DDAL-EB-12 - The Waiting Game
DDAL-EB-12 - The Waiting Game
DDAL-EB-12 - The Waiting Game
Welcome
Welcome to the Oracle of War campaign, presented by the
Adventurers League! You can play this adventure as part of
your own Eberron: Rising from the Last War campaign, or as
part of the Oracle of War organized play campaign. While
this campaign runs under the umbrella of the Adventurers
League, it utilizes different rules. You can familiarize yourself
with these unique campaign rules by checking out the Oracle
of War Player’s Guide and Oracle of War DM’s Guide, found in
the D&D Adventurers League Players Pack.
LEE MOYER
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League,
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are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork con-
tained herein is prohibited without the express written permission of Wizards of the Coast.
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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.
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.
“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:
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!
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.
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.
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.
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.
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.
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.
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.
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!
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.
• 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
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.