925821-DDAL-EB-08 Parliament of Gears v2
925821-DDAL-EB-08 Parliament of Gears v2
925821-DDAL-EB-08 Parliament of Gears v2
Credits
Designer: Ian Hawthorne
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
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his adventure is designed for three to seven 5th- characters have utilized any of these backgrounds and tie
to 10th-level characters and is optimized for five them into the adventure as best you can.
characters with an average party level (APL) Parliament of Gears makes special use of the following
of 8. Characters outside this level range can’t backgrounds:
participate in this adventure. • Resistance Leader
This adventure occurs in Eberron, on the edge of ruined • Brelish Deserter
Cyre. This fallen nation is known as the Mournland
across most of Eberron, but as the Gray to the residents Before beginning play, check to see if any of your
of Salvation. This is the first in a trilogy of adventures, the players have these backgrounds. Adventurers with these
Dogs of War storyline. Dogs of War is part of the Oracle of backgrounds have a shared history with either Clock
War Eberron campaign for the D&D Adventurers League. the warforged artificer or with Lieutenant Sundar (see
“Conclave Personnel” in part 3) and have advantage on any
Background dealings with them.
After learning that the verse of the DRACONIC Continuing the Story
PROPHECY spoken by the ORACLE OF WAR is starting If the characters played through DDAL-EB-07 Song of the
to come true, the adventures return to Salvation to find Sky, this adventure picks up after that adventure ends. The
that the floating fortress ARGONTH has arrived. adventurers have left Sharn and returned to Salvation by
CAPTAIN IR’RANEK tasks the adventurers with lightning rail, gaining the benefit of a long rest.
venturing into the MOURNLAND and rescuing captives
recently abducted by a warforged raiding party. In doing • Before the adventure begins, give the players handout 1:
so, they learn of a warforged army under the control of Dogs of War. This handout summarizes the objectives
the LORD OF BLADES, and his interest in a dwarven of the Dogs of War storyline and recaps the events of the
artificer and his craft . . . Oracle of War campaign.
Hero Points
In the Oracle of War campaign, adventurers are
supposed to be a cut above the rest. To reflect this, each
character in the party 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 at-
tack 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
MILIVOJ CERNAN
point allows the player to roll a d6 and add it to the d20, pos-
sibly 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.
Entering Argonth
Entering the fortress, the adventurers are escorted under
military guard to the captain’s office. Read the following
boxed text aloud:
(see below). wish you were elsewhere. Until you finish a long rest,
• The second success grants the “Discard Pile” clue when you roll initiative, you teleport up to 30 feet in a
(see below). random direction to an unoccupied space you can see.
• For each failure, every character in the group rolls on the 8 Gaseous Form. You sit to rest for a moment and relax so
Mournland Effects table. much that you feel as if your molecules are drifting apart.
• After the third check, run the “Flash and Flame” Once before the end of your next long rest, you can use
encounter. your reaction in response to an attack to turn into a misty
cloud (as per the gaseous form spell) for up to 1 minute.
9 Feign Death. A corpse grasps your hand as you pass by,
and the life appears to drain from your body. Until you
finish a long rest, you appear dead to observers and you
gain immunity to disease and poison. The effect ends
early if damage reduces you to 0 hit points, at which
point you drop to 1 hit point instead.
10 Counterspell. You disturb a pile of silvery dust. The next
time you’re targeted by a spell, you automatically succeed
on your saving throw or the spell attack misses. This ben-
efit ends once you finish a long rest.
11+ No effect.
Captain Reeve
Lawful evil, warforged soldier
Tall and imposing, cruel and unforgiving, Captain Reeve is
never without a weapon in hand. His armor is heavily scarred
and dented, with several repair jobs visible.
Motivation: Reeve is committed to the formation of a
superior warforged nation under the banner of the Lords
of Blades. He knows this will never be achieved through
negotiation, only with military strength. He’s fiercely loyal to
his master and will hear no word against him.
Mannerisms: Reeve hates non-warforged and is very quick
to anger. He threatens to dismantle any warforged who
questions or defies his orders
Quote: “Obey or suffer.”
Lieutenant Sundar
Sundar is second-in-command of the 1st Mobile Division.
During the Last War, he grew sick of the cruelty and
deserted the Brelish Infantry. In contrast to Reeve, Sundar
is levelheaded and reasonable. He spends his time touring
the vessel, leading by example.
Characters with the Brelish Deserter background fled
the front lines alongside Sundar and have advantage on
Charisma checks when dealing with him.
Lieutenant Sundar
Lawful neutral, warforged soldier
Lean, polished, and attentive, Sundar is liked by all under
his command. As a veteran of many military campaigns, he
has the knowledge and authority to command respect, but
instead chooses to earn it. He’s tired of the needless death
caused by war and yearns for peace.
Motivation: Sundar wants to create an independent war-
forged nation, headed by the Lord of Blades.
Mannerisms: Straight-backed and of military bearing,
Sundar reminds the characters of Captain Alain ir’Ranek.
