C
Designer: James Introcaso
Campaign Story and Development: Will Doyle
Editing: Ashley Michaela “Navigator” Lawson
Art Direction and Layout: Stacey Allan
Artists: All art provided by Wizards of the Coast and used with
permission
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,
Tom Donovan, Greg Hartman, Mark Knapik, Beth Merwin,
Cindy Moore, Scott Moore
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.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League,
all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses
are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork con-
tained herein is prohibited without the express written permission of Wizards of the Coast.
©2019 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The
Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
his adventure is designed for three to seven 1st- O
to 4th-level characters and is optimized for five
characters with an average party level (APL) The adventure’s story is spread over two parts and takes
of 3. Characters outside this level range can’t approximately 4 hours to play.
participate in this adventure. • Part 1: Mourning Dead (60 mins).
This adventure occurs in Eberron, in the remains of Undead ambush the party as they travel through the
ruined Cyre. This fallen nation is known as the Mournland Mournland toward Salvation. With more undead
across most of Eberron, but as the Gray to the residents closing in, the scavengers are forced to seek shelter in a
of Salvation. This is the third in a series of four adven- nearby cottage.
tures, the Spoils of War storyline. Spoils of War is part • Part 2: Dead by Dawn (180 mins).
of the Oracle of War Eberron campaign for the D&D As the adventurers defend the cottage from the undead,
Adventurers League. the Gray Dogs turn traitor and attempt to steal the
Oracle of War. To survive, the adventurers must fight
B their way out or perform a ritual to banish the undead
from the cottage.
The ORACLE OF WAR is a mysterious, magic device that
sat untouched in the MOURNLAND for years. During
DDAL-EB-02 Voice in the Machine, the adventurers A H
unearthed this device from the ruins while searching for In the Oracle of War campaign, the characters are
the GRAY DOGS, a lost scavenger crew. When the Oracle scavengers working for salvage crews. Players should
of War is activated, the item speaks, giving strategic battle invent their own reasons for undertaking such dangerous
advice. The adventurers are now headed back home with work: dedication to a just cause, serving a specific patron,
the Gray Dogs to the settlement, SALVATION, which sits spying for an organization, etc.
just outside the mists of the Mournland. 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 adven-
The Mournland
tures in the campaign. At the start of play, ask your players
A wall of dead-gray mist surrounds the remnants of Cyre.
if their characters have utilized any of these backgrounds
Beyond the mists lies a land twisted by magic, a wound that
and tie them into the adventure as best you can.
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
C S
from various sides litter the landscape—soldiers whose If the characters played through DDAL-EB-02 Voice in the
dead bodies refuse to decompose. The Mournland is a vast Machine, this adventure picks up after that adventure ends.
open grave. The characters are escorting the Gray Dogs salvage crew
In that horrific landscape, vile magical effects linger, and back to Salvation after rescuing them from the Fireweave
monsters mutate into even more foul and horrible creatures. Bazaar in the city of Kalazart.
Magical effects continue to rain upon the land as storms that Characters who played Voice in the Machine or
never dissipate. Stories speak of living spells—war magic DDAL-EB-01 The Night Land have an ally that also stars in
that has taken physical form, sentient fireballs and vile cloud- this adventure: Kalli Alran (or a scavenger friend created
kills that endlessly search for new victims. And angry ghosts
by the players that replaces her). If the characters didn’t
continue to fight their final battles.
—Eberron: Rising from the Last War
play through either of those adventures, use the following
adventure hook:
Old Friend. One or more of the characters knows Kalli
Alran, a scavenger from the town of Salvation. Kalli went
missing in the Mournland with her crew, the Gray Dogs,
and the adventurers were hired to rescue her. Ask each
player with a connection to Kalli to roll on the following
table to determine how they know her:
DDAL-EB-03 WHERE THE DEAD WAIT 3
Connections to Kalli H P
d8 Connection
In the Oracle of War campaign, adventurers are supposed
1 Kalli saved you from a kneecapping at the hands of to be a cut above the rest. To reflect this, each character
Boromar clan extortionists in the alleys of Sharn. in the party gains one hero point at the start of this
2 You and Kalli were lovers. You promised each other adventure. Players earn additional hero points by com-
you would meet again one day for old times’ sake. pleting story goals. The DM may not award hero points
except as specifically directed by the adventure. At the
3 Kalli loaned you a single gold piece, which you
end of the adventure, the players lose any hero points they
invested to start a whole new life for yourself.
have accrued.
4 You and Kalli served as sappers in the Last War and
went through hell together.
Hero Points
5 You and Kalli grew up in the same town or city and
A player can spend a hero point whenever they make an at-
were childhood rivals. tack roll, an ability check, or a saving throw. The player can
6 You and Kalli had a con that you would pull on spend the hero point after the roll is made but before they
unwitting traders, but the heat got too much. know whether they’re successful or not. Spending the hero
point allows the player to roll a d6 and add it to the d20,
7 Kalli murdered your corrupt commanding officer in possibly turning a failure into a success. A player can spend
the Last War, and you covered for her. only one hero point per roll. In addition, whenever a character
8 Kalli is your estranged daughter/sister/mother. fails a death saving throw, the player can spend one hero
point to turn the failure into a success.
L E
Before beginning play, ask the players to check their
Adventure Records for any legacy events that affect this
adventure. Where the Dead Wait incorporates the following
legacy events from previous adventures in the Oracle of
War series:
A Friend Indeed. If the adventurers tried to rescue the
scavenger Durvo Tellis during DDAL-EB-02 Voice in
the Machine, Kalli Alran is more likely to side with the
adventurers during the mutiny.
Hard Call. If the dwarf Durvo Tellis was abandoned
during DDAL-EB-02 Voice in the Machine, he is not present
in this adventure and Kalli Alran is more likely to side
against the adventurers during the mutiny.
