
The1Ryu |

In this campaign, I decided to run my players through the published 3.5E adventures for Eberron campaign setting using the Pathfinder 1E rules for my players' characters. I did some conversion of the adventures from D&D 3.5 to Pathfinder 1E, but for the most part, I left things as written. I thought I'd give posting our campaign journal here a try, see if people found our adventures interesting or at least amusing.
The Players
Session 1
Adventure 1 (The Forgotten Forge)
The session begins with the characters being caught in one of Sharn's notorious sudden downpours. Caldan nearly runs smack into Ezra, the pair apologizes to one another, before noticing the body of a murdered man in the middle of a sky bridge ahead of them. Ezra picks up the dead man satchel looking through it to find some identification, while Caldan examines the body to discover that he was killed by an axe. Suddenly they are attacked by a warforged wielding an axe. Luckily for Ezra and Caldan, the warforged is more interested in attacking Train as a "flesh-loving traitor!" The warforged is nowhere near the warrior Train is, and Train quickly crushes its head with his bare fists as, from windows above the street, citizens cry out for the guard. When the warforged is destroyed something peels off its stomach and flies away.
As a testament to the quality of the Sharn guards, they arrive on the scene immediately. Despite Caldan's clumsy wording, he explains that the warforged killed the man and attacked them, so the guards let them go. The trio slips into a tavern and examines the contents of the satchel. Within they find a blank journal that can't be written in; they deduce that the journal's writing must be magically concealed and it must have been what the warforged was after, but they don't know why. Luckily as they leave the tavern, a cloaked figure wearing a House Cannith signet ring tells them to go to the Broken Anvil tavern in the morning if they want answers.
At the Broken Anvil, they meet Lady Elaydren of House Cannith. She explains that the murdered man was a professor researching the location of a lost Schema, a device used in a Creation Pattern that allows House Cannith to make unusual items. She uses her signet ring to reveal the writing in the journal. The writing reveals the way down to an ancient Cannith Foundry from a particular valve cluster in the Sharn sewers. Elaydren asks the PCs to find the valve cluster and recover the schema for her, explaining that due to inter-house conflict, she needs people who aren't members of the house to act as her agents. They agree in exchange for a payment of one thousand gold pieces. Elaydren leaves with a warning that more warforged zealots of the mysterious Lord of Blades may try and kill them to get the Schema.
Inquiring about how they can find the valve cluster in the Sharn sewers, the trio discover that the sewers are so old and complex that such information has been virtually lost to time. The only possible source of information may be found in the lowest levels of Sharn, in a place known as the Rat's Market. Much to Ezra's disgust, they travel to the low levels where the Rat's market is being held, discovering that the Rat's Market is the mobile shop of a goblin junk dealer named Skakan. Caldan approaches and asks about the valve cluster, and the goblin subtly offers to show them for one hundred silver pieces. Caldan agrees, dropping a platinum piece to pay Skakan, who quickly conceals the valuable coinage and packs up his shop.
Meanwhile, Ezra notices a shifter paying Caldan too much attention, but the shifter detects that he has been caught and disappears into the crowd. Once the PCs are away from the crowd with Skakan, he scolds Caldan for flashing platinum around down in the lower levels; warning him that the next time he does something so careless he'll probably end up with a cut throat. Caldan acknowledges his mistake and apologizes.
