the Church of the Silver
southwestern Khorvaire. Primarily inhabited by Flame. One of the Five Nations that formed the
orcs, humans, and half-orcs. +PIX\MZ Kingdom of Galifar. +PIX\MZ .
Shifter. A race thought to have ties to Thronehold. This island city was the former
lycanthropes, primarily found in the Eldeen KIXQ\IT WN /ITQNIZ <PM \ZMI\a \PI\ WٻKQITTa MVLML
Reaches. +PIX\MZ . the Last War was negotiated and signed here.
Siberys. 1. One of the legendary Progenitor Thronehold Nation. A nation in Khorvaire
Dragons, thought to be the source of celestials recognized by the Treaty of Thronehold
and magic. 2. The ring of dragonshards that and bound by the terms of the treaty. The
circles the world. +PIX\MZ Thronehold nations are Aundair, Breland,
Silver Flame. A source of divine energy, the Darguun, the Eldeen Reaches, Karrnath, the
;QT^MZ .TIUM JQVL[ ÅMVL[ IVL MUXW_MZ[ \PW[M Lhazaar Principalities, the Mror Holds, Q’barra,
_PW ÅOP\ M^QT 7N\MV I[[WKQI\ML _Q\P \PM 4QNM the Talenta Plains, Thrane, Valenar, and
Light, and War domains. +PIX\MZ Zilargo. +PIX\MZ
Sivis. A dragonmarked house associated with Thuranni. A dragonmarked house associated
the Mark of Scribing. +PIX\MZ . with the Mark of Shadow. +PIX\MZ .
Skycoach. ) [UITT ÆaQVO ^M[[MT NW]VL QV \PM Traveler, the. A deity of the Dark Six, often
city of Sharn. Skycoaches are sustained by the associated with the Forge and Trickery domains.
manifest zone around Sharn and can’t be used +PIX\MZ
elsewhere in Khorvaire. +PIX\MZ Treaty of Thronehold. The agreement that
Sovereign. 1. One of the deities of the brought the Last War to an end. +PIX\MZ
Sovereign Host; occasionally used to describe
170 APPENDIX | GLOSSARY
Tyrants, the. A criminal organization Warforged. A race of sentient golems created
primarily comprised of changelings and by House Cannith during the Last War. The
doppelgangers. Associated with forgery, Treaty of Thronehold granted freedom to
blackmail, and fraud. +PIX\MZ the warforged and forbid the creation of new
Twelve. An organization that facilitates warforged. +PIX\MZ
communication and cooperation between the Xoriat. The plane of madness. +PIX\MZ
Dragonmarked Houses. +PIX\MZ YK. “Year of the Kingdom.” A calendar
Undying Court. The council of deathless abbreviation used to mark the foundation of
elves that guides and protects the elves of the Kingdom of Galifar. By default, an Eberron
Aerenal. As a source of divine power, often campaign begins in 998 YK. +PIX\MZ
associated with the Grave, Knowledge, and Light Xen’drik. A continent in Eberron. Once
domains. +PIX\MZ home to an empire of giants, it’s now a nation of
Valenar. 1. A nation in southeastern ruins and mysteries. +PIX\MZ .
Khorvaire. Established by elf mercenaries who Zilargo. A nation in the southern Khorvaire.
seized the territory from Cyre. 2. One of the elves Primarily populated by gnomes. Known for
who seized this region. Valenar elves known for elemental binding and the pursuit of knowledge.
their devotion to the arts of war. +PIX\MZ +PIX\MZ
Wandslinger. Someone who uses an arcane
focus as a primary weapon. NPC wandslingers
typically know 2 cantrips, and up to three
additional cantrips or spells. +PIX\MZ
APPENDIX | GLOSSARY 171
APPENDIX C: DRAGONMARKED HOUSE CRESTS
172 APPENDIX | DRAGONMARKED HOUSE CRESTS
APPENDIX | DRAGONMARKED HOUSE CRESTS 173
CLASS: ARTIFICER Quick Build
Qgm [Yf eYc] Yf YjlaÕ[]j ima[cdq Zq ^gddgoaf_ l`]k]
EYkl]jk g^ mfdg[caf_ eY_a[ af ]n]jq\Yq gZb][lk$ YjlaÕ- suggestions. First, put your highest ability score in Intel-
cers are supreme inventors. They see magic as a com- ligence, followed by Constitution or Dexterity. Second,
hd]p kqkl]e oYalaf_ lg Z] \][g\]\ Yf\ [gfljgdd]\& 9jlaÕ- choose the guild artisan background.
cers use tools to channel arcane power, crafting magical
gZb][lk& Lg [Ykl Y kh]dd$ Yf YjlaÕ[]j [gmd\ mk] Yd[`]eaklÌk Optional Rule: Multiclassing
kmhhda]k lg [j]Yl] Y hgl]fl ]dapaj$ [Ydda_jYh`]jÌk kmhhda]k If your group uses the optional rule on multiclassing in
lg afk[jaZ] Y ka_ad g^ hgo]j gf Yf YddqÌk Yjegj$ gj lafc]jÌk the Player’s Handbook$ `]j]Ìk o`Yl qgm f]]\ lg cfgo a^
lggdk lg [jY^l Y l]ehgjYjq [`Yje& L`] eY_a[ g^ YjlaÕ[]jk qgm [`ggk] YjlaÕ[]j Yk gf] g^ qgmj [dYkk]k&
is tied to their tools and their talents. Ability Score Minimum. As a multiclass character,
you must have at least an Intelligence score of 13 to take
Arcane Science a level in this class, or to take a level in another class if
qgm Yj] Ydj]Y\q Yf YjlaÕ[]j&
In the world of Eberron, arcane magic has been har-
nessed as a form of science and deployed throughout HjgÕ[a]f[a]k ?Yaf]\& A^ YjlaÕ[]j akfÌl qgmj afalaYd
kg[a]lq& 9jlaÕ[]jk j]Ö][l l`ak \]n]dghe]fl& L`]aj cfgod- [dYkk$ `]j] Yj] l`] hjgÕ[a]f[a]k qgm _Yaf o`]f qgm lYc]
edge of magical devices, and their ability to infuse mun- qgmj Õjkl d]n]d Yk Yf YjlaÕ[]j2 da_`l Yjegj$ e]\ame Yj-
\Yf] al]ek oal` eY_a[$ Yddgok =Z]jjgfÌk egkl eajY[m- egj$ k`a]d\k$ l`a]n]kÌ lggdk$ lafc]jÌk lggdk&
lous projects to continue. Kh]dd Kdglk& Add half your levels (rounded up) in the
<mjaf_ l`] DYkl OYj$ YjlaÕ[]jk o]j] eYjk`Yd]\ gf Y YjlaÕ[]j [dYkk lg l`] YhhjghjaYl] d]n]dk ^jge gl`]j [dYkk]k
massive scale. Many lives were saved because of the in- to determine your available spell slots.
