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DDAL-ELW07

BLADES OF TERROR
An Eberron Embers of the Last War Adventure

What secret cargo is House Cannith hiding in an airship bound for Wroat? A simple
heist at 30,000 feet turns deadly when a new threat rises out of the Mournland!

A Three-to-Four-Hour Adventure for Tier 2 Characters. Optimized for APL 7.

Credits

D&D Adventurers League Guildmaster: Chris Lindsay Designer: Lysa Chen D&D
Adventurers League Wizards Team: Adam Lee, Editing: James Introcaso, Ashley
Michaela "Navigator" Chris Lindsay, Mike Mearls, Matt Sernett
Lawson D&D Adventurers League Administrators: Bill Benham, Layout and Graphic
Design: Rich Lescouflair Alan Patrick, Travis Woodall, Lysa Chen, Claire
Cartography: Kayla Cline Hoffman, Greg Marks
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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
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the Coast.
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Adventure Primer
Your scientists were so preoccupied with whether or not they could that they didn’t
stop to think if they should.
– Jurassic Park

Background
Adventurers recently helped ANTONIA D’MEDANI, a dragonmarked HOUSE MEDANI spy,
uncover a plot by MERRIX D’CANNITH to supply the radical SWORDS OF LIBERTY group
with experimental and illegal warforged weapons. Antonia needs the adventurers’
help again. She discovered that Merrix’s second-in-command, STERRYK IR’TYRAN, is
transporting something on a HOUSE LYRANDAR airship, with a mysteriously blank
shipping manifesto. Antonia summons the characters to CLIFFSIDE, where the PORTENT
KING cargo ship is docked in secret, and challenges them to reveal the cargo in an
airborne heist.
Unbeknownst to the characters and Antonia, they weren’t the only ones told about
the delivery. Warforged assassins, agents of the LORD OF BLADES, were tipped off by
Merrix’s rivals in CANNITH WEST about the weapons’ transport. Just as the
adventurers think they’ve succeeded in their mission, the assassins intervene.

Episodes
The adventure is spread over four to six episodes which take approximately two to
four hours to play. These episodes are introduced by the Call to Action.
• Episode 1: Suspense at the Cliff Hangar. The characters are recruited by Antonia
d’Medani to investigate a cargo ship and discover what it is transporting for
Merrix d’Cannith. This is the Call to Action.
• Episode 4: Terror from the Skies. Just as success seems assured, a new threat
appears. Warforged agents of the Lord of Blades arrive to assassinate everyone on
board and crash the Portent King.
Bonus Objectives
This adventure includes two bonus objectives that the characters can pursue if they
have the time to do so—earning additional advancement and treasure checkpoints in
the process. These bonus objectives are found in this adventure’s appendices, as
follows:

Bonus Objective A: Sneezes and Snitches. As the characters make preparations, they
are discovered by crew members and must prevent the crew from revealing the heist.
This bonus objective is found in Appendix D.


Bonus Objective B: How to Train a Dragon. One of Merrix d’Cannith’s experimental
weapons—a mechanical dragon—has escaped its crate in the cargo hold. Can the
characters tame or defeat it? This bonus objective is found in Appendix E.

Episode Sequence
Depending on your time constraints, play style, and environment, this adventure
will take approximately two to four hours to play.

How Will You Play?


The duration of your session depends on how much of this adventure you utilize. At
the very least, your session will last approximately two hours. However, if you
wish, you can provide a longer experience for your players by pursuing the bonus
objectives.
Main Objectives Only. To complete the adventure’s main objectives, the characters
participate in episodes 1 through 4 in order, however, you may include the This
section provides a basic understanding of not only the flow of the episodes, but
also the outline of the different paths that your players may take in reaching
their stated objective.
The adventurers receive an urgent missive from Antonia d’Medani to meet as soon as
possible in Sharn’s Cliffside ward, carved and built into the cliffs along the edge
of Dura. As they approach the City of Towers’ seedy waterfront district, they
discover an airship—shining, sparkling, and new amid the grime—that doesn’t belong,
and a familiar half-elf spy challenging them to break in and find out why.

Playing Out of Order


If your party did not play DDAL-ELW06: A Holy Visit, then they might not have met
Antonia d’Medani. The characters instead are answering a call for adventurers of
unique skill and utmost discretion in exchange for magical goods and favor with
House Medani.

Area Information
This area has the following features:
Dimensions & Terrain. Cliffside is built on and into cliffs that drop into the
Dagger River below. Magical cranes hoist cargo to and from ships docked below.
Ramshackle taverns and boarded up buildings dot the cliff face with levitating
lifts carrying people up, down, and between the balconies that hang over the docks.
Lighting. Magical cranes lift platforms in beams of bright blueish-white light that
brighten the cliff face, otherwise it’s dimly lit by overcast, drizzling skies.
Airship. Hovering next to one balcony is a gleaming bronze airship that contrasts
starkly with the gray backdrop of Cliffside. The airship floats surrounded by a
flaming circle. As the characters arrive, they observe the last of a series of
large crates being loaded from the balcony onto the airship.

Creatures/NPCs
As the characters approach Cliffside, Antonia d’Medani—a young female Mark of
Detection half-elf spy—whispers from the shadows of a nearby alley to draw their
attention. From where she is standing, pressed against a building, the characters
can observe the airship.
Objectives/Goals. Antonia wants the adventurers to help her find out what cargo is
on board this airship.
What Does She Know? Antonia shares this information:

The ship is the Portent King, House Lyrandar’s newest airship that boasts
mysterious defense systems and the safest transport for precious cargo.


It is highly unusual a ship as grand as the Portent King is secretively taking off
from a lower district like Cliffside.


Sterryk ir’Tyran, the second-in-command to Merrix D’Cannith—one of the heirs of
House Cannith— commissioned the ship to take something to Wroat, but that’s all
Antonia knows. The shipping manifesto is mysteriously blank!