Following Skakan's directions, the PCs find the valve cluster, the trek through the sewers further disgusting Ezra. It is here that they are jumped by another warforged and his shifter allies. This warforged is more effective than the last one, catching Train off-guard with a sneak attack while the shifters brutalize Caldan and Ezra. Ezra tricks one shifter in front of one of the valves as it opens, spraying a torrent of water that knocks the shifter to the ground allowing Ezra to kill him. With effort, they defeat the warforged and remaining shifter, another creature peeling off the warforged's stomach and flying off. They are forced to wade through the water, Ezra accepting this only because his clothes were already soiled in the battle, and find a sealed door. Using the magic seal on the journal, they open the door, which drops away into darkness. Securing a rope, they climb down and find themselves in some long-abandoned ruins.
The light of their spells draws the attention of a swarm of beetles, which swarm Ezra, badly injuring him. He runs deeper into the ruins while Caldan desperately tries to burn away the swarm with his Burning Hands spell, sadly with little effect. Ezra ends up running into a dire rat's nest, causing the mated pair to attack him. As the beetles swarm Caldan, Train rushes to Ezra's aid beating the rats to death as Ezra succumbs to his injuries and falls unconscious. Caldan manages to disperse the swarm with a second blast of Burning Hands, and the trio take refuge in a ruined temple to rest for the night.
The next day they venture back into the ruins and find the Cannith foundry, though it is sealed shut behind adamantine doors. Discovering a hole in the roof, the trio secure a rope and climb down into the building. Inside they are attacked by a pair of mechanical dogs whose foreheads pop open, revealing oddly shaped rods when they are destroyed. Finding the vault, Ezra sets off the trap by carelessly stepping onto the metal tiles that are electrified. Examining the trap, he realizes that the trap is too advanced for him to disarm, but he can deactivate the trap with the rods from the dogs. They recover the third rod from the head of the third dog, which was crushed when the section of the ceiling collapsed. After one failed attempt to put the rods in the correct order, Ezra gets the pattern right and unlocks the foundry's vault. Finding the Schema and looting everything of value from the foundry, the trio tries to escape but realize that without a wall to brace against, none of them have the skill to climb up the rope. However, they also learn that the exterior doors are only plated in a thin layer of adamantine, and Train is easily able to bash his way out through the doors. Once out of the foundry, they are attacked by yet another warforged. This one speaks to them, introducing himself as Saber, and offers to let them go if they hand over the Schema. Refusing, the trio fight and together manage to force Saber to retreat.
They make their way back to the Broken Anvil and hand over the Schema for their payment. Pleased, Elaydren tells them she will message them through the Sivis message station if she has another job for them. Returning home, Ezra's mother fusses over her son, who is filthy and covered in bruises. She questions why her husband bothered to purchased Train to protect Ezra if he is just going to end up in this kind of condition anyway. She dotes over Ezra and sends their maid to clean Train. This requires a lot of steel wool to scrub the filth off the warforged, which seems to be one of the few things he enjoys. Caldan returns to the House Orien compound, where the maids all fuss over him; any dragonmarked heir is important, no matter how distantly related to the main family.
This first adventure really marked the difference between Eberron and the usual medieval fantasy setting. Simply having people call for guards, something I reminded myself to do by giving the citizens a place in the initiative order, and having those guards be genuinely competent was a shock for my players.
One thing to note that the adventure doesn't mention is that the Lord of Blades is a very mysterious figure; the warforged in the adventure could be working for him or on their own. Make sure to have Elaydren mention the Sivis message station, as it's a critical point in the follow-up adventure. However, I am running my players on the Slow EXP track for this campaign, so they aren't ready yet to tackle that adventure.
For anyone curious, I am using the Automatic Bonus Progression for magical items, the Feat Tax house rules, and Action Points instead of Traits. I am using some of the rules found on Tzizimine's Eberron Pathfinder site, particularly for the Artificer, but original 3.5 rules for other things, such as the warforged, as I don't like all the changes made to them.

