DDAL-EB-12 - The Waiting Game

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The adventure pits players against agents of the Undying Court who are seeking to gain control of the Oracle of War and Draconic Prophecy.

It is an organized play campaign for Eberron: Rising from the Last War that uses different rules than the Adventurers League.

Their divine leaders may be willing to sacrifice them to ensure the secrecy of their operation in gaining control of the Oracle of War.

Credits

Designer: Shawn Merwin

Campaign Story and Development: Will Doyle

Editing: Ashley Michaela “Navigator” Lawson


Art Direction and Layout: Stacey Allan
Artists: Olga Drebas, Kekai Kotaki, Titus Lunter, Lee Moyer,
Brian Valeza, James Zhang
Cover Illustrators: Vance Kelly, Kekai Kotaki (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

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.

2
his adventure is designed for three to seven • Part 3: Floating Menace (75 mins).
11th- to 16th-level characters and is optimized As the sleeper agents seize control, the characters must
for five characters with an average party level work with Narcy of Xandrar to secure the towers’ control
(APL) of 12. Characters outside this level range room and defeat Immeral Longarrow before he drops
can’t participate in this adventure. the floating fortresses onto Arcanix.
This adventure occurs above the nation of Aundair,
first in an airship at 6,000 feet, then in the floating Shades of Gray
fortresses housing the Arcane Congress at Arcanix. This This trilogy pits your players against agents of the Undying
is the second in a trilogy of adventures, the Drums of Court; the godlike council of undead elves that govern the
War storyline. Drums of War is part of the Oracle of War elven nation of Aerenal. While the Undying Court acts as a
Eberron campaign for the D&D Adventurers League. force for good, in the world of Eberron it’s sometimes not so
easy to separate the heroes from the villains. The Undying
Background Court need the Oracle of War to gain mastery over the
Draconic Prophecy and secure their nation’s future; weighed
After escaping the LORD OF BLADES in the Mournland, against such a prize, any action is worth taking—even evil
the adventurers were issued an invitation by the Institute actions. Players with clerics or paladins loyal to the Undying
of THE TWELVE to present the ORACLE OF WAR at the Court may find themselves in a quandary here, especially
institute’s headquarters in the Karrnathi capital, Korth. when they realize their divine leaders are willing to sacrifice
After the Twelve heard the characters’ testimony, the them to ensure the secrecy of their operation!
Oracle’s creator, SULRING MRORANON, revealed that
the Lord of Blades had forced him to create another artifact
much like the first: the ORACLE OF BONES. In the Adventure Hooks
presence of the Twelve, the Oracle of War revealed another
In the Oracle of War campaign, the characters are
verse from the DRACONIC PROPHECY that spelled doom
scavengers working for salvage crews. Players should
for the Five Nations of Khorvaire unless the Lord of Blades
invent their own reasons for undertaking such dangerous
is stopped.
work: dedication to a just cause, serving a specific patron,
Having learned that the ORDER OF THE EMERALD
spying for an organization, pure profit, etc.
CLAW helped Sulring create the Oracle of Bones,
Players with access to the Oracle of War Player’s Guide
the adventurers infiltrated one of the order’s enclaves
can use the backgrounds and patrons listed there. Many
to capture its villainous vampire leader, WIDMUND
serve as adventure hooks for this and later adventures
IR’HELLEKANUTH. In the depths of the enclave, the group
in the campaign. At the start of play, ask your players if
discovered evidence that a pair of Undying paladins known
their characters have utilized any of these backgrounds or
as the CAIRDAL KNOT is hunting for the Oracle of War.
patrons, and tie them into the adventure if possible.
Overview The Waiting Game makes special use of the following
background:
The adventure’s story is spread over three parts and takes
approximately 4 hours to play: • Aundairian Special Forces

• Part 1: The Drop (60 mins). Characters with this background know two members of
The Twelve send the adventurers on a peace mission staff at the Arcane Congress. See the adventure text for
to Thrane to warn about the upcoming threat. On the more details.
way, the airship delivering the adventurers is destroyed, Continuing the Story
leaving them plummeting toward the ground through a
If the characters played through DDAL-EB-11 My Undying
lightning storm!
Heart, this adventure picks up after that adventure
• Part 2: The Dinner Party (75 mins).
ends. The adventurers have returned to Korth to deliver
After the crash, the characters are feted at a dinner
Widmund ir’Hellekanuth to the Twelve and had the benefit
party attended by important members of the Arcane
of a long rest.
Congress. The Undying paladin Immeral Longarrow
interrupts the meal, threatening to bring ruin to Arcanix • Before the adventure begins, give the players Handout
if the characters don’t turn over the Oracle of War. When 1: Drums of War. This handout summarizes the
they refuse, he activates a cadre of elven sleeper agents objectives of the Drums of War storyline and recaps the
working within the Arcane Congress. events of the Oracle of War campaign.

DDAL-EB-12 THE WAITING GAME 3


Legacy Events
Before beginning play, ask the players to check their
Adventure Records for any legacy events that affect this
adventure. The Waiting Game incorporates the following
legacy events from previous adventures in the Oracle of
War series:
Mournland Dossier. Characters who helped Sky Blue
rob the Excelsior lightning rail train in DDAL-EBEP-02
Rolling Thunder can decipher the stolen intelligence file
during part 1 of this adventure.
Hero Points
Hero Points A player can spend a hero point whenever they make an at-
In the Oracle of War campaign, adventurers are tack roll, an ability check, or a saving throw. The player can
supposed to be a cut above the rest. To reflect this, each spend the hero point after the roll is made, but before they
know whether they’re successful or not. Spending the hero
KEKAI KOTAKI

character in the party gains one hero point at the start


point allows the player to roll a d6 and add it to the d20, pos-
of this adventure. Players earn additional hero points
sibly turning a failure into a success. A player can spend only
by completing story goals. The DM may not award hero one hero point per roll. In addition, whenever a character fails
points except as specifically directed in the adventure. At a death saving throw, the player can spend one hero point to
the end of the adventure, the players lose any hero points turn the failure into a success.
they’ve accrued.