n]flagfk g^ ZjYn] YjlaÕ[]jk$ Zml [gmfld]kk dan]k o]j] Ydkg
lost because of the mass destruction unleashed by their Class Features
creations. 9k Yf YjlaÕ[]j$ qgm _Yaf l`] ^gddgoaf_ [dYkk ^]Ylmj]k&
Seekers of New Lore Hit Points
Hit Dice: )\0 h]j YjlaÕ[]j d]n]d
Fgl`af_ ]p[al]k Yf YjlaÕ[]j imal] dac] mf[gn]jaf_ Y f]o
Hit Points at 1st Level: 0 # qgmj ;gfklalmlagf eg\aÕ]j
metal or discovering a source of elemental energy. In
YjlaÕ[]j [aj[d]k$ f]o afn]flagfk Yf\ kljYf_] \ak[gn]ja]k Hit Points at Higher Levels: 1d8 (or 5) + your Constitu-
[j]Yl] l`] egkl ]p[al]e]fl& 9jlaÕ[]jk o`g oak` lg eYc] lagf eg\aÕ]j h]j YjlaÕ[]j d]n]d Y^l]j )kl
their mark must innovate, creating something fresh,
Proficiencies
rather than iterating on familiar designs.
Armor: Light armor, medium armor, shields
L`ak \jan] ^gj fgn]dlq hmk`]k YjlaÕ[]jk lg Z][ge] Y\- Weapons: Simple weapons
n]flmj]jk& =Z]jjgfÌk eYaf ljYn]d jgml]k Yf\ hghmdYl]\ Tools: L`a]n]kÌ lggdk$ lafc]jÌk lggdk$ gf] lqh] g^ YjlakYfÌk
j]_agfk `Yn] dgf_ kaf[] Z]]f ]phdgj]\& L`mk$ YjlaÕ[]jk
tools of your choice
seek the frontiers of civilization in hopes of making the
next great discovery in arcane research. Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Investigation,
Creating an Artificer Medicine, Nature, Perception, Sleight of Hand
O`]f [j]Ylaf_ Yf YjlaÕ[]j$ l`afc YZgml qgmj [`YjY[l]jÌk
Equipment
relationship with the artisan who taught them their craft. Qgm klYjl oal` l`] ^gddgoaf_ ]imahe]fl$ af Y\\alagf lg l`]
Does the character have a rival? Talk to your DM about ]imahe]fl _jYfl]\ Zq qgmj ZY[c_jgmf\2
l`] jgd] hdYq]\ Zq YjlaÕ[]jk af l`] [YehYa_f Yf\ l`] kgjl
of organizations you might have ties to. • any two simple weapons of your choice
• a light crossbow and 20 bolts
• your choice of studded leather armor or scale mail
$UWLśFHUV LQ 2WKHU :RUOGV • l`a]n]kÌ lggdk Yf\ Y \mf_]gf]]jÌk hY[c
(EHUURQ LV WKH ZRUOG PRVW DVVRFLDWHG ZLWK DUWLśFHUV \HW A^ qgm ^gj_g l`ak klYjlaf_ ]imahe]fl$ Yk o]dd Yk l`]
the class can be found throughout the D&D multiverse.
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LV KRPH WR PDQ\ DUWLśFHUV DQG LQ WKH ZRUOG RI 'UDJRQ- )( _h lg Zmq qgmj ]imahe]fl&
ODQFH WLQNHU JQRPHV DUH RIWHQ PHPEHUV RI WKLV FODVV 7KH
Optional Rule: Firearm Proficiency
VWUDQJH WHFKQRORJLHV LQ WKH %DUULHU 3HDNV RI WKH :RUOG RI
*UH\KDZN KDYH LQVSLUHG VRPH IRON WR ZDON WKH SDWK RI WKH The secrets of creating and operating gunpowder weap-
DUWLśFHU DQG LQ 0\VWDUD YDULRXV QDWLRQV HPSOR\ DUWLśFHUV ons have been discovered in various corners of the D&D
WR NHHS DLUVKLSV DQG RWKHU ZRQGURXV GHYLFHV RSHUDWLRQDO multiverse. If your Dungeon Master uses the rules on
,Q WKH &LW\ RI 6LJLO DUWLśFHUV VKDUH GLVFRYHULHV IURP Õj]Yjek af [`Yhl]j 1 g^ l`] Dungeon Master’s Guide and
WKURXJKRXW WKH FRVPRV DQG RQH LQ SDUWLFXODUòWKH JQRPH qgmj YjlaÕ[]j `Yk Z]]f ]phgk]\ lg l`] gh]jYlagf g^ km[`
LQYHQWRU 9LòKDV UXQ D PXOWLYHUVH VSDQQLQJ EXVLQHVV IURP o]Yhgfk$ qgmj YjlaÕ[]j ak hjgÕ[a]fl oal` l`]e&
WKHUH VLQFH OHDYLQJ WKH ZRUOG RI KHU ELUWK (EHUURQ ,Q WKH
ZRUOG FLW\ 5DYQLFD WKH ,]]HW /HDJXH WUDLQV QXPHURXV DUWLś-
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176 APPENDIX | CLASS: ARTIFICER
7KH $UWLILFHU
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3URśFLHQF\ ,QIXVLRQV ,QIXVHG &DQWULSV
Level %RQXV )HDWXUHV .QRZQ ,WHPV .QRZQ VW QG UG 4th 5th
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2nd +2 Infuse Item 4 2 2 2 ò ò ò ò
3rd +2 $UWLILFHU 6SHFLDOLVW 4 2 2 3 ò ò ò ò
7KH 5LJKW 7RRO IRU WKH -RE
4th +2 $ELOLW\ 6FRUH ,PSURYHPHQW 4 2 2 3 ò ò ò ò
5th +3 $UWLILFHU 6SHFLDOLVW IHDWXUH 4 2 2 4 2 ò ò ò
6th +3 7RRO ([SHUWLVH 6 3 2 4 2 ò ò ò
7th +3 Flash of Genius 6 3 2 4 3 ò ò ò
8th +3 $ELOLW\ 6FRUH ,PSURYHPHQW 6 3 2 4 3 ò ò ò
9th +4 $UWLILFHU 6SHFLDOLVW IHDWXUH 6 3 2 4 3 2 ò ò
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Magical Tinkering Spellcasting
At 1st level, you learn how to invest a spark of magic You have studied the workings of magic and how to chan-
into mundane objects. To use this ability, you must have nel it through objects. As a result, you have gained the
lafc]jÌk lggdk gj gl`]j YjlakYfÌk lggdk af `Yf\& Qgm l`]f YZadalq lg [Ykl kh]ddk& Lg gZk]jn]jk$ qgm \gfÌl Yhh]Yj lg Z]
touch a Tiny nonmagical object as an action and give it [Yklaf_ kh]ddk af Y [gfn]flagfYd oYq3 qgm dggc Yk a^ qgmÌj]
gf] g^ l`] ^gddgoaf_ eY_a[Yd hjgh]jla]k g^ qgmj [`ga[]2 producing wonders using mundane items or outlandish
inventions.