The1Ryu |

Session 2
Adventure 2 (The Queen with the Burning Eyes)
(The following takes place on Dravago 5)
Caldan receives a message from Sgt. Dolom of the Sharn Watch, the dwarf that reprimanded them when they found the professor's body on the bridge, ordering Caldan to report to his guard station. When Caldan arrives, Dolom tells him about a series of disappearances occurring down in the Cogs, the lowest levels of the city. A cousin of Dolom has been investigating the problem and thinks the source might lay in some unexplored goblin ruins that lay below the Cogs. Dolom explains his cousin doesn't have the men to send into the ruins, and neither does he, but Dolom figures a bunch of troublemakers like Caldan and his friends might be willing to lend the Watch a hand and make up for the trouble they caused. Caldan, wanting to get back on Dolom's good side, agrees. Caldan meets up with Ezra and Train, the former handing over Caldan's share of the sold loot, he tells them of the mission, and Ezra is eager to get started. Train is ready for trouble with a pair of bandoleers nearly full of Oils of Repair he purchased with his share of the money.
Ezra's eagerness quickly fades when they go down into the poor, dirty, hot, and sunless Cogs; Ezra utterly disdains the lowest city level. They have no trouble finding their way down to the ruins, traveling down elevators and stairs until they come to the ruin entrance. Heedless of the warning of lit torches, Ezra stumbles into an ambush of three goblins but the heroes manage to dispatch them. Through a hole in the floor, they climb down into another ambush, but again, manage to fight off the Grimlock attackers. From there, the ruins branch off in every direction. Ezra leads the party south to an ancient crypt, where they are ambushed a third time by a trio of ghouls. Immune to their disease, Train takes them head-on while Ezra and Caldan cover him with crossbow fire. They claim some ancient armor and weapons from the crypt before checking out an adjacent room, which is occupied by more Grimlocks which they dispatch.
The crypt continues south, but Ezra, not liking the look of it, leads them back up north to the central chamber and then southwest. In a freezing room, they are ambushed by a horrific aberration called a Dolguant. It is nearly immune to Train's punches and uses its tentacles to drain their vitality and heal itself. Thanks to Caldan's fire magic, they manage to kill the creature and recover its treasures, which are being protected by the brown mold that is making the chamber so cold.
From there, the trio head northwest and are once more ambushed—this time by a pair of lesser aberrations called Dolgrim. Firing crossbows from across the room, they trick Ezra into falling into a pit trap. They also manage to knock out Caldan before Train dispatches them. Without any more healing potions to restore their health, Train lays them out in comfortable positions and waits while Ezra and Caldan rest and recover.
I don't have much to say this time around.
The hook I used to get the players involved with this scenario was written for PCs that made a good impression on Dolom in the first adventure, but I think it works like I did here with the PCs doing it to get on his good side. Make sure to take some time to describe what the Cogs are like and just how different they are from the city above. Sharn has a bit of a classic cyberpunk feel in this aspect, where those that live in the nice clean towers above don't know just how bad and dirty the world below can be.
The Dolgaunt and Dolgrim can be very dangerous if you don't have a character that can just overwhelm their DR, but the writers did placed an item down the north hall which will help in these encounters. If you think the players will have trouble with the aberrations, then have a noise come from the north tunnel or something to draw your players that way. What that helpful item is and what guards it you'll find out next time.
Oh, I forgot to mention last time the adventure occurred on Dravago 1-3.

mittean |

Good stuff. Always love hearing about more Eberron adventures in PF1e.
I use the EitR Feat taxes as well, and Action points (which work closer to inspiration in 5e for me), and I actually do use Traits, as well as allow Flaws and Drawbacks. I use the Artificer from that site as well, but I also backed away from the race interpretations. I’ve considered automatic bonus progressions, as I love the concept, I just haven’t implemented them in a game yet.

The1Ryu |

I'm unfamiliar with most 5e mechanics, but I did tell my players they could take traits if they wanted via the Additional Traits feat. They also could have taken flaws and drawbacks if they wanted, but they rarely do so unless I prompt them to do so. The Artificer is an interesting class, I had a friend play the 3.5e version back in the day once, but I'm curious to see how the Pathfinder version differs. I find I can never really tell such things until I see them played out in game. Though I will say the player playing the Artificer is an engineering young man so I think he will make the best of the class.
I love the automatic bonus progressions, I always use it in my games. Casters like wizards and sorcerers might complain that it forces bonuses that they don't need or want, but it also keeps them from just dropping all their money on a +6 casting stat boosting item as early as possible. One thing I do to make for the loss of things like Bracers of Armor is I make Masterwork Padded Armor have an Arcane Failure chance of 0% and have it not count as armor for the purpose of Monk abilities. That way they can use their Armor magical enchantments on something. The benefit of the system is that it allows Players to focus on buying cool magical items with interesting effects instead of just all the staple items. In Eberron it gives the players a chance to do things like save up and buy an airship of their own, or buy a house in Sharn.

