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DDAL-EB-19 - Back to the Mud
DDAL-EB-19 - Back to the Mud
Welcome
Welcome to the Oracle of War campaign, presented by the
Adventurers League! You can play this adventure as part of
your own Eberron: Rising from the Last War campaign, or as
part of the Oracle of War organized play campaign. While
this campaign runs under the umbrella of the Adventurers
League, it utilizes different rules. You can familiarize yourself
with these unique campaign rules by checking out the Oracle
of War Player’s Guide and Oracle of War DM’s Guide, found in
the D&D Adventurers League Players Pack.
LEE MOYER
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League,
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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.
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his adventure is designed for three to seven Part 3: The Lord of Blades (165 mins). The timestream
17th- to 20th-level characters and is optimized synchronizes and the diversionary attack begins. The
for five characters with an average party level adventurers burst from hiding to defeat the Lord of
(APL) of 19. Characters outside this level range Blades and destroy the Oracle of Bones!
can’t participate in this adventure.
This adventure occurs in the Mournland, in a creation Time Travel
forge beneath the ruins of Making. This is the third in a In this adventure, the characters travel back into their own past.
series of four adventures, the Flames of War storyline. In the world of Eberron, time travel involves plunging through
Flames of War is part of the Oracle of War Eberron the infinite layers of Xoriat, the Realm of Madness. Time
campaign for the D&D Adventurers League. travelers soon learn that Xoriat’s energies prevent them from
meddling too greatly with the timestream: while minor changes
Background can be made, anything that alters their own, predetermined
future can have a lethal effect. For example, stealing from a
The CREATION FORGES of HOUSE CANNITH were stranger in the past may have no ill effects—the timestream
shut down as a condition of the Treaty of Thronehold, but simply washes over such trifles—but attempting to kill a person
one escaped notice: a secret forge beneath the Cyran city you fought in the future could prove fatal.
of Making that was never listed in official house records. While exploring the forge, the players must keep the
Ensconced inside this hideout, master artificer AAREN timestream intact by ensuring that known events from their
D’CANNITH, the creator of true warforged, continued his future-to-be occur as they did in their recent past. Some of
experiments into the creation of life. Since the Mourning, these choices may challenge their morals, as preventing
his magical studies have intensified, eventually tapping certain events from unfolding could reduce the death and
destruction the characters witnessed on the battlefield
into the very powers of the planes. Now, the LORD OF
during DDAL-EB-18 Scales of War. See “Time Travel Rules” in
BLADES has discovered the location of the forge. Against part 2 for full guidance on how to handle time travel in this
Aaren’s wishes, the Lord of Blades has seized control of adventure.
the forge and is using it to raise an army the likes of which
Khorvaire has never seen!
When the adventure begins, the united forces of the Five
Nations have besieged the forge. Thus far, the tactics of Adventure Hooks
the defending warforged have proven superior, as they are In the Oracle of War campaign, the characters are
guided by the prescient knowledge of the eldritch machine scavengers working for salvage crews. Players should
known as the ORACLE OF BONES. Only the Oracle of invent their own reasons for undertaking such dangerous
War can guide the adventurers past the Lord of Blades’ work: dedication to a just cause, serving a specific patron,
defenses—by sending the party back in time! spying for an organization, pure profit, etc.
Players with access to the D&D Adventurers League
Overview Oracle of War Player’s Guide can use the backgrounds
The adventure’s story is spread over three parts and takes and patrons listed there. Many serve as adventure hooks
approximately 4 hours to play: for this and later adventures in the campaign. At the start
Part 1: Making (15 mins). The alliance’s scouts have been of play, ask your players if their characters have utilized
thwarted by the Oracle of Bones. Only the Lamannian any of these backgrounds or patrons, and tie them into the
Triune—the genies trapped inside the Oracle of War—can adventure, if possible.
get the adventurers inside the forge. They offer to send Back to the Mud makes special use of the following
the party back in time to just before the Lord of Blades’ background:
arrival, allowing the group to sneak inside and wait for • Mercenary leader
this moment to arrive—then strike from within while the
Characters with this background know one of the war-
alliance carries out a massive diversionary attack.
forged’s prisoners and can convince them to lead an
Part 2: The Forge (60 mins). Sent back in time, the
uprising as a distraction during parts 2 and 3. See the
adventurers infiltrate the cavern housing the creation
adventure text for more details.
forge. They must scout out the forge and find somewhere
safe to hide until the timestream catches up, all while
maintaining the integrity of their own future.
