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  Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
  A Four-Hour Epic for 11th- through 16th-Level Characters 
  and 17th- through 20th-Level Characters.
  Optimized For: APL 13 and 18
  This adventure also includes rules for single-table play.
  Content warnings include: cold weather hazards, possession, and slavery. 
  A Dreams of the Red Wizards Epic
  DDAL-DRWEP02
  Credits
  Credits
  Lead Designer: Greg Marks
  Designer: Emily Harmon and Garrett Colon
  Editing: Scott Fitzgerald Gray
  D&D Adventurers League Guildmaster: Chris Lindsay
  Art Director and Graphic Designer: Rich Lescouflair
  Interior Art: provided by Wizards of the Coast
  D&D Adventurers League Wizards Team: Adam Lee, Ari 
  Levitch, Chris Lindsay, Mike Mearls
  D&D Adventurers League Administrators: Ma’at Crook, 
  Will Doyle, Amy Lynn Dzura, Claire Hoffman, Greg 
  Marks, Alan Patrick, Travis Woodall
  Playtesters: Gary Affeldt, Terry Barney, Dan Bowen, 
  James Bowen, Richard Brown, Josh Cannon, David 
  Harmon, David Krolnik, Katie McCusker, Sean 
  Mittelstaedt, Daniel Oliveira, Ben Siekert, C. Scott 
  Thomas, Krishna Simonse, John Thompson, Vivian 
  Thompson, Phil Tobin, Marcello De Velazquez, Brett 
  Weidman 
  WINGS OF DEATH
  The treachery and master plan of Thay are at last revealed—and heroes are needed 
  for a final assault to prevent the return of one of Faerûn’s greatest evils! 
  Part Five of the Storm King’s Descent series of adventures.
  
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  DDAL-DRWEP02 Wings of Death
  Adventure Primer
  Adventure Primer
  For in that sleep of death what dreams may come,
  When we have shuffled off this mortal coil,
  Must give us pause.
  — William Shakespeare, Hamlet
  Welcome to DDAL-DRWEP02 Wings of Death: a D&D 
  Epic adventure, part of the official D&D Adventurers 
  League™ organized play system and the Dreams of the Red 
  Wizards second story arc. This adventure supports the 
  following tiers of play:
  • 11th- through 16th-level characters (optimized for five 
  13th-level characters)
  • 17th- through 20th-level characters (optimized for five 
  18th-level characters)
   This is a special four-hour interactive adventure, 
  designed for many tables playing together. Each table must 
  be comprised of characters in the same tier. Guidelines for 
  coordinating this event or playing with a single table appear 
  in a separate Administrator’s Guide.
   This adventure encourages the use of the Dungeons & 
  Dragons Tactical Maps Reincarnated product. As a DM, 
  you should feel empowered to adjust terrain as needed 
  to fit the map options available to you, particularly when 
  playing in an online environment.
  Background
  Recently, agents of the CULT OF THE DRAGON secretly 
  stole into the storm giant citadel Maelstrom, assassinated 
  King Hekaton, and took the WYRMSKULL THRONE for 
  themselves. The cult then granted the ancient blue dragon 
  sorcerer IYMRITH the gift of unlife as a dracolich, using 
  the throne as her phylactery. Still enraged by her murder 
  at the hands of adventurers, Iymrith seeks vengeance on 
  those adventurers if they cross paths again (anyone who 
  played Storm King’s Thunder). Shortly after the cult’s 
  assault on Maelstrom, the RED WIZARDS OF THAY stole 
  the body of King Hekaton, then used necromantic rituals to 
  raise him as a death knight slave of SZASS TAM, who has 
  been seeking the Wyrmskull Throne for Thay.
   In the absence of her father, storm giant PRINCESS 
  SERISSA is once again thrust into power. Serissa still 
  possesses the KOROLNOR SCEPTER, the Cult of the 
  Dragon having failed to claim it during their theft of the 
  Wyrmskull Throne. So far, holding this piece of regalia has 
  helped her keep her position, but her reign over the giants 
  is tenuous at best.
   Thay forces under the command of the death knight 
  Hekaton attacked the TOWER OF SKULLS in ORMATH, 
  seizing the Wyrmskull Throne where the characters had 
  left it in the care of a group of Kelemvorites. A captive held 
  for interrogation has revealed that Szass Tam’s minions 
  have taken the throne to the THUNDER PEAKS with 
  the intent of remaking SHARGRAILAR, the very first 
  dracolich, as a servant of the Regent of Thay.
   Hearing about the disastrous attack on the Tower 
  of Skulls, Princess Serissa has gathered up as many 
  adventurers as possible to take the fight to the Thayans. 
  She makes it clear that she hopes to redeem her father, and 
  that the death knight Hekaton is to be captured, not killed. 
  As the adventure begins, teams of characters have just 
  been teleported in to Serissa’s camp and command post at 
  the base of the Thunder Peaks.
  Overview
  The adventure’s story is spread over three parts and takes 
  approximately four hours to play. The adventure begins 
  with a “Call to Action” scene.
  Call to Action: Royal Summons. Princess Serissa is 
  gathering adventurers in the Thunder Peak Mountains. 
  These varied parties must each undertake separate 
  missions to stop the Red Wizards of Thay from raising 
  Shargrailar, the first dracolich, and binding him to their 
  service.
  Part 1: Treasure Hunt. Characters rush to collect the lost 
  bones of Shargrailar (for tier 3) and the missing pieces of 
  his phylactery (for tier 4) before they can be claimed by 
  the Red Wizards.
  Part 2: Assaulting the Fortress. Groups of adventurers 
  assault a newly raised Red Wizard stronghold high in 
  the Thunder Peaks, first breaking through the Thayan 
  defenses, then attempting to disrupt the ritual to remake 
  Shargrailar. Thayan forces mount a deadly defense, 
  though—including attacks by death knight Hekaton and 
  the remade Iymrith.
  Part 3: Shargrailar Returns. After the Red Wizards raise 
  Shargrailar once more, the adventurers must fight and 
  defeat the iconic first dracolich, who fights with death 
  knight Hekaton astride him. The outcome of this fight 
  determines the ultimate success of all the characters in 
  this epic adventure.
  Adventure Tracks
  Players experience one of two adventure tracks, depending 
  on their tier of play. Each track occurs simultaneously but 
  has different objectives.
  Tier 3. In part 1 of the adventure, the characters rush 
  to recover Shargrailar’s lost bones before the Red 
  Wizards can. In part 2, they assault the fortress the Red 
  Wizards have raised for the completion of the ritual, first 
  breaching the walls, then disabling the Thayans’ magical 
  defenses. In part 3, the characters attempt to capture 
  death knight Hekaton and destroy Shargrailar once more.
  Tier 4. In part 1 of the adventure, the characters rush 
  to recover the pieces of Shargrailar’s lost phylactery 
  before the Red Wizards can. In part 2, they enter the 
  Red Wizards’ fortress and attempt to disrupt the ritual—
  including seeking and capturing the Wyrmskull Throne. 
  In part 3, the characters attempt to capture death knight 
  Hekaton and destroy Shargrailar once more.
  Legacy Events
  Before beginning play, ask the players to check their 
  logsheets for any legacy events that might affect this 
  adventure. This adventure incorporates the Code Breaker 
  legacy event from DDAL-DRW06 Thimblerigging. 
  Characters with this legacy event receive the player 
  handout of appendix 1 at the end of the call to action.
  
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  DDAL-DRWEP02 Wings of Death
  Interactive Elements
  Both tracks of the adventure feature interactive elements 
  that affect other tables. These unlock new quests, disable 
  global effects, or introduce NPCs that the administrators 
  control. Each table needs to choose a Table Captain to run 
  messages to the Commander (the lead DM managing the 
  entire epic), and to occasionally make decisions for the table.
   When an interactive element occurs, the Commander will 
  make an announcement. Contact the Commander if your 
  players take an unscripted action that affects other tables. 
  If the Commander deems the action appropriate, they will 
  announce a ruling that might impact other tables.
  Shared Spellcasting
  During play, characters can offer spellcasting aid to other 
  tables. Any assistance offered should take no more than 
  one action, bonus action, or reaction, after which time the 
  player must return to their own table. Examples include 
  offering to cast spells such as revivify or plane shift for 
  the characters of another table. This aid is not restricted 
  to specific tiers, so that tier 3 characters can aid tier 4 
  characters and vice versa. If your group gets into a sticky 
  situation, be sure to remind them of this feature.
  Victory Points
  As your group completes encounters, they earn victory 
  points (see “Running the Adventure,” below). These 
  are added to the victory pool, which is managed by the 
  Commander. After completing a quest, send your Table 
  Captain to report the table number, the name of the 
  completed quest, and the number of victory points acquired 
  to the Commander at the epic HQ.
  Running the Adventure
  Read the following rules carefully. These cover most of 
  what you need to run this epic at your table. Further rules 
  covering the epic and how tables interact, or how to modify 
  for a single table, are covered in the Administrator’s Guide.
  Playing Online is Epic!
  There’s always been a healthy number of RPG fans playing 
  their games over the Internet, and many more Dungeons & 
  Dragons players and DMs are now moving to online play. 
  Although this adventure was written for in-person play, we’ve 
  incorporated adjustments that admins and DMs can make 
  to share the fun using virtual tabletop setups or even simple 
  teleconferencing software. These adjustments are detailed in 
  the Administrator’s Guide.
  Quests
  Each table is expected to complete at least two quests 
  during part 1 of the adventure. Allow the players to choose 
  which of the quests they would like to attempt.
   Locked quests (victory missions) cannot be run until 
  the Commander announces that they have been unlocked. 
  When a locked quest is unlocked, your group can volunteer 
  to attempt this quest. If your group attempts the quest, they 
  can choose one of the following options:
  • Abandon any ongoing quest. If a quest is abandoned in 
  this way, the group cannot return to it or reattempt it later.
  • Finish their current quest before playing the 
  victory mission.
  
   After the quest is completed, the Table Captain should 
  report the table number, quest name and number, and the 
  result of the quest to the Commander at the epic HQ.
  Wandering Villains
  The Commander will announce the arrival of wandering 
  NPC villains during part 2 of the event—the blue dragon 
  dracolich Iymrith and the death knight Hekaton. If either 
  of these villains arrives at your table, pause the current 
  encounter and allow the villain encounter to take place. 
  Combat occurs outside any current initiative order. Any 
  monsters present when the villain arrives do not participate 
  in the battle. The volunteer running the villain will control 
  and direct this encounter. Once they leave the table, you 
  can resume play where you left off.
  Short and Long Rests
  This adventure plays out across a few short hours of game 
  time. Characters have no time to take long rests, and can 
  afford to take only one short rest. Make sure your players 
  understand this before the game begins.
  Spellcasting
  Due to the fast-paced nature of this event, characters 
  cannot cast spells which take longer than 1 minute to cast, 
  and cannot benefit from spells that require the characters 
  to spend time out of combat, such as heroes’ feast and 
  catnap.
   The adventure begins as soon as the characters arrive, 
  taking them straight into the action. As such, there is no 
  time to cast short-duration spells upon other characters 
  before starting. However, characters are able to have cast 
  spells with durations longer than 1 hour upon themselves 
  before the adventure begins.
  Boons
  If your group completes a quest in part 1 or an encounter in 
  part 2, they might earn a boon. Boons are special bonuses 
  that aid other groups participating in the event. The 
  Commander has certificates for every boon available on your 
  track, and will tell you if you earned a boon when you report 
  the results at your table after an encounter. Players cannot 
  keep boons for their own table (unless they are running 
  the event as a single table), and must offer them to another 
  group. Players can also hand a boon to HQ if they are not 
  sure which tables most need help, asking the Commander to 
  distribute it for them. In this case, the Commander will give 
  the boon to a table of their choosing based on need.
  Enemy Reinforcements
  If an encounter seems too easy, add one to three enemies 
  appropriate to your tier of play and party strength, which 
  arrive at the end of a round:
  Tier
  Enemy Reinforcement
  3
  Red Wizard (mage) (CR 6) 
  Nycaloth (CR 9) 
  Stone golem (CR 10)
  4
  Red Wizard (archmage) (CR 12) 
  Ultroloth (CR 13) 
  Iron golem (CR 16)
  
  5
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  DDAL-DRWEP02 Wings of Death
  Estimated Duration: 15 minutes
  The adventure begins with the characters having been 
  teleported to meet beneath the banner of Princess Serissa, 
  at the base of the Thunder Peak Mountains. None of 
  those called by Serissa knew they were coming, and the 
  characters have thus had no way to prepare.
   You should explain any event rules, perform character 
  introductions, and explain safety rules at this time. Do 
  not begin play until the Commander has read the mission 
  briefing. Both adventure tracks share the same briefing.
  Mission Briefing
  At the start of the event, the Commander will read the 
  mission briefing aloud (reproduced here for your reference):
  “Adventurers! Heroes! Friends of giants, and enemies of 
  Szass Tam! Today is a day of reckoning!” Princess Serissa 
  steps forward as she speaks, holding the Korolnor Scepter in 
  one hand. “The Red Wizards and their ilk have taken much 
  from the world. Their latest acquisitions, my father and the 
  Wyrmskull Throne, are but a part of their greater scheme.”
  At Serissa’s side, an attendant unfurls an ancient sketch 
  of a dracolich laying waste to a town.
  “This portrait was drawn centuries ago,” Serissa 
  continues, “to capture some of the power of what the Cult 
  of the Dragon called the First Sacred One. Shargrailar, the 
  first dracolich. We have found evidence that Szass Tam 
  wishes to remake this creature, destroyed by spellfire, 
  his bones and phylactery scattered and shattered in the 
  Thunder Peak Mountains and their caverns nearly one 
  hundred and fifty years ago. The Red Wizards’ ritual will 
  bind Shargrailar to the Wyrmskull Throne, allowing the 
  dracolich to use it as a new phylactery, and Szass Tam will 
  have a powerful new undead servant. Alongside my father.”
  Serissa’s expression grows grim as she raises the 
  Korolnor Scepter over her head. “Today we have three goals! 
  Capture my father’s body without destroying it or killing 
  what remains within. Recover the Wyrmskull Throne. And 
  stop the ritual to return Shargrailar to this realm. We first 
  must find and recover Shargrailar’s bones and the pieces 
  of the dracolich’s destroyed phylactery, to stymie the Red 
  Wizards’ ritual. You will all receive specific orders from my 
  attendants. May Annam and all the gods watch over us.”
  Use the following information to brief your players on their 
  mission:
  • The Red Wizards are gathering Shargrailar’s bones 
  and phylactery pieces, already in the initial stages of the 
  ritual that will remake Shargrailar as a dracolich under 
  Szass Tam’s control.
  • Tier 3 characters are to scour the Thunder Peaks and 
  collect as many of Shargrailar’s lost bones as possible, 
  then return the collected bones to Princess Serissa’s 
  camp. See the handout of “Appendix 2: Part 1 Tier 3 
  Quests” for more information.
  • Tier 4 characters are to pursue the Red Wizards into 
  Shargrailar’s abandoned lair and collect as many pieces 
  of the dracolich’s lost phylactery as possible. See the 
  handout of “Appendix 3: Part 1 Tier 4 Quests” for more 
  information.
  • Once the bones and phylactery shards have been 
  collected, the characters will join in the assault on the 
  Thayans’ magically raised Thunder Peaks stronghold 
  and put a final stop to their plans.
  Shargrailar
  Shargrailar was once an ancient red dragon who became the 
  first dracolich. After a reign of terror in which he massacred 
  thousands with his devastating breath of fire and lightning, 
  he was destroyed by the spellfire of Shandril Shessair. The 
  dracolich’s bones were scattered across the Thunder Peaks, 
  and his phylactery was broken into many pieces and scattered 
  within his abandoned cavern lair.
  Final Preparations
  After the characters have been briefed, review the following 
  information:
  Table Captain. Each group chooses one player to be 
  the group’s Table Captain. The Table Captain relays 
  messages to HQ throughout the event.
  Code Breaker. If characters have the Code Breaker legacy 
  event from DDAL-DRW06 Thimblerigging and have 
  been successful in breaking the code, provide them with 
  the handout of appendix 1.
  Princess Serissa
  Chaotic good storm giant
  The youngest daughter and chosen successor of King 
  Hekaton, Serissa is cool and calm, even as she understands 
  that others in the giant court covet her position.
  What They Want. To maintain peace among the giants, Serissa 
  must rescue her father and secure the Wyrmskull Throne. 
  The Red Wizards must face justice.
  Optimistic Leader. Serissa wants to believe that all folk are 
  innately good at heart. Reluctantly accepting the mantle of 
  ruler once more in her father’s stead, she is determined to 
  do everything she can to find King Hekaton and return the 
  Wyrmskull Throne to Maelstrom. She fears that her father’s 
  disappearance will bring about a new rise in tensions 
  between the giant races and knows that she must defuse 
  those tensions if she can.
  Call to Action: Royal Summons
  Call to Action: Royal Summons
  
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  DDAL-DRWEP02 Wings of Death
  Estimated Duration: 1 hour and 30 minutes 
  (approximately two to three quests)
  In this portion of the adventure, tier 3 characters scour the 
  Thunder Peaks to recover Shargrailar’s lost bones, while 
  tier 4 characters follow the Red Wizards into Shargrailar’s 
  lair and collect as many shards of the dracolich’s lost 
  phylactery as possible.
   Part 1 of the adventure is divided into six quests for each 
  tier of play. Quests 1A through 1F are available for tier 3 
  tables, while quests 1G through 1L are available for tier 4 
  tables. Locked quests cannot be run until the Commander 
  announces that they have become available.
   Each quest highlights one of the three pillars of play: 
  exploration, social interaction, or combat. Provide 
  the players with the handouts of appendix 2 (for tier 3 
  characters) or appendix 3 (for tier 4 characters) and allow 
  them to select which quests they would like to play. If the 
  Commander announces that a locked quest has been 
  unlocked, follow the instructions in “Part 1: Quests” in the 
  “Adventure Primer” section.
  Story Objective
  Recovering as many of Shargrailar’s bones (tier 3) and 
  shards of Shargrailar’s phylactery (tier 4) as possible is Story 
  Objective A.
  Shargrailar’s Bones
  More than a century after Shargrailar’s destruction, the 
  dracolich’s bones remain deeply corrupted, creating the 
  following effects:
  • The bones cannot be targeted by any divination magic or 
  perceived through magical scrying sensors.
  • The bones cannot be moved or transported by magical 
  means, including such spells as telekinesis, Bigby’s 
  hand, or plane shift.
  • Each of Shargrailar’s bones is AC 12, has 30 hit points, 
  and is immune to poison and psychic damage.
  Additional effects might be noted in each quest. A dispel 
  magic spell targeting one of Shargrailar’s bones (DC 17) 
  removes one effect of the caster’s choice.
  Treasure
  For each quest completed in part 1 of the adventure, the 
  characters earn one consumable item, found in the order 
  noted below for their tier. A maximum of three consumable 
  items can be found in this way.
  Tier 3 Characters
  • Spell scroll of etherealness
  • Potion of fire giant strength
  • Potion of superior healing
  Tier 4 Characters
  • Spell scroll of control weather
  • Potion of cloud giant strength
  • Potion of supreme healing
  Quest 1A: Gone in a Flash
  Estimated Duration: 45–60 minutes
  Characters sent to find Shargrailar’s bones arrive at a 
  cavern entrance blazing with heat and static electricity. 
  Though the bones are easily spotted, retrieving them 
  presents a dangerous task.
   This exploration quest is appropriate for tier 3 
  characters.
  Running this Quest
  You can avoid having this quest descend into a monotonous 
  series of dice rolls by encouraging planning and creative 
  solutions. While performing the task quickly is important, 
  there is no immediate threat until the characters enter the 
  cavern holding Shargrailar’s bones, giving them a chance to 
  consider their options.
  Heat of the Moment
  The entrance to this portion of the underground cavern 
  is large enough for Huge creatures to pass through, its 
  cracked stone floor covered in ash. Both the ash and cracks 
  appear relatively new, and the smell of sulfur is strong 
  here. Moving a few hundred feet forward down an incline 
  brings the characters to one of the sources of the elemental 
  energy that fills the area.
  Lava crashes and lightning surges from cracks in the 
  ground, making the air here searingly hot. The most 
  prominent elemental activity surrounds three large bones 
  jutting up from the ground some one hundred and fifty 
  feet away, which seem to channel the energy coursing up 
  from below.
  Area Information
  The cavern has the following features.
  Dimensions and Terrain. The cavern is 150 feet long, 70 
  feet wide, and 20 feet high, and is covered in half-melted 
  debris, lava flows, and erupting plumes of lava. Random 
  trails of lightning arc out within and across the lava.
  Lighting. Glowing lava fills the area with bright light.
  Senses. Scorching heat fills the air, the rock of the cavern 
  is bubbling and cracking, and characters feel their hair 
  raised from the lightning in the air.
  Difficult Terrain. The entirety of the cavern is difficult 
  terrain, including the floor, the walls, and the air, as lava 
  and electricity flow and surge from various locations at 
  random. See “Heat Shock” below.
  Part 1: Treasure Hunt
  Part 1: Treasure Hunt
  
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  DDAL-DRWEP02 Wings of Death
  Shargrailar’s Bones. Four of Shargrailar’s smaller leg 
  bones are lodged in the ground at the far end of the 
  cavern. Each weighs 300 pounds and has already 
  become magically energized as a result of the Red 
  Wizards’ preliminary preparations for their ritual. But 
  while the bones aren’t difficult to spot, getting them out is 
  another challenge. See the “Shargrailar’s Bones” sidebar 
  above for more information on the bones.
  Heat Shock
  Though the bones appear easy to reach, the environment in 
  the cavern is a potentially deadly hazard to those seeking 
  them. Each time a creature moves within this area on 
  its turn, whether on the ground or above it, it must avoid 
  gushing lava and bursts of lightning with a successful DC 
  18 Strength (Athletics), Dexterity (Acrobatics), Intelligence 
  (Nature), or Wisdom (Survival) check. If a character thinks 
  of a particularly clever way to move, give them advantage 
  on this check.
   On a failed check, a creature takes 11 (2d10) fire damage 
  and 11 (2d10) lightning damage at the start of its move, 
  and takes that same damage again if it moves more than 
  30 feet on its turn. On a successful check, the creature 
  takes half as much damage at the start of its move but can 
  move freely thereafter. If the check succeeds by 5 or more, 
  the creature can choose to either take no damage from its 
  movement or to ignore the difficult terrain of the cavern for 
  that turn (but not both).
   If the check fails by 5 or more, a movement mishap 
  occurs unless the creature is immune to the type of damage 
  noted in the mishap. Roll a d6 and consult the Movement 
  Mishaps table.
  Movement Mishaps
  d6
  Mishap
  1
  A lightning strike knocks the creature prone and leaves 
  it stunned until the start of its next turn.
  2
  Lightning shocks the creature, making it unable to 
  speak until the start of its next turn.
  3
  Fire and lightning sear the lungs of the creature, which 
  must succeed on a DC 18 Constitution saving throw 
  or gain one level of exhaustion. All levels of exhaustion 
  gained from this mishap are removed after a short rest.
  4
  Fire and lightning overwhelm the creature, which must 
  succeed on a DC 18 Constitution saving throw or gain 
  vulnerability to fire damage or lightning damage (the 
  creature’s choice). This effect lasts until the creature 
  finishes a short rest.
  5
  Fire singes the creature, causing it to be blinded until 
  the start of its next turn.
  6
  Fire sears the creature, leaving it incapacitated with 
  pain until the start of its next turn.
   Moving Magically. Magical movement such as 
  teleportation creates its own problems in the cavern. 
  When a character magically moves, both the space they 
  leave and the space they appear in suffer a violent eruption 
  of elemental energy. Any creature within 5 feet of either 
  space (including the creature moving) must make a DC 18 
  Dexterity saving throw, taking 18 (4d8) fire damage and 18 
  (4d8) lightning damage on a failed save, or half as much 
  damage on a successful one. If the save fails by 5 or more, 
  the creature also suffers an effect from the Movement 
  Mishaps Table.
  
  8
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  DDAL-DRWEP02 Wings of Death
  Recovery Mission
  Once one or more of the characters are next to the 
  bones, they can begin the process of removing them from 
  the ground. However, the volatile magic the bones are 
  channeling complicates the process. Removing the three 
  bones requires three successful DC 18 ability checks as 
  the characters assess their placement, study the magic 
  coursing through them, and apply careful extraction 
  techniques. Characters can make their choice of Strength 
  (Athletics), Intelligence (Arcana, Investigation, or Nature), 
  or Dexterity (Sleight of Hand) checks, or can make ability 
  checks using proficiency with tools appropriate to the task. 
  A particular type of check can be made only once in the 
  attempt, or subsequent attempts with the same check have 
  disadvantage.
   On a failed check, the creature making the check and 
  each creature within 10 feet of the bone must make a DC 
  18 Dexterity saving throw, with disadvantage if the creature 
  is touching the bone. A creature takes 19 (3d12) fire 
  damage and 19 (3d12) lightning damage on a failed save, 
  or half as much damage on a successful one. If the save 
  fails by 5 or more, the creature also suffers an effect from 
  the Movement Mishaps Table.
   After three successful ability checks, the three bones are 
  removed from the ground. Creatures carrying the bones 
  are protected from the environmental effects in the room, 
  and take no damage from moving. Those not carrying a 
  bone must still contend with those effects on the way out.
  Adjusting the Scene
  Consider the following suggestions for adjusting this scene 
  depending on the relative strength of the party.
  • Very Weak. Decrease all damage effects by 6 and all DCs by 2.
  • Weak. Decrease all damage effects by 4.
  • Strong. Increase all damage effects by 4.
  • Very Strong. Increase all damage effects by 6 and all DCs by 2.
  Wrap-Up
  The characters can recover up to four bones in this quest. 
  The Table Captain should report to HQ that your party has 
  completed this specific quest, give your table number, and 
  note how many of Shargrailar’s bones have been recovered.
  Quest 1B:  
  Dancing with Fire
  Estimated Duration: 45–60 minutes
  While trailing a group of Red Wizards, the characters 
  encounter a bugbear mystic named Mayadiru, who warns 
  them that elemental activity is flaring up in the area. A 
  nearby fiery cavern holds Shargrailar’s leg bones—but is 
  guarded by elemental power.
   This exploration quest is appropriate for tier 3 
  characters.
  Hot on the Trail
  As the characters search a mountain valley for one of the 
  resting places of Shargrailar’s bones, they spot recent 
  tracks marking where a group of humanoids are moving 
  ahead of them. The tracks lead to a small cabin near the 
  base of one of the Thunder Peaks, then continue upward.
   As the characters approach the cabin, a gruff-looking 
  bugbear steps out.
  Mayadiru
  Neutral good bugbear mystic
  Mayadiru is 9 feet tall, has thick, ruddy fur and a red-opal 
  earring, and wears rough-spun clothing lined with mountain 
  goat fur. The many pouches on their belt brim with herbs, 
  small animal bones, and powders.
  What They Want. Mayadiru wants outsiders to leave the 
  valley. Recent activity from the Red Wizards, giants, and 
  now adventurers have been an irritant, to say the least. The 
  bugbear knows that the spirits of the mountain are upset, 
  and seeks to put them to rest.
  Hermit Mystic. Mayadiru has great pride in their ancestry and 
  their knowledge of the land, and they disdain those who 
  do not understand or appreciate this heritage. They are 
  guarded in sharing the secrets of the valley, and distrust 
  outsiders who they fear will use the knowledge only to 
  further their own ends.
  Creature Information
  The bugbear mystic Mayadiru greets the characters 
  grumpily, asking why they’ve come and encouraging them 
  to leave. Any attempt at conversation inspires the mystic to 
  reveal the following:
  • A group of ten Red Wizards passed by a half hour ago, 
  on their way to a cavern partway up the mountain.
  • The mountain is a nexus of powerful elemental fire 
  magic, which unexpectedly became active earlier today.
  • Legend has it that when the fire spirits are distressed, 
  they cause eruptions of flame that can threaten the 
  entire valley.
   A successful DC 17 Wisdom (Insight) check reveals that 
  Mayadiru is withholding information, but characters can 
  attempt DC 17 Charisma (Intimidation or Persuasion) 
  checks to learn more. During the previous conversation, 
  the characters will be able to discern that Mayadiru deeply 
  values respect and tradition, and characters who show 
  respect toward the mystic or display symbols marking 
  them as belonging to a good-aligned order make Charisma 
  (Persuasion) checks with advantage.
   If properly prompted, Mayadiru also reveals the following:
  • Mayadiru is not sure why the spirits have awoken, but 
  the mystic knows of a ritual that can calm them and put 
  them back to rest. If the characters show interest and 
  respect, Mayadiru can teach them the ritual and provide 
  the components needed for a single casting.
  • If asked, Mayadiru says they did not share the ritual 
  with the Red Wizards. That group’s leader, a sneering 
  mage named Zepra, did not seem interested in this 
  “backwoods hill magic,” as she called it.
  
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  Learning the Ritual
  In the course of teaching the characters the ritual, 
  Mayadiru provides them with six drawstring pouches 
  holding assorted components, including ground cacao, 
  wheat, and a spongy white herb that tastes overwhelmingly 
  sweet. To perform the ritual, the pouches must be 
  evenly spaced around the spirits, forming a sacred circle 
  approximately 40 feet in radius. One bag can be placed in 
  tandem with movement on a character’s turn, but for the 
  character to place a second bag in the same round requires 
  an action.
   To enact the ritual, one or more characters must stand 
  within 30 feet of the circle and chant the ritual words 
  continuously for 1 round. If a character takes damage 
  during this time, they must succeed on a Constitution 
  saving throw with a DC equal to half the damage taken 
  to continue chanting. On a failed save, the character is 
  interrupted but can try again as long as the component 
  pouches are still intact. The spirits must stay within the 
  bounds of the ritual circle during the chanting, or the 
  ritual has no effect. Once the chanting is completed, the 
  component pouches are consumed in magical fire.
  Onward and Upward
  When their business with Mayadiru is done, the characters 
  trek up the mountainside for half an hour, crossing over 
  jagged stony outcroppings and encountering smoky winds 
  that carry stinging ash to the eyes.
  Adjusting the Scene
  Consider the following suggestions for adjusting this scene 
  depending on the relative strength of the party.
  • Very Weak. Decrease all DCs by 2.
  • Weak. No adjustment.
  • Strong. No adjustment.
  • Very Strong. Increase all DCs by 1. Two characters must 
  succeed in chanting the ritual words in the same round in 
  order for the ritual to succeed.
  Born from Ash
  Following the trail of the Red Wizards eventually leads 
  the characters to a cave entrance roughly 30 feet across. 
  A distant orange glow fills the cavern, and stinging heat 
  emanating from within rises as the characters draw near. 
  Within the entrance, the burnt husks of Red Wizard 
  corpses are sprawled across the rough stone floor—
  positioned as if they were fleeing from something inside.
  Area Information
  The cavern has the following features.
  Dimensions and Terrain. This 100-foot-diameter cavern 
  features a 10-foot-wide shelf of stone surrounding an 
  80-foot-diameter, 40-foot-deep pool of bubbling lava. A 
  dozen 5-foot-wide stones appear to be randomly spaced 
  about 10 feet apart throughout the lava pool. (These are 
  actually the tips of stone columns rising from the bottom 
  of the pool.) The ceiling rises up 300 feet and is open to 
  the sky above.
  Lighting. Glowing lava fills the area with bright light.
  Senses. Scorching heat fills the air, which is heavy with the 
  scent of molten rock.
  Lava. Any creature that comes into contact with the lava for 
  the first time on a turn or starts its turn there takes 24 
  (4d12) fire damage. The lava is difficult terrain.
  Shargrailar’s Bones. Three of Shargrailar’s leg bones are 
  perfectly preserved in the pool of lava, 40 feet below 
  the surface. The bones weigh 300 and 500 pounds, 
  respectively. The ritual performed by the Red Wizards is 
  causing magic to seep from the bones into the lava pool. 
  See the “Shargrailar’s Bones” sidebar above for more 
  information on the bones.
  Creature Information
  As soon as the characters enter this cavern, two advanced 
  phoenixes rise out of the lava and attack.
  Two enormous birds, their feathers alight with crackling 
  flames, burst from the pool, sending droplets of lava 
  spraying through the air. Their ear-piercing screech is 
  shot through with the snapping of wildfire, assaulting 
  your senses as both birds soar toward you on wings of 
  pure flame.
  These creatures use the phoenix stat block with these 
  changes:
  • They have an Intelligence score of 6 (−2).
  • They speak Goblin and Primordial.
   The caustic magic now flowing off Shargrailar’s bones 
  as a result of the Red Wizards’ ritual has awoken and 
  enraged these elementals, and they attack the characters 
  relentlessly to defend their lair. During the fight, the 
  phoenixes challenge the characters in Primordial or 
  Goblin, shrieking about the presence of the corrupted 
  bones in the lava pool.
  Adjusting the Scene
  Consider the following suggestions for adjusting this scene 
  depending on the relative strength of the party.
  • Very Weak. Remove one phoenix and add two fire elemental 
  myrmidons.
  • Weak. Each phoenix has 125 hit points.
  • Strong. Add three fire elemental myrmidons. Each phoenix 
  has 270 hit points.
  • Very Strong. Add four fire elemental myrmidons. An 
  additional fire elemental myrmidon spawns at the start of 
  each round until the ritual is completed. Each phoenix has 
  270 hit points.
  Playing the Pillars
  You can make use of the following suggestions when 
  running this quest.
  Combat. The phoenixes attack the characters on sight, 
  utilizing their Flyby trait to harass enemies while staying 
  out of melee range.
  Exploration. Mayadiru’s ritual can be used to calm the 
  phoenixes. Indeed, this is the preferred solution to this 
  quest.
  Social. If the ritual is performed successfully, the 
  characters can speak with the phoenixes and ask for 
  their aid.
  
