Sowfin (22536533)
Sowfin (22536533)
DAVIDE QUATRINI’S
Sins of war
Intro
Sins of war is a single-session 5E scenario set in Eberron, suitable for four 5th-level PCs. The characters
are hired to arrest a mutant Aundairian giant, a wicked creature responsible for the extermination of
Brelish prisoners during the Last War.
Note: bolded monsters stat blocks can be found in Guildmasters’ Guide to Ravnica. Underlined ones are
instead included in the Monster Manual.
Prologue
The Aundairian-Brelish border was the scenario of some of the harshest battles fought during the Last
War. Most of the related information is lost or very poorly known, however, mainly because the units
involved in the combats were formed by irregulars, mercenaries and ‘experimental’ troops instead of the
two countries’ standard armies. One of those ‘experiments’ went terribly wrong when the arcanists of the
Aundairian army infused kidnapped hill giants with superior intelligence and fighting skill in order to use
them as shock troops against the Brelish guerrilla warriors. Few ‘advanced’ giants were ever created, but
they were sufficient to perform terrible acts of cruelty, including the systematic extermination of Brelish
prisoners of war.
most of the ‘modified’ Aundairian giants were able to wear metal plate armor and use advanced combat
techniques
Development
Joe Connor was a Brelish woodcutter before being forced to join the army as a forest scout employed on
the Aundair border. His squad was so unlucky to encounter an Aundairian experimental giant called
Pelerine, a monster so skillful and cunning to be able to defeat all the Brelish soldiers by himself alone.
Captured and imprisoned in Pelerine’s lair, the poor forced warriors were slowly killed one by one. Only
Joe was able to escape, taking advantage of an unexpected aerial attack performed by Zil mercenaries
against the Aundairian war facilities, including the giant’s lair.
After the end of the War Joe used all his resources (including his contacts in the army of Breland and his
meager veteran pension) to know Pelerine’s fate. After bribing a Dark Lanterns’ agent, Connor was able to
finally discover the horrible truth: the giant is still alive and hides in a ruined guardhouse not far from
Windshire.
Hooks
Joe wants Pelerine arrested, processed and executed, and he is searching for brave and skilled
adventurers to perform this task. PCs could know him if they served in the Breland army during the Last
War, or through a common contact among the King’s Dark Lanterns. A PC with the Soldier background can
also fit the purpose.
Connor has not so much to offer apart from very detailed instructions about Pelerine’s position, but if the
party needs a stronger incentive the soldier could have a war relic to use as a reward (such as a brass horn
of valhalla for example) at DM’s discretion.
The Map
Abandoned by the same arcanists who ‘created’ him, Pelerine spent the last years trying to reinvent
himself in order to find a purpose for his existence. Hidden in the ruins of a small military building near
the Wynarn river (not too far from Windshire), he is now busy in a distorted plan of vengeance against
Aundairian people: using his superior combat skill he attacks any commercial caravan or goods-
transporting barge travelling near his lair, amassing wealth to be able, in a near future, to hire a
mercenary company with which starting a private war against Aundair.
Map key
1: a giant oak killed by a lightning bolt spell cast during the Last War, this huge dead tree is now the nest
of horrible creatures found by Pelerine in the depths of the Duskwood and trained as his pets and guard
dogs. Resembling a warped version of the common Aundair eagle, these sticky and rotting monsters are
instead two flying horrors which welcome any intruder with their frightening screeches and aerial
assaults.
2: this ghastly chamber is the giant’s treasure room. All the available space is filled by a distended, hungry
black pudding willing to dissolve any creature brave enough to try to reach the stone chest located on the
floor center. If the PCs manage to overcome it, they can access the content of the box. It contains the coins
and precious goods stolen by Pelerine during his raids: 900 cp, 7,750 sp, 2,430 gp, 117 pp, 9 moonstones
(worth 50 gp each) and a +2 arrow.
3: a dimly glowing chained human can be easily spotted laying in this room, her face covered by her
hands. She wears a black leather armor bearing the Brelish army crest but, apart for the azure-violet halo,
is motionless. The ‘prisoner’ isn’t, in reality, a living being; it is instead a cunning illusion used to lure
anyone who is searching the giant.
