Ddal Eb 14 From Dust
Ddal Eb 14 From Dust
Ddal Eb 14 From Dust
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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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.
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:
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
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
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:
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
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.
Most of the floor of this long hall has tumbled into a pit of
CONCEPTOPOLIS (GIBBERING MOUTHER), ILYA SHKIPIN (DERRO)
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
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.
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)
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.
Armor Class 9
Hit Points 67 (9d8 + 27)
Speed 10 ft., swim 10 ft.
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.
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
Withering Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one
creature. Hit: 5 (2d4) necrotic damage.
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)
Zombie
Medium undead, neutral evil
Armor Class 8
Hit Points 22 (3d8 + 9)
Speed 20 ft.
Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) bludgeoning damage.
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.
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.
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.
“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.”
“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.”
“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.”