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  Completing the Ritual
  When the characters complete the ritual successfully 
  (see the previous section), the flow of magic in the pool is 
  disrupted.
  As the last words are spoken, the component pouches 
  erupt in flames. A sweetly burnt scent fills the air as smoke 
  swirls around the spiraling phoenixes. As it does, their 
  flames calm from a raging inferno to a soft fire, and they 
  look toward you gratefully.
  With the ritual completed, the phoenixes are released from 
  the influence of the Red Wizards’ magic. If the characters 
  are able to converse with them, these elementals can relay 
  the following:
  • The phoenixes—whose names are Inferna and Raikarr—
  are a mated pair of elemental fire spirits who have lived 
  in this mountain for hundreds of years.
  • They were awoken and driven into a rage when the 
  magically infused bones in the lava pit began to channel 
  corrupting energy.
       Inferna and Raikarr are able to dive into the lava 
  and retrieve the two bones there, offering them to the 
  characters and asking them to take the bones away.
  Friendly Favors
  If the characters ask the phoenixes about helping 
  to drive away the Red Wizards or collect the other 
  bones, Raikarr parts the lava in the center of the 
  pool to reveal a large nest containing several juvenile 
  phoenixes. (Each uses the fire elemental stat block 
  but has a flying speed of 50 feet.) Though Inferna and 
  Raikarr are bound to their pool, they say that their 
  children are ready to leave the nest—if the characters 
  can convince them. Each character can bond with 
  a juvenile phoenix with a successful DC 15 Wisdom 
  (Animal Handling) or Charisma (Persuasion) check. 
  Narrate the introduction between each character and their 
  phoenix, and have the player describe what the character is 
  doing to befriend the phoenix. Give advantage on the check 
  of any player with excellent roleplaying.
   If a character bonds with a phoenix, it serves that 
  character as a mount until the end of this adventure. 
  Give the player of that character a copy of appendix 4. 
  Characters mounted on a juvenile phoenix are immune to 
  its Fire Form trait. If a juvenile phoenix dies during this 
  adventure, it can be summoned again with a find steed 
  spell.
   The following table suggests names and personality traits 
  for the juvenile phoenixes.
  Name
  Personality
  Sizzle
  Playful, rambunctious
  Steam
  Skittish, easily afraid
  Smoke
  Capricious, grumpy
  Ember
  Quick, competitive
  Blaze
  Cool, aloof
  Scorch
  Energetic, excitable
  Tinder
  Loving, cuddly
  Treasure
  Characters who bond with a phoenix earn the Born from 
  the Ashes legacy event (see appendix 8).
  Incomplete Ritual
  If the ritual is not completed and the phoenixes are 
  defeated, their nest disappears from the lava, returning to 
  the Elemental Plane of Fire. At your discretion, you can 
  work with the players to determine alternative ways for 
  the characters to recover Shargrailar’s leg bones from the 
  depths of the lava pool.
  Wrap-Up
  The characters can recover up to three bones in this quest. 
  The Table Captain should report to HQ that your party 
  has completed this specific quest, give your table number, 
  and note how many of Shargrailar’s bones have been 
  recovered.
  
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  Quest 1C: The Morbid 
  Monastery
  Estimated Duration: 45–60 minutes
  The characters must explore the ruins of an ancient 
  monastery, locating Shargrailar’s bones with the help of the 
  site’s residents—both living and undead.
   This social interaction quest is appropriate for tier 3 
  characters.
  Mission to Thoo-Top
  Characters undertaking this mission are given the 
  following information by the attendants of Princess Serissa 
  beforehand:
  • Thoo-Top is an abandoned goblin village in the Thunder 
  Peaks, said to be haunted after a terrible incident caused 
  its destruction many years ago.
  • It is rumored that this destruction might have been 
  linked to Shargrailar’s bones.
  • Scouts recently passing by the area noticed movement 
  among the rubble, but were unable to discern 
  any details.
  Thoo-Top
  The goblin village of Thoo-Top was founded long ago in one 
  of the many valleys of the Thunder Peaks. A goblin named 
  Preacher Bloatskiv discovered three of Shargrailar’s bones 
  while wandering near the village, and was able to use the 
  bones’ innate power to take over Thoo-Top and create her 
  own cult, inspiring zealous fervor and worship. But then 
  Bloatskiv used the bones in a ritual that inadvertently 
  summoned a ghastly creature from the Negative Plane, which 
  then promptly annihilated the village. Those who dwelled here 
  were killed, their souls bound to the ruins of Thoo-Top and 
  forced to wander the ruins for eternity.
  Approaching the Ruins
  The characters can easily locate the ruins of Thoo-Top. As 
  they draw close, read or paraphrase the following:
  Nestled between two picturesque peaks is an abandoned 
  village, its stone huts and houses crumbling. A single 
  tower still stands above the rubble—and from its highest 
  window, you see a humanoid figure eagerly waving in your 
  direction.
  Area Information
  The ruined village has the following features.
  Dimensions and Terrain. The ruins of Thoo-Top are a 
  half-mile in diameter, consisting mostly of stone huts 
  collapsed to rubble. The area is difficult terrain.
  Bell Tower. A 40-foot-tall bell tower stands on the western 
  edge of the village, and has been rebuilt as a monastery 
  for the Order of Eternal Life (see below).
  Lighting. By day, bright sunlight covers the area of the 
  village.
  Creature Information
  As the characters wander the village, they see brief 
  glimpses of the spirits of two dozen goblin villagers (use 
  the ghost stat block) performing the mundane tasks they 
  performed in life, from adults tending livestock to children 
  playing games in the street. Five of the goblin ghosts are 
  accompanied by monks who imitate their tasks, wearing 
  shoddily made clothes that roughly match those worn by 
  the ghosts.
  The Order of Eternal Life
  The Monks of the Order of Eternal Life were a ragtag 
  group of five human backpackers who stumbled upon the 
  ruins of Thoo-Top eleven months ago, and were taken in by 
  the placid life of the ghostly villagers. With much labor, they 
  reconstructed a crumbled bell tower as their monastery 
  headquarters.
   Believing the villagers’ undeath to be a blessing of eternal 
  life, the monks seek to reenact the events that led to the 
  goblins’ untimely demise. Each of the monks has assumed 
  the identity of one of the villagers (with mixed results), 
  and tries to emulate the ghost’s demeanor and schedule, 
  following them around throughout the day and mimicking 
  their behavior. They await the arrival of an outsider 
  to uncover the bones of Shargrailar, just as Preacher 
  Bloatskiv did, and perform the ritual that will grant them 
  eternal undeath.
   Each of the five monks has forsaken their previous 
  identity to act as follows:
  • The first monk poorly acts the part of Skrek Vraa, a 
  middle-aged goblin with a sassy attitude who prefers 
  things to be quiet.
  • The second monk acts out the part of the mayor Vroom 
  Skkrik in an over-the-top fashion. The mayor has a 
  penchant for roast meats and creepily sharpens bones 
  left over from his meals.
  • The third monk politely mimics Krak Draa, a young 
  goblin metalworker with a passion for fine crafting.
  • The fourth monk dramatically mimics Yar Drawk, Krak 
  Draa’s charismatic husband and business partner, who 
  has a raucous laugh and loves a good joke.
  • The fifth monk gruffly portrays Ziiir Lik, an erudite 
  librarian eager to share their knowledge, but prone to 
  enthusiastically ramble on about disturbing cult rituals.
  What the Monks Know
  The monk who waved to the characters from the tower (use 
  the martial arts adept stat block for them and the other 
  monks) approaches the characters and welcomes them to 
  Thoo-Top. The monks believe that one of the characters 
  is destined to play the role of Preacher Bloatskiv in their 
  reenactment of Thoo-Top’s end, by uncovering Shargrailar’s 
  bones and performing the ritual. The monks do not know 
  the locations of the bones or the particulars of the ritual, 
  but can suggest that the characters speak to their ghost 
  counterparts for more information.
   The monks openly bet and debate over which of the 
  characters will take on the role of Preacher Bloatskiv in 
  the reenactment of the ritual. They try to get in the good 
  graces of especially charismatic and religious characters by 
  providing offerings and praising them.
  
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  DDAL-DRWEP02 Wings of Death
  Finding the Bones
  The characters must speak with three ghosts to find the 
  locations of the three bones hidden near Thoo-Top. Any 
  ghost can know the location of one bone, so select which of 
  the ghosts you’re most interested in roleplaying.
  What the Ghosts Know
  The villager ghosts flicker in and out of existence as they 
  recreate the events of their pastoral lives, ignoring the 
  characters and the monks alike unless directly confronted. 
  The ghosts do not remember their deaths, but remain 
  subconsciously traumatized by the events that destroyed 
  Thoo-Top.
   A character who talks to a ghost must make a DC 17 
  Charisma (Persuasion) check. On a success, the ghost 
  relates mundane details of its life as you determine, then 
  passes on the location of one bone. The three bones in and 
  around Thoo-Top are located as follows:
  • A stapes bone from Shargrailar’s middle ear is located in 
  the ruins of a crumbled library, and weighs 10 pounds.
  • A toe bone can be found in the mountainside behind a 
  bakery, and weighs 25 pounds.
  • A finger bone is buried in the ruins of a wyvern stable, 
  and weighs 25 pounds.
   On a failed check, the ghost weeps, screams, and babbles 
  incoherently in fear. The ground begins to shake, and 
  the character has a horrible vision of a colossus made of 
  writhing shadows striking the earth with a stark white 
  jawbone. The character must make a DC 20 Wisdom 
  saving throw. On a failed save, they take 24 (7d6) psychic 
  damage and gain vulnerability to necrotic damage for 1 
  hour. On a success, they take half as much damage and do 
  not gain vulnerability.
   The characters can attempt to speak to the ghosts as 
  often as desired, and can make the check again even 
  after failing it with a specific ghost. After the characters 
  successfully speak with a ghost, that ghost fades away.
  An Uneasy Feeling
  While speaking with the ghosts, any character who 
  succeeds on a DC 17 Wisdom (Insight) check discerns that 
  the undead are worried about the bones being uncovered. 
  If pressed, the ghosts can impart the following information:
  • All the villagers were there when Preacher Bloatskiv set 
  up the ritual. A terrible sense of unending cold settled 
  over the village that day.
  • Bloatskiv often referred to the bones as “dark artifacts.”
  The preacher told the villagers that the “day of reckoning” 
  would occur once all three bones had been prepared and 
  brought to within 60 feet of each other.
  Just Hanging Out
  After the characters successfully speak with a ghost, the 
  monk mimicking that ghosts begins following the party 
  around, enthusiastically encouraging the characters to dig 
  up the bone. By the time the characters head out to collect 
  the third bone, all five of the monks should be following 
  close behind.
  Dark Collection
  If all three bones are successfully collected and brought 
  within 60 feet of each other, the lingering magic of the old 
  ritual melds with the preliminary magic already spreading 
  from the Red Wizards’ new ritual. Pulsing shadow arcs 
  between the bones, tearing open a rift to the Negative 
  Plane and allowing a towering, nightmarish creature—a 
  nightwalker—to step forth and attack.
   As the creature appears, the monks scream with terror 
  and freeze. All five monks begin within the nightwalker’s 
  Annihilating Aura, and stay there unless the characters 
  move them or draw the creature away. Any monks who 
  remain in the aura on initiative count 0 are instantly 
  killed. For each monk who dies, the nightwalker gains 30 
  temporary hit points and has advantage on ability checks, 
  attack rolls, and saving throws for 1 round.
   A monk killed within the ruins of Thoo-Top rises as a 
  noncombatant ghost 3 rounds after their death.
  Adjusting the Scene
  Consider the following suggestions for adjusting this scene 
  depending on the relative strength of the party.
  • Very Weak. No effect occurs when the nightwalker 
  consumes a monk.
  • Weak. The nightwalker has 200 hit points.
  • Strong. The nightwalker has 418 hit points and advantage 
  on saving throws against spells and other magical effects.
  • Very Strong. The nightwalker has 418 hit points and 
  advantage on saving throws against spells and other 
  magical effects. When the nightwalker consumes a cultist, 
  in addition to the existing effects, each character has 
  disadvantage on saving throws against the nightwalker’s 
  traits and attacks until the end of the nightwalker’s next turn.
  No Ritual Today
  If not all the bones are collected, or if the characters don’t 
  bring all three bones within 60 feet of each other, the 
  monks beg them to complete the setup of the ritual—or to 
  leave the bones in Thoo-Top, believing that they are crucial 
  for the monks’ future undeath. The monks won’t fight the 
  characters, but they’re not above throwing embarrassing 
  temper tantrums to get their way. They can be convinced to 
  stop debasing themselves and give up their self-destructive 
  faith with effective roleplaying or successful DC 12 
  Charisma (Intimidation or Persuasion) checks.
  Bloatskiv’s Remorse
  As the characters leave the village with the bones, the ghost 
  of Preacher Bloatskiv appears. She expresses sadness 
  that her actions led to the destruction of her village, and 
  explains how she wanted only to tap into a power that 
  would give the villagers hope and meaning in their lives. 
  She didn’t realize she was playing with the magic of death 
  and necromancy, and thanks the adventurers for ensuring 
  that the power of the bones cannot be used again. She and 
  any remaining ghosts then fade away and go to their rest.
  Wrap-Up
  The characters can recover up to three bones in this quest. 
  The Table Captain should report to HQ that your party has 
  completed this specific quest, give your table number, and 
  note how many of Shargrailar’s bones have been recovered.
  
  Quest 1D: Silver Solitude
  Estimated Duration: 30–45 minutes
  A Thunder Peaks hermit claims to know where two dragon 
  neck bones can be found. The hermit is happy to show 
  the bones’ location to characters who come with good 
  intentions—but has a secret reason to sound the characters 
  out on their goals and allegiances.
   This social interaction quest is appropriate for tier 3 
  characters.
  The Hermit’s Quest
  The characters are tasked with meeting Teskmore, 
  the hermit who found the neck bones and is willing to 
  shepherd them to their resting place. Teskmore’s hermitage 
  is near the village of Thoo-Top from quest 1C, but is farther 
  along the valley. When the characters arrive at the small 
  hut, they see an elderly human waiting for them, munching 
  on dried jerky. Teskmore greets them warmly, talking of 
  being pleased that the giants have sent capable adventurers 
  to deal with the dracolich’s bones. But as they interact 
  with the hermit, the characters might get a sense (or might 
  confirm, if they have access to magic such as the true 
  seeing spell) that they are more than they seem (see the 
  “Teskmore” sidebar).
  Teskmore
  Lawful good ancient silver dragon
  The silver dragon Teskmore moved into this region after 
  hearing about the destruction of Thoo-Top. The gargantuan 
  dragon uses their Change Shape trait to take human form, 
  posing as a modestly dressed hermit. They wear a small silver 
  necklace bearing a tree of life medallion and an acorn-shaped 
  pendant.
  What They Want. Teskmore wants to ensure that the bones of 
  Shargrailar are being taken into the care of those capable of 
  dealing with their power, and willing to keep evil at bay.
  Time and Memory. Teskmore speaks with a soft and slightly 
  rumbly voice, musing over bits of facts and stories they 
  have picked up over almost a millennium of living. They can 
  ramble.
  Walk and Talk
  As the characters walk with Teskmore, the hermit is happy 
  to answer questions, but does not divulge their true identity 
  as a silver dragon unless the characters have already 
  determined that. Use the following information to guide the 
  conversation:
  • Teskmore has lived in this region for a decade, having 
  moved here from farther north with an interest in 
  exploring local caverns and ruins.
  • The hermit travels into nearby settlements often, 
  spending days at a time talking to everyone they can. 
  They have a particular family they are close to, and tell 
  stories about them at any opportunity.
  • Teskmore came upon the huge neck bones three years 
  ago in a remote cavern, assuming they belonged to some 
  great creature that had previously laired there. When the 
  giants inquired about lost bones, Teskmore passed the 
  information on.
   During any conversation, Teskmore expresses curiosity 
  about the lives of the characters. The hermit presses 
  them to speak of deeds that they have accomplished or 
  think important, prodding to see what they value most in 
  life—and to judge how morally good they live their lives. 
  Roleplay Teskmore’s questions as inquisitive, but not rude. 
  During the conversation, any character who succeeds on a 
  DC 21 Wisdom (Insight) check gets a sense that the hermit 
  has ulterior motives to their questioning.
  Teskmore’s Test
  In a remote part of the valley, Teskmore leads the 
  characters into a large cave.
  Area Information
  The cave complex has the following features.
  Dimensions and Terrain. The expansive caverns in 
  which the neck bones have rested since Shargrailar’s 
  destruction have a floor of stone and dirt. The caves are 
  dry, with the largest extending 40 feet across and 40 
  feet high.
  Shargrailar’s Bones. Three of the dracolich’s neck bones 
  are half buried in the stones and dirt of the cavern floor. 
  Each bone weighs 100 pounds.
  Lighting. The caverns are dark. Teskmore carries a hooded 
  lantern for light.
  
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  Smells and Sounds. Musty scents hang on the air, which 
  grows cold in spots. The sounds of the character’s 
  footsteps and speech echoes around them.
  A Final Question
  Arriving at the area where the two neck bones lie half 
  buried in dirt and rock, Teskmore allows the characters 
  to inspect them. But before the characters can claim the 
  bones, the hermit says they have one last, most important 
  question: “Why are you each helping the giants? What 
  drives you?”
   Teskmore is aware of the evil embodied by the Red 
  Wizards and the Cult of the Dragon, but many giants 
  have engaged in their own evil ends over the centuries. 
  The silver dragon wishes to learn what each character’s 
  personal reasons are for joining the fight. As the characters 
  answer, he nods thoughtfully but shows no reaction.
   Answers relating to gold or glory are poor answers in 
  Teskmore’s mind, while answers relating to performing 
  good and altruistic acts resonate with the dragon. 
  Characters who lie about their motivations or have evil 
  intentions leave a bad impression on the hermit.
   If half or more of the characters answer poorly, Teskmore 
  shakes their head sadly, and tells the characters they 
  should do more for their fellow sentient beings. The hermit 
  then dissolves into mist, leaving behind a single silver 
  acorn (the boon for this quest) in the hope that benefiting 
  from good will encourage the characters to do good deeds 
  for others.
   If more than half the characters express good intentions, 
  Teskmore asks one more question:
  “I have heard that one of the Red Wizards may be fighting 
  against the order. Have you heard of Dar’lon Ma? What do 
  you think of him?”
  Teskmore is not looking for specific information, but wants 
  to know what other humanoids think of Dar’lon Ma, and 
  the rumors that he might be a positive force within the 
  Red Wizards. When the characters have shared what 
  information they wish to share, Teskmore thanks them 
  for their indulgence, then hands them six silver acorns 
  (the boon for this quest). If Teskmore is asked about their 
  intentions, the hermit’s eyes turn a beautiful silver color 
  as they reply, “I like to see that good still happens in the 
  world.” They then dissolve into silver mist with a hearty cry 
  of, “Ekess Vargach!” (“To Battle!” in Draconic.)
   Once Teskmore is gone, the characters discover that 
  the normal effects imbued into the dragon bones (see the 
  “Shargrailar’s Bones” sidebar above) have been dispelled, 
  making them potentially easier to move.
  Wrap-Up
  The characters can recover up to three bones in this quest. 
  The Table Captain should report to HQ that your party has 
  completed this specific quest, give your table number, and 
  note how many of Shargrailar’s bones have been recovered.
  Quest 1E: A Rocky Pursuit
  Estimated Duration: 45–60 minutes
  Tipped off by a kenku ranger, the characters go after 
  a magic cart hauling bones through a remote ravine. 
  With careful planning and tactics, they can put down the 
  threat of a Red Wizard patrol and claim a collection of 
  Shargrailar’s bones.
   This combat quest is appropriate for tier 3 characters.
  Bird of Prey
  Princess Serissa’s scouts have befriended a ranger of the 
  Thunder Peaks named Tytola, who has noted Red Wizard 
  activity near an area called Rocfall Ravine. The characters 
  are charged with seeking out Tytola, gathering pertinent 
  information, and dealing with the Red Wizards.
   As the characters approach the area where the ranger is 
  known to patrol, read or paraphrase the following:
  A dense outcropping of evergreen trees clings to the top 
  of a rocky ledge ahead. A deep hooting, followed by a soft 
  chuckle, draws your attention to an enormous barn owl 
  perched in the trees.
  Creature Information
  An owl-form kenku ranger named Tytola nimbly clambers 
  down from the trees and greets the characters with a 
  snarky smile. She has been waiting for them, and is keen to 
  get moving quickly. In response to questions, she can share 
  the following information:
  • Rocfall Ravine is named not for the prevalence of 
  rockslides in the area, but for the giant rocs that 
  lair nearby.
  • Tytola has been patrolling the ravine for some time, 
  and has more than once spotted skulking figures 
  recognizable as Red Wizards. Before she could get 
  close, though, the figures invariably disappeared.
  • Just an hour ago, she spotted something new—a cart 
  pulled by no creatures and with no driver, heading for 
  Rocfall Ravine. This kind of magical conveyance seems 
  likely to be the Red Wizards’ work.
  • Even at a distance, it was clear the cart was carrying 
  enormous bones.
  • Based on the cart’s route, Tytola expects that it’s 
  traveling to a cave near the north edge of the ravine, 
  which was once the lair of an adult blue dragon and still 
  holds countless bones.
   Tytola expects that the Red Wizards must know that 
  another of the bones they seek is in the cave, and estimates 
  that the cart will arrive there in half an hour or less. She 
  says that if the characters move quickly, they should be 
  able to beat the cart to the cave and determine if any Red 
  Wizards are nearby. Alternatively, they could try to intercept 
  the cart in a rocky portion of the ravine. Whatever plan the 
  characters want to put in place, Tytola knows the ravine 
  like the back of her hand. She can provide them with 
  details of its layout to fine-tune their approach.
  
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  Information Gathering
  If the characters are interested in taking a course of action 
  not described here, encourage their creativity. Tytola knows 
  the ravine well, and can direct the characters to wherever they 
  might want to go. So if a character asks whether a specific 
  feature or type of terrain exists in or around the ravine, it 
  absolutely does. Tytola can describe plants, topography, traps, 
  and anything else you deem reasonable to line up with the 
  characters’ plans. When in doubt, use the “Rule of Cool” and 
  let the characters’ decisions drive the action.
  Tytola
  Chaotic good kenku ranger/wizard
  Tytola stands 3 feet tall, and has the appearance of an 
  oversized barn owl wearing a series of leather packs and 
  belts around her torso. Her left leg is slowly petrifying 
  into sandstone, from a curse bestowed on her by an earth 
  elemental guardian years ago.
   Tytola has a sprite familiar named Wallsby. If the characters 
  ask specific questions that Tytola struggles to answer with her 
  kenku mimicry, Wallsby says what she believes Tytola is trying 
  to say. Tytola then mimics the sprite if he is correct.
  What They Want. Tytola is concerned that the Red Wizards 
  will upset the balance of nature in the Thunder Peaks, and 
  wants them out of the area—by force, if necessary.
  Quippy Ranger. Tytola is quick-witted, always playfully poking 
  fun at the characters while providing advice on how to out-
  maneuver the Red Wizards.
  Making Preparations
  The characters don’t know (though they certainly might 
  suspect) that the cart is not a magic vehicle at all, but is 
  being pulled and escorted by invisible creatures (see “One 
  Fell Swoop” below). Either way, they need to develop a 
  proposed course of action to seize the cart, then some 
  initial ability checks to determine their success. The two 
  obvious approaches suggested by Tytola are to grab the 
  cart after it reaches the dragon’s lair, or to try to catch up to 
  it in the rocky ravine.
   If characters want to reach the cart in the ravine, they 
  must travel at a normal or fast pace to intercept it. If they 
  worry about unseen foes or spot the invisible creatures by 
  using ability checks or magic, setting up an ambush then 
  requires a DC 17 group Dexterity (Stealth) check. With 
  a successful check, the invisible Red Wizards and their 
  allies are surprised when the characters attack. On a failed 
  check, the characters are spotted as a rockfall gives away 
  their location.
   To grab the cart after it reaches the blue dragon’s 
  cavern lair, the characters must travel at a fast pace. Each 
  character must succeed on a DC 17 Constitution saving 
  throw or gain one level of exhaustion from the frantic 
  journey. One character must then make a DC 16 Wisdom 
  (Survival) check to navigate the ravine. On a failed check, 
  the characters arrive with the invisible Red Wizards and 
  their servants already in place. On a success, the number 
  by which the check exceeds 15 is the number of rounds the 
  characters have to prepare before the cart and the Thayan 
  entourage arrive. For example, if the character gets a 20 on 
  their check, the party has 5 rounds to get into position and 
  set their tactics.
  One Fell Swoop
  Depending on the characters’ preparations, this combat 
  can occur in one of two locations: the rocky ravine or the 
  blue dragon’s lair. Regardless of the location, the characters 
  fight two nycaloths, one yagnoloth, and two Red Wizard 
  archmages. The nycaloths are dragging the cart, which 
  holds two of Shargrailar’s rib bones (each weighing 100 
  pounds), while the yagnoloth and the archmages watch 
  for trouble. All travel invisibly, having cast invisibility on 
  themselves. The archmages have cast see invisibility as well.
  Area Information: Rocky Ravine
  The ravine has the following features.
  Dimensions and Terrain. Rocfall Ravine is roughly three 
  miles in length, with a well-trodden 10-foot-wide path 
  running along the bottom. Its sheer cliffs are 100 feet 
  high, and are covered in unstable stone which is prone to 
  crack and fall.
  Light. The sun provides bright light.
  Cliffs. Climbing down to the path from the top of the cliffs 
  requires a successful DC 17 Strength (Athletics) check 
  or DC 20 Dexterity (Acrobatics) check.
  Boulders. Large boulders atop the cliffs grant three-
  quarters cover to creatures hiding behind them.
  Rockfall. Any effect that deals thunder damage to an 
  area or causes a significant impact that would unsettle 
  the ground results in the collapse of the cliff face and 
  a rockslide. The slide begins at the top of the 100-foot 
  cliff, is 40 feet wide, and moves 25 feet twice per round 
  on initiative counts 10 and 0. When a rockslide moves, 
  any creature in its space moves along with it and falls 
  prone. The creature must make a DC 17 Strength saving 
  throw, taking 22 (4d10) bludgeoning damage on a failed 
  save, or half as much damage on a successful one. When 
  the rockslide stops, creatures within it are buried, and 
  are blinded, restrained, and have total cover. A buried 
  creature can free itself with a successful DC 22 Strength 
  (Athletics) check. A creature that fails this check three 
  times can’t attempt to free itself again. A creature that 
  is not restrained or incapacitated can spend 1 minute 
  freeing another creature buried in the rocks.
  Rocs. Triggering a rockslide attracts a pair of rainbow-
  feathered rocs that live on one of the high ledges of the 
  ravine. The rocs soar overhead, observing the battle but 
  not interfering. If provoked by anyone, they return to 
  their nest at the opposite side of the ravine. If provoked a 
  second time, they fight back.
  Area Information: Dragon’s Lair
  The blue dragon’s cavern lair has the following features.
  Dimensions and Terrain. This cave is 140 feet wide 
  and 100 feet high. Large rock outcroppings appear 
  throughout the area, and enormous gnawed bones litter 
  the floor. Charred lightning strikes are visible along the 
  stone walls.
  Light. The cave is dark.
  Stealth. The cave system is extensive, with numerous 
  side tunnels and stone outcroppings. Opportunities for 
  concealment grant characters advantage on Dexterity 
  (Stealth) checks made to hide.
  Bones. The floor of the cavern is littered with bones, 
  making all areas of the cave difficult terrain. A creature 
  can clear one 5-foot square of bones as an action.
  
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  Shargrailar’s Toe Bones. Two of Shargrailar’s toe bones 
  are hidden among the other bones in the cavern. 
  It weighs 25 pounds, and each can be found with 
  extensive digging and a successful DC 15 Intelligence 
  (Investigation) check.
  Yellow Mold. Six patches of yellow mold are spread 
  throughout the cavern and immediately noticeable. 
  With a successful DC 12 Intelligence (Nature) check, 
  a character understands the mold’s effects. If touched, 
  the mold ejects a cloud of spores that fills a 10-foot 
  cube originating from it. Each creature in the area must 
  succeed on a DC 17 Constitution saving throw or take 22 
  (4d10) poison damage and 11 (2d10) lightning damage 
  and become poisoned for 1 minute. While poisoned in 
  this way, the creature takes 11 (2d10) poison damage at 
  the start of each of its turns. The creature can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success. A patch of yellow mold is 
  destroyed by exposure to sunlight or by being targeted by 
  20 or more fire damage.
  Tactics
  When combat breaks out, the nycaloths 
  and the yagnoloth take the fight to the 
  characters, while the Red Wizards hold 
  back to cast at range while they can. Both 
  Red Wizards wear magic bracelets that 
  allow them to alter any damage-dealing spell 
  they cast to deal acid damage instead of the 
  spell’s regular damage. The bracelets function 
  only for Red Wizards.
  Collecting the Spoils
  When the Red Wizards and their servants have 
  been dealt with, the characters can claim the 
  cart and the two bones it carries. If they fought 
  the Thayan entourage in the blue dragon’s cave—
  or if time permits and the characters want to 
  investigate the Red Wizards’ destination after 
  dealing with them in the ravine—they might also 
  claim the bone hidden in the cave.
  Adjusting the Scene
  Consider the following suggestions for adjusting this scene 
  depending on the relative strength of the party.
  • Very Weak. Remove the yagnoloth and one archmage.
  • Weak. Remove the yagnoloth.
  • Strong. Replace the yagnoloth with an ultroloth.
  • Very Strong. Add an ultroloth.
  Wrap-Up
  The characters can recover up to four bones in this quest. 
  The Table Captain should report to HQ that your party has 
  completed this specific quest, give your table number, and 
  note how many of Shargrailar’s bones have been recovered.
  Quest 1F: Protect  
  the Princess
  Estimated Duration: 45–60 minutes
  As more of Shargrailar’s bones are returned to Princess 
  Serissa’s safekeeping, the Red Wizards see an opportunity. 
  By focusing the preliminary preparations for their powerful 
  ritual, they amplify the dark magic imbued into the bones 
  to corrupt Serissa’s bodyguards—and only the timely 
  intervention of adventurers can save her.
   This is a locked quest, and cannot be run until the event 
  administrators announce that it has been unlocked. When 
  the quest is unlocked, the Commander will make the 
  following announcement:
  
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  In your mind, you hear the voice of Princess Serissa, 
  crying out: “We need help at the command post! Something 
  is happening with the bones …” You hear the sound of 
  crashing metal and voices crying out. “Please! Hurry!”
  We need tier 3 volunteers. Which groups will set aside 
  their current quest to aid Princess Serissa?
  The Commander will wait for responses, then continue:
  Go now! Princess Serissa doesn’t have much time. DMs: 
  Quest 1F is unlocked!
  This combat quest is appropriate for tier 3 characters.
  Protect and Serve
  The command post where Princess Serissa and her guards 
  are coordinating the collection of Shargrailar’s bones is set 
  up as a central tent protected by storm giant guards.
  Area Information
  The command post has the following features.
  Dimensions and Terrain. The sturdy tent is 150 feet wide, 
  100 feet long, and 30 feet high. The interior is furnished 
  with tables and chairs, and Shargrailar’s bones have 
  been collected in one corner.
  Lighting. Daylight comes through multiple openings on the 
  top of the tent, providing bright light.
  Shargrailar’s Bones. Each of the bones stored here weighs 
  between 50 and 300 pounds.
  Shargrailar’s Bones
  When the characters enter the tent, read or paraphrase the 
  following:
  The command tent is a site of carnage. Several storm 
  giants lie dead on the floor as Princess Serissa’s guards 
  fight among themselves. A number of those guards’ eyes 
  pulsate with a dark purple light—the same glow pulsing 
  where Shargrailar’s bones are stacked in the far corner 
  of the tent.
  The last of Princess Serissa’s uncorrupted guards is cut 
  down. The others close in around her as she wields her 
  greatsword defensively, yelling out to you: “They do not 
  know their corruption! Please do not kill them!”
  Princess Serissa (use the storm giant stat block) faces 
  three corrupted storm giants closing in around her. (See 
  the sidebar at the storm giant stat block in “Creature 
  Statistics” for changes to the corrupted giants’ stat blocks.) 
  A sickly hum emanates from the dracolich’s glowing 
  bones, whose purple glow is accentuated with pulses 
  of faint lightning. A character within 5 feet of the bones 
  who succeeds on a DC 18 Intelligence (Arcana) check 
  can tell that they are being used as a conduit for a magic 
  ritual originating at some far-off location. The bones can 
  be attacked and destroyed (see the “Shargrailar’s Bones” 
  sidebar earlier in this section), magically locked down (see 
  below), or physically scattered to disrupt the effect of the 
  ritual. Alternatively, the characters can focus on subduing 
  the giants in combat.
   If all the bones are magically sealed off from the ritual 
  targeting them (placed in a portable hole or bag of holding, 
  surrounded by the effect of a force cage spell, and so 
  forth), each corrupted giant must succeed on a DC 20 
  Constitution saving throw or be stunned until the end of 
  their next turn.
   If all the bones are destroyed or sealed away, each 
  corrupted giant shakes off the effects of their corruption 
  with a successful DC 18 Wisdom saving throw.
   Serissa protects herself during combat by using the 
  Dodge action, or uses the Help action to aid the characters’ 
  attacks. If the characters need more assistance, she makes 
  greatsword attacks, but any giant she reduces to 0 hit 
  points is left unconscious.
   The three corrupted storm giants do not speak, attacking 
  with Lightning Strike and Thunderous Stomp as often as 
  they can, and hammering the characters with greatsword 
  attacks.
  Adjusting the Scene
  Consider the following suggestions for adjusting this scene 
  depending on the relative strength of the party.
  • Very Weak or Weak. Remove one corrupted storm giant.
  • Strong. Each corrupted storm giant has 270 hit points. 
  Princess Serissa has 170 hit points.
  • Very Strong. Each corrupted storm giant has 270 hit points 
  and an additional use of Legendary Resistance. Princess 
  Serissa (a storm giant) has 115 hit points.
  Playing the Pillars
  You can make use of the following suggestions when 
  running this quest.
  Combat. Princess Serissa supports the characters 
  whatever way she can, including grappling corrupted 
  giants and positioning herself to give the characters 
  cover. She reminds the characters to focus on melee 
  attacks so that corrupted storm giants reduced to 0 hit 
  points can be spared. The corrupted giants make their 
  initial attacks against Serissa, but then focus on the 
  characters.
  Exploration. Serissa is willing to move the bones if the 
  characters protect her. If four bones are moved at 
  least 30 feet from the pile, the corruption immediately 
  lessens. The corrupted giants can no longer recharge 
  their Lightning Strike and Thunderous Stomp attacks, 
  and the giant with the lowest hit points immediately falls 
  unconscious.
  Social. If the characters kill a corrupted storm giant, 
  Serissa angrily admonishes them. The giants are her 
  loyal bodyguards, and any additional deaths will only 
  reduce the strength of the giants in the coming fight.
  Political Statement
  When the fight is done, a crowd of Princess Serissa’s 
  followers gather at the entrance of the tent, horrified at 
  the carnage within. Princess Serissa knows that what’s 
  happened potentially makes her look weak, and she 
  understands that something must be done to put her 
  subjects at ease and reinforce their faith in her.
  