The1Ryu |

Session 3
Adventure 2 (The Queen with the Burning Eyes cont.)
(The following takes place on Dravago 6 and 10)
When Caldan and Ezra awaken, they restore themselves with healing magic and choose to press on exploring the ruins. They return to the central chamber and move to explore the north passage. Here they find the den of a monstrous spider, but its poison is useless against a Warforged like Train, and it is quickly dispatched. In the spider's webbing, they find a warhammer made of byeshk, which Train accepts as his first weapon, being the only one able to wield it. Down the last tunnel they find a tribe of vicious kobolds that swarm them, but they manage to knock them out, Train accidentally killing a few with his new hammer. Searching the area turns up the tribe's treasures but no more signs of the missing people than anywhere else.
They head south to finish exploring the crypt and find out what's on the other side of the large double doors they'd left unopened. Ezra tries to open them and is nearly beheaded by a hidden scythe trap, dodging the blade at the last second. Opening one of the doors, the they hear chanting coming from inside, and peeking in, they see a ritual taking place where a young woman will be sacrificed to the Dragon Down Below, Khyber. Not wasting any time, Ezra has Train throw open the door and charge in with him. Caldan moves to join them, but he is suddenly attacked by a choker, who has been waiting to get one of them alone. In the ritual chamber, Train and Ezra find themselves out-numbered four to one. Still, they fight their way to the girl. Just as they reach her, a Bright Naga, the Queen with the Burning Eyes, comes up out of the pit and blasts them with Color Spray. This stuns the girl who the naga drags down into the pit to her death. Deciding they can't win, Ezra runs and orders Train to do the same. Train does so, but he pulls the doors shut and holds them so the others can get away. Ezra attacks the choker causing it to flee, and pulls Caldan to his feet. Train gives them a round to get away, then lets go of the door and runs after them. The assembled cultists, all pulling collectively on the door, fall prone as if flies open without resistance. Their queen screaming at them of their incompetence, the cultists chase after the trio who reach the central chamber. Caldan and Ezra desperately try to climb up the rope, but find they are no more proficient at free climbing then they were back at the foundry. Train, however, is so tall he easily hops up to grab the lip of the hole and climbs up. As the cultists pour into the room he grabs the hands of the others and pulls them up. With Ezra safe, Train drops back down and begins laying waste to the cultists as Ezra and Caldan shoot their crossbows from their safe vantage point.
The cult dealt with, the trio recover and return to the queen's ritual chamber and defeat her as well. Caldan catches the choker trying to get the jump on him again and kills the little menace before it can get away a second time. Having discovered that the cult is the cause of the missing people, the trio gather up the rest of the cult's loot, then secures all the survivors and marches them out of the ruins carrying their Queen with them. Some, like the goblins, protest that they were just mercenaries who didn't know anything about the cult's activities, but the trio still turn them over to the guards, though Caldan does speak on their behalf. The heroes make quite a scene marching their prisoners through the Cogs, and the Sharn Watch is very impressed that they managed to capture so many alive. They celebrate their success and enjoy the delicious baking provided by the followers of the Silver Flame as said followers they celebrate Baker's Night.
It does not take long to secure confessions from the crazed cultists, and due to the number of people the cult killed and the outcry from the citizens of the Cogs, the cultists and the Naga are all put to death via hanging a few days later. During the execution ceremony, the trio are honored by the officials and business owners of the Cogs, and the story is news in the local papers. During all this, Ezra arranges to have the more ancient relics he picked up in the ruins to be sold at an auction in several weeks, hoping to get the best possible price for them.
The byeshk warhammer is the item I was speaking of last time that can help against the Dlgaunt and Dolgrim as it bypasses their DR.
This adventure is a good opportunity to show how differently Sharn deals with legal matters than most D&D settings. If your PCs just comeback and say they killed the whole cult, have the Watch reprimand or charge them for vigilantism, nothing too severe mind you just enough to drive home the point. Similarly, if the PCs are obvious or even just open about their actions in stopping this cult, have reporters come looking for them to get the story and have it appear in the paper. If they do a good job, make sure they are thanked publicly by the local leaders for their service to the city.
This adventure is a very traditional dungeon crawl, something that seems to be a little atypical for Eberron. There are events that can take place out of the ruins. The first involves a member of the Emerald Claw disguised as a noble asking the players to find a stolen item that he is sure ended up in the ruins. The second involves members of the cult attacking the PCs at the inn they are staying at for the night. The third is an optional encounter that occurs if the PCs refused to sell the item of interest to the Emerald Claw member disguised as a noble. I find that these scenes all to be forced into the adventure and don't fit well. Even if the PCs don't want to sell the item in question, the Emerald claw shows up with an EL 7 squad to get it meaning the level two characters PCs are supposed to be at the end of the adventure have no chance to win. One major problem with the first two events is that if, like with my players, the PCs don't go up to rest at an inn, then the first two events cannot occur. This is why I just dropped these elements from my game.

