DDAL-EB-17 - The Final Tribute
DDAL-EB-17 - The Final Tribute
DDAL-EB-17 - The Final Tribute
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, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League,
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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 con-
tained herein is prohibited without the express written permission of Wizards of the Coast.
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his adventure is designed for three to seven Adventure Hooks
17th- to 20th-level characters and is optimized
for five characters with an average party level In the Oracle of War campaign, the characters are
(APL) of 17. Characters outside this level range scavengers working for salvage crews. Players should
can’t participate in this adventure. invent their own reasons for undertaking such dangerous
This adventure occurs in the refugee township of New work: dedication to a just cause, serving a specific patron,
Cyre in eastern Breland. This is the first in a series of four spying for an organization, pure profit, etc.
adventures, the Flames of War storyline. Flames of War is Players with access to the D&D Adventurers League
part of the Oracle of War Eberron campaign for the D&D Oracle of War Player’s Guide can use the backgrounds
Adventurers League. and patrons listed there. Many serve as adventure hooks
for this and later adventures in the campaign. At the start
Background of play, ask your players if their characters have utilized
any of these backgrounds or patrons, and tie them into the
The refugee township of NEW CYRE has suffered of late. adventure, if possible.
Plague and poverty compelled members of the citizenry The Final Tribute makes special use of the following
to rebel against PRINCE OARGEV, which led in turn to backgrounds:
brutal reprisals.
Throughout these dark days, the prince has been • Camp Performer
advised by DIRAZ D’JORASCO, a high-ranking envoy • War Hero
from House Jorasco who’s earned the prince’s confidence. Characters with these backgrounds gain benefits during
Unbeknown to Prince Oargev’s court, Diraz is in fact the their investigation in part 2.
disguised form of the green dragon VYNDESCILLE, sent
by THE CHAMBER to serve as a power behind the throne
in New Cyre. The pestilence is Vyndescille’s own doing, The Chamber
and the real Diraz d’Jorasco lies dead at the bottom of a The final arc of the Oracle of War campaign introduces
well just outside town. players to the Chamber: this cabal of dragons has monitored
Khorvaire for thousands of years, treating humanoids as
pawns in an ancient game. The dragons of the Chamber
Overview exploit illusion magic and humanoid agents to infiltrate the
The adventure’s story is spread over three parts and takes power structures of the Five Nations, reporting back to their
approximately 4 hours to play: masters in Argonnessen with any information they gather
on the Draconic Prophesy. Above all, they are charged with
Part 1: The Ambassador (15 mins). King Boranel stopping any creature that seeks to use the Prophecy for its
ir’Wynarn commissions the adventurers to escort his own ends. In Flames of War, they take action to seize the Oracle
ambassador to New Cyre and to question Prince Oargev of War and destroy anyone who’s witnessed its predictions.
about the whereabouts of a secret House Cannith The dragons of the Chamber are powerful and intelligent,
creation forge. If they can obtain this knowledge, yet they’re loosely organized and prone to the same
Breland will join forces with Aundair, Karrnath, and weaknesses as other mortals: greed, pride, and envy. In
Thrane to invade the Mournland and destroy the Lord DDAL-EB-17 The Final Tribute, the ancient dragon Vyndescille
of Blades. seeks to profit from his position in New Cyre by extorting
Prince Oargev. In DDAL-EB-18 Scales of War, the gold dragon
Part 2: Murder in New Cyre (150 mins). Arriving in New
Goryphael seeks to impress her draconic masters by stealing
Cyre, the adventurers witness firsthand the horrors the Oracle of War before they arrive. The campaign concludes
that’ve befallen the refugee town. After an unsatisfactory with the arrival of Graelcaliban, the “King in Green,” who
meeting with Prince Oargev, the ambassador dies leads a flight of metallic dragons from Argonnessen to
mysteriously in his bedroom. The adventurers must seize the Oracle of War. Remember that dragons in Eberron
piece together clues to uncover the ambassador’s killer aren’t bound by the alignments attributed to the colors
and the corruption at the heart of New Cyre. of their scales—good red dragons are as common as evil
Part 3: Power behind the Throne (75 mins). The gold dragons. In general, they tend toward neutrality. When
adventurers bring the evidence they’ve gathered against roleplaying the Chamber, remember that its members care
Vyndescille to Prince Oargev, leading to a climactic little for the impact their actions have on lesser beings. The
sanctity of the Draconic Prophecy—and their own needs—
confrontation with the dragon in the villa gardens.