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   Princess Serissa must make a speech to ease the 
  concerns of her people, and she asks for the characters’ 
  help. This requires a series of five checks that the 
  characters can make while Serissa prepares to speak, or by 
  whispering talking points to her during the speech, as all 
  good advisors do.
   Ask for a character to make each noted check, and to 
  come up with a few talking points that the check might 
  cover. If the player mentions any of the talking points noted 
  for each check, they make the check with advantage.
  Wisdom (Insight). A successful DC 20 check allows 
  Princess Serissa to accurately read the mood of and 
  empathize with her subjects. Talking points include 
  feelings of uncertainty or worry, the fear that the 
  corruption that’s been witnessed might affect anyone else 
  who enters the tent, and worries that Princess Serissa 
  cannot rule with the strength of her father.
  Charisma (Persuasion). A successful DC 20 check 
  allows Princess Serissa to calm her subjects’ fear and 
  uncertainty, making them more receptive to the rest 
  of her speech. Talking points include discussing times 
  in the past where Serissa has shown strength and led 
  the giants effectively, talking of the strength of the giant 
  people and how they can endure anything if they work 
  together, and appealing to the hopeful nature of giants.
  Intelligence (History or Religion). A successful DC 20 
  check allows Princess Serissa to draw on the history 
  and culture of the storm giants. Talking points include 
  the storm giants’ place in the Ordning, the faith that 
  Annam has in them, addressing the concerns of specific 
  giant factions from DDAL-DRW04: Foreign Affairs, and 
  calling on the memory of historical and religious events 
  highlighting storm giant power.
  Charisma (Intimidation). A successful DC 20 Charisma 
  (Intimidation) check allows Princess Serissa to instill her 
  followers with the importance of their mission. Talking 
  points include discussing what failure and the loss of 
  King Hekaton would mean for the giants and the world.
  Charisma (Persuasion). A successful DC 20 Charisma 
  (Persuasion) check allows Princess Serissa to instill 
  hope in her subjects and perform a final call to action. 
  Talking points include a call for good to prevail over 
  evil, highlighting that the giants have the support of 
  adventurers in their search for King Hekaton, and how 
  far they have already come.
   If the characters succeed on three or more checks, 
  Princess Serissa’s speech is a success. She is able to 
  once more instill hope in her people, and her reign is safe 
  (for now).
  Success or Failure
  The characters’ overall success at this quest depends on 
  them being able to protect Princess Serissa, subdue the 
  corrupted giants without killing them, and help Serissa 
  regain the faith of her other followers.
   If Princess Serissa takes more than 100 damage, if two 
  or more giants are killed, or if Serissa fails to instill hope in 
  her followers, the quest fails.
  Wrap-Up
  The Table Captain should report to HQ that your party has 
  completed this specific quest, give your table number, and 
  note the outcome.
  Quest 1G:  
  The Color of Pain
  Estimated Duration: 45–60 minutes
  The characters enter Shargrailar’s long-abandoned lair in 
  the caverns of the Thunder Peaks, and must solve a pair 
  of deadly puzzles to retrieve some of the shards of the 
  dracolich’s phylactery.
   This exploration quest is appropriate for tier 4 
  characters.
  
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  The Prismatic Corridor
  Guided by the intelligence gathered by Serissa’s scouts, 
  the characters arrive at a section of the dracolich’s lair 
  known as the Prismatic Corridor, due to the colorful nature 
  of the puzzles contained within. A background aura of 
  enchantment magic suffuses this area, and colors appear 
  more vivid here than normal.
   The first area of this quest features a puzzle that must 
  be solved to obtain a key, which is necessary to solve the 
  puzzle in the second area. Solving the second puzzle 
  reveals three shards from Shargrailar’s phylactery.
  Crystal Prism Chamber
  When the characters enter the first part of the Prismatic 
  Corridor, read or paraphrase the following:
  A huge, multicolored hexagonal crystal prism sits at the 
  center of this room. It has a golden key set inside it—and 
  six small bodies sprawled around it, one on each side. The 
  floor here is painted a garish orange, and has some sort 
  of delicate inscription carved into it in front of the crystal. 
  A narrow beam of light shines from the west wall onto 
  the prism, casting a blue hue onto the east wall. An open 
  passageway is visible to the north, opposite the entrance.
  Area Information
  The crystal prism chamber has the following features.
  Dimensions and Terrain. This circular chamber is 30 feet 
  in diameter and 30 feet high. One passage opens south 
  (where the characters entered), with another to the north.
  Crystal Prism. The six-sided crystal prism is 10 feet across 
  and 15 feet high, and floats above a low pedestal. Each 
  of its faces is a different color—blue, indigo, violet, red, 
  yellow, and green—and presents a magical image to a 
  creature looking into it (see below). A golden key sits at 
  the crystal’s exact center, with no sense of how it was 
  placed there or how to remove it.
  Lighting. The room is dimly lit by the beam of light 
  originating from a 1-foot-diameter hole on the west wall, 
  near the ceiling. The beam shines into the crystal, which 
  refracts the light and casts a single color onto the east 
  wall. The color cast corresponds to the face of the crystal 
  that faces east (presently blue).
  Hole. The hole extends 5 feet into the wall. A successful 
  DC 15 Intelligence (Arcana) check confirms that magic 
  in this space creates the beam of light emanating from 
  the hole. A dispel magic spell suppresses the effect for 1 
  minute.
  Floor. The floor is roughhewn stone that has been 
  conspicuously painted orange.
  Inscription. On the south side of the crystal, an inscription 
  carved into the floor in Draconic reads: “Place of 
  life, place of death. Feeling of strife, feeling of breath. 
  The world submits to these colors alone.” (Give the 
  characters just the top half of the appendix 5 handout.) 
  Any character who inspects the inscription can see 
  that it was carved recently. With a successful DC 19 
  Intelligence (Investigation) check, the inscription is 
  revealed as only hours old.
  Footprints. A character who searches the floor and 
  succeeds on a DC 19 Wisdom (Survival) check discerns 
  the tracks of at least one humanoid who came in the 
  south entrance, walked around the crystal, went to the 
  inscription, then attempted to clean up their footprints 
  before leaving the same way they came in.
  Kobold Corpses
  The bodies arrayed around the crystal are six kobolds, 
  each missing their head. The desiccated corpses are 
  decades old, but a successful DC 19 Wisdom (Medicine) 
  check reveals that each kobold was killed by specific type 
  of damage (cold, necrotic, lightning, fire, radiant, and acid). 
  Each kobold’s right hand is especially heavily damaged. 
  Any inspection of the bodies reveals that their heads were 
  removed only hours before.
   Any player might intuit that removing a creature’s head 
  prevents the speak with dead spell from working for that 
  creature, and that this is a likely reason why the kobolds 
  were decapitated. Alternatively, you can have the character 
  with the highest passive Intelligence (Investigation) score 
  figure this out.
  What’s Really Going on Here?
  Shargrailar constructed the Prismatic Corridor to protect a 
  vault sealed away in a demiplane. To access the golden key, 
  six kobold servants would be forced to place their hands on 
  each face of the crystal, instantly killing them and freeing 
  the key. Many of the features of this chamber are subterfuge 
  designed to confound intruders.
   The Red Wizards arrived here a few hours before the 
  characters. After examining the crystal, one of their clerics 
  cast speak with dead on a kobold to determine how the prism 
  worked. Having learned that they would need servants to 
  sacrifice in order to claim the key, they decided to return later 
  after gathering some of the more easily acquired shards of 
  Shargrailar’s phylactery. To add to the potential confusion of 
  anyone coming in after them, the Red Wizards used magic to 
  create the inscription, which has no bearing on the function 
  of the room.
  The Crystal
  The crystal cannot be moved from the pedestal it floats 
  above, but it can be rotated, changing the color of the 
  light cast on the east wall. Each of the crystal’s six faces 
  is a different color, and displays a distinct image when 
  viewed straight on. The image in each face of the crystal is 
  representative of a specific school of magic, in connection 
  with the second puzzle in this area. (Do not reveal the 
  connection between the colors of the crystal and the 
  schools of magic yet.)
   Each face also generates a particular damage type 
  (see below). A creature that is not a construct or undead 
  that touches one face of the crystal must make a DC 20 
  Dexterity saving throw, taking 45 (10d8) damage of the 
  appropriate type on a failed save, or half as much damage 
  on a successful one. After dealing damage, the touched face 
  of the crystal deactivates for 1 round, losing its color and 
  not dealing damage if touched. If the east face of the crystal 
  is deactivated while the ray of light shines from the ceiling, 
  white light hits the east wall of the room.
  
   Starting with the east face of the crystal and moving 
  clockwise, the color, image, and damage of each face are:
  Blue. This face deals cold damage and displays an image 
  of a frozen, windy tundra, within which a figure stands 
  staring blankly at the sky (connecting to enchantment 
  magic).
  Indigo. This face deals necrotic damage and displays an 
  image of a ghost trapped in the crystal, pounding on the 
  interior and weeping in uncontrolled sorrow (connecting 
  to necromancy magic).
  Violet. This face deals lightning damage and displays an 
  image of a hand holding a crackling ball of electricity 
  (connecting to evocation magic).
  Red. This face deals fire damage and displays an image of 
  a barren, sandy desert. Within the desert, an oasis fades 
  in and out of view (connecting to illusion magic).
  Yellow. This face deals radiant damage and displays an 
  image of a wheat field gently blowing in the breeze, with 
  a shield leaning up against a fence post (connecting to 
  abjuration magic).
  Green. This face deals acid damage and displays an image 
  of a putrid swamp abuzz with swarming insects, which 
  appear to be commanded by a robed figure (connecting 
  to conjuration magic).
  Obtaining the Key
  The crystal is indestructible, and its form cannot be altered 
  by any magical or mundane means. The key cannot be 
  accessed by teleportation or any other magic available 
  to the characters. The only way to obtain the key is to 
  deactivate all the faces of the crystal, which causes it to 
  shatter. Resistance to specific types of damage and benefits 
  to Dexterity saving throws can help lessen the effect of 
  touching the crystal, or the players might come up with 
  other novel ways to help solve this puzzle.
   When the characters start to experiment with the crystal, 
  they note the following details:
  • When a face is deactivated, the prism hums in a way 
  that suggests the magic in it has become unstable. 
  The humming grows more intense the more faces 
  are deactivated. A successful DC 19 Intelligence 
  (Investigation) check made after deactivating at least one 
  face suggests that the crystal will shatter if enough faces 
  are deactivated.
  • If more than one face of the crystal is touched at 
  the same time, all the faces take 1 round longer to 
  reactivate. That is, two faces that are touched are 
  disabled for 2 rounds, three faces that are touched are 
  disabled for 3 rounds, and so forth.
   When all six faces of the crystal are deactivated 
  simultaneously, the crystal shatters and collapses 
  harmlessly to the floor, allowing the characters to retrieve 
  the key. After the key is used in the next section, it vanishes 
  from the hand of the character using it. The crystal then 
  reforms, with the key once more at its center.
  Room of Eight Keyholes
  Beyond the north doorway of the crystal prism room, a 
  winding passageway extends some two hundred feet. When 
  the characters reach the end of it, read or paraphrase:
  The winding passageway opens up to a barren room set 
  with a large marble door in the north wall. Relief carvings 
  on the door depict a dracolich burning whole cities with its 
  breath, infused with fire and lightning. In the center of the 
  door, eight keyholes are arranged in a circle.
  Area Information
  This room has the following features.
  Dimensions. This 20-foot-square room has 30-foot-high 
  ceilings.
  Door. The door to the north is 10 feet wide and 15 feet 
  tall, and made of relief-sculpted marble. It has no handle 
  or hinges—just the eight keyholes in a circle. If the 
  characters open the door in any way other than using 
  the prismatic keys (see below), the door swings wide to 
  reveal a solid stone wall.
  Lighting. The room is dark.
  Inscription
  If the characters inspect the door, a successful DC 17 
  Intelligence (Investigation) check or a detect magic spell 
  discerns an invisible, indented inscription in the circle 
  defined by the keyholes. A see invisibility, dispel magic, 
  or identify spell allows the inscription to be read, as does 
  making a mundane charcoal rubbing.
  
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  The inscription reads:
  Green is next to yellow and orange.
  Blue is not next to yellow nor is white next to Divination.
  If enchantment is blue then transmutation is white.
  Divination is orange and/or necromancy is violet.
  Indigo is next to illusion and across from orange.
  Abjuration is either violet or yellow.
  (Give the characters just the bottom half of the appendix 5 
  handout.)
  The Expanding Key
  If the golden key from the crystal prism room is brought 
  within 10 feet of the door, it magically divides into eight 
  differently colored prismatic keys: red, orange, yellow, 
  green, blue, indigo, violet, and white. If any of the prismatic 
  keys are moved more than 10 feet away from the door, 
  or if any key is targeted by dispel magic or exposed to an 
  antimagic field or similar effect, all the keys recombine into 
  the golden key again.
  Keyholes
  A detect magic spell reveals that each keyhole radiates a 
  different school of magic. A key placed in a keyhole can 
  be turned only by a humanoid creature. Each keyhole is 
  matched to a key of a particular color. If an incorrect key is 
  turned, a spell is cast from the keyhole with a DC 20 saving 
  throw. If the spell affects an area, it covers the entire room 
  and the 200-foot passageway to the south. If it targets one 
  creature, it targets the creature that turned the key.
   The keys appear identical except for their color. Each key 
  fits into any keyhole. Deducing which key fits into which 
  keyhole can be accomplished through the connections 
  between colors and schools of magic implied by the images 
  in the crystal prism in the previous area, as well as by the 
  clues contained in the inscription within the keyholes. If 
  the players need help to connect the images seen in the 
  prism to the schools of magic, or to figure out the clues of 
  the inscription, you can provide hints to any character who 
  succeeds on a DC 20 Intelligence (Arcana) check.
   The Keyhole Effects table notes the connection between 
  keyhole colors and schools of magic, as well as the spell 
  cast by the keyhole, starting with the topmost keyhole in 
  the circle and moving clockwise.
  Keyhole Effects
  School of Magic
  Key Color
  Spell
  Abjuration
  Yellow
  Symbol (death)
  Conjuration
  Green
  Incendiary cloud
  Divination
  Orange
  Contact other plane (as if the 
  key-turner had cast the spell 
  to contact Fraz-Urb’luu, the 
  demon lord of lies)
  Enchantment
  Blue
  Power word kill
  Evocation
  Violet
  Meteor swarm
  Illusion
  Red
  Weird
  Necromancy
  Indigo
  Abi-Dalzim’s horrid wilting
  Transmutation
  White
  Disintegrate
   Once all eight keys have been turned in their correct 
  keyholes, a portal appears on the door. Through the portal, 
  the characters can see a lavish, brightly lit circular vault 
  some one hundred feet across, filled with gold and jewels. 
  In the center of the vault stands an altar holding three 
  shards of Shargrailar’s phylactery.
  Wrap-Up
  The characters can recover up to three phylactery shards 
  in this quest. The Table Captain should report to HQ that 
  your party has completed this specific quest, give your table 
  number, and note how many shards of the phylactery have 
  been recovered.
  Quest 1H:  
  A Friend in Need
  Estimated Duration: 45–60 minutes
  The characters travel into Shargrailar’s lair to meet with a 
  Thayan contact who needs safe escort out. They must find 
  the contact while avoiding the notice of the Red Wizards—
  and then steal some of the shards of Shargrailar’s 
  phylactery from a powerful Red Wizard operative.
   This exploration quest is appropriate for tier 4 
  characters.
  Gathering Intelligence
  Princess Serissa’s agents have received correspondence 
  from an unknown contact and potential ally, offering 
  information on the Red Wizards’ fortifications within 
  Shargrailar’s lair. Serissa tells the characters the following:
  • An adventurer who was scouting the exterior of the lair 
  received a telepathic message a short while ago, offering 
  information on the Red Wizards’ fortifications to any 
  emissary of the giants. In exchange, the sender has 
  asked for an escort and safe passage out of the lair.
  • The contact mentally communicated instructions for 
  where to seek them deep within the lair.
   Serissa asks the characters to sneak into Shargrailar’s 
  lair and meet with this contact. If there are additional 
  actions that should be taken based on the contact’s 
  information, she trusts the characters to decide what to do.
  Infiltration
  The characters must travel into the network of tunnels 
  within Shargrailar’s lair, through a section heavily patrolled 
  by the Red Wizards. Getting past the Red Wizards without 
  raising suspicion will require stealth, deception, and 
  careful planning.
  Area Information
  These tunnels have the following features.
  Dimensions and Terrain. The tunnels throughout this 
  area vary from 10 feet to 30 feet in diameter.
  Teleportation Ward. Teleportation in or out of this area of 
  the lair is blocked by a powerful magical ward. It can be 
  identified with a successful DC 20 Intelligence (Arcana) 
  check but cannot be dispelled or negated.
  Alarm Glyphs. Special glyphs set every 50 feet along the 
  tunnels are magical alarms that can be activated by any 
  Red Wizard or one of their allies (no action required). 
  
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  Doing so creates the sounds of a blaring horn that can be 
  heard throughout the nearby tunnels.
  Dispel Glyphs. Special glyphs set every 100 feet along 
  the tunnels channel powerful magic similar to a dispel 
  magic spell. These glyphs trigger every 5 minutes, 
  dispelling any ongoing spell of 6th level or lower in the 
  tunnels. If characters attempt to slip through these 
  tunnels by way of a wind walk spell or similar magic, 
  the glyphs dispel the effect.Illusory Watchers. A school 
  of translucent illusory floating catfish patrol the tunnels 
  under the control of Imaraska, a spymaster for the Red 
  Wizards (see the sidebar below). Acting as autonomous 
  scrying sensors, each catfish has a passive Wisdom 
  (Perception) score of 17, a passive Dexterity (Stealth) 
  score of 20, and can telepathically communicate any 
  sighting of suspicious activity to Imaraska. Whenever 
  the characters start an encounter, roll any die. On an 
  even number, a catfish is present. If the characters are 
  sighted by the catfish, make a note in preparation for 
  “Phylactery Heist” below.
  Dealing with Patrols
  While the characters travel through the initial sections of 
  the lair, set up encounters with one or two Red Wizard 
  patrols from the Red Wizard Patrols table. Be creative in 
  your descriptions of these areas to allow the characters 
  to use creative solutions to circumvent encounters (most 
  likely involving stealth or deception). Or if the players 
  choose a more direct approach, resolve the combat.
   If combat breaks out and reinforcements are alerted, they 
  arrive in 1d4 rounds. Select one or two additional sets of 
  combatants from the Red Wizard Patrols table.
  Red Wizard Patrols
  d4
  Patrol
  1
  An archmage and her pet steel predator
  2
  Two retriever guards
  3
  One black abishai servant and two hidden shadow 
  assassins
  4
  A mind-controlled purple worm serving a mage
  Mysterious Meeting
  As you reach the location provided by the contact, you 
  note a crevice in the tunnel wall ahead. This opens into 
  a small cavern dotted with amethyst crystals. A flicker of 
  movement catches your eye as a shadow pops out from 
  behind a large opaque crystal, and then just as quickly 
  disappears again.
  Creature Information
  The contact is a goblin named Graw, who has an 
  Intelligence score of 18 and speaks Abyssal, Common, 
  Dwarvish, Elvish, Goblinoid, and Undercommon. She has 
  been hiding while patiently waiting for the characters to 
  arrive.
  Graw
  Neutral goblin ambassador
  Graw is an intelligent and talkative young goblin who is an 
  ambassador for the Society of Brilliance—an organization 
  of monsters dedicated to solving all the problems of the 
  Underdark. Graw traveled to Shargrailar’s abandoned lair 
  a tenday ago in search of a duergar clan who had been 
  abducting flumph travelers. She planned to negotiate a 
  peace agreement, but became trapped when the Red Wizards 
  invaded the surrounding tunnels. Graw has black hair and 
  crisp amber eyes. She wears a fitted waistcoat, and trousers 
  embroidered with images of pale-yellow fungi.
   Graw experiences harmless, involuntary physical tics (such 
  as quickly jerking her head) and vocal tics (such as chuffing 
  noises and short bursts of laughter), which increase in 
  frequency if she is experiencing stress or strong emotions. If 
  you choose to utilize this characteristic during roleplaying, it 
  should be used to add diversity to the character and should 
  not be used in a comical or demeaning manner.
  • What They Want. Graw can provide the characters with 
  information on the location of phylactery shards in 
  exchange for safe escort out of the lair.
  • Excitable Ambassador. Graw is young and eager to take on 
  any challenge that can help her prove herself as a worthy 
  member of the Society of Brilliance.
   Graw’s first order of business is confirming that the 
  characters are not working with the Red Wizards. This can 
  be accomplished with suitable roleplaying, or you can call 
  for one of the characters to succeed on a DC 20 Charisma 
  (Persuasion) check. Once the characters confirm their 
  commitment to helping Graw escape the lair safely, she 
  provides the following information:
  • Graw randomly found one phylactery shard while 
  exploring the tunnels, which she freely offers to the 
  characters.
  • She knows that a Red Wizard caster named Imaraska 
  is guarding at least one phylactery shard in a nearby 
  cavern. Imaraska utilizes illusory catfish to patrol 
  the tunnels.
  The Society of Brilliance
  The Society of Brilliance is an organization of highly 
  intelligent monsters that work together to solve problems 
  within the Underdark. Characters might remember that 
  group’s involvement in Out of the Abyss as researchers 
  attempting to solve the suspected demonic incursion. 
  Characters who are on friendly terms with other members of 
  the society have advantage on Charisma (Persuasion) checks 
  to interact with Graw.
   If the characters choose to attempt to recover additional 
  phylactery shards from Imaraska, proceed with “Phylactery 
  Heist,” following. Otherwise, go to “Escape” below.
  
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  Phylactery Heist
  By following Graw’s directions, the characters proceed 
  to a central cavern, where Imaraska has set up a base of 
  operations. When the characters can see into this area, 
  read or paraphrase:
  An olive-skinned elf wearing long, purple robes sits on a 
  floating chair next to a crystal podium at the center of this 
  dimly lit cavern. The air around her is filled with a swirling 
  school of translucent floating catfish—through which 
  you catch a glimpse of two phylactery shards resting atop 
  the podium.
  Area Information
  Imaraska’s cavern has the following features.
  Dimensions and Terrain. The cavern is 40 feet in 
  diameter and 30 feet high.
  Light. Crystals set into the walls fill the area with dim light.
  Creature Information
  Imaraska (a drow matron mother) is meditating when 
  the characters enter this area. If the characters have been 
  previously detected by one of her catfish (see “Infiltration” 
  above) or if she notices them immediately with her passive 
  Wisdom (Perception) score of 21, she telepathically 
  sends one of her catfish down a side tunnel to seek 
  reinforcements. She then turns to address the party, buying 
  time until backup arrives in 1d4 rounds (use one of the 
  Red Wizard patrols from the table above). However, her 
  reinforcements wait until combat breaks out before they 
  enter the cavern, not wanting to interrupt Imaraska if she 
  has some ulterior motive for engaging with the characters.
  Imaraska
  Lawful evil half-drow matron mother
  Imaraska is an accomplished spellcaster and spymaster 
  serving the Red Wizards of Thay. She utilizes her network of 
  illusory catfish to gather invaluable information, which has 
  combined with the ruthless assassinations of her enemies 
  to inspire her meteoric rise within the ranks of the Red 
  Wizards. Her ancestry is drow and Shou human. She has 
  asymmetrically cropped indigo hair and bright maroon eyes, 
  and wears the finest purple robes with silver embroidery. 
  Imaraska has neurological paralysis affecting her legs, and 
  utilizes a magic chair that she can move with the flick of her 
  wrist. The chair hovers an inch above the ground, granting 
  her a flying speed of 40 feet and the ability to hover. The 
  chair’s magic cannot be dispelled.
  • What They Want. Imaraska would prefer to seize any 
  phylactery shards claimed by the characters after watching 
  their painful deaths. But if she feels outnumbered, she 
  is willing to compromise and give the characters her two 
  phylactery shards in exchange for information on Princess 
  Serissa’s goals, weaknesses, and defenses.
  • Inscrutable Illusionist. Imaraska is an accomplished 
  illusionist and spy master who enjoys manipulating and 
  controlling her enemies like pawns on a chess board, to 
  achieve greater power and a cruel satisfaction.
   If characters are not detected when they first reach 
  this area, they can attempt to steal the two phylactery 
  shards without alerting Imaraska. Doing so requires that 
  they distract her or draw her away from the podium, but 
  even then, they must contend with her passive Wisdom 
  (Perception) score of 21 to determine the effect.
   If characters tell Imaraska any information about 
  Princess Serissa’s goals, weaknesses, or defenses, she 
  sends this information to other Red Wizards using her 
  catfish immediately.
   If combat breaks out, Imaraska uses her first action 
  to cast the illusory dragon spell (see the sidebar), which 
  manifests an enormous catfish coalesced from all her 
  illusory catfish. She has death ward and freedom of 
  movement cast on herself before combat begins.
   In the first round of combat, part of the cavern wall 
  tears away, revealing itself as a crystalline steel predator 
  guardian that rushes to Imaraska’s defense.
  Adjusting the Scene
  Consider the following suggestions for adjusting this scene 
  depending on the relative strength of the party.
  Very Weak. Remove the steel predator.
  Weak. Use the stone golem stat block rather than the steel 
  predator for the crystalline guardian.
  Strong. Imaraska has 385 hit points.
  Very Strong. Imaraska has 385 hit points. Her illusory dragon 
  spell does not require concentration, and remains active 
  unless she is rendered unconscious. An additional steel 
  predator appears at the start of round 2.
  
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  Illusory Dragon
  8th-level illusion
  Casting Time: 1 action
  Range: 120 feet
  Components: S
  Duration: Concentration, up to 1 minute
  By gathering threads of shadow material from the Shadowfell, 
  you create a Huge shadowy dragon in an unoccupied space 
  that you can see within range. The illusion lasts for the spell’s 
  duration and occupies its space, as if it were a creature.
   When the illusion appears, any of your enemies that can 
  see it must succeed on a Wisdom saving throw or become 
  frightened of it for 1 minute. If a frightened creature ends its 
  turn in a location where it doesn’t have line of sight to the 
  illusion, it can repeat the saving throw, ending the effect on 
  itself on a success.
   As a bonus action on your turn, you can move the illusion 
  up to 60 feet. At any point during its movement, you 
  can cause it to exhale a blast of energy in a 60-foot cone 
  originating from its space. When you create the dragon, 
  choose a damage type: acid, cold, fire, lightning, necrotic, or 
  poison. Each creature in the cone must make an Intelligence 
  saving throw, taking 7d6 damage of the chosen damage type 
  on a failed save, or half as much damage on a successful one.
   The illusion is tangible because of the shadow stuff used to 
  create it, but attacks miss it automatically, it succeeds on all 
  saving throws, and it is immune to all damage and conditions. 
  A creature that uses an action to examine the dragon can 
  determine that it is an illusion by succeeding on an Intelligence 
  (Investigation) check against your spell save DC. If a creature 
  discerns the illusion for what it is, the creature can see through 
  it and has advantage on saving throws against its breath.
   This spell is found in Xanathar’s Guide to Everything.
  Escape
  If this quest has taken 30 minutes or less to play, the 
  characters should encounter one additional Red Wizard 
  Patrol while leaving the lair (see the Red Wizard Patrols 
  table, above). If the characters end up defeating two or 
  more patrols in combat, they find another phylactery shard 
  on the Red Wizards or their allies.
   When any last patrol is dealt with, work through the 
  characters’ daring escape from the tunnels. Have each 
  character describe how they evaded the Red Wizards’ 
  patrols, then make a DC 10 ability check of their choosing 
  related to their story. If half or more of the characters 
  succeed on this check, they successfully escape. If more 
  than half the characters fail their checks, the party 
  encounters one additional Red Wizard patrol (see the table 
  above) while leaving the lair.
   After the group escapes, Graw thanks them profusely for 
  their help. The goblin offers to advise Princess Serissa on 
  the Underdark tunnels in the area, which proves useful in 
  troop movement and placement.
  Wrap-Up
  The characters can recover up to four phylactery shards 
  in this quest. The Table Captain should report to HQ that 
  your party has completed this specific quest, give your 
  table number, and note how many shards of the phylactery 
  have been recovered. If the characters tell Imaraska any 
  information about Princess Serissa’s goals, weaknesses, 
  or defenses, the Table Captain should provide this detail to 
  HQ as well.
  Quest 1I: Turncoat
  Estimated Duration: 45–60 minutes
  The characters must infiltrate a Thayan research site 
  to find a Red Wizard interested in defecting from that 
  order—giving them a chance to claim some of the shards 
  of Shargrailar’s phylactery that the Thayans have already 
  collected.
   This social interaction quest is appropriate for tier 4 
  characters.
  Plea for Sanctuary
  Princess Serissa has received a message from a Red 
  Wizard named Agromaar, who has asked for sanctuary and 
  offered to reveal information regarding the ritual meant to 
  bring the dracolich Shargrailar back to the world. Serissa 
  is not yet certain whether the offer is a ruse, but her scouts 
  have learned that Agromaar’s location and other details 
  of the message are accurate. She asks the characters to 
  discreetly bring the Red Wizard back, providing them with 
  Thayan uniforms captured from patrols.
  Agromaar
  Lawful evil Thayan human archmage
  Agromaar is a bureaucrat at heart, content to do paperwork 
  and study spells rather than engaging in dangerous field 
  work. His primary contribution to the Red Wizards’ current 
  efforts is reading ritual books for information that can help 
  advance the plans of Szass Tam.
  What They Want. Agromaar wants to break free of the Red 
  Wizards before something dangerous happens to him. He’s 
  nervous that his intentions will be discovered, and employs 
  the mind blank spell and similar magic to keep from being 
  caught.
  Timid and Nosey. Everything Agromaar does is for knowledge. 
  It was this bookish attitude and his knowledge of ancient 
  rituals that brought him to his superiors’ attention.
   With the help of their disguises, the characters can make 
  their way to and inside Shargrailar’s lair without incident. 
  Read or paraphrase the following:
  The meeting point within the old lair that Serissa was 
  given is some sort of research and excavation site—and 
  is alive with activity. You were expecting to meet just one 
  Red Wizard, but where a dozen are hard at work around a 
  number of tents, all in identical robes and similar tattoos, 
  finding your turncoat will take time.
  The uniforms the characters wear mark them as the same 
  rank as most of the Red Wizards at the research site. If 
  the characters use only the uniforms to try to pass, a real 
  Red Wizard must succeed on a DC 15 Wisdom (Insight) 
  check to notice that something about them feels off. If the 
  characters also engage in roleplaying to pass themselves 
  off as Red Wizards, have one character roll a Charisma 
  (Deception) check with advantage, contested by a Wisdom 
  (Insight) check for the Thayans.
  
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  Where’s Agromaar?
  For the characters, finding Agromaar without alerting the 
  Red Wizards around them will be a slow process. Their 
  progress in this section is tracked using information points, 
  which can be gathered by interacting with the Thayans or 
  exploring the area. To successfully locate Agromaar, the 
  characters must collect a number of information points 
  equal to one less than the number of characters in the party.
  Area Information
  This site has the following features.
  Dimensions and Terrain. The research and excavation 
  site is a roughly square cavern 50 feet on a side. The 
  Red Wizards meticulously dig through the rocks and 
  sediment that cover the cavern floor, and tables, tents 
  and supplies are strewn across the site.
  Lighting. Magical light fills the area, but fades to dim light 
  around the edges of the site.
  Smells and Sounds. The sounds of digging are loud, and 
  the Thayans often shout out to be heard over it. The air 
  is heavy with the scent of dust, and carries a hint of ritual 
  components and reagents.
  Red Wizard Paranoia
  All Red Wizards are distrustful of each other as a result of 
  their experiences in the order—some more than others. 
  All the Thayans in this area are under the effect of the mind 
  blank spell.
  Assessing the Red Wizards
  As the characters make their way throughout the site, they 
  notice that the Thayans working here are split into three 
  ranks. They further notice that one tent is a particular 
  focus for activity. Use the following information to guide the 
  characters on their quest for information points.
  Red Wizard Site Supervisor (2 Information Points). The 
  supervisor’s passive Wisdom (Insight) score of 24 means 
  he readily notices any characters or other workers 
  acting suspicious. Even if the characters approach him 
  with effective deception, the supervisor still questions 
  why they’re speaking to him rather than working. If 
  asked where research into the lore of the ritual is being 
  conducted, he points them toward Agromaar’s general 
  location.
  Red Wizard Apprentices and Workers (1 Information 
  Point). Regular workers each have a passive Wisdom 
  (Insight) score of 16. Most are reluctant to talk about 
  any information outside their specific purview, but 
  they discuss the general workings of the site and their 
  coworkers if the characters engage them.
  Minion (1/2 Information Point). Thayan servants doing 
  tedious menial work each have a passive Wisdom 
  (Insight) score of 12. Minions are always worried about 
  being reprimanded—or being disciplined with a transfer 
  to another more dangerous work site. They can pass on 
  the same general information as apprentices or workers, 
  but that information is incomplete.
  Supervisor’s Tent (2 Information Points). Characters can 
  try to break into this central tent in search of information 
  regarding who works on the site, what’s been found 
  here, and so forth. The supervisor’s tent is also where 
  the four phylactery shards already found in this area are 
  being stored, with a note saying that they are ready to be 
  transported when the couriers from the Red Wizards’ 
  fortress arrive.
   When the characters have collected enough information 
  points, Agromaar can be found. However, the wary 
  Red Wizard does not immediately trust the disguised 
  characters, concerned that his plan to defect has been 
  discovered. It takes two successful DC 20 Charisma 
  (Persuasion) checks to earn his trust. A character gains 
  advantage on this check by bringing up Agromaar’s work, 
  talking specifically about Princess Serissa’s willingness to 
  protect him, or sharing that the characters have seen the 
  phylactery shards in the supervisor’s tent.
   If his trust is earned, Agromaar is eager to leave 
  immediately. If characters were caught out by suspicious 
  Red Wizards more than twice, they can recover only three 
  of the four phylactery shards in the tent before being 
  accosted by the supervisor and several minions. The 
  characters can avoid combat, though, as Agromaar is able 
  to cover for their escape.
  Wrap-Up
  The characters can recover up to four phylactery shards 
  in this quest. The Table Captain should report to HQ that 
  your party has completed this specific quest, give your table 
  number, and note how many shards of the phylactery have 
  been recovered.
  
