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Credits

Designer: Andy Dempz

Campaign Story and Development: Will Doyle

Editing: Ashley Michaela “Navigator” Lawson


Art Direction and Layout: Stacey Allan
Artists: Eric Belisle, Zoltan Boros, Olga Drebas, Lee Moyer,
Irina Nordsol, Wayne Reynolds
Cover Illustrators: Vance Kelly, Zoltan Boros (inset illustration)
All art provided by Wizards of the Coast and used with permission
Cartography: Will Doyle, Dyson Logos

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: Daniel K. Alter, Christopher Andaya, Marshall Averill,


Logan Bidus, Andrew Bishkinskyi, Boltoff, Kat Cahill, Brentatious F,
Rob Froberg, Nathaniel “Gib” Gibson, Mitchell Keeley,
Jason Robert Keller, Lana Krolokowski, Ryan Lanphere,
Athanasios Maravelias, Jonathan Misner, Amanda Reel, Will Warner

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 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.

DDAL-EB-19 BACK TO THE MUD 3


Continuing the Story Hero Points
If the characters played through DDAL-EB-18 Scales of
In the Oracle of War campaign, adventurers are a cut
War, this adventure picks up after that adventure ends.
above the rest. To reflect this, each character in the party
The adventurers have returned to the command tent of
gains one hero point at the start of this adventure. Players
the united armies of Aundair, Breland, and Karrnath (and
can earn additional hero points by completing story goals.
possibly New Cyre and Thrane too) and had the benefit of
The DM may not award hero points except when directed
a long rest.
to by the adventure. At the end of the adventure, the
• Before the adventure begins, give the players Handout players lose any hero points they’ve accrued.
1: Flames of War. This handout summarizes the objec-
tives of the Flames of War storyline and recaps the
events of the Oracle of War campaign. Hero Points
A player can spend a hero point whenever they make an
Legacy Events attack roll, an ability check, or a saving throw. The player can
spend the hero point after the roll is made, but before they
Before beginning play, ask the players to check their know whether they’re successful or not. Spending the hero
Adventure Records for any legacy events that affect this point allows the player to roll a d6 and add it to the d20,
adventure. Back to the Mud incorporates the following possibly turning a failure into a success. A player can spend
legacy events from previous adventures in the Oracle of only one hero point per roll. In addition, whenever a character
War series: fails a death saving throw, the player can spend one hero
point to turn the failure into a success.
Argonth Survivor (DDAL-EB-10 Judgment of Iron).
Characters who fought inside Argonth previously gain an
advantage in the final battle.
Mournland Dossier (DDAL-EBEP-02 Rolling Thunder). DM Advice
Characters who stole the Mournland dossier from the If you’re running in a timed environment, keep an eye on
Excelsior recognize a symbol from the dossier branded the clock. Exploration can easily run long and the combat
on the arms of some human captives kept by the war- in part 3 can be lengthy. The exploration mechanics in
forged inside Argonth. One captive turns out to be Jara part 2 are intended to facilitate efficient play and simulate
Blue, Sky Blue’s father. exploration from a “zoomed out” perspective, but if it suits
Pyrrhic Victory (DDAL-EB-18 Scales of War). If the your table and you have time, you can “zoom in” and play
armies fared poorly against the Lord of Blades’ forces, events out in detail as you see fit.
the Lord of Blades has greater resources to oppose the Tier 4 characters have a wide range of powers and
characters with. abilities: our intent is to provide you with useful tools you
Secret of the Triune (DDAL-EB-16 The Dragon Below). can use, not to restrict you. If your players exploit powers
Characters who supplied the Oracle of War with a not covered by text, it’s down to you to adapt events to
meaningful secret can gain a bonus from the Lamannian your own story. At this level, the characters are incredibly
Triune in part 1. powerful heroes, and they’ve earned the right to blast
Your Face Is Known (DDAL-EB-09 Lord Bucket or through some of the challenges before them. We feel it’s
DDAL-EB-10 Judgment of Iron). Characters who more important for players to feel epic throughout, rather
earned the Lord of Blades’ ire discover he has acquired than be challenged at every step!
supernatural advantages against them in part 3.
JULIAN KOK

4 DDAL-EB-19 BACK TO THE MUD


Estimated Duration: 15 minutes must be receiving intelligence from a supernatural
source—the Oracle of Bones!
The alliance’s scouts have been thwarted by the Oracle of • The Lord of Blades’ forces are occupying an under-
Bones. Only the Lamannian Triune—the genies trapped ground House Cannith creation forge called the
inside the Oracle of War—can get the adventurers inside Lifespark Foundry, a facility developed in secret with the
the forge. They offer to send the party back in time to just Cyran government.
before the Lord of Blades’ arrival, allowing the group to • The Lifespark Foundry occupies an enormous glass
sneak inside and wait for this moment to arrive—then cavern beneath the ruins of Making. The floating
strike from within while the alliance carries out a massive fortress Argonth is there as well, having been captured
diversionary attack. by the Lord of Blades in DDAL-EB-10 Judgment of Iron.
The Oracle of Bones is suspected to be aboard Argonth.
• Alliance scouts have determined that the Lord of Blades
The Glass Plateau
is using the creation forge to make new varieties of
Many people believe that the city of Making was at the
epicenter of whatever caused the Mourning. The cataclysm
warforged, as seen in the Battle of Broken Tower. Given
reshaped the terrain around the city, creating the great enough time, there’s no limit to what he could develop
highland formation known as the Glass Plateau. and unleash.
The Glass Plateau is mostly smooth and flat, though
jagged spikes and spires jut up from the ground in seemingly The Oracle Speaks
random places. The central portion of the highland plain is
As the generals and the characters discuss options, the
obsidian, and bursts of fiery light can sometimes be seen in
Oracle of War activates spontaneously.
its dark depths. Toward the edges of the plateau, the glass
becomes lighter in color and more transparent, appearing
almost pale white along the jagged cliffs at the edge. Nothing The Oracle of War clatters and whirs and emits a puff of
grows on the plain of glass, and few creatures haunt its
jagged peaks and flat expanse. amber smoke before speaking in a chorus of voices, two
The ruins of Making still peek through the obsidian flats female and one male.
of the Glass Plateau. Those who believe that the Mourning “There is another way. Like us, the Oracle of Bones sees
started here also expect that Making is where the mystery
of its origin will be unraveled. A secret Cannith facility is many things. It can see the present as it is and future as it
supposed to lie in the city’s subterranean depths. is likely to be, but it can only see the past as it was. If you
—Eberron: Rising from the Last War travel into the past, you could escape its sight and approach
unseen. We can send you there, but we ask for one thing in
return: a promise.
Meeting the Generals “If we help you here, one of you must swear an oath
When the players are ready, read the following boxed bound by magic to help us in the near future.”
text aloud:

These are the Lamannian Triune, the genies trapped


The Battle of Broken Tower was hard fought by the alliance, within the Oracle of War. As their story approaches its
and the Five Nations’ forces have pushed the warforged conclusion, they seek the adventurers’ aid to help them
army known as the Blades across the Glass Plateau to the escape their bondage. For now, they keep this goal secret,
ruins of Making. The surviving generals have convened a asking only for the adventurers’ trust in their benevolence.
The generals urge the adventurers to agree to the deal.
meeting to discuss their next move and have requested that
Whoever agrees to the offer gains the Promise of the
you attend and bring the Oracle of War. Oracle legacy event; at the end of the adventure, ask just
this character to mark this on their adventure record.
The generals reveal the following information:
• The alliance’s forward scouts have been continually
thwarted by the enemy. For every inquisitive move the
army makes, the enemy has prepared a counter. They

DDAL-EB-19 BACK TO THE MUD 5


The Oracle of War directly asks any character
with the Secret of the Triune legacy event
A Mysterious Messenger
to make the promise. If they do so, they gain If the characters didn’t meet Gaarvin in DDAL-EB-18 Scales
of War, one of the generals reveals that she met a mysterious
a hero point as their bond of trust with the
figure riding a warforged dragon on the battlefield. The figure
Oracle is strengthened. introduced themselves as Gaarvin ir’Gelios, apprentice to the
grand artificer Aaren d’Cannith, and said they had recently
The Plan met the adventurers inside the Lifespark Foundry. Aaren
Once the promise has been made, the Oracle speaks was “lost” soon after their meeting, along with “all hope of
again. It suggests that the adventurers infiltrate the saving the Five Nations from his wayward children.” Gaarvin
foundry in the past, before the Lord of Blades arrived, then begged the general to give the adventurers a message: they
hide and wait for the timestreams to synch up. When the must save Aaren. Gaarvin disintegrated into gray mist as the
present arrives, the alliance can mount a frontal assault message was relayed.
to act as a distraction while the adventurers destroy the
Oracle of Bones. Fascinatingly, if fate is on their side, the
adventurers are already inside the foundry right now, Into the Past
awaiting the diversion! Give the players Handout 2: Timestream Integrity as
summary of the Oracle’s warnings. The generals offer each
The Risks character 1,200 gp for destroying the Oracle of Bones and
Traveling through time means plunging through Xoriat, defeating the Lord of Blades. Upon acceptance, they order
the Realm of Madness, and is extremely dangerous. the assault while the Oracle sends the party back to five
Meddling with the timestream risks drawing Xoriat days before the present!
closer to Eberron, and the veils between worlds must
be preserved. The Oracle of War reveals the following
information: Multicolored dust streams from the Oracle and envelops
• To maintain the timestream, the present must remain you, as the other figures in the room begin to move in
mostly unaltered. Some things can’t be changed, while reverse. The effect speeds up, faster and faster, until it
other events may need to be actively brought about! suddenly stops. You find yourselves on the barren Glass
• Those who disrupt the timestream suffer for it. Minor Plateau in the Mournland, on the edge of the ruins of
disruptions could result in psychic backlashes; in
Making. The war camp is gone. The armies won’t arrive here
extreme cases, these could cause death. In the worse
instances, Xoriat could overcome and consume for five days. Your mission awaits, and the fate of Khorvaire
this reality. depends on your success.
• High magic must be used carefully while time traveling,
as the energies could disrupt the timestream with
Give inspiration to each player in the group and proceed
catastrophic results.
to part 2. The Oracle of War remains in the present and
• Time travelers won’t be able to rest until they return to
therefore doesn’t travel with the group.
their own time. They won’t suffer negative effects from a
lack of sleep, but they’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.

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!

6 DDAL-EB-19 BACK TO THE MUD


Estimated Duration: 60 minutes Time Travel Consequences
Breaches Saving Throw DC Psychic Damage
Sent back in time, the adventurers infiltrate the cavern
housing the creation forge. They must scout out the forge 1 10 22 (4d10)
and find somewhere safe to hide until the timestream 2 15 55 (10d10)
catches up, all while maintaining the integrity of their 3 20 99 (18d10)
own future.
4 25 132 (24d10)
Time Travel Rules 5 N/A World Ends
While traveling into the past, the players must preserve the
timestream by ensuring that known events in the future Arrival at Making
occur. Interfering with any of the following events incurs The characters have arrived five days before they left.
an immediate time travel consequence: Read the following boxed text aloud:
• The Lord of Blades must survive.
• The warforged titan guarding the entrance to the cavern
Scouting out the ruins of Making, you soon find the cavern
must survive.
• The Lord of Blades must be permitted to build his army described by the generals. It appears as a vast, glowing
in the Lifespark Foundry and imprint his directives on bubble inside the solid glass of the rising plateau. There’s
Aaren’s warforged creations. one clear opening: a fractured ravine where lava and
• The characters must sabotage the efforts to restore war- alchemical fluids flowing from the cavern have melted
forged colossus WX-31 “Karrnslayer” to full mobility. through the glass. A hulking warforged titan stands guard
• The characters must meet Gaarvin and convince
over the narrow entrance.
them to relay the message to the characters. Gaarvin
and the warforged dragon must survive to deliver the As you set eyes on the titan, your mind is flooded with
message on day 4. memories of the Battle of Broken Tower. You’ve seen that
• Casting a spell of 5th level or higher also incurs a time machine in battle, five days from now. To preserve the
travel consequence. timestream, you must get past it without harming it!
Aside from these key events, time travelers have a lot of
freedom. Destroying warforged patrols is fine, so long as
such attacks aren’t frequent enough to prevent the army To enter the cavern, the adventurers must bypass the
leaving the cavern—after all, nobody knows exactly how warforged titan. Damaging or destroying the titan incurs
many warforged were present in the recent battle. So long an immediate time travel consequence, but magic used to
as events don’t change the known future, the DM should temporarily blind or deceive it has no ill effects. The titan
allow players to do as they wish. has standing orders to attack intruders on sight. The glass
Time Travel Consequences. Every time the party incurs formations provide cover for a stealthy approach. The titan
a time travel consequence, each character must make a is stationed just 20 feet away from the cavern entrance but
Charisma saving throw, taking the psychic damage listed has its back to it.
on the Time Travel Consequences table on a failed save, The cavern entrance is a narrow, 5-foot-wide opening
or half as much damage on a successful one. If this dam- above a swirling lava flow. When a creature enters
age reduces them to 0 hit points, they disintegrate, and no the lava for the first time on a turn or ends its turn there, it
magic can restore them back to life. On incurring the fifth takes 33 (6d10) fire damage. The cavern’s glass shell is 5
time travel consequence, the characters rip open the bar- feet thick in this region and has AC 13, 100 hit points, and
rier to Xoriat and Eberron is consumed! The characters no immunity to poison and psychic damage. Magic affects it
longer incur time travel consequences when they catch up as if it were stone.
to the present in part 3.
The Glass Cavern
When the characters enter the cavern, read the following
boxed text aloud:

DDAL-EB-19 BACK TO THE MUD 7


The cavern interior is a shock to the senses after the barren
Glass Cavern Features
This area has the following features:
desolation of the Glass Plateau. It stretches at least three
miles wide, with a column of crystalline black rock reaching Lighting. Auroras of flame within the glass walls provide
bright light throughout the cavern.
to the ceiling in its center. Green clouds laced with flashes
Terrain. The cavern floor is a mix of coiled, grasslike
of lightning lazily float across the landscape, which is scored metal fibers, thick mechanized jungle, and scattered pools
by rivers of lava. of alchemical fluid. Rivers of lava flow from the central
To the east is a jungle the likes of which you’ve never column to the entrance in the south.
seen: a mass of wood, iron, and steel shaped into jagged Sounds and Smells. The cavern echoes with the weird
palms and ferns. To the west, a broad savannah of
roars of mechanical wildlife and the bubble and froth of
the alchemical pools, which make uncanny sounds as
bunched metal fibers stretches to the walls. Giant metal
the magical fluids react. The entire cavern smells like an
beasts stalk the cavern floor and mechanical insects buzz alchemy lab.
through the air. Weather. A layer of living cloudkills floats 30 feet above
the ground, blanketing the entire area. Any creature that
moves through this layer is attacked by two living cloud-
The plants and beasts here are the successful results of kills. The living spells only attack once per turn and don’t
Aaren d’Cannith’s experiments in the Lifespark Foundry. pursue their prey.
Alongside the mechanized plants, the cavern is inhabited
by a variety of warforged megafauna: elephants, elk, and Exploring the Cavern
more. Most of these creatures aren’t initially hostile to the Each hex takes an hour to traverse, and every step of the
characters and either ignore them or express mild curios- journey tests the party with a host of environmental and
ity at their presence. monstrous challenges: caustic winds, savage mechanical
predators, pockets of wild magic, and more. Rather than
play these events out in detail, you should abstract them
Warforged Plants and Beasts
into a single description. For example: “Passing through
None of these creatures need to eat, drink, breathe, or sleep.
the mechanical jungle, you’re harassed by warforged
If you need a stat block for one, use an appropriate Beast
from the Monster Manual, add damage resistance to poison,
apes, and mechanized insects peck at your skin with tiny
and give it the Warforged Resilience trait: syringe-like proboscises.”
Warforged Resilience. The warforged has advantage on Hazard Checks. At the start of each day and whenever
saving throws against being poisoned and is immune to the group moves between hexes, the players must make
disease. Magic can’t put it to sleep. a group check to determine how their characters fare
against the environmental hazards. The hex descriptions

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.