Estimated Duration: 60 minutes
Durvo Tellis (DER-voh TELL-us)
Undead ambush the party as they travel through the Neutral male dwarf scavenger
Mournland toward Salvation. With more undead Durvo is a pale-skinned 165-year-old dwarf and a veteran
closing in, the scavengers are forced to seek shelter in a scavenger. He wears a patch over one milky, dead eye and
has a sour attitude for anything that isn’t getting down to
nearby cottage.
business gathering treasure.
Motivation: Survival. Durvo needs cash to stay alive and
S S feed himself.
When everyone is ready to begin, read the following boxed Mannerisms: Durvo ignores people and questions not
text aloud: worth his time. Fun is frivolous, and frivolous doesn’t
get you paid.
Quote: “Enough jawing. Time to get to work.”
You’re returning home after a successful rescue mission
into the Mournland. With you are the surviving members Kalli Alran (KAL-ee ALL-run)
of the Gray Dogs, the salvage crew you were sent to rescue. Neutral female human scavenger
Two of them are dragging a strange device through the Kalli is a brown-skinned human in her forties who was
mud; the Oracle of War, which you unearthed from the ruins visiting Sharn on the Day of Mourning. She has a friendly
personality and has made it a personal mission to recover
of Kalazart. artifacts from her homeland.
Motivation: Loyalty. The few friends Kalli has left are
A flickering pillar of light briefly pierces the sky from a hill- worth fighting for: but cross her and she’ll hold a grudge like
top ahead. The Mournland is deathly quiet and your every nobody’s business.
step and breath echoes through the valley. Atop the hill, a Mannerisms: Kalli is always smiling.
Quote: “No one lives forever, eh?”
stone cottage slumps like frozen corpse.
Nella Halthorn (NEL-uh HALL-thorn)
Now go around the table and ask each player to describe Neutral female halfling scavenger
their character as they trudge through the Mournland. Nella is a tan halfling in her twenties from Sharn. She has a
When they’re done, give everyone inspiration. sharp wit and is quick to make a joke.
Motivation: Wealth. Nella is trying to raise enough money
T G D to pay off her brother’s gambling debts to the Boromar Clan,
The characters travel with the following NPCs, who all a criminal syndicate in Sharn.
share the scout stat block. The scavengers are grateful to Mannerisms: Nella often sniffs when she talks.
be rescued and eager to get home. Quote: “Easy as tumbledown pie.”
• Durvo Tellis (male dwarf)
• Kalli Alran (female Cyran human) Sprocket
• Nella Halthorn (female halfling) Neutral warforged scavenger
• Sprocket (warforged) Sprocket is a 15-year-old warforged who worked for House
Cannith as an assistant to several artificers. When the
If the players have the Hard Call legacy Treaty of Thronehold was signed, Sprocket decided to use
event, Durvo Tellis was left behind at the his knowledge of magic items to make a living scouring the
Fireweave Bazaar and does not feature in Mournland for treasure.
this adventure. Motivation: Discovery. Sprocket hopes to find meaning for
his life inside the Mournland.
Mannerisms: Sprocket’s right arm occasionally
malfunctions and vibrates violently.
Quote: “Doesn’t look so hard to me.”
DDAL-EB-03 WHERE THE DEAD WAIT 5
T Oracle of War Adjusting the Scene
Give the players Handout 1: Oracle of War. This informa-
Here are some suggestions for adjusting this scene:
tion represents everything they’ve learned so far about • Very Weak: Remove three skeletons and three zombies.
the device. • Weak: Remove two skeletons and two zombies.
• Strong: Add one ogre zombie.
U A • Very Strong: Add one ogre zombie, and they both have 100
When you’ve set the scene and everyone is ready to hit points.
continue, read the following boxed text aloud:
T S U!
A few moments later, a sudden moan breaks the silence
After the undead are destroyed, the moans of more undead
as soldiers dressed in Cyran uniforms shamble forward, a
are heard in the distance. Kalli draws the folding telescope
hatred for all living things burning in their eyes. They died from the Oracle of War, looks through it, and pales as she
in the Last War, yet the blood on their wounds is still moist. proclaims, “We’re surrounded by undead!” Any character
Others are just charred skeletons, smoke still rising from who looks through the telescope can see zombies, skele-
their bones. tons, and more in the distance, approaching from all sides.
They’ll be upon the characters in minutes! The scavengers
start heading toward the cottage as Sprocket points out,
The party is surrounded and attacked by six zombies and “It’s the most defensible position!”
six skeletons dressed in the regalia of the Cyran army.
The skeletons try to keep their distance, attacking with
shortbows, while the zombies engage the characters in
melee. If engaged in melee, the skeletons draw shorts-
words and attack. All the undead fight until destroyed.
When half the undead are destroyed, an ogre zombie joins
the fray, attacking the characters.
With a bloodcurdling roar, an undead ogre stomps from
the mists. It wears the blood-splattered armor of the
Brelish Heavy Infantry and has a battering ram strapped to
its forearm.
A I
Dimensions and Terrain. The ambush occurs in
an 80-foot diameter hollow on the side of the valley,
surrounded by trees.
Light. The Mournland is shrouded in perpetual twilight.
The lighting in this area is dim.
Sounds and Smells. The area is eerily silent until the
undead attack. The air smells of mud and pinecones, with
the whiff of putrid flesh.
Scavengers in Combat
During combat, one or more players can control the NPCs
scavengers, or you can speed things up by having all them
act on the same initiative count. If using the faster method,
just roll 1d20 on their turn to determine how many of their
attacks hit:
• On a roll of 1–5, none of the scouts hit.
• On a roll of 6–15, each scout hits with one attack.
• On a roll of 16–20, each scout hits with both attacks.
The scouts deal 6 piercing damage per attack with their
longbows and 5 piercing damage per attack with their
shortswords.
6 DDAL-EB-03 WHERE THE DEAD WAIT
Estimated Duration: 180 minutes Windows. The cottage’s windows don’t open or close and
have AC 13, 4 hit points, and immunity to poison and psy-
As the adventurers defend the cottage from the undead, chic damage.
the Gray Dogs turn traitor and attempt to steal the Oracle
of War. To survive, the adventurers must fight their way out S O C
or perform a ritual to banish the undead from the cottage. If the adventurers choose to stay outside the cottage, the
Gray Dogs call them crazy and head inside. The characters
A C face all the undead from “First Assault” at once; a battle
they are unlikely to survive without retreating to the cot-
As the adventurers approach the building, read the
tage. If they retreat inside, the undead then attack in waves
following boxed text aloud:
as normal.
