DDAL-EB-11 - My Undying Heart
DDAL-EB-11 - My Undying Heart
DDAL-EB-11 - My Undying Heart
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.
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his adventure is designed for three to seven characters have utilized any of these backgrounds and tie
11th- to 16th-level characters and is optimized them into the adventure as best you can.
for five characters with an average party level My Undying Heart makes special use of the following
(APL) of 11. Characters outside this level range backgrounds:
can’t participate in this adventure. • Entrepreneur
This adventure occurs in Eberron, in the militaristic • House Agent
nation of Karrnath. This is the first in a trilogy of
adventures, the Drums of War storyline. Drums of War is Characters with these backgrounds gain access to
part of the Oracle of War Eberron campaign for the D&D additional information as the adventure unfolds.
Adventurers League.
Continuing the Story
Background If the characters played through DDAL-EB-10 Judgment
of Iron, this adventure picks up after that adventure ends.
After escaping the LORD OF BLADES and the loss of The adventurers have returned to Salvation and gained the
the Brelish flying fortress ARGONTH, the adventurers benefits of a long rest.
find a fully outfitted Lyrandar airship waiting for them in Before the adventure begins, give the players Handout
Salvation, along with an invitation to bring the Oracle of 1: Drums of War, which summarizes the objectives of
War before the INSTITUTE OF THE TWELVE in Korth. the Drums of War storyline and recaps the events of the
As the Twelve are brought up to speed on the Oracle Oracle of War campaign.
by the adventurers and the dwarf artificer SULRING
MRORANON, the device emits a new verse of the Legacy Events
DRACONIC PROPHECY, one which implicates the fates
of the Five Nations. The adventurers must act quickly Before beginning play, ask the players to check their
to infiltrate an EMERALD CLAW base and capture its Adventure Records for any legacy events that affect this
villainous leader before his plans can be enacted and the adventure. My Undying Heart incorporates the following
dread prophecy comes true! legacy events from previous adventures in the Oracle of
War series:
Overview Captured Assassin. If Saal Dreadstroke or his cronies
were captured in DDAL-EB-04 The Third Protocol, they
The adventure’s story is spread over two parts and takes can be summoned to testify in part 1. They reveal that the
approximately 4 hours to play: dragonmarked houses crafted the Oracle of War to profit
• Part 1: Meeting the Twelve (30 mins). further from the war.
The adventurers meet with the Twelve and hear another Emerald Claw Captive. Characters with this legacy
verse from the Draconic Prophecy. The Twelve hire event can gain Irullan Karnach’s help in part 1, allowing
the adventurers to break into an Emerald Claw enclave them to infiltrate the hideout as Emerald Claw agents.
they’ve had under observation and capture its leader. White Rose. If the group found the rose in DDAL-EB-02
• Part 2: Grip of the Emerald Claw (210 mins). Voice in the Machine, they discover that the Cairdal Knot
Utilizing whatever resources are available, the were present in the marketplace where the Oracle of War
adventurers infiltrate the Emerald Claw enclave to was found.
capture the cell leader, Widmund ir’Hellekanuth.
Trade
Adventure Hooks Players who visit Salvation or Korth during this adven-
In the Oracle of War campaign, the characters are ture can buy anything from the Adventuring Gear, Armor,
scavengers working for salvage crews. Players should Equipment Packs, Tools, or Weapons tables in chapter 5 of
invent their own reasons for undertaking such dangerous the Player’s Handbook. Items can also be sold for half their
work: dedication to a just cause, serving a specific patron, listed value, although players can gain no more than 20 gp
spying for an organization, etc. per adventure in sales.
Players with access to the Oracle of War Player’s Guide
can use the backgrounds and patrons listed there. Many Hero Points
serve as adventure hooks for this and later adventures in In the Oracle of War campaign, adventurers are
the campaign. At the start of play, ask your players if their supposed to be a cut above the rest. To reflect this, each
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.
