Last Stand at Copper Canyon 1
Last Stand at Copper Canyon 1
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his adventure is designed for three to seven 5th- Adjusting this Adventure
to 10th-level characters and is optimized for five
characters with an average party level (APL) This adventure is optimized for 5 characters of level 7.
of 7. Characters outside this level range cannot To determine whether you should consider adjusting the
participate in this adventure. adventure, add up the total levels of all the characters and
This adventure requires use of the D&D fifth edition divide the result by the number of characters. This is the
Player’s Handbook and Dungeon Master’s Guide, as well group’s average party level (APL). To approximate the
as Eberron: Rising from the Last War. Creature statistics party strength for the adventure, consult the table below.
are included at the end of the adventure. This adventure
also utilizes the salvage rules from Eberron: Oracle of Determining Party Strength
Party Composition Party Strength
War: Salvage Bases and Missions and assumes that the
players have their own salvage base. Suggestions for 3-4 characters, APL less than 7 Very weak
running this quest without the salvage rules are detailed in 3-4 characters, APL equals 7 Weak
sidebars throughout the adventure.
3-4 characters, APL greater than 7 Average
Background 5 characters, APL less than 7 Weak
Mercenaries storm the adventurers’ base in the dead 5 characters, APL equals 7 Average
of night. They work for STEEPLEJACK, an ex-soldier 5 characters, APL greater than 7 Strong
who served in an infamous military unit, THE 6-7 characters, APL less than 7 Average
FIGHTING FIFTH, during the Last War. Steeplejack is
6-7 characters, APL equals 7 Strong
kidnapping salvagers and imprisoning them at his base,
COPPER CANYON, an enchanted HOUSE CANNITH 6-7 characters, APL greater than 7 Very strong
SCRAPYARD, which surges with strange magic as a
result of the Mourning.
Steeplejack is the thrall of a mind flayer arcanist,
Adventure Hooks
SLARDUSK, which is harnessing the magic of the The characters are thrown into this adventure with an
scrapyard to create a colony of loyal SCRAP SOLDIERS: unprovoked attack on their base. It’s assumed that the
undead hybrids of humanoids and magical machinery. characters are scavengers working for salvage crews
Slardusk requires a steady supply of humanoid creatures and have set up a base in the Mournland. Players should
to experiment on. The adventurers must raid the invent their own reasons for undertaking such dangerous
scrapyard, free the captives they find there, and rid the work: dedication to a just cause, serving a specific patron,
Mournland of this malignant threat. spying for an organization, etc. Players with access to the
Oracle of War Player’s Guide can use the backgrounds and
Overview patrons listed there.
The adventure’s story is spread over three parts and takes
approximately 4 hours to play:
Threats and Locations
The following describes short synopses of the threats and
• Part 1: Base Attack (45 minutes).
locations used throughout this adventure:
The adventurers undergo a midnight raid on their
base. If they fail to defend it, they’re captured by their The Fighting Fifth
assailants and taken to the Copper Canyon scrapyard.
This adventure features a new group operating within
• Part 2: Enchanted Scrapyard (2.5 hours).
the Mournland: an elite Cyran military unit from the Last
The adventurers explore Copper Canyon, a scrapyard
War called the Fighting Fifth. Only the strongest and most
humming with creation magic. Here they uncover the
formidable soldiers were selected to join this unit. They
sinister plot of the mind flayer Slardusk.
were assigned many dangerous and secretive missions—
• Part 3: Last Stand (30 minutes).
and they were infamous for their willingness to break the
In a final showdown with Slardusk, the adventurers
law in order to complete their objectives.
must use the magic of the scrapyard to their advantage.
Having miraculously survived the Mourning, the Fifth
are still fighting. They believe they were spared for a
reason, and each now pursues their own cause—but
The quiet night erupts with noise as a series of heavy thuds Mage
cause the walls to shake and the ground to tremble. Your Saga Skullarm (a lawful evil, female human) is an
base is under attack! Aundarian mage, fiercely loyal to Slardusk. She rides a war-
horse armored with sheets of worked scrap metal which
function as plate barding, giving the beast an AC of 18.