A group of adventurers (this party if they played A Holy Visit) helped Antonia
uncover that Merrix was selling experimental warforged and other weapons to the
Swords of Liberty, a group of radicals that wants to end the monarchy in Breland.
If the cargo is related to Merrix, it’s bad news.


If the adventurers return to her with information about the cargo and anything else
they discovered about Merrix, Antonia will reward them with magical rings from
House Medani.

ROLEPLAYING ANTONIA D’MEDANI


Antonia appears throughout the Embers of the Last War storyline. She is a half-elf
spy in her midtwenties. She has a youthful face and wears her dark hair cropped in
a curled bob.
Trait. I’m a born gambler who can’t resist taking a risk for a big payoff, and I
encourage others to do the same.
Ideal. It is everyone’s responsibility to bring a little more fairness and
happiness to the city.
Bond. I owe a large gambling debt to a certain backalley gangster. There could be
trouble for me if he calls it in.
Flaw. I worry that people don’t take me seriously because of my youth, so I’m
always trying to appear more mature and experienced than I really am.

Call to Action
The objective of this adventure is to discover what secret cargo Merrix d’Cannith
is trying to transport on the Portent King.

Antonia d’Medani warns the characters they have minutes—no more than an hour—until
the Portent King is sure to embark. Whether they sneak, battle, or con their way
aboard, the characters must get on that airship. It’s time to put together a plan
to crack the Portent King. A brief opportunity for preparations can make or break
the adventurers’ plan.

Objectives
The adventurers must assemble a plan to infiltrate the Portent King airship.

Bonus Objectives
If you are playing Bonus Objective A in Appendix D, it can be inserted as
characters progress through this episode.

Preparing for the Job


With limited time before the Portent King lifts off, each character has time for
one activity to prepare for or inform the party’s plan. Here are some examples of
what they might do:

Forging a Document. Characters proficient with a forgery kit can attempt an
Intelligence check with a forgery kit. The result of their roll is the Intelligence
(Investigation) DC to realize the documents are forged.


Buying Equipment. Characters can purchase anything listed in chapter 5 of the
Player’s Handbook.


Create a Disguise. Characters proficient with a disguise kit can attempt a Charisma
check with a disguise kit. The result of their roll is the Wisdom (Insight) DC to
see through the disguise.

Gather Information. See “Gathering Information.”


Scout the Area. See “Scouting the Area.”

ENCOURAGE CREATIVITY!
Allow characters to perform other preparations as you see fit to encourage their
creativity and roleplaying, and enable their plans whether they are meticulously,
realistically thought out or outlandishly dramatic. This adventure can only
continue if the characters get on the Portent King, so that might as well occur as
cinematically as possible. Do the adventurers want to discover the Portent King’s
flight path, so they can leap onto it from a neighboring building? Do. It.

Gathering Information
If a character makes a successful DC 13 Intelligence (Investigation) or Charisma
(Persuasion) check, the character learns one of the following pieces of
information:

1d6 Information
1 There currently are twenty crew members on the Portent King, including the
captain and Sterryk ir’Tyran. Six members of the crew are absent due to illness.
The captain didn’t want them to infect the rest of her crew.
2 The Portent King is helmed by a surprisingly young captain named Calypso
d’Lyrandar. Despite her age, or perhaps to compensate for it, the captain is
capable and stern and takes no nonsense, including from her clients. She was seen
arguing with Sterryk ir’Tyran.
3 Four crew members were overheard bragging about the Portent King’s security
system making their guard duty easier. They also mentioned the captain insists on
investigating any disturbances personally.
4 Sterryk ir’Tyran seems to be a controlling and easily angered man, questioning
every action of the crew. Sterryk yelled at the crew whenever one of the cargo
boxes was bumped.
5 Crew members were heard greeting each other with the phrase, “May the winds blow
in your favor.”
6 The ship’s chef is a maelstrom of emotions. They were last seen storming on board
while shouting about their missing sous chef, who’s reported ill, and missing
crates of ingredients crucial to their menu.
If a character fails this check by 5 or more, the character hears one of these
false rumors:

1d4 Rumor
1 Captain Calypso d’Lyrandar is flattered by comments about her youthful
appearance.
2 House Lyrandar bears the Mark of Storm, but some say Calypso did not inherit the
family talent for controlling wind and waves.
3 Crew members greet each other with the phrase, “What’s crackin’, Kraken?”
4 The chef is furious they’re missing a crate of mushrooms.

Scouting the Area*


Anyone deciding to case the area must make a Wisdom (Perception) check. The result
determines the information they receive. These results are cumulative:

Result of 8 or higher. There are two sets of stairs leading from the deck into the
ship—one near the bow and one near the stern. There are eight portholes around the
ship (four on each side) and a large glass window at the bow.


Result of 10 or higher. Six crew members patrol the deck. Two of them display the
ability to manipulate the wind.*


Result of 12 or higher. Captain Calypso d’Lyrandar, Sterryk ir’Tyran, and two crew
members descended the stairs near the bow of the ship. Ten crew members descended
the stairs near the stern.*


Result of 14 or higher. Four of the crew members who descended near the stern wear
red uniforms, while the rest of the crew wears blue uniforms.*


Result of 16 or higher. The character has observed the watch patterns of the crew
on deck and gains advantage on Dexterity (Stealth) checks to bypass the crew’s
notice.

*Note that modifying the combat encounters in the following episode will alter
these numbers.

Patience, adventurers! Parties thirsty for blood can certainly rush to battle on
the Portent King in the next episode, but they might find preparing in advance
useful.