takes precedence in all matters.
OLGA DREBAS
Estimated Duration: 150 minutes Award one hero point to any character who does some-
thing selfless to help the refugees. In return, the grateful
Arriving in New Cyre, the adventurers witness firsthand townsfolk help free the carriage from the mud.
the horrors that’ve befallen the refugee town. After an If the adventurers ask about what’s been going on
unsatisfactory meeting with Prince Oargev, the ambassador in the town, they learn the following about New Cyre’s
dies mysteriously in his bedroom. The adventurers must recent misfortunes with a successful DC 15 Charisma
piece together clues to uncover the ambassador’s killer and (Persuasion) check. No check is required if the characters
the corruption at the heart of New Cyre. helped the townsfolk.
• Rats have been spreading plague through the town in
A Troubled Town recent weeks. Although House Jorasco has sent healers,
The adventurers arrive in New Cyre, either traveling on their the disease is running rampant.
elemental airship (if they acquired one in an earlier adventure) • New Cyre relies on its farmland to feed its growing
or overland by lightning rail and House Orien coach. population, but the crops have failed, and now there isn’t
Read the following aloud: enough food to go around.
• The townsfolk’s suffering led some of them to rise up in
revolt against the prince a few weeks ago. The prince’s
Your journey to New Cyre is enlivened by the entertaining
soldiers responded with brutal violence.
tales of the ambassador, who turns out to be a most • Breland doesn’t care about New Cyre; they treat its
convivial travel companion. inhabitants as second-class citizens. Why else would
You are met on arrival by a carriage emblazoned with they ignore what’s going on here?
Cyre’s coat of arms—a golden crown and a bell on a green If the characters ignore the refugees surrounding their
field, above a hammer and bellows. After a brief wait while carriage, a group of guards turns up after a few minutes
the ambassador purchases a copy of the Breland Ledger and aggressively disperses them. The adventurers must
from a street vendor, you board a carriage bound for Prince
free the carriage from the mud themselves to continue
their journey, potentially leaving them muddy and
Oargev’s villa.
disheveled.
As you travel through the streets of New Cyre, the
contrast with the elegance of Wroat couldn’t be more An Evening with the Prince
apparent. Tents and makeshift huts have been erected Once the carriage is on its way again, it climbs a cobbled
everywhere to house the large numbers of refugees who’ve street past bigger houses to the prince’s villa, a large,
fled here from the Mournland. Although there are more whitewashed two-story mansion with a red tiled roof,
permanent buildings too, the whole place appears more like situated at the end of a treelined gravel drive.
While servants dressed in green-and-gold livery take
a crowded refugee camp than a town. The muddy streets
care of the party’s luggage, the ambassador and the
are overrun with rats, and the people look starving, ill, or adventurers are shown to their rooms in the guest wing
both. Clearly all is not well. to freshen up before dinner with the prince. If characters
dirtied their clothing on their trip through the town,
word of their unkempt appearance spreads through the
Desperate Townsfolk mansion . . .
Suddenly, the carriage stops moving—the coach has
gotten stuck in the mud! Almost immediately, the vehicle is
surrounded by a crowd of commoners asking for help.
“We need food!” one says. “We’re starving!” says
another. “My daughter has the plague. Can you help her?”
asks a third, thrusting a small child covered in hideous,
weeping sores through the carriage window.