This single-floor cottage looks like it may have once been a T E
pleasant, cozy place. Now its filthy, curtainless windows are As the characters spend time in the cottage, keep a
like pits into a black, lifeless abyss. The front door is open, timer or clock handy. Events in the cottage play out on
swinging lazily on its creaking hinges. this timeline:
• Phase 1: First Exploration (30 mins duration).
Your distant enemies moan and shamble closer. You During this phase, the characters can explore the
have just minutes to fortify the cottage before the dead cottage and prepare defenses.
• Phase 2: First Assault (60 mins duration).
are upon you!
At the end of “First Exploration,” a horde of undead
attack the cabin.
A Karrnathi human necromancer named Curla Hurwinch • Phase 3: Second Exploration (30 mins duration).
built this cottage during the Last War. From here, she At the end of “First Assault,” the characters get another
secretly created undead to seek out and spy on Cyran 30 minutes to explore the cottage.
troops. Curla would activate a magic beacon in the cottage • Phase 4: Second Assault (60 mins duration).
to call the undead home when she desired a report. Curla At the end of “Second Exploration,” a new group
died on the Day of Mourning, but the beacon still activates of undead attack. The adventure concludes after
from time to time, calling undead from the Mournland to this assault.
her cottage. There are two other events that can happen during the
adventure. The first, “Activating the Oracle,” must happen
A I at some point during the adventure. The second, “Curla’s
Ceilings. The rooms in the cottage are 8 feet high and Ritual,” only happens if the characters successfully
connected by 7-foot-high doorways. perform the ritual.
Doors. The doors in the cottage are made of wood
and can be locked or unlocked with a successful DC 13 A C
Dexterity check made with thieves’ tools or forced open The following areas are keyed to the Cottage Map in
with a successful DC 15 Strength (Athletics) check. The appendix A.
doors have AC 15, 18 hit points, and immunity to poison
and psychic damage. 1. P
Furniture. Large furniture (such as beds, bookcases, The cottage’s wooden porch creaks with every movement.
and tables) can be used to barricade doorways, windows, Creatures standing on the porch have disadvantage
and other points of entry. The furniture is wood and has on Dexterity (Stealth) checks made to hide from other
AC 15, 27 hit points, and immunity to poison and psychic creatures that can hear.
damage. Moving or knocking over heavy furniture takes
an action and requires a successful DC 13 Strength
(Athletics) check.
Light. The cottage is dark and has no light sources.
Sounds and Smells. The cottage reeks of damp and
mildew. In the distance, the moans of the undead can be
heard drawing closer, surrounding the cottage.
DDAL-EB-03 WHERE THE DEAD WAIT 7
2. L R gets stuck to the writing desk (see below), the stomping
feet attack.
Bookshelves. The bookshelves contain books on
The snarling head of a displacer beast is mounted over the anatomy, the history of Karrnath, and necromancy.
mantelpiece in this ruined living room. Looking around, you Writing Desk. The desk has a single drawer protected
see a fireplace, two bookshelves, a worn yellow couch, and by the arcane lock spell. Picking the lock requires a
successful DC 22 Dexterity check made with thieves’ tools,
a trapdoor leading to a cellar. Dirt and dead leaves cover
or it can be forced open with a successful DC 20 Strength
the floor.
(Athletics) check. The Mournland’s magic has warped the
arcane lock spell. Any creature that touches the desk while
Any character who examines the dirt on the floor can the drawer is locked must succeed on a DC 13 Strength
attempt a DC 12 Wisdom (Survival) or DC 10 Intelligence saving throw or get stuck to the piece of furniture. While
(Investigation) check. On a success, they discern that stuck, a creature is restrained and can’t use the affected
a group of humanoids tracked this dirt into the cottage appendage to hold or wield objects. The creature can
recently, shambled around the room for a while, then left. repeat the saving throw at the end of its turns, freeing
Bookshelves. The bookshelves hold nonfiction books itself from the desk on a success.
about cooking, history, music, and religion, as well as Treasure. The desk contains sketch of a severed hand
several horror novels. with the name “Shemp” written beneath it, a spell scroll of
Displacer Beast Head. A detect magic spell reveals that false life, and a purse containing 25 gp per adventurer in
the stuffed head radiates an aura of necromancy. The the party. Give the players Handout 2: Shemp Sketch if
head has AC 11, 10 hit points, and immunity to poison they open this drawer.
and psychic damage. If it takes damage, a geyser of blood 5. S C
sprays from the wound. Each creature within 5 feet of the
The shelves of this walk-in closet contain items that Curla
head gets covered in this blood and must succeed on a DC
kept on hand in case she was discovered and needed to
12 Wisdom saving throw or take 3 (1d6) psychic damage
defend her home from invading Cyran troops.
and gain a random form of short-term madness (see
Treasure. The shelves contain a bag of ball
“Madness” in chapter 8 of the Dungeon Master’s Guide). A
bearings, two bags of caltrops, two hunting
character examining the mounted head finds a small wolf
traps, two vials of acid, and a flask of
head symbol branded on its neck with a successful DC 12
alchemist’s fire.
Intelligence (Investigation) check.
The Wolf of Karrnath
The wolf head is the symbol of the nation of Karrnath. All
characters in the group would recognize the symbol and
know that Karrnath uses undead to bolster its military ranks.
3. K
Fresh food, perfectly preserved, sits on a shelf next to a
dresser full of utensils. A cold fireplace with a grease-stained
roasting spit stands next to a barrel of filthy black water.
The murky water in the barrel hides Shemp, Curla’s pet
crawling claw, and several rusty knives and forks. A
creature that reaches into the barrel must succeed on an
opposed Strength (Athletics) check against Shemp or take
5 (2d4) piercing damage as the claw drags the creature’s
hand through the sharpened utensils. If the barrel is emp-
tied, or if Shemp is pulled from it, the claw fights until
destroyed. Shemp has a wolf head symbol branded onto its
flesh between its thumb and forefinger.