Cliffside is abuzz with activity, and adventurers can scout the airship by casually
taking one of the many levitating lifts, climbing the cliffs, or spying from an
overlook in Dura above.
As adventurers gather information, you can add context through simple scenes.
Perhaps they speak to the bartender of the Cliff Hangar Tavern where the airship is
docked, and the bartender overheard the Portent

Estimated Duration: 60 minutes


Objectives
Aboard the Portent King
It’s time for the adventurers to execute their plan. What could possibly go wrong?
No matter how or when the characters board the Portent King, it’s just in time for
the airship to take off—leaving as planned or possibly lifting off to deter an
attack if characters battle their way onto the deck—meaning the heist happens at an
altitude of 30,000 feet.
Area Information
This area has the following features:
Dimensions & Terrain. The airship is built of sturdy, reddish-brown mahogany, which
also panels the walls of the 10-foot-wide, 15-foot-high passageways below deck and
perfumes them with a fresh-cut wood aroma. Bronze edging and other details add a
luxurious touch extravagant for a cargo ship.
Doors. The doors are made of similarly sturdy wood with bronze handles. Except
where noted, doors are unlocked.
Lighting. Everbright lanterns keep the passageways brightly lit. Although such
lanterns also dot the upper deck, the lighting there is dominated by the orange
glow of the fiery ring that circles and powers the airship.
The adventurers must find out what the airship’s cargo hold is transporting for
Merrix d’Cannith and report back to Antonia d’Medani.
Bonus Objectives
If you are playing Bonus Objective B in Appendix E, it can be inserted when the
characters reach scene E.
SNEAK COMPLICATIONS (OPTIONAL)
Should the characters choose to sneak aboard the Portent King, you might call for
Dexterity (Stealth) checks throughout their mission. Rather than having a failed
check immediately disrupt their plans, you can optionally use these complications.
Choose or randomly roll a complication, and allow the characters to roleplay or
describe how they address the complication:

A crew member in an adjacent room overhears the character(s) and calls out.


The characters hear a crew member’s footsteps approaching quickly.


Something falls out of a character’s pack.


A character feels the irresistible urge to sneeze.


A frightened mouse skitters out of a wall and up a character’s pant leg!


If a character has a familiar or animal companion, they are overcome by a sudden
playful frenzy.

Combat
Be especially conscious of time if the characters decide to battle their way
through the entire airship. If this is their approach, consider choosing a couple
of the smaller battles to resolve via roleplay
Exploration

This episode provides special information if the characters decide to use


exploration to resolve a scene. It should include information about the area, ways
that the environment can be interacted with, other
Social
It’s possible for the characters to talk their way to the cargo hold. Although
Captain Calypso and Sterryk ir’Tyran are less likely to be deceived, the crew
members can be fooled if the characters collected useful

Scene A. Deck
The adventurers likely approach the deck of the Portent King just as it prepares to
take off on its route. Before they can descend into its depths, they must first
bypass the guards with trickery, stealth, or brawn.
Creatures/NPCs
Four swashbucklers (two at the bow and two at the stern, see Appendix B) and two
storm mages (Appendix B) patrol the deck.
Objectives/Goals. These guards are the first line of defense for the Portent King.
Their goal is to defend against intruders, investigate disturbances, and sound the
alarm if anyone attacks the ship.
What Do They Know? The guards are not privy to important information about the trip
and are unaware of the contents of the cargo. Knowing they’re not entrusted with
all of the captain’s plans, the guards can be deceived into allowing the characters
on board (with a successful DC 15 Charisma (Deception) check) if they display
knowledge of the crew/ship.
ADJUSTING THE SCENE
Here are some suggestions for adjusting this scene, according to your group.

Very Weak or Weak: Remove two swashbucklers.


Strong: Replace swashbucklers with gladiators.


Very Strong: Replace swashbucklers with gladiators and add two storm mages.

Scene B. Helm and Captain’s Quarters


Loud arguing can be heard through the door to this chamber. It sounds like someone
is unhappy with their quarters and is insisting on being moved to the captain’s
quarters instead.
Creatures/NPCs
Captain Calypso d’Lyrandar (Appendix B) and Sterryk ir’Tyran (a veteran) are
arguing at the helm as the characters approach this room, before the captain
relents and Sterryk storms into her quarters and slams the door. Two uncomfortable
swashbucklers are in this chamber witnessing the argument and assisting the captain
in steering the ship.
Objectives/Goals. Captain Calypso d’Lyrandar and her crew’s goal is to get Sterryk
ir’Tyran and his cargo to Wroat safely; the captain, frustrated with Sterryk, wants
to know more about what cargo she is carrying aboard her precious ship. Meanwhile,
Sterryk wants to ensure this transport goes smoothly while demanding respect and
star treatment from the crew.
What Do They Know? The crew members at the helm are aware of the ship’s route and
that the cargo was transported from the Kundarak Bank of Sharn, information they
are willing to divulge to spare their lives. Additionally, Calypso suspects the
cargo is a volatile weapon, having observed how Sterryk startled when the cargo was
jostled. Both the crew members and the captain know that disturbing the cargo
unleashes elementals hostile toward intruders, which is the ship’s special defense
mechanism. The captain carries a medallion that keeps her safe from the elementals.
Only Sterryk knows the true nature of the cargo: Merrix d’Cannith’s experimental
mechanical dragons. Sterryk is worried the dragons will accidentally activate. More
loyal to Cannith South than he is fearful of the characters, Sterryk does not share
this information willingly.
ADJUSTING THE SCENE
Here are some suggestions for adjusting this scene, according to your group.

Very Weak: Treat Sterryk ir’Tyran and the crew members as noncombatants.


Weak: Treat Sterryk ir’Tyran as a noncombatant.


Strong: Add one swashbuckler.


