Quick viewing(Text Mode)

312336-Sample.Pdf

Sample file C

Designer: Bianca Bickford

Campaign Story and Development: Will Doyle

Editing: Ashley Michaela “Navigator” Lawson Art Direction and Layout: Stacey Allan Artists: Steve Argyle, Eric Deschamps, Olga Drebas, Wayne England, Suzanne Helmigh, Ralph Horsley, Brynn Metheney, Lee Moyer Cover Illustrators: Vance Kelly, Eric Deschamps (inset illustration) All art provided by and used with permission

D&D Adventurers League Guildmaster: Chris Lindsay D&D Adventurers League Wizards Team: Adam Lee, Ari Levitch, Chris Lindsay, D&D Adventurers League Administrators: Will Doyle, Amy Lynn Dzura, Shawn Merwin

Playtesters: Mary-ann Astle, Jeff Barnes, Neil Bradshaw, Jordan Conrad, Christina Donovan, Tom Donovan, Greg Hartman, Mark Knapik, Anna Lloyd, Beth Merwin, Cindy Moore, Scott Moore, Lee Parris-Myles, Denise Tideswell, Lois Tideswell, Martin Tideswell, Mina Tideswell

Welcome Welcome to the Oracle of War campaign, presented by the Adventurers League! You can play this adventure as part of your own Eberron: Rising from the Last War campaign, or as part of the Oracle of War organized play campaign. While this campaign runs under the umbrella of the Adventurers League, it utilizes different rules. You can familiarize yourself with these unique campaign rules by checking out the Oracle of War Player’s Guide and Oracle of War DM’s Guide, found in the D&D Adventurers League Players Pack. LEE MOYER

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, , the dragon ampersand, Player’s Handbook, , ’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 propertySample of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorizedfile use of the material or artwork con- tained herein is prohibited without the express written permission of Wizards of the Coast.

©2019 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. work: dedication to a just cause, serving a specific patron, When dark lanterns flicker in the light of the silver torch, spying for an organization, etc. the King in Green rides north on a bolt of steel. Players with access to the Oracle of War Player’s Guide can Two nations prepare for war, as all eyes turn to Sky Blue. use the backgrounds and patrons listed there. Many of these serve as adventure hooks for this and later adventures in —Prophecy from the Oracle of War the campaign. At the start of play, ask your players if their characters have utilized any of these backgrounds and tie them into the adventure as best you can. three to seven his adventure is designed for A Century of Ashes makes special use of the following 5th- to 10th-level characters and is optimized backgrounds: for five characters with an average party level • Dezina Museum Researcher (APL) of 5. Characters outside this level range • Morgrave University Professor can’t participate in this adventure. Before beginning play, check if any of your players have This adventure occurs in Eberron, in the city of Sharn; these backgrounds. Players with these backgrounds gain a towering metropolis in the nation of Breland. This is benefits when exploring Morgrave University. the first in a trilogy of adventures, the Fortunes of War storyline. Fortunes of War is part of the Oracle of War C  S Eberron campaign for the D&D Adventurers League. If the characters played through DDAL-EB-04 The Third Protocol, this adventure picks up after that adventure ends B and the characters have had at least one long rest in the Deep in the Mournland, the adventurers unearthed town of Salvation. • Handout a strange device called the ORACLE OF WAR. After Before the adventure begins, give the players 1: Fortunes of War speaking a secret verse of the DRACONIC PROPHECY, the . This handout summarizes the Fortunes of War Oracle shut down and activated the THIRD PROTOCOL, objectives of the storyline and recaps the Oracle of War summoning a team of assassins to recover it for its events of the campaign. mysterious masters. Having survived the attack, the L E adventurers now head to MORGRAVE UNIVERSITY in SHARN, the City of Towers, to uncover more about the Before beginning play, ask the players to check their mysterious object—and its prophecy. Adventure Records for any legacy events that affect this adventure. A Century of Ashes incorporates the following O legacy events from previous adventures in the Oracle of War The adventure’s story is spread over three parts and takes series: Still Alive. approximately 4 hours to play: If Kalli Alran (or her replacement from • Part 1: Flash from the Past (60 mins). DDAL-EB-01 The Night Land), was sent to Sharn to investigate the Oracle, the adventurers The players take on the role of treasure seekers in a receive her ruined temple, revealing a villain that they’re sure to assistance during parts 2 and 3. Fallen Titan. meet again. If the adventurers paid 200 gp to tail • Part 2: Curry Favor (90 mins). Irullan Karnach following her disappearance in DDAL- The Iron Titan Seeking information in Sharn, the adventurers must EBEP-01 , their contact informs them about earn a sage’s assistance to research the Oracle and Irullan’s hideout in part 2. its prophecy. • Part 3: The Sky’s the Limit (90 mins). H P The characters must sneak into Lareth Hall and petition In the Oracle of War campaign, adventurers are supposed the sphinx, Flamewind, to help them understand to be a cut above the rest. To reflect this, each character the Prophecy. in the party gains one hero point at the start of this A H adventure. Players earn additional hero points by Samplecompleting story goals. The DMfile may not award hero In the Oracle of War campaign, the characters are points except as specifically directed in the adventure. At scavengers working for salvage crews. Players should the end of the adventure, the players lose any hero points invent their own reasons for undertaking such dangerous they’ve accrued.

