Ddal Eb 14 From Dust

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The Oracle of War campaign presents an organized play campaign set in Eberron utilizing unique rules. It focuses on scavengers working for salvage crews.

The Oracle of War campaign places the characters as scavengers working for salvage crews in dangerous jobs for various reasons. It is run under the Adventurers League but with different campaign rules.

The Desperate Soul and Morgrave University Professor backgrounds have special experiences when dealing with the Thorn Expedition in part 1 of this adventure.

Credits

Designer: Andy Dempz

Campaign Story and Development: Will Doyle

Editing: Ashley Michaela “Navigator” Lawson


Art Direction and Layout: Stacey Allan
Artists: John Avon, Conceptopolis, Olga Drebas, Justin Gerard,
Tomas Giorello, Ilich Henriquez, Lee Moyer, Ilya Shkipin
Cover Illustrators: Vance Kelly, William O’Connor (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: Daniel K. Alter, Logan Bidus, Andrew Bishkinskyi,


Athanasios Maravelias, Jonathan Misner

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
11th- to 16th-level characters and is optimized
for five characters with an average party level In the Oracle of War campaign, the characters are
(APL) of 14. 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 begins in Salvation, a salvage outpost work: dedication to a just cause, serving a specific patron,
bordering the Mournland, continues in the city of Krona spying for an organization, etc.
Peak in the Mror Holds, and concludes in the Realm Players with access to the Oracle of War Player’s Guide
Below, deep beneath the Ironroot Mountains. This is can use the backgrounds and patrons listed there. Many
the first in a trilogy of adventures, the Engines of War serve as adventure hooks for this and later adventures in
storyline. Engines of War is part of the Oracle of War the campaign. At the start of play, ask your players if their
Eberron campaign for the D&D Adventurers League. characters have utilized any of these backgrounds and tie
them into the adventure as best you can.
Background From Dust makes special use of the following
backgrounds:
Before the kingdom of Galifar ruled Khorvaire, the
continent was home to the goblin empire of DHAKAAN. • Desperate Soul
Their reign was ended by an invasion of the alien • Morgrave University Professor
DAELKYR from XORIAT, the Realm of Madness. The Characters with these backgrounds have different experi-
orc GATEKEEPER DRUIDS closed the portals to Xoriat ences when dealing with the Thorn Expedition in part 1.
and sealed the daelkyr deep within KHYBER, where they
remain to this day, plotting and waiting. Continuing the Story
During the Last War, dwarves of the Mror Holds delved If the characters played through DDAL-EB-13 Stonefire,
deep into the Ironroot Mountains and discovered the halls this adventure picks up after that adventure ends. The
of their ancestors, teeming with treasure. But the REALM adventurers have returned to Salvation and gained the
BELOW was now the domain of the daelkyr’s minions, benefits of a long rest.
and the dwarves have waged war against them ever since. Before the adventure begins, give the players Handout
Deep under the mountains, one of the daelkyr’s aberrant 1: Engines of War, which summarizes the objectives of
minions holds a secret that can aid the adventurers in their the Engines of War storyline and recaps the events of the
hunt for the ORDER OF THE EMERALD CLAW. Oracle of War campaign.

Overview Legacy Events


The adventure’s story is spread over three parts and takes Before beginning play, ask the players to check their
approximately 4 hours to play: Adventure Records for any legacy events that affect
Part 1: The Thorn Expedition (60 mins). The this adventure. From Dust incorporates the following
adventurers investigate a suspicious group of explorers legacy events from previous adventures in the Oracle of
from Morgrave University. Clues found at the explorers’ War series:
camp expose them as Emerald Claw operatives headed for Still Alive. If Kalli Alran remained in Salvation at the
the Creeping Nave, a daelkyr sanctuary beneath the ruined end of DDAL-EB-04 The Third Protocol, she’s become a
city of Metrol. successful salvage broker. She prompts the adventurers
Part 2: Krona Peak (30 mins). The adventurers travel to investigate the Thorn Expedition encampment
to the Mror Holds to consult with Spinweave, an inhuman during part 1.
sage who knows the secrets of the daelkyr. The dwarf Grateful Goblin. Adventurers who rescued the
Rolforror led a doomed expedition to her lair, but he’ll only apprentice artificer Garundah during DDAL-EB-01 The
share its location with the adventurers if they agree to a Night Land, receive additional information from her about
request of his own. the Thorn Expedition and their camp.
Part 3: The Realm Below (150 mins). The adventurers
venture into Sol Udar—the Realm Below—and enter
Spinweave’s lair to seek her counsel. They learn the peril
of dealing with such aberrations, and upon returning to
Krona Peak, the truth of Rolforror’s story is revealed.

DDAL-EB-14 FROM DUST 3


Trade
Players who visit Salvation or Krona Peak during this
adventure can buy anything from the Adventuring Gear,
Armor, Equipment Packs, Tools, or Weapons tables in
chapter 5 of the Player’s Handbook. Items can also be sold
for half their listed value, although players can gain no
more than 20 gp per adventure in sales.

Hero Points
In the Oracle of War campaign, adventurers are supposed
to be a cut above the rest. To reflect this, each character in
the party gains one hero point at the start of this adven-
ture. Players earn additional hero points by completing
story goals. The DM may not award hero points except
as specifically directed in the adventure. At the end of the
adventure, players lose any hero points they’ve accrued.

Hero Points
A player can spend a hero point whenever they make an
attack roll, an ability check, or a saving throw. The player can
spend the hero point after the roll is made but before they
know whether they’re successful or not. Spending the hero
point allows the player to roll a d6 and add it to the d20,
possibly turning a failure into a success. A player can spend
only one hero point per roll. In addition, whenever a character
JOHN AVON

fails a death saving throw, the player can spend one hero
point to turn the failure into a success.
Estimated Duration: 60 minutes Players with the Still Alive legacy event are
approached by Kalli Alran if she remained
The adventurers investigate a suspicious group of here at the end of DDAL-EB-04 The Third
explorers from Morgrave University. Clues found at the Protocol. She’s found success as a salvage
explorers’ camp expose them as Emerald Claw operatives broker and is concerned about the possibility
headed for the Creeping Nave, a daelkyr sanctuary of undead camped outside town, especially following
beneath the ruined city of Metrol. the events of DDAL-EBEP-01 The Iron Titan. She offers
them a packet of dust of disappearance to help them
A Brief Homecoming infiltrate the camp.
The adventure begins in the Gray Beyond, a rough-and-
tumble tavern in the salvage outpost of Salvation. When Players with the Grateful Goblin legacy event
your players are ready to begin, read the following boxed are approached by Garundah and Belaluur,
text aloud: who have additional information about the
Thorn Expedition. Garundah was curious
about them and secretly observed the camp. In
You might have never thought you’d say this, but after one of the tents, she saw the silhouette of a man wearing
everything that’s happened recently, it’s good to be back in heavy armor decorated with spikes or bones. He had a low,
Salvation. The Gray Beyond is a still a welcome oasis from rasping voice and never left the tent. His only visitor was
the expedition’s leader, a woman who spoke to him in an
the dusty streets, and as you catch sight of some familiar
intimate, almost familial manner, but Garundah couldn’t
faces, for a moment, it’s as if you never left. get close enough to eavesdrop.