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  Quest 1J: Ritual Disaster
  Estimated Duration: 45–60 minutes
  The ritual to bring back Shargrailar requires a number 
  of complex and valuable components. By undermining 
  the efforts of the high-ranking Red Wizard working to 
  prepare those components, the characters have a chance to 
  sabotage the ritual before it reaches fruition.
   This social interaction quest is appropriate for tier 4 
  characters.
  Minion Infiltration
  Princess Serissa’s scouts have noted the location of a 
  hidden chamber in Shargrailar’s lair, and have spotted many 
  important components and reagents for the ritual being 
  moved into and out of the area. A Red Wizard named Otto 
  Hooferdern is in charge of assembling the ritual components, 
  and the guards at the entrance rotate on a regular schedule. 
  Serissa’s intelligence suggests that infiltrating the site during 
  a guard change should be straightforward, allowing the 
  characters to sabotage the ritual.
   Thayan minions are tasked with moving materials into 
  and out of the ritual laboratory. Serissa’s scouts were able 
  to waylay a group of minions and acquire their clothes 
  and identification papers, giving the characters effective 
  disguises. In this quest, the players get to set up the identity 
  of the minion their characters will be impersonating, 
  leading to some potentially fun roleplaying opportunities. 
  Give the players 5 minutes to decide on their minion’s 
  name and what role they play in assisting Otto Hooferdern, 
  and make a note of that information. The kinds of tasks 
  minions of Thay might perform in relation to the ritual 
  include the following:
  • Tool collector
  • Rock chaser
  • Heat holder
  • Book finder
  • Plant picker
  • Manual laborer
  Otto Hooferdern
  Lawful evil human archmage
  Otto is a master of arcana, and cannot be deterred from 
  creating the best components for Szass Tam’s ritual!
  What They Want. Otto wants only to finish creating the 
  components he prepares for Szass Tam, but he’s very much 
  a manager. He saves all the small details, such as gathering 
  materials and tools, for his minions—after he makes sure 
  they can be trusted.
  Tireless Researcher. Otto is easily frustrated by setbacks, but 
  if his research is a success, he showers praise on those who 
  helped him.
   Once the characters are ready to go, getting inside the 
  ritual laboratory is easily done. Read or paraphrase the 
  following:
  The intelligence gathered by Serissa’s scouts was solid, 
  and you arrived at the entrance to the ritual laboratory 
  during the guard changeover. The forged paperwork 
  you carry lets you slip inside without incident. But upon 
  entering the laboratory, the Red Wizard in charge appears 
  most displeased.
  Many Hands Make Light Work
  As the characters enter the busy ritual laboratory, Otto 
  immediately tells them to stop slacking off and get to work. 
  Even as they acclimate themselves to the busy site, they’ll 
  need to quickly get up to speed on the work being done 
  here.
  Area Information
  The laboratory has the following features.
  Dimensions and Terrain. Otto Hooferdern’s ritual 
  research and development laboratory is 30 feet square 
  and overflowing with reagents, components, books, and 
  lab equipment set on cluttered tables.
  Lighting. The corner closest to Otto’s desk at the far back 
  wall is in bright light provided by a magical torch, while 
  the rest of the area is in dim light.
  Smells and Sounds. Otto hums loudly and constantly, and 
  the sound and scent of potions hissing and bubbling fills 
  the air.
  Red Wizard Paranoia
  All Red Wizards are distrustful of each other as a result of 
  their experiences in the order—some more than others. 
  All the Thayans in this area are under the effect of the mind 
  blank spell.
   While in Otto Hooferdern’s lab, the characters must 
  skillfully earn his trust while also sabotaging the ritual 
  components he is charged with creating. Any character 
  proficient in the Arcana skill or who succeeds on a DC 
  10 Intelligence (Arcana) check makes note of the key 
  ingredients and tools on display in the lab. Key areas to 
  sabotage include the following:
  • Agitated amber in bottles, being formed into potions
  • Mortars and pestles set up to grind gems and 
  other stones
  • A set of crucibles for melting down precious metals
  • Dozens of cat-sized spiders working to scribe elaborate 
  sigils on parchments and tiles
  • Supplies of ground dragon bone
  • Bottled essence of elemental fire and lightning
   Feel free to develop additional materials and equipment 
  of your choosing.
  Impressing the Boss
  The characters can work their way through the 
  components, trying to “help” Otto by gathering the tools 
  and materials he needs. Each character is allowed one 
  attempt to assist the archmage. To be assigned to a task, 
  
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  the character must first convince Otto that they are the 
  right minion for the job, requiring suitable roleplaying and 
  an ability check of the player’s choice. A character who 
  works the minion role they established earlier into pitching 
  themself for the task has advantage on the check.
   Once Otto agrees that a character is the right choice, he 
  sends them to collect a key component for his next phase 
  of development. The character must then make a second 
  ability check of the player’s choice to pick a component 
  that appears similar but is not correct. Any skill or tool 
  proficiency used for the check should be appropriate to the 
  action or item.
   With the DM’s approval, a character can be assisted in 
  either check by one other character, who uses the Help 
  action to grant advantage on the check.
   Checks to convince Otto of a character’s usefulness or that 
  a component is correct both start at DC 18. For every failed 
  check by any character—whether the character is unable to 
  convince Otto that they are the right minion for the job, or 
  can’t pretend that the wrong ingredient, component, or tool 
  is the correct one—the DC increases by 1.
   If a character fails a check, Otto becomes convinced that 
  they are incompetent and does not allow them to assist him 
  again.
   An Example Exchange. Otto might call out for a tool 
  collector, requesting a specific woodworking tool. A 
  character comes forward, engaging the archmage with 
  roleplaying and making a DC 18 Intelligence check using 
  carpenter’s tools or woodcarver’s tools to convince him of 
  the character’s competence. With a successful check, Otto 
  trusts the character.
   The character then needs to find and present a false 
  tool similar to the one asked for, so that work done with 
  the false tool helps to sabotage the preparations for the 
  ritual. This might involve a Charisma (Persuasion) check 
  to convince Otto that the tool handed over is the right one, 
  or a Dexterity (Sleight of Hand) check to swap tools after 
  showing the right one to Otto. With a success on the second 
  ability check representing this subterfuge, Otto uses the 
  false tool, whereupon it becomes the next character’s turn.
  Finishing Touches
  If all the characters successfully sabotage a component 
  or tool without Otto knowing it, the mission is a complete 
  success. Otto thanks the minions for their assistance by 
  ordering them to take charge of four phylactery shards that 
  are to be taken to the Red Wizards’ fortress.
   If the characters are able to sabotage at least one 
  component, the mission is a partial success. Otto sends 
  them on their way with three phylactery shards, keeping 
  one for further testing. Characters unable to sabotage any 
  components earn Otto’s condescension as he orders his 
  “hapless, sabotaging minions” to leave the lab. However, 
  the characters are able to escape without incident.
  Wrap-Up
  The characters can recover up to four phylactery shards 
  in this quest. The Table Captain should report to HQ that 
  your party has completed this specific quest, give your table 
  number, and note how many shards of the phylactery have 
  been recovered.
  Quest 1K: Dig Deep
  Estimated Duration: 45–60 minutes
  The characters must take on the construct defenders of a 
  dig site, then overcome the powerful magic of a secret vault 
  to retrieve some of the shards of Shargrailar’s phylactery.
   This combat quest is appropriate for tier 4 characters.
  Dig Site
  As they infiltrate Shargrailar’s former lair in search of 
  phylactery shards, the characters discover that the Red 
  Wizards have excavated an archeological dig site in a large 
  cavern, and are utilizing a number of constructs to search 
  for buried shards of the dracolich’s phylactery. Read or 
  paraphrase the following to set the scene:
  This dark cavern is cluttered with rubble and debris, some 
  of which ripples and shifts as if something moves beneath 
  it. Four stone constructs move through the room, all with 
  arms outstretched as if reaching for something beyond 
  their grasp.
  Suddenly the cavern floor begins to shake as an 
  enormous metallic worm bursts forth! Its open jaws 
  reveal thousands of grinding sharpened spikes as it surges 
  toward you!
  Area Information
  The cavern has the following features.
  Dimensions and Terrain. This rough stone cavern is 130 
  feet across and 50 feet high. The floor is covered with 
  rubble and debris, making the area difficult terrain.
  Lighting. The cavern is dark.
  Symbol of Fear. A glyph with the spell symbol (fear) has 
  been etched at the height of the ceiling. It triggers when 
  any humanoid creature moves within 30 feet of the 
  center of the cavern.
  Creature Information
  No Red Wizards or other humanoids are in this area, and 
  the constructs here are programmed to deal with intruders.
  The bore worm that bursts up in front of the characters 
  attacks at once, trying to draw melee characters forward 
  and separate them from the back line. Burrowing beneath 
  the floor, two tomb tappers pop up in front of the bore 
  worm, hoping to ambush characters holding back.
   The tomb tappers use their Sense Magic trait to locate 
  characters with interesting magic items, then telepathically 
  inform the four statues of Vergadain as they quickly close 
  in, letting the statues target the characters holding those 
  items with their Magic Theft trait. The vault where the 
  statues send any magic items they steal is beneath this 
  cavern (see below).
   All these constructs fight until destroyed.
  
  Adjusting the Scene
  Consider the following suggestions for adjusting this scene 
  depending on the relative strength of the party.
  • Very Weak. Remove the bore worm.
  • Weak. Remove one tomb tapper and one statue of 
  Vergadain.
  • Strong. Add one tomb tapper.
  • Very Strong. Add one statue of Vergadain.
  Soul Vault
  Tunnels carved by the tomb tappers and the bore worm 
  lead out of the main cavern, creating a disorienting network 
  of passages that runs for miles. A secret chamber set below 
  the main cavern was discovered by these excavations, 
  and has been claimed by the tomb tappers. Five shards of 
  Shargrailar’s phylactery already claimed by the constructs 
  are hidden here, as are any magic items the characters lost 
  during the previous fight.
   A successful DC 20 group Wisdom (Survival) check 
  is needed to navigate the tunnels and locate the hidden 
  chamber without trouble. On a failed group check, each 
  character gains one level of exhaustion from digging 
  through collapsing tunnels. If the characters use magical 
  or creative means to navigate the tunnels, give them 
  advantage on their checks or an automatic success (in the 
  case of the find the path spell and similar effects).
   When the characters arrive at the chamber, read or 
  paraphrase the following:
  A tinkling sound rings out from above, where thousands 
  of glass orbs float beneath the ceiling of this oblong 
  stone chamber.
  Area Information
  The vault has the following features.
  Dimensions and Terrain. This stone chamber is 60 feet 
  long and 20 feet wide, with a 40-foot-high ceiling. The 
  floor is made of roughly worked stone.
  Lighting. A pastel glow from the glass orbs fills the area 
  with dim light.
  Hallucinatory Terrain. A hallucinatory terrain spell has 
  been cast on the 30 feet of the chamber farthest from 
  the entrance, creating the appearance of a seamless 
  stone floor and obscuring a 30-foot-square pit of lava. 
  A character who succeeds on a DC 18 Intelligence 
  (Investigation) check detects the illusion by noticing a 
  shimmering in the area caused by the heat.
  Lava. Any creature that enters the area of the lava for 
  the first time on a turn or starts its turn there takes 39 
  (6d12) fire damage. The lava is difficult terrain.
  Glass Orbs. Each glass orb contains a soul trapped using 
  the magic jar spell, placed here by Shargrailar’s long-
  dead servants. With a successful DC 18 Intelligence 
  (Arcana or Religion) check, a character understands 
  the function of the orbs. If an orb is destroyed, the soul 
  it holds is freed. Each orb has AC 12, 25 hit points, and 
  resistance to poison and psychic damage.
  
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  Phylactery Shards. Five phylactery shards are hidden 
  among the glass orbs. A successful DC 20 Wisdom 
  (Perception) check allows a character to spot one shard. 
  As soon as a shard is tugged at, the magic holding it 
  in the air fails and it can be claimed. If any area effect 
  is used to destroy the glass orbs and all the phylactery 
  shards in this area have not been recovered, roll a die. 
  On an even number, one of the phylactery shards is 
  destroyed.
  Deadly Gauntlet
  Ancient magic in this area makes this chamber a perfect 
  place to store valuables—and a deadly challenge for the 
  characters. When any creature that is not undead or a 
  construct starts its turn in the area, it is targeted by a soul 
  trapped within one of the glass orbs. The creature must 
  succeed on a DC 17 Charisma saving throw or have its soul 
  swapped with a malevolent soul in the glass orb. While 
  occupying the creature’s body, the soul has the body take 
  the Dash action to move toward, then into the lava pit. At 
  the end of the creature’s turn, the two souls are swapped 
  again, and the creature is once more in control of its body.
   Characters who are already in the lava are not targeted 
  by the glass orbs.
   An iron golem lurks in the lava pit. When any creature 
  enters the pit, the golem tries to grapple and drown that 
  creature by forcing it below the surface. While beneath 
  the surface, a character makes Constitution saving throws 
  against the lava’s heat with disadvantage.
  Wrap-Up
  The characters can recover up to five phylactery shards 
  in this quest. The Table Captain should report to HQ that 
  your party has completed this specific quest, give your table 
  number, and note how many shards of the phylactery have 
  been recovered.
  Quest 1L: Ambush!
  Estimated Duration: 45–60 minutes
  Even long after the events of Storm King’s Thunder, the 
  leaders of the fire giants and cloud giants remain bitter 
  regarding their thwarted ambition. Seeing an opportunity, 
  the Red Wizards of Thay informed the leaders of those 
  giant factions of their plans to corrupt Princess Serissa’s 
  entourage in the heat of battle—allowing a fire giant 
  and cloud giant strike team to finish off the troublesome 
  adventurers who will come to Serissa’s aid.
   This is a locked quest, and cannot be run until the event 
  administrators announce that it has been unlocked. When 
  the quest is unlocked, the Commander will make the 
  following announcement:
  The sky above you roils with a sudden influx of storm 
  clouds as a chill wind blows through the mountains. In 
  the distance, you see a distress signal from the storm 
  giants—a great column of smoke rising into the sky.
  We need tier 4 volunteers! Which groups will set aside 
  their current quest to aid Princess Serissa?
  The Commander will wait for responses, then continue:
  Go now! The giants are running out of time. DMs: Quest 
  1L is unlocked!
  This combat quest is appropriate for tier 4 characters.
  Ambush from Afar
  As the characters make their way to Princess Serissa’s 
  command post, the rebellious giants make their first strike. 
  A meteor swarm spell (DC 17) is cast against them from 
  near the edge of its 1-mile range. Any character with a 
  passive Wisdom (Perception) score of 23 or higher spots 
  the glint of a spyglass in the distance, giving each character 
  advantage on their saving throw against the spell.
  As you race toward the command post and Princess 
  Serissa, the sky grows suddenly dark. From the distance, 
  four blazing orbs of fire hurtle toward you. Prepare 
  for impact!
  The giant strike team teleports in just after the meteor 
  swarm hits.
  Area Information
  The battlefield has the following features.
  Dimensions and Terrain. The giants have spotted the 
  party with long-range spyglasses, and choose the ideal 
  spot for their assault. This will be an open field with little 
  to no cover, perfect for their initial bombardment.
  Unnatural Weather. An hour before the strike team’s 
  ambush attack, their cloud giant smiling one leader cast 
  control weather to help them control the battlefield. 
  Any character who asks about the stormy weather in 
  response to your description of it intuits that magic 
  is responsible. Characters who have the ability to 
  counteract the spell (most easily by casting control 
  weather themselves) can quell the storm.
  Lighting. The area is filled with bright light on a sunny or 
  partially cloudy day, or dim light if the giants are allowed 
  to use control weather to create a storm.
  Senses. The smell of ozone hangs in the air if a storm 
  is brewing, or can be sensed fading if the storm is 
  countered.
  Wind. If the storm is allowed to rise, a strong wind 
  imposes disadvantage on ranged weapon attacks for 
  any weapon smaller than a boulder, and on Wisdom 
  (Perception) checks that rely on hearing.
  Creature Information
  A cloud giant smiling one leads the strike team, already 
  under the effect of foresight and fly. (This and the spells 
  below have been cast by Red Wizards charged with aiding 
  the giants.) Flanking the cloud giant are two fire giant 
  dreadnoughts, each under the effect of true seeing, fly, and 
  haste. A storm giant quintessent under the effect of mind 
  blank floats over their heads.
  
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   One of the Red Wizards (use the archmage stat block) 
  who cast the spells for the giants remains with them, 
  watching from 800 feet away. The arcanist is content to 
  watch the fight and maintain concentration on the fly spell 
  they cast on the giants, but uses teleport to move in and 
  attack if the giants are in trouble.
   The cloud giant starts combat with a shouted threat: 
  “Your good will stops here, small folk!” Then all the giants 
  attack.
  Adjusting the Scene
  Consider the following suggestions for adjusting this scene 
  depending on the relative strength of the party.
  • Very Weak or Weak. No changes. This is meant to be a 
  difficult fight.
  • Strong. Each giant has an additional 30 hit points. At the 
  end of round 2, an iron golem is teleported into the battle.
  • Very Strong. Each giant has an additional 40 hit points. 
  At the end of round 2, an iron golem and a fire giant are 
  teleported into the battle.
  Playing the Pillars
  You can make use of the following suggestions when 
  running this quest.
  Combat. The giants move to take down the most 
  vulnerable characters first, wanting to make an example 
  of them. They fight efficiently, avoiding grandstanding 
  and allowing no option for failure.
  Exploration. The characters can find the Red Wizard 
  archmage spotter 800 feet away on a hill. Killing the 
  Red Wizard ends the fly spell affecting all the giants.
  Social. As the characters fight the giants, they can try to 
  convince them that their attack is futile in the face of 
  Serissa having continually proved her right to rule. With 
  effective roleplaying and a successful DC 25 Charisma 
  (Persuasion) check, the storm giant quintessent sees the 
  truth and flees the fight.
  Aftermath
  If the characters are successful in overpowering or killing 
  the giants, they discover that the cloud giant carries four 
  shards from Shargrailar’s phylactery.
  Wrap-Up
  The characters can recover up to four phylactery shards 
  in this quest. The Table Captain should report to HQ that 
  your party has completed this specific quest, give your table 
  number, and note how many shards of the phylactery have 
  been recovered.
  
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  Estimated Duration: 1 hour and 15 minutes 
  (approximately one to two quests)
  In this portion of the adventure, tier 3 characters assault 
  the fortress the Red Wizards have newly raised on the 
  slopes of the Thunder Peaks, sabotaging its defenses. At 
  the same time, tier 4 characters push through the fortress 
  to try to hinder and shut down the Red Wizards’ ritual 
  before it can be completed.
   Part 2 of the adventure is divided into three encounters 
  for each tier of play. Encounters 2A through 2C are 
  available for tier 3 tables, while encounters 2D through 2F 
  are available for tier 4 tables. These encounters don’t focus 
  on a specific pillar of play, but all involve combat.
   Provide the players with the handouts of appendix 6 (for 
  tier 3 characters) or appendix 7 (for tier 4 characters) and 
  allow them to select which encounters they would like 
  to play. When a number of groups successfully complete 
  specific missions, the Commander will announce the effect 
  produced on the overall fight, either granting a boon or 
  disabling a battlefield effect (see “Battlefield Effects” below).
  Story Objective
  Capturing the Wyrmskull Throne, defeating Iymrith, and 
  preventing Shargrailar from being bound to Thay is Story 
  Objective B.
  Mission Briefing
  At the start of part 2, the Commander will read the mission 
  briefing aloud (reproduced here for your reference):
  Adventurers, the time has come! You have assembled 
  [#] of the bones of the first dracolich, Shargrailar, and 
  collected [#] shards of his phylactery. The Red Wizards 
  have now retreated to their fortress with what bones and 
  shards they could recover.
  Even with their plans disrupted by your efforts, 
  the Thayans plan to attempt their dark ritual to raise 
  Shargrailar as a dracolich once more, and bind him to 
  their will. With what they have collected, the first dracolich 
  will not be as powerful as he once was, but Shargrailar 
  will be a devastating weapon for Thay nonetheless. You 
  must assault the Red Wizards’ fortress and stop the ritual 
  at all costs. This will be no easy feat, for the Thayans 
  have prepared for this moment. Their defenses must be 
  disabled and the Wyrmskull Throne recovered, if you are to 
  have any chance of success. Go now!
  Use the following information to brief your players on their 
  mission:
  • The Red Wizards have gathered a number of 
  Shargrailar’s bones and phylactery shards, and are 
  now performing the ritual to remake the dracolich deep 
  within their fortress. The ritual is intended to remake 
  Shargrailar as a dracolich under the control of Thay—a 
  process that must be stopped at all costs.
  • Princess Serissa reminds the characters that her 
  father, King Hekaton, remains a tool of Szass Tam as 
  an undead death knight. In the hope of resurrecting the 
  king or redeeming his soul, it is imperative that Hekaton 
  is captured but not killed.
  • Tier 3 characters are to assault the fortress, first 
  breaching its walls, then disabling its potent 
  magical defenses.
  • Tier 4 characters are to enter the Red Wizards’ fortress 
  and attempt to disrupt the ritual, with a focus on finding 
  and claiming the Wyrmskull Throne.
  Wandering Villains
  The Commander will announce the arrival of wandering 
  NPC villains during part 2 of the event—the blue dragon 
  dracolich Iymrith and the death knight Hekaton. If either 
  of these villains arrives at your table, pause the current 
  encounter and allow the villain encounter to take place. 
  Combat occurs outside any current initiative order. Any 
  monsters present when the villain arrives do not participate 
  in the battle. The volunteer running the villain will control 
  and direct this encounter. Once they leave the table, you 
  can resume play where you left off.
  Battlefield Effects
  The following effects might come into play in this section. 
  The Commander will announce when these effects begin 
  and end.
  Etherealness
  A potent etherealness effect covers the Red Wizards’ 
  fortress, and is in effect for all characters at the beginning 
  of part 2 of the adventure. This effect can be disabled by 
  tier 3 characters in “Encounter 2B: Fugue Machine.” While 
  etherealness is in effect, at the beginning of each turn, a 
  character must roll a die. The Red Wizards and their allies 
  are each able to control the magic of the etherealness 
  effect, using a bonus action to shift between the Ethereal 
  Plane and the Material Plane at will.
  d20
  Effect
  1-7
  Shifted to (or remain on) the Ethereal Plane
  8-14
  Shifted to (or remain on) the Material Plane
  15-20
  Character chooses whether to shift or stay on their 
  current plane.
  Part 2: Assaulting the Fortress
  Part 2: Assaulting the Fortress
  
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   This effect is not a spell, but it does not function in an 
  antimagic field, which traps creatures on their current 
  plane. If a character would appear in an occupied space 
  when they shift from one plane to another, they appear in 
  the nearest unoccupied space instead. Consider placing a 
  visible marker on each character or enemy while they are 
  in the Ethereal Plane. When this effect ends, all characters 
  return to the Material Plane.
  Undead Reinforcements
  Undead reinforcements swarm out from the Red Wizards’ 
  fortress, and are in effect for all characters at the beginning 
  of part 2. The reinforcements can be shut down by tier 3 
  characters during “Encounter 2C: What Goes Down Must 
  Come Up.” While the reinforcements are in effect, zombies 
  and skeletons swarm the area. At initiative count 0 each 
  round, each character on the ground in the Material Plane 
  takes 3 bludgeoning damage (tier 3) or 5 bludgeoning 
  damage (tier 4) from constant undead attacks.
  Encounter 2A: 
  Destructive Diversion
  Estimated Duration: 30 minutes
  The characters must help their giant allies break down 
  the walls of the Red Wizards’ fortress by identifying weak 
  spots, dispelling the magic that protects them, and calling 
  in artillery to smash through.
   This encounter is appropriate for tier 3 characters.
  Destroy the Wall
  Princess Serissa’s lieutenants give the characters three 
  alchemical smoking flasks to aid them in their assault of 
  the fortress (see the sidebar). The characters are directed 
  toward the outer walls and instructed to use the flasks 
  to signal the giants when they find a weakness. The 
  characters need to disarm any magical wards in the wall 
  before it can be physically harmed, after which the giants 
  and their boulder artillery can take it down.
  The battle rages around you as you approach your target: 
  the south wall of the newly raised Thayan fortress. Fiery 
  explosions and the pulse of lightning flash from the towers 
  that protect either end of the wall.
  Smoking Flask
  Colored alchemical smoke leaks from this tiny, cork-stopped 
  glass bottle. As a bonus action, a character can uncork the 
  bottle to release highly visible colored smoke that lightly 
  obscures the area in a 5-foot-diameter, 100-foot-tall cylinder. If 
  not used within 24 hours, a smoking flask becomes inert.
  Area Information
  The fortress wall has the following features.
  Dimensions and Terrain. The wall is 100 feet long and 40 
  feet high, and flanked by two 50-foot-tall, 15-foot-radius 
  towers.
  Lighting. Storm clouds block out the sun, filling this area 
  with dim light.
  Creature Information
  Two evokers are positioned behind the towers’ parapets, 
  which grant them three-quarters cover. Two Thayan 
  blackguards are on the ground. The evokers use spell 
  scrolls of see invisibility just before the characters arrive, 
  while the blackguards consume potions of flying.
   When part of the wall collapses (see below), six greater 
  zombies charge out from inside the fortress. The zombies 
  work in groups of two or three to grapple characters 
  whenever possible, making it easier for the evokers and 
  blackguards to target the characters.
  Battlefield Fire
  On initiative count 10, Red Wizard apprentices hiding 
  along the wall unleash a magic missile barrage against the 
  characters, each of whom takes 3 (1d4 + 1) force damage 
  unless protected by a shield spell or similar magic. The 
  apprentices take immediate cover after firing, and cannot 
  be targeted by the characters.
  Weaknesses in the Wall
  The wall is enchanted with wards protecting it from 
  magical and mundane damage. But with careful effort 
  and planning, the characters can discover the wall’s 
  weaknesses. Three spots potentially weak enough to be 
  broken through with siege weapons can be found in the 
  wall, each 5 feet above the ground, and at points 30, 65, 
  and 80 feet from the east tower, respectively.
   With a successful DC 17 Wisdom (Perception) check 
  made as an action, a character can locate one of these weak 
  spots. Any character proficient with mason’s tools makes 
  the check with advantage. A successful DC 17 Intelligence 
  (Arcana) check made as an action within 60 feet of the 
  wall reveals that all the weak spots are immune to damage 
  unless the wards over each spot are separately dispelled 
  with a dispel magic spell (DC 17), or if a combined seven 
  levels of spell slots are channeled into the wall to overload 
  the wards over the weak spot. Spell slots can be channeled 
  in this way as an action by any character within 20 feet of 
  the weak spot. A character proficient with thieves’ tools can 
  also disable one ward with a successful DC 22 Dexterity 
  check using thieves’ tools. If the character is proficient in 
  the Arcana skill, they have advantage on the check.
   Once a weak spot is no longer immune to all damage, it 
  has AC 20, 100 hit points, a damage threshold of 30, and 
  immunity to psychic and poison damage. When a weak 
  spot is reduced to 0 hit points, a 10-foot-radius hole opens 
  up in the wall. If all three weak spots are reduced to 0 hit 
  points, the entire wall collapses.
  Smashing Through
  At the start of the round after a smoking flask is uncorked, 
  a boulder is hurled at the space where the flask is located. 
  Each creature within 20 feet of that point must make a DC 
  17 Dexterity saving throw, taking 70 (20d6) bludgeoning 
  damage on a failed save, or half as much damage on a 
  successful one. Objects and structures within 20 feet of 
  where the boulder hits (which hopefully includes the wall) 
  take double damage from this attack. One boulder can be 
  launched for each smoking flask used in this way. A flask is 
  destroyed by the impact of the boulder.
   Characters can also attempt to breach the weak spots 
  with their own attacks.
  
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  DDAL-DRWEP02 Wings of Death
  Wrap-Up
  The Table Captain should report to HQ that your party has 
  completed this specific encounter, give your table number, 
  and note whether the characters succeeded at collapsing 
  the entire wall.
  Encounter 2B: Fugue 
  Machine
  Estimated Duration: 30 minutes
  The characters go to the highest tower of the Thayan 
  stronghold to disable the powerful Fugue Machine, 
  allowing them to end the etherealness effect on the 
  battlefield.
   This encounter is appropriate for tier 3 characters.
  Disabling the Fugue Machine
  Princess Serissa’s forces have learned that the mysterious 
  etherealness effect plaguing the battlefield is being 
  generated by an artifact inside the Red Wizards’ fortress. 
  Using the intelligence and magical assistance of the giants, 
  the characters travel to the fortress’s highest tower, intent 
  on destroying this Fugue Machine.
   When the characters arrive within the tower, read or 
  paraphrase:
  A ten-foot-wide crystal shell is surrounded by spinning 
  adamantine rings and mounted in the center of an 
  enormous glass-domed chamber at the apex of the 
  fortress’s highest tower. Ghostly light is emitted by 
  swirling forms seemingly trapped within the sphere, 
  even as two hulking stone golems on guard here turn 
  toward you.
  Area Information
  This tower chamber has the following features.
  Dimensions and Terrain. A 50-foot-radius glass dome 
  caps the fortress’s highest stone tower, which is 80 feet 
  high. The Fugue Machine is mounted at the center of the 
  room, guarded by its lich creator and their servants (see 
  below).
  Lighting. The room is dimly lit by the pulsating ghostly 
  forms trapped within the Fugue Machine.
  Creature Information
  The creator of the Fugue Machine oversees its operation 
  here—a lich wearing bracers of defense that take the form 
  of red satin evening gloves. An ultroloth and two stone 
  golems serve the lich, but only the stone golems are visible 
  when the characters arrive here (the lich and the ultroloth 
  having consumed potions of invisibility beforehand to hide 
  behind the Fugue Machine.)
   While the Fugue Machine is active, its guardians make 
  use of its power to shift in and out of the Ethereal Plane as 
  a bonus action, allowing them to move without provoking 
  opportunity attacks. The invisible ultroloth leads off with 
  the fire storm spell, intentionally including one or both iron 
  golems in the area to activate their Fire Absorption trait.  
  On its first turn, the lich casts power word stun on 
  whichever character looks most like the party’s healer. If 
  that character remains stunned on the lich’s next turn, it 
  uses disintegrate on them.
   If the lich and the ultroloth are both killed, the golems 
  deactivate and become motionless.
  The Fugue Machine
  The Fugue Machine is a magical-mechanical artifact 
  developed by the Red Wizards, consisting of a 10-foot-
  diameter crystal sphere reinforced with bands of 
  adamantine, and surrounded by adamantine rings that spin 
  continuously. The shell encapsulates a portal to the Fugue 
  Plane that is tenuously held open by the engine’s magic. 
  The swirling forms seen within the device are creatures 
  continuously drawn from the Fugue Plane, which are 
  consumed by the machine to power the etherealness effect 
  it generates (see “Battlefield Effects” above).
   The Fugue Machine has AC 20; hit points equal to 
  the number of characters in the party × 100; immunity 
  to bludgeoning, piercing, and slashing damage from 
  nonmagical attacks; and immunity to spell damage 
  originating on the Material Plane. The artifact can be 
  disabled by reducing it to 0 hit points, and can be damaged 
  in the following ways:
  • Attacks from magic weapons and from spells originating 
  on the Ethereal Plane are fully effective against the 
  machine. This can be deduced with a successful DC 15 
  Intelligence (Arcana) check.
  
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  DDAL-DRWEP02 Wings of Death
  • A creature can use an action to channel a spell slot into 
  the Fugue Machine, which deals damage to the machine 
  equal to the spell’s level × 20. The first character to 
  target the machine with a damaging spell realizes this 
  automatically, or a character can deduce this weakness 
  with a successful DC 15 Intelligence (Arcana) check.
   On initiative count 20, if the Fugue Machine has taken 
  damage since the previous initiative count 20, it crackles 
  with ghostly light and discharges an effect on the Material 
  Plane. Roll on the Fugue Machine Effects table below to 
  determine the effect. The guardians of the Fugue Machine 
  are immune to these effects.
  Fugue Machine Effects
  d10
  Effect (Material Plane Only)
  1
  Each creature within 30 feet of the machine must 
  succeed on a DC 17 Constitution saving throw or be 
  turned to glass and petrified until the next initiative 
  count 20.
  2
  Each creature within 30 feet of the machine gains 
  vulnerability to bludgeoning, piercing, and slashing 
  damage until the next initiative count 20.
  3
  The machine emits a wave of necrotic energy. Each 
  creature within 30 feet of the machine must make a DC 
  17 Constitution saving throw, taking 14 (4d6) necrotic 
  damage on a failed save, or half as much damage on a 
  successful one. The machine regains a number of hit 
  points equal to the damage taken by all creatures.
  4
  Clear white lightning crackles from the machine. Each 
  creature within 30 feet of the machine must make a 
  DC 17 Dexterity saving throw, taking 14 (4d6) lightning 
  damage on a failed save, or half as much damage on a 
  successful one.
  5
  The machine emits a wave of purple energy, creating an 
  antimagic zone within 40 feet of it that lasts until the 
  next initiative count 20. Spell slots cannot be channeled 
  into the machine by a character in this zone.
  6
  The machine emits a wave of pale white light. Each 
  creature in this area must succeed on a DC 17 Wisdom 
  saving throw or be shifted to the Ethereal Plane.
  7
  Chilling blue light pulses out from the machine. Each 
  creature within 30 feet of the machine must make a 
  DC 17 Dexterity saving throw, taking 14 (4d6) cold 
  damage on a failed save, or half as much damage on a 
  successful one.
  8
  Fiery white light crackles from the machine. Each 
  creature within 30 feet of the machine must make 
  a DC 17 Dexterity saving throw, taking 14 (4d6) fire 
  damage on a failed save, or half as much damage on a 
  successful one.
  9
  A pale green light spreads in a 30-foot radius around 
  the machine. Each creature that enters this area for 
  the first time on a turn or starts its turn there must 
  make a DC 17 Constitution saving throw, taking 14 
  (4d6) poison damage on a failed save, or half as much 
  damage on a successful one.
  10
  The machine emits a pulse of unstable magical 
  energy. Each creature within 10 feet of the machine 
  must succeed on a DC 17 Intelligence saving throw or 
  become invisible until they attack or cast a spell.
  Machine Insight
  If the characters are having trouble figuring out how to 
  deal with the Fugue Machine, you can use the following 
  information to guide them:
  • Be sure the characters quickly figure out how to make 
  effective attacks against the Fugue Machine. If no character 
  thinks to assess the machine with Intelligence (Arcana) 
  checks (or if those checks all fail), you can automatically 
  reveal the machine’s strengths and weaknesses to any 
  character with proficiency in the Arcana skill after a few 
  rounds of combat.
  • Many of the Fugue Machine’s effects have a 30-foot radius, 
  allowing characters who keep their distance from the 
  machine to avoid those effects. Point this out to characters 
  if it doesn’t quickly become clear.
  • Creatures on the Ethereal Plane are immune to the Fugue 
  Machine’s effects, though the machine’s guardians can shift 
  to the Ethereal Plane to target characters who attack the 
  machine from there.
  Adjusting the Scene
  Consider the following suggestions for adjusting this scene 
  depending on the relative strength of the party.
  • Very Weak. Remove the ultroloth. When characters channel 
  spell slots into the Fugue Machine, it takes damage equal to 
  the spell’s level × 25.
  • Weak. Remove the ultroloth.
  • Strong. Replace one stone golem with an iron golem.
  • Very Strong. Replace two stone golems with two iron golems.
  Treasure
  In the aftermath of the fight, the characters can claim the 
  lich’s bracers of defense.
  Wrap-Up
  The Table Captain should report to HQ that your party has 
  completed this specific encounter, give your table number, 
  and note whether the characters succeeded at disabling the 
  Fugue Machine.
  Encounter 2C: What Goes 
  Down Must Come Up
  Estimated Duration: 30 minutes
  The characters must destroy a necrotic wellspring that 
  provides the Red Wizards with their undead troops—but 
  those troops and their masters are spoiling for a fight.
   This encounter is appropriate for tier 3 characters.
  Wellspring Battle
  The scouts of the storm giants have determined that the 
  undead hordes defending the Red Wizards’ fortress are 
  all originating in the same area. Storm giant magic sends 
  the characters there to deal with the threat. Read or 
  paraphrase the following to set the scene:
  This semicircular chamber reeks of death and decay. 
  Corpses litter the floor, surrounding a circular well-
  constructed of bones and spewing forth a gray mist. Four 
  Red Wizards stand guard around the well, as two hulking 
  constructs hurl corpses into it.
  
