TEXT: DDAL-EBEP-01 
   
   
   
    
  The Iron Giant 
  An Eberron Oracle of War Epic Event 
   
   
   
   
   
   
   
   
   
   
   
   
  Designed By 
  WILL DOYLE, JAMES INTROCASO, SHAWN MERWIN 
   
   
   
   
   
  In this epic event, Cultists of the Emerald Claw reanimate a warforged colossus from the 
  battlefields outside Salvation and turn it against the outpost. The scavengers in town must work 
  together to disable the titan limb-by-limb and save the outpost from annihilation. They are aided 
  throughout by the Oracle of War, which provides vital tactical advice alongside cryptic verses from 
  the Draconic Prophecy.  
   
   
   
  A Three-Hour Multitable Adventure for Tier 1 Characters. Optimized for APL 3. 
  
   
  Credits 
   
  Designer: Will Doyle, James Introcaso, Shawn Merwin 
   
  Campaign Story and Development: Will Doyle 
   
  Editing: Ashley Michaela “Navigator” Lawson 
  Art Direction and Layout: Stacey Allan 
   
  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, Chris Sniezak 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL-EBEP-01: The Iron Giant 
   
   
  3 
  Adventure Primer 
  This adventure is designed for three to seven 
  1st- to 4th-level characters and is optimized 
  for five characters with an average party level 
  (APL) of 3. Characters outside this level range 
  can’t participate in this adventure. 
   This is a special D&D Epics™ 3-hour interactive 
  adventure, designed for four or more tables 
  playing together. Each group must contain 
  characters of Tier 1 (levels 1—4).   
   This adventure occurs in Eberron, on the edge 
  of the remains of ruined Cyre. This fallen nation 
  is known as the Mournland across most of 
  Eberron, but as the Gray to the residents of 
  Salvation. This special event is designed to 
  accompany the Spoils of War storyline. Spoils of 
  War is part of the Oracle of War Eberron 
  campaign for the D&D Adventurers League. 
  Event Administrators 
  Guidelines for coordinating this event appear in 
  appendix E, “Administrator Guide.” If you’re not helping 
  coordinate, you don’t need to read or print this section 
  of the adventure.  
  Background 
  The terror group known as the ORDER OF THE 
  EMERALD CLAW seeds discord across 
  Khorvaire to leverage the influence of the nation 
  of KARRNATH and the BLOOD OF VOL faith. 
  Their agent in SALVATION, the corrupt salvage 
  broker IRULLAN KARNACH, has devised a 
  means to awaken a WARFORGED COLOSSUS on 
  the outskirts of the outpost. Now she plans to 
  use it to destroy the entire outpost: a mere test 
  run for further strikes into the nation of Breland. 
  Only a rag-tag army of SALVAGE CREWS stand 
  between it and the outpost. 
  Overview 
  The adventure’s story is spread over two parts 
  and takes approximately 3 hours to play.  
  • Part 1: Big Moe (30 mins)  
  Emerald Claw agents awaken “Big Moe,” 
  sending an army of undead ahead of it to 
  ravage the outpost.   
  • Part 2: Wrecking Ball (150 mins)  
  The adventurers undertake quests to 
  dismantle the warforged colossus, aided by 
  prophecy and advice from the Oracle of War.  
  Adventure Hooks 
  In the Oracle of War campaign, the characters 
  are scavengers working for salvage crews. 
  Players should invent their own reasons for 
  undertaking such dangerous work: dedication to 
  a just cause, serving a specific patron, spying for 
  an organization, etc. 
   Players with access to the AL Eberron Player’s 
  Guide can use the backgrounds and patrons 
  listed there. Many of these serve as adventure 
  hooks for this and later adventures in the 
  campaign. At the start of play, ask your players if 
  their characters have utilized any of these 
  backgrounds and tie them into the adventure as 
  best you can. 
  Continuing the Story 
  This adventure can take place at any time during 
  the Spoils of War storyline, but for continuity it is 
  best enjoyed after at least the first two 
  adventures in the series have been played.   
  Legacy Events 
  For simplicity and speed of play, this adventure 
  does not incorporates any legacy events from 
  previous adventures in the Oracle of War series.  
  Hero Points 
  In the Oracle of War campaign, adventurers are 
  supposed to be a cut above the rest. To reflect 
  this, each character in the party gains one hero 
  point at the start of this adventure. Players earn 
  additional hero points by completing story goals. 
  The DM may not award hero points except as 
  specifically directed in the adventure. At the end 
  
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  DDAL-EBEP-01: The Iron Giant 
   
   
  4 
  of the adventure, the players lose any hero 
  points they have accrued. 
  Hero Points  
  A player can spend a hero point whenever they make an 
  attack roll, an ability check, or a saving throw. The 
  player can spend the hero point after the roll is made 
  but before they know whether they’re successful or not. 
  Spending the hero point allows the player to roll a d6 
  and add it to the d20, possibly turning a failure into a 
  success. A player can spend only one hero point per roll. 
  In addition, whenever a character fails a death saving 
  throw, the player can spend one hero point to turn the 
  failure into a success. 
   
   
   
  
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  DDAL-EBEP-01: The Iron Giant 
   
   
  5 
  Event Rules 
  The Iron Titan is a D&D Epics™ adventure. 
  Familiarize yourself with the following rules 
  concepts before running this adventure. Many of 
  these rules are also summarized on handout 1: 
  Event Rules. 
  Epic Events 
  The Iron Titan encourages interactivity between 
  tables. The following rules are designed to work 
  across multiple groups.  
  Prophecies and Tactical Advice 
  Each group receives one prophecy from the 
  Oracle of War when they are seated. If the 
  players can make this prophecy come true, they 
  can request tactical advice from the Oracle of 
  War.  
   Prophecies. Prophecies are ambiguously 
  worded and it is up to the DM to adjudicate if the 
  requirements of each prophecy have been met. 
  For example, “One hero wields the flame as two 
  foes fall” could be completed by a wizard killing 
  two or more enemies with a scorching ray spell, 
  a rogue hurling a flask of alchemist’s fire to kill 
  two enemies, or simply two enemies falling 
  prone while another party member holds a 
  burning torch or lantern aloft.   
   If your group completes a prophecy, ask the 
  Group Captain to call over the administrator 
  handling the Oracle of War. That administrator 
  will supply the group with a new prophecy and a 
  piece of tactical advice about fighting the 
  colossus—the players decide which part of the 
  colossus they wish to learn about (Head, Chest, 
  Left Arm, Right Arm, Left Leg, or Right Leg). 
  • If the players need no more tactical advice, 
  the administrator grants each character in 
  the party a hero point instead.  
  • Whenever your players successfully 
  complete a prophecy, the administrator 
  delivers it to another table. 
   Tactical Advice. Each location in the colossus 
  has a secret vulnerability that players can only 
  exploit if they have received tactical advice from 
  the Oracle. Using tactical advice can give the 
  party major advantages in combat.  
  • Whenever your players successfully utilize 
  a piece of tactical advice, all characters in 
  the party gain one hero point. 
  Recording Victories 
  As the players complete quests to assault the 
  colossus, they damage its structural integrity.  
  Each time your players complete a quest, fill in 
  one of the quest reports from appendix C and 
  ask your group captain to report the victory to 
  the commander. When enough quest reports 
  have been handed in, the commander announces 
  the destruction of one of the colossus’s deadly 
  weapons. 
  Special Preparations 
  Some Dungeon Masters enjoy preparing showpiece 3D 
  terrain for D&D Epics™ adventures. For The Iron Giant, 
  any of the six body part locations detailed in Part 2 
  make ideal candidates. Maps for these locations are 
  provided in appendix A. 
  Siege Damage 
  Every twenty minutes, the commander 
  announces one of the colossus’s siege weaponry 
  attacks. Pause the action until the commander 
  has made their announcement, and then apply 
  any effects that occur from it. 
   If your group receives siege damage, each 
  player must roll on the following table and apply 
  the result immediately. A player can spend one 
  hero point to ignore the result of their roll.  
   
   
  
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  DDAL-EBEP-01: The Iron Giant 
   
   
  6 
  Siege Damage Table 
  d100 
  Effect 
  01 
  Immolated. Explosions ripple around you. You 
  must make a DC 15 Dexterity saving throw, 
  taking 27 (5d10) fire damage per tier on a 
  failed save, or half as much damage on a 
  successful one. If you drop to 0 hit points 
  because of this damage, the heat reduces you 
  to a pile of ash.   
  02-03 
  Aflame. Burning oil ignites your clothing and 
  hair. While you remain on fire, you take 5 
  (1d10) fire damage per tier at the start of each 
  of your turns. At the end of each of your turns, 
  you can make a DC 15 Constitution saving 
  throw to quell the flames.   
  04-06 
  Aftershock. All creatures standing on the 
  ground must succeed on a DC 12 Dexterity 
  saving throw or fall prone.   
  07-09 
  Blasted. An explosion blasts your space. All 
  creatures within a 10-foot-radius of you must 
  make a DC 10 Dexterity saving throw, taking 11 
  (2d10) fire damage per tier on a failed save, or 
  half as much damage on a successful one. 
  10-11 
  Blinded. Dust washes over you. You must 
  succeed on a DC 10 Constitution saving throw 
  or be blinded until the end of your next turn. 
  12-16 
  Bludgeoned. Wreckage slams into you, dealing 
  5 (1d10) bludgeoning damage per tier.  
  17-18 
  Buried. A pile of wreckage buries you beneath 
  it. Until freed, you are prone, restrained and 
  blinded. To break free, you or an adjacent ally 
  must take an action and succeed on a DC 15 
  Strength (Athletics) check. The wreckage 
  counts as difficult terrain.      
  19-20 
  Collapse. The section of the colossus you’re 
  fighting on collapses. When you pull yourself 
  from the wreckage, you find yourself 
  somewhere else. Join another table and return 
  when they’ve completed their current quest.   
  21-22 
  Confused. A chunk of wreckage strikes you in 
  the back of the head, dealing 5 (1d10) 
  bludgeoning damage per tier. At the start of 
  your next turn, you move half your speed in a 
  random direction.  
  23-24 
  Coughing. Dust chokes you. Until the end of 
  your next turn, you can’t talk or cast spells with 
  the verbal component.  
  25-29 
  Deafened. An explosion deafens you until the 
  end of your next turn.  
  30-34 
  Impaled. A spear of shrapnel plunges into you, 
  dealing 5 (1d10) piercing damage per tier. 
  35-36 
  Inferno. Burning oil spills in a 10-foot-radius 
  around you. Any creature that enters the area 
  for the first time on a turn or starts its turn 
  inside it must succeed on a DC 12 Dexterity 
  saving throw or take 11 (2d10) fire damage.   
  37-39 
  Mutilated. Jagged shrapnel hits you, dealing 16 
  (3d10) slashing damage per tier and inflicting a 
  random lingering injury (see “Injuries” in 
  chapter 9 of the Dungeon Master’s Guide).  
  40-46 
  Pinned. A falling beam or pillar pins you 
  beneath it. Until freed, you are prone and 
  restrained. To break free, you or an adjacent 
  ally must take an action and succeed on a DC 
  10 Strength (Athletics) check.  
  47-54 
  Rubble. Rubble clatters over the you, creating 
  difficult terrain in a 10-foot-radius around you. 
  55-59 
  Severely Bludgeoned. Wreckage hits you, 
  dealing 11 (2d10) bludgeoning damage per 
  tier. 
  60-64 
  Severely Impaled. A spear of shrapnel plunges 
  into you, dealing 11 (2d10) piercing damage 
  per tier. 
  65-69 
  Severely Slashed. Shrapnel tears into you, 
  dealing 11 (2d10) slashing damage per tier. 
  70-74 
  Slashed. Shrapnel tears into you, dealing 6 
  (1d10) slashing damage per tier. 
  75-76 
  Slowed. A chunk of wreckage cracks into your 
  knee, reducing your speed by half until the end 
  of your next turn. 
  77-78 
  Smoke. A 20-foot-radius sphere of thick smoke 
  swirls up around you, heavily obscuring the 
  area. The cloud persists until a wind of 
  moderate or greater speed (at least 10 miles 
  per hour) disperses it 
  79-80 
  Stunned. Debris strikes you in the head, 
  dealing 5 (1d10) bludgeoning damage per tier 
  and stunning you until the end of your next 
  turn. 
  81-86 
  Tangled. Wreckage entangles you. Until freed, 
  your speed is halved and you take 
  disadvantage on attacks and ability checks. To 
  free you, you or an adjacent ally must take an 
  action and succeed on a DC 10 Strength 
  (Athletics) check.   
  87-95 
  Tripped. A shockwave knocks you prone, along 
  with any creatures with 5 feet of you. 
  96-97 
  Unconscious. A chunk of wreckage thuds into 
  your head and you drop to 0 hit points. 
  98-99 
  Double damage. Roll twice on this table and 
  apply both results (ignoring rolls of 98-00). 
  00 
  Triple damage. Roll three time on this table 
  and apply all results (ignoring rolls of 98-00). 
  
