DDAL-EB-17 - The Final Tribute

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The document introduces the Oracle of War campaign setting and rules. It provides an overview of the Chamber, a cabal of dragons that monitors Khorvaire, and their role in recent events.

The Chamber is a cabal of dragons that has monitored Khorvaire for thousands of years, treating humanoids as pawns. They exploit illusion magic and agents to infiltrate the Five Nations and report on the Draconic Prophecy. Their main goal is to stop anyone from using the Prophecy for their own ends.

The dragons of the Chamber can be prone to weaknesses like greed, pride and envy. Individual members may act in their own self-interest rather than the group's goals.

Credits

Designer: Richard Green

Campaign Story and Development: Will Doyle

Editing: Ashley Michaela “Navigator” Lawson


Art Direction and Layout: Stacey Allan
Artists: Zoltan Boros, Paul Scott Canavan, Olga Drebas, Jaime Jones,
Lee Moyer
Cover Illustrators: Vance Kelly, Jaime Jones (inset illustration)
All art provided by Wizards of the Coast and used with permission

D&D Adventurers League Guildmaster: Chris Lindsay


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

Playtesters: Iain Chapman, Pete Griffith, Ian Hawthorne,


Shane Leahy, Dave Wright

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,
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 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.

©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.
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.

DDAL-EB-17 THE FINAL TRIBUTE 3


Continuing the Story Rescued Agent (DDAL-EB-11 My Undying Heart).
If the characters played through DDAL-EB-16 The Dragon Players who rescued Leelle d’Jorasco from the Emerald
Below, this adventure picks up after that adventure ends. Claw run into her in New Cyre. Sent by her house
The adventurers have traveled from Metrol to Breland to investigate why Diraz hasn’t yet reported home,
aboard their airship and had the benefit of a long rest. her involvement makes it easier to locate the real
Diraz’s body.
• Before the adventure begins, give the players Handout
1: Flames of War. This handout summarizes the Trade
objectives of the Flames of War storyline and recaps the
events of the Oracle of War campaign. At the start of this adventure, players can visit Wroat
and buy anything from the Adventuring Gear, Armor,
Legacy Events Equipment Packs, Tools, or Weapons tables in chapter 5 of
the Player’s Handbook. Items can also be sold for half their
Before beginning play, ask the players to check their listed value, although players can gain no more than 20 gp
Adventure Records for any legacy events that affect this per adventure in sales.
adventure. The Final Tribute incorporates the following
legacy events from previous adventures in the Oracle of Hero Points
War series:
In the Oracle of War campaign, adventurers are a cut
Death Is a Door (DDAL-EBEP Epics). Players with above the rest. To reflect this, each character in the party
this legacy event died during one of the Epics and gains one hero point at the start of this adventure. Players
were mysteriously brought back to life. We now learn can earn additional hero points by completing story goals.
the Chamber raised them for their own inscrutable The DM may not award hero points except when directed
purposes—in this adventure, Vyndescille reveals this to by the adventure. At the end of the adventure, the play-
to anyone with this legacy event and dominates them ers lose any hero points they’ve accrued.
during the battle.
Dragon Spirit (DDAL-EB-15 Dream Eater). Players
with this legacy event have the benign spirit of a silver Hero Points
dragon bound to their soul. This spirit aids them in their A player can spend a hero point whenever they make an
investigation, making it easier to identify the true nature attack roll, an ability check, or a saving throw. The player can
of Diraz and his minions. spend the hero point after the roll is made, but before they
know whether they’re successful or not. Spending the hero
Making Trouble (DDAL-EB-16 The Dragon Below).
point allows the player to roll a d6 and add it to the d20,
Players with this legacy event have learned the schemes possibly turning a failure into a success. A player can spend
of the Lord of Blades. They gain a rare reward from
ZOLTAN BOROS

only one hero point per roll. In addition, whenever a character


King Boranel for sharing this information. fails a death saving throw, the player can spend one hero
point to turn the failure into a success.

4 DDAL-EB-17 THE FINAL TRIBUTE


Estimated Duration: 15 minutes
“Allow me to introduce Ambassador Pater ir’Gyrard,” says
King Boranel ir’Wynarn commissions the characters to the king, gesturing to the man dressed in sky blue, who
escort his ambassador to New Cyre and to question Prince bows to you with a flourish. “And this is Three, King’s
Oargev about the whereabouts of a secret House Cannith Protector and my friend,” indicating the warforged. Three
creation forge. If they can obtain this knowledge, Breland nods slightly.
will join forces with Aundair, Karrnath, and Thrane to
“The mysteries of the Draconic Prophecy confound
invade the Mournland and destroy the Lord of Blades.
us,” the king continues, “and my sages see nothing but
By Royal Appointment turmoil in its verses. Yet one thing is clear: your company
When the players are ready, read the following boxed is entwined with the fate of my realm. Tell me, what have
text aloud: you learned of the threat posed to Breland by the Lord
of Blades?”
You’ve recently arrived in Wroat, summoned to a meeting
with King Boranel ir’Wynarn. Built on both sides of the Characters with the Making Trouble legacy event can now
Howling River, the capital of Breland is an elegant walled share what they learned from Trez Zul in DDAL-EB-16
city of treelined boulevards with nary a beggar or ruffian The Dragon Below: the Lord of Blades is hunting for a
House Cannith creation forge in the ruins of Making. If
in sight. Standing on a rocky island in the middle of the
they don’t share this information, the king reveals that his
river is your destination: Brokenblade Castle, the imposing spies in the Mournland have uncovered evidence of the
ancestral home of Breland’s rulers. Lord of Blades’ hunt themselves.
Crossing over to the island, you’re escorted through
the keep to the Great Hall, a vast chamber of log-framed
“I have an important mission for you, adventurers. The Lord
walls and ceilings and open hearths. Sitting on a massive
of Blades, Dagger take him, presents a grievous threat to
throne of stone and wood is King Boranel, ruler of Breland
the fragile peace we brokered at the end of the Last War,
for nearly four decades. To the king’s left is a man of
and he must be dealt with—permanently.
ample build dressed in flowing, sky-blue silk robes; at his
“We must find the creation forge in Making before our
right hand stands a gleaming warforged in a gold cloak.
enemy does. House Cannith is pleading ignorance, claiming
Stretched out lazily on a rug in front of a roaring fire are
any record of the forge’s construction was lost in the
two large, muscular tigers with white-and-black stripes and
Mourning. The operation must’ve been highly classified.
wicked claws.
Outside the house, only the Cyran royalty could’ve known of
“Welcome to Brokenblade Castle! I’ve heard good things
its existence.
about you from my many eyes and ears across Khorvaire,”
“I’m sending Pater here to New Cyre to meet with Prince
says the king.
Oargev and obtain the location of the creation forge.
“I’d like you to go with him. Take your Oracle of War and
Have the players introduce their characters to the king present your testimony to the prince. Prince Oargev wants
(and to each other). After the players have all spoken, grant to reclaim the Mournland for Cyre, so he’s no friend of the
everyone inspiration.
Lord of Blades. If you can earn the prince’s confidence and
learn the location of this secret facility, Breland’s armies
will join forces with Thrane’s, Aundair’s, and Karrnath’s,
and we’ll march there together to put a stop to the Lord of
Blades once and for all!”

