Ddal Eb 20 Old Scores
Ddal Eb 20 Old Scores
Ddal Eb 20 Old Scores
Credits
Designer: Will Doyle
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
LEE MOYER
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League,
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are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork con-
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his adventure is designed for three to seven Secrets of the Oracle of War
17th- through 20th-level characters and is Over the course of the campaign, the characters have
optimized for five characters with an average learned that the Oracle of War draws power from the
party level (APL) of 20. Characters outside this LAMANNIAN TRIUNE, a trio of genies imprisoned inside
level range can’t participate in this adventure. it. In recent adventures, these genies manifested outside
This adventure occurs in Salvation, a rough-and-tumble their prison, offering aid to the adventurers in their quests.
scavenger outpost on the border of the Mournland. This is During DDAL-EBEP-04 The Last War, they even sent the
the conclusion of a series of four adventures, the Flames adventurers back in time to steal an ARCANE CODEX
of War storyline, and the final part of the Oracle of War that can finally destroy their prison.
Eberron campaign for the D&D Adventurers League. In this final adventure, the genies reveal they
were trapped inside the Oracle of War by SULRING
The Chamber MRORANON, secret chair of the AURUM power group,
The final arc of the Oracle of War campaign introduces who kidnapped their offspring and used it as surety to
players to the Chamber: this cabal of dragons has monitored keep them imprisoned. If the genies are ever to be free of
Khorvaire for thousands of years, treating humanoids as him, they must recover their kidnapped child!
pawns in an ancient game. The Chamber dragons exploit
illusion magic and humanoid agents to infiltrate the power The Draconic Prophecy
structures of the Five Nations, reporting back to their masters Shortly after its discovery in the Mournland, the Oracle
in Argonnessen with any information they gather on the
of War revealed a new verse from the DRACONIC
Draconic Prophecy. Above all, they’re charged with stopping
any creature that seeks to use the Prophecy for its own ends. PROPHECY. The adventurers passed this verse on to
In Flames of War, the Chamber take action to seize the Oracle the sphinx Flamewind, an expert on the Prophecy, who
of War and destroy anyone who’s witnessed its predictions. interpreted it as a warning: King Boranel’s brother—the
The Chamber dragons are powerful and intelligent, yet “KING IN GREEN”—would ride north on a “bolt of steel,”
they’re loosely organized and prone to the same weaknesses and a great fate would rest on the shoulders of “SKY
as other mortals: greed, pride, and envy. In DDAL-EB-17 The BLUE.” Convinced that Sky Blue was a young gutter thief
Final Tribute, the ancient dragon Vyndescille sought to profit of the same name, Flamewind encouraged the group to
from his position in New Cyre by extorting Prince Oargev. In locate her and secure her role in the Draconic Prophecy.
DDAL-EB-18 Scales of War, the gold dragon Goryphael seeks In the event, Flamewind was wrong: when the King’s
to impress her draconic masters by stealing the Oracle of War
brother took the lightning rail north, Swords of Liberty
before they arrive. The campaign concludes with the arrival of
Graelcaliban, the “King in Green,” who leads a flight of dragons rebels tried to assassinate him using arcane explosives
from Argonnessen to seize the Oracle of War. Remember disguised in pots of paint labeled “Sky Blue.” The
that dragons in Eberron aren’t bound by the alignments prophecy seemingly came true, but not in the manner
attributed to the colors of their scales—good red dragons are Flamewind expected: her thief had no role in the destiny of
as common as evil gold dragons. In general, they tend toward the world. For an immortal, failure was a difficult concept
neutrality. When roleplaying the Chamber, remember that its to accept. Convinced the Oracle of War had more to reveal
members care little for the impact their actions have on lesser on the matter, Flamewind kidnapped Sky and used her as
beings. The sanctity of the Draconic Prophecy—and of their leverage to force the group into handing over the device—a
own needs—takes precedence in all matters. mistake that likely cost her life.
Now, at the end of the campaign, the adventurers
discover the Oracle’s prophecy has yet to come true. The
Background King in Green is a dragon of THE CHAMBER, sworn
The adventurers have defeated the Lord of Blades and to claim the Oracle of War, currently flying north from
liberated the creation forge used to craft his warforged Argonnessen with a flight of dragons. The destiny of the
army. After marching home alongside the allied armies of Five Nations hangs in the balance, and the fate of Eberron
the Five Nations, they return to Salvation as champions. finally rests on the shoulders of the orphan thief Sky Blue .
This final adventure draws together legacy events . . with a little help from her friends!
from across the campaign, as foes old and new converge
on Salvation with their own nefarious goals in mind. Overview
As events play out, the following campaign storylines The adventure’s story is spread over five parts and takes
are resolved. approximately 4 to 8 hours to play:
The blue-skinned genie holds out her hand and water An Approaching Storm
cascades from her palm. In the falling droplets, a ghostly Ever since the adventurers claimed the box of Nolzur’s
image appears: the dwarf Sulring Mroranon, his clockwork marvelous pigments in DDAL-EB-18 Scales of War, they’ve
woodpecker Yoffle perched on his shoulder, staring out the witnessed a dragon symbol slowly passing across the map
window of a sumptuously decorated lightning rail carriage. carved in its lid, heading from Argonnessen to Khorvaire.
