TEXT: DDAL-DRW03 
   
   
   
   
   
  Saving Silverbeard 
  A Dreams of the Red Wizards Adventure 
   
   
   
   
   
   
   
  Powerful elements collide in the wake of the attack on Myth Nantar.  
  The conclusion to the haunting sea-faring tale on the Sea of Fallen Stars.  
  A Four-to-Six Hour Adventure for Tier 3 Characters. Optimized for APL 13. 
   
   
  
  CREDITS 
   
  Lead Designer: Ashley Warren 
  Designer:  Chris Lindsay 
  Consultant:  Will Ansell 
   
  Editing:  
  D&D Adventurers League Guildmaster: Chris Lindsay 
   
  Art Director & Graphic Design: Rich Lescouflair 
   
  D&D Adventurers League Wizards Team: Adam Lee, Chris 
  Lindsay, Mike Mearls, Matt Sernett 
   
  D&D Adventurers League Administrators: Lysa Penrose,     
  Amy Lynn Dzura, Claire Hoffman, Greg Marks, Alan Patrick, 
  Travis Woodall 
   
  Playtesters: Will Ansell, Bill Benham, Justin Donie, Sarah 
  Keortge, Ari Levitch 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards 
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  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
   
  
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  DDAL-DRW03 Saving Silverbeard (v.1.1) 
   
   
  3 
  Adventure Primer  
  Background  
  Since the assault on Myth Nantar, things have been 
  relatively quiet. Either the Thayans won the battle 
  and have taken over the ancient elven city, or they 
  were successfully repelled, in which case they’ve left 
  the area for the time being to regroup and formulate 
  a new plan of attack. Either way… good or bad… win 
  or lose… everything is quiet. A little too quiet for 
  certain.  
   During the battle, Thayan diviners detected a 
  strange magical anomaly among the opposing forces. 
  Never to let such a discovery go without 
  investigation they send a specialist, a necromantic 
  arcane trickster named Rune, to find the anomaly 
  and retrieve it. Accompanied by a band of seriously 
  skulking pirate-spies, the agent discovers Zehira and 
  the Iltkazar Scepter, the head of which proudly 
  shows the crossed axes of Clangeddin Silverbeard, 
  the Father of Battle. 
   Under the cover of darkness, Rune and his 
  companions board Umberlee’s Resolve and whisk 
  Zehira away. The characters must identify Zehira’s 
  location with little information. Also on their tail is 
  the malenti spy whose murder spree in Myth Nantar 
  nearly got the party arrested; the spy covets the club 
  and has nothing to lose by trying to obtain it.  
   The characters must brave a perilous journey to 
  the storm-enveloped, ever-smoking Dragon Isle, 
  risking the ire of a red dragon, a cult of priestesses 
  devoted to Umberlee, and the threat of Thay that 
  continues to plague them. There is nowhere to 
  escape the danger that lurks everywhere, above and 
  below the Sea of Fallen Stars.  
  Where Powerful Magic Collides 
  Dragon Isle is among the stranger locations in the Pirate Isles. 
  Potent arcana holds the whole island and its inhabitants in a 
  never-ending battle against the elements: turbulent storms 
  that surround the coast and a smoking, bubbling volcano 
  called the Infernal Maw. Pirates frequent the island, 
  assuming it will be a suitable place to conduct their piracy 
  schemes but are often caught off guard and felled by the 
  extreme environment. Still, some — like the necromantic 
  arcane trickster, Rune, working for the Thay — are drawn to 
  it for that very reason.  
  Episodes  
  The adventure is spread over five episodes that take 
  approximately four to six hours to play. These 
  episodes are initially introduced by a Call to 
  Action Episode. If you’re planning to play the entire 
  adventure at once, you only need to introduce the 
  Call to Action once. However, if you plan to play 
  them over several sessions, you’ll want to revisit the 
  Call to Action each time you play. 
   Episode 1: Veil of Darkness. Sailing away from 
  Myth Nantar, Umberlee’s Resolve is infiltrated by 
  Thayan pirates who abduct Zehira Deryan. The 
  characters can search her quarters to look for clues 
  on how to find her. This is the Call to Action. 
   Episode 2: Waste and Empty the Sea. Several clues 
  point the way to Dragon Isle, the largest of the 
  infamous Pirate Isles. A storm threatens their 
  arrival. This is Main Objective A. 
   Episode 3: Left in the Wake. Thayan agent Rune 
  leaves a trail of obstacles and undead as the 
  characters track Zehira through an active volcano, 
  the Dragon’s Maw. This is Main Objective B. 
  Bonus Objectives  
  This adventure includes two bonus objectives that 
  the characters can pursue if they have additional 
  time to do so—earning additional advancement 
  checkpoints (but no treasure checkpoints) in the 
  process. These bonus objectives are found in this 
  adventure’s appendices, as follows:  
   Bonus Objective A: Piece of Mine. When the 
  Iltkazar Scepter begins to malfunction, the 
  characters can temporarily control the item by using 
  substances mined in the Dragon’s Maw, drawing the 
  unwanted ire of a red dragon’s minions. This 
  objective is found in Appendix 3. 
   Bonus Objective B. The Wicked Waves. The 
  storms around Dragon Isle are worsened by a cult to 
  Umberlee. The characters can confront the cult upon 
  arrival to the island. This objective is found in 
  Appendix 4. 
   