• The object sheds bright light in a 5-foot radius and dim
light for an additional 5 feet.
Tools Required
• Whenever tapped by a creature, the object emits a re-
Qgm hjg\m[] qgmj YjlaÕ[]j kh]dd ]ץ][lk l`jgm_` qgmj
corded message that can be heard up to 10 feet away.
lggdk& Qgm emkl `Yn] Y kh]dd[Yklaf_ ^g[mkÈkh][aÕ[Yddq
You utter the message when you bestow this property
l`a]n]kÌ lggdk gj kge] caf\ g^ YjlakYfÌk lggdÈaf `Yf\
on the object, and the recording can be no more than 6
when you cast any spell with this Spellcasting feature.
seconds long.
Qgm emkl Z] hjgÕ[a]fl oal` l`] lggd lg mk] al af l`ak oYq&
• The object continuously emits your choice of an odor
K]] [`Yhl]j -$ É=imahe]fl$Ê af l`] Player’s Handbook
or a nonverbal sound (wind, waves, chirping, or the
for descriptions of these tools.
like). The chosen phenomenon is perceivable up to 10
After you gain the Infuse Item feature at 2nd level, you
feet away. can also use any item bearing one of your infusions as a
• 9 klYla[ nakmYd ]ץ][l Yhh]Yjk gf gf] g^ l`] gZb][lÌk spellcasting focus.
kmj^Y[]k& L`ak ]ץ][l [Yf Z] Y ha[lmj]$ mh lg *- ogj\k g^
text, lines and shapes, or a mixture of these elements, Cantrips (0-Level Spells)
as you like. At 1st level, you know two cantrips of your choice from
L`] [`gk]f hjgh]jlq dYklk af\]Õfal]dq& 9k Yf Y[lagf$ l`] YjlaÕ[]j kh]dd dakl& 9l `a_`]j d]n]dk$ qgm d]Yjf Y\\a-
you can touch the object and end the property early. lagfYd YjlaÕ[]j [Yfljahk g^ qgmj [`ga[]$ Yk k`gof af l`]
You can bestow magic on multiple objects, touching ;Yfljahk Cfgof [gdmef g^ l`] 9jlaÕ[]j lYZd]&
one object each time you use this feature, though a single When you gain a level in this class, you can replace one
object can only bear one property at a time. The maxi- g^ l`] YjlaÕ[]j [Yfljahk qgm cfgo oal` Yfgl`]j [Yfljah
eme fmeZ]j g^ gZb][lk qgm [Yf Yץ][l oal` l`ak ^]Ylmj] ^jge l`] YjlaÕ[]j kh]dd dakl&
Yl gf] lae] ak ]imYd lg qgmj Afl]dda_]f[] eg\aÕ]j eafa-
mum of one object). If you try to exceed your maximum, Preparing and Casting Spells
the oldest property immediately ends, and then the new L`] 9jlaÕ[]j lYZd] k`gok `go eYfq kh]dd kdglk qgm `Yn]
property applies. lg [Ykl qgmj YjlaÕ[]j kh]ddk& Lg [Ykl gf] g^ qgmj YjlaÕ[]j
spells of 1st level or higher, you must expend a slot of the
APPENDIX | CLASS: ARTIFICER 177
7KH 0DJLF RI $UWLśFH Artificer Spell List
$V DQ DUWLśFHU \RX XVH WRROV ZKHQ \RX FDVW \RXU VSHOOV @]j]Ìk l`] dakl g^ kh]ddk qgm [gfkmdl o`]f qgm d]Yjf Yf
:KHQ GHVFULELQJ \RXU VSHOOFDVWLQJ WKLQN DERXW KRZ \RXôUH YjlaÕ[]j kh]dd& L`] dakl ak gj_Yfar]\ Zq kh]dd d]n]d$ fgl
XVLQJ D WRRO WR SHUIRUP WKH VSHOO HŚHFW ,I \RX FDVW cure character level. If a spell can be cast as a ritual, the ritual
wounds XVLQJ DOFKHPLVWôV VXSSOLHV \RX FRXOG EH TXLFNO\ lY_ Yhh]Yjk Y^l]j l`] kh]ddÌk fYe]&
SURGXFLQJ D VDOYH ,I \RX FDVW LW XVLQJ WLQNHUôV WRROV \RX These spells are from the Player’s Handbook. If a
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ZRXQGV :KHQ \RX FDVW poison spray \RX FRXOG ŜLQJ IRXO stead from Xanathar’s Guide to Everything.
