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DDAL EB 15 Dream Eater
DDAL EB 15 Dream Eater
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.
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.
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.”
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
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.
OLGA DREBAS
Player Rewards
At the end of the adventure, each player fills out an
Adventure Record. Print one copy for every player in
the group.
Players earn the following rewards for completing the
adventure:
Advancement
A character participating in this adventure gains one
level. Players must tick the box to show this reward has
been claimed.
Rewards
At the end of the adventure, each character in the party
earns the rewards listed on the Adventure Record. In
addition, each player ticks one of the listed bonus rewards.
Important: If the party failed to perform a listed task
or already consumed the reward, cross it out on their
Adventure Record so they can’t choose it.
Legacy Events
At the end of the adventure, each player should tick any
legacy events earned.
Important: Cross out any legacy events the character
didn’t earn.
Important Characters
Name Identity Details
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.
Skills Perception +5
Senses passive Perception 15
Languages —
Challenge 2 (450 XP)
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.
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)
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.
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)
Armor Class 12
Hit Points 22 (5d8)
Speed 0 ft., fly 50 ft. (hover)
Armor Class 13
Hit Points 67 (9d8 + 27)
Speed 0 ft., fly 60 ft. (hover)
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.
Engines of War
Summary
Engines of War is a three-part storyline for the Oracle of War campaign. In Engines of War, the Order of the Emerald
Claw seeks to harness a terrifying power buried under the ruins of Metrol. To thwart their plot, you must travel to the
Mror Holds, the Talenta Plains, and the depths of Khyber.
Objectives
Your goals in Engines of War are as follows:
1. Discover what the Order of the Emerald Claw is doing in the daelkyr sanctuary.
2. Find a way to stop their evil schemes.
3. Interrogate the agent in charge about the Oracle of Bones’ whereabouts.