Be sure to account for any early warning defenses the Gas Mask. Saga wears a full-face plague doctor mask, which
characters have in place. Reward their planning! protects her from the effects of magical gas. This protection is
When a character first looks outside, read or paraphrase a minor enchantment on the mask, which lasts for 24 hours.
the following aloud: Cantrips. Saga can cast the message and dancing lights
cantrips instead of light and prestidigitation.
Orbs of yellow light bloom in the night sky. A siege weapon Veterans
wrought of wood and iron thunders forwards, firing off These mercenaries are handpicked by Steeplejack and
heavy bolts. A motley crew of raiders advance in the equipped for the raid. They have the following traits in
machine’s wake. addition to those listed in their stat block:
Gas Helmets. Their full-face helmets have modified
visors that protect them from the effects of magical gas.
The following creatures attack the base, and are described This protection is a minor enchantment on the helmets,
in more detail below: which lasts for 24 hours.
• An oaken bolter Bottled Smoke. As an action, a veteran can throw a smoke
• A mage riding an armored warhorse bottle at a point up to 60 feet away. The bottle shatters as it
• Four veterans equipped with magical gas weapons lands and releases a cloud of smoke that creates a heavily
• Two scrap soldiers: mechanically enhanced humanoids obscured area in a 20-foot radius. A moderate wind (at least
which use the scarecrow stat block 10 miles per hour) disperses the smoke in 4 rounds; a strong
wind (at least 20 miles per hour) disperses it in 1 round.
The attackers’ objective is to capture as many living Creatures within the smoke-filled area have disadvantage on
prisoners as possible and transport them to the scrapyard attack rolls and Wisdom (Perception) checks.
to be processed. Paralysis Gas (2/Day). As an action, a veteran can release
a 30-foot cone of gas from a stoppered vial. Each creature
Transport Wagon in that area must succeed on a DC 11 Constitution saving
The veterans ride in a covered wagon drawn by four draft throw or be paralyzed for 1 minute. A paralyzed creature
horses. There’s a large iron cage for holding prisoners in can repeat the saving throw at the end of each of its turns,
the back of the wagon. ending the effect on itself on a success.
Oaken Bolter Scrap Soldiers
This machine is constructed from scrap metal and wood.
These creatures are the results of Slardusk’s experiments;
A large iron fist with rusting rivets is bolted to the front of
lobotomized humanoid husks that serve as thralls to
the chassis, and military helmets skewered on metal poles
their illithid master. The subject’s bodies are fitted with
protrude across its frame.
enchanted scrapyard parts, which connect to their brain
C9. Crusher A round metal door fitted with cogs and gears is embedded
When the characters approach this area, read the
in the scrapyard wall. A small brass bell hangs on the
following aloud:
wall nearby.
Slardusk
Lawful evil mind flayer arcanist
Slardusk is reclusive and rarely leaves its laboratory. It
dresses in long robes embroidered with copper wire and
festooned with baubles gathered from the scrapyard. It has
grafted metal piping to its tentacles, and metal plates up one
side of its head. Slardusk has developed some personality
quirks due to its severed link to Dyrnn, and its mind-reading
abilities are sometimes clouded by its own lofty opinion of
itself. The mind flayer has taken on the mantle of the “Great
Scrapyard,” the name the kobolds first gave to Copper Can-
yon, believing itself to be a scrapyard king—it even wears a
crown of scrap.
Motivation: Slardusk wishes to pioneer new forms of
creation by harnessing the magic of Copper Canyon to
grow a colony.
Mannerisms: Slardusk lords over the scrap like a dragon
with a hoard and is constantly delighted by its own flashes
of genius.
Quote: “Smethwick!! Write this down….”