The symbol is homing in on their position, specifically,
An ornate iron flask rests on his lap.
on the Oracle of War. Judging by its speed of travel, the
“Our captor approaches,” she whispers. “And he brings adventurers have roughly three days before it arrives. If
our child with him . . .” they spoke to Goryphael about the symbol, she told them it
was the King in Green coming to claim the Oracle of War
and take it back to Argonnessen for study.
Any character who makes a successful DC 15 Intelligence Before continuing, ask the players what, if anything,
(History) check recognizes the lightning train as the they plan to do about the approaching threat. Plot an
Excellence—sister to the Excelsior—a luxury model ambush? Seek out a remote location to meet the threat
manufactured by House Orien for the exclusive use of King alone? Warn dragonmarked houses or world leaders? Use
Boranel. Characters who rode on the Excelsior during DDAL- magic to divine more information? The outcome of this
EBEP-02 Rolling Thunder gain advantage on this check. discussion forms the foundations of part 4, so it’s best to
The genies explain that Edon is trapped inside the get a handle on it early. Characters who decide to take the
stoppered iron flask Sulring Mroranon is carrying. Through information to a dragonborn house or world leader may
the train’s window, the adventurers recognize the towers find the people they need to speak with are already headed
of Wroat gleaming in the morning sunlight: the Excellence to Salvation aboard the Excellence!
is just under two days’ travel from Salvation, heading east
toward the outpost. Knowledge about the King in Green
The genies ask the adventurers to intercept the train The following information is true but won’t be known
and steal the iron flask from Sulring Mroranon. When to the adventurers unless they exploit divination magic.
Edon is safely back in their care, the genies can escape the Goryphael knows this information, but won’t reveal it
Oracle of War and plane shift to Lamannia (rendering the unless magic is used to pry it out of her:
artifact useless). They offer no reward for now: their request
is an appeal to the adventurers’ sense of honor and justice. • The ancient green dragon Graelcaliban, founder of the
If the characters accept the mission, part 3 details the Chamber—the King in Green—is flying north with a
lightning rail train and the guards aboard it. While the train flight of dragons belonging to the Eyes of Chronepsis,
is well guarded, the genies are keen for the adventurers to the ruthless enforcers of dragon society.
make their play before Sulring arrives in Salvation, as he’s • The Eyes of Chronepsis blame the Chamber for failing
unlikely to anticipate such a bold move. The adventurers to secure the Oracle of War. They fear the artifact’s
have the remainder of the day to rest and prepare for the power to read unheard verses from the Draconic
mission—or even enjoy the festivities—before heading out Prophecy threatens Argonnessen if left in the hands of
to intercept the train first thing in the morning. lesser races.
• The Eyes of Chronepsis have threatened to shut down
Characters who acquired the First Prophecy the Chamber unless the Oracle of War is secured.
legacy event in DDAL-EBEP-04 The Last War
can question the genies about the verse they
heard on the battlefield. The genies know little
about the Prophecy but speculate that the line
“A thief leaves their prize in a high tower” could refer to
Sulring Mroranon and the iron flask. If so, the line “When
rebel blades strike against a king” implies that King
Boranel is in danger.
Salvation’s valiant defense against the Lord of Blades your eyes are drawn to a commotion in the alley opposite: a
in DDAL-EB-09 Lord Bucket drew the attention of the group of figures headed down the alley have been jumped
Church of the Silver Flame, who absolved Mother Jahanah by another group, and a violent street fight has broken
of her previous transgressions and assigned funding for out. The combatants are all hooded, making it difficult to
the development of her mission. identify who’s who! Caught in the fading light of the silver
Speaking to the Priests torch, their shadows flicker wildly over the alley walls.
Anyone who speaks to Mother Jahanah or the gathered
priests can learn the chapel is being rebuilt in recognition
Four spies and an assassin (Undul Variance) belonging to
of Salvation’s role as a bulwark against the evils of the
the Swords of Liberty have been ambushed by five spies
Mournland. From here, salvagers can acquire blessings,
from the King’s Dark Lanterns. With a successful DC 12
potions, and holy water before venturing into the Gray. In
Intelligence (Investigation) check, a character discerns
recognition of the power of the Silver Flame, the torch at
that everyone in the defending group wears an item of blue
the top of the chapel’s spire shall never be extinguished.
clothing: either a hood, a glove, or a cummerbund belt.
