DDAL EB 07 Song of the Sky.pdf

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C
Designer:
Stacey Allan
Campaign Story and Development:
Will Doyle
Editing:
Ashley Michaela “Navigator” Lawson
Art Direction and Layout:
Stacey Allan
Artists:
Eric Belisle, Conceptopolis, Olga Drebas, Wayne England,
Andrew Jones, Lee Moyer, Steve Prescott, Wayne Reynolds,
Mark Tedin, Shawn Wood
Cover Illustrators:
Vance Kelly, Wayne Reynolds (inset illustration)
All art provided by Wizards of the Coast and used with permission
D&D Adventurers League Guildmaster:
Chris Lindsay
D&D Adventurers League Wizards Team:
Adam Lee, Ari Levitch,
Chris Lindsay, Mike Mearls
D&D Adventurers League Eberron Administrators:
Will Doyle,
Amy Lynn Dzura, Shawn Merwin
Playtesters:
Jeff Barnes, Jordan Conrad, Christina Donovan,
Tom Donovan, Greg Hartman, Mark Knapik, Beth Merwin,
Cindy Moore, Scott Moore
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.
2
DDAL-EB-07
SONG OF THE SKY
The
Oracle of War
speaks the true words of the Draconic
Prophecy. This makes it valuable beyond compare, and it’s
your destiny to unravel its mysteries.
—Flamewind
his adventure is designed for
three to seven 5th-
to 10th-level characters
and is optimized for
five
characters with an average party level (APL) of
7.
Characters outside this level range can’t partic-
ipate in this adventure.
This adventure occurs in Eberron, in the city of Sharn;
a towering metropolis in the nation of Breland. This is the
conclusion of a trilogy of adventures, the
Fortunes of War
storyline.
Fortunes of War
is part of the
Oracle of War
Eberron campaign for the D&D Adventurers League.
A H
In the
Oracle of War
campaign, the characters are
scavengers working for salvage crews. Players should
invent their own reasons for undertaking such dangerous
work: dedication to a just cause, serving a specific patron,
spying for an organization, etc.
Players with access to the
Oracle of War Player’s
Guide
can use the backgrounds and patrons listed there.
Many of these serve as adventure hooks for this and
later adventures in the campaign. At the start of play,
ask your players if their characters have utilized any of
these backgrounds and tie them into the adventure as
best you can.
Song of the Sky
makes special use of the following
background:
Mercenary Leader
Officer in the 12th Brelish Infantry
Before beginning play, check to see if any of your players
have these backgrounds. Players with these backgrounds
know some of the NPCs in the story and can use these
connections to parley with them.
B
To decipher the prophecy spoken by the
ORACLE OF
WAR,
the adventurers traveled to Wroat on the advice of
the sphinx
FLAMEWIND.
There they discovered that the
Oracle’s
prophecy is coming true—the nation of
THRANE
is conspiring against
BRELAND’S
Royal Court.
Returning to
SHARN,
the adventurers must now
investigate another puzzle piece mentioned in the
prophecy: the identity of the mysterious “SKY
BLUE.”
On
Flamewind’s advice, they ascend to the opulent heights
of Skyway to seek out a young thief who shares the
same name.
C  S
If the characters played through DDAL-EB-06
The Last
Word,
this adventure picks up after that adventure ends.
The adventurers have left Wroat and returned to Sharn,
gaining the benefit of a long rest.
• Before the adventure begins, give the players
Handout
1: Fortunes of War.
This handout summarizes the
objectives of the
Fortunes of War
storyline and recaps
the events of the
Oracle of War
campaign.
O
The adventure’s story is spread over
four parts
and takes
approximately
4 hours
to play:
Part 1: Skyway Robbery (30 mins).
The sphinx Flamewind summons the adventurers to
Lareth Hall, where she reveals that one of Sharn’s
thieves is central to the prophecy.
Part 2: Sky Blue’s Nest (60 mins).
The adventurers search the orphan’s hideout and dis-
cover her plans for a daring heist—but also learn they
aren’t the only ones looking for her.
Part 3: Sky Chase (120 mins).
The adventurers must catch Sky Blue before she flees
the city—or gets caught by her rivals.
Part 4: Villainous Moves (30 mins).
The adventurers confront Emerald Claw agent
Irullan Karnach.
L E
Before beginning play, ask the players to check their
Adventure Records for any legacy events that affect this
adventure.
Song of the Sky
incorporates the following
legacy events from previous adventures in the
Oracle of
War
series:
Silver Torch Extinguished.
If the Thranish secret
service was exposed during DDAL-EB-06
The Last
Word,
there’s a heavy troop presence in Sharn as Breland
prepares for war.
