DDAL-EB-01 - The Night Land

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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
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.
CREDITS
Designer: Shawn Merwin
Campaign Story and Development: Will Doyle
Editing: Ashley Michaela “Navigator” Lawson
Art Direction and Layout: Stacey Allan
D&D Adventurers League Guildmaster: Chris Lindsay
D&D Adventurers League Wizards Team: Adam Lee, Ari Levitch,
Chris Lindsay, Mike Mearls
D&D Adventurers League Eberron Administrators: Will Doyle,
Amy Lynn Dzura, Shawn Merwin
Playtesters: Jeff Barnes, Jordan Conrad, Christina Donovan, TomDonovan, Greg
Hartman, Mark Knapik, Beth Merwin, Cindy Moore,
Scott Moore, Chris Sniezak
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 TheSquare, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Even if you come out of the Gray with your mind and limbs
intact, you’re still going to starve. You need salvage to
earn your bread and water. Mere survival isn’t a goal, it’s a
punishment.

—Willton Scree, halfling scavenger (deceased)

his adventure is designed for three to seven 1stto


4th-level characters and is optimized for five
characters with an average party level (APL)
of 1. Characters outside this level range can’t
participate in this adventure.

This adventure occurs in Eberron, on the edge of the


remains of ruined Cyre. This fallen nation is known as
the Mournland across most of Eberron, but as the Gray
to the residents of Salvation. This is the first in a series of
four adventures, the Spoils of War storyline. Spoils of War is
part of the Oracle of War Eberron campaign for the D&D
Adventurers League.

BACKGROUND

Near the end of the LAST WAR, the nation of CYRE was
demolished in a cataclysmic event known as the DAY
OF MOURNING. What remains of Cyre is now called the
MOURNLAND. It is said that only the foolhardy and the
desperate venture into that place.

An outpost called SALVATION has sprung up in the


nation of BRELAND on the fringe of the Mournland.
Salvation is populated by desperate SCAVENGERS
hoping to make money by looting valuable items from
Cyre’s smoking remains: an area they call THE GRAY.

Scavengers join together to form SALVAGE CREWS that


brave the unpredictable, and often deadly, landscape of
the Mournland, finding items of value and then getting
out before the lingering magic of the cataclysm destroys
them. Some work for PATRONS, others work for SALVAGE
BROKERS, and others work for themselves. Survival in
Salvation requires quick wits, a strong constitution, and a
friend watching your back.

OVERVIE

The adventure’s story is spread over four parts and takes


approximately4 hours to play:

Part 1: A Town Called Salvation (30 mins)
In this part, the characters learn about the town of
Salvation, meet important NPCs, and study the salvage
board to gain quests.


Part 2: A Rolling Stone (60 mins)
On this foray into the Gray, the adventurers attempt to
rescue a lost scout from a phantom lightning rail.

Part 3: The Beauty of Death (60 mins)
The trail of a scavenger who stole a relic from the
Chapel of the Silver Flame leads to a run-in with
mutants inside the Gray.

• Part 4: The Presence of the Word (75 mins)


In this mission, a mysterious contract leads the
characters to a hidden base belonging to the Order
of the Emerald Claw.

ADVENTURE HOOKS

In the Oracle of War campaign, the characters are


scavengers working for salvage crews. Players should
invent their own reasons for undertaking such dangerous
work: dedication to a just cause, serving a specific patron,
spying for an organization, etc.

Players with access to the Oracle of War Player’s Guide


can use the backgrounds and patrons listed there. Many
of these serve as adventure hooks for this and later
adventures in the campaign. At the start of play, ask your
players if their characters have utilized any of these backgrounds
and tie them into the adventure as best you can.

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. Attheendofthe
adventure, the players lose any hero points they have 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
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.

DDAL-EB-01 THE NIGHT LAND


Estimated Duration: 30 minutes

In this part, the characters learn about the town of


Salvation, meet important NPCs, and study the salvage
board to gain quests.

THE GRAY BEYOND

The adventure begins in the Gray Beyond, a rough-andtumble


tavern in the salvage outpost of Salvation. When
your players are ready to begin, read the following boxed
text aloud:

The Gray Beyond is much like the rest of Salvation: dirty,

rough, uncouth, and with a touch of magic in the air that


could be the promise of riches, or just another vile spell
wafting in from the Mournland to tear you limb from limb.

Scavengers like you come here to spend your hard-earned


coin on expensive drinks and cheap food, sharing wild
rumors and half-truths about the ruined nation of Cyre.

Some call it the Mournland, others call it the Gray: but it’s

the land of death and opportunity for all who gather here.

The tavern’s common room is built around the salvage

your lifeblood.
board, a place where the brokers of Salvation post bills

for jobs they need doing in the Gray. This board is the

beating heart of your industry, and the jobs it provides,

Ask the players to introduce their characters and explain


how and why they came to Salvation. If they’re part of the
same salvage crew, they should explain how they came
together. If needed, you can use Kalli Alran to link their
backstories (see “A Friendly Face” below). When you’re
ready to proceed, give everyone inspiration and read the
following boxed text aloud:

A dirty, old gnome wearing torn clothes climbs onto a table,


and a hush falls over the rowdy tavern. Someone whispers,

“Brackle’s gonna talk” in an awed tone.


The gnome’s voice cracks and hisses with old age as
he speaks. “The three great wyrms were always at war.
They warred in the beginning, when they made the world,

and they’ll war over it again at the end. Siberys, source


of magic, was shattered into the sky. Khyber, master of
secrets, was imprisoned under the earth, and Eberron,

creator of life, now reigns over the world. But all will change
soon. The prophecy they warred over was written in the
bones of the earth and the flesh of our people. And its

words shall guide us to the end!”

With that, the gnome returns to his seat and closes his
eyes. The tavern’s patrons hesitate for a moment, absorbing
the gnome’s declaration, before returning to their
spirited conversations.

Brackle is a gnome hermit who wanders in and out of


town, making odd declarations about the world. Anyone
in the tavern can reveal that Brackle is obsessed by
the Draconic Prophecy: a mysterious record of things
to come that has been playing out since creation. No
one knows much about him otherwise, and he doesn’t
respond if spoken to directly.

A FRIENDLY FACE

After they have heard Brackle’s proclamation, a familiar


face enters the Gray Beyond. By default, this is Kalli Alran,
a scavenger known to one or more adventurers in the
group, but alternatively, you can spend some time to build
a unique NPC tailored to your own group (see “Creating
an
Ally”
below).
If you use Kalli, ask each player with a
connection to her to roll on the following table to determine
how they know her:
Connections to Kalli

d8 Connection
1 Kalli saved you from a kneecapping at the hands of
Boromar clan extortionists in the alleys of Sharn.
2 You and Kalli were lovers. You promised each other
you would meet again one day for old times’ sake.
3
Kalli loaned you a single gold piece, which you
invested to start a whole new life for yourself.
4
You and Kalli served as sappers in the Last War and
went through hell together.
5
You and Kalli grew up in the same town or city and
were childhood rivals.
6 You and Kalli had a con that you would pull on
unwitting traders, but the heat got too much.
7
Kalli murdered your corrupt commanding officer in
the Last War, and you covered for her.
8
Kalli is your estranged daughter / sister / mother.