The characters have the opportunity here to do the right
thing and give the hapless refugees food or money or
use lesser restoration spells or other magic to heal some
of the sick.
You’re shown into an elegant dining room, its walls hung As everyone gathers round, the Oracle suddenly activates
with paintings in gilded frames of cogs and gears depicting of its own accord, emitting a puff of purple smoke and a
Cyre in its heyday. whirring sound. It speaks:
Seated at the head of the table is a handsome young “When times are dark, look for the serpent hiding among
man with dark hair, wearing a gold crown and green robes the trees.”
trimmed with ermine—this must be Prince Oargev. To his After saying its piece, the Oracle falls silent again.
right is a middle-aged, male halfling with bushy sideburns
and a kindly face. The prince smiles warmly as you enter and Pater and Oargev are clearly excited by the Oracle’s
bids you welcome. pronouncement. A character who’s studying Diraz and
makes a successful DC 21 Wisdom (Insight) check notices
a brief look of concern cross the halfling’s face.
Once the ambassador and the characters have taken
their seats, dinner is served. Prince Oargev introduces • Diraz wears a ring of mind shielding which protects him
the halfling as Diraz d’Jorasco, his adviser on the crisis from magical attempts to detect his thoughts or sincerity.
affecting New Cyre. The ambassador introduces himself
and the adventurers. If the Prince’s guards used force
to clear the streets earlier, the Prince makes a barbed
remark that “the ambassador’s presence has already
caused trouble in the town.”
The food is hearty Brelish cuisine—thrice-poached eggs
with redeye berries, and beef Boranel (beef with bread and
mushroom stuffing), served in honor of the king, followed
by Cyran limoncello cake with cream, but the portions
are small, and the ambassador’s stomach is still rumbling
afterward.
During the meal, Prince Oargev talks of the troubles
that’ve beset New Cyre in recent weeks and of the suf-
fering endured by his people. The ambassador explains
that Breland—and indeed all the Five Nations—need the
prince’s help in a matter of grave importance; the threat
posed by the Lord of Blades.
The prince turns to Diraz and asks for his view. Diraz
suggests that the information Breland seeks sounds very
valuable, and a donation from King Boranel in return could
fund House Jorasco healers, emergency food supplies, and
so on. He casually suggests 100,000 gp—an immense sum.
This is a mixture of greed (because he knows the money
will filter through to him) and cunning (because he knows
Boranel will pay).
Prince Oargev considers for a moment and then demands
100,000 gp for the location of the creation forge. The prince
explains that he’s very grateful to King Boranel for allowing
him to establish New Cyre, but he must think of the welfare
of his people. Right now, he needs significant funds to right
the wrongs plaguing the town, and to build a proper home
“Diraz d’Jorasco” (DEER-az) for Cyre’s refugees.
“Halfling” adviser Pater looks slightly taken aback by the prince’s demands,
Appearing as a softly spoken halfling envoy bearing the Mark but soon regains his composure. The ambassador
of Healing, Diraz d’Jorasco is, in fact, the shapechanged explains the amount is higher than he can approve without
ancient green dragon Vyndescille (VIN-des-keel). consulting his king.
Sent by the Chamber, a hidden cabal of dragons, to serve
The evening ends with Pater saying he’ll contact King
as the power behind the throne in New Cyre, Vyndescille
Boranel tonight with a view to resuming the discussion in
is responsible for the refugee town’s recent misfortunes.
The devious dragon came to Prince Oargev in his hour of the morning.
need and won his trust, before revealing his true nature. By
offering the Chamber’s help in reclaiming Cyre, Vyndescille is A Mysterious Death
manipulating the prince into furthering his own schemes. Later that night, the ambassador holds a clandestine
Motivation: Vyndescille aims to use the negotiations meeting with a spy from the King’s Dark Lanterns,
with Breland to increase the size of his hoard. He’ll stop at
arranged through a coded message in the newssheet Pater
nothing to keep his role in New Cyre’s troubles secret.