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  DDAL-EBEP-01: The Iron Giant 
   
   
  7 
   
  Environment Actions 
  This adventure uses lists of “Environmental 
  Actions” to add drama and excitement to combat. 
  Each turn, a player can work one of these 
  elements into their description of their action. 
  The primary purpose of this is to give players 
  ideas; interesting details to use while describing 
  their actions. But if a player comes up with a 
  particularly clever way to use an element, the 
  DM could grant advantage on a check or attack 
  roll or some other benefit. The rogue wants to 
  cross a room full of enemies by swinging on a 
  chandelier. As the DM, you could let them make a 
  simple Dexterity (Acrobatics) check to avoid 
  opportunity attacks, essentially getting a free 
  Disengage action. Environmental elements are 
  always optional and largely cosmetic. As a DM, 
  you don’t have to grant a bonus for every use of 
  an element. But presenting a list can help players 
  think of the location as more than just squares 
  on a map and challenge them to add more 
  cinematic flair to their actions.  
  Interactive Restrictions 
  The following restrictions apply throughout this 
  D&D Epic™ event (these rules and others are 
  summarized on player handout 1, Event Rules, 
  in appendix C). 
  Short and Long Rests 
  The event plays out in just a few hours of game 
  time. Players can’t afford to take long rests and 
  can take only one short rest. Opportunities to 
  earn additional short rests occur during play.  
   If players have access to the catnap spell, they 
  can cast it to gain the benefits of a short rest.  
  Player Spellcasting 
  Right from the start of the adventure, the 
  characters have limited time to save the outpost, 
  making it difficult to cast certain spells.   
  • There is no time to cast spells with a casting 
  time of longer than 5 minutes before the event 
  begins.  
  • Spells with a casting time of longer than 5 
  minutes can only be cast during the event if 
  the group uses their short rest.  
  • Spells with a casting time of longer than 1 hour 
  can’t be cast during the event at all. 
  • Spells that affect areas over 200 feet in radius 
  (e.g. control weather) can affect other groups 
  at the administrators’ discretion. Inform the 
  administrators if one of your players casts a 
  spell with such a range. 
  Spellcasting Services 
  During the event allied clerics can provide any of 
  the spellcasting services listed in the Eberron 
  Adventurers League Dungeon Master’s Guide. 
  Players must cover the component costs for 
  these spells, which are cast instantly. Such 
  spells can’t be cast during combat.    
  Winning the Event 
  To win the event, the players must complete 
  enough quests to destroy Big Moe. Quests allow 
  the players to disable its weapons, and prevent it 
  from crushing the outpost. The commander 
  provide updates on the ongoing battle as the 
  event plays out. 
  Timekeeping 
  Every group is expected to triumph in three quests to 
  win the event, so budget your time accordingly. Any 
  quests still in progress when time is called must be 
  abandoned. 
   
   
  
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  DDAL-EBEP-01: The Iron Giant 
   
   
  8 
  Part 1: Big Moe 
  Estimated Duration: 30 minutes 
  Emerald Claw agents awaken “Big Moe,” sending 
  an army of undead ahead of it to ravage the 
  outpost.   
  Introduction 
  When all players are seated and ready to begin, 
  one of the administrators will read the following 
  boxed text aloud:  
  Another rainy day in Salvation. You are drinking 
  away your latest salvage pay packet in the Gray 
  Beyond tavern, when suddenly you hear a 
  mechanized roar from the outskirts of town! 
  Gathering outside the tavern, you see a huge iron 
  giant lumbering toward town. Somebody has 
  awakened Big Moe from his junkyard and turned 
  him against the town!  
   As your fellow scavengers run around in panic, 
  warriors dressed in the garb of Cyre shamble into 
  the outpost, hacking down everyone they come 
  across. Alarm bells ring and a magically amplified 
  voice cries out: “Defend the outpost! We’re under 
  attack!”    
   As the voice echoes around you, purple smoke 
  suddenly belches from the Oracle of War as it 
  speaks another prophecy…. 
  At the start of the event, give the players 
  handout 1: “Event Rules,” and handout 2: 
  “Oracle of War”.  
  Combat!  
  When combat begins, give the players the Street 
  section of handout 3: “Environmental Elements”. 
  In this phase, the players must fight against a 
  group of undead rampaging through the streets.  
  The players face the following enemies: 
  • Eight zombies dressed in the tattered regalia 
  of the nation of Cyre. They look like they died 
  just yesterday.  
  If the players defeat or drive off their enemies in 
  less than three rounds, another five zombies 
  shamble forward to attack them.  
  Adjusting the Scene 
  Here are some suggestions for adjusting this scene: 
  • Very Weak: Remove four zombies. 
  • Weak: Remove two zombies. 
  • Strong: Add two zombies. 
  • Very Strong: Add four zombies. 
  Continuing to Part 2 
  When the players have defeated their enemies, 
  proceed to Part 2: “Wrecking Ball”. If they have 
  not defeated their enemies after 30 minutes, 
  allied forces charge through the area and mop up 
  any remaining zombies.   
   
   
   
   
   
   
  
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  DDAL-EBEP-01: The Iron Giant 
   
   
  9 
  Part 2: Wrecking Ball 
  The adventurers undertake quests to dismantle 
  the warforged colossus, aided by prophecy and 
  advice from the Oracle of War.  
  War Briefing 
  When Part 1 is complete, read the following 
  boxed text aloud:  
  As Big Moe lumbers closer, the brokers of Salvation 
  call the surviving scavengers together.  
   “We’re not leaving this place!” shouts Belaluur. 
  “This is where our fortunes lie! Here, in this mud.” 
   Draev Shaldor wheezes into sight. “We fight the 
  colossus here. Whoever turned this thing against 
  us will learn the steel lies within the people of 
  Salvation.” 
   Belaluur looks around. 
   “Triumph here, and the brokers of Salvation will 
  pay you well.” 
   The brokers nod their agreement. All apart from 
  Irullan Karnach, who is conspicuous by her 
  absence…  
  The players must now choose quests from 
  handout 1: “Event Rules”. If they finish a quest, 
  they must choose another to undertake. 
  Continue playing quests until time is called and 
  the commander announces the success or failure 
  of the event.  
   
   
   
   
   
  
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  DDAL-EBEP-01: The Iron Giant 
   
   
  10 
  Quest 1: Head  
   
   
   
  Estimated Duration: 30 minutes 
  In this quest, the characters are catapulted into 
  the titan’s mouth to destroy its brain. 
  Introduction 
  If the players choose this quest, read the 
  following boxed text aloud: 
  The Oracle of War tells us that Big Moe has been 
  fitted with a regenerating, undead brain. Our 
  scouts have spotted that the colossus opens its 
  mouth for brief moments. You need to catapult 
  inside, destroy as much of the brain as you can, 
  then escape before it spits you back out. Do 
  anything you can to slow the undead brain’s 
  regeneration! 
  Each adventurer receives a feather token that 
  they can use to land on their feet after being 
  catapulted into the colossus.  
  Insertion 
  After you introduce this quest, play out the 
  following events:  
  Fire!  
  The adventurers are loaded onto catapults 
  aimed at Big Moe’s head. A single character 
  chosen by the group must make a DC 10 Wisdom 
  (Perception) check to tell the catapult operators 
  when to launch. On a success, the party gains 
  advantage on any ability checks made to land 
  inside into Big Moe’s mouth before it closes. On a 
  failure, the characters have disadvantage on 
  these checks. 
  Avoid the Teeth 
  Once launched, the characters fly through the air 
  toward the colossus’s open mouth. Each 
  adventurer can make either a DC 15 Strength 
  (Athletics) or a DC 12 Dexterity (Acrobatics) 
  check to hold their bodies in the perfect 
  projectile shape to get into the mouth before it 
  closes. If they fail this check, they take 5 (1d10) 
  bludgeoning damage as they graze against the 
  closing teeth. 
   In lieu of making the checks, the characters can 
  get creative. The DC is 12 for any checks they 
  might have to make. For instance, a character 
  could cast the misty step spell to teleport inside 
  Big Moe’s head, requiring no check, or another 
  character could make a DC 12 Strength check 
  with a portable ram to knock out any teeth in 
  their flight path.  
  Slow Down 
  Once through the teeth, the adventurers must 
  roll initiative for the coming fight (see 
  “Destroying the Brain”). Those who act on 
  initiative count 5 or above activate their feather 
  tokens successfully and land on their feet. Those 
  who act on lower initiative counts take 5 (1d10) 
  bludgeoning damage and land prone (and still 
  lose their feather tokens). 
  Destroying the Brain 
  When the adventurers land inside the head, read 
  the following boxed text aloud: 
  Steel tubes run toward a massive lump of 
  pulsating, gray, wrinkled flesh in the ceiling. Arcs of 
  blue lightning crackle over the flesh as the pipes 
  steam and hiss. 
   “Intruders!” roars a muscled woman wearing 
  armor with the green flame insignia of the Emerald 
  Claw. A thick wire attached to the back of her skull 
  winds all the way up to the brain on the ceiling. A 
  group of zombies and some sword-wielding 
  humans emerge from the shadows at her 
  command, ready to fight. 
  Destroy as much of the 
  colossus’s regenerating 
  undead brain as you 
  can! 
   