  Area Information
  This foul chamber has the following features.
  Dimensions and Terrain. This semicircular chamber is 50 
  feet across the middle and 100 feet from top to bottom.
  Necromantic Wellspring. The 15-foot-wide wellspring is 
  made of thousands of interlocking bones and opens up at 
  the center of the room. The well is surrounded by piles of 
  corpses in a 10-foot radius, which are difficult terrain.
  Lighting. A dozen stones lit by continual flame are set into 
  the ceiling, filling the area with bright light.
  Protective Mist. A gray mist spreads 30 feet around 
  the well. Any Red Wizard in the mist has immunity to 
  necrotic damage and has advantage on saving throws 
  against spells and other magical effects.
  Necromantic Wellspring
  The Red Wizards created this necromantic wellspring to 
  spawn undead servants. Whenever the corpse of a creature 
  is thrown into the well, that creature rises from the well on 
  initiative count 10 of the following round. It uses its original 
  statistics, but its creature type is undead, it has immunity to 
  necrotic damage, and it is under the control of the nearest 
  Red Wizard.
   Whenever a corpse is thrown into the well during this 
  encounter, roll on the following table to determine what 
  type of creature is thrown in, emerging as an undead on 
  initiative count 10 of the following round.
  d6
  Creature
  1
  Martial arts adept
  2
  Champion
  3
  Evoker
  4
  Assassin
  5
  Blackguard
  6
  Archmage
  Creature Information
  Four Red Wizard necromancers and two cadaver 
  collectors protect the necromantic wellspring. As the 
  characters arrived, they saw the cadaver collectors toss the 
  corpses of two champions into the well, which climb out 
  and join combat in round 2.
   During the fight, the Red Wizard necromancers cast 
  Bigby’s hand, then use the spell and a bonus action 
  each round to toss more corpses into the necromantic 
  wellspring. The necromancers cast circle of death without 
  worrying about its effect on themselves or any other Red 
  Wizards in the protective gray mist.
   The cadaver collectors use their Paralyzing Breath as 
  often as possible, then target paralyzed characters with slam 
  attacks. If prevented from attacking, the cadaver collectors 
  throw more corpses into the necromantic wellspring.
  Adjusting the Scene
  Consider the following suggestions for adjusting this scene 
  depending on the relative strength of the party.
  • Very Weak. Remove one cadaver collector and one 
  necromancer.
  • Weak. Remove one cadaver collector.
  • Strong. Replace one necromancer with an archmage.
  • Very Strong. Replace two necromancers with two archmages.
  Destroying the Wellspring
  When the threats here have been neutralized, the 
  characters can disable the necrotic wellspring by first 
  smashing it apart, either with a successful DC 20 Strength 
  (Athletics) check or by attacking it (the well has AC 16, 100 
  hit points, and immunity to necrotic, poison, and psychic 
  damage). Its magic can then be unraveled with a dispel 
  magic spell (DC 17).
  Treasure
  When the fight is done, the characters find a spellguard 
  shield on the back of one of the champion corpses that 
  crawled out of the well at the start of combat.
  Wrap-Up
  The Table Captain should report to HQ that your party has 
  completed this specific encounter, give your table number, 
  and note whether the characters succeeded at disabling the 
  necrotic wellspring.
  
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  DDAL-DRWEP02 Wings of Death
  Encounter 2D:  
  Claiming the Throne
  Estimated Duration: 30 minutes
  At long last, Princess Serissa’s agents have discovered the 
  location of the Wyrmskull Throne! The characters must 
  now recover the artifact before the Red Wizards finish 
  preparing it for their dread ritual.
   This encounter is appropriate for tier 4 characters.
  Breaking and Entering
  The magic of the storm giants brings the characters to 
  the site where the Wyrmskull Throne is held. Read or 
  paraphrase the following to set the scene:
  You stand within sight of the entrance to one of the ritual’s 
  focal points. Potent levels of magical energy rise from 
  ahead—where the Wyrmskull Throne floats at the center of 
  the ritual chamber.
  Area Information
  The throne chamber has the following features.
  Dimensions and Terrain. This circular chamber is 60 
  feet in diameter, with walls that are silvered to a mirror 
  finish. The air around the Wyrmskull Throne is crackling 
  with lightning, which discharges out a 1-foot-wide 
  opening acting as a conduit for magical energy. There 
  is no gravity in this room. Any creature without a flying 
  speed treats the floor as difficult terrain.
  Lighting. Dim light fills the area, punctuated by irregular 
  arcs of bright lightning.
  Smell and Sound. The room smells of ozone, and the 
  sound of electrical humming and the intermittent crack 
  of thunder fill the air.
  Deadly Compulsion
  The Wyrmskull Throne presently emits an invisible 
  magical aura that fills the room and clouds the minds of 
  creatures here. When a creature that is not an ally of the 
  Red Wizards first enters the room, they must succeed on 
  a DC 20 Wisdom saving throw or be compelled to move 
  toward, then sit on the throne, taking no other actions. The 
  throne can hold three Medium creatures.
   A creature that ends its turn sitting on the Wyrmskull 
  Throne must succeed on a DC 20 Constitution saving 
  throw or take 26 (4d12) necrotic damage and gain one level 
  of exhaustion, as its life energy is sucked into the throne. 
  Each time a creature takes this damage, or if it ends its 
  turn 60 feet or more away from the throne and can’t see it, 
  the creature can attempt a DC 20 Wisdom saving throw to 
  end the effect. A creature that succeeds on either saving 
  throw is immune to this effect of the throne for 1 minute.
  Creature Information
  When the characters first enter this area, a number of 
  tier 3 wraiths equal to half the number of characters 
  (minimum two) emerge from the polished walls. The 
  wraiths attack any creature in the area not sitting on the 
  Wyrmskull Throne.
  The Wyrmskull Throne
  The Wyrmskull Throne floats at the center of the room, 
  tethered by four near-invisible, magically enhanced silk 
  threads. While the threads are intact, the throne can’t 
  be moved by any means, and characters who can’t see 
  the threads will have no idea what force or magic holds 
  the throne in place. A character with a passive Wisdom 
  (Perception) score of 21 or higher notices the threads, as 
  does a character who uses an action to search the area and 
  succeeds on a DC 21 Wisdom (Perception) check or a DC 
  18 Intelligence (Investigation) check. If no one notices the 
  threads initially, the first character to move during round 3 
  bumps into a thread and becomes aware of it.
   Each thread has AC 18, 10 hit points, a damage threshold 
  of 10, and resistance to all damage. Attacks against the 
  threads are made with disadvantage. Once all four threads 
  are destroyed, the Wyrmskull Throne can be removed from 
  the room.
  Adjusting the Scene
  Consider the following suggestions for adjusting this scene 
  depending on the relative strength of the party.
  • Very Weak. The DCs for saving throws against the throne’s 
  compulsion effect and for ability checks to find the threads 
  decrease by 2.
  • Weak. The DCs for saving throws against the throne’s 
  compulsion effect and for ability checks to find the threads 
  decrease by 1.
  • Strong. Add one more wraith.
  • Very Strong. Add two more wraiths.
  Treasure
  While leaving this area with the Wyrmskull Throne, the 
  characters find a spellguard shield abandoned in an 
  antechamber.
  Wrap-Up
  The Table Captain should report to HQ that your party has 
  completed this specific encounter, give your table number, 
  and note whether the characters succeeded at capturing 
  the Wyrmskull Throne.
  Encounter 2E:  
  Pardon the Interruption
  Estimated Duration: 30 minutes
  A pair of powerful archmages are focusing the magic of the 
  Red Wizards’ ritual. To help hinder the rise of Shargrailar, 
  these casters and their volatile ceremony must be stopped.
   This encounter is appropriate for tier 4 characters.
  Knock, Knock
  Princess Serissa’s agents have determined a key location 
  of the Red Wizards’ ongoing ritual, and the characters 
  are sent in to break things up. Read or paraphrase the 
  following:
  
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  DDAL-DRWEP02 Wings of Death
  The stone chamber before you has five burning runes 
  etched into the floor. The magic the runes channel is 
  being controlled by two distracted Red Wizards, but the 
  Thayans’ iron golem guards are more attentive as they turn 
  toward you.
  Area Information
  The ritual chamber has the following features.
  Dimensions and Terrain. This chamber is 50 feet square 
  with a 15-foot-high ceiling, made of worn stone and 
  enhanced with magic. The door stands in the west wall.
  Magical Runes. Burning ritual components fill the five 
  magical runes etched into the floor.
  Lighting. Torches along the walls provide bright light, 
  augmented by a red glow pulsing intermittently from the 
  magical runes.
  Ritual Components
  The ritual components set within the runes are volatile. 
  Applying any more force than a footstep to any part of a 
  rune starts a chain reaction in a 10-foot radius around 
  the point of impact. Each creature within this radius must 
  make a DC 15 Dexterity saving throw, taking 21 (6d6) fire 
  damage and 21 (6d6) necrotic damage on a failed save, or 
  half as much damage on a successful one.
   Stopping the ritual requires that the characters disrupt 
  the process by which the components are being consumed. 
  The burning components can be smothered with water, 
  blown out with wind, or gently scooped from the runes, 
  with any of those actions requiring a successful DC 18 
  Dexterity check. A failed check results in an explosion as 
  noted above.
   If the ritual is disrupted three times, its overall magic 
  starts to come undone. This has the effect of negating 
  both benefits the Red Wizards in this area gain from their 
  protective circles (see below).
   If the Red Wizards are left behind, they will be able to 
  reactivate the ritual in time. To permanently disable the 
  ritual, the characters must disrupt the components three 
  times and permanently incapacitate the Red Wizards here.
  Creature Information
  Two Red Wizard archmages watch over the ritual 
  components from within protective circles, while two 
  iron golems guard the chamber. The archmages need 
  only watch the ritual from this point on, letting them do 
  everything they can to take down the adventurers. The iron 
  golems attack until they are destroyed. If the archmages 
  are killed, the golems continue fighting as long as the 
  characters remain in this area.
   If your table needs an additional challenge, the Red 
  Wizards have placed two glyphs of warding on the walls 
  here, both of which cast counterspell on the first two spells 
  cast by anyone other than a Red Wizard.
  Protective Circles
  The protective circles grant both archmages immunity to 
  all damage while they stand within them. If a mage leaves 
  their circle, this immunity lessens to resistance to all 
  damage. If the ritual components are disrupted three times, 
  the circles’ magic fades and the archmages lose these 
  benefits. If an archmage leaves their circle, that circle can 
  also be dispelled as a 9th-level spell, ending its benefit for 
  that archmage.
  Adjusting the Scene
  Consider the following suggestions for adjusting this scene 
  depending on the relative strength of the party.
  • Very Weak. Decrease the DC to remove the components 
  safely by 2. Replace one iron golem with a stone golem.
  • Weak. Decrease the DC to remove the components safely 
  by 2.
  • Strong. Each archmage has contingency cast on themself, 
  which is activated in response to coming under attack by 
  another creature. When this happens, each archmage is 
  targeted by the greater invisibility spell.
  • Very Strong. Each archmage has contingency cast on 
  themself, as above. Add one iron golem.
  Treasure
  When the fight is done, the characters discover one of the 
  archmages wearing a ring of earth elemental command 
  that they did not have time to attune to.
  Wrap-Up
  The Table Captain should report to HQ that your party has 
  completed this specific encounter, give your table number, 
  and note whether the characters succeeded at permanently 
  disrupting the ritual.
  Encounter 2F:  
  Left for Undead
  Estimated Duration: 30 minutes
  In the lead-up to the ritual to remake Shargrailar, the Red 
  Wizards have been experimenting with the processes of 
  creating undead, trying to merge and migrate the undead 
  life force between bodies. These dread experiments must 
  be stopped.
   This encounter is appropriate for tier 4 characters.
  Monster Mash
  With the assistance of Serissa’s agents, the characters 
  arrive at a dread site of necromantic experimentation. Read 
  or paraphrase the following:
  The huge chamber before you presents a horrific sight. 
  Some sort of staging ground for undead experimentation, 
  the place is filled with surgical equipment, laboratory 
  paraphernalia, arcane sigils—and dozens of bodies.
  Area Information
  The laboratory has the following features.
  Dimensions and Terrain. This 30-by-50-foot room 
  has a sterile feel, and the air is cold here. Bodies are 
  carefully stacked in alcoves that spread along each wall, 
  covered and anointed with various magical glyphs and 
  components.
  Lighting. Dim light fills the area from blue-burning magical 
  torches.
  
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  DDAL-DRWEP02 Wings of Death
  Magical Glyphs and Components
  Permanently disabling this laboratory requires that the 
  characters attempt to disrupt the experiments here, and 
  that they succeed three times before failing three times. 
  A successful DC 23 Intelligence (Arcana or Religion) or 
  Wisdom (Medicine) check allows a character to recognize 
  that the experiments are designed to move souls between 
  bodies, and that they have not been successful so far.
   Subsequent successful DC 23 Intelligence (Arcana 
  or Religion) or Wisdom (Medicine) checks allow the 
  characters to disrupt the experiments. Simply damaging 
  corpses or equipment accelerates the ritual and counts 
  as a failure. Once three successes or three failures have 
  been incurred, the disruption to the experiments triggers 
  the magic in the lab. The bodies come to life, twisting 
  and writhing into new forms determined by how well the 
  characters fared (see “Creature Information” below).
  Code Breaker Legacy Event
  Characters with the Code Breaker legacy event have 
  advantage on checks to disrupt the experiments in the lab, 
  and can fail once without it counting against the party’s 
  number of failures.
  Creature Information
  If the characters succeeded on three 
  checks to disrupt the experiments, 
  they are attacked by a boneclaw, three 
  greater zombies, and one skull lord. If 
  the characters failed three checks, they 
  are instead attacked by three boneclaws, 
  one greater zombie, and one skull lord.
   The skull lord is the latest attempt at 
  soul transference by the Red Wizards, and 
  is a partially failed experiment. It attacks 
  at random, lashing out at any non-undead 
  creature it can reach. Greater zombies 
  and boneclaws focus on lightly armored 
  enemies, hoping to take them down as 
  quickly as possible.
  One of the boneclaws wears bracers of defense, 
  increasing its AC by 2.
  Adjusting the Scene
  Consider the following suggestions for adjusting this scene 
  depending on the relative strength of the party.
  • Very Weak. Decrease the DC for ability checks to disrupt the 
  experiments by 2. Remove one greater zombie.
  • Weak. Decrease the DC for ability checks to disrupt the 
  experiments by 1.
  • Strong. The cold in the room saps the strength of creatures. 
  A creature that starts its turn in the laboratory must 
  succeed on a DC 17 Constitution saving throw or have 
  disadvantage on ability checks and attack rolls until the 
  start of its next turn. Undead and creatures that have 
  resistance or immunity to cold are immune to this effect.
  • Very Strong. The cold in the room saps the strength of 
  creatures, as above, but the saving throw is DC 18. Add one 
  boneclaw.
  Treasure
  When the fight is done, the characters find the bracers of 
  defense worn by one of the boneclaws.
  Wrap-Up
  The Table Captain should report to HQ 
  that your party has completed this specific 
  encounter, give your table number, and 
  note whether the characters succeeded at 
  sabotaging the laboratory.
  
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  DDAL-DRWEP02 Wings of Death
  Estimated Duration: 45 minutes
  In this final portion of the adventure, the dracolich 
  Shargrailar is reborn, but has been weakened by the 
  successes of all the characters in parts 1 and 2 of the 
  adventure. When part 3 begins, stop any current encounter 
  as all other enemies fall back, content to watch Shargrailar 
  destroy Princess Serissa’s allies.
   At the start of part 3, the Commander will read 
  the mission briefing aloud (reproduced here for your 
  reference):
  A sudden shockwave erupts from the fortress, as a deep 
  voice echoes across the battlefield. “Yes … yes! I am reborn 
  once more, as I was the day Sammaster first brought me 
  into this form …”
  A colossal dracolich, easily one hundred and fifty feet 
  from nose to tail, unfurls its wings above the fortress, a 
  single giant rider on its back. Fire and lightning dance at 
  the edges of its charred teeth, the creature’s empty eye 
  sockets taking in the battlefield. “Which of you will be the 
  first to fall this day? Adventurers! The First Sacred One, 
  Shargrailar, descends to claim your lives!”
  Even as the dracolich advances, you recognize the giant 
  who sits astride it. Death knight Hekaton has joined with 
  Shargrailar to destroy you all.
  Final Showdown
  In the exciting climax of this epic adventure, the 
  characters must defeat Shargrailar. The dracolich uses 
  a universal hit point pool, which means it cannot be 
  defeated at any individual table until the universal pool is 
  depleted by all tables. To determine when Shargrailar has 
  been defeated, you and each other DM tallies the amount 
  of damage done to Shargrailar each round. At the end of 
  each round, the Table Captain reports this damage to the 
  Commander, who tallies the damage and will announce 
  when the dracolich falls.
   Death knight Hekaton does not use a universal hit point 
  pool during part 3 of the adventure. Rather, each table gets 
  to fight him individually. If he is brought to 0 hit points 
  by your group, then Hekaton is defeated for your group. 
  Remind the players of Princess Serissa’s warning that the 
  characters are to capture Hekaton, not kill him. The King’s 
  Fate legacy event will be recorded for each character, 
  noting whether King Hekaton was captured or killed.
   Note that while no additional boons can be earned, boons 
  already earned and not used may still be used during Part 3.
  Story Objective
  Defeating Shargrailar and capturing Hekaton is Story 
  Objective C.
  Shargrailar Unleashed
  The characters can begin their fight against Shargrailar 
  in their current location or on the open battlefield 
  (your choice). If you are running a tier 3 table, use the 
  Shargrailar (reduced threat) and death knight Hekaton 
  (reduced threat) stat blocks. For a tier 4 table, use the 
  Shargrailar and death knight Hekaton stat blocks.
   Combat in this final part of the adventure continues until 
  the Commander announces that Shargrailar has been 
  defeated or the event has ended.
  Capturing Hekaton
  Princess Serissa has had two special siege engines 
  constructed that can be used to fire nets to capture Hekaton. 
  Each wooden siege engine is 30 feet tall and has AC 15, 200 
  hit points, and immunity to poison and psychic damage. To 
  shoot a giant-sized net at Hekaton, a character can use an 
  action to make a Dexterity-based attack roll that uses their 
  proficiency modifier. If the attack hits, Hekaton is restrained, 
  but uses his action each turn to try to escape with a DC 
  30 Strength (Athletics) check. If the event ends while 
  Hekaton is trapped inside a net or otherwise restrained 
  or incapacitated, he is considered captured. If the event 
  ends while Hekaton is free, he is inadvertently killed by the 
  ranged attacks of the Red Wizards and their allies.
   The King’s Fate story award is determined by the actions 
  of the characters at the table, and not for the entire epic.
  Adjusting the Scene
  Consider the following suggestions for adjusting this scene 
  depending on the relative strength of the party.
  • Very Weak. An NPC gunner operates one of the net siege 
  engines and makes one attack each round, with a +8 bonus 
  at tier 3 and +10 bonus at tier 4. The NPC is killed if the 
  siege engine is destroyed. Each siege engine has 230 hit 
  points. Decrease Shargrailar’s damage by 4.
  • Weak. Each siege engine has 230 hit points. Decrease 
  Shargrailar’s damage by 2.
  • Strong. Each siege engine has 170 hit points.
  • Very Strong. Ignore the modifications for Shargrailar and 
  death knight Hekaton’s stat blocks noted in the sidebar in 
  the “Creature Statistics” section. Each siege engine has 170 
  hit points.
  Part 3: Shargrailar Returns
  Part 3: Shargrailar Returns
  
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  DDAL-DRWEP02 Wings of Death
  Rewards
  At the end of the session, the characters receive rewards 
  based upon their accomplishments.
  Character Rewards
  The characters earn the following rewards:
  Advancement
  A character participating in this adventure gains one level. 
  Players must tick the box to show this reward has been 
  claimed.
  Optional: Declining Advancement
  Each player can decline advancement if they so choose, 
  gaining potential benefits. It’s possible that a player might 
  want their character to not advance outside of an adventure’s 
  level range, meaning that they’d be unable to play the 
  adventure as planned. Similarly, advancing too quickly means 
  that a character won’t earn as much gold as their peers.
   Conversely, remind the players that the amount of gold 
  their characters can earn per level is limited. Characters 
  declining advancement might reach a point where they no 
  longer earn gold.
  Gold
  Award each character gold for each hour of the session. 
  Adventures typically feature cues for where this treasure 
  appears, but you can add it wherever you see fit. The 
  maximum gold that you can award a character per hour is 
  determined by their tier, as follows:
  Tier
  Hourly GP Award
  GP Limit per Level
  1
  20 gp
  80 gp
  2
  30 gp
  240 gp
  3
  200 gp
  1,600 gp
  4
  750 gp
  6,000 gp
  Magic Items
  The characters can keep the following magic items 
  (described in “Appendix 8: Character Rewards”) if they are 
  found by any table participating in the epic.
   For tier 3 characters:
  • Bracers of defense
  • Spellguard shield
  • Spell scroll of etherealness
  • Potion of fire giant strength
  • Potion of superior healing
   For tier 4 characters:
  • Bracers of defense
  • Spellguard shield
  • Ring of earth elemental command
  • Spell scroll of control weather
  • Potion of cloud giant strength
  • Potion of supreme healing
  Legacy Events(s)
  The characters can gain the following legacy events in this 
  adventure.
  Born from the Ashes. You befriended a juvenile phoenix 
  who has brought joy, laughter, and fiery disaster into your 
  life. The juvenile phoenix serves you as a mount, and 
  while you are mounted upon it, you are immune to the 
  creature’s Fire Form trait. If the juvenile phoenix dies, it 
  returns to its parents’ lair, but can be summoned with the 
  find steed spell.
  The King’s Fate. You have captured/destroyed (circle one) 
  King Hekaton.
  Dungeon Master Rewards
  For running this adventure, you earn a DM Reward. See 
  the Adventurers League Dungeon Master’s Guide for more 
  information.
  
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  DDAL-DRWEP02 Wings of Death
  Dramatis Personae
  The following NPCs feature prominently in this adventure.
  Agromaar
  (Ag-ruh-MAR)
  Agromaar is a bureaucrat at heart, content to do paperwork 
  and study spells rather than engaging in dangerous field 
  work. His primary contribution to the Red Wizards’ current 
  efforts is reading ritual books for information that can help 
  advance the plans of Szass Tam.
  What They Want. Agromaar wants to break free of the Red 
  Wizards before something dangerous happens to him. 
  He’s nervous that his intentions will be discovered, and 
  employs the mind blank spell and similar magic to keep 
  from being caught.
  Timid and Nosey. Everything Agromaar does is for 
  knowledge. It was this bookish attitude and his 
  knowledge of ancient rituals that brought him to his 
  superiors’ attention.
  Graw
  Graw is an intelligent and talkative young goblin who is an 
  ambassador for the Society of Brilliance—an organization 
  of monsters dedicated to solving all the problems of the 
  Underdark. Graw traveled to Shargrailar’s abandoned lair 
  a tenday ago in search of a duergar clan who had been 
  abducting flumph travelers. She planned to negotiate 
  a peace agreement, but became trapped when the Red 
  Wizards invaded the surrounding tunnels. Graw has black 
  hair and crisp amber eyes. She wears a fitted waistcoat, 
  and trousers embroidered with images of pale-yellow fungi.
   Graw experiences harmless, involuntary physical tics 
  (such as quickly jerking her head) and vocal tics (such as 
  chuffing noises and short bursts of laughter), which increase 
  in frequency if she is experiencing stress or strong emotions. 
  If you choose to utilize this characteristic during roleplaying, 
  it should be used to add diversity to the character and should 
  not be used in a comical or demeaning manner.
  What They Want. Graw can provide the characters with 
  information on the location of phylactery shards in 
  exchange for safe escort out of the lair.
  Excitable Ambassador. Graw is young and eager to take 
  on any challenge that can help her prove herself as a 
  worthy member of the Society of Brilliance.
  Imaraska
  (im-ah-ROS-ka)
  Imaraska is an accomplished spellcaster and spymaster 
  serving the Red Wizards of Thay. She utilizes her network 
  of illusory catfish to gather invaluable information, which 
  has combined with the ruthless assassinations of her 
  enemies to inspire her meteoric rise within the ranks of 
  the Red Wizards. Her ancestry is drow and Shou human. 
  She has asymmetrically cropped indigo hair and bright 
  maroon eyes, and wears the finest purple robes with silver 
  embroidery. Imaraska has neurological paralysis affecting 
  her legs, and utilizes a magic chair that she can move with 
  the flick of her wrist. The chair hovers an inch above the 
  ground, granting her a flying speed of 40 feet and the ability 
  to hover. The chair’s magic cannot be dispelled.
  What They Want. Imaraska would prefer to seize 
  any phylactery shards claimed by the characters 
  after watching their painful deaths. But if she feels 
  outnumbered, she is willing to compromise and give the 
  characters her two phylactery shards in exchange for 
  information on Princess Serissa’s goals, weaknesses, 
  and defenses.
  Inscrutable Illusionist. Imaraska is an accomplished 
  illusionist and spy master who enjoys manipulating and 
  controlling her enemies like pawns on a chess board, to 
  achieve greater power and a cruel satisfaction.
  Iymrith
  (eyem-rith)
  Iymrith is an ancient blue dragon turned dracolich, 
  sometimes called the “Doom of the Desert” or “Dragon of 
  Statues.” Blue dragon scales hang from her skeletal body, 
  and her eyes glow yellow with hate.
  What They Want. Since she was killed at the hands of 
  heroes, Iymrith has bent her considerable intellect 
  toward taking vengeance on every group of adventurers 
  she can.
  Never Let a Good Grudge Die. An excessively cruel dragon 
  in life, the undead Iymrith nurtures a dark hatred of all 
  adventurers after having been killed by adventurers in 
  Storm King’s Thunder. If fortune has it that any of the 
  characters in the party are the same characters who 
  killed her, Iymrith targets these characters first above 
  any others.
  Mayadiru
  (my-uh-DEER-oo)
  Mayadiru is 9 feet tall, has thick, ruddy fur and a red-
  opal earring, and wears rough-spun clothing lined with 
  mountain goat fur. The many pouches on their belt brim 
  with herbs, small animal bones, and powders.
  What They Want. Mayadiru wants outsiders to leave the 
  valley. Recent activity from the Red Wizards, giants, and 
  now adventurers have been an irritant, to say the least. 
  The bugbear knows that the spirits of the mountain are 
  upset, and seeks to put them to rest.
  Hermit Mystic. Mayadiru has great pride in their ancestry 
  and their knowledge of the land, and they disdain those 
  who do not understand or appreciate this heritage. They 
  are guarded in sharing the secrets of the valley, and 
  distrust outsiders who they fear will use the knowledge 
  only to further their own ends.
  Otto Hooferdern
  (HOO-fer-dern)
  Otto is a master of arcana, and cannot be deterred from 
  creating the best components for Szass Tam’s ritual!
  What They Want. Otto wants only to finish creating the 
  components he prepares for Szass Tam, but he’s very 
  much a manager. He saves all the small details, such as 
  gathering materials and tools, for his minions—after he 
  makes sure they can be trusted.
  Tireless Researcher. Otto is easily frustrated by setbacks, 
  but if his research is a success, he showers praise on 
  those who helped him.
  
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  DDAL-DRWEP02 Wings of Death
  Princess Serissa
  (SAH-riss-ah)
  The youngest daughter and chosen successor of King 
  Hekaton, Serissa is cool and calm, even as she understands 
  that others in the giant court covet her position.
  What They Want. To maintain peace among the giants, 
  Serissa must rescue her father and secure the 
  Wyrmskull Throne. The Red Wizards must face justice.
  Optimistic Leader. Serissa wants to believe that all 
  folk are innately good at heart. Reluctantly accepting 
  the mantle of ruler once more in her father’s stead, 
  she is determined to do everything she can to find 
  King Hekaton and return the Wyrmskull Throne to 
  Maelstrom. She fears that her father’s disappearance 
  will bring about a new rise in tensions between the giant 
  races and knows that she must defuse those tensions if 
  she can.
  Shargrailar
  (shar-GRAI-lar)
  Shargrailar is the first dracolich, created by Sammaster 
  who founded the Cult of the Dragon. In his first dracolich 
  incarnation, Shargrailar is said to have been destroyed by 
  Shandril Shessair with spellfire. His bones were scattered 
  across the Thunder Peaks, while his phylactery was 
  shattered and lost within his lair in those same mountains.
  What They Want. Remade and bound by the will of the 
  Red Wizards, Shargrailar is filled with rage and the 
  desire for pure destruction.
  Let It Burn. The fury that consumes Shargrailar is now 
  controlled by Szass Tam and the Red Wizards, who have 
  bound the dracolich to their control. He exists only to 
  destroy.
  Teskmore
  (TESK-mor)
  The silver dragon Teskmore moved into this region after 
  hearing about the destruction of Thoo-Top. The gargantuan 
  dragon uses their Change Shape trait to take human form, 
  posing as a modestly dressed hermit. They wear a small 
  silver necklace bearing a tree of life medallion and an 
  acorn-shaped pendant.
  What They Want. Teskmore wants to ensure that the 
  bones of Shargrailar are being taken into the care of 
  those capable of dealing with their power, and willing to 
  keep evil at bay.
  Time and Memory. Teskmore speaks with a soft and 
  slightly rumbly voice, musing over bits of facts and 
  stories they have picked up over almost a millennium of 
  living. They can ramble.
  Tytola
  (ty-TOL-uh)
  Tytola stands 3 feet tall, and has the appearance of an 
  oversized barn owl wearing a series of leather packs and 
  belts around her torso. Her left leg is slowly petrifying 
  into sandstone, from a curse bestowed on her by an earth 
  elemental guardian years ago.
   Tytola has a sprite familiar named Wallsby. If the 
  characters ask specific questions that Tytola struggles to 
  answer with her kenku mimicry, Wallsby says what she 
  believes Tytola is trying to say. Tytola then mimics the sprite 
  if he is correct.
  What They Want. Tytola is concerned that the Red 
  Wizards will upset the balance of nature in the Thunder 
  Peaks, and wants them out of the area—by force, if 
  necessary.
  Quippy Ranger. Tytola is quick-witted, always playfully 
  poking fun at the characters while providing advice on 
  how to out-maneuver the Red Wizards.
  
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  DDAL-DRWEP02 Wings of Death
  Creature Statistics
  The following creatures appear in this adventure.
  Archmage (Red Wizard)
  Archmage (Red Wizard)
  Medium humanoid (any race), any alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 99 (18d8 + 18)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  14 (+2) 
  12 (+1) 
  20 (+5) 
  15 (+2) 
  16 (+3)
  Saving Throws Int +9, Wis +6
  Skills Arcana +13, History +13
  Damage Resistances damage from spells; nonmagical 
  bludgeoning, piercing, and slashing (from stoneskin)
  Senses passive Perception 12
  Languages any six languages
  Challenge 12 (8,400 XP)
  Magic Resistance. The archmage has advantage on saving throws 
  against spells and other magical effects.
  Spellcasting. The archmage is an 18th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 17, +9 to hit with 
  spell attacks). The archmage can cast disguise self and invisibility at 
  will and has the following wizard spells prepared:
  Cantrips (at will). fire bolt, light, mage hand, prestidigitation, 
  shocking grasp
  1st level (4 slots): detect magic, identify, mage 
  armor*, magic missile
  2nd level (3 slots): detect thoughts, mirror image, misty step
  3rd level (3 slots): counterspell, fly, lightning bolt
  4th level (3 slots): banishment, fire shield, stoneskin*
  5th level (3 slots): cone of cold, scrying, wall of force
  6th level (1 slot): globe of invulnerability
  7th level (1 slot): teleport
  8th level (1 slot): mind blank*
  9th level (1 slot): time stop
  * The archmage casts these spells on itself before combat.
  Actions
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  Assassin
  Assassin
  Medium humanoid (any race), any non-good alignment
  Armor Class 15 (studded leather armor)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  16 (+3) 
  14 (+2) 
  13 (+1) 
  11 (+0) 
  10 (+0)
  Saving Throws Dex +6, Int +4
  Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9
  Damage Resistances poison
  Senses passive Perception 13
  Languages Thieves’ cant plus any two languages
  Challenge 8 (3,900 XP)
  Assassinate. During its first turn, the assassin has advantage on 
  attack rolls against any creature that hasn’t taken a turn. Any hit 
  the assassin scores against a surprised creature is a critical hit.
  Evasion. If the assassin is subjected to an effect that allows it 
  to make a Dexterity saving throw to take only half damage, the 
  assassin instead takes no damage if it succeeds on the saving 
  throw, and only half damage if it fails.
  Sneak Attack (1/Turn). The assassin deals an extra 14 (4d6) 
  damage when it hits a target with a weapon attack and has 
  advantage on the attack roll, or when the target is within 5 feet 
  of an ally of the assassin that isn’t incapacitated and the assassin 
  doesn’t have disadvantage on the attack roll.
  Actions
  Multiattack. The assassin makes two shortsword attacks.
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage, and the target must 
  make a DC 15 Constitution saving throw, taking 24 (7d6) 
  poison damage on a failed save, or half as much damage on a 
  successful one.
  Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 
  ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target 
  must make a DC 15 Constitution saving throw, taking 24 (7d6) 
  poison damage on a failed save, or half as much damage on a 
  successful one.
  
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  DDAL-DRWEP02 Wings of Death
  Black Abishai
  Black Abishai
  Medium fiend (devil), lawful evil
  Armor Class 15 (natural armor)
  Hit Points 58 (9d8 + 18)
  Speed 30 ft., fly 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  17 (+3) 
  14 (+2) 
  13 (+1) 
  16 (+3) 
  11 (+0)
  Saving Throws Dex +6, Wis +8
  Skills Perception +6, Stealth +6
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks
  Damage Immunities acid, fire, poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 16
  Languages Draconic, Infernal, telepathy 120 ft.
  Challenge 7 (2,900 XP)
  Devil’s Sight. Magical darkness doesn’t impede the abishai’s 
  darkvision.
  Magic Resistance. The abishai has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The abishai’s weapon attacks are magical.
  Shadow Stealth. While in dim light or darkness, the abishai can 
  take the Hide action as a bonus action.
  Actions
  Multiattack. The abishai makes three attacks: two with its 
  scimitar and one with its bite.
  Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) slashing damage.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 
  (1d10 + 3) piercing damage plus 9 (2d8) acid damage.
  Creeping Darkness (Recharge 6). The abishai casts darkness at 
  a point within 120 feet of it, requiring no components. Wisdom 
  is its spellcasting ability for this spell. While the spell persists, 
  the abishai can move the area of darkness up to 60 feet as a 
  bonus action.
  Blackguard
  Blackguard
  Medium humanoid (any race), any non-good alignment
  Armor Class 18 (plate armor)
  Hit Points 153 (18d8 + 72)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  11 (+0) 
  18 (+4) 
  11 (+0) 
  14 (+2) 
  15 (+2)
  Saving Throws Wis +5, Cha +5
  Skills Athletics +7, Deception +5, Intimidation +5
  Senses passive Perception 12
  Languages any one language (usually Common)
  Challenge 8 (3,900 XP)
  Spellcasting. The blackguard is a 10th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 13, +5 to hit with 
  spell attacks). It has the following paladin spells prepared:
  1st level (4 slots): command, protection from evil and good, 
  thunderous smite
  2nd level (3 slots): branding smite, find steed
  3rd level (2 slots): blinding smite, dispel magic
  Actions
  Multiattack. The blackguard makes three attacks with its glaive or 
  its shortbow.
  Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 
  Hit: 9 (1d10 + 4) slashing damage.
  Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  Dreadful Aspect (Recharges after a Short or Long Rest). The 
  blackguard exudes magical menace. Each enemy within 30 feet of 
  the blackguard must succeed on a DC 13 Wisdom saving throw 
  or be frightened for 1 minute. If a frightened target ends its turn 
  more than 30 feet away from the blackguard, the target can repeat 
  the saving throw, ending the effect on itself on a success.
  