   
  
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  DDAL-DRW03 Saving Silverbeard (v.1.1) 
   
   
  4 
  Episode Sequence  
  Depending on your time constraints, play style and 
  environment, this adventure takes approximately 
  four to six hours to play.  
  How Will You Play?  
  The duration of your session depends on how much 
  of this adventure you utilize. At the very least, your 
  session will last approximately four hours. However, 
  if you wish, you can provide a longer experience for 
  your players by pursuing the bonus objectives.  
   Main Objective Only. To complete the adventure’s 
  main objective, the characters participate in 
  Episodes 1 through 3 in order, however, you may 
  include the opportunity to pursue bonus objectives.  
   Bonus Objectives. You can extend this adventure 
  by one or two hours by including opportunities for 
  the characters to pursue the bonus objectives. These 
  objectives branch off Episode 3, but their order is 
  fluid—they set the scene for the final episode and 
  may even have an impact on the events that 
  transpire. 
  Episode Flowchart 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Veil of Darkness 
  (Call to Action) 
  Waste and Empty the Sea 
  (Main Objective A) 
  Left in the Wake 
  (Main Objective B) 
  Piece of Mine 
  (Bonus Objective A) 
  The Wicked Waves 
  (Bonus Objective B) 
  
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  DDAL-DRW03 Saving Silverbeard (v.1.1) 
   