4 DDAL-EB-12 THE WAITING GAME


Estimated Duration: 60 minutes Arphira d’Lyrandar (ahr-FEER-uh)
Lawful good, female, half-elf conjurer
The Twelve send the adventurers on a peace mission Arphira wears the deep-blue robes of a House Lyrandar
to Thrane to warn about the upcoming threat. On the wizard. Despite her authoritative attitude, she isn’t a master
way, the airship delivering the adventurers is destroyed, wizard—though she is the ranking House Lyrandar mage at
leaving them plummeting toward the ground through a the Institute. She sees national loyalties as an annoyance re-
lightning storm! sponsible for the Last War and the dragonmarked houses as
the path to harmony across Khorvaire.
After the Raid Motivation: Arphira is sworn to aid the Twelve and bring
power and prestige to the dragonmarked houses.
When the players are ready, read the following boxed Mannerisms: Formal, stiff, single-minded, and disciplined.
text aloud: Quote: “Only through discipline can one achieve virtue.”

You’re resting in the Tower of the Twelve after a perilous


Mission Briefing
mission to capture Widmund ir’Hellekanuth, vampire leader The prophecy revealed to the Twelve by the Oracle of War
of a local Emerald Claw cell. His interrogation lasted many (see DDAL-EB-11 My Undying Heart) has profoundly
hours, but now a member of the governing committee, unsettled the governing council. Arphira explains that
Arphira d’Lyrandar, has arrived to brief you on its results. they’ve sent warnings to the leaders of the Five Nations,
calling for a united front to repel the threat posed by the
Lord of Blades.
Characters who played through DDAL-EB-11 My Undying With tensions between Breland and Thrane on a knife
Heart have met Arphira before: she brought them before edge, the divinely selected Thranish leader, the Keeper
the Twelve from Salvation. Arphira reveals the following of the Silver Flame, has requested to view the Oracle of
information: War—and meet its owners in person—before agreeing to
• Under interrogation, Widmund confirmed that the any talks. The Twelve requests that the adventurers depart
Order of the Emerald Claw used an artifact called for Flamekeep at once on Arphira’s airship, the Siberys
the Crystal Skull to bind the spirits of the dead to the Sailer. For undertaking this peace mission, the Twelve
Oracle of Bones. offer each adventurer an upfront payment of 250 gp.
• As payment, the Lord of Blades gave the Emerald Claw a Assuming they agree, Arphira informs the group they
map to the Creeping Nave, an ancient daelkyr sanctuary depart first thing in the morning. They have the night to
buried deep underneath Metrol. This sanctuary prepare for their journey.
supposedly contains a cache of symbiont weaponry.
Exit Sulring Mroranon
• Widmund has sent an expedition into the Mournland to
Sulring Mroranon, creator of the Oracle of War, is keen
excavate the sanctuary and loot the weapons. They’re led
to return to his home in the Mror Holds. He thanks the
by Trez Zul, a high-ranking Emerald Claw agent.
adventurers before he leaves; saying they can always reach
• In addition to this, Widmund has been tracking the
out to him should they need his help. He owes the group a
movements of the Cairdal Knot, a pair of Undying
great debt. Before leaving, Sulring whispers a warning to
paladins from Aerenal, who plan to capture the Oracle
“trust no one and be alert for treachery.”
of War using a secret sleeper agent program code-
named “Stonefire.” The Emerald Claw doesn’t know the
Characters with the Mournland Dossier
paladins’ current whereabouts.
legacy event finally decipher the coded papers
The interrogation is far from over. Widmund ir’Hellekanuth before Sulring departs. Give them Handout 2:
is a valuable source of information and the Twelve plan to The Three Protocols.
keep him imprisoned until further notice.
If questioned about the protocols, Sulring reiterates
that he’s honor bound to keep the details of the Oracle
of War’s construction a secret until he’s reported to the
Iron Council of the Mror Holds. However, the file clearly
confirms how much the Oracle meant to his old employers
and shows the danger the characters are in while they

DDAL-EB-12 THE WAITING GAME 5


carry it with them. To aid them, Sulring divulges a useful • Characters in freefall move straight down at 240 feet per
function of the Oracle of War; a magical incantation that round as their movement, slowed by an updraft created
“compels the Lamannian Triune to hide their vessel from by the storm.
sight.” Once per day when the following incantation is • Characters in freefall have disadvantage on attack rolls,
spoken, the Oracle of War turns invisible for 8 hours and and flying creatures have advantage on attack rolls
can’t be targeted by divination magic or perceived through against them.
magical scrying sensors: • If a falling character rolls a natural 1 on a saving throw,
ability check, or attack roll, they’re struck by a lightning
“Triune, engage adaptation pattern.” bolt from the storm, taking 2 lightning damage per
character level, or 3 if they’re wearing medium or heavy
Sulring says no more on the matter. He advises the armor made of metal.
adventurers to seek him out in the Mror Holds once he’s Hitting the Ground. A character who doesn’t slow their
spoken to his superiors about the device. fall hits the ground at terminal velocity, taking 70 (20d6)
bludgeoning damage. At this level, characters at full hit
Unfriendly Skies points may miraculously survive; however, they’ve likely
When the journey is underway, read the following boxed taken damage from the explosion and the fluxchargers’
text aloud: attacks. The copse of trees 240 feet to the north would
break a character’s fall better than the hard ground,
softening the impact to 35 (10d6) bludgeoning damage,
The Siberys Sailer floats serenely over the farms and fields of
assuming the characters can direct themselves there
Aundair. Its captain, Arphira d’Lyrandar, yells from the helm. successfully. As an action, a character can attempt a DC
“Storms ahead! We’re going to fly above them. Shouldn’t 15 Strength (Athletics) or Dexterity (Acrobatics) check to
add too much time to the trip. Can’t keep the Keeper of the move 60 feet horizontally as they fall.
Silver Flame waiting, eh?”
Helping Hand
The Siberys Sailer ascends to avoid the storm clouds. As If a character looks likely to be smashed to pieces when they
the crew expertly levels the ship at its new cruising altitude, hit the ground and has no way to mitigate their free fall, you
can have Arphira swoop in and cast feather fall on the group
a sizzling lightning bolt surges up from the clouds and
at the last moment!
strikes the elemental ring powering the vessel! The ship
lurches and the elemental ring explodes!