  
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  DDAL-EBEP-01: The Iron Giant 
   
   
  11 
  When combat begins, give the players the Head 
  section of handout 3: “Environmental Elements.” 
  The players face the following enemies here: 
  • One Emerald Claw champion. 
  • Two cultists. 
  • Three zombies. 
  The Emerald Claw champion attached to the 
  brain can telepathically relay orders to the other 
  cultists inside the colossus. They fight to the 
  death to defend the undead brain.  
  Adjusting the Scene 
  Here are some suggestions for adjusting this scene: 
  • Very Weak: Replace the Emerald Claw champion with 
  a thug. Remove one cultist and one zombie. 
  • Weak: Replace the Emerald Claw champion with an 
  Emerald Claw soldier. 
  • Strong: Add two zombies. 
  • Very Strong: Add two zombies and replace both 
  cultists with cult fanatics. 
  Area Information 
  The Head Map in appendix A shows the layout 
  of this area, which has the following important 
  features: 
   Ceiling. The ceiling is 20 feet high. 
   Light. Magic globes embedded in the ceiling fill 
  the area with bright green light. 
   Sounds and Smells. The hiss of pipes, the 
  mechanical thud of the titan’s movements, and 
  the crackle of lightning fill the chamber. 
   Eye Windows. Two 8-foot-diameter windows 
  look outside. 
   Pipes. Pipes cover the wall and ceiling and can 
  be climbed without requiring an ability check. 
  Brain 
  The 5-foot-radius undead brain is attached to the 
  ceiling via a 5-foot-long indestructible rod that 
  the flesh grows around. The brain has AC 10, 50 
  hit points, and regenerates 10 hit points every 
  round on initiative count 20. If the brain takes 
  damage, it becomes resistant to damage of that 
  type for 1 minute. When a creature tries to 
  damage the brain with a type of damage the 
  brain is resistant to, the brain shoots a bolt of 
  lightning at the creature. The creature must 
  succeed on a DC 13 Dexterity saving throw or 
  take 7 (2d6) lightning damage. 
   If the brain is destroyed, the steel rod it hung 
  from remains embedded in the ceiling. 
  Tactical Advice 
  Players can earn the following tactical advice about this 
  quest by completing prophecies (see “Epic Events”): 
   Poison. One of the cultists carries a vial of pale 
  tincture poison in a hidden compartment in her boot. 
  Adventurers who’ve received advice from the Oracle of 
  War can splash this poison over the undead brain to 
  slow its regeneration to 5 hit points every round for 1 
  minute and remove any damage resistances that it 
  currently has.  
   Implant. The Emerald Claw champion has an implant 
  in her skull that allows her to connect to the undead 
  brain. Adventurers who’ve received advice from the 
  Oracle of War can attempt to remove the implant from 
  her corpse without damaging it on a successful DC 14 
  Wisdom (Medicine) check. Doing so prevents the 
  undead brain from gaining resistance to any new 
  damage types. If a warforged character plugs the 
  implant into their own head, they can also prevent the 
  undead brain from making lightning attacks.  
  Escape 
  The characters can climb out of the titan’s mouth 
  and rappel down to the ground with a successful 
  DC 12 Strength (Athletics) check. Those who fail 
  the check fall 30 feet, taking 10 (3d6) 
  bludgeoning damage. After the characters spend 
  30 minutes (real time) inside the head, it opens 
  its mouth and a powerful gust of wind pushes 
  them out, which has the same effect as falling. 
  Quest Report 
  If your players destroy the undead brain, fill in 
  one of the quest reports from appendix C and 
  ask your group captain to report the victory to 
  the commander. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL-EBEP-01: The Iron Giant 
   
   
  12 
  Quest 2: Chest 
   
   
   
  Estimated Duration: 30 minutes 
  A fire elemental bound to the colossus’s chest 
  provides power to its limbs. The characters must 
  free or kill the elemental and then escape an 
  explosion wrecks the area. 
  Introduction 
  If the players choose this quest, read the 
  following boxed text aloud: 
  You fly toward the colossus on an iron platform 
  carried by a strange machine with clattering rotors. 
  Your mission is to open a panel on the titan’s back 
  and enter its chest cavity, where the Oracle of War 
  tells us an elemental power source focuses its 
  energy. Destroy or release this elemental to cripple 
  the war machine.  
  Insertion 
  A goblin pilots the elemental rotor machine 
  toward the warforged colossus.  
  The Hatch 
  The hatch leading into Big Moe’s chest cavity is a 
  hinged door with a latch. The hatch is locked, 
  and can be opened with a successful DC 12 
  Dexterity check using thieves’ tools, or forced 
  open with a successful DC 20 Strength 
  (Athletics) check. The hatch has AC 8, immunity 
  to poison and psychic damage, and 50 hit points.  
   At the end of each round that the adventurers 
  remain near Big Moe’s body, the colossus swats 
  at them. Everyone on the platform or near the 
  hatch must succeed on a DC 10 Dexterity saving 
  throw or take 7 (3d4) bludgeoning damage. No 
  damage is taken on a successful save.  
  Removing the Power Source 
  When the characters open the hatch, read the 
  following boxed text aloud:  
  The hatch opens into the side of a 35-foot-square 
  chamber, with a 10-foot-high ceiling. Gravity works 
  differently in here, so the wall you emerge from 
  feels like the floor. Small creatures made from 
  shadow weave in and out of patches of total 
  darkness. Gears spin on the walls, and pipes jet hot 
  steam through the air.  
   In the corner of the chest cavity, a large creature 
  made of fire is thrashing and hissing, bound in 
  place by ropes of dark energy. Plumes of flame 
  surge from the creature, through the ropes of dark 
  energy, and out into the colossus’s body. 
  When combat begins, give the players the Head 
  section of handout 3: “Environmental Elements.” 
  The players face the following threats here: 
  • Five darklings. 
  • One fire elemental bound by chains of black 
  energy.  
  Adjusting the Scene 
  Here are some suggestions for adjusting this scene: 
  • Very Weak: Remove three darklings. Reduce the DC 
  of checks made to free the fire elemental to 10. 
  Reduce the fire elemental’s hit points to 30. 
  • Weak: Remove two darklings. Reduce the DC of 
  checks made to free the elemental to 12. Reduce the 
  fire elemental’s hit points to 60. 
  • Strong: Add one darkling. 
  • Very Strong: Add two darklings. Increase the DC of 
  checks made to free the elemental to 16. 
   The darklings toil to maintain the shadow 
  bonds binding the elemental in place. As the 
  Free the creature that is 
  supplying extra power 
  to the warforged 
  colossus! 
  
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  DDAL-EBEP-01: The Iron Giant 
   
   
  13 
  elemental thrashes, energy from its body is 
  channeled into the warforged colossus.  
   When the adventurers arrive, the darklings 
  attempt to hide in the pockets of darkness and 
  attack by throwing daggers. 
  Area Information 
  The Chest Map in appendix A shows the layout 
  of this area, which has the following important 
  features: 
   Ceiling. The ceiling is 20 feet high. 
   False Gravity. Gravity inside the titan’s chest 
  pulls everything inside toward its back, which 
  holds the hatch that the characters entered. 
   Light. Due to its shadowy bonds, the fire 
  elemental only gives off dim light. Dim light also 
  filters through the open hatch. 
   Shadow Pockets. Several areas within the 
  chest cavity contain pockets of magical darkness 
  that cannot be penetrated by any light or by 
  darkvision. They can only be burned away if the 
  fire elemental is released. 
   Sound. The crackling of the fire elemental is 
  the only sound, which echoes through the cavity. 
  Freeing the Elemental 
  A successful DC 10 Intelligence (Arcana) check 
  reveals that the elemental’s power is being 
  drained by the shadow ropes. The ropes are 
  immune to all forms of damage. There is one 
  more rope than there are darklings in the 
  encounter.  
   An adventurer can free the elemental from one 
  of its ropes if they succeed on one of the 
  following checks: 
  • As an action, a character can attempt a DC 14 
  Intelligence (Arcana) check to dispel a shadow 
  rope using magic incantation. If the check fails 
  by 4 or more, the character attempting the 
  check takes 2 (1d4) necrotic damage per 
  character level. 
  • As an action, a character can attempt a DC 14 
  Intelligence (Religion) check to say a counter-
  prayer to remove the rope. If the check fails by 
  4 or more, the character attempting the check 
  takes 2 (1d4) necrotic damage per character 
  level. 
  • As an action, a character can attempt a DC 14 
  Dexterity (Sleight of Hand) check to carefully 
  chip away at the place where the rope enters 
  the titan, disabling it. If the check fails by 4 or 
  more, the character attempting the check takes 
  2 (1d4) necrotic damage per character level. 
  • If a character has a good idea, use the checks 
  above as a guide for success or failure. 
  The characters may also figure out that if they 
  can kill the elemental, then it can no longer 
  power the titan. This is true. The elemental 
  cannot attack back, although if a creature is 
  pushed into its space, that creature takes 
  damage as normal. 
  If Freed or Killed 
  If the elemental is freed from its shadowy bonds, 
  it first moves to destroy any remaining darklings. 
  If a character damaged the elemental, even 
  accidentally, it goes after that character next. 
  After the elemental has enacted its revenge, it 
  disappears. If the elemental is killed, the interior 
  of the colossus quickly absorbs the energy, 
  causing an overload. Read:  
  As the elemental dies, the interior of the chamber 
  absorbs the energy and begins to glow brighter and 
  brighter. It’s going to become very deadly in this 
  cavity very soon. You must escape. 
  Tactical Advice 
  Players can earn the following tactical advice about this 
  quest by completing prophecies (see “Epic Events”): 
   Hatches. The chamber’s ceiling contains secret 
  hatches that a player can open if they have learned 
  about them from the Oracle of War. There are five 
  hatches in total spaced across the ceiling.  Each hatch 
  can be opened as an action by any character who can 
  reach it, releasing a ray of bright daylight that lands in a 
  5-foot radius area in a space anywhere in the chamber 
  that the player chooses. The daylight persists until the 
  end of the encounter.   
   Elemental Name. Adventurers who have learned the 
  fire elemental’s name from the Oracle of War can 
  command it to break free from its bonds. As it struggles, 
  the DCs of all checks made to remove the ropes are 
  reduced by 4.   
  