The Harbinger
Players who met the half-human, half-warforged artificer
Gaarvin in DDAL-EB-18 Scales of War may have questions
for the Triune about Aaren d’Cannith. According to Gaarvin,
Aaren was “lost” soon after Gaarvin met the adventurers
inside the Lifespark Foundry. On the battlefield, Gaarvin
disintegrated into gray mist while asking the adventurers to
prevent Aaren’s death.
• The Lamannian Triune can’t say whether Aaren is alive
or dead, but Gaarvin clearly suffered for trying to meddle
with time.
• To preserve the timestream, the adventurers must
ensure that Gaarvin meets them on the battlefield and
delivers the warning. If Gaarvin gave an adventurer one
of their own trinkets, the adventurers must ensure they
give it to Gaarvin to pass on.
• Saving Aaren d’Cannith could prove fatal. If he truly
died in the past, changing that event could disrupt the
timestream. The Lamannian Triune leave that choice up
to the adventurers!
IRINA NORDSOL
in “Glass Cavern Locations” specify which abilities are
tested for these checks. All adventurers in the party must
make their group checks using the same ability.
The Hazard Check Results table specifies the ability Dragon Location
check DC and the damage dealt by the hazards. If the
d6 Result
group check fails, each character takes the damage listed,
with damage types varying between bludgeoning, slash- 1 Flying over the savannah (C2 hexes)
ing, and piercing. Characters reduced to 0 hit points by 2 Gaarvin’s Hideout (C3)
damage from a hazard check stabilize automatically and 3 Flying over the jungle (C4 hexes)
can be healed, thereby draining the party’s resources
4 Blades Camp (C5)
(remember that no rests are allowed!).
5 Repair Platform (C6)
Hazard Check Results 6 Lifespark Foundry (C7)
Suspicion Level Group Check DC Damage
0 10 5 (1d10) If the dragon passes over the same hex as the characters,
1 15 11 (2d10) it spots them and approaches them, filled with curiosity.
Characters who met Gaarvin in DDAL-EB-18 Scales of
2 20 22 (4d10) War recognize the dragon at once. Any time traveler who
3 25 33 (6d10) spots the dragon is supernaturally aware that it has a role
4 30 49 (9d10) to play in maintaining the timestream. If the warforged
dragon is damaged or destroyed, the characters suffer a
time travel consequence.
Using Other Abilities The warforged dragon can’t speak but understands
When making hazard checks, you can permit the players to Common. If the characters ask the dragon to take them to
use other abilities or skills at your discretion, if they come up Gaarvin, it leads them to his hideout (area C3).
with a good plan. A character can also cast a spell using a
3rd-level spell slot or higher to a succeed on their check if the Timed Events
application is reasonable. Only class features, magic items,
racial traits, and spells that can be used repeatedly or that The characters have five full days to explore the cavern
have durations of 8 hours or longer can be used to influence before they sync up with the timestream on day 6. During
hazard checks. this time the following events take place; in each case,
describe the scene as the adventurers witness it from their
current hiding place:
Suspicion. The suspicion level represents how alerted
the Lord of Blades’ forces are to the party’s presence.
Day 1: No Blades Presence
The characters arrive. The Lord of Blades isn’t present.
The suspicion level starts at 0. At the start of day 2, raise
the suspicion level to 1 as the Blades arrive (see “Timed Day 2: Lord of Blades Arrives
Events,” below). Thereafter, increase the suspicion level by
At dawn, the Lord of Blades arrives with the floating citadel
1 whenever any of the following events occur:
Argonth. Argonth stops on the plains (area C5) near the
• Accrue three cumulative hazard check failures while repair platform and remains there while the Lord of Blades
exploring the cavern. advances on foot to the Lifespark Foundry (area C7),
• Sabotage the warforged colossus in area C6. accompanied by a pack of warforged warriors. If Aaren
• Attack the Lord of Blades. d’Cannith is still inside the foundry, the Lord of Blades
• Destroy the warforged titan in area C1. murders him and seizes control of the creation forge.