If the adventurers don’t know each other, their mutual


acquaintance to Kalli can bring them together. Kalli chats
briefly with them before saying that she’s only in town for
a few hours: she and her crew, the Gray Dogs, are about to
head out into the Mournland again to seek more relics of
ruined Cyre. Kalli’s crew is full, so she tells the characters
to check the salvage board for jobs. There’s always work to
be done in Salvation, and the salvage board lists it all.

Kalli Alran (KAL-ee ALL-run)

Neutral female human scavenger

Kalli is a brown-skinned Cyran human in her forties who was


visiting Sharn on the Day of Mourning. She has a friendly
personality and has made it a personal mission to recover
artifacts from her homeland.

Motivation: Loyalty. The few friends Kalli has left are


worth fighting for: but cross her and she’ll hold a grudge like

nobody’s business.
Mannerisms:
Kalli is always smiling.
Quote:
“No one lives forever, eh?”

CREATING AN ALLY (OPTIONAL)

This is a chance for your group to create an NPC who


plays an important role in their story, not just in this
adventure, but for many adventures to come in the Oracle
of War campaign. Use the following questions to help the
players build the NPC. You can prompt them to provide
more details with further questions of your own making.
At the end of the adventure, they can write the details of
this NPC on their Adventure Records.


What is this NPC’s name?

What is the physical description of the NPC?

How did they help your character in the past?

How did you meet them?

How did you earn their trust?

When did you last see them?
THE SALVAGE BOARD

The salvage board in the Gray Beyond contains jobs


that people in Salvation need doing. Usually these bills
are posted by the salvage brokers of Salvation (or their
representatives), although others may post bills for private
jobs. A few other locations in town have their own
salvage boards, but the main one can be found here at
the Gray Beyond.

The Gray Beyond’s salvage board currently contains


three handbills. Give the players Handout 1: Salvage
Board Quests when they first inspect the board. Each of
these bills triggers one of the three quests in this adventure.
The handbills and their quests are described below:


Bill 1: “Speak to Belaluur in the Salvage Market
about entering the Gray to look for a missing scout.”
Answering this bill leads the characters into Part 2:

“A Rolling Stone.”


Bill 2: “A faithless scoundrel has stolen a relic from the
Chapel of the Silver Flame. Visit Mother Jahanah to assist.”
Answering this bill leads the characters into Part 3:

“The Beauty of Death.”


Bill 3: “Ring the scrapyard bell just after sunup for
no-questions-asked cash job. Expect danger.” Answering
this bill leads the characters into Part 4: “The Presence
of the Word.”
EXPLORING SALVATION

The Map of Salvation in appendix A is supplied as a DM


aid only, and contains important information about the
various businesses present in the outpost. Use this map to
guide the players as they explore the outpost.

DDAL-EB-01 THE NIGHT LAND


SALVATION OUTPOST

Salvation is a rough-and-tumble scavenger outpost on the


edge of the Mournland. Chancers from across Khorvaire
come here to get rich quick or die trying.

Population: Around 400.

Government: None. The outpost’s brokers use letters of


marque granted by King Boranel to plunder the ruins of
Cyre, guaranteeing first refusal on their finds to the nobles
of Breland. To distance himself from the pillaging, King
Boranel allows Salvation to operate as an independent
territory on Breland’s border.

Defense: A warforged named Sheriff keeps the peace


and settles disputes. Each broker hires their own
mercenary crews to protect their interests.

Inns and Taverns: Gray Beyond (poor), Salvation Hotel


(squalid), Tin Pot Tavern (squalid).

Other Notable Locations: Salvation Times (newspaper),


lightning rail station, Chapel of the Silver Flame.

ENTERING THE MOURNLAND

The adventurers are sure to enter the Mournland during


their quests. When they enter this realm for the first time,
read the following boxed text aloud:

Outside Salvation, a titanic fogbank extends like a cliff

wall along the border of the Mournland. As you approach

it, the fog churns into ominous shapes: screaming faces,

collapsing buildings, and outstretched hands. Explosions

flash within the gloom, but no sounds are heard.

Entering the fog, the temperature drops and you hear


whispering, scratchy voices inside your heads. You feel like
you’re being watched from all sides: but before you have
time to rethink your decision, you emerge from the fog into
a gray, blasted battlefield. You have entered the Mournland.
The adventurers can now proceed with their
chosen
quest.

The Mournland

A wall of dead-gray mist surrounds the remnants of Cyre.

Beyond the mists lies a land twisted by magic, a wound that


will not heal. The blasted land is strangely transformed. In

some places, the ground has fused into jagged glass. In

others, it is cracked and burned. Broken bodies of soldiers

from various sides litter the landscape—soldiers whose

dead bodies refuse to decompose. The Mournland is a vast

open grave.

In that horrific landscape, vile magical effects linger, and

monsters mutate into even more foul and horrible creatures.

Magical effects continue to rain upon the land as storms that

never dissipate. Stories speak of living spells—war magic


that has taken physical form, sentient fireballs and vile cloudkills
that endlessly search for new victims. And angry ghosts

continue to fight their final battles.

—Eberron: Rising from the Last War


Estimated Duration: 60 minutes

On this foray into the Gray, the adventurers attempt to


rescue a lost scout from a phantom lightning rail.

TALKING TO BELALUUR

When the adventurers enter the Salvage Market (area 12)


to find Belaluur, read the following boxed text aloud:

The Salvage Market occupies a large, dirt-floor warehouse.

Several salvage brokers, or their proxies, stand behind

armored counters haggling over prices. Belaluur, a goblin

trader, is known for her shrewd mind and the ironclad

nature of her deals. Her fine leather cloak sways as she

moves around to deal with the customers crowded around


her table. One of her ears is missing, giving her an odd,
lopsided look to match her lopsided grin. She obviously
enjoys her work.

When the adventurers mention the job from her posted


bill, Belaluur’s smile fades quickly from her face,
replaced by a false smile that masks her pain and worry.
A successful DC 15 Wisdom (Insight) check reveals that
this job goes far beyond mere business. Use the following
information to guide the conversation:


The lost scout is a goblin named Garundah. She has
green hair and a runic tattoo on her right shoulder
DDAL-EB-01 THE NIGHT LAND 7
which reads “Bravery Against Danger” in Goblin.
• Garundah entered the Mournland to scout the path of
the lightning rail—a line of depleted, pyramid-shaped
conductor stones—hoping to search any depots
along the way.
• Garundah was expected back days ago but hasn’t
returned yet. Belaluur offers each character 10 gp if they
bring her back alive, or 5 gp if they return to Salvation
with her corpse or other proof that she died.
• With a successful DC 15 Charisma (Persuasion) check,
a character who succeeded on the earlier Insight check
can get Belaluur to admit that Garundah is her daughter,
an apprentice artificer who can’t help but wander off
on her own. Garundah is usually accompanied by her
mechanical dog, Errol.
Adventurers who approach the body can attempt a DC 10
Wisdom (Medicine) check to identify it. On a success, they
discern the following:
• The body was once human.
• Electricity caused the burns on the body.
• The victim was electrocuted and then pulped by an
extreme bludgeoning force.
Belaluur (Bel-ah-LOOR)

Neutral female goblin salvage broker

Belaluur is missing an ear and wears a fine leather cloak.

She is jovial by nature but is nevertheless a shrewd bargainer


and ruthless operator.
Motivation: Get rich—and damn anyone who stands
in her way.