Tendrils of chain and copper wire lash out and coil around
Slardusk, dragging it towards the canyon wall. The mind
flayer struggles as scrap metal smothers it, clinging to its
form. Slardusk is pulled deeper into the shuddering junk
pile and torn to shreds. Finally, the scrapyard falls silent
and still.
STR DEX CON INT WIS CHA Dark Devotion. The fanatic has advantage on saving throws
18 (+4) 11 (+0) 18 (+4) 11 (+0) 14 (+2) 15 (+2) against being charmed or frightened.
Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcast-
Saving Throws Wis +5, Cha +5
ing ability is Wisdom (spell save DC 11, +3 to hit with spell at-
Skills Athletics +7, Deception +5, Intimidation +5
tacks). The fanatic has the following cleric spells prepared:
Senses passive Perception 12
Languages any one language (usually Common) Cantrips (at will): light, sacred flame, thaumaturgy
Challenge 8 (3,900 XP) 1st level (4 slots): command, inflict wounds, shield of faith
2nd level (3 slots): hold person, spiritual weapon
Spellcasting. The blackguard is a 10th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 13, +5 to hit with
spell attacks). It has the following paladin spells prepared: Actions
Multiattack. The fanatic makes two melee attacks.
1st level (4 slots): command, protection from evil and good, thun-
derous smite Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
2nd level (3 slots): branding smite, find steed range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
3rd level (2 slots): blinding smite, dispel magic
Actions
Multiattack. The blackguard makes three attacks with its glaive
or its shortbow.
Draft Horse
Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Large beast, unaligned
Hit: 9 (1d10 + 4) slashing damage.
Armor Class 10
Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., Hit Points 19 (3d10 + 3)
one target. Hit: 5 (1d6 + 2) piercing damage. Speed 40 ft.
Dreadful Aspect (Recharges after a Short or Long Rest). The
blackguard exudes magical menace. Each enemy within 30 feet STR DEX CON INT WIS CHA
of the blackguard must succeed on a DC 13 Wisdom saving 18 (+4) 10 (+0) 12 (+1) 2 (−4) 11 (+0) 7 (−2)
throw or be frightened for 1 minute. If a frightened target ends
its turn more than 30 feet away from the blackguard, the target Senses passive Perception 10
Languages —
can repeat the saving throw, ending the effect on itself on
Challenge 1/4 (50 XP)
a success.
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 9 (2d4 + 4) bludgeoning damage.
Actions
Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one crea-
ture. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium
or smaller, it is grappled (escape DC 15) and must succeed
on a DC 15 Intelligence saving throw or be stunned until this
grapple ends.
Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one
incapacitated humanoid grappled by the mind flayer arcanist.
Hit: The target takes 55 (10d10) piercing damage. If this dam-
age reduces the target to 0 hit points, the mind flayer arcanist
kills the target by extracting and devouring its brain.
Mind Blast (Recharge 5–6). The mind flayer arcanist magically
emits psychic energy in a 60-foot cone. Each creature in that
area must succeed on a DC 15 Intelligence saving throw or take
22 (4d8 + 4) psychic damage and be stunned for 1 minute. A
creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
Actions
Multiattack. The scarecrow makes two claw attacks.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 6 (2d4 + 1) slashing damage. If the target is a creature, it
must succeed on a DC 11 Wisdom saving throw or be fright-
ened until the end of the scarecrow’s next turn.
Terrifying Glare. The scarecrow targets one creature it can
see within 30 feet of it. If the target can see the scarecrow, the
target must succeed on a DC 11 Wisdom saving throw or be
magically frightened until the end of the scarecrow’s next turn.
The frightened target is paralyzed.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
2 (−4) 7 (−2) 10 (+0) 1 (−5) 2 (−4) 1 (−5) 16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
Warhorse
Large beast, unaligned
Armor Class 11
Hit Points 19 (3d10 + 3)
Speed 60 ft.
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage.