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Credits

Designer: Celeste Conowitch

Campaign Story and Development: Will Doyle

Editing: Ashley Michaela “Navigator” Lawson


Art Direction and Layout: Stacey Allan
Artists: Eric Deschamps, Olga Drebas, Howard Lyon, Lee Moyer,
Marc Sasso, Dan Scott
Cover Illustrators: Vance Kelly, Adam Cook (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: Joseph Dye, Paul Harpring, JB Little, Sage Stafford,


Matt Woodyard

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 15. 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 occurs on the Talenta Plains. This vast work: dedication to a just cause, serving a specific patron,
grassland is populated by nomadic tribes of halflings, spying for an organization, etc.
roaming bands of dinosaurs, and restless spirits. This Players with access to the Oracle of War Player’s Guide
is the second in a trilogy of adventures, the Engines of can use the backgrounds and patrons listed there—many
War storyline. Engines of War is part of the Oracle of War serve as adventure hooks for this and later adventures in
Eberron campaign for the D&D Adventurers League. the campaign. At the start of play, ask your players if their
characters have utilized any of these backgrounds and tie
Background them into the adventure as best you can.
Dream Eater makes special use of the following
In SALVATION, the adventurers linked a suspicious salvage backgrounds:
expedition to an ongoing plot formed by the ORDER OF
THE EMERALD CLAW: deep in the Mournland, the • Camp Performer
Emerald Claw is excavating the CREEPING NAVE, a daelkyr • Conscientious Objector
sanctuary beneath the ruined city of METROL. Characters with these backgrounds gain benefits while
With only the symbol of a creature called SPINWEAVE traveling the Path of Bones in part 3.
to guide them, the party headed to the MROR HOLDS to
find a dwarf named ROLFORROR. Rolforror gave them a Continuing the Story
map to Spinweave’s subterranean lair, which began their If the characters played through DDAL-EB-14 From Dust,
perilous journey into SOL UDAR, the Realm Below. this adventure picks up after that adventure ends. The
Spinweave warned the party that the Creeping Nave adventurers have had at least one long rest in the city of
was dedicated to the daelkyr VALAARA. If the Emerald Krona Peak after laying Rolforror’s spirit to rest.
Claw destroys the Gatekeeper seal imprisoning Valaara Before the adventure begins, give the players Handout
inside Khyber, they could also unwittingly open a rift to 1: Engines of War. This handout summarizes the
DOLURRH, the Realm of the Dead. To bolster the seal’s objectives of the Engines of War storyline and recaps the
spectral wards, the party must solicit the help of the events of the Oracle of War campaign.
mysterious DREAM EATER.
Legacy Events
Overview Before beginning play, ask the players to check their
The adventure’s story is spread over three parts and takes Adventure Records for any legacy events that affect this
approximately 4 hours to play: adventure. Dream Eater incorporates the following legacy
Part 1: To Talenta! (10 mins). The Iron Council reveals events from previous adventures in the Oracle of War series:
that the Dream Eater was exiled beyond the borders of the The Show Must Go On. Characters who joined the
Mror Holds. To find her, the adventurers must quest into Circle of Song in DDAL-EB-07 Song of the Sky can aid the
the Talenta Plains. Dream Eater’s ritual in part 3.
Part 2: The Deal (50 mins). Over the Talenta Plains, the
adventurers experience spiritual fallout due to the weakening Trade
Gatekeeper seal within the Creeping Nave. After aiding some Players who visit Krona Peak during this adventure
halflings caught in a tight spot, the party reaches the Dream can buy anything from the Adventuring Gear, Armor,
Eater’s canyon and strikes a deal with her. Equipment Packs, Mounts, Tools, or Weapons tables in
Part 3: The Hunt (180 mins). The adventurers follow chapter 5 of the Player’s Handbook. Items can also be sold
the Dream Eater to a dragon graveyard and defend her for half their listed value, although players can gain no
while she performs a ritual to enter a dead dragon’s more than 20 gp per adventure in sales.
dream. Finally, they confront the dragon and lay its spirit
to rest once and for all.

DDAL-EB-15 DREAM EATER 3


Hero Points Hero Points
In the Oracle of War campaign, adventurers are A player can spend a hero point whenever they make an
supposed to be a cut above the rest. To reflect this, each attack roll, an ability check, or a saving throw. The player can
character in the party gains one hero point at the start spend the hero point after the roll is made, but before they
know whether they’re successful or not. Spending the hero
of this adventure. Players earn additional hero points
point allows the player to roll a d6 and add it to the d20,
by completing story goals. The DM may not award hero possibly turning a failure into a success. A player can spend
points except as specifically directed in the adventure. At only one hero point per roll. In addition, whenever a character
the end of the adventure, the players lose any hero points fails a death saving throw, the player can spend one hero
they’ve accrued. point to turn the failure into a success.

Negative Energy
Thanks to the Emerald Claw’s meddling, this adventure
takes place when the boundaries between Eberron and
Dolurrh—the Realm of the Dead—are at their weakest.
This has the following effects on the game:
• Any time a creature uses a spell or power to heal another
creature, they gain negative energy points equal to the
hit points healed by the target.
• While a creature’s total negative energy points equals or
exceeds their current hit points, they gain vulnerability
to all damage and have disadvantage on death
saving throws.
• When a creature with negative energy points deals damage
to an enemy, they reduce their total negative energy points
by an equal amount (to a minimum total of 0).
• Negative energy points are reduced to 0 at the end of the
DAN SCOTT

adventure.

4 DDAL-EB-15 DREAM EATER


Estimated Duration: 10 minutes
As you pass through the building’s storied halls, you feel
The Iron Council reveals that the Dream Eater was exiled the atmosphere of tension increasing. Quickly, you find your
beyond the borders of the Mror Holds. To find her, the way into the central meeting hall, where you’re stared down
adventurers must quest into the Talenta Plains. by twelve grim dwarven faces.

The Mror Holds The Iron Council members mutter their greetings and then
The Mror Holds spread across the Ironroot Mountains. ask you to stand before their long stone table. The central
Most Mror communities are at least partially subterranean,
figure, a dwarf with a flaming-red beard, addresses you.
extending down into the mountains. The Realm Below is deep
beneath the surface, and not every town has a passage to it.
“We’ve heard you’re looking for the Dream Eater.”
Located in the dwarven realm of Mroranonhold, Krona
Peak serves as the seat of the Iron Council and thus is the
Mror Holds’ equivalent of a capital. This center of commerce
This is Torlan Mroranon, chair of the Iron Council and
provides a major connection to the western nations. Kol
leader of Clan Mroranon. Characters who rescued Sulring
Korran’s Throne, Khorvaire’s largest temple to the Sovereign
Lord of World and Wealth, dominates the cityscape. Mroranon from the Lord of Blades in DDAL-EB-10
—Eberron: Rising from the Last War Judgment of Iron notice Sulring standing at his leader’s
side, dressed in the robes of a master artificer. He nods
politely but doesn’t interrupt the council.
Dream Quest
The Iron Council
When the players are ready, read the following boxed
The Iron Council is a group of twelve elected officials
text aloud:
representing the different Mror Holds clans. The council
resolves disputes and issues affecting the entire nation.
You’re searching for the Dream Eater, a bonecaster who can
strengthen the Gatekeeper seal within the Creeping Nave,
the underworld prison of the daelkyr Valaara. If anyone in
Dealing with Council
Give the players the opportunity to explain their mission
the Mror Holds knows how to contact the bonecaster, it’ll
as they see fit. The Iron Council listens intently and with
be the Iron Council, the elected leaders of the twelve dwarf grave concern. When the players are done, Torlan shares
clans. You’ve arranged to meet them in the Mror Holds’ the following information with the group:
capital of Krona Peak. • The Dream Eater belongs to the Jhorash’tar, a league of
orc tribes who’ve warred with the dwarf clans for many
With Khorvaire still reeling from an attack by the
generations.
Undying Court, the dwarves of the capital seem even more • The Jhorash’tar believe the spirits of the dead guide
guarded and sullen. No one addresses your group as you the living through dreams. Their spiritual leaders are
pass through the streets, making your way to the council known as bonecasters.
chambers. Something in the air feels wrong, but you can’t • The Dream Eater was cast out from her tribe due to
her radical views on death and magic. She specializes
place your finger on what it is.
in destroying spirits—a practice that’s villainized her
among the Jhorash’tar, but made her an asset to factions
Ask the players to describe their characters as they outside the orc clans (including the Iron Council).
approach the council chambers. When they’re done, • The dwarves say the Dream Eater was last seen in the
give everyone inspiration and read the following boxed Talenta Plains, riding with the local Copperback halfling
text aloud: tribe near the eastern border.
If the players bring up the Oracle of War, the Iron
Council explain that they’ve been briefed on the artifact’s
creation. However, they remain reticent to talk about it in
detail, saying “Now isn’t the time to discuss such matters.”

DDAL-EB-15 DREAM EATER 5


When everyone’s ready, read the following boxed • Due to the weakening Gatekeeper seal, the players
text aloud: suffer penalties when they use healing magic (see
“Negative Energy” in “Adventure Overview”). Explain
these rules to your players now.
The speaker draws a troubled breath and motions to the
guards at the door, who escort a robed dwarf into the The council advises the party to leave as soon as
possible, but the characters are free to purchase any last-
chamber. Slowly, the dwarf lowers her hood. Her eyes are jet
minute supplies before they depart. A House Lyrandar
black. The speaker leans closer . . . airship is stationed at the Krona Peak port, waiting to
take the party to the Talenta Plains (this is the characters’
“This is one of the healers from the temple of Olladra.
airship if they received one in DDAL-EB-13 Stonefire).
With each life she saves, these shadows grow around her.
She isn’t the only one: we’re getting similar reports from all Sulring’s Warning
over the Mror Holds. Our priests say something strange is Before the players leave, Sulring Mroranon moves to
shake the hands of any characters who saved him in
happening in Dolurrh, the Realm of the Dead. We need you
DDAL-EB-10 Judgment of Iron. As he does so, he quickly
to find the Dream Eater.” whispers the following:

The adventurers have been warned previously that “I’ve told the council all I know about the Oracle of War and
tampering with the Gatekeeper seal in the Creeping Nave
its creation. Our enemies could be listening, even here,
could weaken the boundaries to Dolurrh, with potentially
so we must proceed with caution. This letter contains a
catastrophic results. Clearly, this is now happening. If they
explain this to the Iron Council, the dwarves urge them to warning. Heed it.”
stop the Emerald Claw from meddling further.
The Iron Council asks the party to travel to the Talenta
Sulring presses Handout 2: Sulring’s Warning into an
Plains, locate the Dream Eater, and convince her to aid
adventurer’s hand. After doing so, the dwarf steps back
their cause. They offer each character 800 gp, paid in
to rejoin his leaders. Due to the pressing nature of their
advance, for the successful completion of this quest. The
mission, the adventurers don’t get the opportunity to speak
Talenta Plains contains several manifest zones connected
to him further.
to Dolurrh and is haunted by restless spirits. Given the
ERIC DESCHAMPS

circumstances, the dwarves warn that the journey could


be especially perilous. Gatekeeper Seals
The seals forged by the Gatekeepers have a variety of
purposes and forms. Some are tied to specific daelkyr,
keeping those individuals bound in Khyber and stripping them
of some of their powers. Others ward against aberrations in
general, or suppress the influence of the plane of Xoriat. Some
seals are amulets, objects that can be carried and stolen. It’s
said that one of the seals is a druidic bloodline, and it will last
until the last member of the line is slain.
The most common form of Gatekeeper seal is a great stone
slab set into the ground or a cavern wall. It is carved with
mystical symbols that hedge out the influence of Xoriat and
maintain the barrier.
—Eberron: Rising from the Last War