Mannerisms:
Belaluur glances warily over her shoulder

when she talks.

Quote:
“If I had a crown for every time someone said that to

me, I’d be richer than the Queen of Aundair.”

FOLLO ING THE TRACKS

To find Garundah, the adventurers must enter the


Mournland and follow the ruined path of the lightning rail
(see “Entering the Mournland” if this is their first visit). In
the morning of the second day of travel, they come upon a
grisly scene. Read the following boxed text aloud:

Ahead of you, the worn lightning rail stones have been


shattered by black glass shards protruding from the ground.

These shards, ranging in size from a few inches to several

feet tall, disturb the ground in an uneven circle roughly


100 feet in diameter. Near the middle of this area, a corpse
sprawls on the ground. It may once have been human, but
it’s now burned and smashed beyond recognition.
If the adventurers search the body, they find a dented
metal vial on its hip (see “Treasure”). A few moments after
a living creature enters the area, some of the glass shards
come to life, spawned by the magic of the Mournland.
Read the following boxed text aloud:

The air around you suddenly fills with cracking, ringing

noises. Some of the larger black glass shards twitch and


fragment, reforming into lizard-like beasts with maws of
razor-sharp glass teeth.

Characters who succeed on a DC 10 Wisdom (Perception)


check aren’t surprised. Characters actively investigating
the shards when they spring to life have advantage on
the
check.

CREATURE INFORMATION

Two
crystal drakes form from the shards and attack.
They attack mindlessly until they are killed, shattering
when reduced to 0 hit points.

TREASURE

The corpse’s dented metal hip flask contains a potion


of healing.

Adjusting the Scene

Here are some suggestions for adjusting this scene:


Very Weak: Remove a crystal drake.

Weak: The crystal drakes only have 11 hit points.

Strong: Add two crystal drakes, and increase the DC
of the Wisdom (Perception) check to avoid being
surprised to DC 12.

Very Strong: Add four crystal drakes, and increase the
DC of the Wisdom (Perception) check to avoid being
surprised to DC 14.

ARRIVING AT THE DEPOT


Two hours on from the burned corpse, the lightning rail
passes by a ruined train depot. At the depot, the characters
find Garundah, the missing goblin scout, in a predicament.
Read the following boxed text aloud:

Up ahead, the lightning rail line runs through a group of


ruined wooden buildings. A gust of wind blasts across the
plain, and a roughly globe-shaped stone tumbles into the
conductor stones. As its clunks against them, a whooshing
sound erupts from further up the track. A spectral lightning

rail train appears, with arcs of ghostly lightning flickering

underneath it. It moves rapidly down the line toward the


oddly shaped stone ball. Halfway between you and the ball,
a dog-shaped iron construct growls at you.

DDAL-EB-01 THE NIGHT LAND


strong enough to stop a speeding train.
Any character who succeeds on DC 10 Wisdom (Perception)
check discerns that the stone ball is in fact a stony goblin
curled up in a ball.

Garundah is petrified—transformed into a statue of soft,


porous stone. She was crouching down when the effect
struck her, leaving her petrified body roughly orb-shaped.
A strong wind moans around her while her construct
guardian, confused by the situation, waits nearby. As the
characters take in the situation, the spectral lightning rail
train bears down on her stone form, threatening to smash
her to pieces. The characters must intervene to save her.

AREA INFORMATION

Terrain. The land here is flat and clear, except for


the
lightning
rail
line
and
the
ruined
buildings.
Moving
through those areas counts as difficult terrain.

Light. The dim gray light of the Mournland


during
daytime.

Sounds and Smells. A constant breeze whistles through


the area, punctuated by sudden, intermittent gusts. The
entire area reeks of ozone.
CREATURE INFORMATION

Garundah is an apprentice artificer who ran afoul of two


wild
cockatrices. These beasts have petrified Garundah
repeatedly over the last couple of days. Each time the
goblin shakes off the effect, the monsters attack again
and turn her to stone. Garundah’s iron defender Errol
is in the vicinity, but has so far been unable to catch the
cockatrices.

SAVING GARUNDAH

After describing the situation, go into initiative. The


spectral train starts 200 feet away from Garundah and
moves 40 feet per round, arriving at her location at the
end of the fifth round. In order to save her, a character
must reach her position on the line and use their action
to move her, which requires success on a DC 15 Strength
(Athletics)
check.

If the adventurers come up with an alternative method


of moving Garundah’s petrified body, use your best judgement
as to their success: a mere mage hand isn’t strong
enough to lift her off the tracks, for example. The identity
of the petrified goblin can be confirmed with a successful
DC 10 Intelligence (Investigation) check, as the Goblin
writing on her shoulder tattoo is visible to the characters.

Unfortunately for Garundah, her iron defender is


hell-bent on protecting her from harm and attacks
any character who moves within 100 feet of her. If the
characters shout the Goblin phrase on her shoulder tattoo
(“Bravery Against Danger”), the construct stands down
and does not attack, as that is the phrase it was trained to
obey. If Garundah’s petrified form isn’t removed from the
tracks before the spectral train reaches it, she is smashed
to pieces and killed. If a character is struck by the train,
they take 7 (2d6) lightning damage and the train continues
moving. Nothing can stop the train except a force effect
Adjusting the Scene

Here are some suggestions for adjusting this scene:


Very Weak: Add two rounds to the time the characters
have to save Garundah, and reduce the DC of the Strength
(Athletics) check to move her to DC 10.

Weak: Add a round to the time the characters have to save
Garundah, and reduce the DC of the Strength (Athletics)
check to move her to DC 12.

Strong: Add an iron defender. Increase the DC of the
Strength (Athletics) check to move Garundah to DC 16.

Very Strong: Add an iron defender. Subtract a round from
time the characters have to save Garundah, and increase the
DC of the Strength (Athletics) check to move her to DC 18.

RETURN OF THE COCKATRICES

After Garundah is either rescued or smashed to pieces,


the cockatrices emerge from the ruined buildings to attack
the party. Read the following boxed text aloud:

Two hideous, chickenlike beasts emerge from the ruined


structures of the lightning rail depot, flapping their leathery

wings and swishing their tails menacingly.

The two cockatrices attack, attempting to turn victims to


stone. If Garundah’s iron defender is still active, it moves
to attack the cockatrices.

Petrification. Garundah has been turned to stone for


almost 24 hours, so she returns to her normal form after

Adjusting the Scene

Here are some suggestions for adjusting this scene:


Very Weak: Remove a cockatrice.

Weak: No change.

Strong: Add a cockatrice.

Very Strong: Add three cockatrices.
If the characters save Garundah, she thanks them
profusely and explains that she was attacked repeatedly
by cockatrices, which kept turning her into a statue. She
wants nothing more than to return to Salvation. There is
nothing of interest or value in the ruined depot.

RETURNING TO SALVATION

With their goals complete, the adventurers can return to


Salvation to claim their reward. If they saved Garundah,
give each player one hero point.

TREASURE

Belaluur gives each character 10 gp if they bring


Garundah back alive, or 5 gp if they return to Salvation
with her corpse or other proof that she died.

LEGACY EVENT

If the characters rescued Garundah before she was


destroyed by the phantom lightning rail, they earn
the legacy event “Grateful Goblin.” At the end of the
adventure, ask the players to tick this event on their

Adventure Records.