Estimated Duration: 30 minutes
Unexpected Invitation
When the players are ready, read the following boxed
text aloud:
Sulring clears his throat. “It might be more complicated “Irullan Karnach, your association with the Emerald
than that. I wasn’t working alone when the Lord of Blades Claw is well documented. Your crimes are known. The
forced me to construct his Oracle of Bones.” At this, he punishment for such—”
thumps his fist on the lid of the Oracle. “I worked alongside
“Wait!” Irullan interrupts them. Then with a sigh she says,
another group—the Order of the Emerald Claw. They were
“Wait, I can be useful to you. I know this temple.”
led by a Karrn named Widmund, who helped me bind the
souls of the war dead to the device using a crystal skull.”
Irullan explains the following:
After a brief bout of discussion, the committee
• Everything Irullan has done, every crime she’s
addresses you: committed, even her membership in the Emerald Claw,
has been in order to find her sister, Naori, who died in
“There’s no time to waste. Widmund is known to us. Our
the Last War, and bring her back to life.
agents have tracked him to an Emerald Claw enclave here in • In the ruins of Xen’drik, Irullan recovered a crystal
Karrnath. You, adventurers, must go there and capture him skull for the Order—an artifact blessed with the power
immediately. We must question him about this Oracle of of resurrection. She delivered this to Widmund at the
Bones and the Lord of Blades’ plans as soon as possible.” Glowbound Temple.
• Irullan can help the adventurers infiltrate the temple,
“We’re prepared to outfit each of you with a set of but only if they can convince the committee to spare her
enchanted armor from our stores here at the Institute in from execution.
exchange for successfully capturing Widmund. Will you do
Irullan is the adventurers’ captive, her fate is in the players’
this for us?” hands. If they agree to her terms, she reveals the following:
• The Temple is guarded by bone knights and
Assuming the players accept, the committee reveal what Karrnathi undead.
they know about the Emerald Claw operation. • It’s divided into four discrete sections: the Glowbound
Temple, the Walk of Fire, the Pyroduct, and the Warren.
Emerald Claw Intelligence Give the players Handout 2: Irullan’s Map.
A member of the Twelve’s intelligence service provides the • Adventurers disguised as Seekers can potentially bypass
following information: the defenses in the old temple, but they won’t be allowed
into the Walk of Fire.
• The Emerald Claw enclave is built deep into the side of • Only members of the Order of the Emerald Claw can
Mount Clag, a dormant volcano in the Ashen Spires. pass through to the Walk of Fire. Irullan gives the group
• Long ago, it was known as the Glowbound Temple, an an old passphrase that might still work: “We enter by
ancient Blood of Vol holy site. During the Last War, the order of Queen and Covenant.”
temple had a minor revival as a place of pilgrimage for
the Blood of Vol’s faithful, the Seekers. Players who hear Irullan’s story gain the Crystal Skull
• Colonel Widmund ir’Hellekanuth oversees the enclave. legacy event if they don’t have it already. At the end of
He graduated from the Military Academy of Rekkenmark the adventure, ask your players to mark this on their
and participated in several major Karrnathi operations adventure records.
during the Last War.
• The Siberys Sailer will drop the adventurers off near the Irullan Karnach (EAR-oo-lahn CAR-nack)
volcano. The vessel will remain on standby for 48 hours Neutral evil, female, human Emerald Claw agent
to extract the group. Irullan Karnach is a plump, rosy-cheeked woman in her early
forties, who always wears a purple scarf draped over one
shoulder. She was one of Salvation’s most powerful salvage
brokers, but secretly served the Emerald Claw as their spy
in the area.
Motivation: To survive and advance another step toward
resurrecting her sister Naori.
Mannerisms: Irullan is calm and soft-spoken, never losing
her temper even as she signs death warrants.
Quote: “My death gains you nothing.”
Final Preparations
Before the group leaves, the Twelve offer to secure
Oracle of War in their tower rather than endanger it on
the mission, but accept if the adventurers would prefer
to take it with them. If Irullan Karnach was spared
execution, she’s imprisoned inside the Tower until the
adventurers return.
A Quiet Word
Players with the Captured Assassin legacy
event may have brought captives before the
Twelve. If so, Arphira d’Lyrandar approaches
them as they board the Siberys Sailer.