6 DDAL-EB-15 DREAM EATER


Estimated Duration: 50 minutes Casualty Table
d4 Casualty
Over the Talenta Plains, the adventurers experience
spiritual fallout due to the weakening Gatekeeper seal 1 Norrin (halfling veteran)
within the Creeping Nave. After aiding some halflings 2 Davric (halfling veteran)
caught in a tight spot, the party reaches the Dream Eater’s 3 Bright Eyes (fastieth), Norrin’s mount
canyon and strikes a deal with her.
4 Rose (fastieth), Davric’s mount
Haunted Hunters
The party begins their journey south toward the eastern Airships in Eberron can’t land except at special docks
border of the Talenta Plains aboard their airship. Read the due to the 10-foot radius of the elemental ring, so the
following boxed text aloud: party must get creative about their strategy. The airship is
equipped with two 30-foot rope ladders, but the dinosaurs
can’t climb the ropes. The airship begins this encounter
As your vessel descends from the Ironroot Mountains’ 100 feet above the halflings. Make sure your players have
gray peaks, the golden grasses of the Talenta Plains stretch Handout 3: Airship Statistics handy, so they know how to
before you. Flying lower, you note an absence of the heat move the ship.
typical to the region. An uncharacteristic silver mist hangs Norrin and Davric
over the plains, obscuring the miles of rolling grasslands. Norrin and Davric are two halfling veterans who hail
from the nomadic Copperback tribe. The Copperbacks
As you draw closer to the border, the mists become ever roam across the Talenta Plains and specialize in training
thicker, and strange sounds fill the air. A bestial roar echoes the feisty dinosaurs known as fastieth. The Copperbacks
from below, and you see two halfling riders mounted on consider these dinosaurs to be their partners, and the
dinosaurs battling for their lives against an onslaught of bond a hunter shares with their chosen dinosaur mount
is a deep one. If either halfling’s mount is slain, they
spirits. Several dead warriors are scattered about their
experience deep grief.
fighting circle. The two halflings are all that remains of a larger hunting
party. This sudden surge of spectral activity caught them
The two mounted warriors are halfling veterans, the last by surprise, leading to an all-out slaughter. If the party
surviving members of a hunting party from the Copperback saves their lives, the halflings are deeply grateful. When
tribe. Each halfling is mounted on a fastieth. The halflings questioned about the Dream Eater, they explain that
are surrounded by an endless wave of specters flooding the she rode with their tribe for many months but now
through the weakening barriers to Dolurrh. resides in a nearby river canyon. If the halflings died, the
If the party decides to help the halflings, make it clear characters find the valley after several hours of scouring
this isn’t a traditional combat encounter. The undead the grasslands.
horde is limitless, so the only way to succeed is to extract
the warriors and their mounts from the situation. The
halflings refuse to leave their dinosaur mounts or each
other behind.
To start things off, have everyone roll initiative. The
undead horde acts on initiative count 10, and the halflings
act on initiative count 1. If the halflings or their mounts
are still on the ground on the undead horde’s turn and the
party hasn’t created a 360-degree barrier around them,
one of the four dies. If you’d like to determine who dies
randomly, roll on the table below:

DDAL-EB-15 DREAM EATER 7


Flying the airship into the narrow valley is perilous,
Valley of the Rex and adventurers who do so soon discover navigating
Whenever the party reaches the valley, read the following the canyon’s winding walls is a difficult feat (though
boxed text aloud: not impossible). If the halflings are with the party,
they accompany them into the valley to find the Dream
Eater. You can run them as NPCs, or let your players
As you fly over the plain, you see more evidence of spiritual
control them.
upheaval. The spectral forms of warriors, dinosaurs,
and monstrosities weave in and out of silvery pockets Meeting Squawk
of mist, filling the air with a muffled chorus of wails, If the party enter the canyon on foot, read the following
shrieks, and sobs.
boxed text aloud:

Finally, you see a lush valley cutting through the plain,


The shelter of the canyon walls has allowed a pocket of
hemmed in by narrow canyon walls. The mists don’t
jungle to flourish in this odd area of the plains. The sounds
penetrate the valley: in fact, they seem to purposefully swirl
of animal life fill the area, punctuated every so often by a
around it.
reptilian roar in the distance. As you head even deeper, a
bush shudders in the undergrowth just ahead of you . . .
If the halflings are present, add:
Give the player with the highest initiative modifier a
The halflings turn to you and suggest, “You might want chance to take one action. After they do so, a Tiny, two-
to continue on foot. The Dream Eater and her hunting pack legged dinosaur leaps onto the path from the undergrowth
rule that valley, and there’s nothing like a fast, shiny object
and yells “SURPRISE!” This is Squawk, an awakened
velociraptor, one of several dinosaurs in the valley the
to attract the wrath of a rex.”
Dream Eater has awakened with her magic.
MARC SASSO

Squawk explains that the Dream Eater sent her to meet


with the airship crew and discover what they want. If the

8 DDAL-EB-15 DREAM EATER


party is polite, Squawk leads them to the waterfall where • Carnelian has returned from Dolurrh as a dream spirit.
the Dream Eater resides. Squawk lives up to her name by The longer she dreams, the closer her connection to
emitting loud calls along the way to prevent any hungry Eberron becomes. If her dream isn’t ended soon, her
dinosaurs from eating the druid’s guests. corporeal form will be reborn.
If the party is rude or hostile toward Squawk, the • The Dream Eater doesn’t know why only Carnelian’s
velociraptor attempts to run away. If Squawk is slain, the spirit has awoken, but she hopes the cause is stopped
Dream Eater senses her death and appears before the before more dragons begin to stir from death.
party in a furious temper. In this situation, the Dream • To lay Carnelian to rest, the Dream Eater must find the
Eater can still be convinced to help the party, but she dragon’s remains, enter her waking dream, and defeat
demands that they first make amends for the loss of her her. She must remain near Carnelian’s bones for the
friend—either through a gift, or by making a sacrifice of ritual to work.
their own. As DM, you must determine whether the Dream • Carnelian’s remains are in the Boneyard, a mass dragon
Eater accepts such recompense. grave. No one’s exactly sure what killed all the dragons
there, but the remains are thousands of years old.
Trading Favors • The Boneyard is said to be cursed because the border
If the party follows Squawk or hasn’t otherwise incurred between it and the plane of Xoriat (the Realm of
the Dream Eater’s wrath, they arrive at the druid’s abode. Madness) is very thin.
Read the following boxed text aloud: • The Boneyard is a few hours’ hard ride from the Dream
Eater’s valley. The path is likely to be haunted by many
dangerous spirits.
The trees part to reveal a crystal-blue pool fed by a lazily
flowing waterfall. Three enormous dinosaurs lounge on the
sun-soaked rocks, watching you with placid expressions.
The Dream Eater
Chaotic neutral, female, orc archdruid
After a moment of observation, one of the three great As a bonecaster, the Dream Eater was once the spiritual
leader of her people. She chafed against the traditional task
reptiles begins to shudder and shrink. A Jhorash’tar orc, of creating harmony with ancestral spirits. Instead, she
her black hair woven with bones, stands up in the place believed spirits could (and often should) be quelled and
it just lay. consumed to increase the power of the bonecaster. As her
power grew, her people grew frightened, ultimately exiling her
to the Talenta Plains.
The druid is the Dream Eater, a Jhorash’tar bonecaster The Dream Eater now exclusively prefers the company of
(use the archdruid stat block). She spends most of her dinosaurs, who she regards as worthy, guileless companions
time in dinosaur form to better run with her pack. The pair who understand the natural order of power.
Motivations: The Dream Eater watches over the Talenta
of tyrannosaurus rex sitting with her in the clearing are
Plains, pursuing and consuming the power of restless spirits.
two such members of her unit. Mannerisms: Spending so much time as a dinosaur has
The Dream Eater asks the party to explain why they’re caused her to pick up several reptilian habits, including an
here and what they want from her. If the adventurers are unblinking stare and emitting hisses when she’s upset.
polite and haven’t harmed any of the creatures in her Quote: “I’ll help you, two-legs. For a price, of course.”
valley, the druid is willing to strike a bargain:

Mount Up
“So, this seal is why the dead have stirred? I know nothing
Once the adventurers have asked all their questions
of the Gatekeepers’ magic, but I know the ways of spirits. and are ready to proceed, the Dream Eater tells them to
I can give you something to strengthen the soul energy prepare to leave immediately. She also says she’ll provide
bound into that seal. But before I do, you must assist me them with a way to travel quickly, explaining that their
with my own quest. For you see, the weakening barriers airship is of no use in these mists.
surrounding Dolurrh have stirred a much greater soul. An
ancient dragon now haunts the fringes of our world, spurred The Dream Eater pulls a necklace from beneath her hide
by death and madness. We must defeat her before her shirt. As she raises it to her lips, you see it’s a wooden
twisted dream becomes our reality.” whistle carved like a dinosaur. You don’t hear a sound as
she blows, but almost instantly, you hear crashing sounds
from the tree line. A group of powerfully built dinosaurs,
The Dream Eater needs the characters to accompany her
to the Boneyard, a haunted region of the Talenta Plains, similar in shape to the lounging rexes, leap into the clearing.
to find the remains of the ancient red dragon, Carnelian.
Once her remains are found, the Dream Eater can pull the
These dinosaurs are a group of allosauruses summoned
party into Carnelian’s dream, where she can be defeated
by the Dream Eater to serve as mounts for the characters.
once again (and put to rest in the process).
There’s one per party member.
If the party has additional questions for the Dream
At this point, all characters gain one hero point. If the
Eater, here is a list of what she knows or is willing
characters insist, the Dream Eater is willing to let them
to answer:
take a short rest before heading to the Boneyard.

DDAL-EB-15 DREAM EATER 9


Estimated Duration: 180 minutes Finding Carnelian’s Skull
The journey through the Boneyard takes 3 hours. At the
The adventurers follow the Dream Eater to a dragon’s end of each hour of travel, ask the players to make a DC 20
graveyard and defend her while she performs a ritual to Wisdom (Survival) group check. On a successful check,
enter a dead dragon’s dream. Finally, they confront the the party follows the Dream Eater and stays on course.
dragon and lay her spirit to rest once and for all. On a failed check, the party loses sight of the Dream
Eater in the mists and they waste an hour trying to locate
Path of Bones her (causing an additional hour of exposure to the Aura
Once the party is ready to head to the Boneyard, read the of Doom). After three group checks, the party arrives at
following boxed text aloud: Carnelian’s grave site.
If any character makes a successful group check and
exceeds the DC by 5 or more, they’re approached by a
Once again, the orc druid twists her form, resuming the benign spirit of the mists. This happens automatically
shape of a powerful tyrannosaurus rex. She takes off to any character with the Conscientious Objector
through well-trodden paths, and your allosaurus mounts fall background, even if they fail their check. Only one player
in line behind her. can experience this event (if multiple characters are
eligible, choose the character with the highest result).
You emerge from the canyon and are swallowed once Read the following boxed text aloud to the player with
again by the disturbing mists hanging over the Talenta the chosen character:
Plains. After a few hours, giant dragon bones emerge from
the moonlit fog around you. You have reached the Boneyard. As you continue forward, a deep chill creeps into your
bones. You become aware you can no longer see your
The Dream Eater sets a fierce pace in her dinosaur companions and can’t hear the Dream Eater’s footsteps.
form, seeming to take random twists and loops around
The mists before you swirl hypnotically. A vision hangs in
the thickest clouds of mist. She’s adept at sensing and
avoiding the worst pockets of spiritual energy, but doesn’t the air just before you—a dragon’s head made entirely of
bother to pass this knowledge onto the adventurers. In silver vapor.
time, the unearthly fog and chorus of undead wails make it
nearly impossible to see or hear. The dragon whispers, “Please help me. I have awoken in
this strange place and if I do not escape, I shall go mad. You
Area Information seem kind: allow me to stay with you for a while, I shall not
The Boneyard has the following features:
be a bother. What say you?”
Thick Fog. The fog within the grave site imposes
disadvantage on ranged attack rolls and on Wisdom
(Perception) checks that rely on hearing or sight. The spirit claims it can’t remember its name, but it knows
Aura of Doom. Spending time in the cursed Boneyard it’s a silver dragon. If the adventurer agrees to help the
wears on the strength and sanity of living creatures. A spirit, it swirls forward and disappears into their body.
creature exposed to the area must make a successful DC This player gains the Dragon Spirit legacy event. At the
15 Constitution saving throw at the end of each hour or end of the adventure, ask this player to mark it on their
take 16 (3d10) psychic damage. It’s impossible to gain the Adventure Record. The spirit swirls away into the mists if
benefits of a short or long rest in the area. the adventurer refuses to help. Regardless, the rest of the
• Characters with the Camp Performer background are party soon catch up.
specially equipped to keep morale high in even the worst
conditions. When the group rolls Constitution saving
Grave Site
throws at the end of each hour, these characters can When the adventurers successfully reach their destination,
grant one other character advantage on the save. read the following boxed text aloud:

10 DDAL-EB-15 DREAM EATER


and Davric, if they’re still alive. Any undead the characters
The steady sound of the Dream Eater’s clawed steps left behind disappear into the mists.
abruptly stops. Her hulking profile shrinks as she reverts to
her normal form then carefully steps forward. Just ahead,
Adjusting the Scene
you can make out the stone foundation of an ancient
Here are some suggestions for adjusting this scene:
structure. In the very center of the flattened square rests a
• Very Weak: Replace two wraiths with two specters.
massive, bleached dragon skull. • Weak: Replace one wraith with one specter.
• Strong: No changes.
• Very Strong: Add four specters.
The skull in the center of the ruin is the Dream Eater’s
quarry: the remains of the ancient red dragon Carnelian.
The Dream Eater gathers the adventurers around the skull
and begins to set up her ritual, explaining that the party Dream Land
must protect her while she sings the incantation. Tapping
When the characters enter Carnelian’s dream, read or
into the energy of Carnelian’s dream is sure to attract the
paraphrase the following:
attention of the restless spirits in the area.
Explain the following rules to your players before you
begin the ritual: The world around you seamlessly shifts to an entirely
• To complete the ritual, the Dream Eater needs to sing for different scene. You stand on a devasted battlefield,
three consecutive rounds without taking damage. If she surrounded by disorganized hordes of demons scattering in
takes any damage, the round counter resets to 0. all directions. The ruins of a shattered keep lie before you,
• The Dream Eater must spend her entire turn
abandoned siege weapons are scattered across the bloody
concentrating on singing the ritual, during which time
she must be able to see and sing to the skull. ground, and piles of smoldering corpses dot the landscape
for miles. Strangely though, these details and the fleeing
Keep the following rules in mind while running this demons all seem gray and muted. The only vibrant color
encounter: in this dream belongs to the crimson-red dragon circling
• If any enemies on the field take damage, they spend hundreds of feet above the chaotic scene.
their next turn attacking whoever damaged them. If they
don’t take damage, they attempt to attack the Dream
Eater instead. The ancient red dragon circling above the battlefield
• The Dream Eater can’t die or otherwise be destroyed is Carnelian. This bloody scene is conjured from her
during this fight. If an enemy successfully hits her (AC memories of the Demon Wars, specifically the battle in
16), it’s enough to note she’s been hit. which she died. The fleeing demons don’t interact with
the adventurers, but the characters can interact with the
Characters with The Show Must Go On
environment (including the siege weapons marked on the
legacy event who belong to the Circle of Song
Battlefield map in appendix A).
recognize the beats of the incantation and
The Dream Eater tells the adventurers that they need to
can contribute to the casting. As a bonus
get the dragon’s attention, and then slay her. In combat, the
action, these characters can attempt a DC 15
Dream Eater fights alongside the group as an allied NPC.
Charisma (Performance) check to enhance the ritual. On a
The characters may have a creative way to get the
success, even if the Dream Eater takes damage this round,
dragon’s attention. Otherwise, they can fire one of the
the counter doesn’t reset. This benefit is discounted if the
trebuchets on the field. Once the party catch Carnelian’s
singing character takes damage during the round.
attention, she engages them in a fight, perceiving them as
more fiends to slaughter.
After you’ve given the players a minute to prepare for the
impending battle, the Dream Eater begins the ritual, and Trebuchet
wraiths equal to the number of players in the party appear Huge object
at the edges of the ruins (see The Ritual map in appendix Armor Class: 15
A). Have everyone roll initiative, then run combat as Hit Points: 150
normal, taking note if the Dream Eater takes any damage. Damage Immunities: poison, psychic
If the Dream Eater takes no damage during a round, the A trebuchet is a powerful catapult that throws its payload
party accrues one success of the three needed to complete in a high arc, so it can hit targets behind cover. Before
the ritual. If the Dream Eater takes damage, reset the the trebuchet can be fired, it must be loaded and aimed. It
count to 0. takes two actions to load the weapon, two actions to aim it,
At the beginning of the third round (or immediately after and one action to fire it.
the turn where the last wraith is defeated), the dragon skull A trebuchet typically hurls a heavy stone. However, it can
(use the demilich stat block) animates to join the fight. launch other kinds of projectiles, such as barrels of oil or
Once three successful rounds have been tallied or all the sewage, with different effects.
enemies defeated, the Dream Eater’s ritual is complete. Trebuchet Stone. Ranged Weapon Attack: +5 to hit, range
Once the spell is finished, the adventurers plunge into 300/1,200 ft. (can’t hit targets within 60 feet of it), one
Carnelian’s dream alongside the Dream Eater, and Norrin target. Hit: 44 (8d10) bludgeoning damage.

DDAL-EB-15 DREAM EATER 11


Consulting the Oracle Characters who participate in defeating Carnelian
If the party has the Oracle of War with them, they may gain the Dream Walker legacy event. At the end of the
think to exploit its powers. If so, they can use the basic adventure, ask the players to tick this event on their
functions listed on handout 1. The adventurers have Adventure Records.
time to prepare for the fight before drawing the dragon’s If the adventurers fail to defeat Carnelian, the Dream
attention (although not enough time for a short rest). Eater praises them for their efforts and says she must
try again another day. For now, it’s time to rest up. The
Dying in the Dream adventurers don’t gain the Dream Walker legacy event,
Characters who die in the dream appear unconscious at nor can they claim the treasure listed below.
the grave site and awaken later with 1 hit point remaining. Regardless of how the adventure concludes, the Dream
If all characters die, the Dream Eater’s ritual fails. Eater makes good on her promise and teaches the
adventurers a ritual to bolster the spirits bound into the
Gatekeeper seal within the Creeping Nave. She hands
Adjusting the Scene
over a pouch of herbal paste—as part of the ritual, the
Here are some suggestions for adjusting this scene:
adventurers need to smear a druidic symbol onto the seal
• Very Weak: Carnelian, the ancient red dragon, has only 400 while chanting an incantation. She won’t join them on
hit points. their mission—with undead on the rise across the Talenta
• Weak: Carnelian, the ancient red dragon, has only 450 Plains, her responsibilities lie with defending the halfling
hit points.
tribes. The adventurers’ story continues in DDAL-EB-16
• Strong or Very Strong: No changes.
The Dragon Below.
Treasure. If the adventurers defeat Carnelian, the
Dream Eater gives the adventurers a choice of gifts to
aid them on their journey: they can keep their allosaurus
Ending the Adventure mounts or claim their choice of a staff of the woodlands or
The adventure ends when the characters slay Carnelian bracers of archery.
and return to the Dream Eater in the material world. As
they strike the final blow, read the following: About the Author
Celeste Conowitch is a game designer based out of the
The dragon’s eyes flare open in shock as death grips her. Pacific Northwest. When not producing and DMing her
actual play podcast Venture Maidens, you can catch her
The panic quickly fades as the gray world of battle begins to
championing femme-led shows as cofounder of the Penwitch
burn away. Soon there’s nothing left of the ground or sky, Studio podcast network. She works as a full-time designer at
just you and the magnificent creature before you. She bows 2CGaming and has freelanced with companies like MCDM
Productions, Kobold Press, and Jetpack7. To keep up with
her head in understanding, and then you’re gone.
Celeste, follow her on Twitter @cconowitch.
You’re back where you were before, standing on a field
of stone surrounded by mist. The Dream Eater has started
to pack her ritual implements and advises you to prepare
yourselves to get moving.