DDAL-EB-05 A CENTURY OF ASHES 3 Hero Points A player can spend a hero point whenever they make an at-

tack roll, an ability check, or a saving throw. The player can spend the hero point after the roll is made but before they know whether they’re successful or not. Spending the hero point allows the player to roll a d6 and add it to the d20, pos- sibly turning a failure into a success. A player can spend only one hero point per roll. In addition, whenever a character fails a death saving throw, the player can spend one hero point to turn the failure into a success.

Sample file JULIAN KOK JULIAN

An ilusory dragon roars as flying ships zo m among the skyscrapers of Sharn at night. Estimated Duration: 60 minutes The continent of Xen’drik, far south of Khorvaire, is unforgiving. Cursed by the Sovereigns and Six, it’s a land The players take on the role of treasure seekers in a ruined temple, revealing a villain that they’re sure to meet again. warped by magic that can’t be mapped. While all of you are T  T here for gold, you’ve discovered a found family too. You have the benefit of a native guide, Okazo, who’s Twelve years previous: The band of treasure seekers known as Graystrife have ventured bravely into Xen’drik become a dear friend and a member of the party. Under and are eight days’ travel outside of Stormreach. They Cardinal’s direction you’ve set out from the relative safety of seek a crystal skull that’s rumored to bring the dead back Stormreach to find a crystal skull that’s rumored to have the to life, but Emerald Claw agent Irullan Karnach intends to power to raise the dead. find it first. In this flashback mini adventure, the players assume the After many days travelling together, Cardinal had a vision roles of the members of Graystrife. Each player chooses that led you to a ruined temple. Yesterday, you fought Handout 2: Graystrife one of the roles from and uses the through a nest of phase spiders. After a night of keeping stat block associated with that character during this part: watch, you’re ready for the next challenge in the former • Boram (male ) • Cardinal (female shifter) sanctuary. • Dare’el (female half-) The members of Graystrife are uneasy—during last • Nine () • Okazo (male drow) watch, Nine heard voices from the tunnels above. It’s time • Onaag (female goblin) to move quickly. • Toba (female dwarf) All the members of Graystrife are loyal to each other and, besides friendly bickering, get along very well. They’re Time is limited—using a timer or hourglass, let the players each seeking adventure or treasure, with Okazo acting as know that they have 1 hour of real time to reach their goal. the guide and Cardinal acting as unofficial leader. T R T R  F The Ruined Temple map in appendix A lays out the Let the players know that they’re in a flashback that will small, but deadly, dungeon that holds the party’s goal. The have consequences later in the adventure. Cut out and characters have descended for several hours to reach this hand out the character descriptions from Handout 2: level of the ruins. Graystrife for easy player reference. Explain that any unclaimed characters must have died in the jungles A I of Xen’drik. Ensure the players are aware of the The dungeon has the following important features: following rules: Dimensions and Terrain. Ceilings are 9 feet high unless • If a member of Graystrife drops to 0 hit points, they die stated otherwise. A mixture of rubble, dirt tunnels, and immediately. stone floor tiles are all that remain of a once-beautiful • Graystrife members can’t use hero points but they can temple dedicated to an unknown patron. use inspiration. Light. No light from the surface penetrates this deep into Before play begins, ask the players to introduce the the temple. characters they’ve chosen. When they’re done, read the Sounds and Smells. The air is surprisingly fresh, as following boxed text aloud: it has an open path through the temple. There is an occasional sound of pebbles falling, which breaks up the moaning of the light, cool breeze. Sample1. T H file Graystrife set up camp at the bottom of a long set of stairs to rest after a hard battle. They lit the torches on the walls so they could see during watch. The hallway is 25 feet long.