4. O
This room contains a bookshelf, a writing desk, and an
out-of-tune, self-playing harpsichord, which is operated by
foot pedals. The first time the door to this room opens, the
harpsichord begins playing a slow, discordant lullaby. Two
severed stomping feet pump away at the harpsichord’s
pedals. If anyone tries to interfere with their playing or
8 DDAL-EB-03 WHERE THE DEAD WAIT
6. B (see “Madness” in chapter 8 of the Dungeon Master’s Guide).
This bedroom contains a perfectly made bed with clean After the body does this once, it doesn’t react again.
white sheets and a large chestnut wardrobe. Curla’s Journal. Curla died during the Day of Mourning,
Wardrobe. The Mournland has warped a spell scroll of clutching her journal, which is written in Common and
ray of sickness left inside this wardrobe, creating a poison dated 994 YK—four years ago. Though the Mournland’s
cloud that is trapped within its doors. When the wardrobe magic caused many of her journal entries to partially fade,
is opened, the green cloud escapes and each creature the tome’s final page is clear. Give Handout 3: Journal
in this room must make a DC 13 Constitution saving, Page to the players if any character reads the journal. This
taking 9 (2d8) poison damage on a failed save or half as handout can help the characters figure out how to turn
much damage on a successful one. The cloud dissipates back the undead (see “Curla’s Ritual”).
immediately after it is released. If a character takes 10 minutes to decipher some of the
The wardrobe contains clothes, a spell scroll of ray of faded entries, they gain an overview of the cottage’s history
sickness that crumbles to dust if it is touched, and the (see “Arriving at the Cottage”).
severed head of a human male with a wolf head symbol Wolf Head Symbol. The wolf head symbol spans the
carved into its forehead. entire cellar ceiling. A detect magic spell reveals that the
Severed Head. The first time a character sees the head, symbol radiates an aura of necromancy. This symbol is a
its eyes snap open and it begins screaming and vomiting at magic beacon that attracts undead to the cottage and can’t
the same time and continues to do so until it is destroyed. be removed by mundane means. See “Curla’s Ritual” for
Each creature that starts its turn within 30 feet of the head more information.
and can hear it scream must succeed on a DC 12 Wisdom Treasure. A character who searches through the bodies
saving throw or take 3 (1d6) psychic damage and gain a on the shelves for 10 minutes finds a purse containing 50
random form of short-term madness (see “Madness” in gp per character in the party.
chapter 8 of the Dungeon Master’s Guide). A creature that
can see the head has disadvantage on this saving throw.
Sidelined by Madness
A detect magic spell reveals that the head radiates an
There are some results on the madness tables in the
aura of necromancy magic. The head has AC 10, 10 hit
Dungeon Master’s Guide that could take a character out
points, and immunity to poison and psychic damage. of play for a long period of time. Reroll or ignore these
results if you don’t think they would be fun for your players.
7. O Alternatively, you can allow the player to control one or more
A character who searches the inside of the outhouse and of the NPC scouts while their character deals with the effects
succeeds on a DC 13 Intelligence (Investigation) check of the madness.
finds a hidden compartment in the wall.
Treasure. The hidden compartment contains a hand
crossbow and thirty silvered crossbow bolts.
P 1: F E
8. C This event begins when the adventurers enter the cottage.
They have exactly 30 (real-world) minutes to explore and set
Groaning wooden stairs give way to an earthen cellar that defenses before the dead are upon them and “First Assault”
begins. The adventurers don’t have time to rest during
reeks of mud. Five bloodstained wooden tables stand on
this event.
the dirt floor. The table closest to the stairs holds two
corpses: A skeleton wearing leather armor, and the fresh S D E
corpse of a woman dressed in black robes. The woman The Gray Dogs stay in the living room (area 2), aiming
clutches a journal in one hand and a quill in the other. their bows at the doorways and windows. They are
terrified. Persuading them to explore the cottage or
The cellar’s eastern wall contains large, built-in shelves prepare defenses requires a successful DC 10 Charisma
obviously made from coffins. These shelves contain a dozen
(Intimidation or Persuasion) check.
corpses, untouched by decay. A massive wolf head, the P D
symbol of the nation of Karrnath, is painted in dried blood As the characters explore the cottage, they’ll find plenty of
on the ceiling. objects they can use to fortify the place (such as furniture
or the items in area 5). Let the characters get creative with
their defenses and trap construction. Call for Intelligence
This workshop was Curla’s laboratory where she checks to determine how effective each trap is: Elaborate
reanimated corpses. traps may require specialist tools, but an easy DC 10 check
Curla’s Body. The body lying on the table belongs to works for simpler setups. To prepare more complex traps,
Curla Hurwinch. A detect magic spell reveals that her an adventurer must succeed on a DC 15 or higher check.
corpse radiates an aura of necromancy. The first time On a success, the trap works as intended, dealing damage,
a creature touches the body, it suddenly sits up and imposing a condition (such as restrained), or both. On a
unleashes a horrid scream as it vomits blood on the failure, the trap doesn’t work as intended and its construc-
creature that touched it. That creature must succeed on tion might waste resources or result in catastrophe.
a DC 12 Wisdom saving throw or take 7 (2d6) psychic
damage and gain a random form of long-term madness
DDAL-EB-03 WHERE THE DEAD WAIT 9
P 2: F A W 3. S Z
A shadow and three zombies attack. This is the final
When “First Exploration” ends, give each player one
undead wave in this assault.
hero point and begin this phase immediately. Read the
following boxed text aloud:
Adjusting the Scene
Here are some suggestions for adjusting this scene:
What was once distant moaning has grown into loud, hid- • Very Weak: Remove one shadow and one zombie.
eous cries just outside the cottage’s walls. The wails are • Weak: Remove one zombie.