The hull tears apart beneath your feet and you fall, Complications
plummeting into churning thunderclouds. As you disappear The following optional complications can make this scene
harder or more interesting for your players. Try not to
into the vapor, creatures of fire and lightning form from the
make a scene harder if the characters are struggling!
wreckage of the elemental ring and dive toward you with Falling Soldiers. If the characters are handling the
lethal intent. scene with little challenge, describe the unconscious
Brelish soldiers plummeting groundward around them.
Characters with a conscience should try to save as many
Each character takes 16 (3d10) force damage from the as possible: if they act, there are two soldiers falling
explosion. The airship is lost, and the survivors find per character in the group. Characters who use limited
themselves in freefall several thousand feet above the resources (spell slots or limited abilities) or risk their own
ground, falling toward the picturesque farms and fields safety to rescue others should earn inspiration.
dotting the Aundairian countryside. Flaming Wreckage. Flaming pieces of the Siberys
Worse yet, the falling survivors are targeted by three Sailer plummet past throughout the descent. Each round
fluxchargers, magical creatures implanted into the on initiative count 20 (losing ties), all characters must
elemental ring by villainous forces attempting to sabotage make a DC 15 Dexterity saving throw, taking 14 (4d6)
the ship and assassinate the characters. The fluxchargers bludgeoning damage and 7 (2d6) fire damage from the
start by targeting characters who are flying or who aren’t burning wreckage on a failed save.
in freefall. A fluxcharger can freefall rather than fly if it
needs to catch a character. If it does, it suffers the same
penalties as any creature in freefall (see below). Adjusting the Scene
Here are some suggestions for adjusting this scene:
A Short but Exciting Trip • Very Weak: Remove one fluxcharger, and reduce the
The first, and possibly most important, task is for damage dealt by the storm’s lightning bolts by 1 per char-
the characters to control their fall. At their level, the acter level.
adventurers likely have access to flight magic, or at least • Weak: Remove one fluxcharger.
know a way to slow their descent. Use the following notes • Strong: Add one fluxcharger.
to help run this encounter: • Very Strong: Add two fluxchargers, and increase the
damage dealt by the storm’s lightning bolts by 2 per char-
• The Siberys Sailer explodes at an altitude of 6,000 feet acter level.
above the ground. If the characters can’t slow their fall,
they strike the ground after 25 rounds.

6 DDAL-EB-12 THE WAITING GAME


Treasure transport to Thrane in the morning. In fact, she knows
The fluxchargers, when they strike the ground, break into some of the Arcane Congress’s best minds would be
several tiny diamonds worth a total of 500 gp. excited to talk to the characters about their experiences
with the Oracle of War and their adventures to date.
After the Fall The characters may have other questions about the crash
Characters who survive the fall earn one hero point. and its aftermath. If you’re running this campaign with the
When the characters are safely (or not so safely) back on same group of players, feel free to make any changes you
the ground, a familiar face appears out of the sky: think might entertain, challenge, and please your players
and tell the best story!
The Siberys Sailer is destroyed beyond repair. A
As the wreckage of the Siberys Sailer crashes into the fields successful DC 20 Intelligence (Arcana or Investigation)
around you, an ashen-faced woman swoops down from the check reveals that someone used powerful magic to
sky on a broomstick. implant the fluxchargers into the elemental ring that
powered the airship. When the volatile creatures broke
“Great gods! What in Khyber happened?” free, the resulting explosion shattered the hull.
Captain d’Lyrandar survived the fall, but many of
the Brelish soldiers perished in the crash (unless the
Characters who played DDAL-EB-06 The Last Word characters saved them). The Oracle of War remains intact.
or DDAL-EBEP-02 Rolling Thunder have likely met If the players didn’t take action to secure the device, they
archmage Narcy of Xandrar (perhaps in less than cordial discover it buried in a huge pile of compost at the corner of
circumstances!). Narcy arrives on a broom of flying. a nearby field.
Regardless the manner of their last meeting, Narcy’s first
concern is to stabilize injured characters or NPCs. When the
characters speak to her, she relays the following information: Narcy of Xandrar (Nar-SEE of ZAN-dra)
Neutral, female, human archmage
• Narcy is currently working as a Brelish liaison to the Narcy’s famed for her beauty as much as her magic, which
Arcane Congress of Aundair at Arcanix, assigned by has always irked her. She’s a phenomenal wizard whose
King Boranel himself. natural powers were honed from an early age by the Esoteric
• The Twelve notified her that the characters were taking Order of Aureon. Raised in the order’s arcane cloisters, she
the Oracle of War to Thrane and she knew their flight missed out on many of life’s pleasures, making her regretful
path would carry them over Aundair. When she saw the and bitter.
storm brewing, she thought she’d fly up to make sure the Motivation: Learn as much as possible about the Oracle of
trip went smoothly. She arrived too late to help. War and its powers and providence.
• Irrespective of her own past dealings with the group, Mannerisms: Narcy finds it difficult to hide her mistrust of
others, often arching an eyebrow suspiciously when she talks.
Narcy says the Arcane Congress would be keen to
TITUS LUNTER

Quote: “Lightning dwells in these palms, stranger.”


host the survivors for the night while the crash site
is investigated, and wounds healed. She can arrange

