TEXT: 1
  BLADES OF TERROR
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, 
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  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.
  An Eberron Embers of the Last War Adventure
  Credits
  Designer: Lysa Chen
  Editing: James Introcaso, Ashley Michaela "Navigator" 
  Lawson
  Layout and Graphic Design: Rich Lescouflair
  Cartography: Kayla Cline
  D&D Adventurers League Guildmaster: Chris Lindsay
  D&D Adventurers League Wizards Team: Adam Lee, 
  Chris Lindsay, Mike Mearls, Matt Sernett
  D&D Adventurers League Administrators: Bill Benham, 
  Alan Patrick, Travis Woodall, Lysa Chen, Claire 
  Hoffman, Greg Marks
  DDAL-ELW07
  
  2
  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 2: Cracking the Portent King. The characters 
  prepare to infiltrate the cargo ship, the Portent King. 
  They gather information, scout the area, or make 
  other preparations to inform their plan. This is Main 
  Objective A.
  • Episode 3: The 30,000-Foot Heist. The characters 
  execute their plan and sneak, con, or battle their way to 
  the Portent King’s cargo hold. This is Main Objective B.
  • 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 
  opportunity to pursue bonus objectives.
  Bonus Objectives. You can extend this adventure 
  by one or two hours by including opportunities for the 
  characters to pursue the bonus objectives.
  Objectives A and B branch off episodes 2 and 3 
  respectively and expand on those scenes by adding 
  complications with which the characters must deal.
  
  3
  Adventure Flowchart
  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.
  Suspense at the    
  Cliff Hangar
  (Call to Action)
  Cracking the  
  Portent King 
  Sneezes and Snitches 
  (Bonus Objective A)
  How to Train 
  a Dragon                
  (Bonus Objective B)
  The 30,000-Foot 
  Heist
  1
  A
  2
  B
  3
  Terror from the Skies
  4
  
  4
  Estimated Duration: 15 minutes
  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 back-
  alley 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.
  Episode One:
  Suspense at the Cliff Hangar
  
  5
  Estimated Duration: 15 minutes
  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:
  Episode Two:
  Cracking the Portent King
  
  6
  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.
   
   
  Playing the Pillars
  Combat
  Exploration
  Social
  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 
  King’s crew speaking. 
   
   
  
  7
  Estimated Duration: 60 minutes
  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.
  Objectives
  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.
  Episode Three:
  The 30,000-Foot Heist
   
   
  Playing the Pillars
  Combat
  Exploration
  Social
  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 
  and description.
  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 
  means of accessing or exiting an area.
  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 
  information during the preparation. 
   
   
  
  8
  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.”
  
  9
  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.
  
  10
  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.
  Episode Four:
  Terror from the Skies
  
  11
  • 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 well-
  timed, 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.
  
  12
  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 back-
  alley 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-in-
  command. 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.
  Appendix A: Locations & NPCs
  
  13
  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
  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 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.
  Appendix B: Creature Statistics
  
  14
  Spoiled Soup
  Medium monstrosity, neutral evil
  Armor Class 20 (natural armor)
  Hit Points 93 (11d10 + 33)
  Speed 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  8 (-1)
  17 (+3)
  7 (-2)
  16 (+3)
  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.
  
  15
  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. 
  
  16
  Appendix C: Map
  
  17
  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 
  warning the crew, he attacks.
  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.
  Appendix D: Sneezes and Snitches
  (Bonus Objective A)
  
  18
  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:
  Appendix E: How to Train a Dragon
  (Bonus Objective B)
  • 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.
  
  19
  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.
  Appendix F: Magic Item
  
  20
  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.
  neW to d&d adventuReRS league?
  http://dnd.wizards.com/playevents/organized-play
  neW to the annual StoRyline?
  http://dnd.wizards.com/articles/news/eberron-
  adventurers-league-embers-last-war-storyline
  neW to being the dungeon MaSteR?
  http://dnd.wizards.com/articles/features/public-
  dungeon-master
  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
  Appendix G: Dungeon Master Tips
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/DMsGuild Adept/DMsGuild Adept/DDAL-ELW07 - Blades of Terror.pdf