Characters who earned the Battlefield Without this knowledge, it’s difficult to determine which
Medic legacy event in DDAL-EB-13 Stonefire side anyone’s on.
recognize some of the priests from their visit Any character with the resistance leader background
to Flamekeep. The priests were sent here to recognizes one of the blue-hooded fighters as Undul
aid with the chapel’s reconstruction. They Variance, a ruthless and untrustworthy rebel who left the
another spy defeats its opponent automatically on a hit. dashes through the kitchen where Leerut
Undul Variance should always make a break to escape now works and runs straight into her frying pan. “You
in the first round: leaping up the alley walls and dashing helped me get here,” she grunts at the adventurers. “Now I
across the rooftops. He wears boots of speed, which he help you.”
activates as he makes his escape to double his walking
Irullan Karnach Adventurers who reunite Sky with her father earn 1 hero
Karrnathi former Emerald Claw agent, human point. The pair decide to stay on in Salvation and seek
Irullan Karnach is a plump, rosy-cheeked woman in her early their fortune on the frontier.
forties, who always wears a purple scarf draped over one
shoulder. She was one of Salvation’s most powerful salvage
brokers, but secretly served the Emerald Claw as their spy Sky Blue
in the area. Human thief
Motivation: To survive and advance another step toward Fifteen-year-old Sky is an expert soarsled rider and aerial
resurrecting her sister Naori. acrobat. She wears goggles, and leather armor scuffed at the
Mannerisms: Irullan is calm and soft-spoken, never losing knees and elbows. She and Earl have become inseparable,
her temper even as she signs death warrants. and she loves listening to his war stories about her father.
Quote: “My death gains you nothing.” Motivation: She must find out what happened to her father,
Jara, who went missing during the Last War.
Mannerisms: Sky can’t sit still for more than a few minutes
at a time, becoming anxious in confined spaces with few
Meeting Sky Blue escape routes.
Run this encounter before the players leave Salvation, but Quote: “Catch me if you can!”
only if Sky Blue is still alive. As the festivities play out, the
adventurers spot the young thief sitting on a nearby roof- Earl
top, with her seagull companion Earl perched at her side.
Awakened seagull
Characters who speak to Sky find her in a contemplative Earl is the last surviving member of the 10th Avian
mood. Read the following boxed text aloud: Messengers, and was awarded the Silver Star for bravery,
which he wears with pride. He also carries the same leather
satchel he wore during combat. Sky’s father, Jara, nursed
Earl’s broken wing in the field, which marked the beginning
of their friendship. Jara’s parting request to Earl was to look
after his daughter, Sky.
Motivation: Protect his charge, Sky Blue. Earl takes this role
seriously, often referring to himself as “Uncle Earl.” He’d risk
his own life to keep Sky safe.
Mannerisms: Earl is cocky and slow to trust. He walks with
a limp and paces around in circles when he’s thinking.
Quote: “C’mon, Sky, we gotta fly!”
When dark lanterns flicker in the light of the silver torch, Part 4 describes how Sky Blue can help the adventurers
resolve the story.
the King in Green rides north on a bolt of steel. Two nations
prepare for war, as all eyes turn to Sky Blue. Vyndescille’s Revenge
This scene only plays out if characters
She then explains the following:
have the Green in Tooth and Claw legacy
• Flamewind kidnapped Sky because she wanted to event from DDAL-EB-17 The Final Tribute.
control the Oracle of War and guide the nations of the While festivities rage through the streets
world via the Draconic Prophecy. She refused to believe of Salvation, the green dragon Vyndescille
she’d misinterpreted Sky Blue’s role in the Prophecy; returns to seek vengeance on the adventurers!
Flamewind was confident the verse referred to her, but it
If the players also have the Draconic Leverage
seemed she was wrong.
legacy event from DDAL-EB-18 Scales of War,
• When the adventurers refused to hand over the Oracle,
the gold dragon Goryphael—who masqueraded
Flamewind learned the hard way it wasn’t her destiny to
as the archmage Narcy of Xandrar—is being
control it.
held prisoner in the military camp. Vyndescille
• Now, she knows: she’d misinterpreted the verse! The
attempts to free her before making his attack.
King in Green wasn’t King Boranel’s brother: it’s a
dragon of the Chamber, come to recover the Oracle of Freeing Goryphael
War with a flight of dragons! The nations turning to Before entering the military camp, Vyndescille uses
war weren’t Breland and Thrane: they were Khorvaire Change Shape to transform into one of the generals—
and Aerenal! ideally, the Brelish general Cord Kolligan if he’s still alive
• Flamewind says her role in the Draconic Prophecy (a Large warlord). Vyndescille knows Cord and can easily
is over, but she warns the adventurers to be ready for mimic his mannerisms (see Cord’s sidebar below).
what’s coming. The fate of the world is at stake! Goryphael is held in dragon form near the middle of the
With that, the sphinx takes to the air and flies away camp. The thick chains binding her prevent her from using
into the dark. any of her spells or powers: to free her, Vyndescille must
snap the chains as an action (a DC 25 Strength check), or
smash through them (AC 19, damage threshold 10, 80 hit
Flamewind
points, immunity to poison and psychic damage).