Stakeout.
Adventurers who staked out Irullan Karnach’s
hideout in DDAL-EB-05
A Century of Ashes
can raid the
premises during this adventure.
Still Alive.
If Kalli Alran (or her replacement from
DDAL-EB-01
The Night Land),
was sent to Sharn to
investigate the
Oracle,
the DM can run her during this
adventure as an allied NPC.
DDAL-EB-07
SONG OF THE SKY
3
T
Players who visit Sharn or Wroat during this adventure
can buy anything from the Adventuring Gear, Armor,
Equipment Packs, Tools, or Weapons tables in chapter 5 of
the
Player’s Handbook.
Items can also be sold for half their
listed value, although players can gain no more than 20 gp
per adventure in sales.
H P
In the
Oracle of War
campaign, adventurers are supposed
to be a cut above the rest. To reflect this, each player gains
one
hero point
at the start of this adventure. Players earn
additional hero points by completing story goals. The DM
may not award hero points except as specifically directed
in the adventure. At the end of the adventure, the players
lose any hero points they’ve accrued.
Hero Points
A player can spend a hero point whenever they make an
attack roll, an ability check, or a saving throw. The player can
spend the hero point after the roll is made but before they
know whether they’re successful or not. Spending the hero
point allows the player to roll a d6 and add it to the d20,
possibly turning a failure into a success. A player can spend
only one hero point per roll. In addition, whenever a character
fails a death saving throw, the player can spend one hero
point to turn the failure into a success.
ERIC BELISLE
Estimated Duration:
30 minutes
The sphinx Flamewind summons the adventurers to
Lareth Hall, where she reveals that one of Sharn’s thieves
is central to the prophecy.
T S
When the players are ready, read the following boxed
text aloud:
You’ve been summoned to the offices of Flamewind, a
sphinx resident at Morgrave University in the city of Sharn.
Flamewind is an expert on the Draconic Prophecy and is
known for recruiting adventuring parties to investigate the
Prophecy’s mysteries.
You arrive in University, Upper Menthis on a gray, humid
afternoon. It’s raining in the City of Towers, and the lights of
the district bloom through the raindrops.
Kalli Alran (or the replacement that the players made
during DDAL-EB-01
The Night Land)
offers to help the
adventurers unearth the truth behind the
Oracle of War’s
prophecy. So long as your players agree, she accompanies
them on this adventure as an allied NPC (use the
scout
stat block). Ask one of the players to control Kalli. If Kalli
dies, ask the players to strike the “Still Alive” legacy event
from their Adventure Records.
The City of Towers
This towering metropolis is home to half a million
residents, predominately human, living together in crowded
communities. It’s a city of mile-high towers connected by
bridges, where magic powers lighting, transportation, and
communication. There are five quarters, each hosting a
cluster of core towers divided into upper, middle, and lower
wards. The district of Skyway floats above the highest towers.
Affluence builds from the ground up—you might be
stabbed for a few coins in the lower city and your attire
scoffed at in the upper city. Every major religion has places
of worship here, and there’s always a way to buy what your
heart desires. Sharn was never besieged during the Last War,
but many of its people are survivors or refugees from its
aftermath.
It’s impossible to share all the splendors of Sharn in a few
paragraphs, so if you wish to explore this fantastic location
further, see chapter 3 of
Eberron: Rising from the Last War.
Ask the players to describe their characters as they
approach the university. When they’re done, give everyone
inspiration.
L E
Before the players enter the university, check for the
following legacy events:
Players with the
Silver Torch Extinguished
legacy event find an increased military
presence in the city. Read the following boxed
text aloud:
As you approach the campus, a platoon of Brelish soldiers
marches past. An elemental warship, the
Ravager,
is docked
at a nearby tower, taking on with troops and supplies. As
you pass by, a newspaper seller waves a newssheet at you
with the headline “Thrane Strikes at Brelish Nobility!”
M F
When the players arrive at Morgrave University, read the
following boxed text aloud:
The spires of Morgrave University loom through the rain.
After checking your papers, one of the faculty leads you
through campus to the dome of Lareth Hall.
The sphinx Flamewind lounges behind a desk scattered
with maps and parchments. Her black, leonine body is
marked with orange stripes and her mane is braided. She
scrutinizes you with golden eyes.
“Greetings. The fates have conspired to draw us
together again.”
Give the players
Handout 2: Drums of War.
Players with the
Still Alive
legacy event may
have chosen to send Kalli Alran to Sharn—if
so, she’s asked to meet them at the Golden
Horn, an inn near Morgrave University.
DDAL-EB-07
SONG OF THE SKY
5
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