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EXW \RXU PHWKRG RI VSHOOFDVWLQJ LV VSHFLDO invisibility
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VSHOOV $V DQ DUWLśFHU \RX GRQôW VWXG\ D VSHOOERRN RU SUD\ FUHDWH ERQśUH levitate
WR SUHSDUH \RXU VSHOOV ,QVWHDG \RX ZRUN ZLWK \RXU WRROV dancing lights magic mouth (ritual)
DQG FUHDWH WKH VSHFLDOL]HG LWHPV \RXôOO XVH WR SURGXFH śUH EROW magic weapon
\RXU HŚHFWV ,I \RX UHSODFH cure wounds with heat metal IURVWELWH
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LQJ HQHUJ\ light rope trick
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ZLWK DQ\ EHQHśW EH\RQG WKH VSHOOôV HŚHFWV <RX GRQôW KDYH PDJLF VWRQH VN\ZULWH (ritual)
WR MXVWLI\ KRZ \RXôUH XVLQJ WRROV WR FDVW D VSHOO %XW GH- mending
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JXLVK \RXUVHOI IURP RWKHU VSHOOFDVWHUV message web
poison spray
UG /HYHO
prestidigitation
kh]ddÌk d]n]d gj `a_`]j& Qgm j]_Yaf Ydd ]ph]f\]\ kh]dd kdglk blink
o`]f qgm Õfak` Y dgf_ j]kl& ray of frost
Qgm hj]hYj] l`] dakl g^ YjlaÕ[]j kh]ddk l`Yl Yj] YnYad- resistance FDWQDS
YZd] ^gj qgm lg [Ykl$ [`ggkaf_ ^jge l`] YjlaÕ[]j kh]dd shocking grasp create food and water
dakl& O`]f qgm \g kg$ [`ggk] Y fmeZ]j g^ YjlaÕ[]j kh]ddk spare the dying dispel magic
]imYd lg qgmj Afl]dda_]f[] eg\aÕ]j # `Yd^ qgmj YjlaÕ[]j thorn whip elemental weapon
level, rounded down (minimum of one spell). The spells WKXQGHUFODS ŜDPH DUURZV
must be of a level for which you have spell slots. Ŝ\
>gj ]pYehd]$ a^ qgm Yj] Y -l`%d]n]d YjlaÕ[]j$ qgm `Yn] VW /HYHO glyph of warding
four 1st-level and two 2nd-level spell slots. With an Intel- DEVRUE HOHPHQWV haste
da_]f[] g^ ),$ qgmj dakl g^ hj]hYj]\ kh]ddk [Yf af[dm\] ^gmj alarm (ritual) protection from energy
spells of 1st or 2nd level, in any combination. If you pre- FDWDSXOW revivify
pare the 1st-level spell cure wounds, you can cast it using cure wounds WLQ\ VHUYDQW
Y )kl%d]n]d gj Y *f\%d]n]d kdgl& ;Yklaf_ l`] kh]dd \g]kfÌl detect magic (ritual)
remove it from your list of prepared spells. water breathing (ritual)
You can change your list of prepared spells when you disguise self water walk (ritual)
Õfak` Y dgf_ j]kl& Hj]hYjaf_ Y f]o dakl g^ YjlaÕ[]j kh]ddk expeditious retreat WK /HYHO
j]imaj]k lae] kh]fl lafc]jaf_ oal` qgmj kh]dd[Yklaf_ ^g- IDHULH śUH
[mk]k2 Yl d]Ykl ) eafml] h]j kh]dd d]n]d ^gj ]Y[` kh]dd gf false life arcane eye
your list. feather fall HOHPHQWDO EDQH
grease fabricate
Spellcasting Ability freedom of movement
identify (ritual)
Afl]dda_]f[] ak qgmj kh]dd[Yklaf_ YZadalq ^gj qgmj YjlaÕ[]j Leomund’s secret chest
jump
spells; your understanding of the theory behind magic Mordenkainen’s faithful hound
longstrider
allows you to wield these spells with superior skill. You Mordenkainen’s
mk] qgmj Afl]dda_]f[] o`]f]n]j Yf YjlaÕ[]j kh]dd j]^]jk purify food and drink
sanctuary private sanctum
to your spellcasting ability. In addition, you use your Otiluke’s resilient sphere
Afl]dda_]f[] eg\aÕ]j o`]f k]llaf_ l`] kYnaf_ l`jgo <; VQDUH
^gj Yf YjlaÕ[]j kh]dd qgm [Ykl Yf\ o`]f eYcaf_ Yf YllY[c stone shape
QG /HYHO stoneskin
roll with one.
aid
6SHOO VDYH '& \RXU SURśFLHQF\ ERQXV \RXU alter self WK /HYHO
,QWHOOLJHQFH PRGLśHU arcane lock animate objects
6SHOO DWWDFN PRGLśHU \RXU SURśFLHQF\ ERQXV \RXU blur Bigby’s hand
,QWHOOLJHQFH PRGLśHU FRQWLQXDO ŜDPH creation
darkvision greater restoration
Ritual Casting enhance ability VNLOO HPSRZHUPHQW
Qgm [Yf [Ykl Yf YjlaÕ[]j kh]dd Yk Y jalmYd a^ l`Yl kh]dd `Yk enlarge/reduce WUDQVPXWH URFN
the ritual tag and you have the spell prepared. heat metal wall of stone
178 APPENDIX | CLASS: ARTIFICER
Infuse Item
At 2nd level, you gain the ability to imbue mundane items
with certain magical infusions. The magic items you
[j]Yl] oal` l`ak ^]Ylmj] Yj] ]ץ][lan]dq hjglglqh]k g^ h]j-
manent items.
Infusions Known
O`]f qgm _Yaf l`ak ^]Ylmj]$ ha[c ^gmj YjlaÕ[]j af^mkagfk
lg d]Yjf$ [`ggkaf_ ^jge l`] É9jlaÕ[]j Af^mkagfkÊ k][lagf
Yl l`] ]f\ g^ l`] [dYkkÌk \]k[jahlagf& Qgm d]Yjf Y\\alagfYd
infusions of your choice when you reach certain levels in
this class, as shown in the Infusions Known column of
l`] 9jlaÕ[]j lYZd]&
Whenever you gain a level in this class, you can replace
gf] g^ l`] YjlaÕ[]j af^mkagfk qgm d]Yjf]\ oal` Y f]o gf]&
Infusing an Item
O`]f]n]j qgm Õfak` Y dgf_ j]kl$ qgm [Yf lgm[` Y fgf-
eY_a[Yd gZb][l Yf\ aeZm] al oal` gf] g^ qgmj YjlaÕ[]j
infusions, turning it into a magic item. An infusion works Alchemist
gf gfdq []jlYaf caf\k g^ gZb][lk$ Yk kh][aÕ]\ af l`] af^m- with
kagfÌk \]k[jahlagf& A^ l`] al]e j]imaj]k Yllmf]e]fl$ qgm Homunculus
can attune yourself to it the instant you infuse the item. If Servant
you decide to attune to the item later, you must do so us-
af_ l`] fgjeYd hjg[]kk ^gj Yllmf]e]fl k]] É9llmf]e]flÊ
in chapter 7 of the Dungeon Master’s Guide).