DDAL-EB-17 THE FINAL TRIBUTE 5


King Boranel ir’Wynarn (Bor-AH-nel Eer-
WHY-narn)
Human champion
Bearded and with shoulder-length gray hair, King Boranel
has ruled Breland with strength and wit for 37 years. An
adventurer in his youth, Boranel is well-loved by the Brelish
people, but he’s now in his sixties and his eleven children
have yet to prove themselves worthy to succeed him. King
Boranel’s constant companions are Three, a warforged
paladin of Dol Arrah, and his beloved pair of magebred
ghost tigers.
Motivation: Although weary of death and destruction,
Boranel won’t hesitate to lead Breland into war to safeguard
long-term peace.
Mannerisms: Slamming his fist on the arm of his throne to
emphasize a point.
Quote: “Ogre’s eyes! Anything but politics!”

King Boranel would like the characters to leave as soon as


possible. Pater has a few things to attend to before the trip,
giving them a couple hours to purchase supplies before
they depart. Each character receives 1,200 gp for the
mission, paid in advance.

If the characters shared their knowledge of the creation


forge with King Boranel, each character with the Making
Trouble legacy event also gains a potion of heroism.

“Don’t worry, Your Majesty,” says Pater. “I’ve every


confidence Prince Oargev will be unable to resist our
considerable charms.”

Pater ir’Gyrard (PAY-ter Eer-jheer-ARD)


When the players are ready, proceed to Part 2: Murder Human noble
in New Cyre. His Excellency Pater ir’Gyrard is Breland’s most flamboyant
royal ambassador and a celebrated bon vivant. Always
impeccably dressed in the latest fashions, with at least one
splash of “Brelish blue” somewhere in his ensemble, Pater
is in his early forties, with light-brown skin, wavy dark-brown
hair, and a neat, close-cropped beard. Witty and charming,
he’s an excellent raconteur who’s a lot wilier than he looks.
Motivation: Pater is fiercely loyal to his king and always
acts with Breland’s best interests at heart. If he can enjoy the
finer things in life at the same time, so much the better.
Mannerisms: Playing with the rings on his fingers as he
listens intently.
Quote: “I have the simplest tastes, dear boy. I’m always
satisfied with the best.”

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.

DDAL-EB-17 THE FINAL TRIBUTE 7


When the characters are ready, read the following: Read the following:

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.

After Dinner Speakers


After everyone’s finished eating, Prince Oargev invites the
characters to give their testimony and to demonstrate the
Oracle of War. This is an opportunity for the adventurers
to win the prince’s trust by convincing him they have the
wellbeing of all the Five Nations at heart, not just Breland’s.
Encourage the players to give a brief account of their
adventures, including finding the Oracle of War in the
Mournland, their run-in with the Lord of Blades at
Razorcrag, and their discoveries that the warforged leader
has created his own device—the Oracle of Bones—and
is seeking a House Cannith creation forge. Players who
haven’t played through the earlier adventures should refer Prince Oargev ir’Wynarn (ORE-gev Eer-WHY-
to Handout 1: Flames of War. narn)
You can have the prince and Diraz ask questions to Human noble
prompt the players or have Pater nudge them if they miss Prince Oargev, the last of Cyre’s ruling family, is the charming
out any key information. and gallant mayor of New Cyre. Cyran refugees across
As part of their testimony, the prince asks the characters Khorvaire look to Oargev for leadership as their king in exile.
to demonstrate the Oracle of War. Oargev’s determination to restore Cyre to its former glory—
either in its original location or here in eastern Breland—has
led him into a dubious secret alliance with the dragons of
the Chamber.
Motivation: Gather all his country’s displaced children and
rebuild Cyre.
PAUL SCOTT CANAVAN

Mannerisms: Steepling his fingers when he speaks,


demonstrating his confidence.
Quote: “Cyre will rise from the Mournland like a phoenix
from the flame.”

8 DDAL-EB-17 THE FINAL TRIBUTE


Read the following:

“You’ve heard how these brave adventurers made a stand


against the tyranny of the Lord of Blades. As a surviving
member of Cyre’s royal family, I’m sure you’re privy to the
secret location of the House Cannith creation forge in the
ruins of Making. Will you share where to find this facility and
help us stop 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

dead!” she says.