Intelligence (Arcana) check can discern that she’s almost


just 20 minutes. Characters who succeed on a DC 10
free of the enchantment.
DDAL-EB-01 THE NIGHT LAND
DDAL-EB-01 THE NIGHT LAND
to the outpost to shield its inhabitants from the corruption of
the Mournland: in truth, she has been exiled here following a
spat with another priest.
Motivation: Prove her worth to her superiors so she can be
reassigned back to Thrane.
Mannerisms: Mother Jahanah has a habit of nervously
wringing her hands when she talks.
Quote:“We are far from the warmth of the Flame out here . . .”
The Chapel of the Silver Flame is made of clean, dressedstone and has a gabled roof
of silver-painted wooden
shingles. Inside, several simple, but well-made, benches
rest before a stone altar. A silver dish sits on the altar, and
behind it a large tapestry embroidered with the image of a
silver arrow hangs on the wall.
A middle-aged woman dressed in silver-tinged clerical
vestments smiles in welcome; a rare sight in a town that
trucks in so much unkindness. “Welcome. I’m Mother
Jahanah, keeper of the chapel. How can the Silver Flame be
of service today?”
Mother Jahanah sighs with relief when she learns why
the adventurers are here. Use the following information
to guide the conversation:
• Jahanah’s chapel was blessed with a relic called the
Arrow of Truth. This relic came directly from the heart
of Flamekeep, the headquarters of the Church of the
Silver Flame.
• Three days ago, Mother Jahanah left the chapel to run
an errand, leaving it in the care of an acolyte named
Jeriah Jonn. Out in the streets, she was surprised to
encounter Jeriah buying food from the market. She
was understandably confused, especially as her acolyte
claimed he hadn’t visited the chapel that day.
• Mother Jahanah rushed back to the chapel, but the
altar was open and the Arrow of Truth gone. The
thief, still disguised as the member of her order,
was seen carrying a wrapped bundle into the
office of a notorious salvage broker a few
minutes after the arrow was stolen.
• Jahanah believes that the broker orches-
trated the theft: an “untrustworthy
shifter brigand” named Zodor Tarev.
The actual thief must be a changeling in
Zodor’semploy.
Estimated Duration: 60 minutes

The trail of a scavenger who stole a relic from the Chapel


of the Silver Flame leads to a run-in with mutants
inside the Gray.

TALKING TO MOTHER JAHANAH

The adventurers find Mother Jahanah Teskelyndros at the


Chapel of the Silver Flame in Salvation (area 11). When
they enter the chapel, read the following boxed text aloud:

Jahanah offers each character in the group their
choice of a vial of antitoxin, a flask of alchemist’s
fire, or 20 silver arrows for finding and returning the
relic. The Church of the Silver Flame, she tells them,
rewards those who help its cause, even if it isn’t a
monetary reward.
Mother Jahanah (Jah-HA-nah)

Lawful good female human priest

Jahanah serves the Silver Flame as a loyal member of the


Order of Ministers. Ostensibly, the church has assigned her
FINDING THE CHANGELING

When the adventurers arrive at Zodor’s office, read the


following boxed text aloud:

Zodor’s office is made from lashed-together timbers with


an upturned artillery wagon serving as a roof. The structure
perches on stilts over a mud-filled crater. A rickety ladder
ascends to the entrance: a curtain of yellowing bones

threaded on copper wires.

Zodor the shifter has few visitors and is always attended


by two bandits, his human enforcers, Shybuck and Rolls.
Adventurers who stake out his office witness the occasional
scavenger enquiring for work, but Zodor himself only
leaves the premises at night to dine at the Gray Beyond
with his men. Characters can question him in his office, in
the Gray Beyond, or out on the streets.

DEALING W ITH ZODOR TAREV

Zodor talks freely with visitors but turns his henchmen on


anyone who threatens him. Use the following information
to guide any conversation that ensues:


If asked about the changeling or the silver arrow, Zodor
initially pleads ignorance. Adventurers who succeed
on a Wisdom (Insight) check opposed by the shifter’s
Charisma (Deception) check discern that he is lying.

Adventurers who succeed on a subsequent DC 10
Charisma (Deception or Persuasion) check convince
Zodor to come clean . . . mostly. Grant advantage to this
roll if the player roleplays a good approach.

Zodor reveals that a changeling named Whist came to
him with the stolen relic. He doesn’t buy stolen goods, so
he turned her away. Zodor says that Whist mostly works
for a broker named Draev Shaldor.

If the result of the Charisma check was less than 15,
Zodor says that Draev is sure to know Whist’s location
(see “Dealing with Draev Shaldor” below).


If the result for the Charisma check was 15 or greater,
Zodor reveals the whole truth: he sent Whist and
her crew east of Salvation to ransack an abandoned
elemental artillery piece in the Mournland.
Zodor Tarev (ZO-dor TAH-rev)

Chaotic good male shifter smuggler

Zodor has narrow, feline features and pierced eyebrows. He is


no saint, but he isn’t the scoundrel that some folk make him
out to be either. Sure, he runs a black-market trade in Cyran

salvage coming into Breland, but he isn’t a killer or a thief,

and he doesn’t expect his smugglers to take part in such


skullduggery either.
Motivation: Protect his own interests, using force if necessary.

DEALING W ITH DRAEV SHALDOR

The characters can find Draev at the Salvage Market (see


Part 2 for a description of this location), at his shack on
the outskirts of the outpost, or on the streets. Draev is a
human
bandit who is attended at all times by Hench, his
halfling
thug bodyguard. Use the following information to
guide any conversation that ensues:


Draev admits to knowing Whist. He says that her crew
occasionally does work for him.

He truthfully claims to know nothing about the stolen
Arrow of Truth. He says he has a reputation to uphold
and doesn’t knowingly work with thieves.

Draev says that Whist has been working for Zodor Tarev
recently and just today headed into the Gray to carry
out one of his contracts. He doesn’t know where they
were
headed.
This should send the characters back to Zodor. By this
time, he’s taken the precaution of hiring an additional pair
of
bandit bodyguards and refuses to speak with the party.
The players must find a way to turn the screws on him and
get the whole story.

Draev Shaldor (DRAY-ev SHAL-dor)

Neutral male human salvage broker

Draev lost his nose in a gas attack during the war and now

wears a magic filter in its place. He is known as a miser who


always pays the least for his salvage.
Motivation: Stay on the right side of Salvation’s other
brokers so he can carry on his business in peace.
Mannerisms:
Draev’s breathing apparatus hisses and rasps,

giving him a nasal inflection when he talks.

Quote:
“Better watch yourself. Hench don’t much like

your face.”

THE WHOLE TRUTH

If the players ferret out the complete truth, they learn that
Whist left town to investigate an abandoned elemental
artillery piece due east of Salvation. Her crew includes
two humans and a dwarf, in addition to herself. Proceed to
“The Artillery Piece” when the players choose to investigate
this location.

THE ARTILLERY PIECE

The ancient weapon lies within the Mournland (see


“Entering the Mournland” if this is the group’s first visit
to this cursed realm). Read the following boxed text aloud
once the characters have entered the Gray:

As you trudge through the Mournland, the weather worsens,

the clouds darken more than usual, and streaks of silent

silver lightning lash the sky. After a couple of hours of travel,

a stab of angry lightning illuminates the artillery piece on

the horizon: a huge cannon angled at the sky.