New Adversaries
Ask the players to introduce their characters. If the
After the adventurers catch up on the local gossip,
characters have played the previous adventures in this
the doors to the Gray Beyond swing open and the
series, ask someone to briefly recap what’s happened so
necromancer Gisaul Varren strides in accompanied by
far. When they’re done, give everyone inspiration.
her bodyguard, Garrick, a thug. Garrick is dressed as an
archaeologist, but has a hard look to him with a jagged
Strangers in Town scar along his jawline and a perpetual scowl. Gisaul spots
Rumors swirl about the taproom regarding a group of the characters and nods to catch their attention. She then
newcomers who’ve made camp at the edge of town. The walks over and introduces herself.
locals have observed or heard several suspicious things
about them and share the following information:
Gisaul Varren (Ji-SAWL VARR-en)
• The newcomers are a chartered group of explorers from Lawful evil, female, half-elf necromancer
Morgrave University known as the Thorn Expedition. Gisaul dresses in impeccable khaki explorer’s gear,
• The expedition is heading into the Mournland to uncover accentuated by shined black leather that matches her bobbed
lost treasures from the ruins of Metrol. Some say the black hair.
Mourning originated in Metrol, so it’s considered very Motivation: Gisaul is an archeologist who found that her
dangerous to go poking around there. academic and necromantic interests overlapped conveniently
with those of the Order of the Emerald Claw. She serves the
• The explorers brought their own wagons loaded with
Emerald Claw as long as it advances her academic fame.
supply crates, and their horses are shrouded in black Mannerisms: Self-assured, insatiably curious, dangerously
cloth. Oddly, they haven’t bought any feed or other competitive, and willing to steal and take credit for others’
supplies for the horses. discoveries.
• When the wind blows into town from the direction of the Quote: “The ruins of the past hold the key to the future, and I
camp, it carries a distinct smell of corpse. intend to see both.”
• The newcomers are looking to consult with experienced
salvage crews about the Mournland.

Old Friends
• The adventurers could be approached by one or more
friendly locals as they consider their next move:

DDAL-EB-14 FROM DUST 5


Characters with the Morgrave University Professor Dealing 15 slashing damage to the tent (AC 10) also frees
background recognize Gisaul and are familiar with her a creature without harming it.
reputation as a talented archaeologist with dubious ethics;
they have advantage on Wisdom (Insight) checks to catch
A Walk in the Park
her lies. Use the following points to guide the conversation:
The camp investigation isn’t intended to present a major
• Gisaul introduces herself as the head of the Thorn challenge, so hijinks should be encouraged! This can provide
Expedition, named for their patron at Morgrave a moment of levity before the gravity of the events to follow. If
University. (A lie. There is a Professor Thorn, but he has combat breaks out, the bone knight and zombies try to cover
nothing to do with this expedition.) Gisaul and the thugs’ escape. The most important thing is
• She introduces Garrick to them as her “associate and that the characters find the letter from the Emerald Claw and
the tablet.
assistant researcher.” (Another lie. Garrick is her body-
guard and never attended school, much less university.)
• She’s looking for experts on the Mournland and has
been directed to the group. She invites the adventurers Exploring the Camp
to dinner at her camp to discuss survival in “the Gray.” The following members of the Thorn Expedition
(Her intentions here are honest.) are present:
• If pressed, she admits to using Karrnathi undead to
conserve resources on the trip, rhetorically asking, “This • Drago (a bone knight) sleeps sitting up in his tent during
isn’t a crime, is it?” She claims they were provided by the afternoon.
Professor Thorn’s Karrnathi sponsors. (A lie. Her thugs • Three thugs are loading the wagons and Gisaul (a
dug up the corpses from a nearby war grave and she necromancer) is going back and forth between her tent
animated them herself.) and the command tent.
• They’re preparing to depart, but won’t enter the • Each wagon has a zombie horse hitched to it. Two of
Mournland until they’re sure they’re ready for the the wagons (marked “X”) each carry a sealed crate
journey. (True.) containing four zombies.

If Gisaul is caught in a lie, she smirks and tries to play Dinner Invitation
it off as a necessity of academic competition. She’s only If the characters accepted Gisaul’s invitation, she invites
combative if attacked first. them to join her for dinner around the campfire. Her thugs
The adventurers are free to accept or decline her join her before returning to their preparations. During
invitation. After she leaves, the locals ask the adventurers dinner, Gisaul asks the group to explain everything they
to investigate the encampment. If the party is hesitant to, know about surviving in the Mournland. If the party has a
the locals remind them of the responsibilities they bore dwarf spellcaster, Gisaul shows them the sigil tablet and
during Salvation’s recent troubles. Since Sheriff died, asks them what they make of it (see “The Sigil Tablet,”
they’re the closest thing this lawless frontier town has had below). She lies that her patron purchased the sigil after
to peacekeepers. it was recovered from the Mournland and is keen to learn
more of it.
Thorn Expedition Camp When Gisaul feels she’s learned enough, she bids the
group farewell—though she’s easily persuaded to extend
The Thorn Expedition camp lies just outside town, near
the scrapyard that formerly belonged to Irullan Karnach. the meeting if the adventurers impress her.
The characters are free to investigate the camp in the That night, Gisaul stays awake later than anyone else in
manner of their choosing. the camp as she continues her research. The bone knight
A letter implicating the Thorn Expedition as Emerald listens for intruders from within his tent as the rest of the
Claw operatives and a tablet with a mysterious sigil on it expedition sleeps.
are located inside the command tent. It’s essential for the Desperate Soul
adventurers to find these items to move on to part 2.
One of the thugs, Vorik, was a bounty hunter before he fell
in with the Emerald Claw. He recognizes any characters
Area Information with the Desperate Soul background and tries to get them
The camp has the following important features: alone to capture them and claim their bounty.
Terrain. The camp is composed of four open wagons
and four tents arranged in a circle with a campfire in Camp Locations
the center.
The following locations are shown on the Thorn
Light. The area is brightly lit during the day. At night, the
Expedition Encampment map in appendix A:
camp is brightly lit by the campfire and everbright lanterns
hanging from the wagons, but deep shadows lie outside T1. Wagons
their radiance. Each wagon has a zombie horse hitched to it. The horses
Tents. If a tent takes damage, it collapses and all are covered in black shrouds to conceal their nature.
creatures within are grappled. While grappled by a tent, They only move if ordered to by Gisaul or Drago and only
a creature is restrained, prone, blinded, and has partial fight to defend themselves. The wagons are laden with
cover. A creature can make a DC 10 Strength (Athletics) archeological equipment and supplies.
or Dexterity (Acrobatics) check to escape as an action,
freeing itself or a creature within its reach on a success. • The two wagons marked “X” also carry a sealed crate
containing four zombies. A creature can use its action

6 DDAL-EB-14 FROM DUST


to pry the lid off the crate with an appropriate tool or
weapon. If Gisaul or Drago order the zombies to fight, it
takes the undead 1 round to break free of the crates.
• The other two wagons are used to carry Gisaul, Drago,
the tents, and the expedition members’ personal
belongings.

T2. Command Tent


A large folding table occupies most of the space inside
this tent. The table is covered by maps of pre-Mourning
Cyre and Metrol, pages torn from books, and the Emerald
Claw letter and sigil tablet (see Handout 2: Emerald
Claw Letter and Sigil Tablet). The torn pages were stolen
from the reference archives at Morgrave University and
relate to the history of Metrol and the fall of the Dhakaani
Empire. Gisaul has been using them to learn more about
the daelkyr sanctuary (to little success). The letter and
tablet are obvious to any character who performs a cursory
inspection of the tent.

T3. Gisaul’s Tent


This tent has a cot and a trunk containing Gisaul’s
immaculately folded clothes and personal belongings.
A smaller trunk functions as a nightstand and bears a
number of pages like those found in area T2.
Trapped Trunk. The trunk is inscribed with a glyph of
warding spell, requiring a successful DC 15 Intelligence
(Investigation) check to spot. If someone other than Gisaul
opens the trunk, it crackles loudly with electricity; all
creatures within 20 feet of the trunk must make a DC 15
Dexterity save, taking 22 (5d8) lightning damage on a
failed save, or half as much damage on a successful one.
Treasure. Inside the trunk is Gisaul’s spellbook, a
libram of souls and flesh (detailed in Handout 3: Gisaul’s
Spellbook).

T4. Bone Knight’s Tent


This tent belongs to Gisaul’s half-brother, Drago, a bone
knight. Drago introduced Gisaul to the Order of the
Emerald Claw, but since joining, she’s been secretly
researching a way to remove his armor so he can live
a normal life again. Drago is always present in this
tent unless he’s responding to a disturbance or Gisaul
summons him elsewhere.