• Destroy the warforged dragon. After taking control of the foundry, the warforged begin
Other actions that would alert the Blades can also increase repair work on warforged colossus WX-31 “Karrnslayer”
the suspicion level at your discretion. The suspicion level in area C6. A large force of warforged warriors set up a
can’t go above 4 or below 0. As the suspicion level rises, drill camp in area C5 to train the new creations emerging
the characters take more damage from hazard checks. from the foundry. From now on, the Lord of Blades
This represents the increased presence of warforged remains at the creation forge, crafting new soldiers for
patrols throughout the cavern. his army and indoctrinating Aaren d’Cannith’s existing
Wandering Dragon. Gaarvin’s warforged dragon creations. The Lord of Blades spends most of his time
roams the cavern. At the start of each day and whenever inside the creation forge in the Lifespark Foundry (area
the characters move between hexes, roll a d6 on the C7), but returns to Argonth (area C5) from to time to
Dragon Location table to determine where the dragon consult the Oracle of Bones.
is located.
Argonth
Argonth is a huge floating fortress formerly under the
command of Captain Alain ir’Ranek. It was one of five created
by House Cannith during the last war, and one of only two
remaining. The fortress patrolled the Brelish border until it was
captured by the Blades during DDAL-EB-10 Judgment of Iron.
you killed.
Quote: “You know my daughter?!” new warforged beasts from the creation pools and infusing
them with life via the obelisk. Aaren is obsessed with his
• When the armies attack on day 6, the Lord of Blades Characters with the Pyrrhic Victory legacy
moves his forces to reinforce the entrance, leaving event face an additional four swarms of war-
just a skeleton crew to guard Argonth and the forged soldiers and a warforged titan.
Lifespark Foundry.
• The Lord of Blades remains at the foundry, raising new The Lord of Blades has advantage on attack
forces from the creation forge. rolls against characters with the Your Face Is
• From this point on, the adventurers can’t incur Known legacy event, as he has used the Oracle
time travel consequences, as the timestreams have of Bones to study their weaknesses.
resynchronized.
Living Spell Layer
If the adventurers target the Lord of Blades, refer to “The
A layer of living cloudkills floats 30 feet above the ground,
Creation Forge,” below. If they head for the Oracle of
blanketing the entire area. Any creature that moves
Bones, refer to “Argonth.”
through this layer is attacked by two living cloudkills. The
living spells only attack once per turn and don’t pursue
The Lord of Blades their prey.
Mournland warlord, warforged
The Lord of Blades is a warforged warlord who’s broken all Obelisk
ties with his former masters and established a nation for The hovering obelisk is covered in arcane runes and sigils.
his people deep in the Mournland. Warforged from all over It is a Huge object with AC 15, 200 hit points, immunity
Khorvaire are welcome here. to bludgeoning, piercing, and slashing damage from
Some tales assert that the Lord of Blades led the warforged nonmagical attacks, and immunity to psychic and poison
armies of Cyre in the Last War. Others cast him as a newer damage. Any character who makes a successful DC 15
warforged, perhaps the last to come out of the Cannith Intelligence (Arcana) while studying the obelisk can tell
creation forges before the Thronehold Accords led to their that destroying it will deactivate the warforged dragons.
dismantling. One story claims the Lord of Blades caused the
If Aaren d’Cannith is present, he won’t allow the obelisk
destruction of Cyre and warns that he plans to repeat the Day
of Mourning in each of the remaining Five Nations. Whatever to be destroyed and attacks the adventurers if they try to
the truth, he’s become a beacon for warforged everywhere. damage it!
Motivation: The Lord of Blades seeks to be the god-king of Psychic Rebuke. Once per turn, when the obelisk is
a new warforged nation and to eradicate the fleshlings who damaged by a creature within 120 feet of it, that creature
exploited them in the Last War. must make a DC 20 Charisma saving throw. On a failed
Mannerisms: Calculating, focused, unstoppable. save, the creature takes 55 (10d10) psychic damage and is
Quote: “Peace for our kind begins with your eradication!” moved up to 30 feet away from the obelisk. On a success,
the creature takes half as much damage and isn’t moved.
Planar Effects
d12 Planar Effect
1 Daanvi. This pool draws on the Perfect Order. Any creature within 10 feet of the pool must succeed on a DC 18 Charisma saving throw
or be charmed for 1 round. While charmed this way, the creature must use their action to do their best to stop others from fighting.
2 Dolurrh. This pool draws on the Realm of the Dead. Any creature within 10 feet of the pool must make a DC 18 Constitution
saving throw, taking 55 (10d10) necrotic damage on a failed save, or half as much damage on a successful one.