DDAL-EB-05 A CENTURY OF ASHES 5 To the east, the hallway opens into the darkness of Blade Trap. The tiles on the map marked T are pressure a larger room. Graystrife hasn’t explored here yet, as plates. The safe path to walk follows the left wall, which is resting after the battle was their priority. When ready, the how the priests navigated this hall. characters can head east into the Hall of Testing. • Adventurers who succeed on a DC 20 Intelligence 2. H  T (Investigation) check detect the extremely faint wear on the floor on the left side, but only if the players are This trapped hallway was created long ago to deter specifically searching for a trail through the room. thieves. When the players enter here, read the following • Each trapped tile can be detected with a successful DC boxed text aloud: 15 Wisdom (Perception) check. Once detected, a tile can be disarmed with a successful DC 15 Dexterity check A wide stone hallway opens ahead, its ceiling lost in gloom. using thieves’ tools. If this check fails by 10 or more, the The stone tiles on the floor have a light checkerboard character accidentally activates the trap. If any pressure plate is activated, read the following boxed pattern and are coated in a moist, rainbow sheen. The only text aloud: exit is an archway to the east.

Everyone freezes in place as a quiet “ting!” is heard across Any creature that succeeds on a DC 15 Wisdom the hall. A grinding, mechanical sound echoes from above, (Perception) check spots small holes dotted in random and the pop of a spring releasing comes from the left. A patterns across the walls, and four parallel gaps in the split second later, two large scything blades emerge from walls at a height of 4 feet above the floor. The holes in the walls and sweep across the hall! the walls are part of a malfunctioning flame trap and the source of the oil coating the floor—over time, the fuel has slowly dripped from the holes. Flammable Oil. Roll initiative when the trap triggers. The blades span the Any adventurer who examines the entire hallway. Each Medium or larger creature standing quarter-inch pool of liquid over the floor knows that in the blade’s path when the trap triggers must make a it’s oil. Due to the slippery oil, the room is considered DC 20 Dexterity saving throw, taking 32 (5d12) slashing difficult terrain for creatures traversing it on foot. If an damage on a failed save, or half as much damage on a adventurer carrying a torch or lantern enters the hall, or if successful one. Small creatures are short enough for the any creature causes a spark inside the hall, the oil ignites. blades to pass harmlessly overhead. While the oil is burning, any creature that enters the hall The blades continue to sweep back and forth across or starts its turn there takes 9 (2d8) fire damage. It takes 1 the hall for 30 minutes. Medium or larger creatures who RALPH HORSLEY hour for the oil to burn itself out. attempt to run through the blades instead of crawling underneath them must succeed on a DC 15 Dexterity (Acrobatics) check or be struck by a blade.