• Strong: Add one shadow.
unnatural, disturbing. Something in the Mournland is com- • Very Strong: Replace one shadow with a ghoul.
ing to snuff out your existence. As the moans build to an
unbearable cacophony, they suddenly stop. All is silent.
S O T!
This moment of silence exists to unsettle your players. It When the last wave is destroyed, undead can still be heard
ends with a window breaking, a door crashing open, or a moaning in the distance. Kalli (or another scavenger from
similar loud noise.The undead then attack the characters the Gray Dogs) uses the telescope to survey the area,
in waves, fighting until destroyed. They attempt to destroy reporting the truth: undead still surround and approach
or push aside furniture and other obstacles and move the cottage. The group inside has time to reset defenses,
through traps and hazards to get at their prey. explore, and talk before the new group of undead arrive. If
You determine how each undead creature tries to enter the players haven’t done so already, the Gray Dogs suggest
the cottage, but use as much variety as possible to keep using the Oracle of War to gain a tactical advantage.
the fight chaotic and give the players scary surprises. The If the characters try to leave, the Gray Dogs don’t go with
undead force open doors, break windows, and some might them and the characters face all of the undead from “Second
even climb down a chimney into a fireplace. Assault” at the same time as they flee into the Mournland.
These combat encounters are particularly difficult,
because they account for the presence of allies and the P 3: S E
time the adventurers had to prepare. Adjust the number This event is similar to “First Exploration” and begins
of creatures that appear, their statistics, and the moment immediately after “First Assault” ends. The characters
each wave is encountered as you see fit to keep the battle have exactly 30 (real-world) minutes to explore and set
challenging but not too overwhelming. defenses before the dead are upon them and “Second
Assault” begins. This is an ideal point to stage the Gray
W 1. G Z Dogs’ mutiny, or to trigger the Oracle’s malfunction if the
Two ghouls and six zombies attack. The next wave
adventurers have avoided using it.
appears when two undead remain.
D L
Adjusting the Scene At some point during the exploration, the magic beacon
Here are some suggestions for adjusting this scene: fires again, drawing more undead from the Mournland.
• Very Weak: Remove two ghouls and two zombies. Read the following boxed text aloud:
• Weak: Remove one ghoul and two zombies.
• Strong: Add one ghoul.
• Very Strong: Replace two ghouls with two ghasts. The air inside the cottage suddenly flares with bright spec-
tral light, almost blinding you. The radiance pours out of
the floor and swirls skyward, making you shiver as it passes
W 2. S S through your body.
A specter and five skeletons attack. The next wave arrives
when two undead remain.
Adventurers who are in the cellar when the beacon fires
Adjusting the Scene see the wolf head flare with light immediately beforehand.
Here are some suggestions for adjusting this scene: O S R
• Very Weak: Remove one specter and two skeletons.
• Weak: Remove two skeletons.
At your discretion, the characters may take a short rest
• Strong: Add one skeleton. during this part of the adventure. If the Gray Dogs rest,
• Very Strong: Replace one specter with a ghast, and add each has 3d8 Hit Dice to spend.
one skeleton.
10 DDAL-EB-03 WHERE THE DEAD WAIT
P 4: S A W 2. S S
A specter and two shadows attack. The next wave arrives
When “Second Exploration” ends, give each player one
when two undead remain.
hero point and begin this phase immediately. Read the
following boxed text aloud:
Adjusting the Scene
Here are some suggestions for adjusting this scene:
The loudest choir of discordant moans you’ve heard so far • Very Weak: Remove one specter and one shadow.
is at your doorstep. The smell of death and blood is thick in • Weak: Replace one specter with one shadow.
• Strong: Replace one specter and two shadows with
the air. The dead want you to join them. two ghasts.
• Very Strong: Replace one specter and two shadows with
three ghasts.
Use the advice in “First Encounter” to make this battle
equally terrifying.
W 1. S Z W 3. W W
Jagged, a crazed warforged wight, arrives, demanding
Six skeletons and six zombies attack. The next wave the characters’ blood over and over again, screaming,
appears when three undead remain. “Blood for Jagged!” His armblade gives a terrifying growl
whenever it is used to make an attack. When the wight is
Adjusting the Scene destroyed, the next wave arrives.
Here are some suggestions for adjusting this scene: Treasure. If the party defeats Jagged, an adventurer can
• Very Weak: Remove four skeletons and four zombies. claim his armblade.
• Weak: Remove three skeletons and three zombies.
• Strong: Add one skeleton.
• Very Strong: Replace six zombies with three ogre zombies. Adjusting the Scene
Here are some suggestions for adjusting this scene:
• Very Weak: The warforged wight only has 24 hit points, and
remove its damage resistances and Life Drain action.
• Weak: Remove the warforged wight’s damage resistances.
• Strong: The warforged wight has 55 hit points.
• Very Strong: The warforged wight has 66 hit points.
W 4. G
Three ghouls attack. The next wave appears when two
undead remain.
Adjusting the Scene
Here are some suggestions for adjusting this scene:
• Very Weak: Replace three ghouls with four zombies.
• Weak: Replace two ghouls with one ghast.
• Strong: Replace two ghouls with two ghasts.
• Very Strong: Replace three ghouls with four ghasts.
W 5. Z
An ogre zombie and five zombies attack. This is the final
wave in the assault.
Adjusting the Scene
Here are some suggestions for adjusting this scene:
• Very Weak: Remove five zombies.
• Weak: Remove four zombies.
• Strong: Add one zombie.
• Very Strong: Add one ogre zombie.
F M scouts, doing so with a successful DC 14 Charisma
If the adventurers flee the cottage before performing (Persuasion) check.
Curla’s ritual (see “Curla’s Ritual”) or before the final wave
of undead is defeated, they are set upon by the undead This check is made with advantage if the
horde. Each character in the party must succeed on a DC character has the A Friend Indeed legacy
15 Dexterity (Stealth) check or take 5 (1d10) bludgeoning event, or with disadvantage if they have the
damage and 5 (1d10) piercing damage and lose an item Hard Call legacy event instead.
they carry of the DM’s choice. Characters reduced to 0 hit
points by this damage can be carried or healed by another If Kalli betrays the party, each player earns the legacy
character, though characters who stop to help take 5 event “Turned Traitor.” At the end of the adventure, ask the
(1d10) bludgeoning damage and 5 (1d10) piercing damage. players to tick this event on their Adventure Records.