DDAL-EB-17 THE FINAL TRIBUTE 9


The characters can follow the servant, Allanna, to the
ambassador’s room. Pater is lying in bed in his nightshirt, “I have important information. I will come tonight. H.”
his face is very pale, and his lips are blue. Smashed
crockery and a tray of breakfast things lie on the floor. In addition, one advertisement—for Master Kopplin’s
The frightened servant says she knocked on the door to Tasty Pastries, a bakery—is circled. This business serves
deliver the ambassador’s breakfast. When there was no as a front for Hervil and is an important lead for the
answer, she unlocked the door to let herself in and discov- players to follow up on.
ered the ambassador lying dead in bed. She was so shocked Sending Stone. A polished stone in the shape of a
she dropped her tray, then she ran to fetch the characters. bear’s head is in the bedside drawer. This is a sending
The adventurers have 10 minutes to search the room for stone used by the ambassador to contact King Boranel.
clues before the whole household is alerted. If the characters use the stone, the king replies, urging
Examining the Body the adventurers to investigate Pater’s murder and to
bring his killer to justice, as well as reminding them of
A character who makes a successful DC 15 Wisdom
their mission.
(Medicine) check establishes that the ambassador has
been dead approximately five to seven hours. If the check Questioning Allanna
succeeds by 5 or more, the character identifies poison as Allanna was on duty last night and says she didn’t bring
the cause of death. A character proficient with poisoner’s gin or anything else to the ambassador’s room after din-
kits has advantage on the check. ner. She’s sure none of the other servants did either, as His
Speak with Dead. If a character casts a speak with dead Excellency had given strict instructions that he wasn’t to
spell on Pater’s corpse, they’re able to learn about the be disturbed.
ambassador’s two visitors by asking the right questions.
Pater can’t say for certain that Diraz killed him, but the Development
party may learn about the pair’s argument, and that Diraz After 10 minutes, Wernem, the prince’s superefficient and
is likely behind New Cyre’s misfortunes. rather brusque steward, arrives with a bevy of servants to
Casting this spell while Allanna is present causes her take charge and hustles the adventurers out the room.
to faint. A character standing nearby can catch her as she Wernem says Prince Oargev has been notified of the
falls with a successful DC 12 Dexterity check, earning a tragedy and will meet with them later today to decide how
hero point. best to proceed with the negotiations. In the meantime, the
Raising the Dead. The players may decide to bring Pater prince conveys his deepest sympathies for Breland’s loss.
back to life with a raise dead or resurrection spell if they Attempts to speak with the prince now are rebuffed. If
have the required material components (a diamond worth the characters ask after Diraz d’Jorasco, they learn he left
500 gp for raise dead or worth 1,000 gp for resurrection), the villa early this morning to help administer to the sick.
or by using the Crystal Skull from DDAL-EB-11 My
Undying Heart. Master Kopplin’s Tasty Pastries
Pater is badly shaken by his brush with death and needs
The characters’ examination of the murder scene has
to rest. He briefly shares the events of the previous night
given them a lead—the circled advertisement for Master
and urges them to obtain proof of Diraz’s corruption before
Kopplin’s Tasty Pastries in the Breland Ledger.
confronting the halfling or the prince. “Speak to Hervil
It isn’t hard to find the bakery, which is situated at the
at Master Koppel’s Tasty Pastries,” he says before falling
end of a row of two-story buildings. A handwritten sign
fast asleep.
pinned to the front door reads “Closed. Out of Flour.”
Searching the Room The entrance to the shop is locked and can be
Characters who look around the room can discover the unlocked with a successful DC 15 Dexterity check using
several clues. thieves’ tools or smashed open with a successful DC 20
Kuryeva Gin. There are two used glasses and a bottle Strength check.
of Kuryeva gin on the table. With a detect poison and The bakery downstairs is deserted, the oven is stone-
disease spell or a successful DC 20 Wisdom (Medicine) cold, and everything is covered in a fine layer of floury
check, a character can determine that the bottle and the dust. Characters who make a successful DC 15 Wisdom
dregs in the bottom of each glass contain midnight tears, (Perception) check notice blood dripping from a small red
a deadly poison. A character proficient with poisoner’s patch on the ceiling onto the floor behind the counter.
kits has advantage on the check. A character who makes a Stairs lead up to the second floor. When the characters
successful DC 18 Intelligence (Nature) check recalls that go upstairs, read the following:
someone who ingests this expensive poison suffers no ill
effects until the stroke of midnight. A character proficient A scene of bloody carnage greets you. A humanoid body
with poisoner’s kits has advantage on the check.
lies in the middle of a pool of blood that covers the floor of
Newssheet. The copy of the Breland Ledger the
ambassador purchased on arrival in New Cyre is on the small apartment. The corpse has been eviscerated and
his bedside table. Give the players Handout 2: The is missing its head.
Breland Ledger.
The players may spot that a number of letters on the
newssheet’s front page are underlined, spelling the
following message backward:

10 DDAL-EB-17 THE FINAL TRIBUTE


If the characters get closer to examine the body, they can Players with the Dragon Spirit legacy event
tell it belongs to a male human. This is all that remains receive help determining that the House
of Hervil, the Dark Lanterns agent stationed in New Jorasco healers aren’t what they seem. When
Cyre. Until his untimely demise, Hervil was investigating the character comes into the presence of
New Cyre’s recent misfortunes and was assembling any shapechanged dragons or half-dragons
evidence to prove that Diraz d’Jorasco is behind the woes masquerading as healers, the silver dragon spirit stirs,
besetting the town. speaking directly inside the character’s head: “Here be
Hervil was spotted leaving the ambassador’s room dragons!” After giving this warning, the spirit falls silent.
last night by one of Diraz’s minions. Following Diraz’s
confrontation with Pater, the disguised dragon asked
Valxoria, his arcanaloth fixer, to have Hervil killed and
Handling Divination Spells
any evidence implicating himself retrieved and destroyed. Tier 4 characters have access to the most powerful spells in
the game, including some useful investigative spells. Here’s
Valxoria summoned a mezzoloth to dispose of the spy.
some advice on how to handle these without spoiling the
The fiend took great pleasure in gutting Hervil before players’ fun or wrecking the adventure. Vyndescille wears a
removing his head for good measure, then teleporting out ring of mind shielding which stops anyone using magic to read
the window with Hervil’s dossier. his thoughts or determine whether he’s lying.
Commune. This spell allows the caster to ask up to three
Footprints questions in 1 minute (start a timer!) and get a truthful
Bloody footprints go from the body over to the window yes-or-no answer. This is an effective way for a player to
where they stop. A character who examines the prints confirm their suspicions, but don’t forget who’s really
and makes a successful DC 15 Intelligence (Investigation) who. The answer to “Is Diraz d’Jorasco behind New Cyre’s
or Wisdom (Survival) check determines the prints were troubles?” is no.
made by a Medium creature with a pair of two-clawed feet. Contact Other Plane. Similar to commune, but the caster
risks psychic damage and insanity if they fail a DC 15
With a successful DC 20 Intelligence (Religion) check, the
Intelligence saving throw. They can ask up to five questions
character identifies the creature as a fiend. If the check
but still only get 1 minute to do so.
succeeds by 5 or more, they identify it as a mezzoloth. Divination. Depending on the question the caster asks,
this spell can provide a piece of useful information in the
Scribbled Note form of a cryptic clue along the lines of the Oracle of War’s
Fortunately for the characters, a vital clue fell out the pronouncement in “An Evening with the Prince.”
dossier as the mezzoloth teleported from the apartment. Legend Lore. An ancient green dragon certainly counts as
This scrap of parchment lies on the floor near the window. legendary, so a character who names or describes Vyndescille
Give the players Handout 3: Mysterious Diagram. when casting this spell learns that he’s a member of the
Chamber with a reputation for cruelty and greed.
Investigating the Corruption Scrying. This spell requires a 1,000 gp focus. The characters
may use this to spy on the false Diraz or even on the
The diagram found in Hervil’s apartment gives the players ambassador’s room, potentially allowing them to witness
new leads to follow in order to discover what’s really both meetings described in “A Mysterious Death,” if they’ve
going on in New Cyre. The more evidence the characters visited it beforehand. Vyndescille doesn’t get up to anything
gather during their investigation, the better their chance of particularly suspicious following the ambassador’s murder,
convincing the prince of Diraz’s corruption in part 3. but the dragon can use his Legendary Resistance to succeed
The characters have time for only one short rest during on the saving throw if necessary.
their investigations before they’re summoned back to Speak with Dead. See “A Mysterious Death” for how to
the villa. handle this necromancy spell being cast on the ambassador’s
corpse. Hervil the spy is missing his head so the spell fails if
cast on him. The real Diraz can confirm he was murdered by
Keeping Things Moving a group of half-dragon warriors at Lemongrove Farm.
Ask the players what they want to do next if they appear stuck True Seeing. This spell allows the target to see the
or are getting bogged down in circular discussions. true forms of Vyndescille, Valxoria, and the half-dragons
When you have 75 minutes left to finish the adventure, masquerading as House Jorasco halflings.
have the prince’s steward Wernem summon the adventurers
back to the villa to ensure there’s enough time for the climax.