Sample file 3. S C F  F When the players enter this chamber, read the following After 1 hour of real time has passed, or once the skull boxed text aloud: is obtained—whichever happens first—Emerald Claw necromancer Irullan Karnach enters the temple. She’s Karrnathi undead soldiers Broken steps ascend into a large room that seems to accompanied by ten . Read the following boxed text aloud: serve one purpose—the worship of the gleaming crystal skull resting on the stone altar. Two stone pillars flank the Clapping slowly, a short woman dressed in colorful altar, both decorated with detailed carvings of dragons. A explorer’s garb steps from the shadows, a wry smile on her beautiful mosaic inlay of a red dragon forms a 30-foot circle face. A purple scarf is draped over one of her shoulders. in the center of the floor. “Looks like you’ve led me all the way to the skull,” she To the south, dirt and roots choke a large crumbling smiles. Behind her, a squad of undead warriors marches opening in the wall. A similar but smaller tunnel opens in forward, their eyes glittering with cunning. the wall behind the altar.

The crystal skull resting on the altar is the object of If any of the players have met Irullan Karnach before, Graystrife’s quest. Unfortunately for them, it’s well guarded. explain that this is her in a younger form (not that their Displacer Beasts. If the characters use a light source or characters know this!). Irullan emerges from the eastern aren’t moving quietly, three displacer beasts notice them tunnel shown on the map. and leave their nest from the south to attack. These mon- sters wandered into the temple seeking shelter. They use Irullan Karnach (EAR-oo-lahn CAR-nack) the tunnel to the east to leave the temple and return to Neutral evil female human agent of the Emerald Claw the surface to hunt and explore. Their nest contains dried Irullan Karnach is a plump, well-educated woman in her late twenties, who always wears a purple scarf draped over one leaves, vines, bones, and nothing of value. shoulder. She serves the Emerald Claw as an explorer and acquirer of necromantic secrets. Adjusting the Scene Motivation: Claim the crystal skull. Here are some suggestions for adjusting this scene: Mannerisms: Irullan is calm and soft-spoken, never losing • 3 characters: Remove two displacer beasts. her temper even as she signs death warrants. • 4 characters: Remove one displacer beast. Quote: “Well. Look what we have here.” • 6–7 characters: Add one displacer beast.

If the crystal skull is still on the altar, Irullan peers at it Crystal Skull. Examining the crystal skull on the for a moment before nodding and taking out a pouch that altar shows that it’s finely carved and covered in jingles with coins. She swiftly replaces the crystal skull unidentifiable runes. with the pouch, ensuring that the mosaic trap doesn’t The skull is trapped, resting on a pressure plate trigger. With the skull in hand, she orders her undead meticulously crafted to be seamless. A successful DC 18 thralls to “kill the witnesses.” Wisdom (Perception) check reveals the plate, which can If an adventurer is holding the crystal skull, Irullan be disarmed with a successful DC 15 Dexterity check calmly demands they hand it over and starts to read from made with thieves’ tools. Studying the pressure plate a magic scroll, pausing every few seconds to count aloud. and succeeding on a DC 12 Intelligence (Investigation) Once she reaches five, the adventurer holding the skull is check indicates that replacing the skull with an equal engulfed in green flame and burned to ashes. Irullan then weight won’t activate the trap. Characters who succeed orders her thralls to attack the remaining adventurers and on a DC 15 Wisdom check correctly estimate the skull as bring her the skull. weighing 5 pounds. Graystrife don’t stand a chance against Irullan and her If the skull is removed without accurately balancing undead, but they could try to escape. The characters can its weight, the circular dragon mosaic animates and flee up the tunnel where Irullan descended or backtrack belches magical flames throughout the chamber. All and run to the west. If the players devise a way to escape creatures outside the dragon mosaic must make a DC the undead, they can flee into the jungle. Note which 18 Dexterity saving throw, taking 45 (10d8) fire damage characters, if any, escape the temple and live—these on a failed save, or half as much damage on a successful characters return in part 3: “The Sky’s the Limit.” one. Creatures inside the dragon mosaic are caught up in the dragon’s coils and must succeed on a DC 15 Strength saving throw or be magically restrained. Restrained creatures can repeat the save at the end of each of their turns,Sample breaking free on a success. file