DDAL-EB-12 THE WAITING GAME 7


Estimated Duration: 75 minutes The scene’s tone should be one of awkwardness and
humor. The cloistered scholars don’t socialize with
After the crash, the characters are feted at a dinner party outsiders much, and now they’re getting to interact with
attended by important members of the Arcane Congress. the very adventurers who’ve been in possession of the
The Undying paladin Immeral Longarrow interrupts the Oracle of War! It’s a once-in-a-lifetime experience for them.
meal, threatening to bring ruin to Arcanix if the characters
don’t turn over the Oracle of War. When they refuse, he Roleplaying the Dinner
activates a cadre of elven sleeper agents working within The characters are invited to recount stories of their
the Arcane Congress. adventures, with a focus on how they found and have used
the Oracle of War. Clerics, paladins, or other religious
Arrival at Arcanix characters might be asked to say a prayer to bless the food,
while bards or other performers may be asked to perform.
After their harrowing fall, Narcy escorts the characters to
Anyone who does something memorable in terms of role-
one of the floating towers that house the Arcane Congress
playing should be given inspiration, and a big round of
of Arcanix. Arphira d’Lyrandar remains at the crash site
applause from the collected scholars and wizards.
to conduct a thorough investigation and recover her dead.
During the scene, be sure to mention the elven servers
Read the following boxed text aloud:
moving about the room, clearing away dishes or offering
more servings of food. Don’t draw too much attention to
High above the patchwork fields of Aundair, four grand them, but be sure to note their presence. This makes the
towers float motionless in the air atop rocky islets. Each sudden attack more organic.
If you’re running in a timed environment and your
castle is built in wildly varying architectural styles and lit by
players enjoy roleplaying, keep an eye on the clock, the
similarly varied arcane lamps of different colors. Wizards on combat at the end of this scene can be lengthy.
broomsticks flit back and forth between the towers like busy
worker bees. A Curious Gnome
The most inquisitive arcanist at the table is Meena
Findrella Clebdecher; as ex-Aundairian military, she isn’t
Injured characters are healed on arrival at the Arcane shy about prying into the characters’ business. She’ll ask
Congress, but there’s no one on hand with the ability to any rude, awkward, or embarrassing question that pops
raise characters from the dead. The characters are given into her head without considering others’ feelings.
three hours to catch their breath, clean up, and otherwise
rest. After this short rest, Narcy returns with an invitation Characters with the Aundairian Special
from the Arcane Congress to a dinner held in their honor. Forces background know Meena personally.
She addresses those characters by name and
The High Table reacts to them as described below.
When the characters go to the dining room, read the
following boxed text aloud: Meena served in the same unit as the characters during
the Last War. They went through much together, but it isn’t
something anyone wants to revisit or discuss. However,
A large meeting room has been converted into a dining hall, Meena offers a kind welcome. She reveals that another
with a conference table serving as a makeshift dining table. member of their unit, a dwarf nicknamed “Tank,” works
A team of elven servers bustles around the room, placing as a technician in the Arcane Congress’s central control
china on the table and preparing food from trolleys along
room. She tries to avoid him: he was a loose cannon then,
and he hasn’t gotten much better according to Meena.
the edges of the room. Colorful wooden screens decorate
When Immeral Longarrow triggers the attack, Meena
the place, attempting to make this ordinary meeting room tosses her old comrade a potion of superior healing.
look festive.
Uninvited Dinner Guest
Several scholarly individuals sit at the main table,
When you’re ready for Immeral Longarrow to make his
examining you as you enter. Their excitement is palpable. appearance, read the following boxed text aloud:

8 DDAL-EB-12 THE WAITING GAME


• Mentioning the notes compiled on the Cairdal Knot
The hall doors open with a crash, and an undead elf clad in by the Emerald Claw in DDAL-EB-11 My Undying
plate walks to the head of the table. Living thorns sprinkled Heart invokes Immeral’s anger. He snarls that the
with blossoming white roses sprout from a hole in his Undying Court’s plans are too far in motion to stop now,
breastplate. As he approaches, one of the scholars tumbles especially by “that misguided gang of fanatics.”
from her chair in fear and scrambles away. He stares at her
• Characters who claim loyalty to the Undying Court or
the cause of good get short shrift. Those of true faith
impassively, then takes her seat.
should know their lives are insignificant compared to the
magnificent, millennia-spanning strategies of Aerenal.
“Let me speak plainly. I want the Oracle of War, and you
With the Oracle of War, the elves can gain insight into
probably want everyone in the town below us to live to see
the Draconic Prophecy and steer all civilizations toward
the dawn. Hand over the box or I’ll drop this fortress on the a glorious future.
town and send everyone straight to the depths of Khyber.”
If the characters make a hostile move, or don’t provide
Immeral with the answers he wants quickly enough,
Immeral takes no pleasure in making these demands, but he says a demonstration is clearly needed. He hisses
the lives of mortals are immaterial in the grander scope of the words “Ignite Stonefire” in Elvish, activating the elf
the Undying Court’s plans. The Cairdal Knot must bring sleeper agents in the room. These unknowing pawns in
the elves the Oracle of War, regardless of the cost in lives. the plans of Aerenal’s Undying Court have undergone
Immeral has cast freedom of movement on himself before mind-altering procedures to act normally until activated.
entering the room. At that time, they’re placed under a compulsion to attack
Characters who try to reason with Immeral find him and kill anyone who isn’t a recognized agent of Aerenal.
unwilling to negotiate, unless they mention one of the
following talking points:
Surrendering the Oracle of War
If the characters agree to hand over the Oracle of
• Mention of the white rose found in the Fireweave Bazaar War, Immeral thanks them, but with regret, explains
in DDAL-EB-02 Voice in the Machine causes Immeral to he must now kill them. Their deaths will ensure the
look wistful. He admits his “beloved Antinua” had hoped silence required for the Undying Court to carry out their
to seize the Oracle in Kalazart a few years back, but fate holy plans.
BRIAN VALEZA

conspired against her . . .

DDAL-EB-12 THE WAITING GAME 9


Immeral Longarrow (Im-MER-al) After the Battle
Neutral, male, Undying elf paladin If the characters defeat the elven operatives, each
For centuries, Immeral and his immortal lover Antinua have character gains one hero point. Narcy of Xandrar now
carried out the Undying Court’s covert operations on Khor- reappears and delivers her report. She’s reconnoitered the
vaire. Together they’re called the Cairdal Knot. Both carry a surrounding floating fortresses and her worst fears have
living piece of Aerenal in their hearts; manifesting as rose- been realized:
bushes that sprout from their chests. They roam undercover
through the Five Nations, only meeting every few decades,
and leave roses for each other to find as a sign of their un- “Sleeper agents have been activated across the facility.
dying love. They’ve seized control of the command center: a
Motivation: Decades ago, the Undying Court saw the cre-
bunker at the base of Nocturnas tower that regulates
ation of the Oracle of War written in the Draconic Prophecy
and ordered the Cairdal Knot to seize it. the transmutational energies keeping the towers afloat.
Mannerisms: Immeral has no respect for youthful mor- We must get in there and stop them before they do
tals and adopts an aloof, uncaring swagger when he’s
something crazy!”
around them.
Quote: “The end of this world is written in the Draconic
Prophecy. Only the Undying Court has the power to interpret it.”
Narcy can provide the following additional information:
• Magical effects are dampened around the command
The Demonstration center, making it impossible for magic to penetrate it.
The Dining Hall map in appendix A shows layout of this This means no divination or teleportation magic can be
chamber. The following sleeper agents immediately attack: used to infiltrate the structure itself.
• Two elf mages • The only entrance is a small external dock, which can be
• Five elf spies accessed most easily via flying or teleportation.
• Three elf wandslingers • Magical doors protect the outer area, and more doors
seal off the inner command center. They’re likely to be
A successful DC 20 Wisdom (Insight) check tells an secured and locked from the inside.
observer that the elves are under a nonmagical compul- Narcy tells the characters that there’s no time to lose.
sion. Their minds have been altered so they don’t even Then, as if he was listening in, the magically projected
know they’re agents until they’ve been activated. When voice of Immeral Longarrow echoes through the room.
Immeral acts, chaos erupts in the dining hall:
• At the start of combat, Immeral teleports out the room
“I tried to be reasonable, but you’ve failed to comply. Look
using misty step.
• The sleeper agents avoid melee combat if possible. The out the nearest window.”
five spies focus fire to bring down one character at a
time, while the mages blast the group with area-of-effect
Narcy leads the characters to a window looking
spells. All agents use hit-and-run tactics, exploiting
across the many floating structures that make up the
cover from the tables and screens and using mobility
Arcane Congress.
spells like misty step to stay away from melee attacks. If
cornered, they fight to the death like maddened dogs.
• During the first round, the scholars run for the doors or One of the four floating towers of Arcanix quakes in the air
use magic to leave the area. Narcy teleports away, look- then tilts precariously. Gravity strains against it, tearing
ing to discover if this stranger really does have control of spires and steeples from its flank, which tumble down and
the Arcane Congress’s floating fortresses.
slam into the fields far below. Among the falling rumble, you
see tiny humanoid figures plunging to their dooms. With
Adjusting the Scene
dreadful slowness, the tower returns to its upright position.
Here are some suggestions for adjusting this scene:
• Very Weak: Remove one elf mage and two elf wandslingers. “That was your final warning. Defy me again, and I’ll
• Weak: Remove one elf mage. drop the tower onto Arcanix. Bring me the Oracle of War
• Strong: Add two elf mages.
• Very Strong: Add two elf mages and two elf wandslingers. immediately.”