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  DDAL-EBEP-01: The Iron Giant 
   
   
  14 
  Escape 
  After defeating the enemies, the characters must 
  succeed on DC 10 Strength (Athletics) or 
  Dexterity (Acrobatics) check to clamber back out 
  of the hatch and leap onto the hovering platform. 
  On a failed check, the character falls 20 feet to 
  the ground. 
   If the elemental was killed, as they make their 
  escape, they have 2 rounds to get out. At the end 
  of the second round, the cavity is suffused with 
  fire, dealing 5 (1d10) fire damage to anyone still 
  in the cavity, expelling them as well. 
  Quest Report 
  If your players free or destroy the elemental, fill 
  in one of the quest reports from appendix C and 
  ask your group captain to report the victory to 
  the commander. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL-EBEP-01: The Iron Giant 
   
   
  15 
  Quest 3: Left Arm  
   
   
   
  Estimated Duration: 30 minutes 
  The characters must leap onto Big Moe’s left arm, 
  get inside, disable one of its flamethrowers, and 
  then exit via an escape pod. 
  Introduction 
  If the players choose this quest, read or 
  paraphrase: 
  Atop the highest building in Salvation, you wait for 
  the colossus to pass by. Your mission: jump onto its 
  left arm, break a hole inside, disable one of its 
  flamethrowers, and then exit using an escape pod. 
  Your time inside is limited! 
  Insertion 
  The characters stand atop the Gray Beyond, a 30-
  foot-tall inn in Salvation, with wind blowing in 
  their faces. As the colossus passes by, they must 
  leap off the building onto its arm, using one of 
  the following methods: 
  • A character can make a successful DC 10 
  Strength (Athletics) or Dexterity (Acrobatics) 
  check to leap onto the arm. 
  • A character could use a spell such as misty step 
  to teleport onto the arm or a spell like levitate 
  for a controlled ascent onto the arm. 
  • A character could quickly fashion a lasso or net 
  to catch onto the arm using a bedroll, flag, or 
  other item with a successful DC 14 Intelligence 
  check made with weaver’s tools. 
  • Allow the characters to get creative, calling for 
  ability checks as necessary. 
  Outcomes 
  Characters who succeed on their ability checks 
  land on the arm without issue. Characters who 
  fail their ability checks by 4 or more hit the arm 
  hard, taking 3 (1d6) bludgeoning damage. 
  Characters who fail by 5 or more fall to the 
  ground, taking 10 (3d6) bludgeoning damage. 
  They must then succeed on a DC 14 Strength 
  (Athletics) check to climb up the titan’s body to 
  the arm. Failing this check means that the 
  character makes the climb but gains a level of 
  exhaustion. 
  Enter the Arm 
  To enter the arm cavity, the characters must 
  break a hole through its armored ceiling. This 5-
  foot-square section of armor has AC 18; 27 hit 
  points; and immunity to poison and psychic 
  damage. As an action, a character can also detach 
  a 5-foot-square section of armor with a 
  successful DC 15 Intelligence check made with 
  tinker’s or smith’s tools. 
   Shoulder Crossbows. Two heavy crossbows 
  are mounted on Big Moe’s left shoulder. Each 
  one makes an attack roll with a +4 bonus against 
  a creature on the arm on initiative count 0 of 
  each round, dealing 5 (1d10) piercing damage on 
  a hit. 
  Disabling the Flamethrower 
  When the characters enter the arm cavity, read 
  the following boxed text aloud:  
  A plush chair with built in levers sits atop an iron 
  tank. A red-hot pipe covered in knobs is connected 
  to the tank. The far end of the pipe sticks out a 
  window, spewing flame. Cackling with glee, a 
  cultist in green robes sits atop the chair, pulling 
  levers. 
   One wall of the chamber has shelves that hold 
  twenty-four iron tanks, which skeletons unload. A 
  metal canine prowls the other side of the chamber 
  in front of four circular iron doors. 
  When combat begins, give the players the Left 
  Arm section of handout 3: “Environmental 
  Disable one of the 
  flamethrowers in the 
  colossus’s left arm! 
   
  
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  DDAL-EBEP-01: The Iron Giant 
   
   
  16 
  Elements.” The players face the following threats 
  here: 
  • A cult fanatic operates the flamethrower. 
  • An iron defender guards the fanatic. 
  • Four skeletons toil to unload an iron canister 
  of fuel to refuel the weapon.  
  The monsters attack the party, fighting to the 
  death.  
  Adjusting the Scene 
  Here are some suggestions for adjusting this scene: 
  • Very Weak: Remove the iron defender. Replace the 
  cult fanatic with a cultist. 
  • Weak: Replace the cult fanatic with a cultist. 
  • Strong: Add two skeletons. 
  • Very Strong: Replace the four skeletons with three 
  ghasts. 
  Area Information 
  The Left Arm Map in appendix A shows the 
  layout of this area, which has the following 
  important features: 
   Ceiling. The ceiling is 8 feet high. 
   Light. Glowing globes embedded in the ceiling 
  fill the area with bright green light. 
   Window. A 6-foot-square window in front of 
  the flamethrower looks outside. 
   Sound. The sound of crackling flames and 
  screams can be heard outside the window. 
  Flamethrower 
  The flamethrower has AC 19; 27 hit points; and 
  immunity to fire, poison, and psychic damage. If 
  a character damages the flamethrower with 5 or 
  more points of bludgeoning, piercing, or slashing 
  damage, it creates sparks and the tank attached 
  to the flamethrower explodes (see “Iron Tanks”).  
  Iron Tanks 
  If a single iron tank takes any fire or lightning 
  damage, it explodes in a 10-foot-radius sphere. 
  Each creature in the area must make a DC 12 
  Dexterity saving throw, taking 10 (3d6) fire 
  damage on a failed save, or half as much damage 
  on a successful one. 
   If a single tank on the shelf explodes, all tanks 
  on the shelf explode. Each creature within 10 
  feet of the shelves must make a DC 12 Dexterity 
  saving throw, taking 21 (6d6) fire damage on a 
  failed save, or half as much on a successful one. 
  Tactical Advice 
  Players can earn the following tactical advice about this 
  quest by completing prophecies (see “Epic Events”): 
   Passcode. The Oracle of War can provide the 
  password to the escape pods: “Sanguine”.  This allows 
  the players to escape the area without taking damage 
  (see “Escape”).  
   Shutdown. The Oracle of War can provide instructions 
  to shut down the flamethrower. As an action, a 
  character can disable the flamethrower permanently by 
  succeeding on a DC 15 Intelligence check made with 
  thieves’ tools or tinker’s tools. If no tools are available, 
  the character has disadvantage on their check. A 
  character who fails this check creates a spark, which 
  causes the tank attached to the flamethrower to 
  explode 
  Escape 
  The iron doors lead to escape pods. When the 
  characters enter the pod, a magic voice says, 
  “Speak passcode to launch.” Adventurers who 
  interrogate the cultist and succeed on a DC 12 
  Charisma (Intimidation) check get her to reveal 
  the password is “Sanguine.” If a character speaks 
  the password aloud while inside the escape pod, 
  it flies from the arm and thuds safely into the 
  mud near Big Moe’s feet.  
   Characters who try to escape through the 
  window and climb onto the floor must succeed 
  on a DC 15 Strength (Athletics) check. If they fail 
  this check, they fall 30 feet to the ground and 
  take 10 (3d6) bludgeoning damage. 
   If the players spend 30 minutes (real time) 
  inside the arm, Big Moe upturns its arm and 
  shakes the characters out of the window. They 
  fall 30 feet to the ground and take 10 (3d6) 
  bludgeoning damage. 
  Quest Report 
  If your players destroy or deactivate the 
  flamethrower, fill in one of the quest reports 
  from appendix C and ask your group captain to 
  report the victory to the commander. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL-EBEP-01: The Iron Giant 
   
   
  17 
  Quest 4: Right Arm  
   
   
   
  Estimated Duration: 30 minutes 
  The characters must attract the attention of the 
  colossus, force it to reach down to grab them, 
  and then restrain its arm for long enough to 
  disable the force armor generator. 
  Introduction 
  If the players choose this quest, read or 
  paraphrase: 
  The Oracle of War has identified a device on the 
  right arm of the colossus that is generating an 
  armor of magical force. You need to attract its 
  attention, force it to reach down to grab you, and 
  then secure its arm long enough to disable the 
  force armor generator. 
  Insertion 
  In this case, insertion means securing the arm 
  near the ground long enough to disable the 
  generator. Doing this requires two tasks from 
  the characters: gain Big Moe’s attention, and 
  secure the arm: 
  Gaining Attention 
  Gaining the attention of the titan enough to get it 
  to reach for the characters can be done in a 
  number of ways: 
  • Hit an AC of 20 for at least 10 points of damage. 
  • Use a proficiency or a spell that is flashy or 
  showy, and succeed on a DC 20 ability check or 
  AC 20 spell attack roll. For example, a cleric 
  using thaumaturgy to make a lot of noise could 
  make a spell attack roll to attract Big Moe’s 
  attention. Mere Performance checks would not 
  cut it—the action must be grand and unable to 
  be ignored. 
  If a character fails their check by 5 or more, the 
  colossus dismissively tries to kick them away. 
  The character attempting the check must 
  succeed on a DC 10 Dexterity saving throw or 
  take 7 (3d4) bludgeoning damage.  
   When a character finally succeeds, Big Moe 
  reaches down to grab them. The character must 
  succeed on a DC 10 Dexterity saving throw or be 
  crushed for 7 (3d4) bludgeoning damage and 
  grappled and restrained (escape DC 14) in the 
  colossus’s hand. If a creature starts its turn 
  grabbed, it takes 2 (1d4) bludgeoning damage. 
  Grappled creatures can use their action to 
  attempt escape. 
  Secure the Arm 
  When the titan reaches down, the characters 
  must somehow secure the arm. They are given 
  metal restraints that they can apply to the arm, 
  pinning it to the ground. There are 5 restraints 
  available, and each can be applied as an action 
  with a successful DC 10 Strength (Athletics) or 
  Dexterity (Acrobatics) check. 
   For each restraint successfully applied, the 
  arm is forced to the ground for 1 round. At the 
  end of each round, 1 of the restraints is broken 
  and cannot be reused, although a mending spell 
  or similar magic can repair it, if the characters 
  have the time. 
  Destroying the Force 
  Generator 
  Once they have the armed pinned down, read the 
  following boxed text aloud: 
  The device on Big Moe’s wrist thrums with power, 
  but it is now within reach. Before you can act 
  against it, however, icy-cold creatures burst forth 
  from the ends of the titan’s fingers and fly toward 
  you on frosty wings. 
  Deactivate the force 
  armor that is helping to 
  protect the titan! 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL-EBEP-01: The Iron Giant 
   
   
  18 
  After reading this, give the players the Right Arm 
  section of handout 3: “Environmental Elements.” 
  At the start of the round after the arm is first 
  pinned, five ice mephits emerge from the arm to 
  defend the force armor generator (Remove the 
  ice mephits fog cloud ability.) Another ice 
  mephit emerges at the start of each following 
  round.  
  Adjusting the Scene 
  Here are some suggestions for adjusting this scene: 
  • Very Weak: Remove three ice mephits. Reduce the 
  DC needed to disable the force generator to 10. 
  • Weak: Remove two ice mephits. Reduce the DC 
  needed to disable the force generator to 12. 
  • Strong: Add two ice mephit. 
  • Very Strong: Add four ice mephits. Increase the DC 
  needed to disable the force generator to 16. 
  Area Information 
  This mission takes place on the ground, in the 
  bright light of day. There is no map for this 
  location.  
  The Force Armor Generator 
  The generator has AC 19; 56 hit points; and 
  immunity to force, poison, and psychic damage. 
  (The mephits are carefully to not include the 
  generator in their breath weapons, or be close 
  enough to damage it when they die). 
   Characters adjacent to the force armor 
  generator can also use ability checks in an 
  attempt to sabotage it. The DC to succeed on the 
  check is 10, and anyone succeeding on the check 
  does damage equal to the check. For example, a 
  character who gets a 19 on their Sleight of Hand 
  or theives’ tools check to disable the generator 
  would do 19 points of damage. 
   The generator has its own defenses, however. 
  A creature within 5 feet of the generator while 
  attempting to damage it takes 3 (1d6) force 
  damage whenever they deal damage to it. 
  Character who have witnessed this backlash can 
  make a DC 10 Intelligence saving throw to avoid 
  the damage, as they know exactly how to 
  damage the generator without getting punished. 
  Failing the Mission 
  If all of the restraints are broken, Big Moe lifts its 
  arm and the quest ends in failure. Also, it a 
  character is grappled by the titan when this 
  happens, the titan lifts them up to a height of 20 
  feet and continues squeezing. That character 
  falls after escaping unless it has a way to fly or 
  avoid falling damage. 
  Tactical Advice 
  Players can earn the following tactical advice about this 
  quest by completing prophecies (see “Epic Events”): 
   Disable Countermeasures. The Oracle of War can 
  instruct the characters on how to disable the force 
  generator’s countermeasures system. As an action a 
  character can disable the countermeasures system 
  permanently by succeeding on a DC 15 Intelligence 
  check made with thieves’ tools or tinker’s tools. If no 
  tools are available, the character has disadvantage on 
  their check. If a character succeeds on this check, the 
  generator no longer deals force damage when it takes 
  damage.  
   Restraints. The Oracle of War can tell the players 
  exactly where to place their restraints to maximize their 
  hold over the colossus. If they apply this advice, each 
  restraint holds for 2 rounds instead of 1.  
  Escape 
  When the generator takes the final bit of damage 
  that disables it, the characters hear the words: 
  “FAILURE IN PROGRESS. OVERLOAD IN SIX, 
  FIVE, FOUR…” 
   The generator is about to explode. Characters 
  have 1 round to run away, including the creature 
  who dealt the final damage. Any creature or 
  object within 30 feet of the generator when it 
  explodes takes 14 (4d6) force damage.  
  Quest Report 
  If your players destroy the force generator, fill in 
  one of the quest reports from appendix C and 
  ask your group captain to report the victory to 
  the commander. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL-EBEP-01: The Iron Giant 
   
   
  19 
  Quest 5: Left Leg  
   
   
   
  Estimated Duration: 30 minutes 
  The characters must break into Big Moe’s left leg, 
  seal the doors inside, and escape using potions of 
  diminution.  
  Introduction 
  If the players choose this quest, read the 
  following boxed text aloud:  
  Emerald Claw forces are emerging from the titan’s 
  left leg! You break breaks inside the leg, seal all 
  seven doors with this welding wand or whatever 
  other tools and magic you have, inflict any other 
  damage you can, and then drink these potions to 
  slips through the cracks in the seals. 
  Give the characters handout 4: “Welding Gear”. 
  The characters must return the wand and any 
  remaining potions at the end of the quest. 
  Insertion 
  The characters can choose between two 
  methods of insertion: break into the leg while 
  Big Moe is moving or wait until it stops to deploy 
  troops and then battle their way inside. The door 
  to the colossus’s left leg is located in its heel. 
  Break In 
  A character can grab hold of Big Moe’s leg with a 
  successful DC 12 Strength (Athletics) check. 
  While holding onto the leg, a character can pick 
  the heel door’s lock with a successful DC 12 
  Dexterity check with thieves’ tools or force the 
  door open with a successful DC 15 Strength 
  (Athletics) check (both check are made with 
  disadvantage while holding on). If any of these 
  checks fail by 5 or more, the character loses grip 
  and falls 1d4 x 5 feet to the ground, taking falling 
  damage as normal. 
   While the door is open a character can jump 
  through it with a successful DC 10 Strength 
  (Athletics) or Dexterity (Acrobatics) check. If a 
  character fails this check, that character must 
  succeed on a DC 10 Dexterity saving throw or 
  take 10 (3d6) bludgeoning damage as the 
  colossus’s foot crushes the character. 
  Fight Inside 
  The leg stops every 5 minutes to release an 
  Emerald Claw cult fanatic and two cultists into 
  the battle. If the cultists notice the characters, 
  they attack, fighting to the death. The titan’s foot 
  remains on the ground for 1 minute with the 
  heel door open. 
  Adjusting the Scene 
  Here are some suggestions for adjusting this scene: 
  • Very Weak: Replace the cult fanatic with a cultist. 
  • Weak: Remove one cultist. 
  • Strong: Add two cultists. 
  • Very Strong: Add two cultists and one cult fanatic. 
  Sealing the Doors 
  When the characters arrive inside the leg cavity, 
  read the following boxed text aloud:  
  Seven iron doors, including the one you came 
  through, connect to this chamber. Empty weapon 
  racks and armor dummies are mounted 
  throughout the chamber. A spinning, cylindrical 
  steel beam runs along the ceiling.  
   The door opposite suddenly flies open, and 
  several Emerald Claw troops rush out, spitting 
  curses.  
  When combat begins, give the players the Left 
  Leg section of handout 3: “Environmental 
  Elements.” The players face the following threats 
  here: 
  • Three Emerald Claw soldiers attack the 
  characters when they enter here.  
  Seal the doors inside the 
  colossus’s left leg to keep 
  the Emerald Claw’s 
  forces contained within! 
   
  
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  DDAL-EBEP-01: The Iron Giant 
   
   
  20 
  • Each round on initiative count 0, another 
  creature emerges from the doors. Roll on the 
  table below to determine which creature 
  emerges.  
  d6 
  Creature 
  1 
  Cultist 
  2 
  Skeleton 
  3 
  Zombie 
  4 
  Thug 
  5 
  Emerald Claw soldier 
  6 
  Iron defender 
   
  Adjusting the Scene 
  Here are some suggestions for adjusting this scene: 
  • Very Weak: Replace the three Emerald Claw soldiers 
  with four skeletons. 
  • Weak: Replace the three Emerald Claw soldiers with 
  four thugs. 
  • Strong: Add two Emerald Claw soldiers. 
  • Very Strong: Replace the three Emerald Claw Soldiers 
  with three Emerald Claw champions. 
  Area Information 
  The Left Leg Map in appendix A shows the 
  layout of this area, which has the following 
  important features: 
   Ceiling. The ceiling is 10 feet high. 
   Light. Glowing globes embedded in the ceiling 
  fill the area with bright green light. 
   Sound. The chamber thrums with the 
  mechanical sound of the beam spinning and the 
  lifting and crashing of the leg as it stomps 
  forward. 
  Sealing the Doors 
  The characters can use the welding wand to seal 
  doors as described in handout 4: “Welding 
  Gear.” A character can also seal a door as an 
  action by making a successful DC 15 Dexterity 
  check with smith’s tools, thieves’ tools, or 
  tinker’s tools or by casting the knock spell. Allow 
  the characters to get creative with ideas for 
  sealing doors, calling for ability checks as 
  necessary. 
  Tactical Advice 
  Players can earn the following tactical advice about this 
  quest by completing prophecies (see “Epic Events”): 
   Secret Armory. The Oracle of War can reveal the 
  presence of a secret weapons cache inside the walls of 
  this compartment. To locate it, a character must find a 
  switch on the rack with a successful DC 12 Intelligence 
  (Investigation) check. Flicking the switch causes the rack 
  to turn, revealing a cache of flasks of alchemist fire. 
  There is one flask per adventurer in the party.  
   Healing Potion. The Oracle of War can reveal that 
  each of the emerald claw soldiers carries a potion of 
  healing in a secret pocket on their belt.  
  Escape 
  The characters can drink their potions of extreme 
  diminution to shrink down and squeeze through 
  the cracks of the heel door, even if it is sealed. 
  Each character must succeed on a DC 12 
  Dexterity (Acrobatics) check to safely squeeze 
  through the cracks while shrunken. A character 
  who fails this check still squeezes through, but 
  catches themselves on the metal and takes 2 
  (1d3) slashing damage. Characters could also 
  escape in other ways, such as casting misty step 
  to teleport out of the titan. 
   After the characters spend 30 minutes inside 
  the leg, a disembodied voice says, “Intruders 
  detected: Baleful teleport initiated.” The 
  characters are then teleported outside of the 
  colossus in a burst of fire that deals 5 (1d10) fire 
  damage to each character. 
  Quest Report 
  If your players seal all the doors, fill in one of the 
  quest reports from appendix C and ask your 
  group captain to report the victory to the 
  commander. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL-EBEP-01: The Iron Giant 
   
   
  21 
  Quest 6: Right Leg  
   
   
   
  Estimated Duration: 30 minutes 
  The characters must play dead to get pulled into 
  the right leg and learn how the titan is turning 
  dead allies into monsters. 
  Introduction 
  If the players choose this quest, read or 
  paraphrase: 
  When the colossus steps onto a corpse with its 
  right leg, the body is pulled inside the machine. 
  Minutes later, the leg releases a zombie of the 
  body it absorbed. You need to infiltrate the leg and 
  stop it from making zombies! 
  Give the characters handout 5 “Radiant Bomb.” 
  The characters must return the radiant bomb at 
  the end of the quest. 
  Insertion 
  Dead combatants are sprawled over the 
  battlefield. When the colossus spots a body 
  nearby, it walks over and carefully steps on it, 
  and when it raises its leg again, the body is gone. 
   On a successful DC 10 Wisdom (Perception) 
  check, a character spots that a small panel opens 
  in the foot, so the body is not crushed but instead 
  pulled into the leg. It appears that the panel is 
  large enough to allow passage for 3 Medium-
  sized or smaller creatures at a time. 
   Alternatively, a character who stands directly 
  under the foot as the leg descends could attempt 
  a DC 10 Strength (Athletics) check to force the 
  panel open as it descends. Failure to succeed on 
  this check results in 10 (3d6) bludgeoning 
  damage. 
   To fool the titan into thinking a character is a 
  dead body, the character need only lie on the 
  ground—no ability check needed. 
  Mission 
  When the characters break inside, or are pulled 
  into, the leg, read or paraphrase: 
  You stand inside the colossus’s leg, which is 
  brightly lit by a sickly green orb 20 feet above you. 
  Four hobgoblins wearing uniforms of the Emerald 
  Claw have just loaded a dead body into a stretcher-
  like basket mounted on a giant, upright wheel. As it 
  rises toward the green orb, the wheel turns 
  another basket down on the opposite side: the 
  once-dead body in this basket is grunting and 
  moving, now a zombie. 
  When combat begins, give the players the Right 
  Leg section of handout 3: “Environmental 
  Elements.” The players face the following threats 
  here: 
  • Four hobgoblins stop their zombie-making 
  efforts and attack the characters when they 
  enter this chamber.  
  • Four or more zombies could also join the 
  battle depend on how the action of combat 
  proceeds (see “Zombie-Making Machine”) 
  Adjusting the Scene 
  Here are some suggestions for adjusting this scene: 
  • Very Weak: Remove one hobgoblin. 
  • Weak: No change. 
  • Strong: Add one hobgoblin. 
  • Very Strong: Add three hobgoblins. 
  Area Information 
  The Right Leg Map in appendix A shows the 
  layout of this area, which has the following 
  important features: 
   Ceiling. The ceiling is 25 feet high, with the 
  zombie-making orb fixed to the center of the 
  ceiling. 
   Light. The green energy lights the entire area. 
  Infiltrate the right leg 
  and deactivate the 
  undead-creation engine! 
   
  
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  DDAL-EBEP-01: The Iron Giant 
   
   
  22 
   Sound. The clanking of gears of the undead-
  making contraption echo through the chamber. 
  The Zombie-Making Machine 
  The machine creates zombies from dead bodies. 
  There are four corpses rotating on the machine 
  when the players enter. Each round on initiative 
  count 0, one of these is released from the 
  machine to attack the party.  
   The grim wheel is solidly made and built to 
  stand up to attacks. It has AC 10, immunity to 
  poison and psychic damage, and 35 hit points.  
   Loading more zombies. As an action, a 
  hobgoblin can place a body into one of four 
  baskets spaced around the wheel. Only one 
  corpse can be loaded per round.  
   One round after loading, the body passes 
  underneath the green orb. One round later, the 
  body emerges from a light as a zombie. Then, 
  three rounds after being loaded, the new zombie 
  reaches the floor and exits the basket, ready to 
  fight on behalf of the Emerald Claw.  
   So long as there are fresh bodies and someone 
  to load them, a new zombie can be readied every 
  round. Every round, Big Moe steps on a new 
  corpse.  
  Destroying the Energy Ball 
  The energy ball that is making the zombies 
  cannot be destroyed through normal means; 
  however, the radiant bomb given to the 
  characters can destroy it. 
   If the radiant bomb is put into a basket and 
  raised into the ball, it can be detonated to 
  destroy the ball. All creatures with 30 feet of the 
  bomb when it explodes must make a DC 15 
  Dexterity saving throw, taking 10 (3d6) radiant 
  damage on a failed save, or half as much damage 
  on a successful one. Any zombie caught in the 
  blast is automatically destroyed. 
  Escape 
  Getting out of the leg is much harder than getting 
  in. The characters must time their departure at a 
  point where the titan is lifting its right leg, then 
  roll away before it comes down again. The 
  timing is made more complicated if the 
  characters set the timer on the bomb before 
  planning their escape. Give the party a group 
  Intelligence (Investigation) check to figure out 
  the timing of the rising and lowering of the leg. If 
  they succeed, they know exactly when the leg 
  will rise and they can scoot away safely. If they 
  fail, their timing is either too soon or too early 
  (50% chance of either). 
  • If they are too soon, they are delayed by 1d4 
  rounds. That means they might set the bomb 
  to go off, and then be stuck in the leg when it 
  explodes.  
  • If they’re too late, they get out of the leg, but 
  the foot lands on them. They must make a DC 
  13 Dexterity saving throw, taking 10 (3d6) 
  bludgeoning damage on a failed save, or half as 
  much damage on a success. 
  Tactical Advice 
  Players can earn the following tactical advice about this 
  quest by completing prophecies (see “Epic Events”): 
   Hatch Lock. The Oracle of War can reveal the 
  presence of a lock to seal the hatch in the floor. If 
  activated as an action, the hatch closes and prevents 
  any more corpses from being collected.  
   Weak Spot. The Oracle of War can reveal a weak spot 
  in the wheel. As an action, a character can attempt a DC 
  15 Dexterity (Sleight of Hand) check made with thieves’ 
  tools or tinkers’ tools to stops the wheel and jam the 
  mechanism. If no such tools are available, this check is 
  made with disadvantage. (Chances are that the 
  characters will, without thinking it through, jam the 
  wheel, only to realize later that they might need it to 
  deliver the radiant bomb into the energy ball. They can 
  restart the wheel with a successful DC 15 Intelligence 
  (Arcana) check. If that check fails, however, the machine 
  is shut down for good.) 
  Quest Report 
  If your players seal all the doors, fill in one of the 
  quest reports from appendix C and ask your 
  group captain to report the victory to the 
  commander. 
   
   
  
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  DDAL-EBEP-01: The Iron Giant 
   
   
  23 
  Rewards 
  At the end of the adventure, everyone receives rewards based upon their accomplishments.
  Player Rewards 
  At the end of the adventure, each player fills out 
  an Adventure Record (see appendix B). Print 
  out one copy of the Adventure Record for every 
  player in the group.  
   Players earn the following rewards for 
  completing the adventure:   
  Advancement 
  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. 
  Rewards 
  At the end of the adventure, each character in 
  the party earns the awards 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. 
  Legacy Events 
  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. 
  Dungeon Master Rewards 
  For running this adventure, you earn the 
  Adventure Record for this adventure, which you 
  may apply it to one of your Eberron characters. 
  This character gains a level and receives the 
  rewards listed on the Adventure Record. Tick off 
  any legacy events that you want to keep. 
   You may complete DM Quests for running this 
  adventure. See the ALDMG (Adventurers League 
  Dungeon Master’s Guide) for more information 
  about DM Quests. 
   
   
  
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  DDAL-EBEP-01: The Iron Giant 
   
   
  24 
  Important Characters 
  The following NPCs feature prominently in this 
  adventure. 
  Important Characters  
  Name 
  Identity 
  Details 
  Belaluur 
  N female 
  goblin 
  salvage 
  broker 
  Belaluur is jovial by nature 
  but is nevertheless a shrewd 
  bargainer and ruthless 
  operator. 
  Draev 
  Shaldor 
  N male 
  human 
  salvage 
  broker 
  Draev is known as a miser 
  who always pays the least for 
  his salvage. 
  Irullan 
  Karnach 
  NE female 
  human 
  salvage 
  broker and 
  agent of the 
  Emerald 
  Claw  
  Irullan is known as one of 
  Salvation’s most powerful 
  brokers: but secretly serves 
  the Emerald Claw as their spy 
  in the area. 
   
   
   
   
   
   
  
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  DDAL-EBEP-01: The Iron Giant 
   
   
  25 
  Creature Statistics 
   
  Cultist 
  Medium humanoid (any race), any non-good alignment 
  Armor Class 12 (leather armor) 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0) 
  Skills Deception +2, Religion +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/8 (25 XP) 
  Dark Devotion. The cultist has advantage on saving 
  throws against being charmed or frightened. 
  Actions 
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one creature. Hit: 4 (1d6 + 1) slashing damage. 
   
  Cult Fanatic 
  Medium humanoid (any race), any non-good alignment 
  Armor Class 13 (leather armor) 
  Hit Points 33 (6d8 + 6) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2) 
  Skills Deception +4, Persuasion +4, Religion +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 2 (450 XP) 
  Dark Devotion. The fanatic has advantage on saving 
  throws against being charmed or frightened. 
  Spellcasting. The fanatic is a 4th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 11, +3 to hit 
  with spell attacks). The fanatic has the following cleric 
  spells prepared: 
  Cantrips (at will): light, sacred flame, thaumaturgy 
  1st level (4 slots): command, inflict wounds, shield of 
  faith 
  2nd level (3 slots): hold person, spiritual weapon 
  Actions 
  Multiattack. The fanatic makes two melee attacks. 
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 
  2) piercing damage. 
  
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  DDAL-EBEP-01: The Iron Giant 
   
   
  26 
  Darkling 
  Small fey, chaotic neutral 
  Armor Class 14 (leather armor) 
  Hit Points 14 (3d6 + 3) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (-1) 
  16 (+3) 12 (+1) 10 (+0) 12 (+1) 10 (+0) 
  Skills Acrobatics +5, Deception +2, Perception +5, 
  Stealth +7 
  Senses blindsight 30 ft., darkvision 120 ft., passive 
  Perception 15 
  Languages Elvish, Sylvan 
  Challenge 1/2 (100 XP) 
  Death Flash. When the darkling dies, nonmagical light 
  flashes out from it in a 10-foot radius as its body and 
  possessions, other than metal or magic objects, burn to 
  ash. Any creature in that area and able to see the bright 
  light must succeed on a DC 10 Constitution saving throw 
  or be blinded until the end of the creature’s next turn. 
  Light Sensitivity. While in bright light, the darkling has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) 
  piercing damage. If the darkling has advantage on the 
  attack roll, the attack deals an extra 7 (2d6) piercing 
  damage. 
  Ghast 
  Medium undead, chaotic evil 
  Armor Class 13 
  Hit Points 36 (8d8) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 
  8 (−1) 
  Damage Resistances necrotic 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common 
  Challenge 2 (450 XP) 
  Stench. Any creature that starts its turn within 5 feet of 
  the 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. 
  Turning Defiance. The ghast and any ghouls within 30 
  feet of it have advantage on saving throws against 
  effects that 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 repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on a 
  success. 
  
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  DDAL-EBEP-01: The Iron Giant 
   
   
  27 
  Emerald Claw Champion 
  Medium humanoid (any race), neutral evil 
  Armor Class 18 (plate) 
  Hit Points 45 (7d8 + 14) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  8 (−1) 
  14 (+2) 10 (+0) 10 (+0) 16 (+3) 
  Saving Throws Wis +2, Cha +5 
  Skills History +2, Insight +2, Intimidation +5, Persuasion 
  +5 
  Senses passive Perception 10 
  Languages Common 
  Challenge 3 (700 XP) 
  Champion Challenge (Recharges after a Short or Long 
  Rest). As a bonus action, the champion causes each 
  creature of its choice that it can see within 30 feet of it 
  to make a DC 13 Wisdom saving throw. On a failure, a 
  creature can’t willingly move more than 30 feet away 
  from the champion. This effect ends on the creature if 
  the champion is incapacitated or dies, or if the creature 
  is moved more than 30 feet away from the champion. 
  Spellcasting. The champion is a 5th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 13, +5 to 
  hit with spell attacks). The fanatic has the following 
  paladin spells prepared: 
  1st level (4 slots): command, compelled duel, cure 
  wounds, wrathful smite 
  2nd level (2 slots): aid, branding smite, lesser restoration, 
  warding bond, zone of truth 
  Actions 
  Multiattack. The champion makes two greatsword 
  attacks. 
  Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 10 (2d6 + 3) slashing damage. 
  Emerald Claw Soldier 
  Medium humanoid (any race), neutral evil 
  Armor Class 14 (leather armor) 
  Hit Points 16 (3d8 + 3) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (−1) 
  16 (+3) 13 (+1) 11 (+0) 10 (+0) 12 (+1) 
  Saving Throws Wis +2 
  Skills Deception +3, Stealth +5 
  Senses passive Perception 10 
  Languages Common 
  Challenge 1 (200 XP) 
  Dark Devotion. The soldier has advantage on saving 
  throws against being charmed or frightened. 
  Fanatic Advantage. Once per turn, if the soldier makes 
  a weapon attack with advantage on the attack roll and 
  hits, the target takes an extra 7 (2d6) damage. 
  Pack Tactics. The soldier has advantage on an attack roll 
  against a creature if at least one of the soldier’s allies is 
  within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  Actions 
  Multiattack. The soldier attacks twice with its scimitar. 
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) slashing damage. 
  
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  28 
  Ice Mephit 
  Small elemental, neutral evil 
  Armor Class 11 
  Hit Points 21 (6d6) 
  Speed 30 ft., fly 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   7 (−2) 
  13 (+1) 10 (+0) 
  9 (−1) 11 (+0) 12 (+1) 
    
  Skills Perception +2, Stealth +3 
  Damage Vulnerabilities bludgeoning, fire 
  Damage Immunities cold, poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Aquan, Auran 
  Challenge 1/2 (100 XP) 
  Death Burst. When the mephit dies, it explodes in a 
  burst of jagged ice. Each creature within 5 feet of it 
  must make a DC 10 Dexterity saving throw, taking 4 
  (1d8) slashing damage on a failed save, or half as much 
  damage on a successful one. 
  False Appearance. While the mephit remains 
  motionless, it is indistinguishable from an ordinary shard 
  of ice. 
  Innate Spellcasting (1/Day). The mephit can innately 
  cast fog cloud, requiring no material components. Its 
  innate spellcasting ability is Charisma. 
  Actions 
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) 
  cold damage. 
  Frost Breath (Recharge 6). The mephit exhales a 15-foot 
  cone of cold air. Each creature in that area must succeed 
  on a DC 10 Dexterity saving throw, taking 5 (2d4) cold 
  damage on a failed save, or half as much damage on a 
  successful one. 
  Iron Defender 
  Medium construct, unaligned 
  Armor Class 17 (natural armor) 
  Hit Points 30 (4d8 + 12) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 14 (+2) 16 (+3) 
  8 (−1) 11 (+0) 
  7 (−2) 
  Skills Perception +3, Stealth +4 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, poison, 
  unconscious 
  Senses darkvision 60 ft., passive Perception 13 
  Languages understands the languages of its creator but 
  can’t speak 
  Challenge 1 (700 XP) 
  Keen Senses. The iron defender has advantage on 
  Wisdom (Perception) checks that rely on sight, hearing, 
  or smell. 
  Telepathic Bond. While the iron defender is on the same 
  plane of existence as its master, it can magically convey 
  what it senses to its master, and the two can 
  communicate telepathically. 
  Actions 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage. If the target is a 
  creature, it must succeed on a DC 13 Strength saving 
  throw or take an additional 3 (1d6) piercing damage and 
  be grappled (escape DC 13). 
  
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  DDAL-EBEP-01: The Iron Giant 
   
   
  29 
  Skeleton 
  Medium undead, lawful evil 
  Armor Class 13 (armor scraps) 
  Hit Points 13 (2d8 + 4) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 14 (+2) 15 (+2) 
  6 (−2) 
  8 (−1) 
  5 (−3) 
  Damage Vulnerabilities bludgeoning 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Languages understands all languages it knew in life but 
  can’t speak 
  Challenge 1/4 (50 XP) 
  Actions 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage. 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Thug  
  Medium humanoid (any race), any non-good alignment 
  Armor Class 11 (leather armor) 
  Hit Points 32 (5d8 + 10) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0) 
  Skills Intimidation +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/2 (100 XP) 
  Pack Tactics. The thug has advantage on an attack roll 
  against a creature if at least one of the thug’s allies is 
  within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  Actions 
  Multiattack. The thug makes two melee attacks. 
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6 + 2) bludgeoning damage. 
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage. 
  
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  30 
  Zombie 
  Medium undead, neutral evil 
  Armor Class 8 
  Hit Points 22 (3d8 + 9) 
  Speed 20 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  6 (−2) 
  16 (+3) 
  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 the languages it knew in life but 
  can’t speak 
  Challenge 1/4 (50 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 
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) bludgeoning damage.  
  Hobgoblin 
  Medium humanoid (goblinoid), lawful evil 
  Armor Class 18 (chain mail, shield) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 
  9 (−1) 
    
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Goblin 
  Challenge 1/2 (100 XP) 
  Martial Advantage. Once per turn, the hobgoblin can 
  deal an extra 7 (2d6) damage to a creature it hits with a 
  weapon attack if that creature is within 5 feet of an ally 
  of the hobgoblin that isn’t incapacitated. 
  Actions 
  Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 
  + 1) slashing damage if used with two hands. 
  Longbow. Ranged Weapon Attack: +3 to hit, range 
  150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage. 
   
   
  
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  Handout 1: Event Rules 
   
  GOAL: DESTROY THE WARFORGED COLOSSUS! 
  Prophecies  
  Each group receives one prophecy from the 
  Oracle of War when they are seated. If you can 
  make this prophecy come true, you can request 
  tactical advice from the Oracle of War.  
  • Call for an administrator when your prophecy 
  is complete to gain a new prophecy and one 
  piece of tactical advice (see below). 
  • If you don’t need any more tactical advice, the 
  administrator grants each character in the 
  party a hero point instead.  
  • Whenever you successfully complete a 
  prophecy, the administrator delivers it to 
  another table. 
  Tactical Advice 
  Each location in the colossus has two secret 
  vulnerabilities that you can only exploit if you 
  have received tactical advice from the Oracle. 
  Using tactical advice can give your party major 
  advantages in combat.  
   
  • Whenever you successfully utilize a piece of 
  tactical advice, all characters in the party gain 
  one hero point. 
  Short and Long Rests 
  The event plays out in just a few hours of game 
  time. You can’t afford to take long rests and can 
  take only one short rest. Opportunities to earn 
  additional short rests occur during play.  
   If players have access to the catnap spell, they 
  can cast it to gain the benefits of a short rest.  
  Player Spellcasting 
  Right from the start of the adventure, you have 
  limited time to save the outpost, making it 
  difficult to cast certain spells.   
  • There is no time to cast spells with a casting 
  time of longer than 5 minutes before the event 
  begins.  
  • Spells with a casting time of longer than 5 
  minutes can only be cast during the event if 
  the group uses their short rest.  
  • Spells with a casting time of longer than 1 hour 
  can’t be cast during the event at all. 
  • Spells that affect areas over 200 feet in radius 
  (e.g. control weather) can affect other groups 
  at the administrators’ discretion. Inform the 
  administrators if one of your players casts a 
  spell with such a range. 
  Spellcasting Services 
  During the event allied clerics can provide any of 
  the spellcasting services listed in the Eberron 
  Adventurers League Dungeon Master’s Guide. You 
  must cover the component costs for these spells, 
  which are cast instantly. Such spells can’t be 
  cast during combat.    
  Quests 
  During part 2, you must choose where to assault 
  the colossus. Pick one of the following locations:  
   
   
   
   
  
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  Handout 2: Oracle of War 
   
   
   
   
   
   
  
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  Handout 3: Environmental Elements 
  Street 
  Hitching Post 
  Big Muddy Puddle 
  Horse Trough 
  Barrel of Rainwater 
  Slippery Boardwalk 
  Head 
  Giant Pulsating Brain 
  Ocular Windows 
  Steaming Steel Pipes 
  Titanic Teeth 
  Cultist Brain Cable 
  Chest 
  Ropes of Dark Energy 
  Pockets of Shadow 
  Spinning Gears 
  Hissing Pipes 
  Jets of Flame 
  Left Arm  
  Mounted Flamethrower 
  Heavy Iron Doors 
  Iron Fuel Tanks 
  Shelf of Iron Fuel Tanks 
  Square Window 
  Right Arm 
  Churned Mud 
  Writhing Iron Fingers 
  Reinforced Hatches 
  Rain-Slick Surfaces 
  Force Generator 
  Left Leg 
  Dummies 
  Iron Doors 
  Spinning Ceiling Beam 
  Empty Weapon Racks 
  Right Leg 
  Glowing Necrotic Orb 
  Zombie Wheel Contraption 
  Spinning Axle 
  Shaking Walls 
   
   
  
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  Handout 4: Welding Gear 
   
  You have access to the following items for the duration of this quest. 
   
  One character carries a welding wand. Decide now who this will be: 
  Welding Wand 
  As a bonus action you can cause a 1-foot-long, white-hot flame to shoot out the tip of this steel wand. You 
  can end the effect with another bonus action. While the flame is active, the wand sheds bright light like a 
  torch. You can use this wand as simple weapon with the finesse property that deals 1d6 fire damage on a 
  hit, and as an action you can make a DC 10 Dexterity check to weld a metal door shut, doing so on a 
  success. 
   
  Every character in the group carries a potion of extreme diminution to aid their escape:  
   
  Potion of Extreme Diminution 
  As an action, you can drink this potion to shrink and become a Tiny creature the size of a housefly for 1 
  minute. Everything you wear and carry changes size with you. Any objects dropped by you while Tiny 
  expand to their normal size. While Tiny, you have disadvantage on Strength checks and Strength saving 
  throws and your shrunken weapons only deal 1 damage on a hit (with no damage bonuses). Your 
  statistics otherwise remain the same. 
   
   
  
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  Handout 5: Radiant Bomb 
   
  You have access to the following item for the duration of this quest. 
   
  One character carries a radiant bomb. Decide now who this will be: 
  Radiant Bomb 
  This heavy bomb is shaped like an iron hog embossed with a silver plume of flame. As an action, you can 
  set a timer on the bomb of up to 1 minute.  All creatures with 30 feet of the bomb when it explodes must 
  make a DC 15 Dexterity saving throw, taking 10 (3d6) radiant damage on a failed save, or half as much 
  damage on a successful one.  
   
  
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  Appendix A: Dungeon Master Maps 
  The following maps are used in the adventure. 
  Head 
   
   
   
  
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  Chest 
   
   
   
   
  
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  Left Arm 
   
   
   
  
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  39 
  Left Leg 
   
  
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  Right Leg 
   
   
   
  
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  DDAL-EBEP-01: The Iron Giant 
   
   
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  Appendix B: Adventure Record
   
  Adventure Summary 
  You helped the brokers of Salvation save the outpost from Big Moe, a warforged colossus awakened by the Order of the 
  Emerald Claw.    
   
  Rewards 
  You gain the following awards: 
   200 gp from the brokers for defending Salvation.  
   A potion of healing from the brokers for defending Salvation. 
   
  Choose one bonus reward: 
   Rope of climbing.  
   Shield +1. 
   Lantern of revealing. 
   
  Legacy Events 
  Tick any that apply: 
   
   Fallen Titan. The warforged colossus Big Moe was defeated. One of the salvage brokers, Irrulan Karnach, fled town 
  just before the attack. Could she have been involved somehow? 
     If you’re interested in tailing Karnach you can invest 200gp after this adventure into tracking her down. You 
  discover a lead that she’s headed to Sharn. If you visit Sharn in a future adventure, you can locate her for questioning. 
   Death is a Door You died defending Salvation from its enemies.  Mysterious forces brought you back to life, but you 
  don’t know who they were or how they wielded such powerful magic.  
   
   
   
  Notes 
   
   
  
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  Appendix C: Quest Reports 
  The following quest reports are used during the adventure:
  Quest Report  
  DM Name: 
  Table Number: 
  Quest Completed (circle which quest was 
  completed): 
   
  HEAD    
   
  CHEST 
  LEFT ARM 
   
  RIGHT ARM 
  LEFT LEG 
   
  RIGHT LEG 
  LEFT LEG 
   
  RIGHT LEG 
  Quest Report  
  DM Name: 
  Table Number: 
  Quest Completed (circle which quest was 
  completed): 
   
  HEAD    
   
  CHEST 
  LEFT ARM 
   
  RIGHT ARM 
  LEFT LEG 
   
  RIGHT LEG 
  LEFT LEG 
   
  RIGHT LEG 
  Quest Report  
  DM Name: 
  Table Number: 
  Quest Completed (circle which quest was 
  completed): 
   
  HEAD    
   
  CHEST 
  LEFT ARM 
   
  RIGHT ARM 
  LEFT LEG 
   
  RIGHT LEG 
  LEFT LEG 
   
  RIGHT LEG 
  Quest Report  
  DM Name: 
  Table Number: 
  Quest Completed (circle which quest was 
  completed): 
   
  HEAD    
   
  CHEST 
  LEFT ARM 
   
  RIGHT ARM 
  LEFT LEG 
   
  RIGHT LEG 
  LEFT LEG 
   
  RIGHT LEG 
  Quest Report  
  DM Name: 
  Table Number: 
  Quest Completed (circle which quest was 
  completed): 
   
  HEAD    
   
  CHEST 
  LEFT ARM 
   
  RIGHT ARM 
  LEFT LEG 
   
  RIGHT LEG 
  LEFT LEG 
   
  RIGHT LEG 
  Quest Report  
  DM Name: 
  Table Number: 
  Quest Completed (circle which quest was 
  completed): 
   