Very Strong: Add two swashbucklers.
Treasure & Rewards
Calypso carries a kraken medallion. Any elementals bound to the airship will not
attack the bearer of this medallion and can be dismissed by them.
Scene C. Galley
The galley is dominated by the ship’s dramatic chef, who knows more than one would
suspect.
Creatures/NPCs
Chef Alexi d’Lyrandar is berating a crew member who was roped in at the last minute
to replace the sous chef, who called in sick. They are noncombatants.
Objectives/Goals. Chef Alexi only wants to feed the crew well. They are livid that
half their ingredients were not delivered in time for the trip and seek spices or
fresh produce. They’d also settle for some decent help. Meanwhile, the last minute
sous chef would really like someone to trade duties with them.
What Do They Know? Alexi is the captain’s cousin and knows more about the ship than
most. If the characters can get Alexi to stop complaining, Alexi is quite chatty.
They know their cousin Calypso is dying to know what’s in the crates in the cargo
hold. They know elementals are bound to the airship—both to power it but also to
defend its cargo. They know Calypso carries a medallion that can subdue and control
the elementals. They don’t know why Calypso doesn’t just peek at the cargo herself.
Alexi despises mushrooms and instantly dismisses anyone who mentions these
“disgusting fruits of the dirt.”

Scene D. Crew’s Quarters


The night crew sleeps in the crew’s quarters, resting up for their evening shift
guarding the deck.
Creatures/NPCs
Four swashbucklers (Appendix B) are asleep and snoring loudly in the crew’s
quarters, although they can be woken by loud noises, shouts, or alarms.
Objectives/Goals. When awake, their goal is to defend against intruders,
investigate disturbances, and sound the alarm if anyone attacks the ship.
What Do They Know? These crew members know the same information as those in scene
A.
ADJUSTING THE SCENE
Here are some suggestions for adjusting this scene,
according to your group.

Very Weak or Weak: Remove one swashbuckler.


Strong: Add two swashbucklers.


Very Strong: Replace swashbucklers with gladiators and add two gladiators.

Scene E. Cargo Hold


The cargo hold is stacked to the ceiling with tens of large wooden crates.
Creatures/NPCs
The entrance to the cargo hold is guarded by four guards dressed in red uniforms
(four gladiators). Confident they’ll notice any intruders, they are playing a game
of dice when the characters approach. Should the characters disrupt the cargo in
any way, two air elementals appear and attack.
Objectives/Goals. The guards’ goal is to protect the cargo hold from intruders. The
air elementals attack any creatures who disrupt the cargo, unless dismissed by the
bearer of the kraken medallion (carried by Captain Calypso d’Lyrandar).
What Do They Know? The guards know there is an elemental defense system if someone
gets into the cargo hold, and they perhaps are not as diligent as they would be
otherwise. They do not know what is in the crates.
ADJUSTING THE SCENE
Here are some suggestions for adjusting this scene,
according to your group.

Very Weak or Weak: Remove one air elemental.


Strong: Add one air elemental.


Very Strong: Add two air elementals.

What’s in the Box?!


Each crate is marked with a House Kundarak Bank emblem and the same number etched
underneath. A DC 10 Intelligence check reveals this to be a lockbox number,
something in which Antonia d’Medani might be interested.
Characters can easily pry open or break the wooden crates. Each crate carries a
mechanical dragon built from metal gears and plates. When the first crate is
opened, the dragons’ eyes begin to glow an ominous orange that can be seen
radiating through the cracks of unopened crates as well. The dragons remain
otherwise inactive.
Bonus Objective
If playing Bonus Objective B in Appendix E, insert it into this scene. One of the
crates in the cargo hold is shattered open, as if something erupted from within.

Estimated Duration: 30 minutes


Scene A. Swirling Blades
Just as the characters think they’ve completed their mission, they hear a loud
crack of splintering wood and panicked yells and footsteps from above. The Portent
King keels to the side, tumbles, and then starts to free fall. As the party races
upward, the crew of the Portent King rushes past, ignoring them. It seems a much
bigger threat has appeared.

Prerequisites
This episode triggers after the characters discover the Cannith cargo and resolve
any bonus objectives.
Objectives
The characters must survive to tell their tale to Antonia d’Medani.
The sounds of lightning and clashing steel erupt across the Portent King. The deck
splinters under the weight of warforged that seem to fall from the sky, folding
behind them wings made of blades and unleashing claws just as sharp. One of these
metal giants turns to you, “You enslave our metal brethren as weapons to spread
your chaos. The Lord of Blades brings you the chaos you seek. All flesh must die.”
Creatures/NPCs
As the crew of the Portent King battles many of the warforged, the characters are
faced with one warforged assassin (Appendix B).
Objectives/Goals. The warforged want to assassinate all non-warforged on the ship.
What Do They Know? Cannith West tipped off the Lord of Blades as to Merrix making
new war machines to cause chaos.
Fighting in Free Fall
As the characters battle the warforged assassins, the Portent King crashes to the
ground. Each round, the adventurers deal with a new complication or threat:

Round 2. The airship begins a nosedive toward the ground. At the start of their
turn, characters must succeed a DC 10 Dexterity saving throw or fall prone and
slide to the edge of the ship’s bow, immediately ending their turn.


Round 3. The airship begins to pick up speed. At the start of their turn,
characters on the deck must succeed on a DC 10 Strength (Athletics) check to hold
on or else hover 15 feet above it as the ship plummets.


Round 4. The airship accelerates toward the ground. At the start of their turn,
characters on the deck must succeed on a DC 13 Strength (Athletics) check to hold
on or else hover 15 feet above it as the ship plummets. If a character is already
hovering, they instead must succeed a DC 13 Dexterity (Acrobatics) check to
stabilize or else spiral out of control, suffering disadvantage on saving throws,
skill checks, and Attack rolls.


Round 5. Pieces of the airship start to tear away. At the start of their turn,
characters must succeed on a DC 15 Dexterity saving throw or take 18 (4d8)
bludgeoning damage as they are struck by splinters of wood and shards of metal.