Narcy again insists the characters join her in an assault


on the command center. When the characters are ready,
continue to part 3.

10 DDAL-EB-12 THE WAITING GAME


Estimated Duration: 75 minutes (a knight) currently has 1 hit point remaining. Immeral
ordered the guards to keep him alive in case his expertise
As the sleeper agents seize control, the characters must operating the command room was needed.
work with Narcy of Xandrar to secure the towers’ control If the characters free the dwarf, he smiles through
room and defeat Immeral Longarrow before he drops the bloodied lips and teeth, as if he hasn’t had this much
floating fortresses onto Arcanix. fun in years:

The Landing “Thanks. Roughed me up good, they did. Asked me how to


The Command Center map in appendix A shows the
control the flying rocks, but I didn’t give ’em anything. From
layout of this area. The landing is a 15-foot-by-30-foot metal
platform. Iron double doors are set into the wall on the the sounds of it, they figured it out themselves. Get me into
south side of the platform. As the characters land, Narcy the command center, I can override their controls. But it’ll
sees one of the other towers tip precariously. She flies off to take me a few seconds to figure out how they mucked it up.”
see if she can save the occupants, ordering the characters
to get into the command center as quickly as possible.
Trap. The doors are locked and trapped. If the trap Tank can answer basic questions about the command
isn’t disarmed before the lock is bypassed or the doors center. The sleeper agents took his keys, so the characters
breached, it triggers. The character who triggers the must gain entry another way.
trap, as well as any creatures stood on the platform, must Old Rivals. Any character with the Aundairian Special
make a DC 14 Constitution saving throw, taking 33 (6d10) Forces background recognizes Tank. He hugs them,
lightning damage on a failed save, or half as much damage saying, “It’s so good to see you again. This is for having
on a successful one. Half the damage for Very Weak or my back during the war.” Then he takes a swing at the
Weak parties and add 11 (2d10) damage for Strong or character, saying, “And that’s for not having my back when
Very Strong parties. we got home.”
A successful DC 15 Intelligence (Investigation) check From that point on, Tank makes ability checks with
reveals the presence of the trap, which can be disarmed disadvantage, as he’s upset the character cut ties with
with a successful DC 15 Dexterity check made with thieves’ him. If the character makes a successful DC 15 Charisma
tools. If this check fails by 4 or more, the trap triggers. (Persuasion) check to apologize or somehow make amends,
Lock. The lock can be picked with a successful DC 15 Tank makes ability checks with advantage instead.
Dexterity check made with thieves’ tools, or forced open
with a successful DC 20 Strength check. The door has AC Donnagdagger “Tank” Granitebeard (DAH-
15, 100 hit points, and immunity to poison and psychic nag-dag-ger)
damage. Hacking the doors down alerts Immeral to the Chaotic neutral, male, dwarf knight
characters’ presence: decrease the number of rounds in This Last War veteran is an expert at maintaining arcane
the countdown by 1 (see “The Command Center,” below). mechanisms. He’s an adrenaline junkie, always looking for
something exciting and dangerous to try.
The Outer Ring Motivation: He wants to feel something again and working
with dangerous arcane machines poses no end of risk. But
The structure’s outer ring circles the control room, with a even that’s getting boring for Tank.
set of double doors in the southern section providing entry Mannerisms: His eyes dart from side to side, and he always
to the command center at the center. wears an unsettling grin.
Quote: “Let me show you something that’ll curl your hair!”
Patrols
Immeral has three sleeper cell patrols, each comprised of
three guards, walking clockwise through the outer ring. Entryway
These enemies are of no consequence to a tier 3 party— Like the main doors, the doors into the control room are
they’re there for flavor. Allow the characters to dispatch trapped. This trap, however, is a bit more devious, as it’s
them quickly to make them feel powerful and capable. been altered by Immeral’s team.
Trap. The doors are locked and trapped. A successful
Prisoner DC 15 Intelligence (Investigation) check detects the
Bound and gagged in the southeast corner of the outer ring presence of the trap, which appears to be exactly like the
is the dwarf Donnagdagger “Tank” Granitebeard. Tank one on the outer doors. However, it’s been altered. Anyone

DDAL-EB-12 THE WAITING GAME 11


who notices the trap can attempt a DC 20 Intelligence
(Arcana) check to discern the modifications.
The trap triggers if a character tries to disarm it without
understanding its modifications, or if they attempt to pick
the lock or force the door. When it activates, all creatures
within 20 feet of the door must make a DC 15 Intelligence
saving throw, taking 33 (6d10) psychic damage on a failed
save, or half as much damage on a successful one. Half the
damage for Very Weak or Weak parties and add 11 (2d10)
damage for Strong or Very Strong parties. A character
who fails the save is also confused as per the confusion
spell for 1 minute, except they don’t repeat the saving
throw at the end of their turns.
Lock. The door is locked, as per the door on the landing
(see above).
Once the door is breached, the countdown starts (see
“Command Center,” below).