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

DDAL-EB-17 THE FINAL TRIBUTE 11


a warforged holding a ragged Cyran Army banner aloft If the characters win the goblins’ trust, they can learn the
hangs outside. following:
The front door is locked and can be unlocked with a • Several weeks ago, Kalduun and Nashleen met a halfling
successful DC 12 Dexterity check using thieves’ tools while they were busking. She told the goblins their
or kicked in with a successful DC 15 Strength check. A music had cheered her up, and she wanted to hire them
cellar door (see below) is set in the ground at the rear of to play all over New Cyre to spread some joy.
the building. This entrance has a ramp and is bolted from • The halfling gave them each a set of magic pipes and a
within. It can be smashed open with a successful DC 20 bag of gold galifars. She told them the pipes would help
Strength check. lift the refugees’ spirits. Each day they should go to a
Inside the Tattered Banner, the taproom is deserted different part of town and play their tunes.
apart from a few scurrying rats. Stairs lead down to • The goblins couldn’t help noticing that rats seemed to
the cellar. congregate wherever they played their pipes.
Cellar • The mysterious halfling didn’t give her name, but
she had copper hair and wore a gold pin with House
Jorasco’s griffon emblem.
Lit by a single lantern, the 20-foot-square cellar is piled up
The pipes are pipes of the sewers and summon a swarm
with barrels and crates. At one end, a ramp leads up to a of rats when played. The disguised arcanaloth Valxoria
trapdoor in the ceiling. A pair of goblins dressed in brightly gave them to the pair to encourage the plague’s spread
colored, mismatched clothes are sitting on a large crate, through New Cyre.
sharing a giant wheel of cheese. Play Kalduun and Nashleen as tragicomic characters
with no real awareness of the harm they’ve helped
cause. They’re horrified if the adventurers point out the
The two goblins, Kalduun and Nashleen, are commoners. truth to them.
As soon as they detect intruders (passive Perception 10), The adventurers can persuade the goblins to hand
they make a run for either the stairs or the ramp in an over their pipes with a successful DC 20 Charisma
attempt to escape. (Persuasion) check. Grant advantage on the check if the
If cornered, the goblins are too terrified to speak at first, characters explain how the goblins are being manipulated.
and threats make them clam up further. Learning their
story requires a softer, friendlier approach, either through Disgruntled Bureaucrat
good roleplaying or with a successful DC 20 Charisma Commissioner Gebbler, a devoted servant of New Cyre,
(Persuasion) check. is also mentioned in handout 3. The characters can
• Adventurers with the Camp Performer background ask any local for directions to his office, located on the
recognize Kalduun or Nashleen from the Last War and town square.
have advantage on Charisma checks made to interact To meet with the commissioner, the adventurers must
with them. Like the character, the goblins served as first get past his formidable secretary Loranda, a middle-
army entertainers, traveling from place to place to raise aged, female, human commoner.
the troops’ spirits before battle. Loranda can’t be intimidated, but can be convinced
to let the characters see the commissioner without
an appointment with a successful DC 20 Charisma
(Deception or Persuasion) check. Alternatively, the
characters can wait 20 minutes and knock on the
commissioner’s door when Loranda goes for her break.
Read the following when the adventurers enter the
commissioner’s office:

A disheveled, balding young man with a worried look on his


face is sitting behind a desk covered in stacks of paperwork.
He leaps to his feet when he sees you, scattering papers
everywhere. “Oh, ffffiddlesticks!” he says.

Commissioner Gebbler is responsible for the day-to-day


running of New Cyre. Composing himself, he asks the
characters what he can do for them.

“Things in New Cyre are tough at the moment,” he says,


“but I’m doing what I can to help the town. Unfortunately,
ZOLTAN BOROS

I’m not being listened to much these days.”


Gebbler fell out of favor with Prince Oargev following characters at first. If pressed, he feigns outrage and angrily
the rise of Diraz d’Jorasco. Disgruntled at his treatment stomps off, saying “Prince Oargev will hear of this!”
by the prince and jealous of Diraz, the commissioner Elixir. A character can determine the “healing elixir”
is concerned at how the situation in New Cyre is is a diluted potion of healing with a successful DC 15
being managed. Intelligence (Arcana) check. A character proficient with
If characters listen to Gebbler’s worries and ask the right alchemist’s supplies can add their proficiency bonus to the
questions, they can get him to open up, but he’s loyal to check. Drinking the aniseed-flavored elixir restores 1d4
Prince Oargev and doesn’t want to speak out of turn. hit points.
Encouraging Gebbler to tell them what he knows If challenged, the healers (and Diraz) claim that recent
requires good roleplaying or a successful DC 20 budget cuts and the extent of the plague in New Cyre
Charisma (Persuasion) check. If the characters share their have left them unable to offer their full range of healing
suspicions about Diraz, they have advantage on the check. services. “At least this way, we can make everyone feel a
little bit better,” says the smiling halfling.
• Adventurers with the War Hero background served in
the Cyran Army alongside Gebbler, perhaps even in the
same regiment, and have advantage on Charisma checks
Lemongrove Farm
made to interact with him. The commissioner admires Named for its lemon orchard, this farm lies 30 minutes’
the character’s medals (if present) and is keen to hear walk outside New Cyre. The characters might come
their stories of heroism on the battlefield. Gebbler lost a here after speaking to Commissioner Gebbler or Leelle
leg while serving in the Cyran Army in the Last War and d’Jorasco.
his prosthetic limb sometimes causes him discomfort. Read the following:

Commissioner Gebbler can share the following:


Lemongrove Farm has clearly seen better days. The rows
• House Jorasco’s approach to stopping the plague hasn’t
of lemon trees are dead; their fruits and leaves lie rotting
been effective, despite the large amounts paid out from
New Cyre’s coffers. The Jorasco healers don’t seem to be on the ground beneath the bare branches. Beyond, the
spellcasters and have been administering elixirs to the crops in the fields have withered and died. The farmyard is
sick instead. deserted and no smoke rises from the chimney of the small
• Farmers reported seeing strange figures in the fields farmhouse. A stone well stands in the middle of the yard.
around the time their crops withered and died. One saw
a hideous creature with long claws and the head of a
diseased ram in the fields near Lemongrove Farm.
• The commissioner argued against the brutal reprisals Farmhouse
the prince’s soldiers made against the rebellious A foul stench and swarming flies warn of bad things inside
townsfolk but was overruled. Several of the ringleaders the farmhouse. Here, the characters find the decomposing,
claimed a female halfling with copper hair cajoled them mutilated bodies of the farmer and his family, victims of
into taking up arms against the prince. the ram-headed oinoloths summoned by Vyndescille to
• Gebbler admits he chatted to the baker from Master unleash plague and famine on the town.
Kopplin’s about these things when he delivered the A character who uses an ability such as Divine Sense
commissioner’s midmorning pastry a few days ago. or who makes a successful DC 20 Intelligence (Arcana)
check senses the recent presence of fiends.
Characters who make a successful DC 22 Intelligence
(Religion) check identify the creature spotted in the fields The Well
as an oinoloth, a type of yugoloth (a fiend) that spreads The real Diraz d’Jorasco was sent to New Cyre by the
plague and pestilence wherever it goes. House Jorasco a year ago to help Prince Oargev establish
the town as a proper home for Cyran refugees. A few
Fake Healers months ago, he was lured here under false pretenses and
As part of their investigations, the characters might decide killed by Vyndescille’s half-dragon minions, allowing the
to check up on Diraz and the House Jorasco halflings while dragon to take his place at Prince Oargev’s court.
they’re out healing the sick. It doesn’t take long for them Diraz’s body can be spotted in the water at the bottom
to track down a pair of halfling healers who are offering of the well with a successful DC 15 Wisdom (Perception)
bottles of purple “healing elixir” to townsfolk suffering check. The bloated, decomposing corpse can be identified
from the plague. as Diraz by anyone who’s met the disguised Vyndescille.
Roll a d8. If you roll an 8, one of the healers is Valxoria, The body still wears its gold House Jorasco griffon pin.
an arcanaloth disguised as a female halfling with copper If the adventurers find Diraz’s body, each character gains
hair. Valxoria is an excellent liar and is under the effects of one hero point.
a mind blank spell.
The rest of the halflings are shapechanged Vyndescille’s Development
champions (half-copper dragons). All have red or copper When the characters have concluded their investigations
hair, and are universally smiley and friendly. and are ready to return to the villa (or have run out of time
If the characters are actively looking for Diraz, they and been summoned back by Wernem), proceed to Part 3:
can find him in an hour by asking around. The disguised Power behind the Throne.
dragon laughs off any wild accusations made by the

DDAL-EB-17 THE FINAL TRIBUTE 13


Estimated Duration: 75 minutes Prince Oargev listens intently as the characters present
their evidence, his face hard to read. He interrupts them
The adventurers bring the evidence they’ve gathered only to ask the occasional question.
against Vyndescille to Prince Oargev, leading to a climactic Oargev’s reaction to the revelation that Diraz is not all he
confrontation with the dragon in the villa gardens. seems might surprise the party. The prince merely nods,
saying “Yes, I’m aware of his true identity. In Khorvaire,
Presenting the Evidence the great wyrms must hide themselves in less formidable
When the characters arrive back at the villa, the steward forms. Vyndescille has promised the Chamber’s help
Wernem escorts them through the villa to a terrace over- in rebuilding Cyre.” The Prince can explain who the
looking the gardens at the rear. Chamber are and why he needs their help. He doesn’t
Read the following: know that Vyndescille is also behind New Cyre’s troubles,
and any news of this shocks him to his core.
Once the characters finish speaking, they must
Prince Oargev is standing at the balustrade gazing out over make a DC 22 Charisma (Persuasion) group check,
the villa’s splendid gardens. Gravel paths divide the formal modified as below:
garden into rectangular beds, each planted with carefully • If the party created a good impression on Prince Oargev
shaped conifers and neatly trimmed low hedges formed into at the dinner in part 2 (“An Evening with the Prince”),
geometric patterns. An impressive brass armillary sphere reduce the DC by 5.
• Each piece of evidence provided from the list above
stands on a plinth in the center of the garden, flanked by
reduces the DC by 1.
four large metal sculptures. Beyond are an ornate fountain • If the characters demonstrate the pipes of the sewers
and rows of lemon and orange trees. recovered from the goblins, reduce the DC by 1.
• Producing the real Diraz’s body reduces the DC by 2.
If a speak with dead spell is cast on the body in the
The prince expresses his sadness at the ambassador’s
prince’s presence, reduce the DC by 5 instead, as the
untimely death, saying Wernem will take care of the
spirit reveals he was murdered by Vyndescille’s half-
funeral arrangements (or convalescence arrangements, if
dragon minions.
the ambassador was brought back to life). Then, he asks if
• Any character who insulted Prince Oargev during part 2
the characters are happy to proceed with the negotiations
or 3 has disadvantage on their check.
on King Boranel’s behalf.
This is the characters’ opportunity to tell Prince Oargev Before Prince Oargev can react (and you reveal the results
what they’ve discovered about the corruption in New Cyre. of the check), the conversation is interrupted by the arrival
If the adventurers carried out their investigations in part of Diraz (Vyndescille) and his House Jorasco “halflings”
2 effectively, they should have learned some or all of the who’ve returned to the villa after a day in town, supposedly
following: healing the sick.
• Diraz d’Jorasco is behind New Cyre’s misfortunes, and Area Features
is really someone or something else (Vyndescille, a The garden (see the Villa Gardens map in appendix A)
shapechanged dragon of the Chamber). has the following general features:
• The real Diraz d’Jorasco is dead, murdered by
Vyndescille’s minions; his body was left at the bottom of Sounds and Smells. The sound of birdsong and the scent
a well at Lemongrove Farm on the outskirts of town. of oranges and lemons fill the air.
• Vyndescille summoned oinoloths to bring the plague Plant Beds. Low ornamental hedges arranged in patterns
to New Cyre, and to destroy the town’s food supplies by count as difficult terrain. Conifer trees provide three-
causing its crops to wither and die. quarters cover.
• Valxoria, Vyndescille’s copper-haired fixer, paid a pair Statues. These 10-foot-tall metal sculptures depict Cyran
of unwitting goblin musicians to spread the plague by kings, queens, and artificers. See “Villa Defenses,” below.
playing magic rat-summoning pipes all over town. Walls. The garden is surrounded by 15-foot-high
• House Jorasco’s halfling healers are giving weak potions stone walls.
to the sick, rather than casting healing spells.
• Valxoria stirred up the townsfolk and tricked them into
marching on the prince’s villa.