DDAL-EB-05 A CENTURY OF ASHES 7 Estimated Duration: 90 minutes Depending on recent events, they could make a couple of additional stops on the way . . . Seeking information in Sharn, the adventurers must earn a sage’s assistance to research the Oracle and its prophecy. Players with the Still Alive legacy event may have chosen to send Kalli Alran to Sharn B   P ahead of them—if so, they receive a letter Returning to the present, ask the players to introduce their instructing them to meet her at the Golden characters. Once they’re ready, give everyone inspiration Horn inn near Morgrave University (see and read the following boxed text aloud: “Optional: University Investigations,” below).

Players with the Fallen Titan legacy event may You are scavengers who make a living hunting for the lost have paid 200 gp to tail Irullan Karnach to relics of Cyre. Deep in the Mournland, you found a strange Sharn—if so, they receive an invite from their artifact, the Oracle of War, a large, beautifully stained agent in the city, asking to meet at the King wood chest, set with cogs and gears. This device provided of Fire tavern in Middle Dura (see “Optional: Emerald Claw Stakeout,” below). vital tactical advice, but soon malfunctioned, revealing a mysterious verse from the Draconic Prophecy: The City of Towers “When dark lanterns flicker in the light of the silver torch, This may be the first time the characters—or the players— have experienced Sharn. This towering metropolis is home the King in Green rides north on a bolt of steel. Two nations to half a million residents, predominately human, living to- prepare for war, as all eyes turn to Sky Blue.” gether in crowded communities. It’s a city of mile-high towers connected by bridges, where magic powers lighting, transpor- The Oracle then began repeating the words “Third tation, and communication. There are five quarters hosting a protocol activated.” What does that mean? Who made cluster of core towers divided into upper, middle, and lower wards. The district of Skyway floats above the highest towers. the device, and why are they willing to kill to get it back? Affluence builds from the ground up—you might be After you survived an attempted assassination, the Oracle stabbed for a few coins in the Lower City and your attire became functional once more. You decided to travel to scoffed at in the Upper City. Every major religion has places of worship here, and there’s always a way to buy what your Sharn, the City of Towers, to find answers at Morgrave heart desires. Sharn was never besieged during the Last War, University. but many of its people are survivors or refugees from its aftermath. It’s impossible to share all the splendors of Sharn in a few The characters are on the lightning rail from Salvation to paragraphs, so if you wish to explore this fantastic location the city of Sharn, far in the southwest of Breland. When further, see chapter 3 of Eberron: Rising from the Last War. they arrive at the city, read the following boxed text aloud: O: U I The mighty towers of Sharn are shrouded behind gray clouds. Rain falls in sheets across the city, cloaking its Kalli Alran (or the allied NPC the players created in DDAL-EB-01 The Night Land), meets the adventurers at the bridges, mezzanines, and plateaus in wet gloom. Your Golden Horn, an upscale inn near the university. In the quiet lightning rail thunders into Terminus Station, where you’re of a private booth, she briefs the group on what she’s learned greeted by a team of House Orien porters. As your luggage so far about the Oracle of War: is unloaded, one of them hails a skycoach to take you to • Morgrave University is rife with greedy treasure seekers. your destination in the city. Kalli warns the group to be careful who they talk to about the Oracle—some people would kill to get their hands on it. • Many experiments attempting to harness the power of Sampledivination on the battlefield tookfile place during the Last Morgrave University is hardly the world’s most learned institution—but it is home to many experts on the Draconic War. Aundair’s Arcane Congress had its own program, Prophecy. To reach it, the adventurers must cross to code-named Leadbreaker, dedicated to creating a battle- Menthis Plateau (see “Walking in Menthis,” below). field oracle.

8 DDAL-EB-05 A CENTURY OF ASHES