Characters reduced to 0 hit points die in the Mournland if The Gray Dogs attack the characters to get the Oracle
they are left behind. if they must, fighting until two of them fall before fleeing
into the Mournland. If they get away with the Oracle, the
A Oracle adventure isn’t over: Instead, each player earns the legacy
event “Stolen Artifact.” At the end of the adventure, ask
While inside the cottage, the characters can activate the
the players to tick this event on their Adventure Records.
Oracle of War to help them get out of their predicament. If
The characters can reclaim the Oracle in DDAL-EB-04 The
they don’t, the Oracle suddenly activates on its own before
Third Protocol.
“Second Exploration” is complete, perhaps when the
characters trigger a trap or get into combat with Shemp
(area 3) or the stomping feet (area 4). Draconic Prophecy
When the Oracle activates, read the following boxed The Draconic Prophecy is a record of things to come that
text aloud: has been playing out since creation. It is a massive work
found throughout the entire world of Eberron, written in the
positions of the moons and stars, dragonmarks, and more.
The Oracle of War belches purple smoke and suddenly The prophecy is cryptic, but those who study it claim that if
spouts the following words at a volume loud enough for the record can be deciphered, the fate of all things in Eberron
can be foreseen.
everyone nearby to hear:
“When dark lanterns flicker in the light of the silver
torch, the King in Green rides north on a bolt of steel. Two
nations prepare for war, as all eyes turn to Sky Blue.”
The Oracle trembles, then simply repeats, “Third
protocol activated. Third protocol activated. Third protocol
activated . . .”
The Oracle has malfunctioned and revealed a secret
verse from the Draconic Prophecy. The adventurers
know immediately that this is not its expected behavior:
something has gone wrong! As the Gray Dogs gather
around, Nella Halthorn gasps “Was . . . was that a verse
from the Draconic Prophecy?” She explains that the device
has somehow revealed a portion of the Draconic Prophecy
(see the “Draconic Prophecy” sidebar). If it wasn’t valuable
before, it’s priceless now!
G D B
As soon as they can, the Gray Dogs go somewhere private
in the cottage to have a hushed conversation among them-
selves. A character who succeeds on a DC 16 Wisdom
(Perception) check overhears the scavengers plotting to
steal the Oracle the next time undead attack. A character
who interacts with one of them after this conversation
and succeeds on a DC 11 Wisdom (Insight) check knows
the scavenger is suddenly more guarded around the
characters and is sizing them up.
Kalli Alran is noticeably hesitant about betraying
the characters. As an action, a character can try to
convince Kalli to join forces with them against the other
12 DDAL-EB-03 WHERE THE DEAD WAIT
C Oracle R A
Once activated, the Oracle of War continues to repeat When the ritual’s objectives are met, read or paraphrase
the phrase, “Third protocol activated,” and does nothing the following boxed text:
else. A creature dragging the Oracle can’t hide from
other creatures that can hear. If the Oracle is muffled by
A bright blue light emanates from the wolf’s head symbol
wrapping it in a bedroll or clothing, any creature moving
it has disadvantage on Dexterity (Stealth) checks made to on the cellar ceiling, shining through the floorboards and
hide from other creatures that can hear. filling the house with a vibrant energy. The undead within
the cottage briefly howl in pain before their heads explode,
C’ R covering nearby surfaces in gore. The undead surrounding
A surviving page from Curla Hurwinch’s journal (detailed the cottage wail fearfully and begin to flee as fast as they
in handout 3 and found in area 8) reveals that the can, deep into the Mournland’s mists.
necromancer had discovered a ritual that would change
her undead beacon in area 8 into a sigil that would instead
turn the undead. In order for this ritual to work, the After the ritual is activated, undead that approach within
characters must complete the following objectives: 1 mile of the cottage are turned for 24 hours, and the
• The characters must destroy the displacer beast head characters can safely return to Salvation.
(area 2), Shemp the crawling claw (area 3), both stomping
feet (area 4), and the severed human head (area 6).
• The characters must use Jagged the warforged wight’s
E A
If the adventure ends with the characters dying at the hands
armblade (see wave 3, “Warforged Wight”) to cut Curla’s
of the undead, they lose the Oracle of War to the Gray Dogs
corpse and spill her blood onto the cellar floor in area 8.
and earn the legacy event “Stolen Artifact.” If they defeat all
the waves of undead or activate Curla’s ritual, they are able
to safely return to Salvation without any further trouble.
Whether they have the Oracle of War or not, the adventure
continues in DDAL-EB-04 The Third Protocol.
About the Author
James Introcaso is the co-owner of the Don’t Split the
Podcast Network, producer/host of the Table Top Babble
podcast, and GM for the Demonplague podcast. When not
making audio magic, James writes the Gold ENnie-winning
blog, World Builder Blog, and works as game designer
for Roll20’s Burn Bryte RPG. He has authored multiple
best-selling products for the Dungeon Master’s Guild and
the D&D Adventurers League and works with Wizards of
the Coast, Roll20, Kobold Press, EN World, Sly Flourish, and
many other game companies.
DDAL-EB-03 WHERE THE DEAD WAIT 13
R
At the end of the adventure, everyone receives rewards
based upon their accomplishments.
P R
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:
A
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.
R
At the end of the adventure, each character in the party
earns the rewards listed on the Adventure Record. In
addition, each player ticks one of the listed bonus rewards.
Important: If the party failed to perform a listed task
or already consumed the reward, cross it out on their
Adventure Record so they cannot choose it.
L E
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.
D M R
For running this adventure, you earn the Adventure
Record for this adventure, which you may apply to one
of your Eberron characters. Apply the same rewards to
the Adventure Record as your group earned, including
legacy events. If a legacy event was awarded to a specific
character, you may tick that event for your own character
too. This character gains a level and receives the rewards
listed on the Adventure Record.