Mannerisms: Zodor is curt to the point of rudeness.


Quote:“Spit it out, puppy dog. Whatcha waiting for?”
When the characters move closer to the weapon, read the
following boxed aloud:

Bound at the base of the tower are the captured members


of a salvage crew. Their bodies are lashed together into a
grotesque work of art, forming a sculpture of flesh. It looks

like a terrible scorpion, with a silver arrow as its tail. A pair


of small, mutated humanoids lurch around the effigy, poking
the captives with their spears.

Whist’s salvage crew were captured by a pair of malign


dolgrims, who bound them together into this foul
effigy. The captives’ survival depends on the player’s
earlier
actions:


If the adventurers came here straight after visiting
Zodor, the captives are still alive. The adventurers need
only defeat the dolgrims to save the day.

If the adventurers also visited Draev, they arrive just in
time to witness the dolgrims put the last of the captives
to death, and the terrible effigy comes to life as a corpse
sculpture. This monster immediately devours the two
dolgrims and then turns on the party.
The two dolgrims here follow the psychic commands
of Valaara the Crawling Queen, their daelkyr master.
Although trapped in Khyber, deep beneath the surface
of the world, Valaara still holds sway over its servants.
Characters who succeed on a DC 15 Intelligence (Religion)
check identify the effigy as one of the many forms of the
Crawling
Queen.

AREA INFORMATION

This area has the following important features:

Terrain. The land here is muddy and pockmarked


with spell craters. Characters who attempt to hide have
advantage on Dexterity (Stealth) checks against creatures
that rely on sight.

Light. The battlefield is unlit and dark.

Giant Cannon. This rusted artillery unit no longer fires


but can still be used as an improvised weapon! Characters
who succeed on a DC 10 Intelligence (Investigation or
mason’s tools) check notice several structural integrity
issues. A character next to the cannon can use their action
to collapse its barrel in a line 50 feet long and 5 feet wide.
Creatures inside this area must make a DC 15 Dexterity
saving throw, taking 10 (3d6) bludgeoning damage on
a failed save, or half as much damage on a successful
one. This area also becomes difficult terrain.

TREASURE

If rescued, the captives offer each character 10 gp (if they


are dead, the gold is fused into the corpse sculpture and
lost). Whist admits to her theft and begs the character to
release her (see “Returning to Salvation”). Either way, the
party recovers the Arrow of Truth.

Adjusting the Scene

Here are some suggestions for adjusting this scene:


Very Weak: Remove one dolgrim. Alternatively, the corpse
sculpture only has 20 hit points, and it deals 7 (2d6)
damage on a successful bite attack.


Weak: The dolgrims only have 6 hit points. Alternatively, the
corpse sculpture only has 30 hit points, and it deals 7 (2d6)
damage on a successful bite attack.


Strong: Add two dolgrims or a second corpse sculpture.

Very Strong: Add four dolgrims or two additional corpse
sculptures.
RETURNING TO SALVATION

With their goals complete, the adventurers can return to


Salvation to claim their reward. If Whist is alive, give each
player one hero point.

LEGACY EVENT

If she’s alive, Whist confesses to her theft but begs the


party to let her free, promising to aid them in the future
if they allow her to escape. Players who show mercy
earn the legacy event “Stay of Execution.” At the end of
the adventure, ask the players to tick this event on their

Adventure Records.

TREASURE

For returning the Arrow of Truth, Jahanah awards each


character in the group their choice of a vial of antitoxin, a
flask of alchemist’s fire, or 20 silver arrows. If the players
bring the thief to her, she also offers each character 25 gp.

Whist is sent to Flamekeep for sentencing.


DDAL-EB-01 THE NIGHT LAND
Estimated Duration: 75 minutes

In this mission, a mysterious contract leads the


characters to a hidden base belonging to the Order of the
Emerald Claw.

THE SCRAPYARD BELL

When the adventurers arrive at the scrapyard, read the


following boxed text aloud:

Outside of Salvation, a scrapheap fills the swampy remains

of an abandoned factory yard. A warforged colossus slumps


at its rear. Half-buried by junk and sitting on its backside,
the fallen behemoth is easily 100 feet tall. An iron bell hangs
from a post at the scrapyard entrance.

Characters who ring the scrapyard bell at daybreak are


approached by an aged commoner named Evanazer,
who introduces himself as the personal assistant of
the salvage broker Irullan Karnach. His boss wants to
maintain her distance from this job and has entrusted
Evanazer with the mission details. Use the following
information to guide the conversation:


Irullan owns the salvage rights to Big Moe, the defunct
warforged colossus that rests on the edge of the
scrapyard. She has so far decided to leave it intact.

Recently, Irullan’s scrap team found a tunnel covertly
excavated beneath the creature. She suspects that
someone is stripping it for parts.

Irullan is wary about who could be inside the tunnel
and wants the adventurers to investigate on her behalf.
If they scout it out, Evanazer promises to pay each
character a reward of 10 gp.
If the players agree to the mission, Evanazer gives the
party directions to the secret tunnel.

EVANAZER’S DECEPTION

Evanazer isn’t telling the truth. Irullan didn’t order the


tunnel investigated: in fact, she ordered people to stay
away from Big Moe. Evanazer fears that his boss might
be mixed up in something nefarious, so he’s asking the
characters to investigate without Irullan’s knowledge. To
uncover his ruse, a character must succeed on a Wisdom
(Insight) check opposed by the result of Evanazer’s
Charisma (Deception) check. On a success, the character
suspects that Evanazer is scared and isn’t wholly telling
the truth. If challenged, Evanazer comes clean about his
suspicions.

THE SECRET TUNNEL

When the adventurers enter the tunnel, read the following


boxed text aloud:

The tunnel is hidden behind one of Big Moe’s fallen metal

armor plates. Lugging it aside, you reveal a slanted tunnel


plunging down into the dark. It’s clearly been excavated
recently, perhaps by a machine, and is expertly stabilized
with wooden support beams.

The Emerald Claw Hideout Map from appendix A shows


the layout of the tunnel complex. From the surface, the
tunnel descends 50 feet before it levels out and turns east.
Characters with good direction sense realize that they are
traveling beneath the Mournland. After traveling several
hundred feet, the characters arrive at a secret hideout
belonging to the Order of the Emerald Claw.

DDAL-EB-01 THE NIGHT LAND


The Order of the Emerald Claw

The Order of the Emerald Claw is a secret society of fanatical

warriors, spies, and necromancers who claim to be loyal to

the Karrnathi throne. They operate covertly across Khorvaire,

carrying out acts of destruction, murder, and necromantic


terrorism.

AREA INFORMATION

The hideout has the following important features:

Dimensions and Terrain. Rooms and corridors are


dirt-walled and reinforced with wooden beams. Ceilings
are 8 feet high.

Light. The rooms within the hideout are brightly lit


by torches.

Sounds and Smells. The air reeks of embalming fluid.


Muffled voices can be heard from area 3.

1. TRAPPED DOOR
A locked, heavy wooden door seals the end of the tunnel.
Characters who examine the door and succeed on a DC
15 Intelligence (Investigation) check detect a poison spray
trap in the lock. The lock can be picked with a successful
DC 12 Dexterity check using thieves’ tools, but this also
triggers the trap if it is still active. A character can use
an action to force open the door with a successful DC 15
Strength check. The door is a Medium object with AC 15,
30 hit points, and immunity to poison and psychic damage.
Breaking down or forcing the door triggers the trap and
alerts the Emerald Claw agents in area 3.