Mannerisms: Humming to himself. picked up on arrival in New Cyre.
Quote: “If only we had the resources we need, we could Disguised as a servant, Hervil the spy, brings a bottle of
save the poor folk of New Cyre.” Kuryeva gin to the ambassador’s room. Hervil tells Pater
he suspects Diraz d’Jorasco is behind New Cyre’s recent
misfortunes and is compiling a dossier of evidence for the
Once the characters have finished giving their account
ambassador to take to the prince.
and demonstrated the Oracle, have them make a DC 18
Not long after Hervil’s visit, Diraz comes to the ambassador’s
Charisma (Persuasion) group check to determine how
room to find out how King Boranel responded to the prince’s
well they came across to the prince:
demands. Their conversation leads to a confrontation
• Grant advantage to characters who did a good job after Pater hints at what he’s heard from the spy. Diraz
stressing the threat the Lord of Blades poses to Prince slips midnight tears (a deadly poison that takes effect at
Oargev’s aspirations of reclaiming Cyre. the stroke of midnight) into the ambassador’s gin, feigns
• Any character who insulted the prince automatically fails outraged innocence, and leaves.
their check. Such clumsy attempts at diplomacy impose Later that night, the ambassador dies in his sleep after
disadvantage in future conversations between that drinking the poisoned gin.
character and the prince. Read the following:
If the group check succeeds, the party make a good
impression on the prince, which helps them in part 3. You’re awakened in the morning by a loud knock on the
The Ambassador’s Plea doors to your rooms. A servant, her face pale, is standing in
Finally, the ambassador summarizes, appealing directly to the corridor.
Prince Oargev for his help. “It’s Ambassador ir’Gyrard . . . I think he’s
OLGA DREBAS
Pied Pipers
Characters with the following legacy events gain extra Mentioned in handout 3, the Tattered Banner is the name
help in this section of the adventure: of a tavern. Any local can point the characters in the right
direction.
Players with the Rescued Agent legacy event As the adventurers walk through the streets, further
run into Leelle d’Jorasco, sent here to find out signs of the population’s suffering are everywhere.
why Diraz stopped updating House Jorasco Beggars flock around them asking for food, a young
on events in New Cyre. She tells them the woman—her face covered in terrible sores—beseeches
last report Diraz sent mentioned a potential the characters for money to buy medicine, and a plague
disease outbreak at Lemongrove Farm. Leelle is surprised cart trundles past carrying the corpses of a family who
to learn there are House Jorasco healers in town. succumbed to the disease.
When the party arrive at the Tattered Banner, they find
the place boarded up. A painted wooden sign depicting
retreat to the grotto to use the Eberron dragonshard there. Midgard Worldbook, Empire of the Ghouls, and the Southlands
If cornered, they fight to the death. Worldbook for Kobold Press, as well as work for the D&D
Adventurers League and Raging Swan Press.
Richard lives in London, UK with his wife Kate and two cats.
When he isn’t playing and writing RPGs, he likes to watch
Crystal Palace FC try to win football matches. You can find him
on Twitter: @richgreen01.
Player Rewards
At the end of the adventure, each player fills out an
Adventure Record. Print one copy for each player in
the group.
Players earn the following rewards for completing the
adventure:
Advancement
A character participating in this adventure gains one
level. Players must tick the box to show this reward has
been claimed.
Rewards
At the end of the adventure, each character earns the
rewards listed on the Adventure Record. In addition, each
player ticks one of the listed bonus rewards.
Important: If the party failed to perform a listed task
or already consumed the reward, cross it out on their
Adventure Record so they can’t choose it.
Legacy Events
At the end of the adventure, each player should tick any
legacy events earned.
Important: Cross out any legacy events the character
didn’t earn.