DDAL-EB-19 BACK TO THE MUD 9


Day 3: Parliament Uprising Glass Cavern Locations
At the end of day 3, the adventurers witness something
The following locations are keyed to the Glass Cavern
peculiar occurring in their vicinity: warforged gather one-
map in appendix A:
by-one in a secluded location nearby, clearly taking effort
to avoid other warforged patrols. This is a gathering of C1. Cavern Entrance
the “Parliament of Gears (see sidebar), led by Haftspear, The entrance to the cavern is detailed earlier, in “Arrival
a Blade champion. When the meeting begins, Haftspear at Making.” The rest of this hex counts as savannah
addresses a swarm of warforged soldiers. (see area C2).
Characters who spy on the meeting overhear Haftspear
explain to the gathering that action must be taken to C2. Savannah
slow the Lord of Blades’ muster and delay his invasion Metallic grass tinkles and shimmers across this
of Khorvaire. The creation forge can only be worked strange plain.
by someone bearing the Mark of Making, so Haftspear Hazard Checks. Groups crossing the savannah must
is plotting to assassinate the captive smith Demery contend with packs of warforged lions, patches of razor-
d’Cannith (see area C7). Later that night, Haftspear sharp grass, lightning strikes, and electrified mud pools.
himself sneaks into the Lifespark Foundry and shoots the Checks to avoid such hazards are made using Dexterity
captive smith from afar with a crossbow. If the characters (Stealth), or Wisdom (Perception or Survival).
don’t take action to prevent this, they suffer a time travel
consequence when the hit takes place. Negotiating C3. Gaarvin’s Hideout
with Haftspear and the Parliament is a possibility, but The land here is dotted with heaps of scrap metal and is
the characters must succeed on a DC 15 Charisma wreathed in alchemical smoke. Gaarvin ir’Gelios, a half-
(Persuasion) check to stop the warforged from attacking human, half-warforged artificer, dwells among the junk.
them on sight. Hazard Checks. This area is dangerous due to Blade
patrols, explosive gases, and living barbed wire. Checks
The Parliament of Gears to avoid them must use Dexterity (Stealth), Intelligence
(Nature), or Wisdom (Perception).
Although most of the Blades support the Lord of Blades’
goals and objectives, a few deplore his methods. Rather than Gaarvin’s Hideout. Gaarvin ir’Gelios came to the
seeing him in the role of dictator or god-king, they’d prefer Lifespark Foundry in search of their missing master,
he operated in a more presidential aspect governed by an Aaren d’Cannith, the artificer who first gave sapience
elected parliament. The Parliament of Gears is considering to the warforged. Expelled from the foundry by Aaren’s
assassinating the Lord of Blades and replacing him with more foul moods, Gaarvin now assists the master artificer
forthright figurehead, but so far they lack the means to do so. by gathering materials from the Mournland. Gaarvin
lives in a shack hidden among the salvage. To locate the
shack, a character must succeed on a DC 15 Intelligence
Day 4: Colossus Upgrade (Investigation) check while searching through the scrap,
At the beginning of day 4, the adventurers spot the war- or be led here by Gaarvin’s warforged dragon (see
forged colossus testing its weapons at the repair platform “Wandering Dragon”).
(area C6). As energy crackles from its eldritch turrets, At this point in time, Gaarvin is blissfully unaware of
the adventurers receive a flashing vision of the warforged their own role in the upcoming timeline and has no knowl-
colossus using a flamethrower to decimate the allied edge of the adventurers. To preserve the timeline, Gaarvin
armies in the Battle of Broken Tower—a weapon it wasn’t must deliver their message to the future characters by no
equipped with when they fought it on the battlefield! The later than day 5. Persuading them to perform this task
repair work being undertaken on the colossus must be requires a successful DC 20 Charisma (Persuasion) check,
sabotaged, otherwise it will become more formidable than although Gaarvin does so willingly if told to do so by Aaren
it was in the future! If the players fail to sabotage the war- d’Cannith or if the Lord of Blades murders Aaren.
forged colossus before it leaves the next day, they suffer a Gaarvin reveals the following information if befriended
time travel consequence. by the adventurers:
• The Lifespark Foundry was created in secret by Aaren
Day 5: Army Marches Out d’Cannith with funding from the Cyran government.
After receiving word of approaching allied troops, the Aaren wanted to create new forms of life to enrich the
warforged army departs for the Battle of Broken Tower. world. Gaarvin was his trusted assistant.
The Lord of Blades remains at the forge making more • Gaarvin was procuring supplies from Wroat on the Day
soldiers, pushing the forge to its limits and destabilizing of Mourning. After the cataclysm, Gaarvin sought out
the magical pools. If Gaarvin hasn’t left to deliver their the Lifespark Foundry to see if Aaren had survived.
message by the evening of day 5, the adventurers suffer a Aaren still lived, but his forge had become empowered
time travel consequence. with mysterious magic. Aaren’s studies became more
ambitious—he spoke of crafting an entirely new world to
Day 6: Timestream Synchronizes replace this “flawed creation”—and he became ever more
The allied armies besiege the cavern. At midday, the
withdrawn. In time, his mood swings forced Gaarvin
timestream syncs back up, the assault of the allied armies
from the foundry.
begins, and the characters are free to act without incurring
• Gaarvin loves Aaren but fears he’s become dangerously
time travel consequences.
obsessed with his work. Gaarvin knows Aaren will never

10 DDAL-EB-19 BACK TO THE MUD


abandon the creation forge or allow the Lord of Blades C5. Argonth War Camp
to use it. On day 1, this area counts as savannah (see area C2). On
Gaarvin offers the adventurers a +3 all-purpose tool day 2, the floating fortress Argonth arrives and docks here.
if they promise to save Aaren from the Lord of Blades. The metallic grass around the citadel is trampled flat as
Gaarvin gladly accompanies the party, but warn that doing the Blades train the newer warforged and prepare for war.
so could put the timeline at risk. If Gaarvin fails to deliver Argonth’s interior is detailed in part 3, under “Argonth.”
the warning on day 5, the adventurers suffer an immediate The Oracle of Bones remains aboard Argonth throughout
time travel consequence. this adventure.
From day 2 onward, Blades troops use prisoners to haul
salvage from Argonth to the colossus (area C6). Anybody
who spies on Argonth from a nearby hex can spot the
prisoners at work (see area C6 for details).
Hazard Checks. From day 2, large numbers of war-
forged soldiers occupy this hex. Checks to avoid them must
use Dexterity (Stealth) or Wisdom (Perception). Due to
enemy’s overwhelming numbers, checks are made with
disadvantage.

C6. Colossus Restoration


This area is dotted with alchemical pools with narrow
pathways winding between them. On day 1, the legless
wreck of the ruined colossus WX-31 “Karrnslayer” rests
here in a dormant state. Any character who sights the
colossus recognizes it as the same one that fought in the
Battle of Broken Tower, and immediately senses that it
must be preserved to maintain the timeline. Destroying the
colossus causes the adventurers to suffer an immediate
time travel consequence.
From day 2 onward (see “Timed Events”) the Blades
begin work on repairing the colossus using salvage hauled
from Argonth to this location. They mount the colossus
on a mobility platform crafted from a set of studded
treads, then begin work on rebuilding its legs. On day 4,
the Blades outfit the warforged with a new weapon—a
flamethrower—which the adventurers must sabotage to
Gaarvin ir’Gelios (GAR-vin Eer-GHEL-ee-oss) preserve the timeline. On day 5, the colossus is wheeled
Cyran artificer, half-human, half-warforged to the Broken Tower, where repair work continues until it
Gaarvin is an acolyte of Aaren d’Cannith and is the current
bursts forth in DDAL-EB-18 The Scales of War.
caretaker of his forge, the Crucible of Making. Gaarvin was
once fully human, but ever since the Day of Mourning,
they’ve been steadily replacing their body parts with Karrnslayer (Colossus WX-31)
warforged components to better understand the warforged In the final days of the Last War, House Cannith unleashed its
people and the magic used to create them. mightiest creations: the warforged colossi. These enormous
Motivation: Like Aaren, Gaarvin believes that the warforged mechanical warriors thundered across Cyre, crushing every-
are a people unto themselves and deserve the freedoms all thing in their paths and leaving ruin behind them. The arcane
free-willed people are granted across Eberron. Unlike the cataclysm that engulfed Cyre destroyed most of the warforged
Lord of Blades, Gaarvin believes that such freedoms must be colossi, causing them to collapse into lifeless heaps. Some
secured peacefully. warforged colossi survived the Day of Mourning more or less
Mannerisms: Gaarvin is methodical and calculating but intact. Karrnslayer (Colossus WX-31) lost its legs but crawls
isn’t intentionally antagonistic. They’re very focused on facts, through the Mournland, using its arms to drag its great bulk
which may result in them being perceived as cold or willing to across the ground.
“make needed sacrifices.” —Eberron: Rising from the Last War
Quote: “Perfection is the enemy of progress.”