Drago (DRA-go)
Lawful evil, male, half-elf bone knight
Drago was a Karrnathi patriot who devoted his life to king
and country by donning (and being fused to) bonecraft ar-
mor. Cruelly discarded after the Last War, Drago fell under the
sway of the Order of the Emerald Claw, but secretly yearns for
release from his cursed fate.
Motivation: Drago found no peace after the Treaty of
Thronehold brought an end to the Last War. After he was cast
aside, his sister, Gisaul, became his only connection to his
former life. Together, they hunt for a way to remove his bone-
craft armor so he can carve his own future at his sister’s side.
Mannerisms: Deathly cold, dedicated to smiting anyone
TOMAS GIORELLO

who stands in the way of his salvation.


Quote: “Come find death under my blade and you’ll serve me
afterward.”
T5. Thugs’ Tent Sulring’s voice is filled with concern. “I know that sigil,
The three thugs, Garrick, Vorik, and Goeralt, sleep here
though I haven’t seen it in a very, very long time. It’s the
at night. They’re all rough characters who are poorly
disguised as archaeologists. There’s also some excavation mark of Spinweave, an ancient, monstrous sage who resides
equipment they wanted to keep out of sight here, in Sol Udar, the Realm Below, under the Ironroot Mountains
including a clay jug full of potent embalming fluid (treat as of the Mror Holds. In centuries past, dwarves would seek
alchemist’s fire). her counsel on esoteric matters, but it always bore a heavy
price. I know a dwarf from Clan Soldorak named Rolforror
Breaking Camp
who led such an expedition and should know how to find
After the characters find the Emerald Claw letter and sigil
Spinweave. Or at least I knew him . . . I haven’t seen him
tablet, and they can deal with the Thorn Expedition in
the manner of their choosing. If Gisaul or Drago survive, in over a century, but I can tell you he might be found in
the players gain the Survivors of the Thorn Expedition Krona Peak.”
legacy event. At the end of the adventure, ask your players
to mark this on their adventure records.

Interrogating Gisaul • If the players haven’t met Sulring, they can learn
Presented with evidence of the expedition’s ties to the the above information from Annaka Mroran, the
Emerald Claw, the players may wish to capture and potion-brewing tavern keeper of the Tin Pot Tavern.
interrogate Gisaul. If so, she willingly reveals all in When the adventurers learn about Spinweave, the Oracle
exchange for her life: of War delivers another verse of the Draconic Prophecy.
• Gisaul and Drago are bringing supplies to their leader Read the following boxed text aloud:
Trez Zul, the death knight who’s heading excavations
at the Creeping Nave; a daelkyr sanctuary deep
The Oracle of War shudders and belches a plume of multi-
beneath Metrol.
• Trez Zul learned the sanctuary’s location from the war- colored smoke. Then it speaks:
forged renegade, the Lord of Blades. It’s said to hold “When the voice under the mountain speaks, those who
symbiotic weaponry that could help Trez Zul build an listen shall loosen the grip of the Emerald Claw on the gates
army of super soldiers. to doom.”
• On arrival in Salvation, Gisaul received a letter from
Trez Zul explaining that the excavations had stalled due
to the presence of spectral wards inside the sanctuary. Characters who analyze the prophecy can reason that the
Accompanying the letter was a sigil tablet that Trez Zul “voice under the mountain” refers to Spinweave. Hearing
believes is vital to bypassing the wards (see “The Sigil her counsel may give them an advantage in the battles
Tablet,” below). to come. When the players are ready, proceed to Part 2:
• Trez Zul is convinced that the dwarves of the Mror Holds Krona Peak.
can identify the sigil on the tablet. He’s worried that its
powers will be turned against him—if his enemies find
out how to use it before him, they could prevent him But the Creeping Nave!
from unearthing the armory. Your players may be keen to press on to Metrol to scout out
the Creeping Nave. If so, stress the importance that Trez Zul’s
The Sigil Tablet letter places on decrypting the sigil—with such knowledge at
their disposal, the players could foil the Emerald Claw’s whole
The Emerald Claw letter reveals the importance of the
operation. If the players contacted Sulring Mroranon, he
sigil tablet. Decrypting this symbol could unlock the should urge them to locate Spinweave—especially given the
secrets of the daelkyr sanctuary and foil the plans Emerald prophecy revealed by the Oracle of War.
Claw! Each character earns one hero point for finding the Reaching Metrol also means a long and perilous journey
letter and tablet. through the Mournland. The airship earned in DDAL-EB-13
When these clues are found, choose which of the Stonefire can’t be piloted safely over the mists, so players
following leads works best for your group: would have to undertake this mission on foot. If they insist
on such a course, you could jump ahead to DDAL-EB-16 The
• Dwarf characters with spellcasting classes recognize Dragon Below, but be warned, exploring the Creeping Nave at
the symbol and can reveal the information listed below this level will be much more dangerous!
to the group.
• Adventurers who’ve met the dwarf artificer Sulring
Mroranon can contact him via a House Sivis
message station:

8 DDAL-EB-14 FROM DUST


Estimated Duration: 30 minutes adventures. Between each, recount one of the tavern
dwarves’ stories from Handout 4: Dwarf Tales
The adventurers travel to the Mror Holds to consult with (embellishing each tale as you see fit).
Spinweave, an inhuman sage who knows the secrets of The stories should be told until all the dwarf tales are
the daelkyr. The dwarf Rolforror led a doomed expedition told. After spinning a tale of their own, a character should
to her lair, but he’ll only share its location with the make a DC 10 Charisma (Performance) check. The check
adventurers if they agree to a request of his own. is made with advantage in the following cases:
• The character is a Mror dwarf.
The Mror Holds • They respect Mror tale-spinning conventions (the
The Mror Holds spread across the Ironroot Mountains. deeds of the individual glorify the group, boasting is
Most Mror communities are at least partially subterranean, acceptable if it’s about your companions, entertainment
extending down into the mountains. The Realm Below is prioritized over strict adherence to facts).
is deep beneath the surface, and not every town has a
• They have a connection to the dwarven ways (such as
passage to it.
a beard from the belt of dwarvenkind earned during
Located in the dwarven realm of Mroranonhold, Krona
Peak serves as the seat of the Iron Council and thus is the DDAL-EB-10 Judgment of Iron. Characters with this belt
Mror Holds’ equivalent of a capital. This center of commerce should be rolling to see if they grow a beard each day!).
provides a major connection to the western nations. Kol Roll for the tavern dwarves too, but they have no modifier
Korran’s Throne, Khorvaire’s largest temple to the Sovereign on the check as the crowd prefers to hear new stories. All
Lord of World and Wealth, dominates the cityscape.
players who impress the dwarves with a successful check
—Eberron: Rising from the Last War
earn the Tavern Tale Spinner legacy event. At the end of
the adventure, ask these players to mark this event on their
adventure records.
Travel and Tale Spinning Treasure. Whoever gets the highest result on the check
is awarded an elixir of health by the dwarves, “That they
Players can use the airship earned in DDAL-EB-13
might return to tell their tales for many years to come.”
Stonefire to travel swiftly to the Mror Holds, charter their
If this prize is won by a tavern dwarf, the players can’t
own airship for 1,500 gp, or make the journey overland by
benefit from it.
coach and lightning rail. Embellish the following boxed
text as you see fit to describe the journey to Krona Peak. If Rolforror’s Request
the characters use divination magic to find Rolforror, their
spells lead them to the Stone Golem tavern. After the tale spinning concludes, read the following aloud:

Your journey takes you north across Thrane, before veering The door to the tavern abruptly swings open, sending a
east through Karrnath and the sprawling grasslands of the chilling draft through the room that quiets the assembly.
Talenta Plains. From Irontown on the southern shore of Standing in the doorway is a dwarf in a dark-gray cloak, his
Lake Dark, you follow the lightning rail line to the rocky face obscured by shadow.
heights of the Ironroot Mountains and the dwarven city of
“Tol kollan,” he says, as he strides into the room. “We
Krona Peak.
of Clan Soldorak fear not the depths, for we’ve harnessed
However, Rolforror’s name only brings mutters of their magic for our own. My tale is of an expedition deep
unfamiliarity and shrugs of dismissal from the dwarves on into Sol Udar, to seek the counsel of Spinweave, that we
the streets. As evening looms, food, firelight, and a raucous might continue to learn and turn the tools of the enemy
crowd make the Stone Golem tavern as good a place as any against them. We sought, and we fought, and we fell one
to plan your next move. and all, and our clan banner was lost down there in her lair.
Only I, Rolforror Soldorak, returned to tell this tale of woe.”
The dwarf takes an empty stool at the bar and after a few
The Mror dwarves love to tell tales, and the characters
hushed moments, the crowd slowly returns to conversing.
are encouraged by the tavern crowd to share theirs.
Each player can tell a story about their own character’s

DDAL-EB-14 FROM DUST 9


Allow the characters to question Rolforror about his ill-
fated expedition. The dwarf explains the following: Rolforror Soldorak (ROLL-for-roar SOUL-
door-ack)
• Long ago, Rolforror and his clan brethren sought out Lawful neutral, male, dwarf ghost
Spinweave: a renegade “spider monster” with ties to the Rolforror was killed during an ill-fated expedition to seek
daelkyr who acts as a sage and an oracle. Spinweave’s council and his spirit haunts the taverns of
• Rolforror’s memories of Spinweave’s lair are clouded Krona Peak every fifty years looking for someone to take
“for it was a place of unearthly madness.” up his quest. By luck or the machinations of the Draconic
• Spinweave taught them about the weapons of the Prophecy, the adventurers are in the right place at the right
daelkyr, but did nothing to defend them when “a creature time. He appears to the senses as an ordinary, living dwarf
of shadow” tore them apart. but his true nature can be detected by magical means. He
doesn’t reveal it himself until the adventurers return with the
• Only Rolforror escaped alive. His ancestral clan banner
Clan Soldorak banner.
was lost in the dark along with his brethren.
Motivation: Rolforror’s story is true, and he can’t rest until
Rolforror offers the characters a map to Spinweave’s lair his clan banner is returned to the surface.
and promises to pay them 800 gp each if they return the Mannerisms: Dark, dour, and grim.
Clan Soldorak banner to him at this tavern. When the Quote: “She knew we were coming and gave us fair counsel.
characters agree to his request, award each player one But she did nothing but watch as the horrors below took my
comrades and kin.”
hero point.
Rolforror is mistaken about one thing: he didn’t escape
the Realm Below, instead, he died clutching his clan When the players are ready, proceed to Part 3: The
banner. The figure the adventurers see before them is his Realm Below.
ghost. If the characters detect this and confront him with
JUSTIN GERARD

such knowledge, he fades away before their eyes, leaving


the map where he stood.

10 DDAL-EB-14 FROM DUST


Estimated Duration: 150 minutes
Into the Spider’s Web
The adventurers venture into Sol Udar—the Realm When the adventurers set out for Spinweave’s lair, read
Below—and enter Spinweave’s lair to seek her counsel. the following aloud:
They learn the peril of dealing with such aberrations, and
upon returning to Krona Peak, the truth of Rolforror’s
Rolforror’s map leads you deep beneath the mountains to
story is revealed.
one of the last sentry posts at the edge of the Mror dwarves’
territory. The soldiers stationed there shake their heads and
The Realm Below
wish you luck as you pass through.
In the early days of the Last War, Mror miners made an
astonishing discovery: the ruins of an ancient dwarven
Flickering everburning torches light the way through the
empire, vast halls deep within the Ironroot Mountains.
Explorers uncovered mines still brimming with jewels and empty halls beyond. Following the map, you eventually find
ILICH HENRIQUEZ

precious ores and vaults filled with riches and powerful a single word in Dwarvish etched into the stone above a set
artifacts. The Mror restored these ancient fortresses and of stairs leading down: it reads “Warning.”
worked to reclaim the secrets of their ancestors.
One question remained: What had become of the ancient At the bottom of the stairs is a long hall, and a song
dwarves? The answer soon became apparent. As the Mror
delved deeper into the Realm Below, they woke an ancient echoes from somewhere ahead . . .
evil: Dyrrn the Corruptor, a daelkyr lord of madness. Hordes
of aberrations and derro rose from the depths to challenge
the explorers. For decades, the Mror lords have been fighting If you have the means, you should now play Olvir’s Song
a battle in the depths, struggling to drive the darkness from for the players to hear. Characters who make a successful
their ancestral halls. DC 15 Wisdom (Perception) check can each make out the
—Eberron: Rising from the Last War lyrics to one verse. Give each player a different verse from
Handout 5: Olvir’s Song.

DDAL-EB-14 FROM DUST 11


Area Information Spinweave’s Shadow
Spinweave’s lair was originally a tomb for the Mror dwarves’ Chaotic evil aberration
honored heroes. It has the following important features: Spinweave’s shadow shares the same ghastly form as Spin-
Terrain. Ceilings are 15 feet high. The air is cool weave, only drawn from cloying shadows.
Motivation: Spinweave’s shadow exists to defend Spin-
and moderately humid, with unexplainable drafts of
weave and test those who seek her counsel. It does so by
warmer air. attempting to kill them before they can leave.
Light. The area is dimly lit by flickering everburning Mannerisms: Spinweave’s shadow is a prowling force that
torches (a predecessor to everbright lanterns). kills silently and sadistically, eternally curious about how to
Nerve Webbing. Gossamer threads stretch across the pull mortals apart.
floor, walls, and ceiling, and into and out of cracks, like
bizarre, cellular spiderwebs. The threads are Spinweave’s
nerve webbing and extend throughout her lair. She uses
Adjusting the Scene
them to gather thoughts and information for herself and Here are some suggestions for adjusting this scene:
Very Weak: Spinweave only has 171 hit points. Remove her
for her daelkyr masters further below. The threads are
legendary actions and lair actions.
thickest in area S6, but characters can choose to avoid Weak: Remove Spinweave’s lair actions.
touching them. Strong: Spinweave can use lair actions anywhere
Any character who touches the webbing must make a within her lair.
DC 16 Wisdom saving throw. On a failure, they see a flash Very Strong: Spinweave has 427 hit points. She can use lair
race though the webbing as their surface thoughts are actions anywhere within her lair.
relayed to Spinweave. Also, they have disadvantage on
initiative checks while in Spinweave’s lair and on saving
throws against the phantasmal trap in area S3. Either Spinweave’s Lair Locations
way, they feel Spinweave probing their mind and have a The following locations are shown on the Spinweave’s
brief vision of a mass of writhing eyes watching them from Lair map in appendix A:
somewhere in the darkness.
If the threads are intentionally damaged, Spinweave’s S1. The Mouth of Spinweave
shadow hunts the party down and attacks (see
“Spinweave,” below).
The hall opens into a square room draped in strange
Spinweave webbing. Another hall exits to the west and heavy double
The aberration Spinweave once served the daelkyr doors are set in the northeast corner. The song you heard
Valaara, but abandoned their service and relocated to originates from a cadaverous dwarf with glassy eyes. As he
the Realm Below, where she aligned herself to another turns to face you, you spot a thick coil of webbing running
daelkyr, Dyrrn the Corrupter. Centuries in Dyrrn’s up from the floor and underneath his shirt.
proximity twisted Spinweave’s form, causing it to sprout
a cruel shadow duplicate. Spinweave offers counsel to
outsiders for her own inscrutable ends, then unleashes her The dwarf is Olvir, a member of Rolforror’s doomed
shadow to devour them as they leave her lair. expedition. Spinweave has kept him in a state of half-
Spinweave lurks in her lair (area S7), but her shadow life to use as a puppet to greet her guests. Spinweave
stalks the characters, observing them from hiding. It can observe through Olvir’s senses and speak through
attacks with hit-and-run tactics if they damage the nerve his mouth. When she isn’t using him, his remaining
webbing, and fights to the death after the party receives consciousness sings to ease his solitude. The nerve
Spinweave’s counsel. Spinweave and her shadow both webbing connects to his spine and he’ll die if it’s severed.
share the same stat block (although some traits are only If Olvir sees the characters, he asks them why they’ve
available in Shadow Form, as indicated in the stat block). come. He tells them that Spinweave will receive them, but
They can only use lair actions in area S6. Spinweave’s each path through the lair is dangerous. He only smiles
shadow won’t pursue characters into the entry hall beyond wickedly if they ask for more information.
area S1. Spinweave herself avoids combat and flees into
the Ethereal Plane if attacked. S2. Hall of the Honored Ancestors