The Command Center


No magic can penetrate the command center until the
door has been breached. When the door is breached, read
the following boxed text aloud:

The undead mastermind of the attack stands at a control


panel on the far side of this chamber. In the room’s corners,
arcane machines spark and crackle with power, while two
glass-enclosed pillars of lightning stand in the center of
the room, with sparks passing between them at random
intervals. Part of the floor near the control panel is made of
glass, offering a view of the landscape below.

As soon as the characters breach the door, a timer on the


control panel begins to count down as Immeral runs his
hand over a sensor. Calculate the number of rounds the
characters have left (see “The Countdown,” below), then
multiply that number by 6 to get the number of seconds.

“The gifts of the Oracle are wasted on fools like you. Now
you’ll see what your foolishness reaps. Kill them. We can
question their corpses later.”

Final Battle
Immeral Longarrow and five elf sleepers engage the
characters. Immeral begins combat with a spirit guardians
spell cast on himself, and the elf sleepers have each cast a
blur spell on themselves. Tank can act in this combat, and
he takes his turn on initiative count 0 (losing ties).
Stopping the Countdown. If Tank enters the command
room, he instructs the characters in what must be done to
stop the countdown:

“He’s going to bring down the towers! Quick! We need to


ease the flow of transmutational energy into the control
panel. If I can get to one of those conduits, I can regulate
the flow, then we can disable the countdown from the
JAMES ZHANG

control panel. Just keep them off me!”

12
Tank has a +2 bonus to his checks to perform the tasks The Countdown
listed below, but by announcing his intentions, he’s painted The countdown clock starts at 5 rounds, modified by party
a target on himself. The characters must either protect strength (see the “Adjusting the Scene” sidebar), and any
him and get him into a position to do his work, or they doors the party breached on their way in here.
must do it themselves. If the countdown clock runs out, the first floating tower
Electricity Pillars. The area between the two glass falls from the sky, landing on the outskirts of Arcanix.
pillars conducts highly concentrated electrical fields. A Describe the fall and the explosion of the fortress hitting the
creature that enters the space between the pillars or starts ground, visible through the curved lens of the glass floor.
its turn there must make a DC 15 Constitution saving Two rounds after this, the second tower plunges to the
throw. On a failed save, the creature takes 2 lightning ground. The characters can prevent its fall by getting to the
damage per level, and their speed is reduced to 0 until control panel and succeeding on the appropriate checks to
the start of their next turn. On a success, they take half as stop the countdown. Two rounds later, the third tower falls
much damage, and their speed isn’t reduced. (Immeral doesn’t sacrifice the fourth tower, Nocturnas, as
Power Conduits. The power conduits in the corners this is where the command center is housed).
harness the energy to needed keep the fortresses afloat Characters who allow any towers to fall here receive the
or move them when necessary. If these are damaged, they Heroic Failure legacy event. At the end of the adventure,
can no longer do their job. As an action, a character can ask the players to mark this legacy event on their
attempt a DC 20 Dexterity (Sleight of Hand) or DC 15 adventure records.
Intelligence (Arcana) check to deactivate a conduit without
destroying it. A Villain’s Fate
Control Panel. The control panel channels the When the characters defeat Immeral, he collapses onto
energy provided by the power conduits. As an action, a the glass floor near the control panel, which shatters and
character at the panel can attempt a DC 18 Intelligence gives way beneath him. With a cry of sorrow, he plummets
(Investigation) check to deactivate the countdown timer. hundreds of feet to crash to the ground below.
Two successful checks are required, and at least one of the If the characters incapacitate Immeral instead of killing
power conduits must have also been successfully disabled him, Narcy arrives and, in a fit of rage, uses her magic to
without destroying it. destroy him utterly. Pick your favorite high-level wizard
Arcane Dampener. The machinery and magical devices spell to finish the job!
in the room are constructed to dampen magic. Any spell
of 6th level or higher automatically fails. The action to cast Treasure
it is wasted, but the spell slot isn’t expended. A character If the characters stop the countdown before any towers are
casting a spell in this room can make a DC 20 Intelligence dropped on Arcanix, the Arcane Congress thanks each
(Arcana) check before taking an action, realizing this character with a reward of 500 gp.
restriction on a success. Likewise, the banishment spell Immeral wore a ring of regeneration, designed to
doesn’t function in this room. look like two roses intertwined. He also carried a pack
containing four potions of superior healing, which he
Adjusting the Scene dumped in the corner of the command center.
Here are some suggestions for adjusting this scene:
• Very Weak: Remove one elf sleeper and add two rounds to
Ending the Adventure
the countdown. The Arcane Congress is shaken by the surprise attack.
• Weak: Remove one elf sleeper and add one round to the If any towers fell, news of the catastrophe soon spreads
countdown. around Aundair and the wider world. Clearly, powerful
• Strong: Add four elf sleepers. forces desire the Oracle of War and are willing to risk all
• Very Strong: Add five elf sleepers and subtract two rounds to claim it. The Arcane Congress is keen to be rid of the
from the countdown. device, and hastily arrange transportation to move it on to
Thrane. The adventurers’ story continues in DDAL-EB-13
Stonefire!

About the Author


Shawn Merwin’s professional design, development, and edit-
ing work in D&D spans 20 years and over 4 million words of
content, ranging from third to fifth edition. His most recent
D&D credits include the Acquisitions Incorporated D&D hard-
cover, Baldur’s Gate: Descent into Avernus, and Ice Road Track-
ers. He’s also the Resource Manager for the D&D Adventurers
League’s Eberron: Oracle of War campaign. Shawn hosts a
weekly D&D podcast called Down with D&D, and he holds an
MFA in Creative Writing from Vermont College of Fine Arts.
He muses about gaming and life on Twitter @shawnmerwin.

DDAL-EB-12 THE WAITING GAME 13


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 every 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 in the party
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.

Dungeon Master 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 adven-
ture. See the ALDMG (Adventurers League Dungeon
Master’s Guide) for more information about DM Quests.

14 DDAL-EB-12 THE WAITING GAME


Important Characters
The following NPCs feature prominently in this adventure:

Important Characters
Name Identity Details
Arphira d’Lyrandar Neutral, female, half-elf conjurer Captain of the (doomed) airship, the Siberys Sailer.
Donnagdagger Chaotic neutral, male, dwarf Technician working in the control room of the Arcane Congress floating
Granitebeard knight fortresses.
Immeral Longarrow Neutral, male, Undying elf agent Undead agent working for the Undying Court.
Meena Findrella Neutral good, female, gnome Arcane researcher on staff at the Arcane Congress.
Clebdecher magewright
Narcy of Xandrar Neutral, female, human archmage Expert mage working for the Brelish court.