Poison Spray Trap. This trap is triggered if someone


tries to pick the lock or force open the door. When
activated, a spray of poison hisses from the lock and fills
the tunnel. All creatures within 10 feet of the door must
make a DC 10 Constitution saving throw, taking 7 (2d6)
poison damage on a failed save, or half as much damage
on a successful one (for Strong or Very Strong parties,
double the damage). If detected beforehand, the trap can
be disarmed with a successful DC 13 Dexterity (Sleight of
Hand) check using thieves’ tools. If this check fails by 5 or
more, the trap accidentally triggers.

2. CORPSE STORAGE
When they enter the room, read:

This circular chamber is lit by torches. Roughly thirty human

corpses are neatly stacked in three piles around the room.

The bodies are naked and covered in some sort of embalming

fluid. There is no obvious sign of what killed them.

If the characters made too much noise getting in here, two


bandits from area 3 come to investigate. They call out in
alarm when they encounter the adventurers.

Piles of Bodies. The areas containing bodies count as


difficult terrain. The bodies are also treated with a highly
flammable fluid. If they are exposed to an open flame or
electricity, all the bodies in that pile burst into flame. A
creature that starts its turn within 5 feet of the burning
bodies takes 7 (2d6) fire damage. The Emerald Claw
guards know this and can use an action to light a pile on
fire with their torches.

3. EXPERIMENTATION CHAMBER
The door leading into this room is closed but not locked.
When the characters enter this room, read the following
boxed text aloud (adjusting it appropriately if the agents
are already dead):

This torchlit chamber is lined with fresh bricks and mortar.

Several well-armed figures stand inside, watching a robed

man screw metal plates onto the limbs of another dead

body. Each onlooker wears a metal half mask.


Five Emerald Claw bandits look on with interest as
Emilaj Constock, a neutral evil commoner physician,
bolts pieces of metal to corpses laid out on tables around
the edges of the room.

The agents attack any intruders they see. During


combat, Constock cowers in the corner in fear for his life.
Adventurers who survive the battle can question Constock,
who answers truthfully if they promise to spare him. Use
the following information to guide his interrogation:


Constock claims to be a physician from the city of
Rekkenmark
in
Karrnath.

Agents from the Order of the Emerald Claw escorted
Constock here from Karnnath to study the magical
effects of Mournland.

Many Mournland corpses don’t decompose, so Constock
was preparing to create special zombies from Emerald
Claw supplicants who had sacrificed themselves to his
cause, allowing them to serve the order in undeath.

The operation was facilitated by an Order of the
Emerald Claw spy inside Salvation, but Constock claims
to have no idea of their identity.
Adjusting the Scene

Here are some suggestions for adjusting this scene:


Very Weak: Remove two bandits.

Weak: Remove a bandit.

Strong: Replace the bandits with thugs.

Very Strong: Replace the bandits with eight thugs.
The characters can return to the surface to report their
findings to Evanazer, but a betrayal is in the offing . . .

THE BETRAYAL

The Emerald Claw spy is none other than Irullan Karnach.


She paid for the salvage rights to Big Moe precisely so
her colleagues could use it to hide their work in Salvation
while making use of its parts. While the characters
were undertaking their mission, Irullan learned of her
assistant’s betrayal. She sent mercenaries to kill him, and
now those assassins wait for the characters.
AN ASSASSINATION ATTEMPT

When the characters return to the surface, they find


Evanazer’s dead body sprawled near the scrapyard bell,
pierced by arrows. Two mercenary scouts—a female
shifter named Quicksilver and female human named
Brace Conder—are hiding in the trash 100 feet away.
Characters who succeed on a DC 16 Wisdom (Perception)
check spot the scouts and avoid being surprised when they
attack. The scouts fight to the death.

If captured, the assassins reveal that they were


approached by a hooded figure and paid to carry out the
assassination. They don’t know who the figure was, but
they say she spoke with a woman’s voice.

Treasure. Evanazer’s pouch still contains the gold he


promised as a reward: 10 gp per adventurer in the party.

Adjusting the Scene

Here are some suggestions for adjusting this scene:


Very Weak: Remove a scout. Reduce the DC of the Wisdom
(Perception) check to avoid being surprised to DC 13.


Weak: Reduce the DC of the Wisdom (Perception) check to
avoid being surprised to DC 13.


Strong and Very Strong: Add four scouts. Increase the
DC of the Wisdom (Perception) check to avoid being surprised
to DC 18.

THE LA W ARRIVES

Immediately after the battle, a warforged soldier named


Sheriff arrives at the scrapyard.
Sheriff is responsible for
local law enforcement and demands to know what happened
here. As long as the players give her a reasonable
accounting for what happened, Sheriff believes them.

If the characters try to convince Sheriff that Irullan


is behind the murders and in league with the Emerald
Claw, she hears their story but points out there is no
evidence to directly tie her to the crimes. Sheriff doesn’t
want to cause trouble with one of the wealthiest citizens
in Salvation, but promises to look into it further, saying
she’ll reach out to the characters if she learns anything.
Give each player one hero point.

DDAL-EB-01 THE NIGHT LAND


Sheriff
Lawful neutral warforged peacekeeper

Sheriff tries to keep a modicum of peace in Salvation by

intervening to settle disputes. She dresses in a leather


duster and carries a javelin that crackles with electricity
when she holds it.

Motivation: Keep the peace without angering the powerful


forces in Salvation.

Mannerisms:
Sheriff often malfunctions slightly when

talking, giving her an odd stutter.

Quote:
“D-d-d-drop it!”

CONFRONTING IRULLAN KARNACH

Irullan Karnach is one of the outpost’s most powerful


salvage brokers. She spends most of her time in her room
at the Salvation Hotel, only ever leaving to visit her desk at
the Salvage Market. Irullan has the statistics of a veteran
and is always accompanied by the Ashhounds: a crew of
ten veterans of various genders and ethnicities. Warn
your players that they are most likely outmatched if they
choose to move against her. If they confront her with their
suspicions, she simply laughs it off.

Irullan Karnach

Neutral evil female human salvage broker and agent of the


Emerald Claw.

Irullan Karnach is a rosy-cheeked, plump woman in her early


forties, who always wears a purple scarf draped over one
shoulder. She is known as one of Salvation’s most powerful

brokers: but secretly serves the Emerald Claw as their spy

in the area.
Motivation: Keep her allegiance to the Emerald Claw a secret.
Mannerisms:
Irullan is calm and soft-spoken, never losing

her temper even as she signs death warrants.

Quote:
“Fly away, little birds. Summer is over and it is time

for you to move on.”


LEGACY EVENT

If the characters publicly accuse Irullan of being involved

with the Emerald Claw or being complicit in Evanazer’s


death, she decides to make life hard on them. They earn
the legacy event “A Powerful Enemy.” At the end of the
adventure, ask the players to tick this event on their

Adventure Records.

