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EB-12 The Waiting Game

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PRIDE COMES BEFORE THE FALL . . .

Narcy of Xandrar offers safe haven in the towers of Arcanix, but even she can't foresee the coming storm. Across the centuries, dead hands move their puppets in a grand conspiracy to control the Draconic Prophecy. They predicted the Oracle of War's creation, and now their agents lie in wait for the day they can seize it for themselves. That day is today. Optimized for APL 12, this is the second in a trilogy of adventures, the Drums of War storyline.

Welcome to the Oracle of War campaign, a new 20-part standalone story for the D&D 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.

Find other adventures in the Oracle of War campaign here

EB-01 The Night Land

EB-02 Voice in the Machine

EB-03 Where the Dead Wait

EB-04 The Third Protocol

EB-05 A Century of Ashes

EB-06 The Last Word

EB-07 Song of the Sky

EB-08 Parliament of Gears

EB-09 Lord Bucket

EB-10 Judgment of Iron

EB-11 My Undying Heart

EB-12 The Waiting Game

EB-13 Stonefire

EB-14 From Dust

EB-15 Dream Eater

EB-16 The Dragon Below

EB-17 The Final Tribute

EB-18 Scales of War

EB-19 Back to the Mud

EB-EP-01 The Iron Titan

EB-EP-02 Rolling Thunder

EB-EP-03 The Rising City

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Jeremy B January 27, 2022 10:55 pm UTC
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This adventure references the Mournland Dossier legacy event and item as being decoded, but I believe it means the Oracle Dossier. The former was given to Sky Blue and no longer in the party's possession, while the latter was sent back to the party by Sky Blue after her betrayal.
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Alex V March 10, 2021 2:43 pm UTC
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Please forgive my ignorance but I think I might have maybe missed something, if the party departs from Korth heading towards Flamekeep, why would they divert to Arcanix? It's far more west then simply arriving at flamekeep would be? I only ask because this is the sort of thing that my party would pick apart and I have no answer to give them, any help would be appreciated.
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Will D March 29, 2021 10:28 am UTC
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Hi Alex, the idea here is that navigating around the storm blows the airship many miles offcourse. We're going to make this clearer in the next update.
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Alex V March 31, 2021 12:23 am UTC
PURCHASER
Thanks for the clarification, I really appreciate it.
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Markus P August 30, 2022 10:12 am UTC
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I don't believe that this has been fixed yet. It is quite a big plot hole, as they would have to be blown more than 150 miles just to enter Aundair (assuming flight from Korth-Thronehold-Flamekeep), and then some 100+ miles more to Arcanix. I love the whole series so far, but sometimes I have to tell my group that things happen because they just happen... the narrative demands it. They are okay with it though :)
I also wonder: Where is the oracle supposed to be during the dinner? If it is with the characters, why not take it? If it is not with them - why not simply search their quarters?
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Mason H April 15, 2023 12:16 am UTC
PURCHASER
I came here to find out what the hell is up with this navigation. Korth is 200 miles from Flamekeep. Arcanix is literally 500 miles beyond that. I know we are talking about a fantasy setting, but so much of these adventures seem arbitrary and dumb. My players had the fluxcapasitors, (or whatever they are called) banished within the first two rounds of falling. And they had rescued the 8 crewmen by round 6. (I improvised a number, afaict we are never told how many people are on board) Dodging debris for the next 19 (!) rounds was incredibly tedious so we only played out a couple more. Carting the oracle around has become such a chore and uninteresting to deal with that we have "yadda yadda yadda"ed it constantly. No helpful mechanic suggestions for making it easy to figure out, it's essentially treated like an anchor. Any adventurer in their right mind would have walked away from this pain in the butt box ages ago. We even forgot all about it during the airship crash. I figure it doesn't matter anyway,...See more
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Dylan L September 02, 2023 8:11 am UTC
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Has there been any changes with this? Just read through the module and it looks like there are no changes to it. The group departs from Korth where the twelve are and are headed towards Flamekeep. Arcanix is a lot further away.
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Paul B January 06, 2021 5:10 pm UTC
PURCHASER
Hm... My PCs have already technically crashed an airship in a salvage mission, so after this...they will not exactly have the best track record with Lyrandar XD
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Sean T January 06, 2021 4:23 pm UTC
PURCHASER
Full colour, high res battlemaps for this module can be found at https://www.dmsguild.com/product/341025
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File Last Updated:
January 06, 2021
This title was added to our catalog on January 05, 2021.
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D&D Adventurers League
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