3 Fernia. This pool draws on the Sea of Fire. Any creature within 10 feet of the pool must make a DC 18 Dexterity saving throw,
taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one.
4 Irian. This pool draws on the Eternal Dawn. Any creature within 10 feet of the pool regains 55 (10d10) hit points.
5 Kythri. This pool draws on the Churning Chaos. Any creature within 10 feet of the pool must roll again on this table to determine
the effect it has on it.
6 Lamannia. This pool draws on the Twilight Forest. For 1 round, the ground in a 10-foot radius around the pool twists and sprouts
hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes
18 (4d8) piercing damage for every 5 feet it travels.
7 Mabar. This pool draws on the Endless Night. For 1 round, the area within 10 feet of the pool is filled with darkness and bitter
cold. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded. Any creature that
starts its turn in the area takes 55 (10d10) cold damage. Any creature that ends its turn in the area must succeed on a DC 18
Dexterity saving throw or take 55 (10d10) acid damage as milky, otherworldly tentacles rub against it.
8 Risia. This pool draws on the Plain of Ice. Any creature within 10 feet of the pool must make a DC 18 Constitution saving throw,
taking 55 (10d10) cold damage on a failed save, or half as much damage on a successful one.
9 Shavarath. This pool draws on the Battleground. Any creature within 10 feet of the pool must make a DC 18 Charisma saving
throw. On a failed save, until the end of the creature’s next turn, other creatures have advantage on melee attack rolls against
it. Also, the creature must use its reaction, if available, to make one melee attack against the nearest creature. The creature has
advantage on the attack roll.
10 Syrania. This pool draws on the Azure Sky. Creatures and objects within 10 feet of the pool that aren’t anchored to the ground fall
100 feet upward, where they’re suspended for 1 round. A creature subjected to this effect can make a DC 18 Dexterity saving throw to
grab onto a fixed object it can reach, avoiding the fall on a success. Falling into the pool after the effect ends triggers the pool again.
11 Thelanis. This pool draws on the Faerie Court. An illusory manifestation of fey feasting and cavorting in a fantastic, wooded
landscape is created in a 10-foot radius of the pool. Any creature within the illusion must succeed on a DC 18 Wisdom saving
throw or be blinded to anything outside the illusion’s area. A creature with truesight automatically succeeds on the saving throw.
12 Xoriat. This pool draws on the Realm of Madness. Any creature within 10 feet of the pool must succeed on a DC 18 Intelligence
saving throw or gain a random form of short-term madness (see the Short-Term Madness table in appendix B).
Player Rewards
At the end of the adventure, each player fills out an
Adventure Record. Print one copy for each 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 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.
DM 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 Adventurers League Dungeon Master’s Guide for
more information about DM Quests.
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.
Gaarvin ir’Gelios Half-human, half-warforged Acolyte of Aaren d’Cannith who met the adventurers in their recent past.
artificer
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.
The Lord of Blades Warforged warlord Powerful and charismatic warlord who seeks to conquer Khorvaire at the
head of an army of fanatical warforged followers.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 13 (+1) 19 (+4) 16 (+3) 16 (+3) 16 (+3) 11 (+0) 16 (+3) 9 (−1) 10 (+0) 13 (+1)
Saving Throws Con +5, Int +8, Wis +7 Skills Intimidation +4, Perception +3, Stealth +3
Skills Animal Handling +7, Arcana +8, Insight +7, Medicine +7 Damage Resistances poison
Damage Immunities acid, poison Damage Immunities fire
Condition Immunities poisoned Senses passive Perception 13
Senses passive Perception 13 Languages Common, Draconic
Languages Common, Draconic, Elvish, Primordial Challenge 5 (1,800 XP)
Challenge 12 (8,400 XP) Proficiency Bonus +4
Bladed Armor. Any creature grappling the warforged or
Greater Restoration (1/Day). Aaren can cast greater restoration grappled by it takes 5 (1d10) slashing damage at the end of that
if he has access to alchemical supplies. creature’s turn.