The1Ryu |

Session 4
Adventure 3 (Shadows of the Last War)
Ezra Crimsonshard (N Male Elf Artificer 2)
Caldan d'Orien (NG Male Human Oracle 2)
Train (N Male Personality Warforged Fighter 2)
(The following takes place on Dravago 12-17)
Caldan checks in on the Sivis message station finding that it's been ransacked. He revives the gnome clerk, and she tells him that a message came in addressed to him moments before her attackers, kobolds led by a large man in a heavy cloak, arrived. Due to her training to record and forget messages, she doesn't remember what the message said or who sent it.
Caldan goes to Ezra's home to collect him and Train, and they decide to go to the Broken Anvil and see if Lady Elaydren is waiting for them there, figuring she was the one who would have sent them the message. At that moment, one of the city's Giant Owl messengers drops them a note from Elaydren asking them to do just that. At the inn, they find Lady Elaydren, but before she can tell them much, Saber, the warforged that escaped them in the first adventure, breaks into the inn and attacks with a squad of kobolds. They defeat Saber, and Lady Eladren thrusts a Handy Haversack full of supplies and instructions into Ezra's arms before snatching up Saber's sword and rushing out of the inn.
The instructions tell them the schema they discovered was part of a creation patter being studied in a hidden facility in Cyre called Whitehearth and was lost on the Day of Mourning. They need to travel to the destroyed town of Rose Quarry in Darguun and that a man named Failin, who can be found in Rhukaan Draal's Blood Market, can take them to Rose Quarry. With no Lightning Rail or airships going directly to Rhukaan Draal, the trio take an Elemental Galleon instead. On the trip, they meet several other passengers but mostly keep to themselves. Near the end of the trip, they are attacked by skeletons who kill some of the crew before the trio are able to destroy them.
They have little trouble getting through the goblin city of Rhukaan Draal, though Ezra, who spent his entire life in Sharn, finds it dirty and contemptuous. They find Failin with no trouble, and he agrees to take them to Rose Quarry in his elemental cart. Once there, they all notice a campsite set up in the town, which was destroyed when it was covered by a thick layer of glass, and sneak in to see what they can find. Drawn to the sound of things digging through the glass, they find several pairs of dwarf zombies encased in glass. Eventually, they make their way to one of the only two intact buildings, a Cannith Foundry, and find Emerald Claw soldiers within, confirming who has set up camp nearby. Defeating the soldiers, they examine the map and features of the room, figuring out Whitehearth's location.
As they leave the foundry, an unnatural fog fills the city streets, and a nosferatu vampire forms out of the mist and moves to attack them. Knowing they have no chance against such a foe, they run. Slipping on the glass during their flight, they just barely manage to make it to the edge of town when the sun begins to rise. The vampire taunts them as it retreats into the fog from the encroaching daylight.
I have to say despite my insistence to have Lady Elaydren mention the Sivis Message Station, the whole scene there is fairly pointless. A GM could just begin the adventure by having the Giant Owl Messenger, which is a standard thing in Sharn, deliver the emergency message. The only thing we got out of it was a running joke about how the gnome clerk started developing a crush on Caldan, who checks in every day, something only enhanced when he seemingly saved her.
There is a land option to travel to Rhukaan Draal by taking the lightning rail to a town, then joining up with a caravan and acting as guards, even getting paid a little. Still, it adds two weeks to the journey, so unless you want to draw out the trip, I would recommend just encouraging the players to take the galleon to Draguun. Remember to emphasize that an Elemental Galleon, sometimes called a Wind Galleon, is a sea vessel that uses an elemental ring to propel the ship much faster than a standard sailing or rowing ship. It hydroplanes over the water at up to 20mph, over 30km; I neglected this in my game. I attempted to introduce several future patrons to the PCs, which didn't work out for me as my players mostly ignored them.
Remember to emphasize the cultural differences between Breland and Draguun; the most significant is that the goblinoids engage in slavery. Their society is more aggressive but not overly warlike or evil.
Finally, remember to play up how powerful Garrow, the "nosferatu vampire", is to your players. He is not an opponent they should be taking on at this time, so make sure they run. I'd even advise using his stat block from the fourth adventure, "Grasp Of The Emerald Claw," to make sure they know he's too powerful for them to take on. If you can, maybe have Garrow kill a friendly NPC with a single casting of Inflict Critical Wounds; that should drive home the point nicely.