14 DDAL-EB-17 THE FINAL TRIBUTE


1. Terrace In addition, the adventurers must contend with the villa
Built of white marble, the terrace is 10 feet above the defenses (see below).
garden and surrounded by a 4-foot-high stone balustrade. Vyndescille takes lair actions on initiative count 20. At
the start of combat, he uses his breath weapon, and again
2. Armillary Sphere as soon as it recharges. He stays airborne if he can, and
Made of concentric brass rings, this mechanical object is casts misty step if surrounded.
5 feet in diameter and is mounted on a marble plinth. The Valxoria is under the effects of mind blank and alter
sphere is used to tell the time by the position of the sun, self spells. She remains in her halfling guise until her
and also forms part of the villa’s defenses (see below). concentration is broken and she’s forced back into her
true form. Valxoria casts chain lightning using a 7th-level
3. Fountain spell slot at the start of combat and uses counterspell to
This ornate, 10-foot-diameter fountain has a sculpture of a confound PC spellcasters.
triton holding a giant clamshell from which water flows. A Vyndescille’s champions are immune to his Poison
creature that drinks from the fountain regains 8d4 + 8 hit Breath thanks to long-term exposure to the dragon.
points; it can only benefit from the healing waters once. During combat, they use their own breath weapons first,
then engage the characters in melee.
4. Annex
This single-story building in the southeast corner of the Players with the Death Is a Door legacy event
garden is used to accommodate the House Jorasco healers. hear Vyndescille’s voice murmuring in their
heads at the start of combat. They fall under
5. Grotto his sway, becoming dominated by the dragon
An archway built into the 15-foot-tall wall behind the (as per the dominate person spell, but no
lemon and orange groves leads into the grotto used by concentration is required). At the end of each of their turns
Vyndescille as his lair’s nexus. and whenever they take damage, dominated characters
The Grotto map in appendix A shows the layout of can make a DC 19 Wisdom saving throw, ending the effect
this area. Dimly lit by everbright lanterns, the walls of on a success.
this artificial cave are decorated with mosaics made from
shells and colored glass. Players with the Dragon Spirit legacy
Statues. Marble statues of nymphs stand in niches in the event are immune to Vyndescille’s Frightful
walls. The statue in the southeast corner holds a crystal Presence and have resistance to damage from
ball of telepathy, used by Vyndescille to communicate with dragons’ breath weapons. They also can’t be
the Chamber. dominated by Vyndescille.
Pool. Three feet deep, this pool of water holds a
selection of Vyndescille’s glittering treasure: gems and Villa Defenses
jewelry worth 1,200 gp per character. The huge battle triggers the villa’s magical defenses,
Dragonshard. A rose-pink Eberron dragonshard is which begin to activate from the end of the first round. Use
embedded in the south wall. If Vyndescille or his half- these defenses to tip the scales in favor of the players or
dragon cohorts touch the dragonshard, they’re teleported to Vyndescille to keep the fight exciting.
the Chamber’s headquarters in Argonnessen. Characters Armillary Sphere. At the end of the first round,
who make a successful DC 20 Intelligence (Arcana) check the armillary sphere in the center of the garden
determine the dragonshard’s function. starts spinning.
Each subsequent round on initiative count 0 (losing
6. Upper Garden ties), the sphere fires a bolt of lightning at a random
Reached by stone steps, the less formal upper section is 15 combatant within 120 feet. The creature must make a
feet above the rest of the garden and is planted with trees, DC 17 Dexterity saving throw, taking 28 (8d6) lightning
shrubs, and grass. damage on a failed save, or half as much damage on a
successful one.
Hell Hath No Fury . . . A character can attempt to deactivate the sphere by
Depending on how convincing the characters were, Prince taking an action to make a DC 25 Intelligence (Arcana)
Oargev either confronts his trusted adviser or accuses the check or a DC 25 Intelligence check using tinker’s tools.
adventurers of slanderous lies. Either way, Vyndescille On a success, the sphere is deactivated. On a failure, the
is enraged. device delivers a powerful electric shock, dealing 28 (8d6)
Returning to his true form, Vyndescille takes to the lightning damage to anyone within 5 feet.
air as his halfling sidekicks transform into snarling half- The armillary sphere has AC 17, 50 hit points, and
dragons. Prince Oargev and his attendants flee inside the immunity to poison and psychic damage. Hitting the
villa, leaving the adventurers to face off against Vyndescille sphere with a melee weapon also causes it to deliver an
and his minions. Roll for initiative! electric shock to the attacker.
The characters face the following foes in this Animated Statues. At the end of the third round, or
climactic battle: when the armillary sphere is deactivated or destroyed, a
random statue (the circled stars) animates and attacks the
• Vyndescille, an ancient green dragon
nearest creature. At your discretion, have another statue
• Valxoria, a disguised arcanaloth
join combat at the end of the fifth round, and again every
• One Vyndescille’s champion per character.
odd-numbered round thereafter.

