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EB-EP-02 Rolling Thunder

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In this Epic event, the adventurers infiltrate the royal lightning rail train to steal a ledger belonging to the king’s brother, Kor ir’Wynarn. With war brewing between Breland and Thrane, Lord Kor rides north to Sword Keep to defend the border—but scheming forces intend to strike him down before he gets there. A Four-Hour Multitable Adventure for Tier 2 Characters. Optimized for APL 8. Notes in the adventure allow for it to be used as a single-table event as well.

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 (1)
Discussions (2)
Customer avatar
Jay R April 21, 2022 5:16 pm UTC
**SPOILER ALERT**
If you are running this as a single-table adventure, you'll have to do some advanced planning and pre-reading. When the players reach the last car, they will need 2 signet rings to unlock the vault door. However, in the normal course of the adventure, only one ring is available, that of Ambassador Kosh in the Casino. The second ring belongs to lord Kor, but he is a "wandering NPC" designed to be played by an admin at a multi-table epic. Be sure to place Kor somewhere in the four cars so players have an opportunity to get his ring as well. Car four is a logical place.
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Jeremy B May 19, 2022 1:31 am UTC
PURCHASER
The module contains notes for adapting the adventure for single group play. In this case, the note on the bottom of page 4 specifies when to introduce the wandering NPCs.
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JD N January 08, 2021 12:55 pm UTC
PURCHASER
Question - what should you do for this adventure if your PCs DIDN'T bring Thrane and Breland to the brink of war and resolved the EB-06 situation with nobody the wiser?
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Customer avatar
Jordan M January 27, 2021 10:30 pm UTC
Spoilers. This whole epic makes no sense to me. If you left Sky with Flamewind, there's no way Flamewind would let her come with you to this heist. If you took Sky with you....she double-crosses you and then leaves at the end of the epic. Then next adventure she's right back with you like nothing happened.
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Ashley Michaela L February 10, 2021 5:43 pm UTC
PURCHASER
The party never leave Sky with Flamewind. If they present Sky to Flamewind, the party are charged with keeping her safe on their travels. There is no issue from that quarter.

As for continuity issues caused by an optional EPIC planned to follow EB-07, but majorly delayed by Covid-19, it’s nothing a minor roleplaying adjustment can’t take care of. Instead of the default assumption of dropping Sky off at the start of EB-08, you can always have a surprise meeting in Salvation—fresh betrayal, so awkward. Adventurous DMs might even decide she evades the party until midway through EB-09, so players have no idea where she ended up.
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JD N March 13, 2021 10:06 am UTC
PURCHASER
If you as a player have the dossier from this adventure marked on your log, then Sky CAN'T appear in 8, 9, or 10, so that's no problem.

But getting back to my question, what if Breland and Thrane are NOT on the verge of war?
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Customer avatar
Jordan M March 14, 2021 5:56 am UTC
Yeah, I found that bit about the dossier later and cleared up her motivations too. As for the events in module 6, there's no problem. If Mercutia or Orsino die, then Breland is on high alert and ready to go to war. If neither die, Mercutia is unaware of the plot to kill her and delivers her report as planned, which also leads to war. The point of the module was to prove that the prophecy could be changed, and it was if you stopped the "dark lantern flickering" by allowing Mercutia to live. There's not a situation I'm aware of where the nations do not prepare for war.
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Customer avatar
JD N March 19, 2021 11:39 am UTC
PURCHASER
But later adventures have scenes in Breland and Thrane marking the buildup for war, which occur if and only if they have the corresponding legacy events from EB-06. Also, the way the Draconic Prophecy works means that preventing the dark lanterns flickering would also stop the King in Green riding north on the bolt of steel. Really, if they saved Mercutia, this adventure shouldn't be happening at all...
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File Last Updated:
November 10, 2020
This title was added to our catalog on November 10, 2020.
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D&D Adventurers League
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