ENDING THE ADVENTURE

With their first adventures in Salvation and the Gray


behind them, the characters are ready to begin making a
name for themselves. Read the following boxed text aloud:

As you rest and recover from your adventures, your

friend Kalli [or the NPC the group created] finds you. “I’m

already hearing rumors and gossip about you spreading

through town. You’ve certainly made an impression. That’s

great, but be careful. In Salvation, fame and infamy are

synonymous. Both can lead to opportunities, and both can

get you killed.”

About the Author

Shawn Merwin’s professional design, development, and

editing work in D&D has spanned 20 years and over 4 million


words of content, ranging from third to fifth edition. His

most recent credits include the Acquisitions Incorporated


book, Baldur’s Gate: Descent into Avernus, and Storm Lord’s
Wrath. He is also the Resource Manager for the D&D
Adventurers League’s Eberron: Oracle of War campaign.
Shawn hosts a weekly D&D podcast called Down with D&D,
and he holds an MFA in Creative Writing from Vermont
College of Fine Arts. You can follow his ramblings and

musings on Twitter at @shawnmerwin.

DDAL-EB-01 THE NIGHT LAND


RE WARDS

At the end of the adventure, everyone receives rewards


based upon their accomplishments.

PLAYER RE ARDS

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.

Optional: Decline Advancement

A player may decline taking the level advancement. If so,


they cannot take any of the rewards listed on the Adventure
Record, but still earn legacy events as normal. If a legacy
event would provide the character with magic items, wealth,

or another type of benefit if they gain a level, the player


declining advancement doesn’t gain those benefits, although

they still earn the legacy event.

RE WARDS

At the end of the adventure, each character in the party


earns the awards 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 cannot choose it.

LEGACY EVENTS

At the end of the adventure, each player should tick any


legacy events earned.

Important: Cross out any legacy events that the


character didn’t earn.

DUNGEON MASTER RE ARDS

For running this adventure, you earn the Adventure


Record for this adventure, which you may apply it to one of
your Eberron characters. This character gains a level and
receives the rewards listed on the Adventure Record. Tick
off any legacy events that you want to keep.

You may complete DM Quests for running this


adventure. See the ALDMG (Adventurers League Dungeon
Master’s Guide) for more information about DM Quests.

DDAL-EB-01 THE NIGHT LAND

17
IMPORTANT CHARACTERS

The following NPCs feature prominently in this adventure:

Important Characters

Name Identity Details


Belaluur
Neutral female goblin salvage Belaluur is jovial by nature but is nevertheless a
shrewd bargainer and
broker ruthless operator.
Brackle
Neutral male gnome hermit Brackle drifts in and out of Salvation, preaching of the
Draconic Prophecy.
Draev Shaldor Neutral male human salvage Draev is known as a miser who always pays
the least for his salvage.
broker
Emilaj Constock Neutral evil male human physician A necromancer hired by the Order
of the Emerald Claw to conduct
experiments in the Mournland.
Evanazer Neutral male human factotum Troubled servant of the salvage broker Irullan
Karnach. Murdered by his
mistress for delving into her deeds.
Garundah Neutral goblin artificer’s Reckless daughter of the salvage broker,
Belaluur.
apprentice
Irullan Karnach Neutral evil female human salvage Irullan is known as one of
Salvation’s most powerful brokers: but secretly
broker and agent of the Emerald serves the Emerald Claw as their spy in the area.
Claw
Mother Jahanah Lawful good female human priest Jahanah serves the Silver Flame as a
loyal member of the Order of Ministers.
of the Silver Flame
Kalli Alran Neutral female human scavenger Kalli belongs to the Grey Dogs salvage
crew and has made it her mission to
recover artifacts from her Cyran homeland.
Sheriff
Lawful neutral warforged Sheriff tries to keep a modicum of peace in Salvation by
intervening to settle
peacekeeper disputes.
Whist Chaotic neutral female changeling Whist stole the Arrow of Truth from the
Chapel of the Silver Flame and tried
thief to sell it to the highest bidder.
Zodor Tarev
Chaotic good male shifter Zodor runs a black-market trade in Cyran salvage coming
into Breland.
smuggler

DDAL-EB-01 THE NIGHT LAND 18


CREATURE STATISTICS

BANDIT
Medium humanoid (any race), any non-lawful alignment
Armor Class 12 (leather armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/8 (25 XP)
ActionsScimitar.Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) slashing damage.
LightCrossbow.Ranged Weapon Attack: +3 to hit, range 80
ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
COMMONER
Medium humanoid (any race), any alignment
Armor Class 10
Hit Points 4 (1d8)
Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 0 (10 XP)
ActionsClub.Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) bludgeoning damage.
CRYSTAL DRAKE
Medium construct, unaligned
Armor Class 13 (natural armor)
Hit Points 22 (4d6 + 8)
Speed 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 14 (+2) 4 (−3) 11 (+0) 6 (−2)
Skills Perception +4, Stealth +4DamageVulnerabilitiesbludgeoning
DamageImmunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 14Languages —
Challenge 1/2 (100 XP)
PackTactics. The drake has advantage on an attack roll against
a creature if at least one of the drake’s allies is within 5 feet of
the creature and the ally isn’t incapacitated.
SurpriseAttack. If the drake surprises a creature and hits it with
an attack during the first round of combat, the target takes an
extra 7 (2d6) damage from the attack.
ActionsBite.Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) piercing damage.
COCKATRICE

Small monstrosity, unaligned

Armor Class 11
Hit Points 27 (6d6 + 6)
Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA


6 (−2) 12 (+1) 12 (+1) 2 (−4) 13 (+1) 5 (−3)

Senses darkvision 60 ft., passive Perception 11


Languages —
Challenge 1/2 (100 XP)

Actions

Bite.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 3 (1d4 + 1) piercing damage, and the target must succeed

on a DC 11 Constitution saving throw against being magically

petrified. On a failed save, the creature begins to turn to stone

and is restrained. It must repeat the saving throw at the end of

its next turn. On a success, the effect ends. On a failure, the


creature is petrified for 24 hours.

DDAL-EB-01 THE NIGHT LAND


CORPSE SCULPTURE

Large
aberration,
neutral
Armor Class 9
Hit Points 67 (9d8 + 27)
Speed 10ft., swim 10 ft.
STR
10 (+0)
DEX
8 (−1)
CON
16 (+3)
INT
3 (−4)
WIS
10 (+0)
CHA
6 (−2)
Condition Immunities prone

Senses darkvision 60 ft., passive Perception 10


Languages —
Challenge 2 (450 XP)

Aberrant
Ground.
The ground in a 10-foot radius around the
sculpture is doughlike difficult terrain. Each creature that

starts its turn in that area must succeed on a DC 10 Strength


saving throw or have its speed reduced to 0 until the start of its
next turn.

Gibbering.
The sculpture babbles incoherently while it can

see any creature and isn’t incapacitated. Each creature that


starts its turn within 20 feet of the sculpture and can hear the
gibbering must succeed on a DC 10 Wisdom saving throw.
On a failure, the creature can’t take reactions until the start of

its next turn and rolls a d8 to determine what it does during


its turn. On a 1 to 4, the creature does nothing. On a 5 or 6,

the creature takes no action or bonus action and uses all its
movement to move in a randomly determined direction. On a

7 or 8, the creature makes a melee attack against a randomly

determined creature within its reach or does nothing if it can’t


make such an attack.

Actions
Multiattack. The sculpture makes one bite attack and, if it can,

uses its blinding spittle.