DDAL-EB-17 THE FINAL TRIBUTE 15


The statues are iron golems but deal fire damage with Treasure
their breath weapon instead of poison. Vyndescille wears a ring of mind shielding on the tip of
one talon. Valxoria wears bracers of defense, and one of
Adjusting the Scene the half-dragons wields a +2 greatsword.
Here are some suggestions for adjusting this scene: Characters who explore the grotto find Vyndescille’s
• Weak or Very Weak: Remove Vyndescille’s Innate crystal ball of telepathy and the small hoard of gems
Spellcasting trait. and jewelry he stashed in the pool, worth 1,200 gp per
• Strong: Vyndescille has 485 hit points. The first time character.
Vyndescille is reduced to 240 hit points or lower, his breath
weapon recharges, and he can use his reaction to use it
immediately. Ending the Adventure
• Very Strong: As Strong, and the villa defenses only target If the players convinced Prince Oargev of Vyndescille’s
the players. Also, Vyndescille’s breath weapon downgrades corruption, they win his gratitude and trust. The prince
adventurers’ immunity to poison damage to resistance to
reduces his asking price for the location of the creation
poison damage until the end of their next long rest. This
forge to 20,000 gp, and sends his own troops to join
takes place after damage has been dealt.
the armies of the other Five Nations. The characters
receive the Prince’s Favor legacy event. At the end of
Taking Flight the adventure, ask the players to mark this event on their
Vyndescille attempts to escape once he’s reduced below Adventure Records.
100 hit points, retreating to the grotto where he can use If the characters failed to convince the prince, Oargev
the Eberron dragonshard to return to the Chamber’s increases his demands to 150,000 gp. Once Oargev
headquarters. receives confirmation via sending stone that King Boranel
Vyndescille can also withdraw if you have 15 minutes will pay the increased amount, he reveals the forge’s
or less left to finish the adventure and at least half the location, then has the party thrown out of the villa and
characters are still standing. New Cyre in disgrace.
If Vyndescille escapes, characters who survive the Either way, Prince Oargev reveals that the secret House
adventure gain the Green in Tooth and Claw legacy event. Cannith facility, the Lifespark Foundry, is located in
At the end of the adventure, ask the players to tick this the Coterminous Cradle, a vast cavern under the ruins
event on their Adventure Records. of Making.

Battle’s End About the Author


Once Vyndescille is defeated or escapes, Wernem shuts Richard Green is the author and publisher of Parsantium: City
down the villa defenses. Valxoria casts dimension door at the Crossroads, a city sourcebook for use with all editions of
to flee into New Cyre if she’s still alive. The half-dragons D&D and Pathfinder. His freelance design credits include the
JAIME JONES

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.

16 DDAL-EB-17 THE FINAL TRIBUTE


Rewards
At the end of the adventure, everyone receives rewards
based on their accomplishments:

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.

Optional: Decline Advancement


A player may decline taking the level advancement. If they do,
they can still take the rewards listed on the Adventure Record,
and still earn legacy events as normal.

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.

DDAL-EB-17 THE FINAL TRIBUTE 17


Important Characters
The following NPCs feature prominently in this adventure:

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.

18 DDAL-EB-17 THE FINAL TRIBUTE


Creature Statistics
Arcanaloth Commoner
Medium fiend (yugoloth), neutral evil Medium humanoid (any race), any alignment

Armor Class 17 (Natural Armor) Armor Class 10


Hit Points 104 (16d8 + 32) Hit Points 4 (1d8)
Speed 30 ft., fly 30 ft. Speed 30 ft.

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)

Innate Spellcasting. The arcanaloth’s innate spellcasting ability


is Charisma (spell save DC 15). The arcanaloth can innately cast
the following spells, requiring no material components: Guard
At will: alter self, darkness, heat metal, invisibility (self only), Medium humanoid (any race), any alignment
magic missile
Armor Class 16 (chain shirt, shield)
Magic Resistance. The arcanaloth has advantage on saving Hit Points 11 (2d8 + 2)
throws against spells and other magical effects. Speed 30 ft.
Magic Weapons. The arcanaloth’s weapon attacks are magical.
STR DEX CON INT WIS CHA
Spellcasting. The arcanaloth is a 16th-level spellcaster. Its 13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
spellcasting ability is Intelligence (spell save DC 17, +9 to hit
with spell attacks). The arcanaloth has the following wizard Skills Perception +2
spells prepared: Senses passive Perception 12
Languages any one language (usually Common)
Cantrips (at will): fire bolt, mage hand, minor illusion, Challenge 1/8 (25 XP)
prestidigitation
1st level (4 slots): detect magic, identify, shield, Tenser’s floating disk
2nd level (3 slots): detect thoughts, mirror image, phantasmal Actions
force, suggestion
3rd level (3 slots): counterspell, fear, fireball Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
4th level (3 slots): banishment, dimension door range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or
5th level (2 slots): contact other plane, hold monster 5 (1d8 + 1) piercing damage if used with two hands to make a
6th level (1 slot): chain lightning melee attack.
7th level (1 slot): finger of death
8th level (1 slot): mind blank

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.

Valxoria the Fixer


Valxoria is an arcanaloth with the following adjustments:
Armor Class 19 (natural armor, bracers of defense)
Special Equipment. Valxoria wears bracers of defense.
Iron Golem Swarm of Rats
Large construct, unaligned Medium swarm of Tiny beasts, unaligned

Armor Class 20 (natural armor) Armor Class 10


Hit Points 210 (20d10 + 100) Hit Points 24 (7d8 − 7)
Speed 30 ft. Speed 30 ft.

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).

DDAL-EB-17 THE FINAL TRIBUTE 21


Vyndescille’s Champion
Medium humanoid (half-copper dragon), lawful neutral

Armor Class 18 (plate)


Hit Points 143 (22d8 + 44)
Speed 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 15 (+2) 14 (+2) 10 (+0) 14 (+2) 12 (+1)

Saving Throws Str +9, Con +6


Skills Athletics +9, Intimidation +5, Perception +6
Damage Resistances acid
Damage Immunities poison (Vyndescille’s attacks only)
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 16
Languages Common, Draconic
Challenge 9 (5,000 XP)

Indomitable (2/Day). The champion rerolls a failed saving throw.