OLGA DREBAS

12 DDAL-EB-15 DREAM EATER


Rewards
At the end of the adventure, everyone receives rewards
based on their accomplishments:

Player Rewards
At the end of the adventure, each player fills out an
Adventure Record. Print one copy for every player in
the group.
Players earn the following rewards for completing the
adventure:

Advancement
A character participating in this adventure gains one
level. Players must tick the box to show this reward has
been claimed.

Optional: Decline Advancement


A player may decline taking the level advancement. If they do,
they can still take the rewards listed on the Adventure Record,
and still earn legacy events as normal.

Rewards
At the end of the adventure, each character in the party
earns the rewards listed on the Adventure Record. In
addition, each player ticks one of the listed bonus rewards.
Important: If the party failed to perform a listed task
or already consumed the reward, cross it out on their
Adventure Record so they can’t choose it.

Legacy Events
At the end of the adventure, each player should tick any
legacy events earned.
Important: Cross out any legacy events the character
didn’t earn.

Dungeon Master Rewards


For running this adventure, you earn its Adventure
Record, which you may apply to one of your Eberron
characters. Apply the same rewards your group earned,
including legacy events. If a legacy event was awarded to
a specific character, you may tick that event for your own
character too.
You may complete DM Quests for running this
adventure. See the ALDMG (Adventurers League Dungeon
Master’s Guide) for more information about DM Quests.

DDAL-EB-15 DREAM EATER 13


Important Characters
The following NPCs feature prominently in this adventure:

Important Characters
Name Identity Details
Carnelian Neutral good, female, ancient red An ancient red dragon who died thousands of years ago during the Demon
dragon Wars. Her spirit has grown restless due to the upheaval occurring under
Metrol.
Davric Neutral, male, halfling veteran A hunter for the halfling Copperback tribe. Bonded to his fastieth mount
Rose.
The Dream Eater Chaotic neutral, female, orc A Jhorash’tar orc bonecaster who chose to live among dinosaurs in the
archdruid Talenta Plains after her exile.
Norrin Neutral, male, halfling veteran A hunter for the halfling Copperback tribe. Bonded to his fastieth mount
Bright Eyes.
Squawk Unaligned, female awakened An awakened velociraptor who serves as a messenger for the bonecaster
velociraptor known as the Dream Eater.
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.

14 DDAL-EB-15 DREAM EATER


Creature Statistics
Allosaurus
Large beast, unaligned

Armor Class 13 (natural armor)


Hit Points 51 (6d10 + 18)
Speed 60 ft.

STR DEX CON INT WIS CHA


19 (+4) 13 (+1) 17 (+3) 2 (−4) 12 (+1) 5 (−3)

Skills Perception +5
Senses passive Perception 15
Languages —
Challenge 2 (450 XP)

Pounce. If the allosaurus moves at least 30 feet straight toward


a 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 be knocked prone. If the target is prone, the allosaurus can
make one bite attack against it as a bonus action.

Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 15 (2d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) slashing damage.

Ancient Red Dragon Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target.
Gargantuan dragon, chaotic evil
Hit: 19 (2d8 + 10) bludgeoning damage.
Armor Class 22 (natural armor) Frightful Presence. Each creature of the dragon’s choice that
Hit Points 546 (28d20 + 252) is within 120 feet of the dragon and aware of it must succeed
Speed 40 ft., climb 40 ft., fly 80 ft. on a DC 21 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) 10 (+0) 29 (+9) 18 (+4) 15 (+2) 23 (+6) creature’s saving throw is successful or the effect ends for it,
the creature is immune to the dragon’s Frightful Presence for
Saving Throws Dex +7, Con +16, Wis +9, Cha +13 the next 24 hours.
Skills Perception +16, Stealth +7
Damage Immunities fire Fire Breath (Recharge 5–6). The dragon exhales fire in a 90-foot
Senses blindsight 60 ft., darkvision 120 ft., passive Perception cone. Each creature in that area must make a DC 24 Dexterity
26 saving throw, taking 91 (26d6) fire damage on a failed save, or
Languages Common, Draconic half as much damage on a successful one.
Challenge 24 (62,000 XP)
Legendary Actions
Legendary Resistance (3/Day). If the dragon fails a saving The dragon can take 3 legendary actions, choosing from the
throw, it can choose to succeed instead. options below. Only one legendary action option can be used
at a time and only at the end of another creature’s turn. The
Actions dragon regains spent legendary actions at the start of its turn.
Multiattack. The dragon can use its Frightful Presence. It then Detect. The dragon makes a Wisdom (Perception) check.
makes three attacks: one with its bite and two with its claws. Tail Attack. The dragon makes a tail attack.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Wing Attack (Costs 2 Actions). The dragon beats its wings.
Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage. Each creature within 15 feet of the dragon must succeed on a
DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. damage and be knocked prone. The dragon can then fly up to
Hit: 17 (2d6 + 10) slashing damage. half its flying speed.

DDAL-EB-15 DREAM EATER 15


Archdruid Awakened Velociraptor
Medium humanoid (any race), any alignment Tiny beast, unaligned

Armor Class 16 (hide armor, shield) Armor Class 13 (natural armor)


Hit Points 132 (24d8 + 24) Hit Points 10 (3d4 + 3)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 12 (+1) 20 (+5) 11 (+0) 6 (−2) 14 (+2) 13 (+1) 12 (+1) 12 (+1) 6 (−2)

Saving Throws Int +5, Wis +9 Skills Perception +3


Skills Medicine +9, Nature +5, Perception +9 Senses passive Perception 13
Senses passive Perception 19 Languages Common
Languages Druidic plus any two languages Challenge 1/4 (50 XP)
Challenge 12 (8,400 XP)
Pack Tactics. The velociraptor has advantage on an attack roll
Spellcasting. The archdruid is an 18th-level spellcaster. Its against a creature if at least one of the velociraptor’s allies is
spellcasting ability is Wisdom (spell save DC 17, +9 to hit with within 5 feet of the creature and the ally isn’t incapacitated.
spell attacks). It has the following druid spells prepared:
Cantrips (at will): druidcraft, mending, poison spray,
produce flame Actions
1st level (4 slots): cure wounds, entangle, faerie fire, speak
Multiattack. The velociraptor makes two attacks: one with its
with animals
2nd level (3 slots): animal messenger, beast sense, hold person bite and one with its claws.
3rd level (3 slots): conjure animals, meld into stone, wa- Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
ter breathing Hit: 5 (1d6 + 2) piercing damage.
4th level (3 slots): dominate beast, locate creature, stoneskin,
wall of fire Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
5th level (3 slots): commune with nature, mass cure wounds, Hit: 4 (1d4 + 2) slashing damage.
tree stride
6th level (1 slot): heal, heroes’ feast, sunbeam
7th level (1 slot): fire storm
8th level (1 slot): animal shapes
9th level (1 slot): foresight