You may complete DM Quests for running this
adventure. See the ALDMG (Adventurers League Dungeon
Master’s Guide) for more information about DM Quests.
14 DDAL-EB-03 WHERE THE DEAD WAIT
I C
The following NPCs feature prominently in this adventure:
Important Characters
Name Identity Details
Durvo Tellis Neutral male dwarf scavenger Durvo has a sour attitude for anything that isn’t getting down to business
gathering treasure.
Kalli Alran Neutral female human scavenger Kalli belongs to the Gray Dogs salvage crew and has made it her mission to
recover artifacts from her Cyran homeland.
Nella Halthorn Neutral female halfling scavenger Nella is a tan halfling in her twenties from Sharn. She has a sharp wit and is
quick to make a joke.
Sprocket Neutral warforged scavenger Sprocket is a 15-year-old warforged who worked for House Cannith as an
assistant to several artificers.
DDAL-EB-03 WHERE THE DEAD WAIT 15
C S
C C G
Tiny undead, neutral evil Medium undead, chaotic evil
Armor Class 12 Armor Class 13
Hit Points 2 (1d4) Hit Points 36 (8d8)
Speed 20 ft., climb 20 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 11 (+0) 5 (−3) 10 (+0) 4 (−3) 16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (−1)
Damage Immunities poison Damage Resistances necrotic
Condition Immunities charmed, exhaustion, poisoned Damage Immunities poison
Senses blindsight 30 ft. (blind beyond this radius), Condition Immunities charmed, exhaustion, poisoned
passive Perception 10 Senses darkvision 60 ft., passive Perception 10
Languages understands Common but can’t speak Languages Common
Challenge 0 (10 XP) Challenge 2 (450 XP)
Turn Immunity. The claw is immune to effects that Stench. Any creature that starts its turn within 5 feet of the
turn undead. ghast must succeed on a DC 10 Constitution saving throw or
be poisoned until the start of its next turn. On a successful
saving throw, the creature is immune to the ghast’s Stench
for 24 hours.
Actions
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one Turning Defiance. The ghast and any ghouls within 30 feet
target. Hit: 3 (1d4 + 1) bludgeoning or slashing damage of it have advantage on saving throws against effects that
(claw’s choice). turn undead.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Hit: 12 (2d8 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage. If the target is a creature
other than an undead, it must succeed on a DC 10 Constitution
saving throw or be paralyzed for 1 minute. The target can re-
peat the saving throw at the end of each of its turns, ending the
effect on itself on a success.
16 DDAL-EB-03 WHERE THE DEAD WAIT
G S
Medium undead, chaotic evil Medium humanoid (any race), any alignment
Armor Class 12 Armor Class 13 (leather armor)
Hit Points 22 (5d8) Hit Points 16 (3d8 + 3)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 10 (+0) 7 (−2) 10 (+0) 6 (−2) 11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)
Damage Immunities poison Skills Nature +4, Perception +5, Stealth +6, Survival +5
Condition Immunities charmed, exhaustion, poisoned Senses passive Perception 15
Senses darkvision 60 ft., passive Perception 10 Languages any one language (usually Common)
Languages Common Challenge 1/2 (100 XP)
Challenge 1 (200 XP)
Keen Hearing and Sight. The scout has advantage on Wisdom
(Perception) checks that rely on hearing or sight.
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
Hit: 9 (2d6 + 2) piercing damage. Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Multiattack. The scout makes two melee attacks or two
Hit: 7 (2d4 + 2) slashing damage. If the target is a creature ranged attacks.
other than an elf or undead, it must succeed on a DC 10 Consti-
tution saving throw or be paralyzed for 1 minute. The target can Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
repeat the saving throw at the end of each of its turns, ending target. Hit: 5 (1d6 + 2) piercing damage.
the effect on itself on a success.
Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft.,
one target. Hit: 6 (1d8 + 2) piercing damage.
O Z
Large undead, neutral evil
Armor Class 8
Hit Points 85 (9d10+36)
Speed 30 ft.
STR DEX CON INT WIS CHA
19 (+4) 6 (−2) 18 (+4) 3 (−4) 6 (−2) 5 (−3)
Saving Throws Wis +0
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands Common and Giant but can’t speak
Challenge 2 (450 XP)
Undead Fortitude. If damage reduces the zombie to 0 hit
points, it must make a Constitution saving throw with a DC
of 5 + the damage taken, unless the damage is radiant or
from a critical hit. On a success, the zombie drops to 1 hit
point instead.
Actions
Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) bludgeoning damage.
DDAL-EB-03 WHERE THE DEAD WAIT 17
S S
Medium undead, chaotic evil Medium undead, lawful evil
Armor Class 12 Armor Class 13 (armor scraps)
Hit Points 16 (3d8 + 3) Hit Points 13 (2d8 + 4)
Speed 40 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (−2) 14 (+2) 13 (+1) 6 (−2) 10 (+0) 8 (−1) 10 (+0) 14 (+2) 15 (+2) 6 (−2) 8 (−1) 5 (−3)
Skills Stealth +4 (+6 in dim light or darkness) Damage Vulnerabilities bludgeoning
Damage Vulnerabilities radiant Damage Immunities poison
Damage Resistances acid, cold, fire, lightning, thunder; Condition Immunities exhaustion, poisoned
bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 9
Damage Immunities necrotic, poison Languages understands all languages it knew in life but can’t
Condition Immunities exhaustion, frightened, grappled, speak
paralyzed, petrified, poisoned, prone, restrained Challenge 1/4 (50 XP)
Senses darkvision 60 ft., passive Perception 10
Languages —
Challenge 1/2 (100 XP)
Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Amorphous. The shadow can move through a space as narrow
target. Hit: 5 (1d6 + 2) piercing damage.
as 1 inch wide without squeezing.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft.,
Shadow Stealth. While in dim light or darkness, the shadow
one target. Hit: 5 (1d6 + 2) piercing damage.
can take the Hide action as a bonus action.
