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EB-18 Scales of WarClick to magnify

EB-18 Scales of War

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AT MY SIGNAL, UNLEASH HELL!

The united forces of the Five Nations march into the Mournland to wage war on the Lord of Blades. West of the Glass Plateau, they're met by an army the likes of which hasn't been seen since the heights of the Last War. Let battle commence! Optimized for APL 18, this is the second in a quartet of adventures, the Flames 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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Reviews (3)
Discussions (7)
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Malcolm W January 08, 2022 11:33 pm UTC
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I like the idea and scope of this adventure but it has a couple of troubling issues. There is a fog of war (page 11) that restricts line of site to 35 feet or less so the armies are literally blundering around the battle field. While they can easily find the enemy by sound they should have no idea which of the enemy units are the 2 command ones until they run into them. When Karrnslayer enters the battle they cannot see his damaged eyes without flying up 165 feet as he is at least 200 feet tall. Also would the saves vs Norrs off map support attacks be at advantage as he is firing blind at Karrnslayer. For part 4 where is the command tent located. If we assume it was in the allied deployment area then they may be up to 10 miles away and if they are strong or very strong then the fog of war is up and teleportation is extremely limited
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STEVEN R September 07, 2021 5:55 pm UTC
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Tentative release dates for EP4 as well as 19 & 20?
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Will D September 08, 2021 7:49 am UTC
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Hi Steven, we’re shifting our releases to the end of each month to better accommodate previews and play tests. Expect EB19 at the end of this month, the epic in October, and EB20 in November.
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Alan D August 27, 2021 8:19 pm UTC
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What are the squares marked "S" on the second map? I presume these are the statues, however the text says there are only 3, but there are 4 on the map.
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Will D August 29, 2021 7:43 pm UTC
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Those are the statues. We'll fix the text - I think there should be four of them. Thanks!
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STEVEN R August 25, 2021 2:49 pm UTC
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Reads ok, some tricky DM work needed could be awesome or a total flop.
As usual, sadly no new information about the nature of the oracles (war or bones) etc. The oracle just doesn’t seem like that big of a deal any more other than plot device everyone wants, even though it’s not terrifically useful or powerful.
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Sean T August 25, 2021 8:21 pm UTC
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Just wait for EB-19. The nature of the Oracle begins to unfold...
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STEVEN R August 28, 2021 1:40 pm UTC
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Just wait , just wait … until part 19 (?) well clearly there isn’t much time left so one would hope so.
It’s a missed opportunity to not make the oracle an NPC instead of the players lugging around a juke box that occasionally gives obvious or minor advice that may only possibly effect an encounter in a minor way.
In my campaign early on there was an arcane confluence / explosion and the spirits / Essence of the oracle became fused with one of the PCs who is now sharing head space with the triune . She has been changing over time as her spirit melds with theirs based on the limited info I have on it.
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Theresa O August 25, 2021 12:20 am UTC
Is there any reason in particular why siege staffs in this adventure operate in such a strange fashion? Specifically, they fire a 5-foot-wide, 500-foot-long beam of 10d6 fire damage (Dexterity DC 15 halves), with 8 charges. However, this line does not distinguish between friend and foe. Would this not make the siege staffs strictly a frontline-only weapon, if it cannot actually fire over allied troops?
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Theresa O August 25, 2021 8:32 am UTC
To be clear, I am comparing them to the different idea presented in Exploring Eberron, which has siege staffs as long-ranged bombardment devices.
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Keith C August 29, 2021 11:25 pm UTC
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(Haven't read this adventure yet, playing it first.) The mechanics you cited are copied from the Salvage Base guide's T4-only upgrade, the Spell Staff. Since some lucky parties may be marching on the LoB with their own mobile salvage base fitted with such a Staff, I guess it makes sense to use the same rules.
Plus, Explorring Eberron isn't an AL resource (sadly), so there isn't necessarily coordination between that book and this campaign.
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Theresa O August 24, 2021 11:56 pm UTC
My co-GM purchased this on my behalf.

What is the intended narrative hook bridging this adventure and the previous adventure? It all seems very sudden. The characters are initially investigating the murder of a small-time official in New Cyre, and the next thing they know, they are joining an unprecedented coalition of the Five Nations' armies against a common foe.

I understand that the authors want an extremely cool set piece wherein all of the Five Nations unite to vanquish a common enemy, but it is a tremendous event with minimal foreshadowing, and the transition into it is very abrupt.
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STEVEN R August 25, 2021 2:44 pm UTC
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The transitions between adventures has been abrupt throughout the whole series, definitely one of the weak points of the campaign. One if the pitfalls of the AL format (?).
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Jeremy B August 25, 2021 8:18 pm UTC
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If you've only just started this campaign at EB-17, then you've unfortunately missed a great deal of the hooks and foreshadowing from all those previous adventures. The true threat posed by the Lord of Blades was first established when relevant lines of the Draconic Prophecy were uttered in EB-11, and the adventurers were subsequently leveraged to assist negotiations between nations in preparation for this assault. The information acquired in the last adventure was the last missing piece of the puzzle required before initiating this assault, for which preparations were well underway, as indicated by the news article uncovered as part of that investigation. And any adventurer that played through the earlier Dogs of War adventurers (EB-08 through EB-10) are probably itching for some real payback and thrilled to join the front lines.