Quote: “Together we stand stronger than any individual.”
Clock
Clock stands a full foot shorter than most warforged. He
acts as company commissariat, though his skills and
duties go much further. Clock is the pilot of the Conclave.
Clock spends most of his time in the workshop (area
M3), where he stores and catalogs the resources salvaged
by his comrades. He’s fascinated by artificers and
their trade.
Clock escaped from his cruel Aundairian masters near
the end of the Last War. The Lord of Blades took him in,
but Clock has come to believe his new master’s methods
are as oppressive as his old ones’. He despises Captain
Reeve, whose cruel dismantlements drove Clock to join the
secretive Parliament of Gears.
ADAM COOK
Events
Use the following events to spice up play as the
adventurers observe or infiltrate the Conclave:
Work Parties
The Conclave’s main duty is to gather material for the
Lord of Blades’ ongoing research, namely dragonshards,
Lamannian flint, and scrap metal.
Each day, the captives assigned to hard labor search the
area within one mile of the Conclave for items of interest,
Player Rewards
At the end of the adventure, each player fills out an
Adventure Record. Print out one copy of the Adventure
Record 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
Big Bara Neutral, warforged ranger Argonth’s chief military scout and leader of the elite unit Bara’s Breakers.
Captain Alain Lawful good, male, human pal- Argonth’s captain. Military through and through, Alain is known for his
ir’Ranek adin fairness and honesty.
Captain Reeve Lawful evil, warforged soldier Captain of the 1st Mobile Division, appointed by the Lord of Blades. Reeve is
tyrannical and cruel, even to those under his command.
Clock Neutral good, warforged artificer Warforged inventor and secret advocate of the Parliament of Gears. Clock is
also the pilot of the Conclave.
Divit Neutral good, warforged solider Loyal assistant to Clock and secret advocate of the Parliament of Gears.
Lieutenant Sundar Lawful neutral, warforged solider. Second-in-command of the 1st Mobile Division, serving under Captain
Reeve.
Tellarak Natharon Neutral good, male, dwarf artificer Inexperienced artificer and nephew of Sulring Mroranon, the creator of the
Oracle of War.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 14 (+2) 6 (−2) 10 (+0) 6 (−2) 9 (−1) 14 (+2) 13 (+1) 17 (+3) 12 (+1) 11 (+0)
Damage Resistances lightning, thunder; bludgeoning, piercing, Saving Throws Int +6, Wis +4
and slashing from nonmagical attacks Skills Arcana +6, History +6
Damage Immunities poison Senses passive Perception 11
Condition Immunities exhaustion, grappled, paralyzed, Languages Common, Elvish, Dwarvish, Orc
petrified, poisoned, prone, restrained, unconscious Challenge 5 (1,800 XP)
Senses darkvision 60 ft., passive Perception 10
Languages Auran Spellcasting. Clock is a 9th-level spellcaster. His spellcasting
Challenge 5 (1,800 XP) ability is Intelligence (spell save DC 14, +6 to hit with spell
attacks). Clock has the following wizard spells prepared:
Air Form. The elemental can enter a hostile creature’s space
and stop there. It can move through a space as narrow as 1 Cantrips (at will): friends, mage hand, mending, message
1st level (4 slots): charm person,* mage armor, magic missile
inch wide without squeezing.
2nd level (3 slots): hold person,* invisibility, suggestion*
3rd level (3 slots): fireball, haste, tongues
4th level (3 slots): dominate beast,* stoneskin
Actions 5th level (2 slots): hold monster*
*Enchantment spell of 1st level or higher
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Warforged Resilience. Clock has advantage on saving throws
Hit: 14 (2d8 + 5) bludgeoning damage. against being poisoned and is immune to disease. Magic can’t
put him to sleep.
Whirlwind (Recharge 4–6). Each creature in the elemental’s
space must make a DC 13 Strength saving throw. On a failure,
a target takes 15 (3d8 + 2) bludgeoning damage and is flung
up 20 feet away from the elemental in a random direction and Actions
knocked prone. If a thrown target strikes an object, such as a Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one
wall or floor, the target takes 3 (1d6) bludgeoning damage for target. Hit: 2 (1d6 − 1) bludgeoning damage, or 3 (1d8 − 1)
every 10 feet it was thrown. If the target is thrown at another bludgeoning damage if used two hands.
creature, that creature must succeed on a DC 13 Dexterity sav-
ing throw or take the same damage and be knocked prone.
Reactions
If the saving throw is successful, the target takes half the
Instinctive Charm (Recharges after Clock Casts an Enchant-
bludgeoning damage and isn’t flung away or knocked prone.
ment Spell of 1st Level or Higher). Clock tries to magically
divert an attack made against him, provided that the attacker is
within 30 feet of him and visible to him. Clock must decide to
do so before the attack hits or misses.
Clock must make a DC 14 Wisdom saving throw. On a failed
save, the attacker targets the creature closest to it, other than
Clock or itself. If multiple creatures are closest, the attacker
chooses one to target.