Spinweave Four statues of regal dwarves holding weapons to their


Chaotic evil, female aberration
chests stand along the western wall. A cacophony of
Spinweave is a huge, pale spider with a bulbous head
dominated by a writhing mass of eyes, spinnerets, and nonsensical hooting and babbling can be heard from the
tentacles with a gaping, fanged maw beneath. hall to the north.
Motivation: Spinweave lurks in the dark and listens through
her nerve webbing to what transpires in the mountains
above, always gathering information for her master, Dyrrn the The base of each statue has an inscription in old
Corrupter. Dwarvish. Characters who speak Dwarvish or who make a
Mannerisms: Always plotting to an unknowable end. successful DC 15 Intelligence (History) check can interpret
Quote: “I knew you were coming, and I have been waiting. Tell
the archaic writing. Three of the statues name heroes and
me why you came here, and I’ll tell you what you want to know.”
summarize their deeds. The inscription under the second

12 DDAL-EB-14 FROM DUST


statue reads, “Let us lower our weapons, kinfolk, and An opening at floor level leads to area S7, but the mist
proceed in peace.” This statue is both a means to open the doesn’t flow through it and remains within this area.
secret door to area S3 and a trap. Treasure. The skeletal remains of one of Rolforror’s
Statue Trap. The statue bears a stone axe with a sharp doomed expedition rest on the floor, concealed by the mist.
edge. Seams on the statue’s shoulders allow its arms to be Their gently squirming tentacle rod lies nearby.
pulled downward to open the secret door. Another seam
at the waist allows it to rotate and swing the axe if anyone S5. Taunting the Gibbering Mouther
other than a dwarf moves its arms.
If a non-dwarf pulls the statue’s arms down, the door A dozen short, ill-kempt figures are howling and dancing
opens, but the statue makes two attacks that target one or
wildly around the center of this hall. They’ve surrounded an
two creatures within 5 feet (+5 to hit). On a hit, it deals 11
(2d10) slashing damage. This attack can’t gain advantage aberration—all amorphous flesh, teeth, and eyes—and are
or disadvantage. poking it with their hooked spears.
Characters who examine the statue as an action and
make a successful DC 10 Wisdom (Perception) check
notice the statue’s seams. The trap can’t be disarmed Twelve derro are tormenting a gibbering mouther they
without also ruining the mechanism for opening the secret have surrounded. The derro are subject to its Aberrant
door. If a dwarf pulls the arms down, the secret door opens Ground and Gibbering traits and are rather enjoying the
without triggering the trap. The statue has a faint aura of effects, even if the mouther has caught and eaten a few of
divination magic, which a detect magic spell picks up on. their number. The derro and the gibbering mouther are
entirely focused on each other and have disadvantage on
S3. Winding Way Wisdom (Perception) checks.
Treasure. Diamonds worth a total of 1,000 gp are
embedded in the gibbering mouther’s liquified flesh.
The walls of this winding hall are lined with stone benches Observers with a passive Wisdom (Perception) score of
and shallow alcoves. 15 or higher can see the jewels periodically rising to the
surface before being subsumed again. The jewels can be
retrieved if the gibbering mouther dies.
This hallway descends 10 feet at each set of stairs.
It was originally a path used for contemplation and
making offerings on the way to the main tomb in area
S6, but it now houses the psychic detritus of Spinweave’s
observations. Spinweave sifts through the thoughts she
collects and deposits the useless ones here in this hall.
They take the form of nightmares and fears that can do
very real harm.
When a creature other than Spinweave or her shadow
enters the southern end of the hall (the shaded area on
the map), all creatures in the southern end of the hall (and
in area S2 if the secret door is open) must make a DC 16
Wisdom saving throw. On a failed save, the target becomes
frightened for 1 minute. At the end of each of its turns, the
target must repeat the saving throw, ending the effect on
a success. On a failed save, they take 22 (4d10) psychic
damage. Spinweave and her shadow are immune to the
effects of the trap.

S4. Bridge over Mist

Most of the floor of this long hall has tumbled into a pit of
CONCEPTOPOLIS (GIBBERING MOUTHER), ILYA SHKIPIN (DERRO)

slowly churning gray mist below. What remains forms a long


bridge leading to a set of double doors on the other side.

Spinweave’s shadow won’t enter this room.


The ruined floor of this chamber lies in the mists, faintly
visible 20 feet below the bridge. The bridge is solid, but
a juvenile kraken lurks in the mist, waiting to snatch
any who try to cross. The mist is treated as water, except
no creature other than the juvenile kraken can swim or
breathe in it. The area within the mist is heavily obscured,
although creatures with truesight can see through it.
S6. Nerve Center—Upper Level freed, Valaara is sure to punish any miscreants pillaging
The nerve webbing is thick in this area and runs down her sanctuary.
the hole at the back of the room which opens into S7. The Characters who learn this information gain the
webbing there is strong enough to climb. Desperate Measures legacy event. At the end of the
Treasure. Rolforror’s Clan Soldorak banner is visible adventure, ask your players to mark this on their
underneath the nerve webbing and can be retrieved adventure records.
if it’s cut free or removed by magical means. A dwarf After Spinweave’s counsel is complete, she tells the
skeleton still clutches the banner (these are Rolforror’s adventurers, “I receive so few visitors now, and even fewer
own remains). ever leave . . . It is coming . . . It is here . . .” With that, she
retreats into the Ethereal Plane and her shadow form
S7. Nerve Center—Lower Level arrives to kill the party before they can escape her lair.
Spinweave lurks here atop a pillar of rough stone. When
the characters enter, read the following boxed text aloud:
Ending the Adventure
Once the adventurers have escaped Spinweave’s lair and
The strange webbing that drapes the dungeon radiates returned to the Stone Golem tavern in Krona Peak with
from this chamber. At the heart of the web, a grotesque the Clan Soldorak banner, read the following:
spider squats on a stone pillar. Its pallid head is a mass of
tentacles, spinnerets, and eyeballs on stalks. Underneath The hour is late when Rolforror arrives at the tavern to
this blob, a wet mouth curls into a cruel smile. meet you. When he holds the banner in his hands, his
gaze extends into the mists of memory. After a moment,
Spinweave is pleased to talk with the characters and freely his focus returns to the present and he sets the banner
divulges the following to the characters: upon the bar, saying, “Thank you all. At long last, I can
• The tablet that the Emerald Claw found was taken from take my rest . . .” With a peaceful expression on his face,
her old lair. Spinweave was once a priest of Valaara, he fades from sight, leaving a chill in the room that lasts
the Crawling Queen, one of the daelkyr from the plane until morning.
of Xoriat.
• Nine thousand years ago, Valaara was imprisoned deep
underground by the Gatekeeper druids, who erected
powerful seals to keep her in place.
• For years, Spinweave dwelt within the Creeping Nave—a About the Author
sanctuary built around one of the old Gatekeeper Andy Dempz was a Red Box baby who took an extended
seals—where the faithful of Valaara could consult with break from TTRPGs to play guitar in hardcore punk bands
their queen. (though he’d never claim to be a bard), study martial arts
• Spinweave abandoned Valaara’s service thousands of on multiple trips to Japan (nor a monk), and work as a
master automotive mechanic (nor a . . . tinker gnome?).
years ago and came here to serve another imprisoned
After becoming a parent, he returned to D&D, and the seeds
daelkyr, Dyrrn the Corrupter. for his written adventures are often sown in the multiple
• The gatekeeper seal at heart of the Creeping Nave is overlapping campaigns he DMs in his home of Ann Arbor,
powered by soul energy drawn from Dolurrh, the Realm MI. You can follow him on Twitter at @AndyDempz.
of the Dead.
• If the seal is damaged, the negative energy of Dolurrh
could leech into the world, with terrible results.
Destroying the seal entirely could free Valaara and
permanently open a portal to Dolurrh, potentially
bringing about the end of the world.
• To fortify this seal, one must find a way to empower the
bound spirits. There is one mortal living nearby who
could help: an orc bonecaster called the “Dream Eater.”
The dwarves should know where to find her.