Hazard Checks. On day 1, this area counts as savan-


C4. Jungle nah (see area C2). From day 2, warforged soldiers fill the
The warforged flora grows thick in this area. It’s impene- area, and checks to avoid them are made using Dexterity
trable in some spots and hazardous in others, to the point (Acrobatics or Stealth).
that the Blades avoid patrolling here. Sabotaging the Colossus. Three hundred prisoners
Hazard Checks. Packs of warforged apes, bloodsucking work on the colossus, under the watchful eye of over eighty
Blades soldiers (if combat ensues here, use swarms of
WAYNE REYNOLDS

mechanical insects, and lumbering warforged megafauna


can be avoided using Dexterity (Acrobatics), Intelligence warforged soldiers). At this level, characters should be
(Nature), or Wisdom (Survival) checks. able to infiltrate the site using their own initiative. The
characters can inspire the prisoners to stage an uprising

DDAL-EB-19 BACK TO THE MUD 11


if they can contact them without being caught by the
Blades and succeed on a DC 15 Charisma (Persuasion)
check. The uprising serves as a distraction that raises the
suspicion level by 1. The sabotage is an opportunity for the
players to demonstrate their creativity—any reasonably
executed plan should be allowed to succeed, although it
may increase the suspicion level even further if it’s obvious
there are infiltrators on site. Award one hero point to
adventurers who succeed in sabotaging the colossus.
Characters with the mercenary leader background spot
a prisoner onsite who they recognize: a Brelish mercenary
named Ketia. If they speak with her, they automatically
succeed on any attempts to incite an uprising (indeed, she
suggests the plan if the adventurers haven’t thought of
it already).

Characters with the Mournland Dossier


legacy event recognize a symbol from the
dossier branded on the arms of some human
captives. One of these captives is Sky Blue’s
father, Jara Blue. Adventurers who free Aaren d’Cannith (AIR-un duh-CAN-ith)
Jara earn the Jara Rescued legacy event. At the end Cyran artificer, human
of the adventure, ask the players to mark this on their Philosopher, artificer, poet—Aaren was a far cry from his
adventure records. father Merrix (the grandfather of Baron Merrix d’Cannith of
Cannith South). While his father crafted hulking machines
of war, Aaren sought ways to grant sentience to his own ar-
tificial creations. His work culminated in the creation of the
first warforged: a triumph of engineering that blended wood,
stone, and metal into a thinking creature.
Aaren hoped to create life, but his father greedily adapted
his son’s creations for murder: indoctrinating the warforged
and churning out legions of tireless warriors. When Aaren
protested, his father had him excoriated—formally disinher-
ited from House Cannith.
Aaren disappeared and has been missing for 28 years. In
secret, he turned to the Cyran government, which funded the
construction of a clandestine creation forge beneath the city
of Making. From this Lifespark Foundry, Aaren continued his
work to create the perfect artificial lifeforms.
Motivation: Protect the Lifespark Foundry and continue his
great work of creation.
Mannerisms: Obsessed with his work, Aaren has grown a
mane of wild hair and dresses in a filthy, threadbare gown.
He mutters to himself and is easily distracted by his own
meandering thoughts.
Quote: “Our lives are naught but pebbles falling into the torrent.
To effect true change, we must reroute the river at its source.”

C7. Lifespark Foundry


Jara Blue (JAR-ah)
This rough obsidian column rises from floor to ceiling and
Brelish veteran, human
is clustered with Khyber dragonshards. Lava belches from
Jara Blue was a decorated officer in the 12th Brelish Infantry,
who fell from fame when he was court-martialed for deser-
its base and flows through the cavern to the entrance at area
tion. Jara was unjustly convicted: in fact, his teenage daughter C1. An obsidian platform juts from the base of the column
Sky had smuggled herself onto the front lines to be with her just above the bubbling lava: magically suspended ahead of
father, forcing him to desert the infantry to take her home. this is an obelisk covered in arcane runes and sigils. This
Jara was sentenced to join the vanguard of his regiment and is the creation forge’s arcane core. The features of this area
was later presumed dead on the battlefields of Cyre. In fact, are fully detailed in part 3, under “The Creation Forge.”
he was captured by the Lord of Blades and forced to serve as Hazards. This area is filled with lumbering warforged
a laborer. megafauna and bubbling creation pools. Checks to avoid
Motivation: Escape the Blades and find Sky Blue. these hazards are made with Dexterity (Acrobatics or
Mannerisms: Jara walks with a limp from an old war wound
Stealth), or Intelligence (Arcana).
but holds his head high, with a military bearing. He rarely
shows fear but is wise enough to know that impudence gets
The Master Artificer. On day 1, the legendary artificer
Aaren d’Cannith is working here (see sidebar), raising
ERIC BELISLE

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

12 DDAL-EB-19 BACK TO THE MUD


work and believes he can build an entirely new world for Arrival of the Lord of Blades. On day 2, the Lord of
his creations: a better world, for a better species. If warned Blades arrives to seize control of the creation forge. If
of his imminent demise, he refuses to accept it; as a war- Aaren is present, even the Great Creator can’t sway the
forged, surely the Lord of Blades can be persuaded to join Lord of Blades from his cause. Aaren tries to reason with
Aaren in his new world? the Lord of Blades but is cruelly impaled midsentence and
hurled into the lava.
To work the forge, an operator must have the Mark of
“I can lead my creations into a glorious new future! A world
Making. Knowing this, the Lord of Blades has brought
of hope! Of peace!” he says. “And this world? This rotten a captive House Cannith smith with him: a poor wretch
world can go back to the mud.” named Demery d’Cannith. After taking control of the
forge, the Lord of Blades forces Demery to raise his own
warforged warriors from the pools. In addition, he uses
Only a successful DC 22 Charisma (Persuasion) check the obelisk’s magic to indoctrinate Aaren’s warforged
can convince Aaren to abandon the forge. Showing him creations and prepare them for war.
firm evidence of his future demise grants advantage on
this check, as does the presence of his apprentice Gaarvin. Proceeding to Part 3
If persuaded to abandon the forge, Aaren hides in the cav-
ern and fights alongside the adventurers in part 3 or leaves Proceed to part 3 when the armies attack on day 6. When
the cavern with Gaarvin and hides out in the Mournland. the Blades leave to fortify the entrance, the adventurers
Those who fail to persuade the artificer are ordered to can make their assault.
leave; if they defy him further, he turns his magic against
them. See “The Creation Forge” in part 3 for guidance on
how to handle combat in this location.
Any attempt to prevent Aaren’s fate causes the adventur-
ers to suffer a time travel consequence: if the characters
have maintained the timeline so far, it could be a hit they’re
willing to take. If Aaren d’Cannith survives the adventure,
ZOLTAN BOROS

the characters earn the World of Hope legacy event. At the


end of the adventure, ask the players to mark this on their
adventure records.