T2. Vestibule
The temple entrance is an enormous cave mouth. The
Emerald Claw Enclave map in appendix A shows the
layout of the complex within. A large trough juts up from the center of this vestibule.
Stained dark red and surrounded by serrated metal fins, it’s
The Glowbound Temple clear this is a blood depository, a collection point for the
The cave mouth opens into the original, ancient temple. sacrificial offerings of faithful Seekers. Doors with barred
While it’s still open to Seeker pilgrims, it’s little more than windows overlook the vestibule from the north and south,
a cover for Emerald Claw operations. and another pair of bronze doors lead east.
Area Information
The temple has the following important features: Unless the adventurers made a ruckus in area T1, an
Dimensions and Terrain. Ceilings are 10 feet high. The Emerald Claw agent waits here to greet pilgrims. Read the
air is warm and dry, and a dull heat emanates from the following boxed text aloud:
worked stone surfaces.
Doors. Doors are made of hammered bronze and
A woman in a loose, red robe with a hood smiles at you
feature a large, angular representation of a drop of blood.
If a door is locked, it can be unlocked with Widmund’s from across the trough.
key (area W7), Hadrianna’s key (area T2) or a successful
“Greetings, pilgrims! Welcome to the Glowbound Temple.
DC 15 Dexterity check made with thieves’ tools. Forcing a
door open requires a successful DC 17 Strength check. Have you come to share your offerings? Please, share your
Light. The temple’s interior is brightly lit by everburning blood with your brethren and I’ll be happy to guide you on
torches (a predecessor to everbright lanterns). the rest of your pilgrimage.”
Creatures. The undead in the temple have instructions
to ignore individuals who identify themselves as Blood of
Vol supplicants or provide an Emerald Claw passphrase. The speaker is Hadrianna Dain, a female, human Emerald
If the undead are attacked or witness suspicious behavior, Claw champion. Her robes and hood hide her armor and
they try to activate the alarm in area T4. greatsword. If Hadrianna becomes suspicious of intruders,
This room’s ceiling rises into a dome that gives the chamber
the feeling of a courtyard. Dominating the space is a ten-
foot-tall skull pieced together from thousands of blood-
streaked bone plates. In front of the giant skull is a padded
kneeler and a smaller, human-sized skull set on a pedestal.
A series of cells for individual contemplation line the north
and south walls. Double doors are centered on the east and
west walls.
The four walls of this room each holds an offset single This chamber seems entirely empty. The only distinguishing
portrait in a gilt frame. According to the captions, the north features are the gray metal plates installed above the north,
portrait depicts King Kaius I, the east wall depicts Karrn the west, and south doorways.
Conqueror, the south wall depicts Galifar I, and the west
wall depicts Colonel Widmund. There are doorways to the
The west half of this room is a trap. When the doors close
south and west. and the room shifts, lightning arcs from doorway to door-
way. Creatures in the eastern half of the room are spared,
those in the western half must make a DC 15 Dexterity
While no one’s likely to show much interest in a portrait
saving throw, taking 14 (4d6) lightning damage on a failed
of Colonel Widmund, the paintings are all artistically
save, or half as much damage on a successful one.
impressive.
A character who examines the plates can discern
P4. Entry Room that they’re magically trapped with a successful DC 15
Intelligence (Investigation) check.
This square stone chamber is lined with stone sarcophagi, P8. Purple Room (Wrong)
with two on each wall, flanking the four doorways. The
sarcophagi are painted in vibrant colors. This chamber has a bold purple stripe painted horizontally
around the room. Only the eight evenly spaced upright
The sarcophagi are empty, they’re a red herring meant to sarcophagi and the doorways to the north and south
lull intruders into a false sense of security. are exempt.
Player Rewards
At the end of the adventure, each player fills out an
Adventure Record. Print one copy for every player in
the group.
Players earn the following rewards for completing the
adventure:
Advancement
A character participating in this adventure gains one
level. Players must tick the box to show this reward has
been claimed.