Armor Class 17 (natural armor, shield) Armor Class 16 (natural armor, shield)
Hit Points 60 (8d8 + 24) Hit Points 30 (4d8 + 12)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 16 (+3) 10 (+0) 11 (+0) 11 (+0) 16 (+3) 12 (+1) 16 (+3) 10 (+0) 14 (+2) 11 (+0)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 16 (+3) 10 (+0) 11 (+0) 10 (+0) 18 (+4) 15 (+2) 18 (+4) 10 (+0) 12 (+1) 15 (+2)
Skills Athletics +5, Perception +2 Saving Throws Str +7, Dex +5, Con +7
Senses passive Perception 12 Skills Athletics +10, Intimidation +5
Languages Common Senses passive Perception 11
Challenge 3 (700 XP) Languages Common
Challenge 5 (1,800 XP)
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and
100/400 ft., one target. Hit: 6 (1d10 +1) piercing damage. range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage,
or 13 (2d8 + 4) piercing damage if used with two hands to make
a melee attack.
Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one
creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target
is a Medium or smaller creature, it must succeed on a DC 15
Strength saving throw or be knocked prone.
Reactions
Parry. Reeve adds 3 to his AC against one melee attack that
would hit him. To do so, Reeve must see the attacker and be
wielding a melee weapon.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 8 (−1) 11 (+1) 7 (−2) 11 (+0) 18 (+4) 16 (+3) 11 (+0) 11 (+0) 12 (+1)
Actions
Multiattack. Sundar makes three attacks with his shortsword.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) piercing damage.
Light Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320
ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Reactions
Uncanny Dodge. Sundar halves the damage that he takes from
an attack that hits him. Sundar must be able to see the attacker.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 16 (+3) 3 (−4) 6 (−2) 6 (−2) 10 (+0) 15 (+2) 18 (+4) 3 (−4) 10 (+0) 6 (−2)
Damage Resistances bludgeoning, piercing, and slashing from Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks nonmagical attacks
Damage Immunities fire Damage Immunities lightning
Condition Immunities blinded, charmed, deafened, exhaustion, Condition Immunities blinded, charmed, deafened, exhaustion,
frightened, grappled, poisoned, prone frightened, grappled, poisoned, prone
Senses darkvision 60 ft., passive Perception 8 Senses darkvision 60 ft., passive Perception 10
Languages — Languages —
Challenge 1 (200 XP) Challenge 5 (1,800 XP)
Amorphous. The living spell can move through a space as nar- Amorphous. The living spell can move through a space as nar-
row as 1 inch wide without squeezing. row as 1 inch wide without squeezing.
Magical Resistance. The living spell has advantage on saving Magical Resistance. The living spell has advantage on saving
throws against spells and other magical effects. throws against spells and other magical effects.
Actions Actions
Magical Strike. Melee Spell Attack: +5 to hit, reach 5 ft., one Multiattack. The living spell makes two Magical Strike attacks.
target. Hit: 6 (1d6 + 3) fire damage.
Magical Strike. Melee Spell Attack: +7 to hit, reach 10 ft., one
Spell Mimicry (Recharge 5–6). The living spell unleashes a thin target. Hit: 21 (5d6 + 4) lightning damage.
sheet of flames in a 15-foot cone. Each creature in that area
Spell Mimicry (Recharge 5–6). The living spell unleashes a
must make a DC 13 Dexterity saving throw, taking 10 (3d6)
stroke of lightning in a line 100 feet long and 5 feet wide. Each
fire damage on a failed save, or half as much damage on a
creature in the line must make a DC 15 Dexterity saving throw,
successful one.
taking 28 (8d6) lightning damage on a failed save, or half as
much damage on a successful one.
Dogs of War
Summary
Dogs of War is a three-part storyline for the Oracle of War campaign. In Dogs of War, you return to the Mournland to
locate the Oracle of War’s creator, but find yourselves dragged in a war you didn’t see coming.
“When dark lanterns flicker in the light of the silver torch, the King in Green rides north on a bolt of steel.
Two nations prepare for war, as all eyes turn to Sky Blue.”
In Sharn, you found allies to help unravel the history of the device. Aided by the sphinx Flamewind, you uncovered a
Thranish spy preparing to strike against the King’s Dark Lanterns. As war between the nations loomed, you located
an orphan thief named Sky Blue in the heights of Sharn. The prophecy is starting to come true—but what does
it foretell?
Objectives
Your goals in Dogs of War are as follows:
1. Locate the Oracle of War’s creator.
2. Save Salvation from destruction.
• 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 any damage
resistances or immunities belonging to
a single creature.
• You gain 10 temporary hit points.
OLGA DREBAS
Potion of Comprehension
When you drink this potion, you gain the effect of a comprehend languages spell for 1 hour. This liquid is a clear concoction
with bits of salt and soot swirling in it.
Target is 1st Mobile Division with full complement of Blades comprising five
infantry units and two commanders.
Target is a repurposed House Cannith elemental hover cart. Highly modified with
additional defenses including mounted ballistae front and rear.