Spinweave refuses to reveal the layout of the Creeping


Nave or describe its horrors. If the adventurers specifically
ask about how to stop Trez Zul, Spinweave reveals the
following:
• Destroying the Gatekeeper seal will release Valaara
permanently, but the Gatekeepers installed a safeguard
to temporarily release the daelkyr without breaking the
seal. Inside the Creeping Nave, there’s a particular tile
on the floor, shaped like a dragon. Remove it and trace
the name “Vvaraak” in Druidic in the sand beneath,
along with three drops from a potion of healing. Once

14 DDAL-EB-14 FROM DUST


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 as 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 ALDMG (Adventurers League Dungeon
Master’s Guide) for more information about DM Quests.

DDAL-EB-14 FROM DUST 15


Important Characters
The following NPCs feature prominently in this adventure:

Important Characters
Name Identity Details
Belaluur Neutral, female, goblin salvage Belaluur is jovial by nature, but is nevertheless a shrewd bargainer and a
broker ruthless operator.
Drago Lawful evil, male, half-elf bone After the Last War, Drago fell under the sway of the Order of the Emerald
knight Claw, but secretly yearns for release from his cursed fate.
Garundah Neutral, female, goblin artificer’s Reckless daughter of the salvage broker, Belaluur.
apprentice
Gisaul Varren Lawful evil, female, half-elf The leader of the Thorn Expedition. A ruthless archaeologist and an Emerald
necromancer Claw operative.
Kalli Alran Neutral, female, human salvage Kalli was part of the Gray Dogs salvage crew and has made a successful
broker transition to being a salvage broker.
Rolforror Soldorak Lawful neutral, male, dwarf ghost Rolforror led a doomed expedition to seek Spinweave’s counsel and now
haunts Krona Peak seeking the return of his clan’s banner from her lair.
Spinweave Chaotic evil, female aberration An ancient, inhuman sage who dwells in the Realm Below. Mror dwarves
occasionally seek her wisdom.
Sulring Mroranon Neutral good, male, dwarf artificer Creator of the Oracle of War, recently freed from captivity in Razorcrag, where
he built the Oracle of Bones for the Lord of Blades.

16 DDAL-EB-14 FROM DUST


Creature Statistics
Bone Knight Derro
Medium humanoid (any race), any non-good alignment Small humanoid (derro), chaotic evil

Armor Class 20 (bonecraft armor) Armor Class 13 (leather armor)


Hit Points 84 (13d8 + 26) Hit Points 13 (3d6 + 3)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 14 (+2) 12 (+1) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 12 (+1) 11 (+0) 5 (−3) 9 (−1)

Saving Throws Wis +5, Cha +6 Skills Stealth +4


Skills Athletics +7, Deception +6, Intimidation +6 Senses darkvision 120 ft., passive Perception 7
Damage Resistances necrotic, poison Languages Dwarvish, Undercommon
Senses passive Perception 12 Challenge 1/4 (50 XP)
Languages any one language (usually Common)
Challenge 5 (1,800 XP) Magic Resistance. The derro has advantage on saving throws
against spells and other magical effects.
Commander of Bones. As a bonus action, the knight can target
one skeleton or zombie it can see within 30 feet of it. The target Sunlight Sensitivity. While in sunlight, the derro has disadvan-
must make a DC 14 Wisdom saving throw. On a failed save, the tage on attack rolls, as well as on Wisdom (Perception) checks
target must obey the knight’s commands until the knight dies that rely on sight.
or until the knight releases it as a bonus action. The knight can
command up to twelve undead at a time this way.
Master of the Pallid Banner. While within 60 feet of the knight,
Actions
any undead ally of the knight has advantage on saving throws Hooked Spear. Melee Weapon Attack: +2 to hit, reach 5 ft., one
against any effect that turns undead. target. Hit: 3 (1d6) piercing damage. If the target is Medium
or smaller, the derro can choose to deal no damage and
Spellcasting. The knight is an 8th-level spellcaster. Its spellcast- knock it prone.
ing ability is Charisma (spell save DC 14, +6 to hit with spell
attacks). It has the following paladin spells prepared: Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320
ft., one target. Hit: 6 (1d8 + 2) piercing damage.
1st level (4 slots): command, compelled duel, hellish rebuke,
wrathful smite
2nd level (3 slots): branding smite, crown of madness, darkness,
find steed, magic weapon

Actions
Multiattack. The knight attacks twice with one of its weapons.
Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) slashing damage.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft.,
one target. Hit: 5 (1d8 + 1) piercing damage.

DDAL-EB-14 FROM DUST 17


Gibbering Mouther
Medium aberration, neutral

Armor Class 9
Hit Points 67 (9d8 + 27)
Speed 10 ft., swim 10 ft.

STR DEX CON INT WIS CHA


10 (+0) 8 (−1) 16 (+3) 3 (−4) 10 (+0) 6 (−2)

Condition Immunities prone


Senses darkvision 60 ft., passive Perception 10
Languages —
Challenge 2 (450 XP)

Aberrant Ground. The ground in a 10-foot radius around the


mouther is doughlike difficult terrain. Each creature that starts
its turn in that area must succeed on a DC 10 Strength saving
throw or have its speed reduced to 0 until the start of its
next turn.
Gibbering. The mouther babbles incoherently while it can
see any creature and isn’t incapacitated. Each creature that
starts its turn within 20 feet of the mouther and can hear the
gibbering must succeed on a DC 10 Wisdom saving throw.
On a failure, the creature can’t take reactions until the start of
its next turn and rolls a d8 to determine what it does during
its turn. On a 1 to 4, the creature does nothing. On a 5 or 6,
the creature takes no action or bonus action and uses all its
movement to move in a randomly determined direction. On a
7 or 8, the creature makes a melee attack against a randomly
determined creature within its reach or does nothing if it can’t
make such an attack.

Actions
Multiattack. The gibbering mouther makes one bites attack
and, if it can, uses its Blinding Spittle.
Bites. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
Hit: 17 (5d6) piercing damage. If the target is Medium or
smaller, it must succeed on a DC 10 Strength saving throw or
be knocked prone. If the target is killed by this damage, it is
absorbed into the mouther.
Blinding Spittle (Recharge 5–6). The mouther spits a chemical
glob at a point it can see within 15 feet of it. The glob explodes
in a blinding flash of light on impact. Each creature within 5
feet of the flash must succeed on a DC 13 Dexterity saving
throw or be blinded until the end of the mouther’s next turn.