Rewards
At the end of the adventure, each character in the party
earns the rewards listed on the Adventure Record. In
addition, each player ticks one of the listed bonus rewards.
Important: If the party failed to perform a listed task
or already consumed the reward, cross it out on their
Adventure Record so they can’t choose it.
Legacy Events
At the end of the adventure, each player should tick any
legacy events earned.
Important: Cross out any legacy events the character
didn’t earn.
Important Characters
Name Identity Details
Arphira d’Lyrandar Lawful good, female, half-elf Ranking House Lyrandar agent at the Institute of the Twelve, and commander
conjurer of the airship Siberys Sailer.
Hadrianna Dain Lawful evil, female, human Second-in-command to Widmund ir’Hellekanuth, and a crack Emerald Claw
Emerald Claw champion operative.
Irullan Karnach Neutral evil, female, human Irullan was one of Salvation’s most powerful brokers, but secretly served the
Emerald Claw agent Emerald Claw as their spy in the area.
Leelle d’Jorasco Chaotic good, female, halfling spy Spy for House Jorasco who was captured while investigating Emerald Claw
activities at the Glowbound Temple.
Sulring Mroranon Neutral good, male, dwarf artificer Creator of the Oracle of War, recently freed from captivity in Razorcrag, where
he built the Oracle of Bones for the Lord of Blades.
Widmund Lawful evil, male, vampire Vampiric commander of the Order of the Emerald Claw forces stationed at
ir’Hellekanuth Emerald Claw commander the Glowbound Temple.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 14 (+2) 12 (+1) 14 (+2) 16 (+3) 20 (+5) 15 (+2) 14 (+2) 10 (+0) 14 (+2) 12 (+1)
Saving Throws Wis +5, Cha +6 Saving Throws Str +9, Con +6
Skills Athletics +7, Deception +6, Intimidation +6 Skills Athletics +9, Intimidation +5, Perception +6
Damage Resistances necrotic, poison Senses passive Perception 16
Senses passive Perception 12 Languages any one language (usually Common)
Languages any one language (usually Common) Challenge 9 (5,000 XP)
Challenge 5 (1,800 XP)
Indomitable (2/Day). The champion rerolls a failed
Commander of Bones. As a bonus action, the knight can target saving throw.
one skeleton or zombie it can see within 30 feet of it. The target
Second Wind (Recharges after a Short or Long Rest). As a
must make a DC 14 Wisdom saving throw. On a failed save, the
bonus action, the champion can regain 20 hit points.
target must obey the knight’s commands until the knight dies
or until the knight releases it as a bonus action. The knight can
command up to twelve undead at a time this way.
Master of the Pallid Banner. While within 60 feet of the knight,
Actions
any undead ally of the knight has advantage on saving throws Multiattack. The champion makes three attacks with its
against any effect that turns undead. greatsword or its shortbow.
Spellcasting. The knight is an 8th-level spellcaster. Its Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
spellcasting ability is Charisma (spell save DC 14, +6 to hit with target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing
spell attacks). It has the following paladin spells prepared: damage if the champion has more than half of its total hit
points remaining.
1st level (4 slots): command, compelled duel, hellish rebuke,
wrathful smite Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320
2nd level (3 slots): branding smite, crown of madness, darkness, ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6)
find steed, magic weapon piercing damage if the champion has more than half of its total
hit points remaining.
Actions
Multiattack. The knight attacks twice with one of its weapons.
Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) slashing damage.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft.,
one target. Hit: 5 (1d8 + 1) piercing damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 12 (+1) 13 (+1) 5 (−3) 16 (+3) 8 (-1) 15 (+2) 6 (-2) 10 (+0) 12 (+1)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6 (−2) 8 (−1) 5 (−3) 10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3)
Damage Vulnerabilities bludgeoning Skills Deception +5, Insight +4, Investigation +5, Perception +6,
Damage Immunities poison Persuasion +5, Sleight of Hand +4, Stealth +4
Condition Immunities exhaustion, poisoned Senses passive Perception 16
Senses darkvision 60 ft., passive Perception 9 Languages any two languages
Languages understands all languages it knew in life but can’t Challenge 1 (200 XP)
speak
Challenge 1/4 (50 XP) Cunning Action. On each of its turns, the spy can use a bonus
action to take the Dash, Disengage, or Hide action.