Sphinx scholar of the Draconic Prophecy
If any adventurers stayed behind to guard Goryphael,
Grand and inscrutable, Flamewind’s imposing presence
demands respect. Her black mane is tied in thick braids, her
go ahead and roleplay the meeting with Cord. If no
face is tattooed in spiraling sigils of learning, and her golden adventurers are present, a fun interlude is to let the players
eyes give away nothing of her calculating mind. control the elite soldiers assigned to guard Goryphael: set
Motivation: The Draconic Prophecy is Flamewind’s life’s the scene, give each player a champion to run, and ask
work; she must unravel its mysteries and discover her part in them to briefly describe their characters. Camp protocol
it, whatever the cost. is to demand a daily password from anyone who comes
Mannerisms: Flamewind doesn’t suffer fools gladly. She near, no matter their rank. When Cord approaches, he’s
flicks her tail from side to side when dealing with someone unable to provide this password: he claims he urgently
who irks her. needs to talk to the dragon alone and tries to pull rank
Quote: “All answers to all questions can be found within the
on any soldiers who defy him. Vyndescille transforms
Draconic Prophecy.”
into dragon form and attacks if he feels his cover is blown
ILSE GORT
Quote: “Now, now. You’ve done sterling work on the field, but haven’t played from part 2 can be pushed back to part 4. If
we’re home now. The fight’s over.” they don’t intercept the train, jump ahead to part 4 now.
WAYNE REYNOLDS
acquired the First Prophecy legacy event in
DDAL-EBEP-04 The Last War may recognize doors must pass through a 10-foot-diameter wall of raging
that the prophecy is coming true! If they ask flames, taking 16 (3d10) fire damage for each 5 foot
about “high towers,” point them to the signal of movement.
towers on the roof of the train.
text aloud:
of War somewhere for the dragons to find. As detailed
above, this incurs the dragon’s wrath if the device is
nonfunctional.
Important Characters
Name Identity Details
Aaren d’Cannith Human master artificer Creator of the first true warforged, who was excoriated from House Cannith
and has remained missing for the past 28 years.
Cicero ir’Magrize Human champion Cicero is a legendary knight who famously evaded the Mourning by exploiting
his helm of teleportation to escape Cyre.
Demery d’Cannith Human noble Artificer of House Cannith who’d been forced to operate the creation forge by
the Lord of Blades.
Earl Awakened seagull Last surviving member of the 10th Avian Messenger unit and protector of the
orphan thief Sky Blue.
Flamewind Sphinx Expert on the Draconic Prophecy, currently resident at Morgrave University.
General Cord Kolligan Ogre general Brelish general who’s direct and to the point when speaking.
Graelcaliban a.k.a. the Ancient green dragon Leader of the Chamber, a league of dragons sworn to monitor the Draconic
King in Green Prophecy in Khorvaire.
Irullan Karnach Human former Emerald Claw Irullan was one of Salvation’s most powerful brokers, but secretly served the
agent Emerald Claw as their spy in the area.
Jara Blue Human veteran Sky Blue’s father was court-martialed for desertion from the 12th Brelish
Infantry and later taken prisoner by the Blades.
King Boranel ir’Wynarn Human champion King of Breland.
Lukas Varko Human spy Loyal member of the King’s Dark Lanterns.
Narcy of Xandrar a.k.a. Ancient gold dragon posing Ancient gold dragon operating in disguise for the Chamber, which plans to
Goryphael as a Brelish archmage steal the Oracle of War.
Sky Blue Human thief Expert soarsled rider and aerial acrobat who carves a living in Sharn by
stealing from its richest residents.
Sulring Mroranon Dwarf artificer Creator of the Oracle of War and chair of the Aurum’s secret Shadow Cabinet.
Vyndescille Ancient green dragon Loyal dragon of the Chamber.
Armor Class 19 (natural armor) Breath Weapons (Recharge 5–6). The dragon uses one of the
Hit Points 212 (17d12 + 102) following breath weapons:
Speed 40 ft., fly 80 ft., swim 40 ft.
Lightning Breath. The dragon exhales lightning in a 90-foot
STR DEX CON INT WIS CHA line that is 5 feet wide. Each creature in that line must make
25 (+7) 10 (+0) 23 (+6) 16 (+3) 15 (+2) 19 (+4) a DC 19 Dexterity saving throw, taking 66 (12d10) lightning
damage on a failed save, or half as much damage on a suc-
cessful one.
Saving Throws Dex +5, Con +11, Wis +7, Cha +9
Repulsion Breath. The dragon exhales repulsion energy in a
Skills Insight +7, Perception +12, Stealth +5
30-foot cone. Each creature in that area must succeed on a
Damage Immunities lightning
DC 19 Strength saving throw or be pushed 60 feet away from
Senses blindsight 60 ft., darkvision 120 ft., passive Perception
the dragon.
22
Languages Common, Draconic Change Shape. The dragon magically polymorphs into a Beast
Challenge 15 (13,000 XP) Proficiency Bonus +5 or Humanoid that has a challenge rating no higher than its
own, or back into its true form. It reverts to its true form if it
dies. Any equipment it is wearing or carrying is absorbed or
Amphibious. The dragon can breathe air and water. borne by the new form (the dragon’s choice).