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  DDAL-DRWEP02 Wings of Death
  Boneclaw
  Boneclaw
  Large undead, chaotic evil
  Armor Class 16 (natural)
  Hit Points 127 (17d10 + 34)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  16 (+3) 
  15 (+2) 
  13 (+1) 
  15 (+2) 
  9 (-1)
  Saving Throws Dex +7, Con +6, Wis +6
  Skills Perception +6, Stealth +7
  Damage Resistances cold, necrotic; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned
  Senses darkvision 60 ft., passive Perception 16
  Languages Common plus the main language of its master
  Challenge 12 (8,400 XP)
  Rejuvenation. While its master lives, a destroyed boneclaw gains 
  a new body in 1d10 hours, with all its hit points. The new body 
  appears within 1 mile of the boneclaw’s master.
  Shadow Stealth. While in dim light or darkness, the boneclaw can 
  take the Hide action as a bonus action.
  Actions
  Multiattack. The boneclaw makes two claw attacks.
  Piercing Claw. Melee Weapon Attack: +8 to hit, reach 15 ft., one 
  target. Hit: 20 (3d10 + 4) piercing damage. If the target is a 
  creature, the boneclaw can pull the target up to 10 feet toward 
  itself, and the target is grappled (escape DC 14). The boneclaw 
  has two claws. While a claw grapples a target, the claw can attack 
  only that target.
  Shadow Jump. If the boneclaw is in dim light or darkness, each 
  creature of the boneclaw’s choice within 5 feet of it must succeed 
  on a DC 14 Constitution saving throw or take 34 (5d12 + 2) 
  necrotic damage.
  The boneclaw then magically teleports up to 60 feet to an 
  unoccupied space it can see. It can bring one creature it’s 
  grappling, teleporting that creature to an unoccupied space it can 
  see within 5 feet of its destination. The destination spaces of this 
  teleportation must be in dim light or darkness.
  Reactions
  Deadly Reach. In response to a visible enemy moving into its 
  reach, the boneclaw makes one claw attack against that enemy. 
  If the attack hits, the boneclaw can make a second claw attack 
  against the target.
  Bore Worm
  Bore Worm
  Gargantuan construct, unaligned
  Armor Class 18 (natural armor)
  Hit Points 247 (15d20 + 90)
  Speed 50 ft., burrow 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   28 (+9) 
  7 (-2) 
  22 (+6) 
  1 (-5) 
  8 (-1) 
  4 (-3)
  Saving Throws Con +11, Wis +4
  Damage Immunities fire, poison, psychic; bludgeoning, piercing, 
  and slashing from nonmagical attacks that aren’t adamantine
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  paralyzed, petrified, poisoned, prone
  Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 9
  Languages -
  Challenge 16 (15,000 XP)
  Regeneration. The worm regains 10 hit points at the start of each 
  of its turns if it has at least 1 hit point.
  Tunneler. The worm can burrow through solid rock at half its 
  burrowing speed and leaves a 10-foot-diameter tunnel in its wake.
  Actions
  Multiattack. The worm makes two attacks: one with its grinding 
  jaws and one with its stinger.
  Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one 
  target. Hit: 22 (3d8 + 9) slashing damage.
  Tail Stinger. Melee Weapon Attack: +14 to hit, reach 10 ft., one 
  target. Hit: 19 (3d6 + 9) piercing damage, and the target must 
  make a DC 19 Constitution saving throw, taking 42 (12d6) 
  poison damage on a failed save, or half as much damage on a 
  successful one.
  
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  DDAL-DRWEP02 Wings of Death
  Cadaver Collector
  Cadaver Collector
  Large construct, lawful evil
  Armor Class 17 (natural armor)
  Hit Points 189 (18d10 + 90)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   21 (+5) 
  14 (+2) 
  20 (+5) 
  5 (-3) 
  11 (+0) 
  8 (-1)
  Damage Immunities necrotic, poison, psychic; bludgeoning, 
  piercing, and slashing from nonmagical attacks that aren’t 
  adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands all languages but can’t speak
  Challenge 14 (11,500 XP)
  Magic Resistance. The cadaver collector has advantage on saving 
  throws against spells and other magical effects.
  Summon Specters (Recharges after a Short or Long Rest). As a 
  bonus action, the cadaver collector calls up the enslaved spirits of 
  those it has slain; 1d6 specters (without Sunlight Sensitivity) arise 
  in unoccupied spaces within 15 feet of the cadaver collector. The 
  specters act right after the cadaver collector on the same initiative 
  count and fight until they’re destroyed. They disappear when the 
  cadaver collector is destroyed.
  Actions
  Multiattack. The cadaver collector makes two slam attacks.
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 18 (3d8 + 5) bludgeoning damage plus 16 (3d10) 
  necrotic damage.
  Paralyzing Breath (Recharge 5–6). The cadaver collector releases 
  paralyzing gas in a 30-foot cone. Each creature in that area 
  must make a successful DC 18 Constitution saving throw or be 
  paralyzed for 1 minute. A paralyzed creature repeats the saving 
  throw at the end of each of its turns, ending the effect on itself 
  with a success.
  Champion
  Champion
  Medium humanoid (any race), any alignment
  Armor Class 18 (plate armor)
  Hit Points 143 (22d8 + 44)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   20 (+5) 
  15 (+2) 
  14 (+2) 
  10 (+0) 
  14 (+2) 
  12 (+1)
  Saving Throws Str +9, Con +6
  Skills Athletics +9, Intimidation +5, Perception +6
  Senses passive Perception 16
  Languages any one language (usually Common)
  Challenge 9 (5,000 XP)
  Indomitable (2/Day). The champion rerolls a failed saving throw.
  Second Wind (Recharges after a Short or Long Rest). As a bonus 
  action, the champion can regain 20 hit points.
  Actions
  Multiattack. The champion makes three attacks with its 
  greatsword or its shortbow.
  Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing 
  damage if the champion has more than half of its total hit points 
  remaining.
  Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing 
  damage if the champion has more than half of its total hit points 
  remaining.
  Cloud Giant Smiling One
  Cloud Giant Smiling One
  Huge giant, chaotic neutral
  Armor Class 15 (Natural Armor)
  Hit Points 262 (21d12 + 126)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   26 (+8) 
  12 (+1) 
  22 (+6) 
  15 (+2) 
  16 (+3) 
  17 (+3)
  Saving Throws CON +10, INT +6, CHA +7
  Skills Deception +11, Insight +7, Perception +7, Sleight of Hand +9
  Senses passive Perception 17
  Languages Common, Giant
  Challenge 11 (7,200 XP)
  Innate Spellcasting. The giant’s innate spellcasting ability is 
  Charisma (spell save DC 15). It can innately cast the following 
  spells, requiring no material components:
  At will: detect magic, fog cloud, light
  3/day: feather fall, fly, misty step, telekinesis
  1/day: control weather, gaseous form
  Spellcasting. The giant is a 5th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 15, +7 to hit with spell attacks). 
  The giant has the following bard spells prepared:
  Cantrips (at will): minor illusion, prestidigitation, vicious mockery
  1st level (4 slots): cure wounds, disguise self, silent image, Tasha’s 
  hideous laughter
  2nd level (3 slots): invisibility, suggestion
  3rd level (2 slots): major image, tongues
  Actions
  Multiattack. The giant makes two attacks with its morningstar.
  Morningstar. Melee Weapon Attack: +12 to hit, reach 10 ft., one 
  target. Hit: 21 (3d8 + 8) bludgeoning damage. The attack deals 
  an extra 14 (4d6) damage if the giant has advantage on the 
  attack roll.
  Rock. Ranged Weapon Attack: +12 to hit, reach 60/240 ft., one 
  target. Hit: 30 (4d10 + 8) bludgeoning damage. The attack deals 
  an extra 14 (4d6) damage if the giant has advantage on the 
  attack roll.
  Change Shape. The giant magically polymorphs into a beast or 
  humanoid it has seen, or back into its true form. Any equipment 
  the giant is wearing or carrying is absorbed by the new form. Its 
  statistics, other than its size, are the same in each form. It reverts 
  to its true form if it dies.
  
  47
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  DDAL-DRWEP02 Wings of Death
  Death Knight Hekaton 
  Death Knight Hekaton 
  (Reduced Threat)
  (Reduced Threat)
  Huge undead, chaotic evil
  Armor Class 20 (plate armor, shield)
  Hit Points 405 (30d12+ 250)
  Speed 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   29 (+9) 
  14 (+2) 
  20 (+5) 
  16 (+3) 
  18 (+4) 
  18 (+4)
  Saving Throws Str +15, Dex +8, Con +11, Int +9, Wis +10, Cha +10
  Skills Arcana +8, Athletics +19, Perception +9
  Damage Resistances cold, fire; bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Damage Immunities lightning, necrotic, poison, thunder
  Condition Immunities exhaustion, frightened, poisoned
  Senses truesight 120 ft., passive Perception 19
  Languages Abyssal, Common, Giant
  Challenge 24 (62,000 XP)
  Enhanced Reactions. Death knight Hekaton can make two 
  reactions per round.
  Legendary Resistance (3/Day). If Death knight Hekaton fails a 
  saving throw, he can choose to succeed instead.
  Magic Resistance. Death knight Hekaton has advantage on saving 
  throws against spells and other magical effects.
  Marshal Undead. Unless Death knight Hekaton is incapacitated, 
  him and undead creatures of his choice within 60 feet of him have 
  advantage on saving throws against features that turn undead.
  Planar Anchored. Death Knight Hekaton is unable to be moved to 
  another plane of existence unless Szass Tam allows him to move.
  Turn Immunity. Death knight Hekaton is immune to effects that 
  turn undead.
  Undead Nature. Death knight Hekaton doesn’t require air, food, 
  drink, or sleep.
  Actions
  Multiattack. Death knight Hekaton makes three Negative 
  Lightning Sword attacks.
  Negative Lightning Sword. Melee Weapon Attack: +14 to hit, 
  reach 15 ft., one target. Hit: 22 (3d8 + 8) slashing damage, or 25 
  (3d10 + 8) slashing damage if used with two hands, plus 11 (3d6) 
  lightning damage and 14 (3d8) necrotic damage. Hekaton can 
  choose to do thunder damage instead of lightning damage.
  Hellfire Orb. Death knight Hekaton hurls a magical ball of fire that 
  explodes at a point it can see within 120 feet of it. Each character 
  in a 20-foot radius sphere centered on that point must make a DC 
  17 Dexterity saving throw. The sphere spreads around corners. A 
  creature takes 28 (8d6) fire damage and 28 (8d6) necrotic damage 
  on a failed save, or half as much damage on a successful one.
  Lightning Strike. Death knight Hekaton hurls a magical lightning 
  bolt at a point it can see within 500 feet of it. Each creature within 
  10 feet of that point must make a DC 17 Dexterity saving throw, 
  taking 45 (10d8) lightning damage on a failed save, or half as 
  much damage on a successful one.
  Thunderous Stomp. Death knight Hekaton stomps the ground, 
  triggering a thunderclap. All other creatures within 15 feet of him 
  must succeed on a DC 17 Constitution saving throw or take 11 
  (2d10) necrotic damage plus 11 (2d10) thunder damage and be 
  deafened until the start of Hekaton’s next turn. If a creature failed 
  by 5 or more, they are also stunned until the start of Hekaton’s 
  next turn. On a successful save, a creature takes half as much 
  damage and isn’t deafened.
  Reactions
  Retort. Death knight Hekaton adds 6 to his AC against one melee 
  attack that would hit him. To do so, he must see the attacker and 
  be wielding a melee weapon. When Death knight Hekaton parries 
  an attack, the attacker must make a DC 21 Strength saving throw. 
  On a failed save, the creature is knocked back 30 feet, knocked 
  prone, and takes 11 (3d6) necrotic damage and 11 (3d6) thunder 
  damage. The target takes half as much damage on a successful 
  one and is knocked back only 15 feet.
  Legendary Actions
  Death knight Hekaton can take 3 legendary actions, choosing 
  from the options below. Only one legendary action option can 
  be used at a time and only at the end of another creature’s turn. 
  Death knight Hekaton regains spent legendary actions at the start 
  of his turn.
  Strike Down. Death knight Hekaton makes one attack with his 
  Negative Lightning Sword.
  King Step (2 Legendary Actions). Death knight Hekaton 
  teleports himself to an unoccupied space within 150 feet of him. 
  Immediately after he disappears, a thunderous boom sounds, and 
  each creature within 10 feet of the space he left must make a DC 
  17 Constitution saving throw, taking 17 (3d10) thunder damage 
  on a failed save, or half as much damage on a successful one. The 
  thunder can be heard from up to 300 feet away.
  Storm Wall (2 Legendary Actions). Death knight Hekaton creates 
  an opaque wall of pure storm energy at any point within 120 feet 
  of him. The wall can be 50 feet long, 15 feet high, and 1 foot thick, 
  can be placed on a surface or in the air in any shape, but must be 
  one continuous surface. The wall lasts until Hekaton’s next turn.
   When the wall appears, each creature within its area must 
  make a DC 17 Strength saving throw. A creature takes 7 (2d6) 
  bludgeoning damage and 7 (2d6) lightning damage on a failed 
  save, or half as much damage on a successful one.
   The storm wall keeps all other gases at bay. Small or smaller 
  flying creatures or objects can’t pass through the wall. Loose, 
  lightweight materials brought into the wall fly upward. Arrows, 
  bolts, and other ordinary projectiles launched at targets behind 
  the wall are deflected upward and automatically miss. (Boulders 
  hurled by giants or siege engines, and similar projectiles, are 
  unaffected.) Creatures in gaseous form can’t pass through it.
  Stat Block Modifications
  Death knight Hekaton (reduced threat) has the following 
  modifications in part 3 of the adventure:
  • He has 280 hit points.
  • He starts with one level of exhaustion (disadvantage on all 
  ability checks).
   For a very strong party, ignore these modifications.
  
  48
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  DDAL-DRWEP02 Wings of Death
  Death Knight Hekaton
  Death Knight Hekaton
  Huge undead, chaotic evil
  Armor Class 22 (plate armor, shield)
  Hit Points 610 (30d12+ 250)
  Speed 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   29 (+9) 
  14 (+2) 
  20 (+5) 
  16 (+3) 
  18 (+4) 
  18 (+4)
  Saving Throws Str +15, Dex +8, Con +11, Int +9, Wis +10, Cha +10
  Skills Arcana +9, Athletics +21, Perception +10
  Damage Resistances cold, fire; bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Damage Immunities lightning, necrotic, poison, thunder
  Condition Immunities exhaustion, frightened, poisoned
  Senses truesight 120 ft., passive Perception 20
  Languages Abyssal, Common, Giant
  Challenge 27 (105,000 XP)
  Enhanced Reactions. Death knight Hekaton can make two 
  reactions per round.
  Legendary Resistance (4/Day). If Death knight Hekaton fails a 
  saving throw, he can choose to succeed instead.
  Magic Resistance. Death knight Hekaton has advantage on saving 
  throws against spells and other magical effects.
  Marshal Undead. Unless Death knight Hekaton is incapacitated, 
  him and undead creatures of his choice within 60 feet of him have 
  advantage on saving throws against features that turn undead.
  Planar Anchored. Death Knight Hekaton is unable to be moved to 
  another plane of existence unless Szass Tam allows him to move.
  Turn Immunity. Death knight Hekaton is immune to effects that 
  turn undead.
  Undead Nature. Death knight Hekaton doesn’t require air, food, 
  drink, or sleep.
  Actions
  Multiattack. Death knight Hekaton makes three Negative 
  Lightning Sword attacks.
  Negative Lightning Sword. Melee Weapon Attack: +15 to hit, 
  reach 15 ft., one target. Hit: 23 (3d8 + 9) slashing damage, or 26 
  (3d10 + 9) slashing damage if used with two hands, plus 14 (4d6) 
  lightning damage and 18 (4d8) necrotic damage. Hekaton can 
  choose to do thunder damage instead of lightning damage.
  Hellfire Orb. Death knight Hekaton hurls a magical ball of fire 
  that explodes at a point it can see within 120 feet of it. Each 
  character in a 20-foot radius sphere centered on that point must 
  make a DC 19 Dexterity saving throw. The sphere spreads around 
  corners. A creature takes 35 (10d6) fire damage and 35 (10d6) 
  necrotic damage on a failed save, or half as much damage on a 
  successful one.
  Lightning Strike. Death knight Hekaton hurls a magical lightning 
  bolt at a point it can see within 500 feet of it. Each creature within 
  10 feet of that point must make a DC 19 Dexterity saving throw, 
  taking 54 (12d8) lightning damage on a failed save, or half as 
  much damage on a successful one.
  Thunderous Stomp. Death knight Hekaton stomps the ground, 
  triggering a thunderclap. All other creatures within 15 feet of him 
  must succeed on a DC 19 Constitution saving throw or take 17 
  (3d10) necrotic damage plus 17 (3d10) thunder damage and be 
  deafened until the start of Hekaton’s next turn. If a creature failed 
  by 5 or more, they are also stunned until the start of Hekaton’s 
  next turn. On a successful save, a creature takes half as much 
  damage and isn’t deafened.
  Reactions
  Retort. Death knight Hekaton adds 8 to his AC against one melee 
  attack that would hit him. To do so, he must see the attacker and 
  be wielding a melee weapon. When Death knight Hekaton parries 
  an attack, the attacker must make a DC 23 Strength saving throw. 
  On a failed save, the creature is knocked back 30 feet, knocked 
  prone, and takes 14 (4d6) necrotic damage and 14 (4d6) thunder 
  damage. The target takes half as much damage on a successful 
  one and is knocked back only 15 feet.
  Legendary Actions
  Death knight Hekaton can take 3 legendary actions, choosing 
  from the options below. Only one legendary action option can 
  be used at a time and only at the end of another creature’s turn. 
  Death knight Hekaton regains spent legendary actions at the start 
  of his turn.
  Strike Down. Death knight Hekaton makes one attack with his 
  Negative Lightning Sword.
  King Step (2 Legendary Actions). Death knight Hekaton 
  teleports himself to an unoccupied space within 150 feet of him. 
  Immediately after he disappears, a thunderous boom sounds, 
  and each creature within 10 feet of the space he left must make 
  a DC 19 Constitution saving throw, taking 4d10 thunder damage 
  on a failed save, or half as much damage on a successful one. The 
  thunder can be heard from up to 300 feet away.
  Storm Wall (2 Legendary Actions). Death knight Hekaton creates 
  an opaque wall of pure storm energy at any point within 120 feet 
  of him. The wall can be 50 feet long, 15 feet high, and 1 foot thick, 
  can be placed on a surface or in the air in any shape, but must be 
  one continuous surface. The wall lasts until Hekaton’s next turn.
   When the wall appears, each creature within its area must 
  make a DC 19 Strength saving throw. A creature takes 9 (2d8) 
  bludgeoning damage and 9 (2d8) lightning damage on a failed 
  save, or half as much damage on a successful one.
   The storm wall keeps all other gases at bay. Small or smaller 
  flying creatures or objects can’t pass through the wall. Loose, 
  lightweight materials brought into the wall fly upward. Arrows, 
  bolts, and other ordinary projectiles launched at targets behind 
  the wall are deflected upward and automatically miss. (Boulders 
  hurled by giants or siege engines, and similar projectiles, are 
  unaffected.) Creatures in gaseous form can’t pass through it.
  Stat Block Modifications
  Death knight Hekaton has the following modifications in part 
  3 of the adventure:
  • He starts with 410 hit points.
  • He starts with one level of exhaustion (disadvantage on all 
  ability checks).
   For a very strong party, ignore these modifications.
  
  49
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL-DRWEP02 Wings of Death
  Drow Matron Mother
  Drow Matron Mother
  Medium humanoid (elf), neutral evil
  Armor Class 17 (half plate armor)
  Hit Points 262 (35d8 + 105)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+1) 
  18 (+4) 
  16 (+3) 
  17 (+3) 
  21 (+5) 
  22 (+6)
  Saving Throws Con +9, Wis +11, Cha +12
  Skills Insight +11, Perception +11, Religion +9, Stealth +10
  Condition Immunities charmed, frightened, poisoned
  Senses darkvision 120 ft., passive Perception 21
  Languages Elvish, Undercommon
  Challenge 20 (25,000 XP)
  Fey Ancestry. The drow has advantage on saving throws against 
  being charmed, and magic can’t put the drow to sleep.
  Innate Spellcasting. The drow’s innate spellcasting ability is 
  Charisma. She can innately cast the following spells, requiring no 
  material components:
  At will: dancing lights, detect magic
  1/day each: clairvoyance, darkness, detect thoughts, dispel magic, 
  faerie fire, levitate (self only), suggestion
  Lolth’s Fickle Favor. As a bonus action, the matron can bestow 
  the Spider Queen’s blessing on one ally she can see within 30 feet 
  of her. The ally takes 7 (2d6) psychic damage but has advantage 
  on the next attack roll it makes until the end of its next turn.
  Magic Resistance. The drow has advantage on saving throws 
  against spells and other magical effects.
  Spellcasting. The drow is an 20th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). 
  The drow has the following cleric spells prepared:
  Cantrips (at will): guidance, mending, resistance, sacred 
  flame, thaumaturgy
  1st level (4 slots): bane, command, cure wounds, guiding bolt
  2nd level (3 slots): hold person, silence, spiritual weapon
  3rd level (3 slots): bestow curse, clairvoyance, dispel magic, 
  spirit guardians
  4th level (3 slots): banishment, death ward, freedom of movement, 
  guardian of faith
  5th level (3 slots): contagion, flame strike, geas, mass cure wounds
  6th level (2 slots): blade barrier, harm
  7th level (2 slots): divine word, plane shift
  8th level (1 slot): holy aura
  9th level (1 slot): gate
  Sunlight Sensitivity. While in sunlight, the drow has disadvantage 
  on attack rolls, as well as on Wisdom (Perception) checks that 
  rely on sight.
  Actions
  Multiattack. The matron mother makes two demon staff attacks 
  or three tentacle rod attacks.
  Demon Staff. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 4) bludgeoning damage, or 8 (1d10 + 4) 
  bludgeoning damage if used with two hands, plus 14 (4d6) 
  psychic damage. In addition, the target must succeed on a DC19 
  Wisdom saving throw or become frightened of the drow for 1 
  minute. The frightened target can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on a success.
  Tentacle Rod. Melee Weapon Attack: +9 to hit, reach 15 ft., one 
  target. Hit: 3 (1d6) bludgeoning damage. If the target is hit 
  three times by the rod on one turn, the target must succeed on 
  a DC 15 Constitution saving throw or suffer the following effects 
  for 1 minute: the target’s speed is halved, it has disadvantage on 
  Dexterity saving throws, and it can’t use reactions. Moreover, on 
  each of its turns, it can take either an action or a bonus action, 
  but not both. At the end of each of its turns, it can repeat the 
  saving throw, ending the effect on itself on a success.
  Summon Servant (1/day). The drow magically summons a 
  retriever or a yochlol. The summoned creature appears in an 
  unoccupied space within 60 feet of its summoner, acts as an ally 
  of its summoner, and can’t summon other demons. It remains for 
  10 minutes, until it or its summoner dies, or until its summoner 
  dismisses it as an action.
  Legendary Actions
  The drow matron mother can take 3 legendary actions, choosing 
  from the options below. Only one legendary action can be used 
  at a time and only at the end of another creature’s turn. The 
  drow matron mother regains spent legendary actions at the start 
  of its turn.
  Demon Staff. The drow makes one attack with her demon staff.
  Compel Demon (Costs 2 Actions). An allied demon within 30 feet 
  of the drow uses its reaction to make one attack against a target 
  of the drow’s choice that she can see.
  Cast a Spell (Costs 1-3 Actions). The drow expends a spell slot to 
  cast a 1st-, 2nd-, or 3rd-level spell that she has prepared. Doing so 
  costs 1 legendary action per level of the spell.
  
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  DDAL-DRWEP02 Wings of Death
  Evoker
  Evoker
  Medium humanoid (any race), any alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 66 (12d8 + 12)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   9 (-1) 
  14 (+2) 
  12 (+1) 
  17 (+3) 
  12 (+1) 
  11 (+0)
  Saving Throws Int +7, Wis +5
  Skills Arcana +7, History +7
  Senses passive Perception 11
  Languages any four languages
  Challenge 9 (5,000 XP)
  Sculpt Spells. When the evoker casts an evocation spell that 
  forces other creatures it can see to make a saving throw, it can 
  choose a number of them equal to 1 + the spell’s level. These 
  creatures automatically succeed on their saving throws against 
  the spell. If a successful save means a chosen creature would take 
  half damage from the spell, it instead takes no damage from it.
  Spellcasting. The evoker is a 12th-level spellcaster. Its spellcasting 
  ability is Intelligence (spell save DC 15, +7 to hit with spell 
  attacks). The evoker has the following wizard spells prepared:
  Cantrips (at will): fire bolt*, light*, prestidigitation, ray of frost*
  1st level (4 slots): burning hands*, mage armor, magic missile*
  2nd level (3 slots): mirror image, misty step, shatter*
  3rd level (3 slots): counterspell, fireball*, lightning bolt*
  4th level (3 slots): ice storm*, stoneskin
  5th level (2 slots): Bigby’s hand*, cone of cold*
  6th level (1 slot): chain lightning*, wall of ice*
  *Evocation spell
  Actions
  Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) 
  bludgeoning damage if used with two hands.
  Fire Elemental Myrmidon
  Fire Elemental Myrmidon
  Medium elemental, neutral
  Armor Class 18 (plate armor)
  Hit Points 123 (19d8 + 38)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  18 (+4) 
  15 (+2) 
  9 (-1) 
  10 (+0) 
  10 (+0)
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Damage Immunities fire, poison
  Condition Immunities paralyzed, petrified, poisoned, prone
  Senses darkvision 60 ft., passive Perception 10
  Languages Ignan, one language of its creator’s choice
  Challenge 7 (2,900 XP)
  Illumination. The myrmidon sheds bright light in a 20-foot radius 
  and dim light in a 40-foot radius.
  Magic Weapons. The myrmidon’s weapon attacks are magical.
  Water Susceptibility. For every 5 feet the myrmidon moves in 1 
  foot or more of water, it takes 2 (1d4) cold damage.
  Actions
  Multiattack. The myrmidon makes three scimitar attacks.
  Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) slashing damage.
  Fiery Strikes (Recharge 6). The myrmidon uses Multiattack. Each 
  attack that hits deals an extra 5 (1d10) fire damage.
  Fire Giant
  Fire Giant
  Huge giant, lawful evil
  Armor Class 18 (plate)
  Hit Points 162 (13d12 + 78)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   25 (+7) 
  9 (+1) 
  23 (+6) 
  10 (+0) 
  14 (+2) 
  13 (+1)
  Saving Throws DEX +3, CON +10, CHA +5
  Skills Athletics +11, Perception +6
  Damage Immunities fire
  Senses passive Perception 16
  Languages Giant
  Challenge 9 (5,000 XP)
  Actions
  Multiattack. The giant makes two greatsword attacks.
  Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one 
  target. Hit: 28 (6d6 + 7) slashing damage.
  Rock. Ranged Weapon Attack: +11 to hit, reach 60/240 ft., one 
  target. Hit: 29 (4d10 + 7) bludgeoning damage.
  
  51
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  DDAL-DRWEP02 Wings of Death
  Fire Giant Dreadnought
  Fire Giant Dreadnought
  Huge giant, lawful evil
  Armor Class 21 (plate, shields)
  Hit Points 187 (15d12 + 90)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   27 (+8) 
  9 (+1) 
  23 (+6) 
  8 (-1) 
  10 (+0) 
  11 (+0)
  Saving Throws DEX +4, CON +11, CHA +5
  Skills Athletics +13, Perception +5
  Damage Immunities fire
  Senses passive Perception 15
  Languages Giant
  Challenge 14 (11,500 XP)
  Dual Shields. The giant carries two shields, each of which is 
  accounted for in the giant’s AC. The giant must stow or drop one 
  of its shields to hurl rocks.
  Actions
  Multiattack. The giant makes two fireshield attacks.
  Fireshield. Melee Weapon Attack: +13 to hit, reach 5 ft., one 
  target. Hit: 22 (4d6 + 8) bludgeoning damage plus 7 (2d6) fire 
  damage plus 7 (2d6) piercing damage.
  Rock. Ranged Weapon Attack: +13 to hit, reach 60/240 ft., one 
  target. Hit: 30 (4d10 + 8) bludgeoning damage.
  Shield Charge. The giant moves up to 30 feet in a straight line 
  and can move through the space of any creature smaller than 
  Huge. The first time it enters a creature’s space during this move, 
  it makes a fireshield attack against that creature. If the attack 
  hits, the target must also succeed on a DC 21 Strength saving 
  throw or be pushed ahead of the giant for the rest of this move. 
  If a creature fails the save by 5 or more, it is also knocked prone 
  and takes 18 (3d6 + 8) bludgeoning damage, or 29 (6d6 + 8) 
  bludgeoning damage if it was already prone.
  Ghost
  Ghost
  Medium undead, any alignment
  Armor Class 11
  Hit Points 45 (10d8)
  Speed 0 ft., fly 40 ft. (hover)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   7 (-2) 
  13 (+1) 
  10 (+0) 
  10 (+0) 
  12 (+1) 
  17 (+3)
  Damage Resistances acid, fire, lightning, thunder; bludgeoning, 
  piercing, and slashing from nonmagical attacks
  Damage Immunities cold, necrotic, poison
  Condition Immunities charmed, exhaustion, frightened, grappled, 
  paralyzed, petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 11
  Languages any languages that it knew in life
  Challenge 4 (1,100 XP)
  Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane 
  when it is on the Material Plane, and vice versa.
  Incorporeal Movement. The ghost can move through other 
  creatures and objects as if they were difficult terrain. It takes 5 
  (1d10) force damage if it ends its turn inside an object.
  Actions
  Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 17 (4d6 + 3) necrotic damage.
  Etherealness. The ghost enters the Ethereal Plane from the 
  Material Plane, or vice versa. It is visible on the Material Plane 
  while it is in the Border Ethereal, and vice versa, yet it can’t affect 
  or be affected by anything on the other plane.
  Horrifying Visage. Each non-undead creature within 60 feet 
  of the ghost that can see it must succeed on a DC 13 Wisdom 
  saving throw or be frightened for 1 minute. If the save fails by 5 
  or more, the target also ages 1d4 × 10 years. A frightened target 
  can repeat the saving throw at the end of each of its turns, ending 
  the frightened condition on itself on a success. If a target’s saving 
  throw is successful or the effect ends for it, the target is immune 
  to this ghost’s Horrifying Visage for the next 24 hours. The aging 
  effect can be reversed with a greater restoration spell, but only 
  within 24 hours of it occurring.
  Possession (Recharge 6). One humanoid that the ghost can see 
  within 5 feet of it must succeed on a DC 13 Charisma saving 
  throw or be possessed by the ghost; the ghost then disappears, 
  and the target is incapacitated and loses control of its body. 
  The ghost now controls the body but doesn’t deprive the target 
  of awareness. The ghost can’t be targeted by any attack, spell, 
  or other effect, except ones that turn undead, and it retains its 
  alignment, Intelligence, Wisdom, Charisma, and immunity to 
  being charmed and frightened. It otherwise uses the possessed 
  target’s statistics, but doesn’t gain access to the target’s 
  knowledge, class features, or proficiencies. The possession lasts 
  until the body drops to 0 hit points, the ghost ends it as a bonus 
  action, or the ghost is turned or forced out by an effect like 
  the dispel evil and good spell. When the possession ends, the 
  ghost reappears in an unoccupied space within 5 feet of the body. 
  The target is immune to this ghost’s Possession for 24 hours after 
  succeeding on the saving throw or after the possession ends.
  
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  DDAL-DRWEP02 Wings of Death
  Greater Zombie
  Greater Zombie
  Medium undead, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 97 (13d8 + 39)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  10 (+0) 
  17 (+3) 
  4 (-3) 
  6 (-2) 
  6 (-2)
  Saving Throws Wis +1
  Damage Resistances cold, necrotic
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages understands the languages it knew in life but can’t speak
  Challenge 5 (1,800 XP)
  Turn Resistance. The zombie has advantage on saving throws 
  against any effect that turns undead.
  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
  Multiattack. The zombie makes two melee attacks.
  Empowered Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 7 (1d6 + 4) bludgeoning damage and 7 (2d6) 
  necrotic damage.
  Iron Golem
  Iron Golem
  Large construct, unaligned
  Armor Class 20 (natural armor)
  Hit Points 210 (20d10 + 100)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   24 (+7) 
  9 (-1) 
  20 (+5) 
  3 (-4) 
  11 (+0) 
  1 (-5)
  Damage Immunities fire, poison, psychic; bludgeoning, piercing, 
  and slashing from nonmagical attacks that aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages understands the languages of its creator but can’t speak
  Challenge 16 (15,000 XP)
  Fire Absorption. Whenever the golem is subjected to fire damage, 
  it takes no damage and instead regains a number of hit points 
  equal to the fire damage dealt.
  Immutable Form. The golem is immune to any spell or effect that 
  would alter its form.
  Magic Resistance. The golem has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Actions
  Multiattack. The golem makes two melee attacks.
  Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one 
  target. Hit: 20 (3d8 + 7) bludgeoning damage.
  Sword. Melee Weapon Attack: +13 to hit, reach 5 ft., one 
  target. Hit: 23 (3d10 + 7) slashing damage.
  Poison Breath (Recharge 5–6). The golem exhales poisonous 
  gas in a 15-foot cone. Each creature in that area must make a 
  DC 19 Constitution saving throw, taking 45 (10d8) poison damage 
  on a failed save, or half as much damage on a successful one.
  