Actions Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage
when it hits a target with a weapon attack and has advantage
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
on the attack roll, or when the target is within 5 feet of an ally of
target. Hit: 5 (1d6 + 2) piercing damage.
the spy that isn’t incapacitated and the spy doesn’t have disad-
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., vantage on the attack roll.
one target. Hit: 5 (1d6 + 2) piercing damage.
Actions
Multiattack. The spy makes two melee attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120
ft., one target. Hit: 5 (1d6 + 2) piercing damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5) 5 (−3) 15 (+2) 10 (+0) 2 (−4) 12 (+1) 4 (−9)
Damage Immunities poison, psychic; bludgeoning, piercing, Damage Resistances bludgeoning, piercing, slashing
and slashing from nonmagical attacks that aren’t adamantine Condition Immunities charmed, frightened, grappled,
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, prone, restrained, stunned
paralyzed, petrified, poisoned Senses blindsight 60 ft., passive Perception 11
Senses darkvision 120 ft., passive Perception 10 Languages —
Languages Understands the languages of its creator but can’t Challenge 1/4 (50 XP)
speak
Challenge 10 (5,900 XP) Echolocation. The swarm can’t use its blindsight
while deafened.
Immutable Form. The golem is immune to any spell or effect
that would alter its form. Keen Hearing. The swarm has advantage on Wisdom
(Perception) checks that rely on hearing.
Magic Resistance. The golem has advantage on saving throws
against spells and other magical effects. Swarm. The swarm can occupy another creature’s space and
vice versa, and the swarm can move through any opening large
Magic Weapons. The golem’s weapon attacks are magical. enough for a Tiny raven. The swarm can’t regain hit points or
gain temporary hit points.
Actions
Multiattack. The golem makes two slam attacks. Actions
Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one tar-
in the swarm’s space. Hit: 5 (2d4) piercing damage, or 2 (1d4)
get. Hit: 19 (3d8 + 6) bludgeoning damage.
piercing damage if the swarm has half of its hit points or fewer.
Slow (Recharge 5–6). The golem targets one or more creatures
it can see within 10 feet of it. Each target must make a DC 17
Wisdom saving throw against this magic. On a failed save, a
target can’t use reactions, its speed is halved, and it can’t make
more than one attack on its turn. In addition, the target can
take either an action or a bonus action on its turn, not both.
These effects last for 1 minute. A target can repeat the saving
throw at the end of each of its turns, ending the effect on itself
on a success.
Actions
Multiattack. The veteran makes two longsword attacks. If it
has a shortsword drawn, it can also make a shortsword attack.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3)
slashing damage if used with two hands.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range
100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage
Drums of War
Summary
Drums of War is a three-part storyline for the Oracle of War campaign. In Drums of War, you’ll undertake a journey
from the Mournland through the nations of Karrnath, Aundair, and Thrane, as you try to piece together the history
behind the Oracle of War and stay one step ahead of those who seek to control it!
Objectives
Your goals in Drums of War are as follows:
1. Present the Oracle of War to the Twelve.
2. Prevent the Oracle of War from falling into enemy hands.
• 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.
Crystal Skull
Wondrous item, legendary (requires attunement)
This human-sized skull is carved from clear quartz crystal and inscribed with necromantic sigils. The Crystal Skull is tied
to the forces of life and death. It has the following properties:
• While holding the Skull, you can cast the raise dead spell from it without requiring material components. You take damage
equal to a quarter of your maximum hit points and your hit point maximum is reduced by the same amount. This damage
can’t be reduced by any means and ignores temporary hit points. If the damage reduces you to 0 hit points, you are
disintegrated. The hit point reduction lasts until you finish a long rest and can’t be restored by any other method. Once this
property is used, it can’t be used again for 1 week.
• Spells you cast to summon, create, or command undead are cast as if they used a spell slot two levels higher than the
slot expended.