  HEAD    
   
  CHEST 
  LEFT ARM 
   
  RIGHT ARM 
  LEFT LEG 
   
  RIGHT LEG 
  LEFT LEG 
   
  RIGHT LEG 
   
   
  
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  Appendix D: Administrator Guide 
  The section provides guidance on running The Iron Titan as a D&D Epics™ event for your game day or 
  convention. 
  Epic Participants 
  The following players comprise this D&D 
  Epics™ event.  
  4+ Groups 
  Each table is run by a Dungeon Master and has 
  3-7 players. There must be at least four groups 
  present. All characters within a group must 
  belong to tier 1.    
  Commander 
  A lead administrator, the commander, oversees 
  the event. The commander keeps track of the 
  overall flow of the event, makes important 
  announcements, answers DM questions, and 
  ensures everything runs smoothly. Full 
  instructions for performing this role can be 
  found in appendix D, “Administrator Guide.” 
  The Oracle of War 
  This event also calls for an administrator to 
  move between tables when summoned, 
  handing out advice and prophecies from the 
  Oracle of War. The commander can take on this 
  role, or they can recruit an assistant to perform 
  these duties.  
  Group Captain 
  Before the adventure begins, ask the group to 
  designate one player as the group’s captain. The 
  captain liaises with the administrators and the 
  captains of other tables and makes decisions for 
  the group when they can’t agree on a course of 
  action through other means (such as voting). If 
  your group can’t pick a group captain, appoint 
  someone to the job yourself. 
  Setup 
  The following steps are important for ensuring 
  the event runs smoothly.  
  Step 1. Prepare Headquarters 
  Headquarters (or “HQ”) is an area set aside for 
  the administrative staff. The commander needs 
  to prepare the following: 
  • Prophecies Bowl. Print out one copy of the 
  Administrator Handout 1: Oracle 
  Prophecies per group. Cut the prophecies out 
  and store them in a bowl.  
  • Tactical Advice. Print out one copy of the 
  Administrator Handout 2: Tactical Advice 
  per group. Cut the tactical advice out and sort 
  them into piles grouped by quest location.  
  • Victory Piles. As players complete quests, 
  completed quest reports are added to the 
  victory piles, grouped into by quest location. 
  Step 2. Prepare Tables 
  One table is required for each group.  
  • Each table must have a table number 
  displayed prominently on its surface, so 
  administrators can locate specific tables 
  during the event.   
  • All tables need a good view of HQ so they can 
  see and hear the commander’s updates.  
  Step 3. Muster Groups 
  During muster, each Dungeon Master receives a 
  prophecy from headquarters. 
  Step 4. Count Groups 
  To calculate victories, the administrators need 
  to know how many groups are playing (see 
  “Victory Requirements”, below).  
  Step 5. Play!  
  When play begins, the commander reads the 
  briefing aloud to the assembled players (see 
  Part 1).  
  Victory Requirement 
  To destroy Big Moe, each group must triumph 
  in three quests inside the colossus. Therefore, 
  
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  the number of groups present determines how 
  many victory reports must be added to the 
  victory piles for the players to win. 
   The overall number of victory reports present 
  in all piles should be tallied before each Battle 
  Update (see “Battle Updates” below). As the 
  players reach certain milestones, different 
  events occur:    
  Groups 
  25% 
  50% 
  75% 
  100% 
  8 
  6 
  12 
  18 
  24 
  9 
  6 
  13 
  20 
  27 
  10 
  7 
  15 
  22 
  30 
  11 
  8 
  16 
  24 
  33 
  12 
  9 
  18 
  27 
  36 
  13+ 
  Round down 
  +3 per group 
   
  Core Rules 
  Quests 
  Each group undertakes quests to destroy the 
  colossus.   
  • When a group’s quest goals are complete, the 
  group captain delivers the completed quest 
  report to the commander.  
  • The commander sorts the report into the 
  correct victory pile, based on which quest 
  location was beaten. 
  Mission Success 
  If the players succeed in enough quests, Big Moe 
  is destroyed at the end of the event! The players 
  have spared Salvation!  
  Mission Failure 
  If the players fail at the end of the event, Big 
  Moe rampages through Salvation!  One 
  character must volunteer to sacrifice 
  themselves to destroy the colossus. Nothing can 
  bring the sacrificed character back to life – they 
  are gone forever! 
  Battle Updates 
  The event plays out over six phases, each 
  lasting 30 minutes. At the start of each phase 
  after the first, the commander delivers a battle 
  update to the assembled players.  
   1: Destroy Weapon. First, the commander 
  counts the victories in each victory pile. Based 
  on the quest location with the most victories 
  accrued to date, one of Big Moe’s weapons is 
  destroyed (see the table below). In the case of a 
  tie, the commander chooses one pile at random, 
  asks the room, or chooses a location that has 
  not used yet. When a weapon is destroyed, all 
  groups active in that area take Siege Damage.  
   2. Attack! Big Moe attacks! The commander 
  picks two colossus actions from the list below. 
  The commander can’t use weapons that have 
  been destroyed, and each weapon may only fire 
  once per phase. 
   3. Check Victories. The commander counts all 
  victory reports received to date and compares 
  the result to the table under “Victory 
  Requirements”. If a milestone has been reached, 
  the commander makes an announcement (see 
  “Battle Events.”)   
  Location 
  Weapon Destroyed 
  Head 
  Profane Burst 
  Chest 
  Healing Burst 
  L. Arm 
  Flamethrowers 
  R. Arm 
  Electrified Harpoon 
  L. Leg 
  Emerald Claw Reinforcements 
  R. Leg 
  Zombie Reinforcements 
   
  Colossus Actions 
  At the start of each phase, the commander picks 
  two actions for Big Moe. The commander can’t 
  pick actions from locations that have been 
  destroyed by quest events.  
  Profane Burst (Head). Necromantic energy 
  spills from the colossus’s head. All adventures 
  in the event must make a DC 15 Constitution 
  saving throw, taking 5 (2d4) necrotic damage 
  on a failed save, or half as much damage on a 
  successful one.   
  Healing Burst (Chest). Big Moe’s chest swells 
  with energy. Choose one group – all enemies 
  still alive and facing that group are healed to full 
  hit points. 
  Flamethrowers (Left Arm). Flames gout 
  from Big Moe’s arm, sweeping across the 
  battlefield and triggering internal explosions 
  
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  DDAL-EBEP-01: The Iron Giant 
   
   
  45 
  inside the colossus’s body. Two groups in the 
  event take Siege Damage.  
  Electrified Harpoon (Right Arm). Big Moe 
  fires an electrified harpoon from its right arm. 
  Ask one player in the event to stand up. That 
  adventurer must succeed on a DC 15 Dexterity 
  saving throw or die (if they have hero points or 
  advantage, now is the time to use them!). If they 
  succeed on the check, they take 7 (3d4) 
  lightning damage, the adventurers seated to 
  either side of them take 5 (2d4) lightning 
  damage, and the adventures seated two seats 
  away from them take 2 (1d4) lightning damage.     
  Emerald Claw Reinforcements (Left Leg). 
  One group is attacked by 2 + 1d4 cultists, 
  which arrive in the following round on initiative 
  count 20.   
  Zombie Reinforcements (Right Leg). One 
  group is attacked by 2 + 1d4 zombies, which 
  arrive in the following round on initiative count 
  20.   
  Battle Events 
   25% Complete. With the battle in full swing, 
  the Order of the Emerald Claw move to strike 
  back against the defenders.  Every group is 
  attacked by a single Emerald Claw soldier, 
  who joins the battle at initiative count 20 in the 
  next round.  
   50% Complete. Big Moe is now burning! 
  Rallying their force, the Order of the Emerald 
  Claw target the toughest defending crew, 
  seeking the cut the head from the snake. The 
  group that has delivered the most victory 
  reports is attacked by an Emerald Claw 
  champion, which joins their battle on initiative 
  count 20 in the next round.  
   75% Complete. Big Moe starts to stumble! 
  The defenders of Salvation cheer! All characters 
  gain the benefit of a short rest.   
   100% Complete. Big Moe explodes and 
  crashes to the ground in pieces. The defenders 
  of Salvation have won! If this event occurs 
  before the final phase, the commander should 
  delay it until the end of the event. 
   
   
   
   
   
  
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  DDAL-EBEP-01: The Iron Giant 
   
   
  46 
  Administrator Handout 1: Oracle Prophecies 
  Below is a list of the prophecies that the Oracle of War can provide to groups. If the characters make their 
  prophecy come true, they gain a piece of tactical advice from the Oracle. 
   
  One hero wields the flame as two foes fall. 
   
  The retreating hero is struck, but an ally avenges the blow. 
   
  When a foe is shown mercy, the victor gains knowledge. 
   
  Two allies blend their skills to bring down a superior foe. 
   
  A combination of spell and steel, simultaneously wielded, leads to victory. 
   
  A hidden hero turns the tide of battle. 
   
  The sign of the dragon overcomes evil. 
   
  A song well sung gives courage to the injured and the dying. 
   
  A fallen hero strikes true. 
   
  Death from close and from afar brings victory to the heroes of Salvation. 
   
  A killing blow, held in check until fortune shines, strikes the enemy true. 
   
  Only after all the enemies strike can the heroes win the day. 
   
  All true heroes must feel the breath of their foes. 
   
  The same weapon, wielded by different hands, bites the flesh of the wicked. 
   
  An enemy is brought low through strength alone. 
   
  An enemy is brought low through magic alone. 
   
  Heroes draw upon their fortunes and fates to point their way to victory. 
   
  A hero dodges an enemy’s many blows and comes away unscathed. 
   
  Speed brings a hero to an enemy’s blow, inspiring allies with bravery. 
   
  Although the hero’s spirit or finesse failed, allies rallied to take down the foe. 
   
   
   
  
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  DDAL-EBEP-01: The Iron Giant 
   
   
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  Administrator Handout 2: Oracle Tactics 
  Head 1 
  One of the Emerald Claw agents carries a vial of poison in her boot. Splash this over the undead brain to 
  weaken it.  
  Head 2 
  Carefully remove the implant in the agent’s skull to weaken the undead brain.  A warforged can attach the 
  implant to their own head to further weaken the brain.  
  Chest 1 
  There are five secret hatches spaced across the ceiling that can be opened to shed light on the scene.  
   
  Chest 2 
  The elemental’s name is Kaz-Drim. With this name, you can command it to free itself from its bonds. 
   
  Left Arm 1 
  The password for the escape pods is “Sanguine”.  
  Left Arm 2 
  A secret panel underneath the flamethrower can be accessed to shut it down.  
  Right Arm 1 
  Access the hidden panel to the right of the force generator to disable its countermeasures.   
   
  Right Arm 2 
  Place restraints on the second joint of each finger to maximize their hold.  
   
  Left Leg 1 
  There is a secret weapons cache hidden in the compartment in the west wall.  
   
  Left Leg 2 
  Each Emerald Claw agent carries a potion of healing in a secret pocket on their belt.  
  Right Leg 1 
  There is a secret lock on the righthand side of the hatch that can seal the door.  
   
  Right Leg 2 
  There is a weak spot near the center of the wheel that can be jammed to spot its rotation.   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Oracle of War (Eberron)/DDAL-EBEP-01 - The Iron Titan.pdf