18 DDAL-EB-14 FROM DUST


Juvenile Kraken Tentacle. Melee Weapon Attack: +12 to hit, reach 20 ft., one
target. Hit: 17 (3d6 + 7) bludgeoning damage, and the target
Huge monstrosity (titan), chaotic evil
is grappled (escape DC 20). Until the grapple ends, the target
Armor Class 16 (natural armor) is restrained. The kraken has ten tentacles, each of which can
Hit Points 207 (18d12 + 90) grapple one target.
Speed 20 ft., swim 50 ft. Fling. One Medium or smaller object held or creature grappled
by the kraken is thrown up to 40 feet in a random direction
STR DEX CON INT WIS CHA and knocked prone. If a thrown target strikes a solid surface,
24 (+7) 11 (+0) 20 (+5) 19 (+4) 15 (+2) 17 (+3) the target takes 3 (1d6) bludgeoning damage for every 10 feet
it was thrown. If the target is thrown at another creature, that
Saving Throws Str +12, Dex +5, Con +10, Int +9, Wis +7 creature must succeed on a DC 13 Dexterity saving throw or
Damage Resistances bludgeoning, piercing, and slashing from
take the same damage and be knocked prone.
nonmagical attacks
Damage Immunities lightning Lightning Strike. The kraken magically creates a bolt of
Condition Immunities frightened, paralyzed lightning, which can strike a target the kraken can see within 90
Senses truesight 120 ft., passive Perception 12 feet of it. The target must make a DC 18 Dexterity saving throw,
Languages understands Abyssal, Celestial, Infernal, and taking 22 (4d10) lightning damage on a failed save, or half as
Primordial but can’t speak; telepathy 60 ft much damage on a successful one.
Challenge 14 (11,500 XP)

Legendary Actions
Amphibious. The kraken can breathe air and water. The kraken can take 3 legendary actions, choosing from the
Freedom of Movement. The kraken ignores difficult terrain, options below. Only one legendary action option can be used
and magical effects can’t reduce its speed or cause it to be at a time and only at the end of another creature’s turn. The
restrained. It can spend 5 feet of movement to escape from kraken regains spent legendary actions at the start of its turn.
nonmagical restraints or being grappled. Fling. The kraken uses Fling.

Actions Tentacle Attack (Costs 2 Actions). The kraken makes one


tentacle attack.
Multiattack. The kraken makes two tentacle attacks, each of
which it can replace with a use of Fling. Ink Cloud (Costs 3 Actions). While underwater, the kraken
expels an ink cloud in a 40-foot radius. The cloud spreads
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
around corners, and that area is heavily obscured to creatures
Hit: 20 (3d8 + 7) piercing damage. If the target is a Medium
other than the kraken. Each creature other than the kraken
or smaller creature grappled by the kraken, that creature is
that ends its turn there must succeed on a DC 18 Constitution
swallowed and the grapple ends. While swallowed, the creature
saving throw, taking 11 (2d10) poison damage on a failed save
is blinded and restrained, it has total cover against attacks and
or half as much damage on a successful one. A strong current
other effects outside the kraken, and it takes 21 (6d6) acid
disperses the cloud, which otherwise disappears at the end of
damage at the start of each of the kraken’s turns. One Medium
the kraken’s next turn.
or two smaller creatures can be swallowed at the same time.
If the kraken takes 35 damage or more on a single turn
from a creature inside it, the kraken must succeed on a DC 23
Constitution saving throw at the end of that turn or regurgitate
all swallowed creatures, which fall prone in spaces within 10
feet of the kraken. If the kraken dies, a swallowed creature is no
longer restrained by it and can escape from the corpse using 10
feet of movement, exiting prone.

DDAL-EB-14 FROM DUST 19


Necromancer
Medium humanoid (any race), any alignment

Armor Class 12 (15 with mage armor)


Hit Points 66 (12d8 + 12)
Speed 30 ft.

STR DEX CON INT WIS CHA


9 (−1) 14 (+2) 12 (+1) 17 (+3) 12 (+1) 11 (+0)

Saving Throws Int +7, Wis +5


Skills Arcana +7, History +7
Damage Resistances necrotic
Senses passive Perception 11
Languages any four languages
Challenge 9 (5,000 XP)

Spellcasting. The necromancer is a 12th-level spellcaster. Its


spellcasting ability is Intelligence (spell save DC 15, +7 to hit
with spell attacks). The necromancer has the following wizard
spells prepared:
Cantrips (at will): chill touch, dancing lights, mage
hand, mending
1st level (4 slots): false life,* mage armor, ray of sickness*
2nd level (3 slots): blindness/deafness,* ray of enfee-
blement,* web
3rd level (3 slots): animate dead,* bestow curse,*
vampiric touch*
4th level (3 slots): blight,* dimension door, stoneskin
5th level (2 slots): Bigby’s hand, cloudkill
6th level (1 slot): circle of death*
*Necromancy spell of 1st level or higher
Grim Harvest (1/Turn). When the necromancer kills a creature
that is neither a construct nor undead with a spell of 1st level
or higher, the necromancer regains hit points equal to twice the
spell’s level, or three times if it is a necromancy spell.

Actions
Withering Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one
creature. Hit: 5 (2d4) necrotic damage.

20 DDAL-EB-14 FROM DUST


Spinweave 4. Web Ray. The targeted creature must make a DC 16
Dexterity saving throw. On a failed save, the creature is
Large aberration, chaotic evil
restrained by webbing. As an action, the restrained creature can
make a DC 16 Strength check, escaping from the webbing on a
Armor Class 18 (natural armor)
Hit Points 342 (36d10 + 144) success. The effect also ends if the webbing is destroyed. The
Speed 30 ft., climb 30 ft., fly 60 ft. (hover) webbing has AC 10, 5 hit points, vulnerability to fire damage,
and immunity to bludgeoning, poison, and psychic damage.
STR DEX CON INT WIS CHA 5. Disintegration Ray. If the target is a creature, it must
23 (+6) 14 (+2) 18 (+4) 17 (+3) 15 (+2) 17 (+3) succeed on a DC 16 Dexterity saving throw or take 45 (10d8)
force damage. If this damage reduces the creature to 0 hit
Saving Throws Int +8, Wis +7, Cha +8 points, its body becomes a pile of fine gray dust.
Skills Stealth +12, Perception +12 If the target is a Large or smaller nonmagical object or
Damage Resistances necrotic (shadow form only) creation of magical force, it is disintegrated without a saving
Condition Immunities prone throw. If the target is a Huge or larger object or creation of
Senses blindsight 30 ft., darkvision 120 ft., passive Perception magical force, this ray disintegrates a 10-foot cube of it.
22 6. Death Ray. The targeted creature must succeed on a DC 16
Languages Common, Deep Speech, Dwarvish, Undercommon Dexterity saving throw or take 55 (10d10) necrotic damage. The
Challenge 17 (18,000 XP) target dies if the ray reduces it to 0 hit points.
Shadow Breath (Shadow Form Only; Recharge 5–6). Spinweave
Ethereal Jaunt. As a bonus action, Spinweave can magically exhales a cloud of shadowy vapor in a 30-foot cone. Each
shift from the Material Plane to the Ethereal Plane, or creature in that area must make a DC 19 Dexterity saving
vice versa. throw, taking 56 (16d6) necrotic damage on a failed save, or
half as much damage on a successful one. The vapor creates an
Legendary Resistance (3/Day). If Spinweave fails a saving throw, area of antimagic, as in the antimagic field spell, in the 30-foot
she can choose to succeed instead. cone that lasts until the start of Spinweave’s next turn. The area
Living Shadow (Shadow Form Only). While in dim light or works against Spinweave’s own eye rays.
darkness, Spinweave has resistance to damage that isn’t force,
psychic, or radiant. Legendary Actions
Shadow Stealth (Shadow Form Only). While in dim light Spinweave can take 3 legendary actions, choosing from the
or darkness, Spinweave can take the Hide action as a options below. She can take only one legendary action at a
bonus action. time and only at the end of another creature’s turn. Spinweave
regains spent legendary actions start of her turn.
Actions Bite. Spinweave makes one bite attack.
Multiattack. Spinweave makes two bite attacks.
Eye Ray. Spinweave uses one random eye ray.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6)
necrotic damage.
Lair Actions
When fighting inside her lair, Spinweave can invoke the ambient
Eye Rays. Spinweave shoots three of the following magical magic to take lair actions. On initiative count 20 (losing ties),
eye rays at random (reroll duplicates), choosing one to three Spinweave can take a lair action to cause one of the following
targets she can see within 120 feet of her: effects, but can’t use the same effect two rounds in a row:
1. Paralyzing Ray. The targeted creature must succeed on a • A 50-foot-square area of ground within 120 feet of Spinweave
DC 16 Constitution saving throw or be paralyzed for 1 minute. becomes slimy; that area is difficult terrain until initiative
The target can repeat the saving throw at the end of each of its count 20 on the next round.
turns, ending the effect on itself on a success. • Walls within 120 feet of Spinweave sprout grasping
2. Fear Ray. The targeted creature must succeed on a DC 16 appendages until initiative count 20 on the round after next.
Wisdom saving throw or be frightened for 1 minute. The target Each creature of Spinweave’s choice that starts its turn within
can repeat the saving throw at the end of each of its turns, 10 feet of such a wall must succeed on a DC 16 Dexterity
ending the effect on itself on a success. saving throw or be grappled (escape DC 16).
3. Poison Ray. The targeted creature must make a DC 16 • On a solid surface within 60 feet of Spinweave, an eye opens
Constitution saving throw, taking 36 (8d8) poison damage on a and shoots one random eye ray at a target of Spinweave’s
failed save, or half as much damage on a successful one. choice that she can see. The eye then closes and disappears.