DM Rewards
For running this adventure, you earn its Adventure
Record, which you may apply to one of your Eberron
characters. Apply the same rewards your group earned,
including legacy events. If a legacy event was awarded to
a specific character, you may tick that event for your own
character too.
You may complete DM Quests for running this
adventure. See the Adventurers League Dungeon Master’s
Guide for more information about DM Quests.
Important Characters
Name Identity Details
“Diraz d’Jorasco” “Halfling” adviser Adviser to Prince Oargev. In truth, a shapechanged ancient green dragon of the
Chamber named Vyndescille.
Commissioner Gebbler Human bureaucrat Responsible for the day-to-day running of New Cyre. Out of favor with Prince Oargev.
Kalduun and Nashleen Goblin musicians Unwitting parties hired by Valxoria to play magical pipes around New Cyre and help
spread the plague.
King Boranel ir’Wynarn Human champion King of Breland.
Pater ir’Gyrard Human noble Royal ambassador of Breland.
Prince Oargev ir’Wynarn Human noble Last son of Cyre’s ruling family. Mayor of New Cyre.
Valxoria Arcanaloth fixer Vyndescille’s fixer. Poses as a halfling from House Jorasco.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 14 (+2) 20 (+5) 16 (+3) 17 (+3) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
Saving Throws Dex +5, Int +9, Wis +7, Cha +7 Senses passive Perception 10
Skills Arcana +13, Deception +9, Insight +9, Perception +7 Languages any one language (usually Common)
Damage Resistances cold, fire, lightning; bludgeoning, piercing, Challenge 0 (10 XP)
and slashing from nonmagical attacks
Damage Immunities acid, poison
Condition Immunities charmed, poisoned Actions
Senses truesight 120 ft., passive Perception 17
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Languages all, telepathy 120 ft.
Hit: 2 (1d4) bludgeoning damage.
Challenge 12 (8,400 XP)
Actions
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 8 (2d4 + 3) slashing damage. The target must make a DC
14 Constitution saving throw, taking 10 (3d6) poison damage
on a failed save, or half as much damage on a successful one.
Teleport. The arcanaloth magically teleports, along with
any equipment it is wearing or carrying, up to 60 feet to an
unoccupied space it can see.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
24 (+7) 9 (−1) 20 (+5) 3 (−4) 11 (+0) 1 (−5) 9 (−1) 11 (+0) 9 (−1) 2 (−4) 10 (+0) 3 (−4)
Damage Immunities fire, poison, psychic; bludgeoning, Damage Resistances bludgeoning, piercing, slashing
piercing, and slashing from nonmagical attacks that aren’t Condition Immunities charmed, frightened, grappled,
adamantine paralyzed, petrified, prone, restrained, stunned
Condition Immunities charmed, exhaustion, frightened, Senses darkvision 30 ft., passive Perception 10
paralyzed, petrified, poisoned Languages —
Senses darkvision 120 ft., passive Perception 10 Challenge 1/4 (50 XP)
Languages understands the languages of its creator but can’t
speak Keen Smell. The swarm has advantage on Wisdom (Perception)
Challenge 16 (15,000 XP) checks that rely on smell.
Fire Absorption. When the golem is subjected to fire damage, Swarm. The swarm can occupy another creature’s space and
it takes no damage and instead regains a number of hit points vice versa, and the swarm can move through any opening large
equal to the fire damage dealt. enough for a Tiny rat. The swarm can’t regain hit points or gain
temporary hit points.
Immutable Form. The golem is immune to any spell or effect
that would alter its form.
Magic Resistance. The golem has advantage on saving throws Actions
against spells and other magical effects.
Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one target in
Magic Weapons. The golem’s weapon attacks are magical. the swarm’s space. Hit: 7 (2d6) piercing damage, or 3 (1d6)
piercing damage if the swarm has half of its hit points or fewer.
Actions
Multiattack. The golem makes two melee attacks.
Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target.
Hit: 20 (3d8 + 7) bludgeoning damage.