Qgmj af^mkagf j]eYafk af Yf al]e af\]Õfal]dq$ Zml o`]f
you die, the infusion vanishes after a number of days
`Yn] hYkk]\ ]imYd lg qgmj Afl]dda_]f[] eg\aÕ]j eafa- can increase two ability scores of your choice by 1. As
mum of 1 day). The infusion also vanishes if you give up fgjeYd$ qgm [YfÌl af[j]Yk] Yf YZadalq k[gj] YZgn] *( mk-
your knowledge of the infusion for another one. ing this feature.
You can infuse more than one nonmagical object at
the end of a long rest; the maximum number of objects Tool Expertise
Yhh]Yjk af l`] Af^mk]\ Al]ek [gdmef g^ l`] 9jlaÕ[]j lY-
KlYjlaf_ Yl .l` d]n]d$ qgmj hjgÕ[a]f[q Zgfmk ak \gmZd]\
ble. You must touch each of the objects, and each of your
^gj Yfq YZadalq [`][c qgm eYc] l`Yl mk]k qgmj hjgÕ[a]f[q
infusions can be in only one object at a time. Moreover,
with a tool.
no object can bear more than one of your infusions at a
time. If you try to exceed your maximum number of infu-
Flash of Genius
sions, the oldest infusion immediately ends, and then the
new infusion applies. Starting at 7th level, you gain the ability to come up with
solutions under pressure. When you or another creature
Artificer Specialist you can see within 30 feet of you makes an ability check
or a saving throw, you can use your reaction to add your
At 3rd level, you choose the type of specialist you are.
Afl]dda_]f[] eg\aÕ]j lg l`] jgdd&
One option, the Alchemist, appears later in this class de-
Qgm [Yf mk] l`ak ^]Ylmj] Y fmeZ]j g^ lae]k ]imYd lg
scription. Your choice grants you features at 5th level and
Y_Yaf Yl 1l` Yf\ )-l` d]n]d& qgmj Afl]dda_]f[] eg\aÕ]j eafaeme g^ gf[]!& Qgm j]_Yaf
Ydd ]ph]f\]\ mk]k o`]f qgm Õfak` Y dgf_ j]kl&
The Right Tool for the Job
Magic Item Adept
At 3rd level, you learn how to produce exactly the tool
qgm f]]\2 oal` lafc]jÌk lggdk af `Yf\$ qgm [Yf eY_a[Yddq When you reach 10th level, you achieve a profound un-
[j]Yl] gf] k]l g^ YjlakYfÌk lggdk af Yf mfg[[mha]\ khY[] \]jklYf\af_ g^ `go lg mk] Yf\ eYc] eY_a[ al]ek2
oal`af - ^]]l g^ qgm& L`ak [j]Ylagf j]imaj]k ) `gmj g^ mf- • You can attune to up to four magic items at once.
interrupted work, which can coincide with a short or long • If you craft a magic item with a rarity of common or un-
rest. Though the product of magic, the tools are nonmag- [geegf$ al lYc]k qgm Y imYjl]j g^ l`] fgjeYd lae]$ Yf\
ical, and they vanish when you use this feature again. it costs you half as much of the usual gold.
Ability Score Improvement Spell-Storing Item
O`]f qgm j]Y[` ,l`$ 0l`$ )*l`$ ).l`$ Yf\ )1l` d]n]d$ qgm At 11th level, you learn how to store a spell in an object.
can increase one ability score of your choice by 2, or you O`]f]n]j qgm Õfak` Y dgf_ j]kl$ qgm [Yf lgm[` gf] kae-
0$5. %(+0 ple or martial weapon or one item that you can use as a
APPENDIX | CLASS: ARTIFICER 179
spellcasting focus, and you store a spell in it, choosing a $OFKHPLVW 6SHOOV
)kl% gj *f\%d]n]d kh]dd ^jge l`] YjlaÕ[]j kh]dd dakl l`Yl j]- $UWLśFHU /HYHO 6SHOO
imaj]k ) Y[lagf lg [Ykl qgm f]]\fÌl `Yn] al hj]hYj]\!&
While holding the object, a creature can take an action 3rd healing word ray of sickness
lg hjg\m[] l`] kh]ddÌk ]ץ][l ^jge al$ mkaf_ qgmj kh]dd[Ykl- 5th flaming sphere Melf’s acid arrow
af_ YZadalq eg\aÕ]j& A^ l`] kh]dd j]imaj]k [gf[]fljYlagf$ 9th gaseous form mass healing word
the creature must concentrate. The spell stays in the ob- 13th blight death ward
b][l mflad alÌk Z]]f mk]\ Y fmeZ]j g^ lae]k ]imYd lg loa[] 17th cloudkill raise dead
qgmj Afl]dda_]f[] eg\aÕ]j eafaeme g^ loa[]! gj mflad
you use this feature again to store a spell in an object. Experimental Elixir
:]_affaf_ Yl +j\ d]n]d$ o`]f]n]j qgm Õfak` Y dgf_ j]kl$
Magic Item Savant
you can magically produce an experimental elixir in an
9l ),l` d]n]d$ qgmj kcadd oal` eY_a[ al]ek \]]h]fk egj]2 ]ehlq ÖYkc qgm lgm[`& Jgdd gf l`] =ph]jae]flYd =dapaj
lYZd] ^gj l`] ]dapajÌk ]ץ][l$ o`a[` ak lja__]j]\ o`]f kge]-
• Qgm [Yf Yllmf] lg mh lg Õn] eY_a[ al]ek Yl gf[]&
• Qgm a_fgj] Ydd [dYkk$ jY[]$ kh]dd$ Yf\ d]n]d j]imaj]e]flk one drinks the elixir. As an action, a creature can drink
on attuning to or using a magic item. the elixir or administer it to an incapacitated creature.