Second Wind (Recharges after a Short or Long Rest). As a
bonus action, the champion can regain 20 hit points.

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.

22 DDAL-EB-17 THE FINAL TRIBUTE


Handout 1: Flames of War
Flames of War
Summary
Flames of War is a four-part storyline that concludes the Oracle of War campaign. The Five Nations unite to wrest the
floating fortress Argonth back from the Lord of Blades and prevent the renegade warforged from seizing control of a
House Cannith creation forge.

The Story So Far


In the ruins of the Mournland, you recovered a strange device, the Oracle of War. This artifact had the power to
provide tactical advice, but soon malfunctioned and revealed a verse from the Draconic Prophecy. In Breland, you
met the sphinx Flamewind and the orphan thief Sky Blue—and learned that the Oracle’s prophecies were starting to
come true.
Returning to the Mournland, you sought out Sulring Mroranon, creator of the Oracle of War. You discovered the
Lord of Blades had captured him and forced him to craft a new device, the Oracle of Bones. You rescued Sulring from
captivity, but the Brelish flying fortress Argonth was lost during the battle.
Brought before the Institute of the Twelve, the Oracle revealed a new prophecy that indicated the Lord of Blades
was now a direct threat to Khorvaire. Sulring Mroranon revealed he had received assistance from the Order of the
Emerald Claw to craft the Oracle of Bones. You captured one of the Emerald Claw’s commanders and learned the
Lord of Blades had traded him a map to the ruins of a daelkyr sanctuary deep below Metrol. Before you could act on
this information, agents of the Undying Court awakened elven sleeper agents across the continent in a deadly move to
seize control of the Oracle of War.
As Khorvaire reeled from the attack, you returned to the Mournland to seek out the daelkyr sanctuary. Learning
that the Order of the Emerald Claw were damaging the sanctuary’s Gatekeeper seal, you traveled to the Mror Holds
and the Talenta Plains and acquired the magical means to restore the seal and foil the order’s plans before they could
accidentally wake the daelkyr Valaara. Interrogating their leader, you learned the Lord of Blades is hunting for a
secret government facility in the ruins of Making. It’s time to put a stop to him for good.

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.

The Oracle of War


The Oracle of War is a large, beautifully stained wood chest, set with cogs and gears. It’s three feet wide, two feet
deep, three-and-a-half feet tall, and weighs 200 lb. Once per day, you can spend 1 minute feeding the device battlefield
information to make a DC 10 Wisdom (Insight or Perception) group check. On a success, the Oracle provides tactical
advice to aid your party in combat. Each adventurer in your group
chooses one of the following benefits, which lasts for 1 hour or
until used. These benefits only affect you if you remain within
500 feet of the location where you used the Oracle of War.

• You gain surprise at the start of your next combat.


During that combat, you have advantage on Dexterity
(Stealth) checks.
• You can turn one hit from a weapon attack into a
critical hit.
• For 1 minute, you ignore a single creature’s
damage resistances and immunities.
• You gain 10 temporary hit points.
OLGA DREBAS

DDAL-EB-17 THE FINAL TRIBUTE 23


Handout 2: The Breland Ledger

24 DDAL-EB-17 THE FINAL TRIBUTE


Handout 3: Mysterious Diagram

DDAL-EB-17 THE FINAL TRIBUTE 25


Appendix A:
Dungeon Master’s Maps
The following maps are used in this adventure:

Villa Gardens (Part 3)

26 DDAL-EB-17 THE FINAL TRIBUTE


Grotto (Part 3)

DDAL-EB-17 THE FINAL TRIBUTE 27


Appendix B: Dungeon Adjusting This Adventure
To determine whether you should consider adjusting the
Master Tips adventure, add up the characters’ levels and divide the
total by the number of characters (rounding .5 or greater
To run an adventure as a DM, you must have 3 to 7 up; .4 or less down). This is the group’s average party level
players—each with their own character within the (APL). To approximate the party strength for the adven-
adventure’s level range (see Adventure Overview). ture, consult the table below.

New to D&D Adventurers League? Determining Party Strength


The Wizards of the Coast website contains many Party Composition Party Strength
resources for getting started with Adventurers 3–4 characters, APL less than Very weak
League play: 3–4 characters, APL equivalent Weak
https://dnd.wizards.com/ddal_general 3–4 characters, APL greater than Average
5 characters, APL less than Weak
Preparing the Adventure 5 characters, APL equivalent Average
Before you start play, consider the following: 5 characters, APL greater than Strong
6–7 characters, APL less than Average
• Read through the adventure, taking notes of anything
you’d like to highlight or remind yourself of while running 6–7 characters, APL equivalent Strong
the adventure, such as a way you’d like to portray an 6–7 characters, APL greater than Very strong
NPC or a tactic you’d like to use in combat. Familiarize
yourself with the adventure’s appendixes and handouts. Safety Tools
• Gather any resources you’d like to use to aid you in Safety tools ensure players aren’t pushed beyond their
running this adventure—such as notecards, a DM comfort levels. They also let your players know you want them
screen, miniatures, and battlemaps. to have a positive experience.
• Ask the players to provide you with relevant character A broad range of safety tools are available for you
information, such as name, race, class, and level; and your players online, but for more information
passive Wisdom (Perception) score, and anything the reach out to your Event Organizer or to community@
dndadventurersleague.org.
adventure specifies as notable (such as backgrounds and
legacy events).
Players can play an adventure they previously played as
a player or ran as a DM, but may only play it once with a
given character. At the end of the session, give each player
an Adventure Record for this adventure, and take one for
yourself. The adventure information and your information
are added at the end of the session—whether they
completed the adventure or not.
Each player is responsible for maintaining their
Adventure Records, or another logsheet with the relevant
information. If you have time, you can do a quick scan
of a player’s character sheet to ensure nothing looks out
of order. If you see magic items of very high rarities or
strange arrays of ability scores, you can ask players to
provide documentation for the irregularities. If they can’t,
feel free to restrict item use or ask them to use a standard
ability score array.
Point players to the D&D Adventurers League Oracle
of War Player’s Guide for reference. Unless the adventure
specifies otherwise, players should select their characters’
spells and other daily options prior to the start of the
adventure. Feel free to reread the adventure description to
help give players hints about what they might face.

28 DDAL-EB-17 THE FINAL TRIBUTE


DDAL-EB-17 THE FINAL TRIBUTE 29

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