Sword. Melee Weapon Attack: +13 to hit, reach 10 ft., one tar-
get. Hit: 23 (3d10 + 7) slashing damage.
Poison Breath (Recharge 6). The golem exhales poisonous gas
in a 15-foot cone. Each creature in that area must make a DC 19
Constitution saving throw, taking 45 (10d8) poison damage on
a failed save, or half as much damage on a successful one.
Villa Defenses
The animated statues defending Prince Oargev’s villa are
powered by Eberron dragonshard dust. After the dust’s power
is drained, the residue can be expelled as a weapon. The stat-
ues are iron golems with the following modification:
• Replace the Poison Breath action with the Cinder Breath
action below.
Cinder Breath (Recharge 6). The golem exhales a choking
cloud of hot cinders in a 15-foot cone. Each creature in that
area must make a DC 19 Constitution saving throw, taking 45
(10d8) fire damage on a failed save, or half as much damage
on a successful one.
Vyndescille
Gargantuan dragon, lawful evil
In a new form, Vyndescille retains his alignment, hit points, Hit
Armor Class 21 (natural armor) Dice, ability to speak, proficiencies, Legendary Resistance, lair
Hit Points 385 (22d20 + 154) actions, and Intelligence, Wisdom, and Charisma scores, as
Speed 40 ft., fly 80 ft., swim 40 ft. well as this action. His statistics and capabilities are otherwise
replaced by those of the new form, except any class features or
STR DEX CON INT WIS CHA legendary actions of that form.
27 (+8) 12 (+1) 25 (+7) 20 (+5) 17 (+3) 19 (+4)
Saving Throws Dex +8, Con +14, Wis +10, Cha +11 Legendary Actions
Skills Deception +11, Insight +10, Perception +17, Persuasion Vyndescille can take 3 legendary actions, choosing from the
+11, Stealth +8 options below. Only one legendary action option can be used at
Damage Immunities poison a time and only at the end of another creature’s turn. Vyndescille
Condition Immunities poisoned regains spent legendary actions at the start of his turn.
Senses blindsight 60 ft., darkvision 120 ft., passive Perception
27 Cast a Spell. Vyndescille casts one spell from his Innate
Languages Common, Draconic Spellcasting trait.
Challenge 22 (41,000 XP)
Detect. Vyndescille makes a Wisdom (Perception) check.
Tail Attack. Vyndescille makes a tail attack.
Amphibious. Vyndescille can breathe air and water.
Wing Attack (Costs 2 Actions). Vyndescille beats his wings.
Innate Spellcasting. Vyndescille’s innate spellcasting ability Each creature within 15 feet of Vyndescille must succeed on a
is Charisma (spell save DC 19, +11 to hit with spell attacks). DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning
He can innately cast the following spells, requiring no damage and be knocked prone. Vyndescille can then fly up to
components: half his flying speed.
At will: misty step
1/day each: dimension door, disintegrate, mass suggestion, Lair Actions
prismatic spray
Legendary Resistance (3/Day). If Vyndescille fails a saving On initiative count 20 (losing ties), Vyndescille takes a lair
throw, he can choose to succeed instead. action to cause one of the following effects, but can’t use the
same effect two rounds in a row:
Actions • Grasping roots and vines erupt in a 20-foot radius centered
Multiattack. Vyndescille can use his Frightful Presence. He then on a point on the ground that Vyndescille can see within 120
makes three attacks: one with his bite and two with his claws. feet of him. That area becomes difficult terrain, and each
creature there must succeed on a DC 15 Strength saving
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one throw or be restrained by the roots and vines. A creature can
target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) be freed if it or another creature takes an action to make a
poison damage. DC 15 Strength check and succeeds. The roots and vines wilt
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. away when Vyndescille uses this lair action again.