• Round 6. Surviving warforged fly away as the airship is poised to crash. If the
characters haven’t already made plans to escape, ask them what they do now.
A Note on Not Going Splat
The characters should feel the threat of falling 30,000 feet, but there are several
ways to avoid complete annihilation from the fall. Spells like feather fall or fly
are the obvious choices if characters have access to them, but allow for creative
solutions such as building a makeshift parachute, seeking out flying “lifeboats”,
ripping wings off defeated warforged, etc.
Although the threat of the assassins is real, the intention of this adventure is
not for the entire party to go splat at the end. As a last resort, allow crew
members of the Portent King to help their “flesh brethren” with a welltimed, last
second feather fall. Or perhaps their new friend in the hold helps out…
ADJUSTING THE SCENE
Here are some suggestions for adjusting this scene, according to your group.

Very Weak or Weak: The warforged assassin starts with 70 hit points.


Strong: Add a warforged assassin.


Very Strong: Add two warforged assassins.

Scene B. Heist Accomplished


Having survived the attack by the agents of the Lord of Blades, the characters
return to the City of Towers to report their findings to Antonia d’Medani.
Objectives
Report back to Antonia d’Medani.
Creatures/NPCs
As the characters return to Cliffside, Antonia d’Medani seemingly appears from
nowhere, melting out of the shadows.
Objectives/Goals. Antonia is eager to learn what the characters found and debriefs
them on their mission, asking many questions.
What Does She Know? Antonia isn’t sure whether to be grateful the Lord of Blades
intervened with the shipment, but she realizes there are others who see Merrix
d’Cannith as a threat.
She is curious about Merrix’s ties to the Kundarak Bank of Sharn. He must have a
lockbox there! Antonia might call on the adventurers to investigate further.
Treasure & Rewards
As thanks for risking their necks on this mission, Antonia rewards them with
patinaed copper rings cast in the likeness of a basilisk biting its own tail. These
are rings of X-ray vision (Appendix F).
Adventure Rewards
Upon completing the adventure, everyone receives rewards based upon their
accomplishments. These rewards include advancement and treasure, and may include
special rewards, such as magic item unlocks, story awards or new downtime
activities, as follows:
Player Rewards
The players receive the following for their efforts: Advancement and Treasure
Checkpoints The characters receive 1 advancement checkpoint and 1 treasure
checkpoint for each objective completed:

Main Objective A: The adventurers must assemble a plan to infiltrate the Portent
King airship.


Main Objective B: The adventurers must find out what the airship’s cargo hold is
transporting for Merrix d’Cannith and report back to Antonia d’Medani.


Bonus Objective A: Prevent the sick Portent King crew members on shore from
alerting the rest of the crew to the characters.


Bonus Objective B: Befriend the escaped mechanical dragon in the cargo hold, or
turn it into pile of scrap metal.

Magic Item Unlock


Characters completing the adventure unlock:
Ring of X-ray Vision. This patinaed copper ring is cast in the likeness of a
basilisk biting its own tail. This item can be found in Appendix F.
DM Rewards
In exchange for running this adventure, you earn advancement and treasure
checkpoints as though you played the adventure, but none of the other player
rewards.
However, this adventure may qualify for rewards earned by completing DM Quests. See
the ALDMG (Adventurers League Dungeon Master’s Guide) for more information about DM
Quests.
LEVEL PROGRESSION IN EMBERS OF THE LAST WAR
Between Encounters in Sharn and the Embers of the Last War story arc, the
Adventurers League Eberron campaign has many play opportunities. If you plan to
play regularly and take in the entire Embers of the Last War story, strongly
encourage the players to use the Slow Progress option where they voluntarily halve
the rewards received for playing. If you plan to play only some of the adventures,
or not take part in the bonus objectives, the Normal Progression of rewards may be
more appropriate. Because the Embers of the Last War adventures are produced as a
serial, managing character level according to play style is important.

The following NPCs and locations feature prominently in this adventure.


• Antonia d’Medani (ANN toe nee uh deh meh DAW nee). Antonia d’Medani is a
dragonmarked heir of House Medani and a spy. She is a clever-eyed half-elf in her
midtwenties. Her sardonic demeanor belies an earnest desire to root out corruption—
on her own terms.
Personality: I’m a born gambler who can’t resist taking a risk for a big payoff,
and I encourage others to do the same.
Ideal: It is everyone’s responsibility to bring a little more
fairness to the city. Bond: I owe a large gambling debt to a certain backalley
gangster. There could be trouble for me if he calls it in.
Flaw: I worry that people don’t take me seriously because of my youth, so I’m
always trying to appear more mature and experienced than I really am.
• Cliffside. This small gritty ward is carved into the lower edge of Dura and
overlooks the river docks below. It’s rough and poor, filled with sailors and
dockworkers. On the other hand, some people swear that Cliffside has the finest
taverns in Sharn.
Personality: I’ve got to keep on moving. There’s never
time for rest. Ideal: The water and air are freedom—the freedom to go anywhere and
do anything.
Bond: The ship is what’s most important—crewmates and captains come and go. Flaw:
My layers of grime are measured in years.
• Portent King. The newest of House Lyrandar’s airships, the Portent King boasts
extra security for the most precious of cargo. The Portent King is more luxurious
than any cargo ship ought to be.
Personality: I like a job well done, and I’ll look fabulous doing it. Ideal: A job
is a job is a job. Bond: I will keep my cargo safe no matter what. Flaw: My pride
will probably lead to my destruction.
• Calypso d’Lyrandar (kah LIP soh). You might question how a 16-year-old girl is
the captain of a House Lyrandar airship… until you meet Calypso. This fierce sailor
takes no nonsense, commands her crew with terrifying calm and intelligence, and
even controls the weather with her magic.
Personality: Are you going to gab all day or get to the point?
Ideal: I’m committed to my crewmates, not to ideals. Bond: My ship and my crew
depend on me, and I will not let them down.
Flaw: I have no patience for the inept or cowardly. Emotions are a waste of time.
• Sterryk ir’Tyran (STIR ick TEER ann). Sterryk is the regent of House Cannith who
cruelly raised Merrix d’Cannith. The cold, calculating Sterryk broke Merrix’s mind
with harsh lessons, and manipulated the artificer into naming the regent Cannith
South’s second-incommand. Nothing is quite good enough for Sterryk and he has a lot
of advice of how you could do better— whether you ask for it or not.
Personality: I know best, and everyone around me is an
idiot. Ideal: If I can attain more power by serving House Cannith, no one else will
tell me what to do.
Bond: I will make Merrix d’Cannith the incredible leader he is destined to be.
Flaw: I’m oblivious to the feelings of others.
• Alexi d’Lyrandar (ah LEX ee). Alexi, who goes by they/ them, is the beloved
cousin of Calypso and the Portent King’s head chef. They are a self-proclaimed
culinary genius, although the crew might not agree. Alexi is just as likely to be
cooking up some gossip.
Personality: My emotions change abruptly. I live my life
at the extremes. Ideal: My culinary talents were given to me so I could share them
with the world!
Bond: My cousin Calypso bites off more than she can
chew, and I’m here to watch over her. Flaw: I get unreasonably upset when people
mention mushrooms.