Actions
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) slashing damage.
Change Shape (2/Day). The archdruid magically polymorphs
into a beast or elemental with a challenge rating of 6 or less,
and can remain in this form for up to 9 hours. The archdruid
can choose whether its equipment falls to the ground, melds
with its new form, or is worn by the new form. The archdruid
reverts to its true form if it dies or falls unconscious. The
archdruid can revert to its true form using a bonus action
on its turn.
While in a new form, the archdruid retains its game statistics
and ability to speak, but its AC, movement modes, Strength,
and Dexterity are replaced by those of the new form, and it
gains any special senses, proficiencies, traits, actions, and
reactions (except class features, legendary actions, and lair
actions) that the new form has but that it lacks. It can cast its
spells with verbal or somatic components in its new form.
The new form’s attacks count as magical for the purpose of
overcoming resistances and immunity to nonmagical attacks.

Walking with Dinosaurs


In addition to the forms normally available via Change Shape,
the Dream Eater can use Change Shape to polymorph into a
tyrannosaurus rex.

16 DDAL-EB-15 DREAM EATER


Demilich Life Drain. The demilich targets up to three creatures that it
can see within 10 feet of it. Each target must succeed on a DC
Tiny undead, neutral evil
19 Constitution saving throw or take 21 (6d6) necrotic damage,
Armor Class 20 (natural armor) and the demilich regains hit points equal to the total damage
Hit Points 80 (32d4) dealt to all targets.
Speed 0 ft., fly 30 ft. (hover)
Legendary Actions
STR DEX CON INT WIS CHA
1 (−5) 20 (+5) 10 (+0) 20 (+5) 17 (+3) 20 (+5) The demilich can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
Saving Throws Con +6, Int +11, Wis +9, Cha +11 at a time and only at the end of another creature’s turn. The
Damage Resistances bludgeoning, piercing, and slashing from demilich regains spent legendary actions at the start of its turn.
magic weapons Flight. The demilich flies up to half its flying speed.
Damage Immunities necrotic, poison, psychic; bludgeoning, Cloud of Dust. The demilich magically swirls its dusty remains.
piercing, and slashing from nonmagical attacks Each creature within 10 feet of the demilich, including around a
Condition Immunities charmed, deafened, exhaustion,
corner, must succeed on a DC 15 Constitution saving throw or
frightened, paralyzed, petrified, poisoned, prone, stunned
be blinded until the end of the demilich’s next turn. A creature
Senses truesight 120 ft., passive Perception 13
that succeeds on the saving throw is immune to this effect until
Languages —
Challenge 18 (20,000 XP) the end of the demilich’s next turn.
Energy Drain (Costs 2 Actions). Each creature within 30 feet
of the demilich must make a DC 15 Constitution saving throw.
Avoidance. If the demilich is subjected to an effect that allows On a failed save, the creature’s hit point maximum is magically
it to make a saving throw to take only half damage, it instead reduced by 10 (3d6). If a creature’s hit point maximum is
takes no damage if it succeeds on the saving throw, and only reduced to 0 by this effect, the creature dies. A creature’s hit
half damage if it fails. point maximum can be restored with the greater restoration
spell or similar magic.
Legendary Resistance (3/Day). If the demilich fails a saving Vile Curse (Costs 3 Actions). The demilich targets one creature
throw, it can choose to succeed instead. it can see within 30 feet of it. The target must succeed on a DC
Turn Immunity. The demilich is immune to effects that 15 Wisdom saving throw or be magically cursed. Until the curse
turn undead. ends, the target has disadvantage on attack rolls and saving
throws. The target can repeat the saving throw at the end of
Actions each of its turns, ending the curse on a success.

Howl (Recharge 5–6). The demilich emits a bloodcurdling


howl. Each creature within 30 feet of the demilich that can hear
the howl must succeed on a DC 15 Constitution saving throw
or drop to 0 hit points. On a successful save, the creature is
frightened until the end of its next turn.

DDAL-EB-15 DREAM EATER 17


Fastieth Tyrannosaurus Rex
Medium beast, unaligned Huge beast, unaligned

Armor Class 14 Armor Class 13 (natural armor)


Hit Points 9 (2d8) Hit Points 136 (13d12 + 52)
Speed 50 ft. Speed 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 10 (+0) 4 (−3) 11 (+0) 4 (−3) 25 (+7) 10 (+0) 19 (+4) 2 (−4) 12 (+1) 9 (−1)

Senses passive Perception 10 Skills Perception +4


Languages — Senses passive Perception 14
Challenge 1/4 (50 XP) Languages —
Challenge 8 (3,900 XP)
Quickness (Recharge 5–6). The fastieth can take the Dodge
action as a bonus action.
Actions
Multiattack. The tyrannosaurus makes two attacks: one with
Actions its bite and one with its tail. It can’t make both attacks against
the same target.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium
or smaller creature, it is grappled (escape DC 17). Until this
grapple ends, the target is restrained, and the tyrannosaurus
can’t bite another target.
Specter Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Medium undead, chaotic evil Hit: 20 (3d8 + 7) bludgeoning damage.

Armor Class 12
Hit Points 22 (5d8)
Speed 0 ft., fly 50 ft. (hover)

STR DEX CON INT WIS CHA


Veteran
Medium humanoid (any race), any alignment
1 (−5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0)
Armor Class 17 (splint)
Damage Resistances acid, cold, fire, lightning, thunder;
Hit Points 58 (9d8 + 18)
bludgeoning, piercing, and slashing from nonmagical attacks
Speed 30 ft.
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled,
STR DEX CON INT WIS CHA
paralyzed, petrified, poisoned, prone, restrained,
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
unconscious
Senses darkvision 60 ft., passive Perception 10
Languages understands all languages it knew in life but can’t Skills Athletics +5, Perception +2
speak Senses passive Perception 12
Challenge 1 (200 XP) Languages any one language (usually Common)
Challenge 3 (700 XP)
Incorporeal Movement. The specter can move through other
creatures and objects as if they were difficult terrain. It takes 5
(1d10) force damage if it ends its turn inside an object.
Actions
Multiattack. The veteran makes two longsword attacks. If it
Sunlight Sensitivity. While in sunlight, the specter has has a shortsword drawn, it can also make a shortsword attack.
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3)
slashing damage if used with two hands.
Actions Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
creature. Hit: 10 (3d6) necrotic damage. The target must Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range
succeed on a DC 10 Constitution saving throw or its hit point 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
maximum is reduced by an amount equal to the damage taken.
This reduction lasts until the creature finishes a long rest. The
target dies if this effect reduces its hit point maximum to 0.

