The Night Land
A 4 Hour Oracle of War Adventure for Tier 1 Released on December 1, 2019
The brokers of Salvation pay good coin for artifacts scavenged from the haunted battlefields of the Mournland. In this nest of cutthroats, daring explorers gather to carve their destinies from the ruins of Cyre. They’ll need all the help they can get: it’s no secret that most scavengers don’t survive their first expedition in the Gray.
Part One of the Spoils of War series.
Available on Dungeon Masters Guild.
Credits
- Shawn Merwin Designer
- Will Doyle Campaign Story and Development
- Ashley Michaela “Navigator” Lawson Editing
- Stacey Allan Art Direction and Layout
Items
- 1 x Alchemist’s fire (flask) Common
- 1 x Antitoxin (vial) Common
- 1 x Potion of Healing Common
- 20 x Silvered Arrow Common
Legacy Events
Grateful Goblin
You saved the gobling Garundah, and she is eternally grateful. Once only, at the end of any adventure in the Oracle of War campaign, choose one of the following benefits.
- Copy a 1st-level wizard spell from legal sources into your spellbook, ritual book, or Book of Shadows at no cost. You must have the Book of Ancient Secrets invocation to add to your Book of Shadows.
- Gain fluency in Goblin.
- Take an extra 10 gp in treasure.
Powerful Enemy
You have made an enemy of the powerful and wealthy salvage broker Irullan Karnach. You find that life has gotten harder and items more expensive. At the end of this adventure, roll a d20 and consult the chart below. You may add your Charisma modified to the result:
| Roll | Result |
|---|---|
| Less than 5 | Remove 10 gp from your gold total, as Irullan tells her network of vendors to charge more for your necessities. |
| 6–13 | Remove 5 gp from your gold total, as Irullan tells her network of vendors to charge more for your necessities. |
| 14–18 | No change to your gold total. |
| 19+ | You find vendors in town who don’t like Irullan, and they sympathize with you and give you discounts. Add 10 gp to your gold total. |
Stay of Execution
You freed the changeling thief Whist, allowing her to escape justice for her crimes.
- You can call on Whist once in a future adventure to disguise you with her disguise kit. If so, she scores a 22 on her disguise kit check. You must have at least 8 hours free to call on Whist’s aid.