Sunlight Weakness. While in sunlight, the shadow has disad-
vantage on attack rolls, ability checks, and saving throws.
Actions
Strength Drain. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target’s
Strength score is reduced by 1d4. The target dies if this reduces
its Strength to 0. Otherwise, the reduction lasts until the target
finishes a short or long rest.
If a non-evil humanoid dies from this attack, a new shadow
rises from the corpse 1d4 hours later.
18 DDAL-EB-03 WHERE THE DEAD WAIT
S S F
Medium undead, chaotic evil Tiny undead, neutral evil
Armor Class 12 Armor Class 12
Hit Points 22 (5d8) Hit Points 2 (1d4)
Speed 0 ft., fly 50 ft. (hover) Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (−5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0) 13 (+1) 14 (+2) 11 (+0) 5 (−3) 10 (+0) 4 (−3)
Damage Resistances acid, cold, fire, lightning, thunder; Damage Immunities poison
bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, exhaustion, poisoned
Damage Immunities necrotic, poison Senses blindsight 30 ft. (blind beyond this radius),
Condition Immunities charmed, exhaustion, grappled, passive Perception 10
paralyzed, petrified, poisoned, prone, restrained, Languages understands Common but can’t speak
unconscious Challenge 0 (10 XP)
Senses darkvision 60 ft., passive Perception 10
Languages understands all languages it knew in life but can’t Turn Immunity. The foot is immune to effects that turn undead.
speak
Challenge 1 (200 XP)
Incorporeal Movement. The specter can move through other Actions
creatures and objects as if they were difficult terrain. It takes 5 Stomp. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
(1d10) force damage if it ends its turn inside an object. Hit: 3 (1d4 + 1) bludgeoning damage.
Sunlight Sensitivity. While in sunlight, the specter has disad-
vantage on attack rolls, as well as on Wisdom (Perception)
checks that rely on sight.
Actions
Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one crea-
ture. Hit: 10 (3d6) necrotic damage. The target must succeed
on a DC 10 Constitution saving throw or its hit point maximum
is reduced by an amount equal to the damage taken. This re-
duction lasts until the creature finishes a long rest. The target
dies if this effect reduces its hit point maximum to 0.
DDAL-EB-03 WHERE THE DEAD WAIT 19
W W Z
Medium undead, neutral evil Medium undead, neutral evil
Armor Class 14 (studded leather) Armor Class 8
Hit Points 45 (6d8 + 18) Hit Points 22 (3d8 + 9)
Speed 30 ft. Speed 20 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2) 13 (+1) 6 (−2) 16 (+3) 3 (−4) 6 (−2) 5 (−3)
Skills Perception +3, Stealth +4 Saving Throws Wis +0
Damage Resistances necrotic; bludgeoning, piercing, and Damage Immunities poison
slashing from nonmagical attacks that aren’t silvered Condition Immunities poisoned
Damage Immunities poison Senses darkvision 60 ft., passive Perception 8
Condition Immunities exhaustion, poisoned Languages understands the languages it knew in life but can’t
Senses darkvision 60 ft., passive Perception 13 speak
Languages the languages it knew in life Challenge 1/4 (50 XP)
Challenge 3 (700 XP)
Undead Fortitude. If damage reduces the zombie to 0 hit
Sunlight Sensitivity. While in sunlight, the wight has disadvan- points, it must make a Constitution saving throw with a DC
tage on attack rolls, as well as on Wisdom (Perception) checks of 5 + the damage taken, unless the damage is radiant or
that rely on sight. from a critical hit. On a success, the zombie drops to 1 hit
point instead.
Actions
Multiattack. The wight makes two armblade attacks. It can use Actions
its Life Drain in place of one armblade attack. Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) bludgeoning damage.
Armblade. Melee Weapon Attack: +4 to hit, reach 5 ft., one tar-
get. Hit: 6 (1d8 + 2) slashing damage.
Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 5 (1d6 + 2) necrotic damage. The target must suc-
ceed on a DC 13 Constitution saving throw or its hit point maxi-
mum is reduced by an amount equal to the damage taken. This
reduction lasts until the target finishes a long rest. The target
dies if this effect reduces its hit point maximum to 0.
A humanoid slain by this attack rises 24 hours later as a zom-
bie under the wight’s control, unless the humanoid is restored
to life or its body is destroyed. The wight can have no more
than twelve zombies under its control at one time.
20 DDAL-EB-03 WHERE THE DEAD WAIT
H 1:
ORACLE OF WAR
DDAL-EB-03 WHERE THE DEAD WAIT 21
H 2:
S S
22 DDAL-EB-03 WHERE THE DEAD WAIT
H 3:
J P
DDAL-EB-03 WHERE THE DEAD WAIT 23
A A:
D M’ M
C M
24 DDAL-EB-03 WHERE THE DEAD WAIT
A T A
A B: To determine whether you should consider adjusting the
D M T adventure, add up the total levels of all the characters and
To run an adventure as DM, you must have 3 to 7 players— divide the total by the number of characters (rounding .5
each with their own character within the adventure’s level or greater up; .4 or less down). This is the group’s average
range (see Adventure Overview). party level (APL). To approximate the party strength for
the adventure, consult the table below.
P A
Determining Party Strength
Before you start play, consider the following:
Party Composition Party Strength
• Read through the adventure, taking notes of anything 3–4 characters, APL less than Very weak
you’d like to highlight or remind yourself of while 3–4 characters, APL equivalent Weak
running the adventure, such as a way you’d like to
3–4 characters, APL greater than Average
portray an NPC or a tactic you’d like to use in a combat.
5 characters, APL less than Weak
Familiarize yourself with the adventure’s appendices
5 characters, APL equivalent Average
and handouts.
5 characters, APL greater than Strong
• Gather any resources you’d like to use to aid you in
6–7 characters, APL less than Average
running this adventure—such as notecards, a DM
6–7 characters, APL equivalent Strong
screen, miniatures, and battlemaps.
6–7 characters, APL greater than Very strong
• 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.
DDAL-EB-03 WHERE THE DEAD WAIT 25