18 DDAL-EB-15 DREAM EATER


Wraith
Medium undead, neutral evil

Armor Class 13
Hit Points 67 (9d8 + 27)
Speed 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA


6 (−2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2)

Damage Resistances acid, cold, fire, lightning, thunder;


bludgeoning, piercing, and slashing from nonmagical attacks
that aren’t silvered
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled,
paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 12
Languages the languages it knew in life
Challenge 5 (1,800 XP)

Incorporeal Movement. The wraith can move through other


creatures and objects as if they were difficult terrain. It takes 5
(1d10) force damage if it ends its turn inside an object.
Sunlight Sensitivity. While in sunlight, the wraith has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

Actions
Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one
creature. Hit: 21 (4d8 + 3) necrotic damage. The target must
succeed on a DC 14 Constitution saving throw or its hit point
maximum is reduced by an amount equal to the damage taken.
This reduction lasts until the target finishes a long rest. The
target dies if this effect reduces its hit point maximum to 0.
Create Specter. The wraith targets a humanoid within 10 feet
of it that has been dead for no longer than 1 minute and died
violently. The target’s spirit rises as a specter in the space of
its corpse or in the nearest unoccupied space. The specter is
under the wraith’s control. The wraith can have no more than
seven specters under its control at one time.

DDAL-EB-15 DREAM EATER 19


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 stop their evil schemes.
3. Interrogate the agent in charge about the Oracle of Bones’ whereabouts.

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 Wisdom (Insight or Perception) group check. On a success, the Oracle
provides tactical advice to aid your party in combat. Each
adventurer in your group chooses one of the following
benefits, which lasts for 1 hour or until used. These
benefits only affect you if you remain within 500 feet
of the location where you used the Oracle of War.

• You gain surprise at the start of your


next combat. During that combat,
you have advantage on Dexterity
(Stealth) checks.
• You can turn one hit from a weapon
attack into a critical hit.
• For 1 minute, you ignore a single
creature’s damage resistances and
immunities.
• You gain 10 temporary hit points.
OLGA DREBAS

20 DDAL-EB-15 DREAM EATER


Handout 2: Sulring’s Warning

DDAL-EB-15 DREAM EATER 21


Handout 2: Elemental Airship

Elemental Airship Hull


Gargantuan vehicle (80 ft. by 20 ft.) Armor Class 13
Hit Points 300 (damage threshold 10)
Creature Capacity 20 crew, 10 passengers
Cargo Capacity 1 ton Control Helm
Travel Pace 9 miles per hour (216 miles per day)
Armor Class 16
Hit Points 50
STR DEX CON INT WIS CHA Move up to the speed of the airship’s elemental engine, with
14 (+2) 14 (+2) 12 (+1) 0 0 0
one 90-degree turn. If the helm is destroyed, the airship
can’t turn.
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion,
Movement: Elemental Engine
frightened, incapacitated, paralyzed, petrified, poisoned, Armor Class 18
prone, stunned, unconscious Hit Points 100; −20 ft. speed per 25 damage taken
Speed (air) 80 ft.
Actions Locomotion provided by (air) elemental power. If the engine is
destroyed, the ship immediately crashes.
On its turn, the airship can use its helm to move using its
elemental engine. It can also fire its ballistas. If it has half its
crew or fewer, it can fire only two of the ballistas. Weapons: Ballistas (4)
Armor Class 15
Hit Points 50 each
Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target.
Hit: 16 (3d10) piercing damage.
HOWARD LYON

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How It Works Elemental airships can’t actually land, because the
An elemental airship looks similar to an oceangoing struts holding the elemental ring in place protrude 10 feet
ship, but is rigged with control fins and rudders rather from the bottom of the vessel. Thus, passengers and cargo
than sails. An air or fire elemental is bound into a ring are lifted in elevators and loaded at towers in major cities.
around the hull, which is suspended on four struts jutting Each ship carries rope ladders for use at smaller stations,
outward. Most airships are outfitted with the finest in open terrain, or in cases of dire emergency.
amenities, including many decorative flourishes and A typical airship can reach a speed of 20 miles per hour
creature comforts. in clear skies carrying up to 30 tons of cargo. Airships
Operation. A dragonmarked heir of House Lyrandar are most often employed by explorers and by wealthy
must pilot an elemental airship, channeling the power travelers who demand luxury—clients who have a need
of the Mark of Storm through the wheel of wind and to move quickly to places that might not be served by the
water that controls the vessel. The helm is situated near lightning rail.
the rear of the ship, inside the shelter of a wheelhouse. Suppression. Although the elemental bound to the air-
Controlling the vessel (without the benefit of something ship is essential for propulsion, the vessel’s soarwood hull
like the conductor stones that dictate a lightning rail route) provides its lighter-than-air buoyancy. When the elemental
requires constant attention, so at least two pilots typically is suppressed, the ship remains aloft but can’t move. The
travel on every journey. pilot always suppresses the elemental before docking, then
Only a dragonmarked heir with the Mark of Storm uses ropes to maneuver the vessel into position.
can use the wheel and command the bound elemental.
Crew
House Lyrandar pilots train for months to gain a deep
The airship has two pilots (nobles) and eighteen other
understanding of the ship’s powers and limitations.
crewmembers (commoners). These sailors are chartered
Because of this training, a skilled pilot can execute
solely for the operation of the vessel; they won’t leave the
aerobatic maneuvers in the sky.
vessel without good reason or fight at your command, but
Airships can move in all three dimensions, with or
they’ll defend the airship if it’s threatened.
without the aid of the wind. Unlike most flying creatures,
they don’t rely on wings for lift thanks to their soarwood
hulls. They’re able to fly equally well on their sides or even
upside down (notwithstanding the risks such maneuvers
present to passengers and crew).

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Appendix A:
Dungeon Master’s Maps
The Ritual

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Battlefield

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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 play- up; .4 or less down). This is the group’s average party
ers—each with their own character within the adventure’s level (APL). To approximate the party strength for the
level range (see Adventure Overview). adventure, consult the table below.

Preparing the Adventure Determining Party Strength


Party Composition Party Strength
Before you start play, consider the following:
3–4 characters, APL less than Very weak
• Read through the adventure, taking notes of anything 3–4 characters, APL equivalent Weak
you’d like to highlight or remind yourself of while 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 ran as a 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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