DDAL-EB-12 THE WAITING GAME 15


Creature Statistics
Elf Spy Elf Mage
Medium humanoid (elf ), neutral Medium humanoid (elf ), neutral

Armor Class 12 Armor Class 12 (15 with mage armor)


Hit Points 22 (5d8) Hit Points 40 (9d8)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (−1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0) 9 (−1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)

Saving Throws Int +5, Wis +3 Saving Throws Int +6, Wis +4
Skills Arcana +5, History +5 Skills Arcana +6, History +6
Senses darkvision 60 ft., passive Perception 11 Senses darkvision 60 ft., passive Perception 11
Languages Common, Elvish Languages Common, Draconic, Elvish
Challenge 1 (200 XP) Challenge 6 (2,300 XP)

Fey Ancestry. The spy has advantage on saving throws against Fey Ancestry. The mage has advantage on saving throws
being charmed, and magic can’t put the spy to sleep. against being charmed, and magic can’t put the mage to sleep.
Spellcasting. The spy is a 4th-level spellcaster. Its spellcasting Spellcasting. The mage is a 9th-level spellcaster. Its spellcast-
ability is Intelligence (spell save DC 13, +5 to hit with spell ing ability is Intelligence (spell save DC 14, +6 to hit with spell
attacks). The spy has the following wizard spells prepared: attacks). The mage has the following wizard spells prepared:
Cantrips (at will): light, mage hand, shocking grasp Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): magic missile, shield 1st level (4 slots): detect magic, mage armor, magic
2nd level (3 slots): hold person, misty step missile, shield
2nd level (3 slots): misty step, suggestion
3rd level (3 slots): counterspell, fireball, fly
Actions 4th level (3 slots): greater invisibility, ice storm
5th level (1 slot): cone of cold
Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one
target. Hit: 3 (1d8 − 1) piercing damage.
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

16 DDAL-EB-12 THE WAITING GAME


Elf Sleeper Elf Wandslinger
Medium humanoid (elf ), neutral Medium humanoid (elf ), neutral

Armor Class 18 (plate) Armor Class 18 (studded leather, shield)


Hit Points 52 (8d8 + 16) Hit Points 84 (13d8 + 26)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 15 (+2) 12 (+1) 10 (+0) 13 (+1) 18 (+4) 14 (+2) 11 (+0) 13 (+1) 16 (+3)

Skills Arcana +4, Intimidation +2, Perception +3 Saving Throws Dex +6, Con +4, Wis +3
Senses darkvision 60 ft., passive Perception 13 Skills Perception +3, Stealth +8
Languages Common, Elvish Senses darkvision 60 ft., passive Perception 13
Challenge 4 (1,100 XP) Languages Common, Elvish
Challenge 4 (1,100 XP)
Fey Ancestry. The elf has advantage on saving throws against
being charmed, and magic can’t put the elf to sleep. Fey Ancestry. The wandslinger has advantage on saving
throws against being charmed, and magic can’t put the
First Strike. The elf has advantage on initiative rolls.
wandslinger to sleep.
Spellcasting. The elf is a 5th-level spellcaster. Its spellcasting
Wandslinger. Being within 5 feet of a hostile creature doesn’t
ability is Intelligence (spell save DC 12, +4 to hit with spell
impose disadvantage on the wandslinger’s ranged spell attack
attacks). The elf has the following wizard spells prepared:
rolls while holding a wand. In addition, the wandslinger ignores
Cantrips (at will): blade ward, light, message, shocking grasp half cover and three-quarters cover when making ranged spell
1st level (4 slots): guiding bolt, shield, thunderwave, witch bolt attacks while holding a wand.
2nd level (3 slots): blur, levitate
3rd level (2 slots): lightning bolt
Actions
Actions Multiattack. The wandslinger makes two shortsword attacks or
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one uses Agonizing Blast twice.
target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
slashing damage if used with two hands. target. Hit: 7 (1d6 + 4) piercing damage.
Agonizing Blast. Ranged Spell Attack: +5 to hit, range 120 ft.,
Reactions one target. Hit: 19 (3d10 + 3) force damage.
Lightning Backlash (Recharge 5–6). When a creature hits the
elf with an attack, the attacker takes lightning damage equal to
half the damage dealt by the attack.

DDAL-EB-12 THE WAITING GAME 17


Fluxcharger Immeral Longarrow
Large elemental, chaotic neutral Medium undead, neutral

Armor Class 16 (natural armor) Armor Class 18 (plate)


Hit Points 60 (8d10 + 16) Hit Points 117 (18d8 + 36)
Speed 0 ft., fly 60 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 15 (+2) 6 (−2) 10 (+0) 7 (−2) 16 (+3) 10 (+0) 14 (+2) 11 (+0) 17 (+3) 13 (+1)

Damage Resistances thunder; bludgeoning, piercing, and Saving Throws Con +6, Wis +7
slashing from nonmagical attacks Skills Intimidation +5, Religion +4
Damage Immunities lightning, poison Damage Vulnerabilities necrotic
Condition Immunities exhaustion, grappled, paralyzed, Damage Immunities poison, radiant
petrified, poisoned, prone, restrained, unconscious Condition Immunities charmed, exhaustion, frightened,
Senses darkvision 60 ft., passive Perception 10 paralyzed, poisoned
Languages Draconic Senses darkvision 60 ft., passive Perception 13
Challenge 7 (2,900 XP) Languages Common, Elvish
Challenge 9 (5,000 XP)
Amplify Lightning. Whenever a spell that deals lightning
damage includes one or more fluxchargers in its area, the spell Spellcasting. Immeral is a 9th-level spellcaster. His spellcasting
deals an extra 9 (2d8) lightning damage. ability is Wisdom (spell save DC 15, +7 to hit with spell attacks).
He has the following cleric spells prepared:
Cantrips (at will): light, mending, sacred flame, spare the dying
Actions 1st level (4 slots): divine favor, guiding bolt, healing word,
shield of faith
Multiattack. The fluxcharger makes two slam attacks or uses
2nd level (3 slots): lesser restoration, misty step, prayer of healing,
Arc Lightning twice.
silence, spiritual weapon
Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one 3rd level (3 slots): beacon of hope, crusader’s mantle, dispel
target. Hit: 13 (2d8 + 4) bludgeoning damage plus 10 (3d6) magic, revivify, spirit guardians, water walk
fire damage. 4th level (3 slots): banishment, freedom of movement, guardian
of faith, stoneskin
Arc Lightning. Ranged Spell Attack: +7 to hit, range 30 ft., one 5th level (1 slot): flame strike, mass cure wounds, hold monster
target. Hit: 16 (3d10) lightning damage, and lightning jumps
from the target to one creature of the fluxcharger’s choice that Turn Resistance. Immeral has advantage on saving throws
it can see within 30 feet of the target. That second creature against any effect that turns undead.
must succeed on a DC 15 Dexterity saving throw or take 13
(3d8) lightning damage. Hit or Miss: The fluxcharger takes 5
(1d10) force damage after resolving the attack.
Actions
Multiattack. Immeral makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) slashing damage.