This appendix details new monsters that do not appear in the Monster Manual.
Captain Calypso d’Lyrandar
Medium humanoid (half-elf ), lawful neutral
Armor Class 12 (15 with mage armor) Hit Points 40 (9d8) Speed 30 ft.
STR 9 (-1) DEX 14 (+2) CON 11 (+0) INT 17 (+3) WIS 12 (+1) CHA 11 (+0)
Saving Throws Int +6, Wis +4 Skills Arcana +6, History +6 Senses passive Perception
11 Languages Auran, Common Challenge 5 (1,800 XP)

Spellcasting. The captain is a 9th level spellcaster. Her spellcasting ability is


Intelligence (spell save DC 14, +6 to hit with spell attacks). The captain has the
following wizard spells prepared:
Cantrips (at will): fire bolt,* prestidigitation, ray of frost*, shocking grasp 1st
level (4 slots): mage armor, magic missile,* witch bolt* 2nd level (3 slots):
mirror image, misty step, shatter* 3rd level (3 slots): counterspell, fireball,*
lightning bolt* 4th level (3 slots): ice storm,* stoneskin 5th level (2 slots):
cone of cold*
*Evocation spell
Sculpt Spells. When the captain casts and evocation spell that forces other
creatures it can see to make a saving throw, it can choose a number of them equal
to 1 + the spell's level. These creatures automatically succeed on their saving
throws against the spell. If a successful save means a chosen creature would take
half damage from the spell, it instead takes no damage from it.
Actions
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6
- 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands.
Mechanical Dragon
Large construct, unaligned
Armor Class 17 (natural armor) Hit Points 133 (14d10 + 56) Speed 40 ft., climb 40
ft., fly 80 ft.
STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 6 (-2) 11 (+0) 12 (+1)
Saving Throws Perception +2 Skills Perception +6, Stealth +3 Damage Immunities
Poison, Psychic Condition Immunities Blinded, Charmed, Deafened, Exhaustion,
Frightened, Paralyzed, Petrified, Poisoned Senses blindsight 30 ft., darkvision 120
ft., passive Perception 16 Languages understands Common and Draconic but can’t
speak Challenge 6 (2,300 XP)
Actions
Multiattack. The dragon makes three attacks: one with its bite and two with its
claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4)
piercing damage plus 4 (1d8) fire damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4)
slashing damage.
Green Fire Breath (Recharge 5–6). The dragon exhales a fiery green blast in a 30-
foot cone. Each creature in that area must make a DC 15 Dexterity saving throw,
taking 45 (10d8) fire damage on a failed save, or half as much damage on a
successful one.

Spoiled Soup
Medium monstrosity, neutral evil
Armor Class 20 (natural armor) Hit Points 93 (11d10 + 33) Speed 10 ft.
STR 18 (+4) DEX 8 (-1) CON 17 (+3) INT 7 (-2) WIS 16 (+3) CHA 6 (-2)
Skills Perception +6, Stealth +5 Senses passive Perception 16 Languages — Challenge
5 (1,800 XP)

Grasping Tendrils. The soup can have up to six tendrils at a time. Each tendril can
be attacked (AC 20; 10 hit points). Destroying a tendril deals no damage to the
soup, which can extrude a replacement tendril on its next turn. A tendril can also
be broken if a creature takes an action and succeeds on a DC 15 Strength check
against it.
Actions
Multiattack. The soup makes four attacks with its tendrils, uses Reel, and makes
one attack with its boil.
Boil. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4)
fire damage.
Tendril. Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The
target is grappled (escape DC 15). Until the grapple ends, the target is restrained
and has disadvantage on Strength checks and Strength saving throws, and the soup
can't use the same tendril on another target.
Reel. The soup pulls each creature grappled by it up to 25 feet straight toward it.
Storm Mage
Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor) Hit Points 44 (8d8 + 8) Speed 30 ft.
STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 12 (+1) 11 (+0) 10 (+0) 16 (+3)
Skills Deception +5, Persuasion +5 Senses passive Perception 10 Languages Auran,
Common Challenge 3 (700 XP)
Spellcasting. The Storm Mage is an 6th-level spellcaster. Their spellcasting
ability is Charisma (spell save DC 13, +5 to hit with spell attacks). They know the
following sorcerer spells:
Cantrips (at will): blade ward, light, message, ray of frost, shocking grasp 1st
level (4 slots): feather fall, mage armor, witch bolt 2nd level (3 slots): gust of
wind, invisibility 3rd level (3 slots): fly, lightning bolt
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft.,
one target. Hit: 3 (1d4 + 1) piercing damage.
Swashbuckler
Medium humanoid (any race), any non-lawful alignment
Armor Class 17 (leather armor) Hit Points 66 (12d8 + 12) Speed 30 ft.
STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 12 (+1) 14 (+2) 11 (+0) 15 (+2)
Skills Acrobatics +8, Athletics +5, Persuasion +6 Senses passive Perception 10
Languages any one language (usually Common) Challenge 3 (700 XP)
Lightfooted. The swashbuckler can take the Dash or Disengage action as a bonus
action on each of its turns.
Suave Defense. While the swashbuckler is wearing light or no armor and wielding no
shield, its AC includes its Charisma modifier.
Actions
Multiattack. The swashbuckler makes three attacks: one with a dagger and two with
its rapier.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft.,
one target. Hit: 6 (1d4 + 4) piercing damage.
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4)
piercing damage.