DDAL-EB-19 BACK TO THE MUD 13


Estimated Duration: 165 minutes • The Lord of Blades is on the platform near the base
of the column. Shackled nearby is the human smith
The timestream synchronizes and the diversionary attack Demery d’Cannith (AC 10, 8 hit points), watched over by
begins. The adventurers burst from hiding to defeat the a warforged battlemage.
Lord of Blades and destroy the Oracle of Bones. • An ouroboros of three warforged dragons circle the
obelisk, ready to defend it when ordered by their master
The Hour of Heroes (currently the Lord of Blades).
The players can resolve the adventure in a variety of ways, • Four swarms of warforged soldiers mill around
depending on where they chose to hide out, and where the obsidian column: the audience for the Lord of
they target first. Blades’ triumph.

• 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.

The Creation Forge Creation Pools


The Mournland’s magic has warped the creation pools to
The Creation Forge map in appendix A shows the layout draw on the power of the planes. When combat begins,
of this area. This area has many important features; before they erupt with planar energy. Each pool is shallow and
beginning this encounter, read the following sections counts as difficult terrain to traverse.
carefully:

14 DDAL-EB-19 BACK TO THE MUD


The pools act on initiative counts 20 and 10 (losing ties).
In addition, the pools act again when a creature enters one
Adjusting the Scene
for the first time on its turn or starts its turn inside one. Here are some suggestions for adjusting this scene:
When the pools activate on initiative counts 20 and 10, • Very Weak: The warforged dragons only have 68 hit points
choose the pool nearest to the most creatures. If triggered and remove their Malevolent Presence ability. The warforged
by a creature, choose the pool that was disturbed. When battlemage doesn’t cast power word kill or power word stun.
a pool is selected, roll a d12 on the Planar Effects table to The creation pools don’t act on initiative count 20.
see what happens to it. • Weak: The warforged dragons only have 68 hit points and
remove their Malevolent Presence ability. The creation pools
Countermeasures. Casting dispel magic at 5th level
don’t act on initiative count 20.
or higher ends any ongoing effect generated by a pool or • Strong: The Lord of Blades has 276 hit points and can cast
prevents a single pool from triggering again for a number a spell of up to 3rd level when he takes the Cast a Spell
of rounds equal to the level of the spell slot expended legendary action. The warforged battlemage has 300 hit
minus four. points and can identify spells being cast without using its
reaction (see Xanathar’s Guide to Everything).
Treasure • Very Strong: The warforged dragons’ Radiant Breath
The Lord of Blades’ adamantine sixblade and winged recharges on 3–6. The Lord of Blades has 276 hit points and
boots can be claimed from his body if he is defeated. The can cast a spell of up to 3rd level when he takes the Cast a
adamantine sixblade is described in handout 3. Spell legendary action. The warforged battlemage has 300
If Demery d’Cannith survives, he offers to reward the hit points, begins combat with globe of invulnerability cast at
9th level, and can identify spells being cast without using its
adventurers if he is returned to civilization. At the end
reaction (see Xanathar’s Guide to Everything).
of the adventure, all characters gain the Cannith Scion
legacy event if Demery is still alive.

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).