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  DDAL-DRWEP02 Wings of Death
  Lich
  Lich
  Medium undead, any evil alignment
  Armor Class 17 (natural armor)
  Hit Points 135 (18d8 + 54)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  16 (+3) 
  16 (+3) 
  20 (+5) 
  14 (+2) 
  16 (+3)
  Saving Throws Con +10, Int +12, Wis +9
  Skills Arcana +19, History +12, Insight +9, Perception +9
  Damage Resistances cold, lightning, necrotic
  Damage Immunities poison; bludgeoning, piercing, and slashing 
  from nonmagical attacks
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned
  Senses truesight 120 ft., passive Perception 19
  Languages Common plus up to five other languages
  Challenge 21 (33,000 XP) or 22 (41,000 XP) when encountered 
  in lair
  Legendary Resistance (3/Day). If the lich fails a saving throw, it 
  can choose to succeed instead.
  Rejuvenation. If it has a phylactery, a destroyed lich gains a new 
  body in 1d10 days, regaining all its hit points and becoming active 
  again. The new body appears within 5 feet of the phylactery.
  Spellcasting. The lich is an 18th-level spellcaster. Its spellcasting 
  ability is Intelligence (spell save DC 20, +12 to hit with spell 
  attacks). The lich has the following wizard spells prepared:
  Cantrips (at will): mage hand, prestidigitation, ray of frost
  1st level (4 slots): detect magic, magic missile, shield, 
  thunderwave
  2nd level (3 slots): detect thoughts, invisibility, Melf’s acid arrow, 
  mirror image
  3rd level (3 slots): animate dead, counterspell, dispel magic, fireball
  4th level (3 slots): blight, dimension door
  5th level (3 slots): cloudkill, scrying
  6th level (1 slot): disintegrate, globe of invulnerability
  7th level (1 slot): finger of death, plane shift
  8th level (1 slot): dominate monster, power word stun
  9th level (1 slot): power word kill
  Turn Resistance. The lich has advantage on saving throws against 
  any effect that turns undead.
  Actions
  Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one 
  creature. Hit: 10 (3d6) cold damage. The target must succeed on 
  a DC 18 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.
  Legendary Actions
  The lich can take 3 legendary actions, choosing from the options 
  below. Only one legendary action can be used at a time and 
  only at the end of another creature’s turn. The lich regains spent 
  legendary actions at the start of its turn.
  Cantrip. The lich casts a cantrip.
  Paralyzing Touch (Costs 2 Actions). The lich uses its 
  Paralyzing Touch.
  Frightening Gaze (Costs 2 Actions). The lich fixes its gaze on one 
  creature it can see within 10 feet of it. The target must succeed 
  on a DC 18 Wisdom saving throw against this magic or become 
  frightened for 1 minute. The frightened target can repeat the 
  saving throw at the end of each of its turns, ending the effect on 
  itself on a success. If a target’s saving throw is successful or the 
  effect ends for it, the target is immune to the lich’s gaze for the 
  next 24 hours.
  Disrupt Life (Costs 3 Actions). Each non-undead creature within 
  20 feet of the lich must make a DC 18 Constitution saving throw 
  against this magic, taking 21 (6d6) necrotic damage on a failed 
  save, or half as much damage on a successful one.
  Lair Actions
  On initiative count 20 (losing initiative ties), the lich can take a lair 
  action to cause one of the following magical effects; the lich can’t 
  use the same effect two rounds in a row:
  • The lich rolls a d8 and regains a spell slot of that level or 
  lower. If it has no spent spell slots of that level or lower, 
  nothing happens.
  • The lich targets one creature it can see within 30 feet of it. A 
  crackling cord of negative energy tethers the lich to the target. 
  Whenever the lich takes damage, the target must make a DC 18 
  Constitution saving throw. On a failed save, the lich takes half 
  the damage (rounded down), and the target takes the remaining 
  damage. This tether lasts until initiative count 20 on the next 
  round or until the lich or the target is no longer in the lich’s lair.
     The lich calls forth the spirits of creatures that died in its 
  lair. These apparitions materialize and attack one creature that 
  the lich can see within 60 feet of it. The target must succeed 
  on a DC 18 Constitution saving throw, taking 52 (15d6) 
  necrotic damage on a failed save, or half as much damage on a 
  successful saving throw. The apparitions then disappear.
  Mage
  Mage
  Medium humanoid (any race), any alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 40 (9d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   9 (-1) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0)
  Saving Throws Int +6, Wis +4
  Skills Arcana +6, History +6
  Senses passive Perception 11
  Languages any four languages
  Challenge 6 (2,300 XP)
  Magic Resistance. The archmage has advantage on saving throws 
  against spells and other magical effects.
  Spellcasting. The archmage is an 9th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 14, +6 to hit 
  with spell attacks). The archmage has the following wizard 
  spells prepared:
  Cantrips (at will). fire bolt, light, mage hand, prestidigitation
  1st level (4 slots): detect magic, mage armor, magic missile
  2nd level (3 slots): misty step, suggestion
  3rd level (3 slots): counterspell, fireball, fly
  4th level (3 slots): greater invisibility, ice storm
  5th level (1 slots): cone of cold
  Actions
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  
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  DDAL-DRWEP02 Wings of Death
  Magic-Thieving Stone Golem
  Magic-Thieving Stone Golem
  Large construct, unaligned
  Armor Class 17 (natural armor)
  Hit Points 178 (17d10 + 85)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   22 (+6) 
  9 (-1) 
  20 (+5) 
  3 (-4) 
  11 (+0) 
  1 (-5)
  Damage Immunities poison, psychic; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages understands the languages of its creator but can’t speak
  Challenge 10 (5,900 XP)
  Immutable Form. The statue is immune to any spell or effect that 
  would alter its form.
  Magic Resistance. The statue has advantage on saving throws 
  against spells and other magical effects.
  Magic Theft. As a bonus action, the golem targets one creature it 
  can see within 30 feet of it. The target must succeed on a DC 17 
  Charisma saving throw, or all magic items in its possession are 
  teleported to a vault designated by its creator.
  Magic Weapons. The statue’s weapon attacks are magical.
  Actions
  Multiattack. The statue makes two slam attacks.
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 19 (3d8 + 6) bludgeoning damage.
  Slow (Recharge 5–6). The statue targets one or more creatures 
  it can see within 10 feet of it. Each target must make a 
  DC 17 Wisdom saving throw against this magic. On a failed save, 
  a target can’t use reactions, its speed is halved, and it can’t make 
  more than one attack on its turn. In addition, the target can take 
  either an action or a bonus action on its turn, not both. These 
  effects last for 1 minute. A target can repeat the saving throw 
  at the end of each of its turns, ending the effect on itself on 
  a success.
  Martial Arts Adept
  Martial Arts Adept
  Medium humanoid (any race), any alignment
  Armor Class 16
  Hit Points 60 (11d8 + 11)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  17 (+3) 
  13 (+1) 
  11 (+0) 
  16 (+3) 
  10 (+0)
  Skills Acrobatics +5, Insight +5, Stealth +5
  Senses passive Perception 13
  Languages any one language (usually Common)
  Challenge 3 (700 XP)
  Unarmored Defense. While the adept is wearing no armor and 
  wielding no shield, its AC includes its Wisdom modifier.
  Actions
  Multiattack. The adept makes three unarmed strikes or three 
  dart attacks.
  Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the 
  target is a creature, the adept can choose one of the following 
  additional effects:
  • The target must succeed on a DC 13 Strength saving throw or 
  drop one item it is holding (adept’s choice).
  • The target must succeed on a DC 13 Dexterity saving throw or 
  be knocked prone.
  • The target must succeed on a DC 13 Constitution saving throw 
  or be stunned until the end of the adept’s next turn.
  Dart. Melee Weapon Attack: +5 to hit, range 20/60 ft., one 
  target. Hit: 5 (1d4 + 3) piercing damage.
  Reactions
  Deflect Missile. In response to being hit by a ranged weapon 
  attack, the adept deflects the missile. The damage it takes from 
  the attack is reduced by 1d10 + 3. If the damage is reduced to 0, 
  the adept catches the missile if it’s small enough to hold in one 
  hand and the adept has a hand free.
  
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  DDAL-DRWEP02 Wings of Death
  Necromancer
  Necromancer
  Medium humanoid (any race), any alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 66 (12d8 + 12)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   9 (-1) 
  14 (+2) 
  12 (+1) 
  17 (+3) 
  12 (+1) 
  11 (+0)
  Saving Throws Int +7, Wis +5
  Skills Arcana +7, History +7
  Damage Resistances necrotic
  Senses passive Perception 11
  Languages any four languages
  Challenge 9 (5,000 XP)
  Grim Harvest (1/Turn). When necromancer kills a creature that is 
  neither a construct nor undead with a spell of 1st level or higher, 
  the necromancer regains hit points equal to twice the spell’s level, 
  or three times if it is a necromancy spell.
  Spellcasting. The necromancer is a 12th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 15, +7 to hit 
  with spell attacks). The necromancer has the following wizard 
  spells prepared:
  Cantrips (at will): chill touch, dancing lights, mage hand, mending
  1st level (4 slots): false life*, mage armor, ray of sickness*
  2nd level (3 slots): blindness/deafness*, ray of enfeeblement*, web
  3rd level (3 slots): animate dead*, bestow curse*, vampiric touch*
  4th level (3 slots): blight*, dimension door, stoneskin
  5th level (2 slots): Bigby’s hand, cloudkill
  6th level (1 slot): circle of death*
  *Necromancy spell of 1st level or higher
  Actions
  Withering Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one 
  creature. Hit: 5 (2d4) necrotic damage.
  Nightwalker
  Nightwalker
  Huge undead, chaotic evil
  Armor Class 14
  Hit Points 297 (22d12 + 154)
  Speed 40 ft., fly 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   22 (+6) 
  19 (+4) 
  24 (+7) 
  6 (-2) 
  9 (-1) 
  8 (-1)
  Saving Throws Con +13
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical attacks
  Damage Immunities necrotic, poison, prone, restrained
  Condition Immunities exhaustion, frightened, grappled, 
  paralyzed, petrified, poisoned
  Senses darkvision 120 ft., passive Perception 9
  Languages -
  Challenge 20 (25,000 XP)
  Annihilating Aura. Any creature that starts its turn within 30 feet 
  of the nightwalker must succeed on a DC 21 Constitution saving 
  throw or take 14 (4d6) necrotic damage and grant the nightwalker 
  advantage on attack rolls against it until the start of the creature’s 
  next turn. Undead are immune to this aura.
  Life Eater. A creature reduced to 0 hit points from damage dealt 
  by the nightwalker dies and can’t be revived by any means short 
  of a wish spell.
  Actions
  Multiattack. The nightwalker uses Enervating Focus twice, or it 
  uses Enervating Focus and Finger of Doom, if available.
  Enervating Focus. Melee Weapon Attack: +12 to hit, reach 15 ft., 
  one target. Hit: 28 (5d6 + 6) necrotic damage. The target must 
  succeed on a DC 21 Constitution saving throw or its hit point 
  maximum is reduced by an amount equal to the necrotic damage 
  taken. This reduction lasts until the target finishes a long rest.
  Finger of Doom (Recharge 6). Melee Weapon Attack: +9 to hit, 
  reach 5 ft., one target. Hit: 18 (2d12 + 5) The nightwalker points 
  at one creature it can see within 300 feet of it. The target must 
  succeed on a DC 21 Wisdom saving throw or take 26 (4d12) 
  necrotic damage and become frightened until the end of the 
  nightwalker’s next turn. While frightened in this way, the creature 
  is also paralyzed. If a target’s saving throw is successful, the 
  target is immune to the nightwalker’s Finger of Doom for the 
  next 24 hours.
  
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  DDAL-DRWEP02 Wings of Death
  Nycaloth
  Nycaloth
  Large fiend (yugoloth), neutral evil
  Armor Class 18 (natural armor)
  Hit Points 123 (13d10 + 52)
  Speed 40 ft., fly 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   20 (+5) 
  11 (+0) 
  19 (+4) 
  12 (+1) 
  10 (+0) 
  15 (+2)
  Skills Intimidation +6, Perception +4, Stealth +4
  Damage Resistances cold, fire, lightning; bludgeoning, piercing, 
  and slashing from nonmagical attacks
  Damage Immunities acid, poison
  Condition Immunities poisoned
  Senses blindsight 60 ft., darkvision 60 ft., passive Perception 14
  Languages Abyssal, Infernal, telepathy 60 ft.
  Challenge 9 (5,000 XP)
  Innate Spellcasting. The nycaloth’s innate spellcasting ability is 
  Charisma. The nycaloth can innately cast the following spells, 
  requiring no material components:
  At will: darkness, detect magic, dispel magic, invisibility (self only), 
  mirror image
  Magic Resistance. The nycaloth has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The nycaloth’s weapon attacks are magical.
  Actions
  Multiattack. The nycaloth makes two melee attacks, or it makes 
  one melee attack and teleports before or after the attack.
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 5) slashing damage. If the target is a 
  creature, it must succeed on a DC 16 Constitution saving throw 
  or take 5 (2d4) slashing damage at the start of each of its turns 
  due to a fiendish wound. Each time the nycaloth hits the wounded 
  target with this attack, the damage dealt by the wound increases 
  by 5 (2d4). Any creature can take an action to stanch the wound 
  with a successful DC 13 Wisdom (Medicine) check. The wound 
  also closes if the target receives magical healing.
  Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 18 (2d12 + 5) slashing damage.
  Teleport. The nycaloth magically teleports, along with any 
  equipment it is wearing or carrying, up to 60 feet to an 
  unoccupied space it can see.
  Phoenix, Advanced
  Phoenix, Advanced
  Gargantuan elemental, neutral
  Armor Class 18 (natural armor)
  Hit Points 175 (10d20 + 70)
  Speed 20 ft., fly 120 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  26 (+8) 
  25 (+7) 
  6 (-2) 
  21 (+5) 
  18 (+4)
  Saving Throws Wis +10, Cha +9
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Damage Immunities fire, poison
  Condition Immunities exhaustion, grappled, paralyzed, petrified, 
  poisoned, prone, restrained, stunned
  Senses darkvision 60 ft., passive Perception 15
  Languages Goblin, Primordial
  Challenge 16 (15,000 XP)
  Fiery Death and Rebirth. When the phoenix dies, it explodes. 
  Each creature within 60-feet of it must make a DC 20 Dexterity 
  saving throw, taking 22 (4d10) fire damage on a failed save, or half 
  as much damage on a successful one. The fire ignites flammable 
  objects in the area that aren’t worn or carried. The explosion 
  destroys the phoenix’s body and leaves behind an egg-shaped 
  cinder that weighs 5 pounds. The cinder is blazing hot, dealing 21 
  (6d6) fire damage to any creature that touches it, though no more 
  than once per round. The cinder is immune to all damage, and 
  after 1d6 days, it hatches a new phoenix.
  Fire Form. The phoenix can move through a space as narrow as 
  1 inch wide without squeezing. Any creature that touches the 
  phoenix or hits it with a melee attack while within 5 feet of it 
  takes 5 (1d10) fire damage. In addition, the phoenix can enter a 
  hostile creature’s space and stop there. The first time it enters 
  a creature’s space on a turn, that creature takes 5 (1d10) fire 
  damage. With a touch, the phoenix can also ignite flammable 
  objects that aren’t worn or carried (no action required).
  Flyby. The phoenix doesn’t provoke opportunity attacks when it 
  flies out of an enemy’s reach.
  Illumination. The phoenix sheds bright light in a 60-foot radius 
  and dim light for an additional 30 feet.
  Legendary Resistance (3/Day). If the phoenix fails a saving throw, 
  it can choose to succeed instead.
  Siege Monster. The phoenix deals double damage to objects and 
  structures.
  Actions
  Multiattack. The phoenix makes two attacks: one with its beak 
  and one with its fiery talons.
  Beak. Melee Weapon Attack: +13 to hit, reach 15 ft., one 
  target. Hit: 15 (2d6 + 8) fire damage. If the target is a creature or 
  a flammable object, it ignites. Until a creature takes an action to 
  douse the fire, the target takes 5 (1d10) fire damage at the start of 
  each of its turns.
  Fiery Talons. Melee Weapon Attack: +13 to hit, reach 15 ft., one 
  target. Hit: 17 (2d8 + 8) fire damage.
  
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  DDAL-DRWEP02 Wings of Death
  Purple Worm
  Purple Worm
  Gargantuan monstrosity, unaligned
  Armor Class 18 (natural armor)
  Hit Points 247 (15d20 + 90)
  Speed 50 ft., burrow 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   28 (+9) 
  7 (-2) 
  22 (+6) 
  1 (-5) 
  8 (-1) 
  4 (-3)
  Saving Throws Con +11, Wis +4
  Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 9
  Languages -
  Challenge 15 (13,000 XP)
  Tunneler. The worm can burrow through solid rock at half its 
  burrowing speed and leaves a 10-foot-diameter tunnel in its wake.
  Actions
  Multiattack. The worm makes two attacks: one with its bite and 
  one with its stinger.
  Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one 
  target. Hit: 22 (3d8 + 9) piercing damage. If the target is a Large 
  or smaller creature, it must succeed on a DC 19 Dexterity saving 
  throw or be swallowed by the worm. A swallowed creature 
  is blinded and restrained, it has total cover against attacks and 
  other effects outside the worm, and it takes 21 (6d6) acid damage 
  at the start of each of the worm’s turns. If the worm takes 30 
  damage or more on a single turn from a creature inside it, the 
  worm must succeed on a DC 21 Constitution saving throw at 
  the end of that turn or regurgitate all swallowed creatures, which 
  fall prone in a space within 10 feet of the worm. If the worm dies, 
  a swallowed creature is no longer restrained by it and can escape 
  from the corpse by using 20 feet of movement, exiting prone.
  Tail Stinger. Melee Weapon Attack: +14 to hit, reach 10 ft., one 
  target. Hit: 19 (3d6 + 9) piercing damage, and the target must 
  make a DC 19 Constitution saving throw, taking 42 (12d6) 
  poison damage on a failed save, or half as much damage on a 
  successful one.
  Retriever
  Retriever
  Large construct, lawful evil
  Armor Class 19 (natural armor)
  Hit Points 210 (20d10 + 100)
  Speed 40 ft., climb 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   22 (+6) 
  16 (+3) 
  20 (+5) 
  3 (-4) 
  11 (+0) 
  4 (-3)
  Saving Throw Dex +8, Con +10, Wis +5
  Skills Perception +5, Stealth +8
  Damage Immunities necrotic, poison, psychic; bludgeoning, 
  piercing, and slashing from nonmagical attacks that aren’t 
  adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses blindsight 30 ft., darkvision 60 ft., passive Perception 15
  Languages understands Abyssal, Elvish, and Undercommon but 
  can’t speak
  Challenge 14 (11,500 XP)
  Faultless Tracker. The retriever is given a quarry by its master. The 
  quarry can be a specific creature or object the master is personally 
  acquainted with, or it can be a general type of creature or object 
  the master has seen before. The retriever knows the direction and 
  distance to its quarry as long as the two of them are on the same 
  plane of existence. The retriever can have only one such quarry at 
  a time. The retriever also always knows the location of its master.
  Innate Spellcasting. The retriever’s innate spellcasting ability is 
  Wisdom (spell save DC 13). The steel predator can innately cast 
  the following spells, requiring no material components:
  At will: plane shift (only self and up to one incapacitated creature 
  which is considered willing for the spell), web
  Actions
  Multiattack. The retriever makes two foreleg attacks and uses its 
  force or paralyzing beam once, if available.
  Foreleg. Melee Weapon Attack: +11 to hit, reach 10 ft., one 
  target. Hit: 15 (2d8 + 6) slashing damage.
  Force Beam. The retriever targets one creature it can see within 60 
  feet of it. The target must make a DC 16 Dexterity saving throw, 
  taking 27 (5d10) force damage on a failed save, or half as much 
  damage on a successful one.
  Paralyzing Beam (Recharge 5–6). The retriever targets one 
  creature it can see within 60 feet of it. The target must succeed 
  on a DC 18 Constitution saving throw or be paralyzed for 1 
  minute. The paralyzed target can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on a success. 
  If the paralyzed creature is Medium or smaller, the retriever can 
  pick it up as part of the retriever’s move and walk or climb with it 
  at full speed.
  
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  DDAL-DRWEP02 Wings of Death
  Roc
  Roc
  Gargantuan monstrosity, unaligned
  Armor Class 15 (natural armor)
  Hit Points 248 (16d20 + 80)
  Speed 20 ft., fly 120 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   28 (+9) 
  10 (+0) 
  20 (+5) 
  3 (-4) 
  10 (+0) 
  9 (-1)
  Saving Throws Dex +4, Con +9, Wis +4, Cha +3
  Skills Perception +4
  Senses passive Perception 14
  Languages —
  Challenge 11 (7,200 XP)
  Keen Sight. The roc has advantage on Wisdom (Perception) 
  checks that rely on sight.
  Actions
  Multiattack. The roc makes two attacks: one with its beak and 
  one with its talons.
  Beak. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 
  Hit: 27 (4d8 + 9) piercing damage.
  Talons. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 
  Hit: 23 (4d6 + 9) slashing damage, and the target is grappled 
  (escape DC 19). Until this grapple ends, the target is restrained, 
  and the roc can’t use its talons on another target.
  Shadow Assassin
  Shadow Assassin
  Medium undead, chaotic evil
  Armor Class 14
  Hit Points 70 (12d8 + 24)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   6 (-6) 
  19 (+4) 
  14 (+2) 
  13 (+1) 
  12 (+1) 
  14 (+2)
  Saving Throw Dex +8, Int +5
  Skills Perception +9, Stealth +12
  Damage Vulnerabilities radiant
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical attacks 
  that aren’t adamantine,
  Damage Immunities necrotic, poison
  Condition Immunities exhaustion, frightened, grappled, 
  paralyzed, petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 19
  Languages understands the languages it knew in life but can’t speak
  Challenge 9 (5,000 XP)
  Amorphous. The assassin can move through a space as narrow as 
  1 inch wide without squeezing.
  Shadow Stealth. While in dim light or darkness, the assassin can 
  take the Hide action as a bonus action.
  Sunlight Weakness. While in sunlight, the assassin has 
  disadvantage on attack rolls, ability checks, and saving throws.
  Actions
  Multiattack. The assassin makes two Shadow Blade attacks.
  Shadow Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 5) piercing damage plus 10 (3d6) necrotic 
  damage. Unless the target is immune to necrotic damage, the 
  target’s Strength score is reduced by 1d4 each time it is hit by 
  this attack. The target dies if its Strength is reduced to 0. The 
  reduction lasts until the target finishes a short or long rest.
   If a non-evil humanoid dies from this attack, a shadow (see the 
  Monster Manual) rises from the corpse 1d4 hours later.
  
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  DDAL-DRWEP02 Wings of Death
  Shargrailar (Reduced Threat)
  Shargrailar (Reduced Threat)
  Gargantuan undead, chaotic evil
  Armor Class 22 (natural armor)
  Hit Points 658 (44d20 + 458) for tables running solo
  Speed 40 ft., climb 40 ft., fly 80 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   30 (+10) 
  12 (+1) 
  29 (+9) 
  18 (+4) 
  16 (+3) 
  27 (+8)
  Saving Throws Dex +8, Con +16, Int +11, Wis +10, Cha +15
  Skills Arcana +11, Athletics +17, Intimidation +22, Perception +19
  Damage Resistances force, thunder; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Damage Immunities fire, lightning, necrotic, poison
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned
  Senses blindsight 60 ft., truesight 120 ft., passive Perception 31
  Languages Common, Draconic
  Challenge 26 (90,000 XP)
  Legendarily Reactive For each remaining use of legendary 
  resistance that Shargrailar has, it gains an extra reaction 
  each round.
  Legendary Resistance (4/Day) If Shargrailar fails a saving throw, 
  he can choose to succeed instead.
  Magical Attacks Shargrailar’s attacks are considered magical.
  Magic Resistance Shargrailar has advantage on saving throws 
  against spells and other magical effects.
  Metamagic Shargrailar can modify his spellcasting with the 
  following metamagic options:
  • Distant Spell (4/Day). When Shargrailar casts a spell that has 
  a range of 5 feet or greater, he can choose to double the range 
  of the spell. If the spell has a range of touch, he can choose to 
  make the range of the spell 30 feet.
  • Subtle Spell (4/Day). When Shargrailar casts a spell, he can 
  choose to cast it without any somatic or verbal components.
  • Transmuted Spell (4/Day). When Shargrailar casts a spell that 
  deals a type of damage from the following list, he can choose to 
  change that damage type to one of the other listed types: acid, 
  cold, fire, lightning, poison, thunder.
  Planar Anchored. Shargrailar is unable to be moved to another 
  plane of existence unless Szass Tam allows him to move.
  Spellcasting Shargrailar is a 16th-level spellcaster. His 
  spellcasting ability is Charisma (spell save DC 23, +15 to hit 
  with spell attacks). Shargrailar has the following sorcerer spells 
  prepared, and ignores material components:
  Cantrips (at will). chill touch, fire bolt, lightning lure, minor illusion, 
  mold earth, shocking grasp
  1st level (4 slots): absorb elements, fog cloud, shield
  2nd level (3 slots): hold person, mirror image, misty step
  3rd level (3 slots): counterspell, dispel magic, fireball, lightning bolt
  4th level (3 slots): cone of cold, dimension door, wall of fire
  5th level (3 slots): banishment, hold monster, synaptic static
  6th level (2 slots): chain lightning, disintegrate
  7th level (2 slots): reverse gravity, teleport
  8th level (1 slot): earthquake
  Turn Immunity. Shargrailar is immune to effects that turn undead.
  Undead Nature. Shargrailar doesn’t require air, food, 
  drink, or sleep.
  Actions
  Multiattack. Shargrailar can use its Frightful Presence. It then 
  chooses one of the following sets of attacks: One with its bite and 
  two with its claws and one with its tail, or two with Pride Barrage.
  Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one 
  target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire 
  damage and 14 (4d6) lightning damage.
  Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one 
  target. Hit: 17 (2d6 + 10) slashing damage.
  Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one 
  target. Hit: 19 (2d8 + 10) bludgeoning damage.
  Pride Barrage. Ranged Weapon Attack: +15 to hit, reach 120 
  ft., one target. Hit: 19 (3d6 + 8) fire damage and 19 (3d6 + 
  8) lightning damage. In addition, any other creatures within 
  30 feet of the target must make a DC 24 Dexterity saving 
  throw. They each take 9 (2d4 + 4) fire damage and 9 (2d4 + 4) 
  lightning damage on a failed save, or half as much damage on a 
  successful one.
  Frightful Presence. Each creature of Shargrailar’s choice that 
  is within 120 feet of Shargrailar and aware of it must succeed 
  on a DC 22 Wisdom saving throw or become frightened for 1 
  minute. A creature can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a success. If a 
  creature’s saving throw is successful or the effect ends for it, the 
  creature is immune to the Shargrailar’s Frightful Presence for the 
  next 24 hours.
  Legendary Actions
  Shargrailar can take 3 legendary actions, choosing from the 
  options below. Only one legendary action option can be used at 
  a time and only at the end of another creature’s turn. Shargrailar 
  regains spent legendary actions at the start of its turn.
  Cast Spell (Costs 1–3 Actions). Shargrailar casts a spell of 3rd 
  level or lower for 1 Legendary Action. Shargrailar can cast a 
  spell of 4th or 5th level instead for 2 or 3 Legendary Actions, 
  respectively.
  Detect. Shargrailar makes a Wisdom (Perception) check.
  Pride Shot. Shargrailar makes one Pride Barrage attack.
  Wing Attack (Costs 2 Actions). Shargrailar beats his wings. 
  Each creature within 15 feet of him must succeed on a DC 
  25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning 
  damage and be knocked prone. Shargrailar can then fly up to 
  half his flying speed.
  Fire and Lightning Breath (Costs 3 Actions). Shargrailar moves up 
  to half of his flying speed, and then exhales fire and lightning 
  in a 90-foot cone. Each creature in that area must make a 
  DC 24 Dexterity saving throw, taking 46 (13d6) fire damage and 
  46 (13d6) lightning on a failed save, or half as much damage on 
  a successful one.
  
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  DDAL-DRWEP02 Wings of Death
  Shargrailar
  Shargrailar
  Gargantuan undead, chaotic evil
  Armor Class 24 (natural armor)
  Hit Points 1,038 (44d20 + 458) for tables running solo
  Speed 40 ft., climb 40 ft., fly 80 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   30 (+10) 
  12 (+1) 
  29 (+9) 
  18 (+4) 
  16 (+3) 
  27 (+8)
  Saving Throws Dex +9, Con +17, Int +12, Wis +11, Cha +16
  Skills Arcana +12, Athletics +18, Intimidation +24, Perception +21
  Damage Resistances force, thunder; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Damage Immunities fire, lightning, necrotic, poison
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned
  Senses blindsight 60 ft., truesight 120 ft., passive Perception 31
  Languages Common, Draconic
  Challenge 30 (155,000 XP)
  Legendarily Reactive For each remaining use of legendary 
  resistance that Shargrailar has, it gains an extra reaction 
  each round.
  Legendary Resistance (5/Day). If Shargrailar fails a saving throw, 
  he can choose to succeed instead.
  Magical Attacks Shargrailar’s attacks are considered magical.
  Magic Resistance Shargrailar has advantage on saving throws 
  against spells and other magical effects.
  Metamagic Shargrailar can modify his spellcasting with the 
  following metamagic options:
  • Distant Spell (5/Day). When Shargrailar casts a spell that has 
  a range of 5 feet or greater, he can choose to double the range 
  of the spell. If the spell has a range of touch, he can choose to 
  make the range of the spell 30 feet.
  • Subtle Spell (5/Day). When Shargrailar casts a spell, he can 
  choose to cast it without any somatic or verbal components.
  • Transmuted Spell (4/Day). When Shargrailar casts a spell that 
  deals a type of damage from the following list, he can choose to 
  change that damage type to one of the other listed types: acid, 
  cold, fire, lightning, poison, thunder.
  Planar Anchored. Shargrailar is unable to be moved to another 
  plane of existence unless Szass Tam allows him to move.
  Spellcasting Shargrailar is a 19th-level spellcaster. His 
  spellcasting ability is Charisma (spell save DC 24, +16 to hit 
  with spell attacks). Shargrailar has the following sorcerer spells 
  prepared, and ignores material components:
  Cantrips (at will). chill touch, fire bolt, lightning lure, minor illusion, 
  mold earth, shocking grasp
  1st level (4 slots): absorb elements, fog cloud, shield
  2nd level (3 slots): hold person, mirror image, misty step
  3rd level (3 slots): counterspell, dispel magic, fireball, lightning bolt
  4th level (3 slots): cone of cold, dimension door, wall of fire
  5th level (3 slots): banishment, hold monster, synaptic static
  6th level (2 slots): chain lightning, disintegrate
  7th level (2 slots): reverse gravity, teleport
  8th level (1 slot): earthquake
  9th level (1 slot): power word kill
  Turn Immunity. Shargrailar is immune to effects that turn undead.
  Undead Nature. Shargrailar doesn’t require air, food, 
  drink, or sleep.
  Actions
  Multiattack. Shargrailar can use its Frightful Presence. It then 
  chooses one of the following sets of attacks: One with its bite and 
  two with its claws and one with its tail, or two with Pride Barrage.
  Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one 
  target. Hit: 21 (2d10 + 10) piercing damage plus 21 (6d6) fire 
  damage and 21 (6d6) lightning damage.
  Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one 
  target. Hit: 17 (2d6 + 10) slashing damage.
  Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one 
  target. Hit: 19 (2d8 + 10) bludgeoning damage.
  Pride Barrage. Ranged Weapon Attack: +16 to hit, reach 120 
  ft., one target. Hit: 22 (4d6 + 8) fire damage and 22 (4d6 + 8) 
  lightning damage. In addition, any other creatures within 30 
  feet of the target must make a DC 25 Dexterity saving throw. 
  They each take 11 (2d6 + 4) fire damage and 11 (2d6 + 4) 
  lightning damage on a failed save, or half as much damage on a 
  successful one.
  Frightful Presence. Each creature of Shargrailar’s choice that 
  is within 120 feet of Shargrailar and aware of it must succeed 
  on a DC 23 Wisdom saving throw or become frightened for 1 
  minute. A creature can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a success. If a 
  creature’s saving throw is successful or the effect ends for it, the 
  creature is immune to the Shargrailar’s Frightful Presence for the 
  next 24 hours.
  Legendary Actions
  Shargrailar can take 3 legendary actions, choosing from the 
  options below. Only one legendary action option can be used at 
  a time and only at the end of another creature’s turn. Shargrailar 
  regains spent legendary actions at the start of its turn.
  Cast Spell (Costs 1–3 Actions). Shargrailar casts a spell of 3rd 
  level or lower for 1 Legendary Action. Shargrailar can cast a 
  spell of 4th or 5th level instead for 2 or 3 Legendary Actions, 
  respectively.
  Detect. Shargrailar makes a Wisdom (Perception) check.
  Pride Shot. Shargrailar makes one Pride Barrage attack.
  Wing Attack (Costs 2 Actions). Shargrailar beats his wings. 
  Each creature within 15 feet of him must succeed on a DC 
  25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning 
  damage and be knocked prone. Shargrailar can then fly up to 
  half his flying speed.
  Fire and Lightning Breath (Costs 3 Actions). Shargrailar moves up 
  to half of his flying speed, and then exhales fire and lightning 
  in a 90-foot cone. Each creature in that area must make a 
  DC 24 Dexterity saving throw, taking 56 (15d6) fire damage and 
  56 (15d6) lightning on a failed save, or half as much damage on 
  a successful one
  