Bites.
Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
Hit: 17 (5d6) piercing damage. If the target is Medium or

smaller, it must succeed on a DC 10 Strength saving throw or


be knocked prone. If the target is killed by this damage, it is
absorbed into the sculpture.

Blinding
Spittle
(Recharge
5—6). The sculpture spits a chemical
glob at a point it can see within 15 feet of it. The glob explodes
in a blinding flash of light on impact. Each creature within 5
feet of the flash must succeed on a DC 13 Dexterity saving

throw or be blinded until the end of the sculpture’s next turn.

DOLGRIM
Smallaberration,chaoticevil
Armor Class 15 (natural armor, shield)
Hit Points 13 (3d6 + 3)
Speed 30 ft.

STR DEX CON INT WIS CHA

15 (+2) 14 (+2) 12 (+1) 8 (−1) 10 (+0) 8 (−1)

Senses darkvision 60 ft., passive Perception 10


Languages Deep Speech, Goblin
Challenge 1/2 (100 XP)

Dual
Consciousness. The dolgrim has advantage on saving

throws against being blinded, charmed, deafened, frightened,


stunned, and knocked unconscious.

Actions

Multiattack.
The dolgrim makes three attacks.

Morningstar.
Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) piercing damage.
Spear.
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or
6 (1d8 + 2) piercing damage if used with two hands to make a

melee attack.

Hand
Crossbow.
Ranged Weapon Attack: +4 to hit, range 30/120
ft., one target. Hit: 5 (1d6 + 2) piercing damage.

DDAL-EB-01 THE NIGHT LAND


SCOUT SCOUT
Medium humanoid (any race), any alignment

Armor Class 13 (leather armor)


Hit Points 16 (3d8 + 3)
Speed 30 ft.

IRON DEFENDER
Medium construct, neutral
Armor Class 17 (natural armor)
Hit Points 30 (4d8 + 12)
Speed 40 ft.
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 8 (−1) 11 (+1) 7 (−2)
Skills Perception +3, Stealth +4DamageImmunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60ft., passive Perception 13Languages understands the languages
of its creator but can’t
speak
Challenge 1 (200 XP)
KeenSenses. The defender has advantage on Wisdom
(Perception) checks.
TelepathicBond. While the defender is on the same plane of
existence as its master, it can magically convey what it senses
to its master, and the two can communicate telepathically.
ActionsBite.Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) piercing damage. If the target is a creature,
it must succeed on a DC 13 Strength saving throw or take an
extra 3 (1d6) piercing damage and be grappled (escape DC 13).
The defender can have only one creature grappled in this way
at a time.
STR DEX CON INT WIS CHA

11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)

Skills Nature +4, Perception +5, Stealth +6, Survival +5


Senses passive Perception 15
Languages any one language (usually Common)
Challenge 1/2 (100 XP)

Keen
Hearing
and
Sight. The scout has advantage on Wisdom

(Perception) checks that rely on hearing or sight.

Actions

Multiattack.
The scout makes two melee attacks or two

ranged attacks.
Shortsword.
Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.

Longbow.
Ranged Weapon Attack: +4 to hit, ranged 150/600 ft.,
one target. Hit: 6 (1d8 + 2) piercing damage.

SHIFTER

Medium humanoid (shifter), any alignment

Armor Class 14 (leather armor)


Hit Points 19 (3d8 + 6)
Speed 30 ft.

STR DEX CON INT WIS CHA

12 (+1) 16 (+3) 14 (+2) 11 (+0) 15 (+2) 10 (+0)

Skills Acrobatics +5, Insight +4, Nature +2, Perception +4


Senses darkvision 60 ft., passive Perception 14
Languages Common
Challenge 1/2 (100 XP)

Shifting
(Recharges
after
Short
or
Long
Rest). As a bonus
action, the shifter takes on a more bestial form for 1 minute

or until it dies. The shifter gains 5 temporary hit points. It can

make a bite attack when it activates this trait and also as a


bonus action on each of its turns while in its bestial form.

Actions

Shortsword.
Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage.

Bite.
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 5 (1d4 + 3) piercing damage.
DDAL-EB-01 THE NIGHT LAND
THUG
Medium humanoid (any race), any non-good alignment

Armor Class 11 (leather armor)


Hit Points 32 (5d8 + 10)
Speed 30 ft.

STR DEX CON INT WIS CHA

15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0)

Skills Intimidation
+2
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/2 (100 XP)

Pack
Tactics. The thug has advantage on an attack roll against a
creature if at least one of the thug’s allies is within 5 feet of the

creature and the ally isn’t incapacitated.

Actions

Multiattack.
The thug makes two melee attacks.

Mace.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 5 (1d6 + 2) bludgeoning damage.

Heavy
Crossbow.
Ranged Weapon Attack: +2 to hit, range
100/400 ft., one target. Hit: 5 (1d10) piercing damage.

VETERAN
Medium humanoid (any race), any alignment
Armor Class 17 (splint)
Hit Points 58 (9d8 + 18)
Speed 30 ft.
STR DEX CON INT WIS CHA

16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)

Skills Athletics +5, Perception +2


Senses passive Perception 12
Languages any one language (usually Common)
Challenge 3 (700 XP)

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.

WARFORGED SOLDIER
Medium humanoid (warforged), any alignment
Armor Class 16 (natural armor, shield)
Hit Points 30 (4d8 + 12)
Speed 30 ft.

STR DEX CON INT WIS CHA

16 (+3) 12 (+1) 16 (+3) 10 (+0) 14 (+2) 11 (+0)

Skills Athletics +5, Perception +4, Survival +4


Damage Resistances poison
Senses passive Perception 14
Languages Common
Challenge 1 (200 XP)
Warforged Resilience. The warforged has advantage on saving

throws against being poisoned and is immune to disease.


Magic can’t put it to sleep.

Actions

Multiattack. The warforged makes two armblade attacks.

Armblade. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 6 (1d6 + 3) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or


range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Reactions

Protection. When an attacker the warforged can see makes an

attack roll against a creature within 5 feet of the warforged, the

warforged can impose disadvantage on the attack roll.

DDAL-EB-01 THE NIGHT LAND


HANDOUT 1:
SALVAGE BOARD QUESTS
BILL 1:

BILL 2:

DDAL-EB-01 THE NIGHT LAND


BILL 3:

DDAL-EB-01 THE NIGHT LAND


APPENDIX A:
DUNGEON MASTER’S MAPS
MAP OF SALVATION

DDAL-EB-01 THE NIGHT LAND


EMERALD CLA W HIDEOUT

DDAL-EB-01 THE NIGHT LAND


APPENDIX B:
DUNGEON MASTER TIPS

To run an adventure as DM, you must have 3 to 7 players—


each with their own character within the adventure’s level
range (see Adventure Overview).

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.
Familiarize 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,
legacy events, 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. At the end of the session, give each
player an Adventure Record for this adventure, and take
one for yourself. The adventure information and your
information are added at the end of the session—whether
they completed the adventure or not.

Each player is responsible for maintaining their


Adventure Records, or some other logsheet with the
relevant information. 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 can’t, feel free to restrict item use or ask them to use a
standard ability score array.

Point players to the Oracle of War Player’s Guide for


reference. 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

To determine whether you should consider adjusting the


adventure, add up the total levels of all the characters and
divide the total 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 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

DDAL-EB-01 THE NIGHT LAND

27

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