DDAL-EB-14 FROM DUST 21


Thug Zombie Horse
Medium humanoid (any race), any non-good alignment Large undead, unaligned

Armor Class 11 (leather armor) Armor Class 10


Hit Points 32 (5d8 + 10) Hit Points 19 (3d10 + 3)
Speed 30 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0) 18 (+4) 10 (+0) 12 (+1) 2 (−4) 6 (−2) 5 (−3)

Skills Intimidation +2 Saving Throws Wis +0


Senses passive Perception 10 Damage Immunities poison
Languages any one language (usually Common) Condition Immunities poisoned
Challenge 1/2 (100 XP) Senses darkvision 60 ft., passive Perception 8
Languages —
Pack Tactics. The thug has advantage on an attack roll against a Challenge 1/4 (50 XP)
creature if at least one of the thug’s allies is within 5 feet of the
creature and the ally isn’t incapacitated. Undead Fortitude. If damage reduces the zombie to 0 hit
points, it must make a Constitution saving throw with a DC
of 5 + the damage taken, unless the damage is radiant or
from a critical hit. On a success, the zombie drops to 1 hit
Actions point instead.
Multiattack. The thug makes two melee attacks.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 5 (1d6 + 2) bludgeoning damage. Actions
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
100/400 ft., one target. Hit: 5 (1d10) piercing damage. Hit: 9 (2d4 + 4) bludgeoning damage.

Zombie
Medium undead, neutral evil

Armor Class 8
Hit Points 22 (3d8 + 9)
Speed 20 ft.

STR DEX CON INT WIS CHA


13 (+1) 6 (−2) 16 (+3) 3 (−4) 6 (−2) 5 (−3)

Saving Throws Wis +0


Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands the languages it knew in life but can’t
speak
Challenge 1/4 (50 XP)

Undead Fortitude. If damage reduces the zombie to 0 hit


points, it must make a Constitution saving throw with a DC
of 5 + the damage taken, unless the damage is radiant or
from a critical hit. On a success, the zombie drops to 1 hit
point instead.

Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) bludgeoning damage.

22 DDAL-EB-14 FROM DUST


Handout 1: Engines of War

Engines of War
Summary
Engines of War is a three-part storyline for the Oracle of War campaign. In Engines of War, the Order of the Emerald
Claw seeks to harness a terrifying power buried under the ruins of Metrol. To thwart their plot, you must travel to the
Mror Holds, the Talenta Plains, and the depths of Khyber.

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 that
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 made a deadly move to seize control of the Oracle of War, awakening
elven sleeper agents across the continent. As Khorvaire reels from the attack, you return to the Mournland to seek out
the daelkyr sanctuary.

Objectives
Your goals in Engines of War are as follows:

1. Discover what the Order of the Emerald Claw is doing in the daelkyr sanctuary.
2. Find a way to foil their evil schemes.
3. Capture the agent in charge and interrogate them about the whereabouts of 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 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

DDAL-EB-14 FROM DUST 23


Handout 2: Emerald Claw Letter and Sigil Tablet
Handout 3: Gisaul’s Spellbook
Libram of Souls and Flesh
Wondrous item, rare (requires attunement by a wizard)

With covers made of skin and fittings of bone, this tome is cold to the touch, and it whispers faintly. When found, the
book contains the following spells, which are wizard spells for you while you are attuned to the book: animate dead,
circle of death, false life, finger of death, speak with dead, summon undead (see Tasha’s Cauldron of Everything),
vampiric touch. It functions as a spellbook for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the
following ways while holding it:
• If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells
with a different spell in the book. The new spell must be of the necromancy school.
• As an action, you can expend 1 charge to take on a semblance of undeath for 10 minutes. For the duration, you take
on a deathly appearance, and undead creatures are indifferent to you, unless you have damaged them. You also
appear undead to all outward inspection and to spells used to determine the target’s status. The effect ends if you
deal damage or force a creature to make a saving throw.
Unique to this item:
The spellbook also contains the following spells: bestow curse, Bigby’s hand, blight, blindness/deafness, cloudkill,
dimension door, mage armor, ray of enfeeblement, ray of sickness, stoneskin, vampiric touch, web.

DDAL-EB-14 FROM DUST 25


Handout 4: Dwarf Tales
“Tol kollan . . .”—in Common, “That reminds me of a story . . .”

A dwarf from Clan Doldarun’s tale:

“Tol kollan . . . Doldarun soldiers have always been among the best and bravest of the Mror
Holds, and their daring and dedication to not just hold the line, but to win the war, is what
makes the lives we all enjoy today possible.”

A dwarf from Clan Mroranon’s tale:

“Tol kollan . . . While the Mroranon dwarves are both stout warriors and shrewd negotiators, the
greatest virtue of our people is in our leadership. For it was Mroranon himself who rallied the
exiles to establish the Mror Holds, and it’s our people today who have the deepest investments
in the Realm Below.”

A dwarf from Clan Soldorak’s tale:

“Tol kollan . . . The old ways have their value, but we mustn’t be too rigid, for in adaptation
lies the path forward. Soldorak challenged Lord Mror for the good of the common folk when
his rule grew oppressive, and Soldorak dwarves have pioneered the use of dolaur, symbiont
magic, to turn the weapons of our enemies below against them, and we’re all better for it.”

26 DDAL-EB-14 FROM DUST


Handout 5: Olvir’s Song
Five of us set out, seeking answers below,
What fate lay in darkness, we did not know.

The first of us fell to the gibbering mass,


In Sol Udar lost, he would not be the last.

We pressed on to a span over gray swirling mist,


Two were pulled down by the lurker within.

We followed the web trail, for Spinweave we sought,


After her counsel, her shadow we fought,
It hunted us in the tombs, and my comrade was lost.

It seems she had plans for me, for here I stay,


Deep down in Sol Udar till the end of my days.

DDAL-EB-14 FROM DUST 27


Appendix A: Dungeon Master’s Maps
Thorn Expedition Encampment

28 DDAL-EB-14 FROM DUST


Spinweave’s Lair

DDAL-EB-14 FROM DUST 29


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 DM, you must have 3 to 7 players— up; .4 or less down). This is the group’s average party level
each with their own character within the adventure’s level (APL). To approximate the party strength for the adven-
range (see “Adventure Overview”). ture, 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 3–4 characters, APL greater than Average
running the adventure, such as a way you’d like to 5 characters, APL less than Weak
portray an NPC or a tactic you’d like to use in a combat.
5 characters, APL equivalent Average
Familiarize yourself with the adventure’s appendixes
5 characters, APL greater than Strong
and handouts.
6–7 characters, APL less than Average
• Gather any resources you’d like to use to aid you in
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) score, 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 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 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.

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DDAL-EB-14 FROM DUST 31

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