Legendary Resistance (3/Day). If the dragon fails a saving In a new form, the dragon retains its alignment, hit points,
throw, it can choose to succeed instead. Hit Dice, ability to speak, proficiencies, Legendary Resistance,
lair actions, and Intelligence, Wisdom, and Charisma scores, as
Actions well as this action. Its statistics and capabilities are otherwise
replaced by those of the new form, except any class features or
Multiattack. The dragon can use its Frightful Presence. It then legendary actions of that form.
makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Legendary Actions
Hit: 18 (2d10 + 7) piercing damage.
The dragon can take 3 legendary actions, choosing from the
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. options below. Only one legendary action option can be used
Hit: 14 (2d6 + 7) slashing damage. at a time and only at the end of another creature’s turn. The
dragon regains spent legendary actions at the start of its turn.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target.
Hit: 16 (2d8 + 7) bludgeoning damage. Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes one Tail attack.
Frightful Presence. Each creature of the dragon’s choice that Wing Attack (Costs 2 Actions). The dragon beats its wings.
is within 120 feet of the dragon and aware of it must succeed Each creature within 10 feet of the dragon must succeed on a
on a DC 17 Wisdom saving throw or become frightened for 1 DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeon-
minute. A creature can repeat the saving throw at the end of ing damage and be knocked prone. The dragon can then fly
each of its turns, ending the effect on itself on a success. If a up to half its flying speed.
creature’s saving throw is successful or the effect ends for it,
the creature is immune to the dragon’s Frightful Presence for
the next 24 hours.
Armor Class 18 (studded leather armor) Armor Class 15 (studded leather armor)
Hit Points 135 (18d8 + 54) Hit Points 78 (12d8 + 24)
Speed 35 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 22 (+6) 17 (+3) 15 (+2) 16 (+3) 18 (+4) 11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0)
Saving Throws Con +7, Wis +7 Saving Throws Dex +6, Int +4
Skills Deception +8, Insight +7, Intimidation +12, Perception Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9
+11, Stealth +14 Damage Resistances poison
Senses darkvision 60 ft., passive Perception 21 Senses passive Perception 13
Languages Common Languages any two languages plus thieves’ cant
Challenge 10 (5,900 XP) Proficiency Bonus +4 Challenge 8 (3,900 XP) Proficiency Bonus +3
Innate Spellcasting. The assassin’s innate spellcasting ability is Assassinate. During its first turn, the assassin has advantage on
Intelligence. It can innately cast the following spells, requiring attack rolls against any creature that hasn’t taken a turn. Any hit
no components: the assassin scores against a surprised creature is a critical hit.
3/day each: misty step, phantom steed Evasion. If the assassin is subjected to an effect that allows
1/day each: magic weapon, nondetection it to make a Dexterity saving throw to take only half as much
damage, the assassin instead takes no damage if it succeeds on
Magic Resistance. The assassin has advantage on saving the saving throw, and only half as much damage if it fails.
throws against spells and other magical effects.
Sneak Attack (1/Turn). The assassin deals an extra 14 (4d6)
Mask of the Wild. The assassin can attempt to hide even when damage when it hits a target with a weapon attack and has
it is only lightly obscured by foliage, heavy rain, falling snow, advantage on the attack roll, or when the target is within 5
mist, and other natural phenomena. feet of an ally of the assassin that isn’t incapacitated and the
assassin doesn’t have disadvantage on the attack roll.
Mind Static. Any creature within 10 feet of the assassin that
isn’t protected by a mind blank spell hears in its mind a
cacophony of screeches and screams. As a bonus action, the
assassin can force all creatures that can hear the screams Actions
to make a DC 16 Wisdom saving throw. Each creature takes Multiattack. The assassin makes two Shortsword attacks.
16 (3d10) psychic damage on a failed save, or half as much
damage on a successful one. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage, and the target must
make a DC 15 Constitution saving throw, taking 24 (7d6)
poison damage on a failed save, or half as much damage on a
Actions successful one.
Multiattack. The assassin makes three Scimitar attacks.
Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320
Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target
target. Hit: 9 (1d6 + 6) slashing damage. must make a DC 15 Constitution saving throw, taking 24 (7d6)
poison damage on a failed save, or half as much damage on a
Poisoned Dart (1/Day). Ranged Weapon Attack: +10 to hit, range
successful one.
20/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage and the
target must make a DC 19 Constitution saving throw, taking
42 (12d6) poison damage on a failed save, or half as much
damage on a successful one.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 14 (+2) 10 (+0) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
Actions
Multiattack. The champion makes three Greatsword attacks or
three Shortbow attacks.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing
damage if the champion has more than half of its total hit
points remaining.
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320
ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6)
piercing damage if the champion has more than half of its total
hit points remaining.
Bonus Actions
Second Wind (Recharges after a Short or Long Rest). The
champion regains 20 hit points.
Elemental Airship
Gargantuan vehicle (80 ft. by 20 ft.)
Control Helm
Creature Capacity 20 crew, 10 passengers Armor Class 16
Cargo Capacity 1 ton Hit Points 50
Travel Pace 9 miles per hour (216 miles per day) Move up to the speed of the airship’s elemental engine, with
one 90-degree turn. If the helm is destroyed, the airship
STR DEX CON INT WIS CHA can’t turn.