DDAL-EB-19 BACK TO THE MUD 15


Argonth Mustering the Parliament
The floating fortress Argonth rests in area C6. Deep inside Characters who negotiated with Spearhaft and the Parliament
of Gears earlier can make a DC 15 Charisma (Persuasion)
its walls, the Oracle of Bones provides the Lord of Blades’
check when entering a new hex to try and find sympathizers
warforged forces with tactical advice. among the warforged soldiers. On a success, they can forego
the normal hazard check. They also reduce the suspicion level
Characters with the Argonth Survivor legacy by 1. On a failure, the suspicion level increases by 1 and the
event have fought inside Argonth before and characters must make the usual hazard check.
know about the locations marked on the
Argonth Interior map. If no characters with
this legacy event are present, hide these locations from the Argonth Locations
players, so they must explore blind. The following locations are keyed to the Argonth Interior
The Approach map in appendix A:
Argonth is defended by magical artillery mounted on A1. Brig
its sides. A swarm of warforged soldiers crews each Characters who are aware of the prisoners on board
weapon, activating, aiming, and firing it as a single action. Argonth may choose to free them before or after
(A lone creature takes one action to activate, one action to destroying the Oracle of Bones. See area C6 in part 2
aim, and one action to fire the weapon.) The soldiers have for details of the prisoner workforce present here. Both
three-quarters cover. named characters at the restoration site—Ketia and Jara
Characters who openly approach Argonth are subjected Blue—are likely to be here when the players arrive.
to a barrage of artillery fire from three artillery units.
There is no substantial cover within 120 feet of Argonth. A2. Bridge
The Oracle of Bones is held on the vessel’s bridge. A war-
Characters with the Pyrrhic Victory legacy forged guardian watches over it, with orders to destroy
event face eight elemental artillery units. anyone who enters the chambers, other than the Lord of
Blades. It won’t leave the chamber and fights to the death to
protect the Oracle. Refer to the Bridge map in appendix A.
Scorchers. These weapons fire a 60-foot cone of flame. The Oracle of Bones. This artifact is a macabre update
Each creature caught in the area must make a DC 17 on the Oracle of War’s design: a darkwood chest decorated
Dexterity saving throw, taking 42 (12d6) fire damage on a with the bones of the war dead. It is imbued with the spirits
failed save, or half as much damage on a successful one. of thousands who died in the Last War, which cry out for
Shockbolters. These weapons fire a 5-foot-wide, release in a ghastly, haunting chorus. The Oracle of Bones
100-foot-long line of lightning. Each creature in the line possesses the same abilities for read the battlefield as the
must make a DC 17 Dexterity saving throw, taking 42 Oracle of War but is not tapped into the Draconic Prophecy.
(12d6) lightning damage on a failed save, or half as much The artifact isn’t easily destroyed—only submerging it
damage on a successful one. in one of the creation pools in the Lifespark Foundry will
undo its magic and allow its souls to pass on to Dolurrh.
Entrances Aaren d’Cannith can impart this information, or the adven-
Multiple access ports lead into Argonth’s interior. If the turers can guess it with a successful DC 16 Intelligence
adventurers came to Argonth first, all access ports shown (Arcana) check. If the Oracle of Bones is submerged in a
on the map are open. If they went to the Lifespark Foundry creation pool, its surface cracks and splinters, revealing an
first, only the fortified entrance is open: the rest have unearthly swirl of radiant light. The souls flee their bind-
been sealed. ings and pass through the pool on their journey to Dolurrh.
Movement Inside Argonth
The fortress interior is a maze of chambers fortified by a Ending the Adventure
large contingent of Blades soldiers. To navigate it, players The Oracle of Bones is no more, and the Lord of Blades
should use the exploration rules detailed in “Exploring the has been defeated. The adventurers return to Salvation as
Cavern” in part 2, with the following adjustments: champions, but old scores remain to be settled. The Oracle
• Each hex takes 10 minutes to explore. Class features, of War holds the key to Eberron’s future and whoever
magic items, racial traits, and spells that can be used claims it will become the master of their own destiny. The
repeatedly or that have a duration of 10 minutes or final reckoning arrives in DDAL-EB-20 Old Scores!
longer can be used to influence the group checks.
• The base suspicion level is 2 and increases by 1 for
About the Author
every failed group check.
Andy Dempz is caught somewhere in time and can be most
Hazards. Large numbers of warforged soldiers inside often be found manifesting in his humble midwestern home-
Argonth can be avoided with Dexterity (Stealth), Wisdom town of Ann Arbor, MI. He has two children, two dogs, and a
(Perception), or Charisma (Deception) checks. mountain of unpainted plastic. You can follow him on Twitter
at @Andy Dempz.

16 DDAL-EB-19 BACK TO THE MUD


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 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.

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 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.

DDAL-EB-19 BACK TO THE MUD 17


Important Characters
The following NPCs feature prominently in this adventure:

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.

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Creature Statistics
Aaren d’Cannith Blade Champion
Medium Humanoid (Human), Neutral Good Medium humanoid (warforged), neutral evil

Armor Class 15 (breastplate) Armor Class 18 (natural armor)


Hit Points 104 (19d8 + 19) Hit Points 112 (15d8 + 75)
Speed 30 ft. Speed 30 ft.

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.

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Living Cloudkill
Large Construct, Unaligned

Armor Class 15 (natural armor)


Hit Points 73 (7d10 + 35)
Speed 25 ft., fly 25 ft.

STR DEX CON INT WIS CHA


10 (+0) 15 (+2) 20 (+5) 3 (−4) 11 (+0) 6 (−2)

Damage Resistances bludgeoning, piercing, and slashing from


nonmagical attacks
Damage Immunities poison
Condition Immunities blinded, charmed, deafened, exhaustion,
frightened, grappled, poisoned, prone
Senses darkvision 60 ft., passive Perception 10
Languages —
Challenge 7 (2,900 XP) Proficiency Bonus +3

Amorphous. The living spell can move through a space as


narrow as 1 inch wide without squeezing.
Magic Resistance. The living spell has advantage on saving
throws against spells and other magical effects.

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).

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Lord of Blades, The Warforged Resilience. The Lord of Blades has advantage on
Medium Humanoid (Warforged), Lawful Evil saving throws against being poisoned, is immune to disease,
and magic can’t put him to sleep.
Armor Class 19 (natural armor)
Hit Points 195 (23d8 + 92) Actions
Speed 40 ft.
Multiattack. The Lord of Blades makes three attacks: two with
his adamantine sixblade and one with his bladed wings.
STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 18 (+4) 19 (+4) 17 (+3) 18 (+4) Adamantine Sixblade. Melee Weapon Attack: +11 to hit, reach
10 ft., one target. Hit: 21 (3d10 + 5) slashing damage plus 7
Saving Throws Str +11, Con +10, Int +10, Wis +9 (2d6) force damage.
Skills Arcana +10, Athletics +11, History +10, Perception +9
Damage Resistances necrotic, poison Bladed Wings. Melee or Ranged Weapon Attack: +11 to hit,
Condition Immunities charmed, exhaustion, frightened reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d6 + 5)
Senses passive Perception 19 slashing damage.
Languages Common, Draconic, Dwarvish, Elvish
Challenge 18 (20,000 XP) Proficiency Bonus +6 Fire Bolt (Cantrip). Ranged Spell Attack: +10 to hit, range 120
ft., one target. Hit: 22 (4d10) fire damage.

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

Modifications to the Lord of Blades


The Lord of Blades has gained experience in the months
since he last faced the group. He now wears a pair of winged
boots, granting him a Fly speed of 40 feet, and he has gained
the following trait:
Legendary Resistance (3/Day). If the Lord of Blades fails a
saving throw, he can choose to succeed instead.

DDAL-EB-19 BACK TO THE MUD 21


Swarm of Warforged Soldiers Warforged Battlemage
Large Swarm of Medium Humanoids (Warforged), Any Alignment Medium Humanoid (Warforged), Any Alignment

Armor Class 16 (natural armor, shield) Armor Class 20 (natural armor)


Hit Points 105 (14d8 + 42) Hit Points 210 (20d10 + 100)
Speed 30 ft. Speed 30 ft.