The1Ryu |

Session 5
Adventure 3 (Shadows of the Last War cont.)
Ezra Crimsonshard (N Male Elf Artificer 2)
Caldan d'Orien (NG Male Human Oracle 2)
Train (N Male Personality Warforged Fighter 2)
(The following takes place on Dravago 18-23)
The trio travel through the day before passing through the Dead-Grey Mists and entering the Mournlands. Ezra is terrified by the dead wastes and the bodies scattered everywhere, bloody and fresh as the day they were killed. Occasionally attacked by undead, skeletal wolves, and a zombie vulture, they ignore possible looting and rush to Whitehearth.
After Ezra is zapped a few times by a trapped false entry hatch, they find the real way in and begin exploring the dungeon. This requires them to find little colored rods called key charms to make a central chamber rotate around and open up to different sections of the facility; thankfully, Lady Elaydren sent along one to get their investigation started. They come upon their first living spell, a Flaming Sphere, which is an ooze-like creature in the form of the spell.
Eventually, they find their way to the home of Rorsa; a wolf granted intelligence by some unknown by-product of the magic that destroyed Cyre, who asks them to destroy a stone wolf that has several of her pack trapped. Rorsa, backed up by allies, actually has the courage and strength to defeat the stone wolf on her own, and they rescue the wolves. Rorsa tells the trio that she hopes that they will be able to help her pack escape this place as well.
They battle another living spell, Color Spray, and find the forge where they defeat the bound fire elementals. They recover the creation pattern, a frame that the schema fit into, and a pair of identical schema, the original and a functional copy. Unable to find a way for the wolves to escape, they hand over the keycharms and escape themselves.
Outside they are confronted by the nosferatu from Rose Quarry, who introduces himself as Garrow, along with the remaining Emerald Claw soldiers and several zombies. Garrow demands they hand over the 'third' schema. When they give him the copy, he tells the soldiers and zombies to attack before riding away himself. The trio manage to defeat the Emerald Claw soldiers and escape.
Returning to Rhukaan Draal, they find Lady Elaydren waiting for them, and she cheekily offers to double their pay if they escort her back to Sharn. On the way home, they discuss what Garrow said about this being the third schema which worries Lady Elaydren. Ezra starts having nightmares about the Mournland, and though his mother is furious with him for running off, she dotes over him until he feels better.
The Mournlands are a terrifying place, and if you can get the atmosphere right, it should freak out your players. It might be fun for a player who is a war veteran seeing this place for the first time since the war ended, causing them to have flashbacks of the war.
The Dead-Grey Mists are described, but it might be good to add a challenge to them like a Will or a Fortitude save to get through without being shaken or fatigued, or getting lost and needing a survival or intelligence check to make it through as if the Dead-Grey Mists were there to try and keep people from entering the Mournlands.
The dungeon in this adventure is great, I couldn't describe it in short detail, but there is a lot of fun to be had trying to figure out how things work. There is a way to open up the facility and let Rorsa and her wolves escape, but my players didn't find it.
Garrow returns here to get the schema, and this is another good reason to make sure your players are afraid of him so they won't try and take on this force even if they have fully rested. Using the fast progression, a character may have gotten to fourth level by the time they exit the dungeon and might feel powerful enough to take on Garrow force, especially if they killed the Emerald Claw lieutenants in Rose Quarry.