Spellcasting. Aaren is an 18th-level spellcaster. His spellcasting Shrapnel Explosion. When the warforged drops to 0 hit points,
ability is Intelligence (spell save DC 16, +8 to hit with spell a flaming orb in its chest explodes, destroying the warforged’s
attacks). He has the following artificer spells prepared: body and scattering its armor as shrapnel. Creatures within
10 feet of the warforged when it explodes must make a DC 12
Cantrips (at will): light, mending, message, shocking grasp
Dexterity saving throw, taking 21 (6d6) piercing damage on a
1st level (4 slots): alarm, cure wounds, identify, ray of sickness
failed save, or half as much damage on a successful one.
2nd level (3 slots): invisibility, Melf’s acid arrow, web
3rd level (3 slots): dispel magic, haste, stinking cloud Warforged Resilience. The warforged has advantage on saving
4th level (3 slots): blight, Mordenkainen’s faithful hound, throws against being poisoned and is immune to disease.
Otiluke’s resilient sphere Magic can’t put it to sleep.
5th level (1 slot): cloudkill
Actions Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. Multiattack. The warforged makes three melee attacks.
or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage,
Spiked Maul. Melee Weapon Attack: +6 to hit, reach 5 ft., one
and the target must make a DC 15 Constitution saving throw.
target. Hit: 10 (2d6 + 3) bludgeoning damage, plus 3 (1d6)
On a failed save, the target is affected as if by the polymorph
piercing damage.
spell, transforming into a random Beast (as chosen by the
DM). This effect lasts until the target finishes a long rest.
Actions
Multiattack. The living spell makes two Magical Strike attacks.
Magical Strike. Melee Spell Attack: +8 to hit, reach 10 ft., one
target. Hit: 22 (5d6 + 5) poison damage.
Spell Mimicry (Recharge 5–6). The living spell creates a
40-foot-diameter sphere of fog within 60 feet of it (the fog
spreads around corners). When a creature enters the fog for the
first time on a turn or starts its turn there, it must make a DC
16 Constitution saving throw, taking 22 (5d8) poison damage
on a failed save, or half as much damage on a successful one.
The fog moves 10 feet away from the living spell at the start
of each of its turns, rolling along the ground and through
openings. The fog lasts for 10 minutes or until the living spell’s
concentration ends (as if concentrating on a spell).
Adamantine Plating. Any critical hit against the Lord of Blades Legendary Actions
becomes a normal hit.
The Lord of Blades can take 3 legendary actions, choosing from
Bladed Armor. A creature that grapples the Lord of Blades or the options below. Only one legendary action option can be
is grappled by him takes 13 (3d8) slashing damage. A creature used at a time and only at the end of another creature’s turn.
takes 13 (3d8) slashing damage if it starts its turn grappling or The Lord of Blades regains spent legendary actions at the start
being grappled by the Lord of Blades. of his turn.
Charge. If the Lord of Blades moves at least 10 feet straight Attack. The Lord of Blades makes one weapon attack.
toward a target and then hits it with his adamantine sixblade Cantrip. The Lord of Blades casts one of his cantrips.
on the same turn, the target takes an extra 11 (2d10) slashing Cast a Spell (Costs 2 Actions). The Lord of Blades casts a spell of
damage. If the target is a creature, it must succeed on a DC 2nd level or lower from his spell list that takes 1 action to cast.
19 Strength saving throw or be pushed up to 10 feet away and Blade Dash (Costs 3 Actions). The Lord of Blades moves up to
knocked prone. his speed without provoking opportunity attacks, then makes
one attack with his adamantine sixblade. He can make one
Spellcasting. The Lord of Blades is a 20th-level spellcaster. bladed wings attack against each creature he moves past.
His spellcasting ability is Intelligence (spell save DC 18,
+10 to hit with spell attacks). He has the following artificer
spells prepared:
Cantrips (at will): fire bolt (see “Actions” below), mage hand,
mending, prestidigitation
1st level (4 slots): expeditious retreat, sanctuary, thunderwave
2nd level (3 slots): blur, heat metal, scorching ray, see invisibility
3rd level (3 slots): dispel magic, fly, haste
4th level (3 slots): freedom of movement, Mordenkainen’s
faithful hound
5th level (2 slots): animate objects, wall of force
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 16 (+3) 10 (+0) 14 (+2) 11 (+0) 24 (+7) 9 (−1) 20 (+5) 20 (+5) 11 (+0) 1 (−5)
Saving Throws Str +9, Dex +5, Wis +6 Damage Immunities fire, poison, psychic; bludgeoning,
Skills Athletics +9, Perception +6, Survival +6 piercing, and slashing from nonmagical attacks that aren’t
Damage Resistances poison adamantine
Senses passive Perception 16 Condition Immunities charmed, exhaustion, frightened,
Languages Common paralyzed, petrified, poisoned
Challenge 8 (3,900 XP) Proficiency Bonus +4 Senses darkvision 120 ft., passive Perception 10
Languages Common
Challenge 22 (41,000 XP) Proficiency Bonus +7
Swarm. The swarm can occupy another creature’s space and
vice versa, and the swarm can move through any opening large
Fire Absorption. Whenever the warforged is subjected to fire
enough for a Medium humanoid. The swarm can’t regain hit
damage, it takes no damage and instead regains a number of
points or gain temporary hit points.