Creating an experimental elixir j]imaj]k qgm lg `Yn]
alchemist supplies on your person, and any elixir you
Magic Item Master
create with this feature lasts until it is drunk or until the
Starting at 18th level, you can attune to up to six magic end of your next long rest.
items at once. When you reach certain levels in this class, you can
eYc] egj] ]dapajk Yl l`] ]f\ g^ Y dgf_ j]kl2 log Yl .l`
Soul of Artifice d]n]d Yf\ l`j]] Yl )-l` d]n]d& Jgdd ^gj ]Y[` ]dapajÌk ]ץ][l
At 20th level, you develop a mystical connection to your k]hYjYl]dq& =Y[` ]dapaj j]imaj]k alk gof ÖYkc&
eY_a[ al]ek$ o`a[` qgm [Yf \jYo gf ^gj hjgl][lagf2 You can create additional experimental elixirs by ex-
pending a spell slot of 1st level or higher for each one.
• You gain a +1 bonus to all saving throws per magic When you do so, you use your action to create the elixir
item you are currently attuned to. af Yf ]ehlq ÖYkc qgm lgm[`$ Yf\ qgm [`ggk] l`] ]dapajÌk
• A^ qgmÌj] j]\m[]\ lg ( `al hgaflk Zml fgl cadd]\ gml- ]ץ][l ^jge l`] =ph]jae]flYd =dapaj lYZd]&
right, you can use your reaction to end one of your
YjlaÕ[]j af^mkagfk$ [Ymkaf_ qgm lg \jgh lg ) `al hgafl ([SHULPHQWDO (OL[LU
instead of 0.
G (ŚHFW
Artificer Specialist 1 +HDOLQJ 7KH GULQNHU UHJDLQV D QXPEHU RI KLW SRLQWV
HTXDO WR G \RXU ,QWHOOLJHQFH PRGLILHU
9jlaÕ[]jk hmjkm] eYfq \ak[ahdaf]k& @]j] ak Y kh][aYdakl
option you can choose at 3rd level. Other options appear 2 6ZLIWQHVV 7KH GULQNHUôV ZDONLQJ VSHHG LQFUHDVHV E\
in the book Eberron: Rising from the Last War. feet for 1 hour.
3 5HVLOLHQFH 7KH GULQNHU JDLQV D ERQXV WR $& IRU
Alchemist minutes.
4 %ROGQHVV 7KH GULQNHU FDQ UROO D G DQG DGG WKH QXP-
An Alchemist is an expert at combining reagents to pro-
EHU UROOHG WR HYHU\ DWWDFN UROO DQG VDYLQJ WKURZ WKH\
\m[] eqkla[Yd ]ץ][lk& 9d[`]eaklk mk] l`]aj [j]Ylagfk lg
give life and to leech it away. Alchemy is the oldest of ar- PDNH IRU WKH QH[W PLQXWH
laÕ[]j ljY\alagfk$ Yf\ alk n]jkYladalq `Yk dgf_ Z]]f nYdm]\ 5 )OLJKW 7KH GULQNHU JDLQV D IO\LQJ VSHHG RI IHHW IRU
during times of war and peace. minutes.
6 7UDQVIRUPDWLRQ 7KH GULQNHUôV ERG\ LV WUDQVIRUPHG DV LI
Tool Proficiency
E\ WKH alter self VSHOO 7KH GULQNHU GHWHUPLQHV WKH WUDQV-
When you adopt this specialization at 3rd level, you gain
IRUPDWLRQ FDXVHG E\ WKH VSHOO WKH HIIHFWV RI ZKLFK ODVW
hjgÕ[a]f[q oal` Yd[`]eaklÌk kmhhda]k& A^ qgm Ydj]Y\q `Yn]
for 10 minutes.
l`ak hjgÕ[a]f[q$ qgm _Yaf hjgÕ[a]f[q oal` gf] gl`]j lqh]
g^ YjlakYfÌk lggdk g^ qgmj [`ga[]&
Alchemical Savant
At 5th level, you develop masterful command of magical
Alchemist Spells
chemicals, enhancing the healing and damage you cre-
Starting at 3rd level, you always have certain spells pre- ate through them. Whenever you cast a spell using your
pared after you reach particular levels in this class, as Yd[`]eaklÌk kmhhda]k Yk l`] kh]dd[Yklaf_ ^g[mk$ qgm _Yaf
shown in the Alchemist Spells table. These spells count a bonus to one roll of the spell. That roll must restore hit
Yk YjlaÕ[]j kh]ddk ^gj qgm$ Zml l`]q \gfÌl [gmfl Y_Yafkl l`] hgaflk gj Z] Y \YeY_] jgdd l`Yl \]Ydk Y[a\$ Õj]$ f][jgla[$
fmeZ]j g^ YjlaÕ[]j kh]ddk qgm hj]hYj]&
gj hgakgf \YeY_]$ Yf\ l`] Zgfmk ]imYdk qgmj Afl]dda-
_]f[] eg\aÕ]j eafaeme g^ #)!&
180 APPENDIX | CLASS: ARTIFICER
Restorative Reagents The bonus increases to +2 when you reach 10th level in
KlYjlaf_ Yl 1l` d]n]d$ qgm [Yf af[gjhgjYl] j]klgjYlan] j]- this class.
Y_]flk aflg kge] g^ qgmj ogjck2
Enhanced Weapon
• Whenever a creature drinks an experimental elixir you Item: A simple or martial weapon
[j]Yl]\$ l`] [j]Ylmj] _Yafk l]ehgjYjq `al hgaflk ]imYd
lg *\. # qgmj Afl]dda_]f[] eg\aÕ]j eafaeme g^ ) l]e- This magic weapon grants a +1 bonus to attack and dam-
porary hit point). age rolls made with it.