Magic trap
Hidden Pit. This pit has a cover constructed from material identical to the floor around it (the trap is
active on all the room 3 floor area). A successful DC 15 Wisdom (Perception) check discerns an absence of
foot traffic over the section of floor that forms the pit’s cover. A successful DC 15 Intelligence
(Investigation) check is necessary to confirm that the trapped section of floor is actually the cover of a pit.
Finally, spells can be used to determine that the chained prisoner is an illusion, not a real person.
When a creature steps on the cover trying to reach or interact with the ‘prisoner’ near the center of the
chamber, the floor collapses, causing the intruder to spill into the deep crevasse below. The pit is 60 feet
deep.
4: on a throne made of bones, ragged military standards, spoiled crests and uniforms, Pelerine the
mutated giant awaits (use the Orzhov giant stat block to represent Pelerine). The standard approach of
the monster is fighting to death in order to avoid capture; for a Noir twist to the plot he could try to move
the PCs telling the cruel story of his kidnapping by the Aundairian arcanists and the following painful
experiments performed to transform him into an advanced war machine.
Options
The DM can consider the following options to expand the brief adventure described above.
Pulp. For a twist, have a group of Royal Eyes of Aundair appear to arrest the giant exactly at the same time
the party arrives. The goal of the Eyes is imprisoning Pelerine in a secret military facility in order to use
him as a secret weapon in future conflicts.
Mystery. Why flying horrors lurk in the Duskwood? Do the moonstones in Pelerine treasure have a
sentimental value or spiritual meaning other than a simple monetary price?
Legal
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 without the express written
permission of Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31,
2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Cover image and interior art is licensed by Wizards of the Coast for use in the Dungeon Masters’ Guild program.
Cartography by Dyson Logos is licensed under a Creative Commons Attribution 4.0 International License.
See https://dysonlogos.blog/2018/04/13/stones-of-salanans-peril/ for more details.
ALWAYS HELPING DMs IN NEED!
https://www.dmsguild.com/browse.php?author=Davide%20Quatrini
https://www.dmsguild.com/product/254134/An-EBERRON-Adventure-
The-Goose-of-the-Golden-Eggs
This accessory makes use of monsters from the Monster Manual, the
Volo’s Guide to Monsters and the Mordenkainen’s Tome of Foes.
https://www.dmsguild.com/product/236022/Forgotten-Realms-Starter-Set-2
Ignite your new Faerûnian campaign with adventures and encounters in the
village of Easting!In this small supplement you'll find all you need to start your
new Forgotten Realms campaign in the Western Heartlands:
https://www.dmsguild.com/product/231892/50-Forgotten-Realms-
adventure-ideas
Stuck? In need for a scenario able to fit your Forgotten Realms campaign?
Searching for ideas for a sidequest to a Faerûnian storyline? No problem!
Simply roll a d100 and consult this supplement, it contains dozens of
adventure hooks and concepts suitable for your FR play!
https://www.dmsguild.com/product/234303/Forgotten-Realms-Starter-Set
Start your new Forgotten Realms campaign in the Trielta Hills! This small
sourcebook expands the material found in the Sword Coast Adventurer's
Guide and in the Volo's Guide to Monsters providing 20 adventure ideas useful
to start a new campaign in the Western Heartlands.
https://www.rpgnow.com/product/242951/Scarred-Lands-Starter-Set--
Slarecian-Vault
Ignite your new Scarn campaign with adventures and encounters in the
city of Fernmagh!
In this supplement you'll find all you need to start your new Scarred Lands
campaign set in Darakeene:
https://www.rpgnow.com/product/244195/Dungeon-of-Horror--Slarecian-Vault
Fully compatible with the Scarred Lands Starter Set, it can be easily
introduced in any Scarn-based campaign.
https://www.rpgnow.com/product/246773/A-Perilous-Journey--Slarecian-
Vault
Familiarity with the Scarred Lands Starter Set is recommended, but not
required, to run this adventure.