hit points equal to the fire damage dealt.
Warforged Resilience. The warforged has advantage on saving
Magic Resistance. The warforged has advantage on saving
throws against being poisoned and is immune to disease.
throws against spells and other magical effects.
Magic can’t put it to sleep.
Spellcasting. The warforged is an 18th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 20, +12 to hit
Actions with spell attacks). It has the following wizard spells prepared:
Multiattack. The swarm makes four weapon attacks, or two Cantrips (at will): fire bolt, mage hand, prestidigitation
weapon attacks if the swarm has half its hit points or fewer. 1st level (4 slots): detect magic, magic missile, shield
2nd level (3 slots): blur, detect thoughts, misty step, shatter
Shock Armblade. Melee Weapon Attack: +9 to hit, reach 5 ft., 3rd level (3 slots): counterspell, dispel magic, fireball, haste
one target. Hit: 8 (1d6 + 5) slashing damage plus 10 (3d6) 4th level (3 slots): blight, greater invisibility
lightning damage. 5th level (3 slots): animate objects, Bigby’s hand, scrying
6th level (1 slot): chain lightning, globe of invulnerability
Shock Javelin. Melee or Ranged Weapon Attack: +9 to hit, reach 7th level (1 slot): finger of death, forcecage
5 ft. or range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing 8th level (1 slot): incendiary cloud, power word stun
damage plus 10 (3d6) lightning damage. 9th level (1 slot): power word kill
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
24 (+7) 11 (+0) 19 (+4) 10 (+0) 10 (+0) 3 (−4) 28 (+9) 12 (+1) 26 (+8) 19 (+4) 15 (+2) 18 (+4)
Saving Throws Str +11, Con +8 Saving Throws Int +12, Wis +10, Cha +12
Damage Resistances radiant; bludgeoning, piercing, and Skills Insight +10, Intimidation +12, Perception +10
slashing from nonmagical attacks Damage Resistances thunder; bludgeoning, piercing, and
Damage Immunities cold, poison slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, Damage Immunities poison
paralyzed, petrified, poisoned Condition Immunities charmed, exhaustion, frightened,
Senses darkvision 120 ft., passive Perception 10 paralyzed, petrified, poisoned
Languages the languages known by its creator Senses darkvision 60 ft., passive Perception 20
Challenge 11 (7,200 XP) Proficiency Bonus +4 Languages Common
Challenge 25 (75,000 XP) Proficiency Bonus +8
Immutable Form. The dragon is immune to any spell or effect
that would alter its form. Immutable Form. The warforged is immune to any spell or
effect that would alter its form.
Magic Resistance. The dragon has advantage on saving throws
against spells and other magical effects. Legendary Resistance (3/Day). If the warforged fails a saving
throw, it can choose to succeed instead.
Siege Monster. The dragon deals double damage to objects and
structures. Magic Resistance. The warforged has advantage on saving
throws against spells and other magical effects.
Unusual Nature. The dragon doesn’t require air, food, drink, or
sleep, and it gains no benefit from finishing a short or long rest.
Actions
Actions Multiattack. The warforged makes two Unerring Slam attacks.
Multiattack. The dragon uses its Malevolent Presence. It then Unerring Slam. Melee Weapon Attack: automatic hit, reach 5 ft.,
makes three attacks: two with its claws and one with its tail. If one target. Hit: 60 force damage, and the target is pushed up
the dragon isn’t flying, it can also make one attack with its wings. to 5 feet away from the warforged if it is Huge or smaller.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one Blazing Edict (Recharge 5–6). Arcane energy emanates from
target. Hit: 14 (2d6 + 7) slashing damage. the warforged’s chest in a 60-foot cube. Every creature in that
area takes 45 radiant damage. Each creature that takes any of
Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one
this damage must succeed on a DC 20 Wisdom saving throw or
target. Hit: 18 (2d10 + 7) bludgeoning damage.
be stunned until the end of the warforged’s next turn.