• You can cast lesser restoration without expending a The bonus increases to +2 when you reach 10th level in
spell slot and without preparing the spell, provided you this class.
mk] Yd[`]eaklÌk kmhhda]k Yk l`] kh]dd[Yklaf_ ^g[mk& Qgm
Homunculus Servant
[Yf \g kg Y fmeZ]j g^ lae]k ]imYd lg qgmj Afl]dda_]f[] Hj]j]imakal]2 .l`%d]n]d YjlaÕ[]j
eg\aÕ]j eafaeme g^ gf[]!$ Yf\ qgm j]_Yaf Ydd ]p- Item: A gem worth at least 100 gp or a dragonshard
h]f\]\ mk]k o`]f qgm Õfak` Y dgf_ j]kl&
You learn intricate methods for magically creating a
Chemical Mastery
special homunculus that serves you. The item you infuse
By 15th level, you have been exposed to so many chem- k]jn]k Yk l`] [j]Ylmj]Ìk `]Yjl$ Yjgmf\ o`a[` l`] [j]Y-
icals that they pose little risk to you, and you can use lmj]Ìk Zg\q afklYfldq ^gjek&
l`]e lg ima[cdq ]f\ []jlYaf Yade]flk2 Qgm \]l]jeaf] l`] `gemf[mdmkÌk Yhh]YjYf[]& Kge]
• You gain resistance to acid damage and poison dam- YjlaÕ[]jk hj]^]j e][`Yfa[Yd%dggcaf_ Zaj\k$ o`]j]Yk kge]
age, and you are immune to the poisoned condition. like winged vials or miniature, animate cauldrons.
• You can cast greater restoration and heal without ex- The homunculus is friendly to you and your compan-
pending a spell slot, without preparing the spell, and agfk$ Yf\ al gZ]qk qgmj [geeYf\k& K]] l`ak [j]Ylmj]Ìk
without material components, provided you use alche- game statistics in the Homunculus Servant stat block.
eaklÌk kmhhda]k Yk l`] kh]dd[Yklaf_ ^g[mk& Gf[] qgm [Ykl
]al`]j kh]dd oal` l`ak ^]Ylmj]$ qgm [YfÌl [Ykl l`Yl kh]dd
oal` al Y_Yaf mflad qgm Õfak` Y dgf_ j]kl& Homunculus Servantt
nc
u
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Tiny construct, neutral
Artificer Infusions
$UPRU &ODVV 13 (natural armor)
9jlaÕ[]jk `Yn] afn]fl]\ fme]jgmk eY_a[Yd af^mkagfk$ ]p- +LW 3RLQWV HTXDO WKH KRPXQFXOXVôV &RQVWLWXWLRQ PRGLśHU \RXU
traordinary processes that rapidly create magic items. To ,QWHOOLJHQFH PRGLśHU \RXU OHYHO LQ WKLV FODVV
eYfq$ YjlaÕ[]jk k]]e dac] ogf\]jogjc]jk$ Y[[gehdak`- 6SHHG IW Ŝ\ IW
ing in hours what others need weeks to complete.
The description of each of the following infusions STR '(; CON INT WIS CHA
details the type of item that can receive it, along with ĭ ĭ
o`]l`]j l`] j]kmdlaf_ eY_a[ al]e j]imaj]k Yllmf]e]fl&
Kge] af^mkagfk kh][a^q Y eafaeme YjlaÕ[]j d]n]d& 6DYLQJ 7KURZV 'H[
Qgm [YfÌl d]Yjf km[` Yf af^mkagf mflad qgm Yj] Yl d]Ykl 6NLOOV 3HUFHSWLRQ 6WHDOWK
that level. 'DPDJH ,PPXQLWLHV SRLVRQ
&RQGLWLRQ ,PPXQLWLHV H[KDXVWLRQ SRLVRQHG
Mfd]kk Yf af^mkagfÌk \]k[jahlagf kYqk gl`]joak]$ qgm 6HQVHV GDUNYLVLRQ IW SDVVLYH 3HUFHSWLRQ
[YfÌl d]Yjf Yf af^mkagf egj] l`Yf gf[]& /DQJXDJHV XQGHUVWDQGV WKH ODQJXDJHV \RX VSHDN
Boots of the Winding Path
Hj]j]imakal]2 .l`%d]n]d YjlaÕ[]j Evasion. ,I WKH KRPXQFXOXV LV VXEMHFWHG WR DQ HŚHFW WKDW DOORZV
Item: A pair of boots (requires attunement) LW WR PDNH D 'H[WHULW\ VDYLQJ WKURZ WR WDNH RQO\ KDOI GDPDJH
LW LQVWHDG WDNHV QR GDPDJH LI LW VXFFHHGV RQ WKH VDYLQJ WKURZ
While wearing these boots, a creature can teleport up
DQG RQO\ KDOI GDPDJH LI LW IDLOV ,W FDQôW XVH WKLV WUDLW LI LWôV LQ-
to 15 feet as a bonus action to an unoccupied space the
FDSDFLWDWHG
creature can see. The creature must have occupied that
space at some point during the current turn. Might of the Master. 7KH IROORZLQJ QXPEHUV LQFUHDVH E\ ZKHQ
\RXU SURśFLHQF\ ERQXV LQFUHDVHV E\ WKH KRPXQFXOXVôV VNLOO
Enhanced Arcane Focus and saving throw bonuses (above) and the bonuses to hit and
Al]e2 9 jg\$ klYץ$ gj oYf\ j]imaj]k Yllmf]e]fl! GDPDJH RI LWV DWWDFN EHORZ
While holding this item, a creature gains a +1 bonus to Actions (Requires Your Bonus Action)
spell attack rolls. In addition, the creature ignores half
Force Strike. Ranged Weapon Attack: WR KLW UDQJH IW RQH
cover when making a spell attack.
WDUJHW \RX FDQ VHH Hit: 1d4 + 2 force damage.
The bonus increases to +2 when you reach 10th level in
this class. Reactions
Enhanced Defense Channel Magic. 7KH KRPXQFXOXV GHOLYHUV D VSHOO \RX FDVW WKDW
Item: A suit of armor or a shield KDV D UDQJH RI WRXFK 7KH KRPXQFXOXV PXVW EH ZLWKLQ
IHHW RI \RX
A creature gains a +1 bonus to Armor Class while wear-
ing (armor) or wielding (shield) the infused item.