14 (+2) 14 (+2) 12 (+1) 0 0 0
Movement: Elemental Engine
Damage Immunities poison, psychic Armor Class 18
Hit Points 100; −20 ft. speed per 25 damage taken
Condition Immunities blinded, charmed, deafened, exhaustion, Speed (air) 80 ft.
frightened, incapacitated, paralyzed, petrified, poisoned, Locomotion provided by (air) elemental power. If the engine is
prone, stunned, unconscious destroyed, the ship immediately crashes.
Armor Class 22 (natural armor) Frightful Presence. Each creature of Goryphael’s choice that
Hit Points 546 (28d20 + 252) is within 120 feet of her and aware of her must succeed on
Speed 40 ft., fly 80 ft., swim 40 ft. a DC 24 Wisdom saving throw or become frightened for 1
minute. A creature can repeat the saving throw at the end of
STR DEX CON INT WIS CHA each of its turns, ending the effect on itself on a success. If a
30 (+10) 14 (+2) 29 (+9) 18 (+4) 17 (+3) 28 (+9) creature’s saving throw is successful or the effect ends for it,
the creature is immune to Goryphael’s Frightful Presence for
Saving Throws Dex +9, Con +16, Wis +10, Cha +16 the next 24 hours.
Skills Insight +10, Perception +17, Persuasion +16, Stealth +9
Damage Immunities fire Breath Weapons (Recharge 5–6). Goryphael uses one of the
Senses blindsight 60 ft., darkvision 120 ft., passive Perception following breath weapons:
27
Fire Breath. Goryphael exhales fire in a 90-foot cone. Each
Languages Common, Draconic
creature in that area must make a DC 24 Dexterity saving
Challenge 24 (62,000 XP) Proficiency Bonus +7
throw, taking 71 (13d10) fire damage on a failed save, or half
as much damage on a successful one.
Weakening Breath. Goryphael exhales gas in a 90-foot cone.
Amphibious. Goryphael can breathe air and water.
Each creature in that area must succeed on a DC 24 Strength
Legendary Resistance (3/Day). If Goryphael fails a saving throw, saving throw or have disadvantage on Strength-based attack
she can choose to succeed instead. rolls, Strength checks, and Strength saving throws for 1
minute. A creature can repeat the saving throw at the end of
Spellcasting. Goryphael is an 18th-level spellcaster. Her each of its turns, ending the effect on itself on a success.
spellcasting ability is Intelligence (spell save DC 19, +11 to Change Shape. Goryphael magically polymorphs into a Beast or
hit with spell attacks). Goryphael can cast disguise Humanoid that has a challenge rating no higher than her own,
self and invisibility at will and has the following wizard or back into her true form. She reverts to her true form if she
spells prepared: dies. Any equipment she is wearing or carrying is absorbed or
Cantrips (at will): fire bolt, light, mage hand, borne by the new form (Goryphael’s choice).
prestidigitation, shocking grasp In a new form, Goryphael retains her alignment, hit points,
1st level (4 slots): detect magic, fog cloud, identify, magic missile Hit Dice, ability to speak, proficiencies, Legendary Resistance,
2nd level (3 slots): detect thoughts, mirror image, misty step lair actions, and Intelligence, Wisdom, and Charisma scores, as
3rd level (3 slots): counterspell, fly, lightning bolt well as this action. Her statistics and capabilities are otherwise
4th level (3 slots): banishment, fire shield, stoneskin* replaced by those of the new form, except any class features or
5th level (3 slots): cone of cold, scrying, wall of force legendary actions of that form.
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank*
Legendary Actions
9th level (1 slot): time stop Goryphael can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at
*Goryphael casts these spells on herself before combat. a time and only at the end of another creature’s turn. Goryphael
regains spent legendary actions at the start of her turn.
Actions Detect. Goryphael makes a Wisdom (Perception) check.
Multiattack. Goryphael can use her Frightful Presence. She Tail Attack. Goryphael makes one Tail attack.
then makes one Bite attack and two Claw attacks. Wing Attack (Costs 2 Actions). Goryphael beats her wings. Each
creature within 15 feet of Goryphael must succeed on a DC
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning
Hit: 21 (2d10 + 10) piercing damage. damage and be knocked prone. Goryphael can then fly up to
half her flying speed.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target.
Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target.
Hit: 19 (2d8 + 10) bludgeoning damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 12 (+1) 7 (−2) 10 (+0) 18 (+4) 16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2)
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range
Hit: 6 (2d4 + 1) slashing damage. 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., Leadership (Recharges after a Short or Long Rest). For 1
one target. Hit: 4 (1d6 + 1) piercing damage. minute, the knight can utter a special command or warning
whenever a nonhostile creature that it can see within 30 feet of
Luring Song. The harpy sings a magical melody. Every Giant it makes an attack roll or a saving throw. The creature can add
and Humanoid within 300 feet of the harpy that can hear the a d4 to its roll provided it can hear and understand the knight.
song must succeed on a DC 11 Wisdom saving throw or be A creature can benefit from only one Leadership die at a time.
charmed until the song ends. The harpy must take a bonus This effect ends if the knight is incapacitated.
action on its subsequent turns to continue singing. It can stop
singing at any time. The song ends if the harpy is incapacitated.