The1Ryu |

Session 6
Adventure 4 (Fallen Angel)
Ezra Crimsonshard (N Male Elf Artificer 3)
Caldan d'Orien (NG Male Human Oracle 3)
Train (N Male Personality Warforged Fighter 3)
(The following takes place on Dravago 25)
Sometime after the trio has returned to Sharn, they are sent messages from a woman named Kaelys Tela, whom they met on the ship to Draguun, asking them to come to her estate for a potential job. Traveling up to the opulent neighborhood, they meet the stone faced elven scholar. She explains that her house was broken into and one of her possessions stolen. The object in question, the broken hand of a statue, was of little value compared to the valuables stored alongside it. She shows them the body of one of the thieves, killed by a trap, and askes them to recover the statue's hand for her, and an x10 bonus if they can recover the statue itself.
Their investigation of the body suggests that the thief was from a low-class neighborhood called Fallen, and that he was likely a member of one of the gangs that live there. Speak with Dead reveals that they are trying to reassemble the statue the hand was a part of originally. Traveling down to Fallen, they find it the exact opposite of Kaelys' neighborhood; it's run down and occupied by the most impoverish citizens without even the presence of the Sharn Gaurd to protect them. Ezra finds the place offensive. Caldan finds a local priestess of the Silver Flame in the district and asks her about the gang they are looking to find. The priestess tells them that by the attire of the dead thief, he likely belonged to one of the two intelligent gangs and directs them to Colrac Hall. She tells them that most of the gangs had degenerated over the generations to the point where they are more like animals than people. A point illustrated when shortly after leaving the church, they are attacked by grunting, snarling beast-like men.
Colrac Hall reveals the source of Fallen's name as it is a building impaled by a glass spire that fell to the district when its floatation failed for unknown reasons. They enter and come upon the Night Stalkers, but the barbarians attack before they can talk, and the trio is forced to kill them. They continue exploring the hall, killing the giant rats that infest it and even the spirit of the anguished souls that died when the spire fell.
Eventually, they enter the upside-down glass spire and battle dog skeletons. They manage to get up to the next floor despite the upside-down stairs and find themselves in a maze of halls, Blink Dogs harrier them teleporting in and out between attacks. The vicious hounds nearly fell them, but they make it to the dog's trainer and kill him. Avoiding traps, they kill the rest of the gang's members before confronting their leader, a schizophrenic man who speaks in different personalities who is obsessed with the mostly complete statue of what looks like an angel with his wings torn off. They dispatch the leader and collect the statue, requiring several feats of strength on Train's part, engineering on Ezra's part, and organization of local help on Caldan's part.
They get the statue back to Kaelys, who points out that the statue still has parts missing, an eye and fingers, and she only promised advanced pay on them bringing her the whole statue. Ezra begrudgingly accepts this while grumbling under his breath about her being cheap. Then she tells them in a deadpan voice that she is, of course, kidding.
This adventure is great for showing how extreme the wealth divide is between many of the districts; the majesty of Sharn lessens the lower one goes from manors guarded by professional mercenaries to places where people are so poor they have degenerated practically to beasts. Fallen was a prosperous district before the Fall, but since it's been abandoned and left to rot.
The adventure doesn't give much backstory on Kaelys, or the statue beyond that it is a petrified Radiant Idol whose curse caused the Fall. This means that it's a great starting off point for DMs to create a larger campaign where their party can explore the backstory of this fallen angel.
GMs should be careful with this adventure as it is low-level, but barbarians can be very deadly at low levels as can the blink dogs in the adventure.