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

Reactions Warforged Resilience. The warforged has advantage on saving


throws against being poisoned and is immune to disease.
Protection. When an attacker the swarm can see makes an Magic can’t put it to sleep.
attack roll against the swarm or against a creature within 5
feet of the swarm, the swarm can impose disadvantage on the
attack roll.
Actions
Multiattack. The warforged makes two melee attacks.
Armblade. Melee Weapon Attack: +14 to hit, reach 5 ft., one
target. Hit: 23 (3d10 + 7) slashing damage.
Poison Breath (Recharge 6). The warforged exhales poisonous
gas in a 15-foot cone. Each creature in that area must make
a DC 20 Constitution saving throw, taking 45 (10d8) poison
damage on a failed save, or half as much damage on a
successful one.

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Warforged Dragon Warforged Guardian
Huge Construct, Unaligned Large Construct, Typically Lawful Neutral

Armor Class 17 (natural armor) Armor Class 22 (natural armor)


Hit Points 147 (14d12 + 56) Hit Points 432 (32d10 + 256)
Speed 30 ft., fly 90 ft. Speed 40 ft., fly 30 ft. (hover)

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

Armor Class 20 (natural armor)


Hit Points 125 (10d12 + 60)
Speed 40 ft.

STR DEX CON INT WIS CHA


23 (+6) 8 (−1) 22 (+6) 3 (−4) 11 (+0) 1 (−5)

Damage Immunities poison, psychic


Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator but can’t
speak
Challenge 8 (3,900 XP) Proficiency Bonus +3

Platforms. The warforged titan has two platforms built into


its chassis. One Medium or smaller creature can ride on each
platform without squeezing. To make a melee attack against a
target within 5 feet of the warforged, they must use spears or
weapons with reach and the target must be Large or larger.
Siege Monster. The warforged titan deals double damage to
objects and structures.

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.

24 DDAL-EB-19 BACK TO THE MUD


Handout 1: Flames of War

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.

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 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 awakened elven sleeper agents across the continent in a deadly move to
seize control of the Oracle of War.
As Khorvaire reeled from the attack, you returned to the Mournland to seek out the daelkyr sanctuary. Learning
that the Emerald Claw were damaging the sanctuary’s Gatekeeper seal, you traveled to the Mror Holds and the
Talenta Plains and acquired the magical means to restore the seal and foil the order’s plans before they could
accidentally wake the daelkyr Valaara. Interrogating their leader, you learned the Lord of Blades is hunting for a
secret government facility in the ruins of Making. It’s time to put a stop to him for good.

Objectives
Your goals in Flames of War are as follows:

1. Locate the whereabouts of the secret facility in Making.


2. Lead the alliance into the Mournland to defeat the Lord of Blades and destroy the Oracle of Bones.

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 the device battlefield
information 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

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Handout 2: Timestream Integrity

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.

26 DDAL-EB-19 BACK TO THE MUD


Handout 3: Adamantine Sixblade

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.

Name Damage Weight Properties


Adamantine Sixblade 2d6 slashing + 2d6 force 10 lb. Special, two-handed

DDAL-EB-19 BACK TO THE MUD 27


Appendix A: Dungeon Master Maps
Glass Cavern (Part 2)

28 DDAL-EB-19 BACK TO THE MUD


Creation Forge (Part 3)

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Argonth Interior (Part 3)

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Bridge (Part 3)

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Appendix B: Dungeon Master Miscellany
Short-Term Madness Table (Part 3)
A calm emotions spell can suppress the effects of madness, while a lesser restoration or greater restoration spell can rid a
character of short-term madness.

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.

New to D&D Adventurers League? Determining Party Strength


https://dnd.wizards.com/ddal_general Party Composition Party Strength
3–4 characters, APL less than Very weak
Preparing the Adventure 3–4 characters, APL equivalent Weak
3–4 characters, APL greater than Average
Before you start play, consider the following:
5 characters, APL less than Weak
• Read through the adventure, taking notes of anything 5 characters, APL equivalent Average
you’d like to highlight or remind yourself of while
5 characters, APL greater than Strong
running it, such as a way you’d like to portray an NPC or
6–7 characters, APL less than Average
a tactic you’d like to use in combat. Familiarize yourself
with the adventure’s appendixes and handouts. 6–7 characters, APL equivalent Strong
• Gather any resources you’d like to use to aid you in 6–7 characters, APL greater than Very strong
running the adventure, such as notecards, a DM screen,
miniatures, and battle maps.
• Ask the players to provide you with relevant character Safety Tools
information, such as name, race, class, level, passive Safety tools help ensure players aren’t pushed beyond their
Wisdom (Perception) score, and anything the adventure comfort levels. These tools let your players know you want
specifies as notable (such as backgrounds and them to have a positive experience. Some common safety
legacy events). tools are provided below, each with a summary of how they
work. An article about one such safety kit is provided to help
Players can play an adventure they previously played as with further information. Ensure that you discuss these tools
a player or ran as a DM, but may only do so once with a with your players before the game:
given character. At the end of the session, give each player • Code of Conduct. This is a group agreement for play. It
an Adventure Record for this adventure, and take one for outlines desired and prohibited behaviors, confidential
yourself. The adventure information and your information reporting, and possible consequences.
are added at the end of the session—whether they • Pregame and Postgame Discussions. Use time before the
completed the adventure or not. game to explain content warnings, set boundaries, and
Each player is responsible for maintaining their collaborate on a safety plan. Then decompress and discuss
Adventure Records, or another logsheet with the relevant improvements at the end of the game.
information. If you have time, you can do a quick scan • Be Welcoming. Welcome and encourage respectful and
open conversations about issues as they arise. Show that
of a player’s character sheet to ensure nothing looks out
you’re listening by avoiding defensive responses.
of order. If you see magic items of very high rarities or • Confidentiality. Provide contact information for private
strange arrays of ability scores, you can ask players to and confidential conversations between players and DM.
provide documentation for the irregularities. If they can’t, Only disclose another player’s name if that player gave
feel free to restrict item use or ask them to use a standard unpressured permission for you to do so.
ability score array. • Safety Tools. Learn about the safety tools that TTRPG
Point players to the D&D Adventurers League Oracle community members have created and compiled. A
of War Player’s Guide for reference. Unless the adventure broad range of such safety tools are available for you and
specifies otherwise, players should select their characters’ your players online, or you can get more information by
spells and other daily options prior to the start of the reaching out to your event organizer or community@
dndadventurersleague.org.
adventure. Feel free to reread the adventure description to
help give players hints about what they might face.

DDAL-EB-19 BACK TO THE MUD 33

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