Wings. Melee Weapon Attack: +11 to hit, reach 10 ft., one
target. Hit: 12 (2d4 + 7) bludgeoning damage.
Malevolent Presence. Any creature with an Intelligence of 4 or
more that is within 30 feet of the dragon must succeed on a
DC 16 Wisdom saving throw or be charmed by it for 1 minute.
A creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. If a creature’s
saving throw is successful or the effect ends for it, the creature
is immune to the dragon’s Malevolent Presence for the next
24 hours.
A creature charmed in this way fixates on another creature or
object that the dragon mentally chooses and must, on each of
its turns, move as close as it can to that target and use its action
to make a melee attack against it. If the dragon doesn’t choose
a target, the charmed creature can act normally on its turn.
Radiant Breath (Recharge 5–6). The dragon exhales a ray
of radiant energy in a 120-foot line that is 5 feet wide. Each
creature in that line must make a DC 16 Dexterity saving throw,
taking 31 (7d8) radiant damage on a failed save, or half as
much damage on a successful one.
Warforged Titan
Huge Construct, Typically Lawful Neutral
Actions
Multiattack. The warforged titan makes one axehand attack
and one hammerfist attack.
Axehand. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 19 (3d8 + 6) slashing damage, plus 11 (2d10)
slashing damage if the target is prone.
Hammerfist. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 19 (3d8 + 6) bludgeoning damage. If the target is a
creature, it must succeed on a DC 17 Strength saving throw or
be knocked prone.
Sweeping Axe (Recharge 6). The warforged titan makes a sweep
with its axehand, and each creature within 10 feet of it must
make a DC 17 Dexterity saving throw. A creature takes 19 (3d8
+ 6) slashing damage on a failed save, or half as much damage
on a successful one.
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:
While traveling into the past, you must preserve the timestream by ensuring that known events in the future occur.
Interfering with any of the following events incurs an immediate time travel consequence:
• The Lord of Blades must survive until the timestream synchs up.
• The Lord of Blades must be permitted to build his army in the Lifespark Foundry.
• Any warforged creations that you saw on the battlefield during EB-19 Back to the Mud must survive until the timestream
synchs up.
• You must convince Gaarvin to relay their message to you. Gaarvin and the warforged dragon must survive to deliver the
message on day 4.
• Casting a spell of 5th level or higher also incurs a time travel consequence.
You won’t be able to rest until you return to your own time. You won’t suffer negative effects from a lack of sleep, but you’ll
be unable to benefit from short or long rests. Any abilities or magic items tied to rests or the passage of time won’t recharge
until the timestream synchs back up.
Adamantine Sixblade
Weapon (double-bladed scimitar), very rare (requires attunement)
The adamantine sixblade is the Lord of Blades’ signature double-bladed scimitar. It deals 2d6 slashing damage on a hit instead of the usual
2d4 damage. When you hit with an attack using this magic weapon, the target takes an extra 2d6 force damage.
Special. If you attack with the adamantine sixblade as part of the Attack action on your turn, you can use a bonus action immediately after
to make a melee attack with it. This attack deals 1d6 slashing damage on a hit, instead of 2d6.
Short-Term Madness
d100 Effect (lasts 1d10 minutes)
01–20 The character retreats into their mind and becomes paralyzed. The effect ends if the character takes any damage.
21–30 The character becomes incapacitated and spends the duration screaming, laughing, or weeping.
31–40 The character becomes frightened and must use their action and movement each round to flee from the source of the fear.
41–50 The character begins babbling and is incapable of normal speech or spellcasting.
51–60 The character must use their action each round to attack the nearest creature.
61–70 The character experiences vivid hallucinations and has disadvantage on ability checks.
71–75 The character does whatever anyone tells them to do that isn’t obviously self-destructive.
76–80 The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal.
81–90 The character is stunned.
91–00 The character falls unconscious.
Appendix C: 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 a DM, you must have 3 to 7 up; .4 or less down). This is the group’s average party
players—each with their own character within the level (APL). To approximate the party strength for the
adventure’s level range (see Adventure Overview). adventure, consult the table below.