While charmed by the harpy, a target is incapacitated and
Reactions
ignores the songs of other harpies. If the charmed target is Parry. The knight adds 2 to its AC against one melee attack that
more than 5 feet away from the harpy, the target must move on would hit it. To do so, the knight must see the attacker and be
its turn toward the harpy by the most direct route, trying to get wielding a melee weapon.
within 5 feet. It doesn’t avoid opportunity attacks, but before
moving into damaging terrain, such as lava or a pit, and when-
ever it takes damage from a source other than the harpy, the
target can repeat the saving throw. A charmed target can also
repeat the saving throw at the end of each of its turns. If the
saving throw is successful, the effect ends on it.
A target that succeeds on its saving throw is immune to this
harpy’s song for the next 24 hours.
Reactions
Counterspell. The harpy attempts to interrupt a creature that
it can see within 60 feet in the process of casting a spell. If the
creature is casting a spell of 3rd level or lower, its spell fails
and has no effect. If it is casting a spell of 4th level or higher,
the harpy makes a Charisma check with a DC equal to 10 + the
spell’s level. On a success, the creature’s spell fails and has
no effect.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3) 11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)
Skills Deception +5, Insight +4, Persuasion +5 Skills Nature +4, Perception +5, Stealth +6, Survival +5
Senses passive Perception 12 Senses passive Perception 15
Languages any two languages Languages any one language (usually Common)
Challenge 1/8 (25 XP) Proficiency Bonus +2 Challenge 1/2 (100 XP) Proficiency Bonus +2
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 11 (+0) 10 (+0) 14 (+2) 10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3)
Skills Animal Handling +2, History +2 Skills Deception +5, Insight +4, Investigation +5, Perception +6,
Senses passive Perception 10 Persuasion +5, Sleight of Hand +4, Stealth +4
Languages Common Senses passive Perception 16
Challenge 1 (200 XP) Proficiency Bonus +2 Languages any two languages
Challenge 1 (200 XP) Proficiency Bonus +2
Spellcasting. The sky raider is a 1st-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 12, +4 to hit with Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage
spell attacks). It knows the following sorcerer spells: when it hits a target with a weapon attack and has advantage
on the attack roll, or when the target is within 5 feet of an ally
Cantrips (at will): gust,* light, message, ray of frost of the spy that isn’t incapacitated and the spy doesn’t have
1st level (2 slots): expeditious retreat, feather fall
disadvantage on the attack roll.
* Spell from Xanathar’s Guide to Everything
Actions
Actions Multiattack. The spy makes two melee attacks.
Multiattack. The sky raider makes two melee attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2)
slashing damage if used with two hands. Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120
ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or
6 (1d8 + 2) piercing damage if used with two hands to make a
Bonus Actions
melee attack. Cunning Action. The spy takes the Dash, Disengage, or
Hide action.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 13 (+1) 19 (+4) 16 (+3) 16 (+3) 17 (+3) 15 (+2) 14 (+2) 3 (−4) 12 (+1) 8 (−1)
Saving Throws Con +5, Int +8, Wis +7 Skills Perception +3, Stealth +6
Skills Arcana +8, Insight +7, Medicine +7 Senses darkvision 60 ft., passive Perception 13
Senses passive Perception 13 Languages —
Languages Common, Dwarvish Challenge 1 (200 XP) Proficiency Bonus +2
Challenge 12 (8,400 XP) Proficiency Bonus +4
Keen Smell. The tiger has advantage on Wisdom (Perception)
Clockwork Woodpecker. Sulring can manifest Yoffle, a magical checks that rely on smell.
clockwork woodpecker. Sulring can communicate telepathically
with Yoffle, send it up to 300 feet away from him, and see and Pounce. If the tiger moves at least 20 feet straight toward a
hear through it. Yoffle can’t be targeted by spells or attacks. creature and then hits it with a Claw attack on the same turn,
that target must succeed on a DC 13 Strength saving throw or
Infoportation (1/Day). Sulring can teleport himself into an be knocked prone. If the target is prone, the tiger can make one
unoccupied space next to his clockwork woodpecker. Bite attack against it as a bonus action.
Spellcasting. Sulring is an 18th-level spellcaster. His spellcasting
ability is Intelligence (spell save DC 16, +8 to hit with spell
attacks). He has the following artificer spells prepared: Actions
Cantrips (at will): dancing lights, light, message, shocking grasp Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
1st level (4 slots): comprehend languages, cure wounds, Hit: 8 (1d10 + 3) piercing damage.
grease, identify
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
2nd level (3 slots): detect thoughts, heat metal, invisibility
3rd level (3 slots): dispel magic, flame arrows, hypnotic pattern Hit: 7 (1d8 + 3) slashing damage.