Reactions
Guided Strike (Recharges after a Short or Long Rest). Immeral
grants a +10 bonus to an attack roll made by himself or another
creature within 30 feet of him. Immeral can make this choice
after the roll is made but before it hits or misses.

18 DDAL-EB-12 THE WAITING GAME


Knight
Medium humanoid (any race), any alignment

Armor Class 18 (plate)


Hit Points 52 (8d8 + 16)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2)

Saving Throws Con +4, Wis +2


Senses passive Perception 10
Languages any one language (usually Common)
Challenge 3 (700 XP)

Brave. The knight has advantage on saving throws against


being frightened.

Actions
Multiattack. The knight makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range
100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1
minute, the knight can utter a special command or warning
whenever a nonhostile creature that it can see within 30 feet of
it makes an attack roll or a saving throw. The creature can add
a d4 to its roll provided it can hear and understand the knight.
A creature can benefit from only one Leadership die at a time.
This effect ends if the knight is incapacitated.

Reactions
Parry. The knight adds 2 to its AC against one melee attack that
would hit it. To do so, the knight must see the attacker and be
wielding a melee weapon.

DDAL-EB-12 THE WAITING GAME 19


Handout 1: Drums of War

Drums of War
Summary
Drums of War is a three-part storyline for the Oracle of War campaign. In Drums of War, you’ll undertake a journey
from the Mournland through the nations of Karrnath, Aundair, and Thrane, as you try to piece together the history
behind the Oracle of War and stay one step ahead of those who seek to control it!

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 pro-
vide 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 that
he’d been captured by the Lord of Blades and forced to craft a new device, the Oracle of Bones. You rescued Sulring
from captivity, but the Brelish flying fortress Argonth was lost to the Lord of Blades during the battle.

Objectives
Your goals in Drums of War are as follows:
1. Present the Oracle of War to the Twelve.
2. Prevent the Oracle of War from falling into enemy hands.

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 battlefield
information to the device to make a DC 10 group Wisdom (Insight or Perception) 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

20 DDAL-EB-12 THE WAITING GAME


Handout 2: The Three Protocols
This encrypted intelligence file details information that the King’s Dark Lanterns have gathered on the artifact known
as the Oracle of War, listing agents involved in the intelligence gathering (by codename), and dragonmarked houses
they have infiltrated (primarily Cannith, Medani and Thuranni).

Results are inconclusive overall, but key theories are:

The Oracle of War was created five years ago by the dwarf artificer Sulring Mroranon on commission to an
unknown organization—or organizations—believed to be either a) an alliance between dragonmarked houses,
or b) an alliance of nation states.

The Oracle of War was designed to provide tactical battlefield information to armies in the Last War. Its services
would either be sold to the highest bidder or deployed to aid the interests of its creators.

A network of agents was deployed to test the Oracle of War in the battlefield. When the device malfunctioned
just prior to the Mourning, the organization that commissioned the Oracle had the entire program shut down
and all agents forcibly silenced.

Key to the Oracle of War program were three protocols. The King’s Dark Lanterns provide the following details:
1st Protocol: While the Oracle remains in use, its existence is classified and all assets assigned to handle it must be
sworn to secrecy.
2nd Protocol: If the Oracle falls into enemy hands, all records of its deployment must be erased and any assets that
handled it terminated.
3rd Protocol: If the Oracle malfunctions, it must be recovered for dismantlement. All records of its deployment must
be erased and any assets that handled it terminated.

DDAL-EB-12 THE WAITING GAME 21


Appendix A:
Dungeon Master’s Maps

22 DDAL-EB-12 THE WAITING GAME


DDAL-EB-12 THE WAITING GAME 23
Appendix B: Dungeon Adjusting This Adventure
To determine whether you should consider adjusting the
Master Tips adventure, add up the total levels of all the characters and
divide the total by the number of characters (rounding .5
To run an adventure as DM, you must have 3 to 7 players— or greater up; .4 or less down). This is the group’s average
each with their own character within the adventure’s level party level (APL). To approximate the party strength for
range (see Adventure Overview). the adventure, consult the table below.

Preparing the Adventure Determining Party Strength


Party Composition Party Strength
Before you start play, consider the following:
3–4 characters, APL less than Very weak
• Read through the adventure, taking notes of anything
3–4 characters, APL equivalent Weak
you’d like to highlight or remind yourself of while
running the adventure, such as a way you’d like to 3–4 characters, APL greater than Average
portray an NPC or a tactic you’d like to use in a combat. 5 characters, APL less than Weak
Familiarize yourself with the adventure’s appendices 5 characters, APL equivalent Average
and handouts. 5 characters, APL greater than Strong
• Gather any resources you’d like to use to aid you in 6–7 characters, APL less than Average
running this adventure—such as notecards, a DM 6–7 characters, APL equivalent Strong
screen, miniatures, and battlemaps. 6–7 characters, APL greater than Very strong
• Ask the players to provide you with relevant character
information, such as name, race, class, and level;
passive Wisdom (Perception), and anything specified as
notable by the adventure (such as backgrounds, legacy
events, etc.).
Players can play an adventure they previously played as a
player or Dungeon Master 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 some other 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 Oracle of War Player’s Guide for
reference. Players should select their characters’ spells
and other daily options prior to the start of the adventure,
unless the adventure specifies otherwise. Feel free to
reread the adventure description to help give players hints
about what they might face.

24 DDAL-EB-12 THE WAITING GAME


DDAL-EB-12 THE WAITING GAME 25

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