Transmuter
Medium humanoid (any), any alignment
Armor Class 12 (15 with mage armor) Hit Points 40 (9d8) Speed 30 ft.
STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)
Saving Throws Int +6, Wis +4 Skills Arcana +6, History +6 Senses passive Perception
11 Languages any four languages Challenge 5 (1,800 XP)
Spellcasting. The transmuter is a 9th-level spellcaster. Their spellcasting ability
is Intelligence (spell save DC 14, +6 to hit with spell attacks). The transmuter
has the following wizard spells prepared:
Cantrips (at will): light, mending, prestidigitation, ray of frost 1st level (4
slots): chromatic orb, expeditious retreat,* mage armor 2nd level (3 slots): alter
self,* hold person, knock* 3rd level (3 slots): blink,* fireball, slow* 4th level
(3 slots): polymorph,* stoneskin 5th level (2 slots): telekinesis*
*Transmutation spell of 1st level or higher
Transmuter’s Stone. The transmuter carries a magic stone they crafted that grants
its bearer one of the following effects:

Darkvision out to a range of 60 feet


An extra 10 feet of speed while the bearer is unencumbered


Proficiency with Constitution saving throws


Resistance to acid, cold, fire, lightning, or thunder damage (transmuter’s choice
whenever the transmuter chooses this benefit)

If the transmuter has the stone and casts a transmutation spell of 1st level or
higher, they can change the effect of the stone.
Actions
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6
– 1) bludgeoning damage, or 3 (1d8 – 1) bludgeoning damage if used with two hands.
Warforged Assassin
Medium humanoid (warforged), any alignment
Armor Class 16 (darkwood core) Hit Points 98 (15d8 + 30) Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 14 (+2) 14 (+2) 13 (+1) 10 (+0)
Saving Throws Dex +8, Int +5 Skills Acrobatics +8, Deception +3, Perception +4,
Stealth +8 Damage Resistances poison Condition Immunities exhaustion Senses passive
Perception 14 Languages Common Challenge 8 (3,900 XP)
Assassinate. During their first turn, the assassin has advantage on attack rolls
against any creature that hasn't taken a turn. Any hit the assassin scores against
a surprised creature is a critical hit.
Evasion. If the assassin is subjected to an effect that allows them to make a
Dexterity saving throw to take only half damage, the assassin instead takes no
damage if they succeed on the saving throw, and only half damage if they fail.
Sneak Attack. Once per turn, the assassin deals an extra 14 (4d6) damage when they
hit a target with a weapon attack and have advantage on the attack roll, or when
the target is within 5 feet of an ally of the assassin that isn't incapacitated and
the assassin doesn't have disadvantage on the attack roll.
Warforged Resilience. The assassin is immune to disease and has advantage on saving
throws against being poisoned. The assassin does not need to eat, drink, breathe,
or sleep, and magic cannot put them to sleep.
Actions
Multiattack. The assassin makes two attacks with their dagger claws.
Dagger Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (3d4
+ 3) piercing damage, and the target must make a DC 15 Constitution saving throw or
take 21 (6d6) poison damage on a failed save, or half as much damage on a
successful one.
Wings of Death (Recharge 5-6). The assassin unfurls wings made of daggers that
launch blades in all directions. Each creature within 30 feet of the assassin must
make a DC 15 Dexterity saving throw. A creature takes 25 (10d4) piercing damage on
a failed save, or half as much damage on a successful one.
Estimated Duration: 60 minutes
The adventurers are busy gathering information, scouting the Portent King, and
mulling about Cliffside to put together a plan for the ultimate heist. Although
most of the Portent King’s crew are busy getting the airship ready for launch, some
sniffling members of the crew, heading home after reporting sick, notice the
characters’ unusual behavior.
Objective
Avoid the suspicions of the sick Portent King’s crew members and prevent any from
warning the rest of the crew.
Creatures/NPCs
The ship’s sous chef (a transmuter, Appendix B) is heading home from Cliffside,
dragging along a pot of spoiled soup (Appendix B) on a cart. Unknown to the
characters—and the sous chef—the soup is full of squid tendrils ready to grab the
characters and drag them into the pot.
Objectives/Goals. The sous chef suspects the characters are up to no good and
interrogates them loudly with a congested, sniffly voice. He wants to know what
they are up to and warn the captain of the Portent King. He starts out talking to
gather as much information as possible. Then, if the characters try to stop him
from
What Does He Know? The sous chef knows the Portent King is transporting something
very important and very secret for House Cannith. The sous chef knows he’s already
gotten at least five other members of the crew sick, and he’s heading home before
he further endangers their mission.
ACHOOOOOO!
Anyone starting their turn within 5 feet of the sous chef must succeed on a DC 11
Constitution saving throw or become infected by sewer plague (see “Diseases” in
chapter 8, “Running the Game,” of the Dungeon Master’s Guide).
If scaling this combat encounter, the sous chef calls for help from the other sick
crew members. If characters start their turn within 5 feet of these creatures, they
likewise expose themselves to the disease.
ADJUSTING THE SCENE
Here are some suggestions for adjusting this scene,
according to your group.

Very Weak or Weak: Remove the pot of spoiled soup.


Strong: Add two swashbucklers.