Transitions might seem abrupt between the end of one adventure and the beginning of the next, but I'm choosing to embrace that as a feature of the Eberron flavor rather...See more
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Theresa O August 26, 2021 6:27 am UTC
I have been keeping track of Oracle of War since adventure #1.

That the Lord of Blades is a major threat has been clear. Far murkier is the fact that the Five Nations have been assembling a coalition to take down the Lord of Blades; this has been squarely limited to one-off mentions aimed towards the DM rather than the players, and in small paragraphs in news articles.

The Five Nations uniting to forge a coalition army is a major event that is kept mostly "off-screen," and the players are quite likely to be unaware that it is happening. It is also probable, then, that the players will be blindsided by the abrupt appearance of a grand, unified coalition army of the Five Nations.
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Will D August 26, 2021 4:22 pm UTC
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EB-11: While the PCs are meeting the Twelve, the Oracle delivers a prophecy that confirms the threat posed by the Lord of Blades.
EB-12: The Twelve send the PCs to Thrane as part of a peace mission to gain their help for the coming alliance.
EB-13: The PCs meet the Keeper of the Flame and present their case for alliance. If they impress her, they earn a legacy event pledging Thrane’s aid.
EB-17: King Boranel sends the PCs to New Cyre to locate the missing forge, saying that if they can locate it, he’ll pull Breland, Karrnath, and Aundair into the alliance.
EB-18: The alliance forms and marches into the Mournland.
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Theresa O August 27, 2021 4:12 am UTC
The issue here, I think, is that the "build an international coalition against the Lord of Blades" segments really are limited to one-off mentions. It is not a spotlight subject. In particular, adventure #13 does not even mention the Lord of Blades in the adventure text; it simply assumes that the players are warning Jaela Daran about some much vaguer threat to Khorvaire.

Adventure #17's starting sequence is about the closest it gets to being spotlighted, but by that point, it is much too late. There is very little opportunity for a buildup from that point. The characters really are tossed from a small town murder investigation and directly into an already-assembled, gigantic coalition army by the next adventure.
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Jeremy B August 27, 2021 9:26 pm UTC
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If you go back to EB-12 / Part 1 / Mission Briefing, you'll see it specifies that the Twelve have sent notices to all nations calling for this unified front, the Thrane/Breland tensions are an impediment to that alliance, and that Jaela Daran specifically requested to meet the adventurers to help inform her decision on that alliance. That conversation with her in EB-13 should have occurred with both Jaela and players aware of this desired goal. Furthermore, the EB-13 adventure specifically guides that conversation to explain the Oracle's prophecies, of which the most recent definitely concerns the Lord of Blades. These details aren't merely "one-off mentions," they're key aspects setting the background and motivation for these arcs of the campaign. As such, in my experience reading through these adventures, I found the foreshadowing and buildup you requested to be more than adequate, and I've been very pleased with the results.

If you accidentally missed those details and ended up playing...See more
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STEVEN R August 28, 2021 1:19 pm UTC
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I’ve been playing since the very beginning. The transitions have been abrupt, not a huge deal but it becomes more apparent and difficult to manage as it rolls along.
Both my players and I absolutely loved the series early on, and thought it was one of the more original, creative things we’ve played in some time .
I think part of frustration is serialized format, as a DM I’m simply not able to read whole thing before play.
I hope the final adventures stick the landing, and that they are not delayed…
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Keith C August 29, 2021 11:36 pm UTC
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Personally I can't see what you're saying as anything more than a tiny nitpick that's totally overshadowed by the scope and quality of this campaign. I've played all the modules prior to this one and will have the privilege (if all goes as planned) of running them over the next couple years with the benefits having played first; to our party, the coalition building has been a clear B Plot to our A Plot for a long time now, and it was used as an elegant narrative device to send us places we otherwise wouldn't have had any business in (like Aundair and Thrane). Negotiating this sort of thing doesn't seem like an appealing use of time compared to the pulp adventure we get, as Jeremy said.

Just as we can't read the whole 1-20 campaign all at once, the company can't feasibly hand it all to one author or tell the DMs precisely what's coming.
My two cents.
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Sean T August 24, 2021 6:17 pm UTC
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Full colour, high res battle maps for this awesome adventure can be found here: https://www.dmsguild.com/product/367815
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File Last Updated:
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This title was added to our catalog on August 24, 2021.
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D&D Adventurers League
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