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The Ghosts of Sharn's Depths

4.1
Eberrondark Lv. 5 · 4 players

The Ghosts of Sharn's Depths

The party is hired by a desperate merchant to retrieve his daughter from the Cogs—Sharn's sunken industrial underbelly—where she has been taken by a mad artificer who experiments on the living. They must navigate treacherous machinery, corrupted warforged guardians, and the specters of his victims before the next hourly descent of the great grinding gears.

horrorrescuecorruption

Read Aloud

You slip through the rain-slicked streets of Lower Dura as the afternoon light fades to grey, your boots splashing through fouled runoff. The tavern Korran's Keg exhales a cloud of sour smoke and unwashed bodies as you enter, finding a back booth where a rail-thin man in a water-stained velvet coat sits, clutching an empty glass so hard his knuckles have gone white. His name is Merrix d'Kollarren, and the desperation etched into the lines of his face tells you his story before he speaks a word. On the table before him is a handwritten letter, the ink bleeding through the paper in places, addressed to someone named Elaydren. His hand trembles as he slides three hundred gold pieces across the table toward you.

Description

Merrix hires the party to rescue his daughter Elaydren, who was abducted three nights ago from the Twelve Towers. A warforged servant left a ransom note written in medical terminology and copper filings—evidence pointing to the Cogs. Merrix reveals that the note was signed by "the Convergence," a radical artifice cult that believes flesh should be perfected through forced modification. He admits he cannot afford the official House Medani investigators. He provides a key to a maintenance lift and warns that the gears descend on the hour—a gravitational phenomenon tied to ancient Eberron machinery that crushes anything caught beneath them. The party has three hours maximum to enter the Cogs, find Elaydren, and return.

DM Notes

Merrix knows the Convergence operates somewhere in the Cogs' lower levels. He can provide DC 12 Intelligence (Investigation) checks for clues about the cult's philosophy: they believe warforged evolution is incomplete, and they are capturing humanoids to "accelerate ascension through grafting." If pressed, he admits his daughter was studying artificery and was brilliant—perhaps too brilliant for her own good. The key he provides is real and will open the lift. Use his broken voice and repeated "I cannot lose her" to establish emotional stakes. Any attempt at Deception to ask more coin will automatically fail—he has given his entire savings.

Read Aloud

The maintenance lift shudders as Merrix's key turns in its lock, and you begin a sickening descent into darkness. Rusted cables creak overhead, and the smell hits you like a physical force—decades of machine oil, corroded metal, and something organic and rotten beneath it all. When the lift lurches to a stop, you push open its grating doors to reveal a cavern the size of a cathedral, filled with the massive interlocking gears that form the Cogs. Some are still, frozen mid-rotation; others turn with glacial slowness, their teeth as tall as a man. The sound is rhythmic, hypnotic, and deeply wrong. Your breath fogs in the cold air. Along the western wall, you spot the faint glow of alchemical lamps marking what appears to be a workshop, its entrance sealed by a corroded iron door bearing fresh scratches.

Description

The Cogs are a massive industrial complex carved into the bedrock beneath Sharn, housing the ancient machinery that powers the city's foundational magic. Now, decades of abandonment have made it a haven for vermin, mad cultists, and worse. The party enters via the main chamber where four enormous gears dominate the space. DC 14 Wisdom (Perception) notices that the scratches on the workshop door are recent and that tiny figures—construct-like and humanoid mixed together—move in the shadows between the gears. The temperature drops as the hour approaches midnight; a DC 13 Intelligence (Arcana) check reveals that the gears are beginning to grind in preparation for the hourly descent. The party has approximately 20 minutes before the grinding starts, and anything in the gears' paths will be crushed. Paths between the gears offer cover but require careful navigation—any creature moving through must succeed on a DC 13 Dexterity (Acrobatics) check or take 5 (2d4) bludgeoning damage from a scraping blow.

DM Notes

Describe the sound and smell vividly to establish horror atmosphere. If the party tries to move through the gears before the 20-minute mark, they can do so safely. After the mark, each round they spend in the gear chamber requires a DC 13 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failure and half on a success. The workshop door can be opened with a DC 15 Strength check or by using the key from Merrix on a hidden panel (DC 16 Perception to find). The cultists deliberately left scratches to show they're active here. If the party takes more than 5 rounds to open the door once the gears start grinding, they hear a scream from inside the workshop—a deliberate taunt by the Convergence leadership.