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  DDAL-DRWEP02 Wings of Death
  Skull Lord
  Skull Lord
  Medium undead, lawful evil
  Armor Class 18 (Plate)
  Hit Points 105 (14d8 + 42)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  16 (+3) 
  17 (+3) 
  16 (+3) 
  15 (+2) 
  21 (+5)
  Skills Athletics +7, History +8, Perception +12, Stealth +8
  Damage Resistances Cold, Necrotic; Bludgeoning, Piercing, and 
  Slashing from Nonmagical Attacks
  Damage Immunities Poison
  Condition Immunities Blinded, Charmed, Deafened, Exhaustion, 
  Frightened, Poisoned, Stunned, Unconscious
  Senses darkvision 60 ft., passive Perception 22
  Languages all the languages it knew in life
  Challenge 15 (13,000 XP)
  Legendary Resistance (3/Day). If the skull lord fails a saving throw, 
  it can choose to succeed instead.
  Master of the Grave. While within 30 feet of the skull lord, any 
  undead ally of the skull lord makes saving throws with advantage, 
  and that ally regains 1d6 hit points whenever it starts its 
  turn there.
  Evasion. If the skull lord is subjected to an effect that allows it to 
  make a Dexterity saving throw to take only half the damage, the 
  skull lord instead takes no damage if it succeeds on the saving 
  throw, and only half damage if it fails.
  Spellcasting. The skull lord is a 13th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC18, +10 to hit with 
  spell attacks). The skull lord knows the following sorcerer spells:
  Cantrips (at will): chill touch, fire bolt, mage hand, poison spray, ray 
  of frost, shocking grasp
  1st level (4 slots): magic missile, expeditious retreat, thunderwave
  2nd level (3 slots): mirror image, scorching ray
  3rd level (3 slots): fear, haste
  4th level (3 slots): dimension door, ice storm
  5th level (2 slots): cloudkill, cone of cold
  6th level (1 slot): eyebite
  7th level (1 slot): finger of death
  Actions
  Multiattack. The skull lord makes three bone staff attacks.
  Bone Staff. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) bludgeoning damage plus 14 (4d6) 
  necrotic damage.
  Legendary Actions
  The skull lord can take 3 legendary actions, choosing from the 
  options below. Only one legendary action option can be used at a 
  time and only at the end of another creature’s turn. The skull lord 
  regains spent legendary actions at the start of its turn.
  Bone Staff (Costs 2 Actions). The skull lord makes a bone 
  staff attack.
  Cantrip. The skull lord casts a cantrip.
  Move. The skull lord moves up to its speed without provoking 
  opportunity attacks.
  Summon Undead (Costs 3 Actions). Up to five skeletons or 
  zombies appear in unoccupied spaces within 30 feet of the skull 
  lord and remain until destroyed. Undead summoned in this way 
  roll initiative and act in the next available turn. The skull lord 
  can have up to five undead summoned by this ability at a time.
  Steel Predator
  Steel Predator
  Large construct, lawful evil
  Armor Class 20 (natural armor)
  Hit Points 178 (17d10 + 85)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   24 (+7) 
  17 (+3) 
  22 (+6) 
  4 (-3) 
  14 (+2) 
  6 (-2)
  Skills Perception +7, Stealth +8, Survival +7
  Damage Resistances cold, lightning, necrotic, thunder
  Damage Immunities poison, psychic; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned, stunned
  Senses blindsight 30 ft., darkvision 60 ft., passive Perception 17
  Languages understands Modron and the language of its owner 
  but can’t speak
  Challenge 16 (15,000 XP)
  Innate Spellcasting. The steel predator’s innate spellcasting 
  ability is Wisdom. The steel predator can innately cast the 
  following spells, requiring no components:
  At will: dimension door (self only), plane shift (self only),
  Magic Resistance. The steel predator has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The steel predator’s weapon attacks are magical.
  Actions
  Multiattack. The steel predator makes three attacks: one with its 
  bite and two with its claw.
  Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 14 (2d6 + 7) piercing damage.
  Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 16 (2d8 + 7) slashing damage.
  Stunning Roar (Recharge 5–6). The steel predator emits a 
  roar in a 60-foot cone. Each creature in that area must make a 
  DC 19 Constitution saving throw. On a failed save, a creature 
  takes 27 (5d10) thunder damage, drops everything it’s holding, 
  and is stunned for 1 minute. On a successful save, a creature 
  takes half as much damage. The stunned creature 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-DRWEP02 Wings of Death
  Storm Giant
  Storm Giant
  Huge giant, chaotic good
  Armor Class 16 (scale mail)
  Hit Points 230 (20d12 + 100)
  Speed 50 ft., swim 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   29 (+9) 
  14 (+2) 
  20 (+5) 
  16 (+3) 
  18 (+4) 
  18 (+4)
  Saving Throws Str +14, Con +10, Wis +9, Cha +9
  Skills Arcana +8, Athletics +14, History +8, Perception +9
  Damage Resistances cold
  Damage Immunities lightning, thunder
  Senses passive Perception 19
  Languages Common, Giant
  Challenge 13 (10,000 XP)
  Amphibious. The giant can breathe air and water.
  Innate Spellcasting. The giant’s innate spellcasting ability is 
  Charisma (spell save DC 17). It can innately cast the following 
  spells, requiring no material components:
  At will: detect magic, feather fall, levitate, light
  3/day: control weather, water breathing
  Actions
  Multiattack. The giant makes two greatsword attacks.
  Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one 
  target. Hit: 30 (6d6 + 9) slashing damage.
  Rock. Ranged Weapon Attack: +14 to hit, reach 60/240 ft., one 
  target. Hit: 35 (4d12 + 9) bludgeoning damage.
  Lightning Strike (Recharge 5–6). The giant hurls a magical 
  lightning bolt at a point it can see within 500 feet of it. Each 
  creature within 10 feet of that point must make a DC 17 Dexterity 
  saving throw, taking 54 (12d8) lightning damage on a failed save, 
  or half as much damage on a successful one.
  Thunderous Stomp (Recharge 6). The storm giant stomps the 
  ground, triggering a thunderclap. All other creatures within 15 feet 
  of the giant must succeed on a DC 17 Constitution saving throw 
  or take 33 (6d10) thunder damage and be deafened until the start 
  of the giant’s next turn. On a successful save, a creature takes 
  half as much damage and isn’t deafened. The thunderclap can be 
  heard out to a range of 1,200 feet.
  Corrupted Storm Giants
  In “Quest 1F: Protect the Princess,” the corrupting effect of 
  the Red Wizard ritual gives the storm giants the following 
  adjustments to their stat block:
  • Thunderous Stomp deals 17 (3d10) thunder damage and 17 
  (3d10) fire damage, rather than 33 (6d10) thunder damage.
  • Each giant has the following trait:  
  Legendary Resistance (1/Day). If the storm giant fails a 
  saving throw, they can choose to succeed instead.
  Storm Giant Quintessent
  Storm Giant Quintessent
  Huge giant, chaotic good
  Armor Class 12
  Hit Points 230 (20d12 + 100)
  Speed 50 ft., fly 50 ft. (hover), swim 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   29 (+9) 
  14 (+2) 
  20 (+5) 
  17 (+3) 
  20 (+5) 
  19 (+4)
  Saving Throws Str +14, Con +10, Wis +10, Cha +9
  Skills Arcana +8, History +8, Perception +10
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks
  Damage Immunities lightning, thunder
  Senses truesight 60 ft., passive Perception 20
  Languages Common, Giant
  Challenge 16 (15,000 XP)
  Amphibious. The giant can breathe air and water.
  Actions
  Multiattack. The giant makes two Lightning Sword attacks or 
  uses Wind Javelin twice.
  Lightning Sword. Melee Weapon Attack: +14 to hit, reach 15 ft., 
  one target. Hit: 40 (9d6 + 9) lightning damage.
  Wind Javelin. The giant coalesces wind into a javelin-like form and 
  hurls it at a creature it can see within 600 feet of it. The javelin 
  is considered a magic weapon and deals 19 (3d6 + 9) piercing 
  damage to the target, striking unerringly. The javelin disappears 
  after it hits.
  Legendary Actions
  The giant can take 3 legendary actions, choosing from the options 
  below. Only one legendary action option can be used at a time 
  and only at the end of another creature’s turn. The giant regains 
  spent legendary actions at the start of its turn.
  Gust. The giant targets a creature it can see within 60 feet of it 
  and creates a magical gust of wind around it. The target must 
  succeed on a DC 18 Strength saving throw or be pushed up to 
  20 feet in any horizontal direction the giant chooses.
  Thunderbolt (2 Actions). The giant hurls a thunderbolt at a 
  creature it can see within 600 feet of it. The target must make a 
  DC 18 Dexterity saving throw, taking 22 (4d10) thunder damage 
  on a failed save, or half as much damage on a successful one.
  One with the Storm (3 Actions). The giant vanishes, dispersing 
  itself into the storm surrounding its lair. The giant can end this 
  effect at the start of any of its turns, becoming a giant once 
  more and appearing in any location it chooses within its lair. 
  While dispersed, the giant can’t take any actions other than 
  lair actions, and it can’t be targeted by attacks, spells, or other 
  effects. The giant can’t use this ability outside its lair, nor can 
  it use this ability if another creature is using a control weather 
  spell or similar magic to quell the storm.
  
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  DDAL-DRWEP02 Wings of Death
  Stone Golem
  Stone Golem
  Large construct, unaligned
  Armor Class 17 (natural armor)
  Hit Points 178 (17d10 + 85)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   22 (+6) 
  9 (-1) 
  20 (+5) 
  3 (-4) 
  11 (+0) 
  1 (-5)
  Damage Immunities poison, psychic; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages understands the languages of its creator but can’t speak
  Challenge 10 (5,900 XP)
  Immutable Form. The golem is immune to any spell or effect that 
  would alter its form.
  Magic Resistance. The golem has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Actions
  Multiattack. The golem makes two slam attacks.
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 19 (3d8 + 6) bludgeoning damage.
  Slow (Recharge 5–6). The golem targets one or more creatures 
  it can see within 10 feet of it. Each target must make a 
  DC 17 Wisdom saving throw against this magic. On a failed save, 
  a target can’t use reactions, its speed is halved, and it can’t make 
  more than one attack on its turn. In addition, the target can take 
  either an action or a bonus action on its turn, not both. These 
  effects last for 1 minute. A target can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on a success.
  Tomb Tapper
  Tomb Tapper
  Huge construct, lawful neutral
  Armor Class 17 (natural armor)
  Hit Points 207 (18d12 + 90)
  Speed 30 ft., burrow 10 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   22 (+6) 
  10 (+0) 
  21 (+5) 
  14 (+2) 
  14 (+2) 
  11 (+0)
  Skills Perception +6
  Damage Resistances lightning
  Damage Immunities cold, fire
  Condition Immunities charmed, frightened
  Senses blindsight 240 ft. (blind beyond this radius), passive 
  Perception 16
  Languages understands Common and Undercommon but doesn’t 
  speak, telepathy 60 ft.
  Challenge 10 (5,900 XP)
  Petrified Death. A tomb tapper reduced to 0 hit points turns into 
  a lifeless stone statue. Anything it’s wearing or carrying is not 
  transformed.
  Sense Magic. The tomb tapper senses magic within 30 feet of it 
  and can use an action to pinpoint the location of any creature, 
  object, or area in that range that bears magic. This sense 
  penetrates barriers but is blocked by a thin sheet of lead.
  Tunneler. The tomb tapper can burrow through solid rock at half 
  its burrowing speed and leaves a 10-foot-wide, 20-foot-tall tunnel 
  in its wake.
  Unusual Nature. The tomb tapper doesn’t require air or sleep.
  Actions
  Multiattack. The tomb tapper makes two melee attacks with its 
  sledgehammer or with its claws. If it hits the same creature with 
  both claws, it can pull that creature within 5 feet of its mouth and 
  make a bite attack against it.
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 22 (3d10 + 6) slashing damage.
  Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one 
  target. Hit: 16 (3d6 + 6) slashing damage.
  Sledgehammer. Melee or Ranged Weapon Attack: +10 to hit, 
  reach 15 ft. or range 30/120 ft., one target. Hit: 27 (6d6 + 6) 
  bludgeoning or force damage (tomb tapper’s choice). If thrown, 
  the hammer returns to the tomb tapper at the end of its turn, 
  landing at the tomb tapper’s feet if it doesn’t have a hand free to 
  catch the weapon.
  
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  DDAL-DRWEP02 Wings of Death
  Wraith, Tier 3 (DDAL00-01)
  Wraith, Tier 3 (DDAL00-01)
  Medium undead, neutral evil
  Armor Class 14
  Hit Points 158 (19d8 + 78)
  Speed 0 ft., fly 60 ft. (hover)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   6 (-2) 
  20 (+5) 
  16 (+3) 
  12 (+1) 
  14 (+2) 
  15 (+2)
  Saving Throws Dex +6, Int +7, Wis +6, Cha +8
  Skills Deception +8, Insight +6, Perception +6, Persuasion +8
  Damage Resistances acid, cold, fire, lightning, thunder
  Damage Immunities silvered weapons, weapons that are not 
  magical; necrotic, poison
  Condition Immunities charmed, exhaustion, frightened, grappled, 
  paralyzed, petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 12
  Languages the languages it knew in life
  Challenge 15 (13,000 XP)
  Empowered Undead. The wraith has advantage on saving throws 
  versus magic and magic effects.
  Innate Spellcasting. The wraith can move through other creatures 
  and objects as if they were difficult terrain. It takes 5 (1d10) force 
  damage if it ends its turn inside of an object.
  Magic Resistance. The wraith has advantage on saving throws 
  against spells and other magical effects.
  Sunlight Sensitivity. While in sunlight, the wraith has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight.
  Actions
  Life Drain. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  creature. Hit: 41 (6d8 + 5) necrotic damage. The target must 
  succeed on a DC 18 Constitution saving throw or its hit point 
  maximum is reduced by an amount equal to the damage taken. 
  This reduction lasts until the target finishes a long rest. The target 
  dies if this effect reduces its hit point maximum to 0.
  Create Specter. The wraith targets a humanoid within 10 feet of it 
  that has been dead for no longer than 1 minute and died violently. 
  The target’s spirit rises as a specter in the space of its corpse or in 
  the nearest unoccupied space. The specter is under the wraith’s 
  control. The wraith can have no more than seven specters under 
  its control at one time.
  Ultroloth
  Ultroloth
  Medium fiend (yugoloth), neutral evil
  Armor Class 19 (natural armor)
  Hit Points 153 (18d8 + 72)
  Speed 30 ft., fly 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  16 (+3) 
  18 (+4) 
  18 (+4) 
  15 (+2) 
  19 (+4)
  Skills Intimidation +9, Perception +7, Stealth +8
  Damage Resistances cold, fire, lightning; bludgeoning, piercing, 
  and slashing from nonmagical attacks
  Damage Immunities acid, poison
  Condition Immunities charmed, frightened, poisoned
  Senses truesight 120 ft., darkvision 60 ft., passive Perception 16
  Languages Abyssal, Infernal, telepathy 60 ft.
  Challenge 13 (10,000 XP)
  Innate Spellcasting. The ultroloth’s innate spellcasting ability is 
  Charisma. The ultroloth can innately cast the following spells, 
  requiring no material components:
  At will: alter self, clairvoyance, darkness, detect magic, detect 
  thoughts, dispel magic, invisibility (self only), suggestion
  3/day: dimension door, fear, wall of fire
  1/day: fire storm, mass suggestion
  Magic Resistance. The ultroloth has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The ultroloth’s weapon attacks are magical.
  Actions
  Multiattack. The ultroloth can use its Hypnotic Gaze and makes 
  three melee attacks.
  Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 +3) slashing 
  damage if used with two hands.
  Hypnotic Gaze. The ultroloth’s eyes sparkle with opalescent 
  light as it targets one creature it can see within 30 feet of it. 
  If the target can see the ultroloth, the target must succeed 
  on a DC 17 Wisdom saving throw against this magic or 
  be charmed until the end of the ultroloth’s next turn. 
  The charmed target is stunned. If the target’s saving throw is 
  successful, the target is immune to the ultroloth’s gaze for the 
  next 24 hours.
  Teleport. The ultroloth magically teleports, along with any 
  equipment it is wearing or carrying, up to 60 feet to an 
  unoccupied space it can see.
  
  Yagnoloth
  Yagnoloth
  Large fiend (yugoloth), neutral evil
  Armor Class 17 (natural armor)
  Hit Points 147 (14d10 + 70)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  14 (+2) 
  21 (+5) 
  16 (+3) 
  15 (+2) 
  18 (+4)
  Saving Throws Dex +6, Int +7, Wis +6, Cha +8
  Skills Deception +8, Insight +6, Perception +6, Persuasion +8
  Damage Resistances cold, fire, lightning; bludgeoning, piercing, 
  and slashing from nonmagical attacks
  Damage Immunities acid, poison
  Condition Immunities poisoned
  Senses blindsight 60 ft., darkvision 60 ft., passive Perception 16
  Languages Abyssal, Infernal, telepathy 60 ft.
  Challenge 11 (7,200 XP)
  Innate Spellcasting. The yagnoloth’s innate spellcasting ability is 
  Charisma. The yagnoloth can innately cast the following spells, 
  requiring no material components:
  At will: darkness, detect magic, dispel magic, invisibility (self only), 
  suggestion
  3/day: lightning bolt
  Magic Resistance. The yagnoloth has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The yagnoloth’s weapon attacks are magical.
  Actions
  Multiattack. The yagnoloth makes one massive arm attack and 
  one electrified touch attack, or it makes one massive arm attack 
  and teleports before or after the attack.
  Electrified Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 27 (6d8) lightning damage.
  Massive Arm. Melee Weapon Attack: +8 to hit, reach 15 ft., one 
  target. Hit: 23 (3d12 + 4) bludgeoning damage. If the target is a 
  creature, it must succeed on a DC 16 Constitution saving throw or 
  is stunned until the end of the yagnoloth’s next turn.
  Life Leech. The yagnoloth touches one incapacitated creature 
  within 15 feet of it. The target takes 36 (7d8 + 4) necrotic damage, 
  and the yagnoloth gains temporary hit points equal to half the 
  damage dealt. The target must succeed on a DC 16 Constitution 
  saving throw, or its hit point maximum is reduced by an amount 
  equal to the damage taken. This reduction lasts until the target 
  finishes a long rest, and the target dies if its hit point maximum is 
  reduced to 0.
  Battlefield Cunning (Recharge 4–6). Up to two allied yugoloths 
  within 60 feet of the yagnoloth that can hear it can use their 
  reactions to make one melee attack each.
  Teleport. The yagnoloth magically teleports, along with 
  any equipment it is wearing or carrying, up to 60 feet to an 
  unoccupied space it can see.
  
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  DDAL-DRWEP02 Wings of Death
  You have finally cracked the cypher that encoded the tome titled The Death of the Mind. 
  After a careful reading, several things have become clear. There is nothing in this book that 
  suggests Master Reader Alsbith needed it to create the ritual to find the Wyrmskull Throne. 
  Indeed, the Chultan tome discusses controlling minds and souls, with a focus on the 
  complicated magical theory of moving mind and soul from one vessel to another. It further 
  explores the use of corporeal undead as targets, and ways to place souls into undead hosts. 
  A person wielding these theories could design a magic ritual to trade bodies and effectively 
  live forever.
   The details needed to complete such rituals are not present in this tome. However, you 
  immediately note two potential applications connected to your present mission.
  • You have an insight into the rituals that create certain corporeal undead, and can gain 
  benefits when trying to disrupt those rituals. Given the Thayan predilection for the creation 
  of undead, you might soon have use for this lore.
  • ’It is possible that you might be able to devise a way to save or transfer King Hekaton’s soul 
  from his corrupted Death Knight body, or whatever phylactery the Thayans are keeping it in.
  Appendix 1: Code Breaker Handout
  Appendix 1: Code Breaker Handout
  
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  DDAL-DRWEP02 Wings of Death
  Exploration Quests
  Quest 1A: Gone in a Flash
  Characters sent to find Shargrailar’s bones arrive at a cavern entrance blazing with heat and static electricity. Though the 
  bones are easily spotted, retrieving them presents a dangerous task.
  Quest 1B: Dancing with Fire
  While trailing a group of Red Wizards, the characters encounter a bugbear mystic named Mayadiru, who warns them that 
  elemental activity is flaring up in the area. A nearby fiery cavern holds Shargrailar’s leg bones—but is guarded by elemental 
  power.
  Social Interaction Quests
  Quest 1C: The Morbid Monastery
  The characters must explore the ruins of an ancient monastery, locating Shargrailar’s bones with the help of the site’s 
  residents—both living and undead.
  Quest 1D: Silver Solitude
  A Thunder Peaks hermit claims to know where two dragon neck bones can be found. The hermit is happy to show the bones’ 
  location to characters who come with good intentions—but has a secret reason to sound the characters out on their goals and 
  allegiances.
  Combat Quest
  Quest 1E: A Rocky Pursuit
  Tipped off by a kenku ranger, the characters go after a magical cart hauling bones through a remote ravine. With careful 
  planning and tactics, they can put down the threat of a Red Wizard patrol and claim a collection of Shargrailar’s bones.
  Appendix 2: Part 1 Tier 3 Quests
  Appendix 2: Part 1 Tier 3 Quests
  
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  DDAL-DRWEP02 Wings of Death
  Exploration Quests
  Quest 1G: The Color of Pain
  The characters enter Shargrailar’s long-abandoned lair in the caverns of the Thunder Peaks, and must solve a pair of deadly 
  puzzles to retrieve some of the shards of the dracolich’s phylactery.
  Quest 1H: A Friend in Need
  The characters travel into Shargrailar’s lair to meet with a Thayan contact who needs safe escort out. They must find the 
  contact while avoiding the notice of the Red Wizards—and then steal some of the shards of Shargrailar’s phylactery from a 
  powerful Red Wizard operative.
  Social Interaction Quests
  Quest 1I: Turncoat
  The characters must infiltrate a Thayan research site to find a Red Wizard interested in defecting from that order—giving 
  them a chance to claim some of the shards of Shargrailar’s phylactery that the Thayans have already collected.
  Quest 1J: Ritual Disaster
  The ritual to bring back Shargrailar requires a number of complex and valuable components. By undermining the efforts 
  of the high-ranking Red Wizard working to prepare those components, the characters have a chance to sabotage the ritual 
  before it reaches fruition.
  Combat Quest
  Quest 1K: Dig Deep
  The characters must take on the construct defenders of a dig site, then overcome the powerful magic of a secret vault to 
  retrieve some of the shards of Shargrailar’s phylactery.
  Appendix 3: Part 1 Tier 4 Quests
  Appendix 3: Part 1 Tier 4 Quests
  
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  DDAL-DRWEP02 Wings of Death
  Juvenile Phoenix
  Juvenile Phoenix
  Large elemental, neutral
  Armor Class 13
  Hit Points 95 [7d20 + 7]
  Speed 50 ft., fly 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  17 (+3) 
  16 (+3) 
  6 (-2) 
  10 (+0) 
  7 (-2)
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Damage Immunities fire, poison
  Condition Immunities exhaustion, grappled, paralyzed, petrified, 
  poisoned, prone, restrained, unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages Goblin, Primordial
  Fire Form. The elemental can move through a space as narrow 
  as 1 inch wide without squeezing. A creature that touches the 
  elemental or hits it with a melee attack while within 5 feet of it 
  takes 5 (1d10) fire damage. In addition, the elemental can enter 
  a hostile creature’s space and stop there. The first time it enters 
  a creature’s space on a turn, that creature takes 5 (1d10) fire 
  damage and catches fire; until someone takes an action to douse 
  the fire, the creature takes 5 (1d10) fire damage at the start of 
  each of its turns.
  Illumination. The elemental sheds bright light in a 30-foot radius 
  and dim light in an additional 30 feet.
  Water Susceptibility. For every 5 feet the elemental moves in 
  water, or for every gallon of water splashed on it, it takes 1 
  cold damage.
  Actions
  Multiattack. The elemental makes two touch attacks.
  Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  10 (2d6 + 3) fire damage. If the target is a creature or a flammable 
  object, it ignites. Until a creature takes an action to douse the 
  fire, the target takes 5 (1d10) fire damage at the start of each of 
  its turns.
  Appendix 4: Juvenile Phoenix Handout
  Appendix 4: Juvenile Phoenix Handout
  Juvenile Phoenix
  Juvenile Phoenix
  Large elemental, neutral
  Armor Class 13
  Hit Points 95 (7d20 + 21)
  Speed 50 ft., fly 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  17 (+3) 
  16 (+3) 
  6 (-2) 
  10 (+0) 
  7 (-2)
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Damage Immunities fire, poison
  Condition Immunities exhaustion, grappled, paralyzed, petrified, 
  poisoned, prone, restrained, unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages Goblin, Primordial
  Fire Form. The elemental can move through a space as narrow 
  as 1 inch wide without squeezing. A creature that touches the 
  elemental or hits it with a melee attack while within 5 feet of it 
  takes 5 (1d10) fire damage. In addition, the elemental can enter 
  a hostile creature’s space and stop there. The first time it enters 
  a creature’s space on a turn, that creature takes 5 (1d10) fire 
  damage and catches fire; until someone takes an action to douse 
  the fire, the creature takes 5 (1d10) fire damage at the start of 
  each of its turns.
  Illumination. The elemental sheds bright light in a 30-foot radius 
  and dim light in an additional 30 feet.
  Water Susceptibility. For every 5 feet the elemental moves in 
  water, or for every gallon of water splashed on it, it takes 1 
  cold damage.
  Actions
  Multiattack. The elemental makes two touch attacks.
  Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  10 (2d6 + 3) fire damage. If the target is a creature or a flammable 
  object, it ignites. Until a creature takes an action to douse the 
  fire, the target takes 5 (1d10) fire damage at the start of each of 
  its turns.
  
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  DDAL-DRWEP02 Wings of Death
  Inscription on the Floor:
  Place of life, place of death. Feeling of strife, feeling of 
  breath. The world submits to these colors alone.
  Inscription on the Door:
  Green is next to yellow and orange.
  Blue is not next to yellow nor is white next to Divination.
  If enchantment is blue then transmutation is white.
  Divination is orange and/or necromancy is violet.
  Indigo is next to illusion and across from orange.
  Abjuration is either violet or yellow.
  Appendix 5:  
  Appendix 5:  
  Prismatic Keys Handout (Quest 1G)
  Prismatic Keys Handout (Quest 1G)
  
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  DDAL-DRWEP02 Wings of Death
  The encounters in part 2 don’t focus on a specific pillar of play, but all involve combat.’
  Encounter 2A: Destructive Diversion
  The characters must help their giant allies break down the walls of the Red Wizards’ fortress by identifying weak spots, 
  dispelling the magic that protects them, and calling in artillery to smash through.
  Encounter 2B: Fugue Machine
  The characters go to the highest tower of the Thayan stronghold to disable the powerful Fugue Machine, allowing them to 
  end the etherealness effect on the battlefield.
  Encounter 2C: What Goes Down Must Come Up
  The characters must destroy a necrotic wellspring that provides the Red Wizards with their undead troops—but those undead 
  troops and their masters are spoiling for a fight.
  Appendix 6: Part 2 Tier 3 Encounters
  Appendix 6: Part 2 Tier 3 Encounters
  
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  DDAL-DRWEP02 Wings of Death
  The encounters in part 2 don’t focus on a specific pillar of play, but all involve combat.
  Encounter 2D: Claiming the Throne
  At long last, Princess Serissa’s agents have discovered the location of the Wyrmskull Throne! The characters must now 
  recover the artifact before the Red Wizards finish preparing it for their dread ritual.
  Encounter 2E: Pardon the Interruption
  A pair of powerful archmages are focusing the magic of the Red Wizards’ ritual. To help hinder the rise of Shargrailar, these 
  casters and their volatile ceremony must be stopped.
  Encounter 2F: Left for Undead
  In the lead-up to the ritual to remake Shargrailar, the Red Wizards have been experimenting with the processes of creating 
  undead, trying to merge and migrate the undead life force between bodies. These dread experiments must be stopped.
  Appendix 7: Part 2 Tier 4 Encounters
  Appendix 7: Part 2 Tier 4 Encounters
  
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  DDAL-DRWEP02 Wings of Death
  The characters can keep the following magic items if they 
  are found during the adventure. It is suggested that you 
  print off enough copies of this page to be able to give one 
  to each of your players, crossing out rewards they didn’t 
  receive during the session.
  Bracers of Defense
  Wondrous item, rare (requires attunement)
  While wearing these bracers, you gain a +2 bonus to AC if 
  you are wearing no armor and using no shield.
   This item is found in the Dungeon Master’s Guide. These 
  bracers take the form of red satin evening gloves, and are 
  incredibly soft and surprisingly warm. Featuring detailed 
  golden embroidery depicting the brutal slaughter of 
  duergar rebels, these gloves grow warmer when within 100 
  feet of any elemental.
  Ring of Earth Elemental Command
  Ring, legendary (requires attunement)
  While wearing this ring, you have advantage on attack rolls 
  against elementals from the Elemental Plane of Earth 
  and they have disadvantage on attack rolls against you. 
  In addition, you have access to properties based on the 
  Elemental Plane of Earth.
   The ring has 5 charges. It regains 1d4 + 1 expended 
  charges daily at dawn. Spells cast from the ring have a save 
  DC of 17.
   You can expend 2 of the ’ring’s charges to cast dominate 
  monster on an earth elemental. In addition, you can move 
  in difficult terrain that is composed of rubble, rocks, or 
  dirt as if it were normal terrain. You can also speak and 
  understand Terran.
   If you help slay an earth elemental while attuned to the 
  ring, you gain access to the following additional properties:
  • You have resistance to acid damage.
  • You can move through solid earth or rock as if those 
  areas were difficult terrain. If you end your turn there, 
  you are shunted out to the nearest unoccupied space you 
  last occupied.
  • You can cast the following spells from the ring, 
  expending the necessary number of charges: stone 
  shape (2 charges), stoneskin (3 charges), or wall of stone 
  (3 charges).
   This item is found in the Dungeon Master’s Guide. The 
  ring is made of beaten brass and set with a many-faceted 
  apatite stone. While attuned to this item, ’your skin 
  becomes extremely dry and is prone to cracking. Only the 
  finest lotions and oils can keep this effect at bay.
   (This item is available only to tier 4 characters.)
  Potion of Giant Strength
  Potion, varies
  When you drink this potion, your Strength score changes 
  for 1 hour. The type of giant determines the score (see 
  below). The potion has no effect on you if your Strength is 
  equal to or greater than that score.
   This ’potion’s transparent liquid has floating in it a sliver 
  of fingernail from a giant of the appropriate type. This item 
  is found in the Dungeon Master’s Guide.
  Tier 3. Potion of fire giant strength (rare, 25 Strength).
  Tier 4. Potion of cloud giant strength (very rare, 27 
  Strength).
  Potion of Healing
  Potion, common
  You regain hit points when you drink this potion, with 
  the number of hit points depending on the potion’s rarity. 
  Whatever its potency, the potion’s red liquid glimmers when 
  agitated. This item is found in the Dungeon Master’s Guide.
  Tier 3. Potion of superior healing (rare, 8d4 + 8 hit points 
  regained).
  Tier 4. Potion of supreme healing (very rare, 10d4 + 20 hit 
  points regained).
  Spellguard Shield
  Armor (shield), very rare (requires attunement)
  While holding this shield, you have advantage on saving 
  throws against spells and other magical effects, and spell 
  attacks have disadvantage against you.
   This item is found in the Dungeon Master’s Guide. This 
  tower shield is made of hundreds of interlocking humanoid 
  bones, dipped in a shimmering silver resin. When you are 
  targeted by a spell, the bones vibrate gently and emit deep, 
  ominous chanting in ancient Oman, lasting for 1d6 rounds.
  Spell Scroll
  Scroll, varies
  A spell scroll bears the words of a single spell, written 
  in a mystical cipher. If the spell is on your class’s spell 
  list, you can read the scroll and cast its spell without 
  providing any material components. Otherwise, the scroll 
  is unintelligible. Casting the spell by reading the scroll 
  requires the spell’s normal casting time. Once the spell is 
  cast, the words on the scroll fade, and it crumbles to dust. 
  If the casting is interrupted, the scroll is not lost.
   If the spell is on your class’s spell list but of a higher level 
  than you can normally cast, you must make an ability check 
  using your spellcasting ability to determine whether you 
  cast it successfully. The DC equals 10 + the spell’s level. On 
  a failed check, the spell disappears from the scroll with no 
  other effect.
   The level of the spell on the scroll determines the spell’s 
  saving throw DC and attack bonus, as well as the scroll’s 
  rarity.
  Tier 3. Spell scroll of etherealness (very rare).
  Tier 4. Spell scroll of control weather (very rare).
  Legacy Event: Born From the Ashes
  You befriended a juvenile phoenix who has brought joy, 
  laughter, and fiery disaster into your life. The juvenile 
  phoenix serves you as a mount, and while you are mounted 
  upon it, you are immune to the creature’s Fire Form trait. If 
  the juvenile phoenix dies, it returns to its parents’ lair, but 
  can be summoned with the find steed spell.
  Legacy Event: The King’s Fate
  You have captured/destroyed (circle one) King Hekaton.
  Appendix 8: Character Rewards
  Appendix 8: Character Rewards
  
  74
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL-DRWEP02 Wings of Death
  To run an adventure as a DM, you must have three to 
  seven players, each with their own character within the 
  adventure’s level range (see the “Adventure Primer” section 
  at the start of the adventure).
  New to D&D Adventurers League?
  http://dnd.wizards.com/playevents/organized-play
  New to the Annual Storyline?
  You can find out more about the Dreams of the Red 
  Wizards storyline here:
  http://dndadventurersleague.org/storyline-seasons/
  dreamsof-the-red-wizards/
  Preparing the Adventure
  Before you start play, consider the following:
  • Read through the adventure, taking notes of anything 
  you’d like to highlight or remind yourself of while 
  running it, such as a way you’d like to portray an NPC 
  or a tactic you’d like to use in a combat. Familiarize 
  yourself with the adventure’s appendices and handouts.
  • Gather any resources you’d like to use to aid you in 
  running the adventure, such as notecards, a DM screen, 
  miniatures, and battle maps.
  • Ask the players to provide you with relevant character 
  information, such as name, race, class, and level; passive 
  Wisdom (Perception) score; and anything the adventure 
  specifies as notable (such as backgrounds, traits, 
  and flaws).
   Players can play an adventure they previously played 
  as a player or Dungeon Master, but can do so only once 
  with a specific character. Ensure that each player has 
  their character’s adventure logsheet (if not, get one from 
  the organizer) with their starting values for level, magic 
  items, gold, and downtime days. These are updated at the 
  conclusion of the session. The adventure information and 
  your information are added at the end of the adventure 
  session—whether the character completed the adventure 
  or not.
   Each player is responsible for maintaining an accurate 
  logsheet. If you have time, you can do a quick scan of a 
  player’s character sheet to ensure nothing looks out of 
  order. If you see magic items of very high rarities or strange 
  arrays of ability scores, you can ask players to provide 
  documentation for the irregularities. If they cannot, feel 
  free to restrict item use or ask them to use a standard 
  ability score array.
   Point players to the D&D Adventurers League Player’s 
  Guide for reference. If players wish to spend downtime 
  days and it’s the beginning of an adventure or episode, they 
  can declare their activity and spend the days immediately, 
  or they can do so at the end of the adventure or episode. 
  Players should select their characters’ spells and other 
  daily options prior to the start of the adventure, unless 
  the adventure specifies otherwise. Feel free to reread the 
  adventure description to help give players hints about what 
  they might face.
  Adjusting This Adventure
  To determine whether you should consider adjusting the 
  adventure, add up the total levels of all the characters and 
  divide the result by the number of characters (rounding .5 
  or greater up; .4 or less down). This is the group’s average 
  party level (APL). To approximate the party strength for 
  the adventure, consult the table below.
  Determining Party Strength
  Party Composition Party 
  Party Strength
  3-4 characters, APL less than 
  Very weak
  3-4 characters, APL equivalent 
  Weak
  3-4 characters, APL greater than 
  Average
  5 characters, APL less than 
  Weak
  5 characters, APL equivalent 
  Average
  5 characters, APL greater than 
  Strong
  6-7 characters, APL less than 
  Average
  6-7 characters, APL equivalent 
  Strong
  6-7 characters, APL greater than 
  Very strong
  Appendix 9. Dungeon Master Tips
  Appendix 9. Dungeon Master Tips
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/DDAL-DRWEP02 Wings of Death.pdf