4th level (3 slots): fabricate, stone shape, stoneskin
5th level (1 slot): creation
Actions
Artificer’s Hammer. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 +
2) bludgeoning damage if wielded with two hands.
Disintegrate (1/Day). While wielding his artificer’s hammer,
Sulring can cast the disintegrate spell against any nonmagical
object or creation of magical force.
Information Overload (Recharge 5–6). Sulring overloads the
thoughts of one creature within 5 feet of either himself or his
clockwork woodpecker. The target must succeed on a DC 16
Intelligence saving throw or take 22 (4d8 + 4) psychic damage,
and the next attack roll made against the target before the end
of Sulring’s next turn has advantage.
Armor Class 21 (natural armor) Frightful Presence. Each creature of Vyndescille’s choice that is
Hit Points 385 (22d20 + 154) within 120 feet of Vyndescille and aware of him must succeed
Speed 40 ft., fly 80 ft., swim 40 ft. on a DC 19 Wisdom saving throw or become frightened for 1
minute. A creature can repeat the saving throw at the end of
STR DEX CON INT WIS CHA each of its turns, ending the effect on itself on a success. If a
27 (+8) 12 (+1) 25 (+7) 20 (+5) 17 (+3) 19 (+4) creature’s saving throw is successful or the effect ends for it,
the creature is immune to Vyndescille’s Frightful Presence for
Saving Throws Dex +8, Con +14, Wis +10, Cha +11 the next 24 hours.
Skills Deception +11, Insight +10, Perception +17, Persuasion
+11, Stealth +8 Change Shape. Vyndescille magically polymorphs into a Beast
Damage Immunities poison or Humanoid that has a challenge rating no higher than his
Condition Immunities poisoned own, or back into his true form. He reverts to his true form if
Senses blindsight 60 ft., darkvision 120 ft., passive Perception he dies. Any equipment he is wearing or carrying is absorbed or
27 borne by the new form (Vyndescille’s choice).
Languages Common, Draconic In a new form, Vyndescille retains his alignment, hit points,
Challenge 22 (41,000 XP) Proficiency Bonus +7 Hit Dice, ability to speak, proficiencies, Legendary Resistance,
lair actions, and Intelligence, Wisdom, and Charisma scores, as
well as this action. His statistics and capabilities are otherwise
Amphibious. Vyndescille can breathe air and water. replaced by those of the new form, except any class features or
Innate Spellcasting. Vyndescille’s innate spellcasting ability legendary actions of that form.
is Charisma (spell save DC 19, +11 to hit with spell attacks). Poison Breath (Recharge 5–6). Vyndescille exhales poisonous
He can innately cast the following spells, requiring no gas in a 90-foot cone. Each creature in that area must make
components: a DC 22 Constitution saving throw, taking 77 (22d6) poison
At will: misty step damage on a failed save, or half as much damage on a
1/day each: dimension door, disintegrate, mass suggestion, successful one.
prismatic spray
Legendary Actions
Legendary Resistance (3/Day). If Vyndescille fails a saving
throw, he can choose to succeed instead. Vyndescille can take 3 legendary actions, choosing from
the options below. Only one legendary action option can
be used at a time and only at the end of another creature’s
Actions turn. Vyndescille regains spent legendary actions at the start
Multiattack. Vyndescille can use his Frightful Presence. He of his turn.
then makes one Bite attack and two Claw attacks.
Cast a Spell. Vyndescille casts a spell.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one Detect. Vyndescille makes a Wisdom (Perception) check.
target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) Tail Attack. Vyndescille makes one Tail attack.
poison damage. Wing Attack (Costs 2 Actions). Vyndescille beats his wings.
Each creature within 15 feet of Vyndescille must succeed on a
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeon-
Hit: 22 (4d6 + 8) slashing damage. ing damage and be knocked prone. Vyndescille can then fly
up to half his flying speed.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target.
Hit: 17 (2d8 + 8) bludgeoning damage.
Actions
Multiattack. The warlord makes two weapon attacks.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) slashing damage.
Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft.,
one target. Hit: 6 (1d6 + 3) piercing damage.
Legendary Actions
The warlord can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
at a time and only at the end of another creature’s turn. The
warlord regains spent legendary actions at the start of its turn.
Command Ally. The warlord targets one ally it can see within
30 feet of it. If the target can see and hear the warlord, the
target can make one weapon attack as a reaction and gains
advantage on the attack roll.
Weapon Attack. The warlord makes a weapon attack.
Frighten Foe (Costs 2 Actions). The warlord targets one enemy
it can see within 30 feet of it. If the target can see and hear it,
the target must succeed on a DC 16 Wisdom saving throw or
be frightened until the end of warlord’s next turn.
Flames of War
Summary
Flames of War is a four-part storyline that concludes the Oracle of War campaign. The Five Nations unite to wrest the
floating fortress Argonth back from the Lord of Blades and prevent the renegade warforged from seizing control of a
House Cannith creation forge..
Objectives
Your goals in Flames of War are as follows:
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