Very Strong: Add three swashbucklers.
(Bonus Objective B)
Estimated Duration: 60 minutes
As the characters explore the cargo hold, they discover stacks of large wooden
crates, one of which has been busted open from the inside. If they open the other
crates, the characters discover they contain deactivated mechanical dragons. What,
then, escaped the crate?! Gulp.
Objective
Don’t get annihilated by a mecha-dragon.
Creatures/NPCs
The characters are stalked by a mechanical dragon (Appendix B) whose belly is a
forge of green flame that lights its eyes and stokes its fiery breath.
Objectives/Goals. Accidentally activated early, the mechanical dragon curiously
observes the characters to understand these strange two-legged flesh creatures.
What are they? Why are they so soft and squishy and small?
What Does It Know? The mechanical dragon knows nothing. It barely knows its own
strength, which makes it dangerous even when friendly.
Taming the Dragon
If the characters do not immediately attack the dragon, they can attempt to subdue
the mechanical creature or even notice some details that will aid in this. Although
specific checks are suggested here, reward creative solutions and roleplay. Ask
characters to describe exactly what they do, and allow other skills or rolls to fit
the characters’ ideas:

Confused Construct. A successful DC 15 Wisdom (Insight) check notices that the
mechanical dragon is not as menacing as it looks. A successful DC 15 Charisma
(Persuasion) check or Wisdom (Animal Handling) check starts to earn the creature’s
trust.


Dented Tail. The mechanical dragon smashed its tail when escaping its crate. A
successful DC 15 Intelligence (Investigation) check notices this detail. A
successful DC 15 Intelligence check made with tinker’s tools repairs its tail—
whilst another character succeeds on a DC 15 Wisdom (Animal Handling) check to
distract the dragon—further earning the creature’s trust.


Inside Voices. The mechanical dragon realizes it can make noises and growls
punctuated with glowing green flames, which could attract the attention of any
guards the characters bypassed. A successful DC 15 Charisma (Performance) check to
act like a (quieter) mechanical dragon convinces the dragon to mimic characters
instead.

Feel free to add your own scenarios or challenges to tame the mechanical dragon.
Once all scenarios have been successfully dealt with, the dragon obediently returns
to its crate.
ADJUSTING THE SCENE
Here are some suggestions for adjusting this scene, according to your group.

Very Weak or Weak: The mechanical dragon has 100 hit points.


Strong: Add two swashbucklers.


Very Strong: Add a second mechanical dragon.

Characters completing this adventure’s objective unlock this magic item.


Ring of X-ray Vision
Ring, rare (requires attunement) Tier 2-4, 20 treasure checkpoints Magic Item Table
G, Dungeon Master’s Guide
This patinaed copper ring is cast in the likeness of a basilisk biting its own
tail.
While wearing this ring, you can use an action to speak its command word. When you
do so, you can see into and through solid matter for 1 minute. This vision has a
radius of 30 feet. To you, solid objects within that radius appear transparent and
don't prevent light from passing through them. The vision can penetrate 1 foot of
stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances
block the vision, as does a thin sheet of lead.
Whenever you use the ring again before taking a long rest, you must succeed on a DC
15 Constitution saving throw or gain one level of exhaustion.
This adventure is designed for three to seven 5th-10th level characters and is
optimized for five characters with an average party level (APL) of 7. Characters
outside this level range cannot participate in this adventure.
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To DM an adventure, you must have 3 to 7 players— each with their own character
whose level is within the adventure’s level range. Characters playing in a
hardcover adventure may continue to play too but if they play a different hardcover
adventure, they can’t return to the first one if they’re outside its level range.
Preparing the Adventure
Before you start play, consider the following:

Read through the adventure, taking notes of anything you’d like to highlight or
remind yourself of while running the adventure, such as a way you’d like to portray
an NPC or a tactic you’d like to use in a combat. Familiar yourself with the
adventure’s appendices and handouts.


Gather any resources you’d like to use to aid you in running this adventure--such
as notecards, a DM screen, miniatures, and battlemaps.


Ask the players to provide you with relevant character information, such as name,
race, class, and level; passive Wisdom (Perception), and anything specified as
notable by the adventure (such as backgrounds, traits, flaws, etc.)

Players can play an adventure they previously played as a Player or Dungeon Master
but may only play it once with a given character. Ensure each player has their
character’s adventure logsheet (if not, get one from the organizer). The players
fill out the adventure name, session number, date, and your name and DCI number. In
addition, the player also fills in the starting values for advancement and treasure
checkpoints, downtime days, and renown. These values are updated at the end of the
session.
Each player is responsible for maintaining an accurate logsheet. If you have time,
you can do a quick scan of a player’s character sheet to ensure that nothing looks
out of order. If you see magic items of very high rarities or strange arrays of
ability scores, you can ask players to provide documentation for the
irregularities. If they cannot, feel free to restrict item use or ask them to use a
standard ability score array.
Point players to the D&D Adventurers League Players Guide for reference. If players
wish to spend downtime days and it’s the beginning of an adventure or episode, they
can declare their activity and spend the days now, or they can do so at the end of
the adventure or episode. Players should select their characters’ spells and other
daily options prior to the start of the adventure, unless the adventure specifies
otherwise. Feel free to reread the adventure description to help give players hints
about what they might face.
Adjusting This Adventure
When combat is a possibility, the adventure will provide a sidebar that helps you
to determine the best mix/ number of opponents to provide them with to create an
appropriate challenge. While you’re not bound to these adjustments; they’re here
for your convenience and consideration.
To determine whether you should consider adjusting the adventure, add up the total
levels of all the characters and divide the result by the number of characters
(rounding .5 or greater up; .4 or less down). This is the group’s average party
level (APL). To approximate the party strength for the adventure, consult the table
below.
Determining Party Strength
Party Composition Party Party Strength
3-4 characters, APL less than Very weak
3-4 characters, APL equivalent Weak
3-4 characters, APL greater than Average
5 characters, APL less than Weak
5 characters, APL equivalent Average
5 characters, APL greater than Strong
6-7 characters, APL less than Average
6-7 characters, APL equivalent Strong
6-7 characters, APL greater than Very strong

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