Hit: 22 (4d6 + 8) slashing damage. • A wall of tangled brush bristling with thorns springs into
existence on a solid surface within 120 feet of Vyndescille.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. The wall is up to 60 feet long, 10 feet high, and 5 feet thick,
Hit: 17 (2d8 + 8) bludgeoning damage. and blocks line of sight. When the wall appears, each creature
in its area must succeed on a DC 15 Dexterity saving throw
Frightful Presence. Each creature of Vyndescille’s choice that is
or take 18 (4d8) piercing damage and be pushed 5 feet out
within 120 feet of Vyndescille and aware of him must succeed
of the wall’s space, appearing on whichever side of the wall
on a DC 19 Wisdom saving throw or become frightened for 1
it wants. A creature can move through the wall, albeit slowly
minute. A creature can repeat the saving throw at the end of
and painfully. For every 1 foot a creature travels through
each of its turns, ending the effect on itself on a success. If a
the wall, it must spend 4 feet of movement. Furthermore,
creature’s saving throw is successful or the effect ends for it,
a creature in the wall’s space must make a DC 15 Dexterity
the creature is immune to Vyndescille’s Frightful Presence for
saving throw once each round it’s in contact with the wall,
the next 24 hours.
taking 18 (4d8) piercing damage on a failed save, or half as
Poison Breath (Recharge 5–6). Vyndescille exhales poisonous much damage on a successful one. Each 10-foot section of
gas in a 90-foot cone. Each creature in that area must make wall has AC 5, 15 hit points, resistance to bludgeoning and
a DC 22 Constitution saving throw, taking 77 (22d6) poison piercing damage, and immunity to psychic damage. The wall
damage on a failed save, or half as much damage on a sinks back into the ground when Vyndescille uses this lair
successful one. action again or when Vyndescille dies.
• Magical fog billows around one creature Vyndescille can see
Change Shape. Vyndescille magically polymorphs into a
within 120 feet of him. The creature must succeed on a DC
humanoid or beast that has a challenge rating no higher than
15 Wisdom saving throw or be charmed by Vyndescille until
his own, or back into his true form. He reverts to his true form
initiative count 20 on the next round.
if he dies. Any equipment he is wearing or carrying is absorbed
or borne by the new form (Vyndescille’s choice).
Actions
Multiattack. The champion makes three attacks with its
greatsword or its shortbow.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if
the champion has more than half of its total hit points remaining.
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320
ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6)
piercing damage if the champion has more than half of its total
hit points remaining.
Breath Weapons (Recharge 5–6). The champion uses one of the
following breath weapons:
Acid Breath. The champion exhales acid in a 20-foot line that
is 5 feet wide. Each creature in that line must make a DC 14
Dexterity saving throw, taking 18 (4d8) acid damage on a failed
save, or half as much damage on a successful one.
Slowing Breath. The champion exhales gas in a 15-foot cone.
Each creature in that area must succeed on a DC 14 Constitution
saving throw. On a failed save, the creature can’t use reactions,
its speed is halved, and it can’t make more than one attack on its
turn. In addition, the creature can use either an action or a bonus
action on its turn, but not both. These effects last for 1 minute.
The creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself with a successful save.
Change Shape. The champion magically polymorphs into a
specific Small halfling or back into its true form. Its statistics,
other than its size, are the same in each form. Any equipment
it is wearing or carrying is absorbed or borne by the new form
(the champion’s choice). It reverts to its true form if it dies.
Draconic Armaments
One of Vyndescille’s champions wields a +2 greatsword:
+2 Greatsword. Melee Weapon Attack: +11 to hit, reach 5 ft.,
one target. Hit: 14 (2d6 + 7) slashing damage, plus 7 (2d6)
slashing damage if the champion has more than half of its
total hit points remaining.
Objectives
Your goals in Flames of War are as follows:
1. Locate the whereabouts of the secret facility in Making.
2. Lead the alliance into the Mournland to defeat the Lord of Blades and destroy the Oracle of Bones.