APPENDIX | CLASS: ARTIFICER 181
In combat, the homunculus shares your initiative 5HSOLFDEOH ,WHPV QG /HYHO $UWLILFHU
count, but it takes its turn immediately after yours. It can 0DJLF ,WHP $WWXQHPHQW
move and use its reaction on its own, but the only action
it takes on its turn is the Dodge action, unless you take a Alchemy jug No
bonus action on your turn to command it to take the ac- Armblade GHWDLOHG LQ FKDSWHU <HV
tion in its stat block or the Dash, Disengage, Help, Hide, Bag of holding No
or Search action. Cap of water breathing No
The homunculus regains 2d6 hit points if the mending Goggles of night No
spell is cast on it. If it dies, it vanishes, leaving its heart Prosthetic limb GHWDLOHG LQ FKDSWHU <HV
in its space.
Rope of climbing No
Radiant Weapon Sending stones No
Hj]j]imakal]2 .l`%d]n]d YjlaÕ[]j Wand of magic detection No
Item: A simple or martial weapon (requires attunement) Wand of secrets No
This magic weapon grants a +1 bonus to attack and
damage rolls made with it. While holding it, the wielder 5HSOLFDEOH ,WHPV WK /HYHO $UWLILFHU
can take a bonus action to cause it to shed bright light in 0DJLF ,WHP $WWXQHPHQW
a 30-foot radius and dim light for an additional 30 feet. Boots of elvenkind No
The wielder can extinguish the light as a bonus action.
L`] o]Yhgf `Yk , [`Yj_]k& 9k Y j]Y[lagf aee]\aYl]dq Cloak of elvenkind <HV
after being hit by an attack, the wielder can expend 1 Cloak of the manta ray No
charge and cause the attacker to be blinded until the Eyes of charming <HV
]f\ g^ l`] YllY[c]jÌk f]pl lmjf$ mfd]kk l`] YllY[c]j km[- Gloves of thievery No
ceeds on a Constitution saving throw against your spell Lantern of revealing No
kYn] <;& L`] o]Yhgf j]_Yafk )\, ]ph]f\]\ [`Yj_]k Pipes of haunting No
daily at dawn.
Ring of water walking No
Repeating Shot Wand sheath GHWDLOHG LQ FKDSWHU <HV
Item: A simple or martial weapon with the ammunition
property (requires attunement) 5HSOLFDEOH ,WHPV WK /HYHO $UWLILFHU
This magic weapon grants a +1 bonus to attack and dam- 0DJLF ,WHP $WWXQHPHQW
Y_] jgddk eY\] oal` al o`]f alÌk mk]\ lg eYc] Y jYf_]\
Boots of striding and springing <HV
attack, and it ignores the loading property if it has it.
Boots of the winterlands <HV
If you load no ammunition in the weapon, it produces
Bracers of archery <HV
its own, automatically creating one piece of magic am-
munition when you make a ranged attack with it. The Brooch of shielding <HV
ammunition created by the weapon vanishes the instant Cloak of protection <HV
after it hits or misses a target. Eyes of the eagle <HV
Gauntlets of ogre power <HV
Replicate Magic Item
Gloves of missile snaring <HV
Using this infusion, you replicate a particular magic
item. You can learn this infusion multiple times; each Gloves of swimming and climbing <HV
time you do so, choose a magic item that you can make Hat of disguise <HV
oal` al$ ha[caf_ ^jge l`] J]hda[YZd] Al]ek lYZd]k Z]dgo& 9 Headband of intellect <HV
lYZd]Ìk lald] l]ddk qgm l`] d]n]d qgm emkl Z] af l`] [dYkk lg Helm of telepathy <HV
choose an item from the table. Medallion of thoughts <HV
Af l`] lYZd]k$ Yf al]eÌk ]fljq l]ddk qgm o`]l`]j l`] al]e Periapt of wound closure <HV
j]imaj]k Yllmf]e]fl& K]] l`] al]eÌk \]k[jahlagf af l`] Pipes of the sewers <HV
Dungeon Master’s Guide for more information about it,
af[dm\af_ l`] lqh] g^ gZb][l j]imaj]\ ^gj alk eYcaf_& Quiver of Ehlonna No
If you have Xanathar’s Guide to Everything, you can Ring of jumping <HV
choose from among the common magic items in that Ring of mind shielding <HV
book when you pick a magic item you can replicate with Slippers of spider climbing <HV
this infusion. Ventilating lung GHWDLOHG LQ FKDSWHU <HV
Winged boots <HV
182 APPENDIX | CLASS: ARTIFICER
5HSOLFDEOH ,WHPV WK /HYHO $UWLILFHU
0DJLF ,WHP $WWXQHPHQW
Amulet of health <HV
Arcane propulsion arm GHWDLOHG LQ FKDSWHU <HV
Belt of hill giant strength <HV
Boots of levitation <HV
Boots of speed <HV
Bracers of defense <HV
Cloak of the bat <HV
Dimensional shackles No
Gem of seeing <HV
Horn of blasting No
Ring of free action <HV
Ring of protection <HV
Ring of the ram <HV
Repulsion Shield
Hj]j]imakal]2 .l`%d]n]d YjlaÕ[]j
Item: A shield (requires attunement)
A creature gains a +1 bonus to Armor Class while wield-
ing this shield.
L`] k`a]d\ `Yk , [`Yj_]k& O`ad] `gd\af_ al$ l`] oa]d\]j
can use a reaction immediately after being hit by a melee
YllY[c lg ]ph]f\ ) g^ l`] k`a]d\Ìk [`Yj_]k Yf\ hmk` l`]
YllY[c]j mh lg )- ^]]l YoYq& L`] k`a]d\ j]_Yafk )\, ]p-
pended charges daily at dawn.
Resistant Armor
Hj]j]imakal]2 .l`%d]n]d YjlaÕ[]j
Item: A suit of armor (requires attunement)
While wearing this armor, a creature has resistance to
one of the following damage types, which you choose
o`]f qgm af^mk] l`] al]e2 Y[a\$ [gd\$ Õj]$ ^gj[]$ da_`lfaf_$
necrotic, poison, psychic, radiant, or thunder.
Returning Weapon
Item: A simple or martial weapon with the thrown
property
This magic weapon grants a +1 bonus to attack
and damage rolls made with it, and it returns to the
oa]d\]jÌk `Yf\ aee]\aYl]dq Y^l]j al ak mk]\ lg eYc] Y
ranged attack.
APPENDIX | CLASS: ARTIFICER 183