   
  5 
  Episode 1: Veil of Darkness (Call to Action) 
  Estimated Duration: 1 hour 
  The adventure begins on the sea, 30 miles off the 
  coast of the Whamite Isles, departing from Myth 
  Nantar. Depending on the outcome of Assault on 
  Myth Nantar, characters may be leaving very 
  different versions of the underwater elven city. 
  There are two potential outcomes to the battle. 
  • Outcome A: The Thayans succeeded in their plan 
  to overtake Myth Nantar. Resident Nantarns 
  begged the characters to go for help and Zehira 
  agreed, promising she would relay what has 
  transpired to the Turmish. 
  • Outcome B: The Thayan enemies were 
  successfully repelled and the city is safe — for 
  now. Zehira suspects Thay will be back and soon. 
  She intends to head back to Ayakar to share what 
  they’ve learned, and to formulate a plan for future 
  Thayan incursions with her fellow privateers.  
   Regardless of the outcome, Zehira has recruited 
  the characters to assist her. If your players haven’t 
  played DDEP-DRW01 Assault on Myth Nantar, 
  assume Zehira is attempting to outrun Thayan ships 
  after managing to slip through a blockade they’d set 
  to stop her when she departed the waters over Myth 
  Nantar. 
   Zehira captains Umberlee’s Resolve and 
  encourages the characters to help out on the ship 
  wherever they can. She is concerned about what 
  Thay might be planning next. Although she is 
  normally happy to socialize with her crew, Zehira 
  has kept to her quarters, making a quick appearance 
  each morning to address them before retreating 
  back to her sanctuary where she remains nose-deep 
  in charts, maps, and her notebook. Zehira works 
  tirelessly, documenting everything she’s learned to 
  ensure she doesn’t forget vital information that 
  might help Turmish.  
  Scene A: The Infiltration 
  Night falls as Umberlee’s Resolve sails over 
  surprisingly still waters, the calmest the surface has 
  been during the party’s travels on the Sea of Fallen 
  Stars.  
  The ship’s berth ruffles the glassy surface of the dark sea. 
  Stars twinkle white and gold in the vast blanket of the sky 
  above, unobstructed by clouds. The moon is new, shrouded 
  in shadow, and emits no light. The night is quiet, and few 
  signs of life are visible in the depths below.  
  The atmosphere is eerie, and the lighting dim. 
  Characters can choose to take watch. Well past 
  midnight when the night is darkest, any character 
  with darkvision that makes a successful DC 17 
  Wisdom (Perception) check spots a dim shape in the 
  distance — another caravel. The ship is painted 
  black and bears no flags or insignias.  
   Crew. The ship is crewed by ten Thayan agents, 
  nine pirates (bandit captains) and an arcane 
  trickster, Rune.  
   Tactics. Rune and the pirate’s goal is to sneak 
  aboard Umberlee’s Resolve and kidnap Zehira and 
  along with the source of magic they detected (her 
  barnacled club). Rune is an expert rogue and sends 
  the pirates out one at a time, using them as a 
  distraction in case they are detected.  
   The pirates approach Umberlee’s Resolve one 
  rowboat at a time, using Stealth. A crew member 
  that remains behind casts pass without a trace on the 
  pirates. 
   The pirates approach the bow of the ship, while 
  Rune approaches from the stern, aiming straight for 
  the captain’s quarters. He uses the invisibility spell to 
  remain undetected. 
  The Ship Detected 
  The ship halts about a half mile away from 
  Umberlee’s Resolve. Characters with darkvision that 
  make an additional successful DC 18 Wisdom 
  (Perception) check spot several figures swimming in 
  the water. These are four of the pirates (bandit 
  captains) that work for Rune. They are fleeing from 
  four lacedons that Rune commands. If the 
  character(s) that spotted the swimmers continues to 
  watch, a few rounds later they notice the ghouls 
  chasing them, and gaining quickly.  
   Once the characters notice the undead, the pirates 
  will notice them and start shouting for help to get 
  out of the water. The lacedons will submerge to 
  avoid getting attack, but it will be obvious that they 
  are still pursuing the pirates. If the characters don’t 
  help the swimmers, the lacedons will attack them in 
  the water. Through all of this, the ship remains 
  where it is and never comes closer to Umberlee’s 
  Resolve.  
   If the pirates are allowed on board, they’ll make a 
  show of hiding behind the characters. As soon as the 
  characters are distracted by the lacedons attempting 
  to board the ship as well, the pirates attack the 
  characters, likely with surprise. Initially they’ll 
  
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  DDAL-DRW03 Saving Silverbeard (v.1.1) 
   
   
  6 
  attempt to only knock them out, though if things 
  look bad, they switch to lethal attacks. 
   Meanwhile, Rune uses the distraction to get to 
  Zehira unnoticed. Accompanied by five pirates, he 
  breaks the windows of Zehira’s quarters using 
  stealth and surprises her. She gets in a few hits on 
  the pirates before Rune knocks her unconscious and 
  leaves the ship with her and her club. 
  The Ship Undetected 
  Rune and five pirates stealthily climb the side of 
  Umberlee’s Resolve and push open a window in 
  Zehira’s captain’s quarters. They kidnap Zehira but 
  not without a short fight, in which Zehira fells two of 
  the pirates and knocks another unconscious. Still, 
  Rune escapes with Zehira, her club, and two of his 
  comrades.  
  Scene B: Gone Missing 
  Characters might learn that Zehira is missing in one 
  of two ways. 
   Option 1: At daybreak, Zehira does not show up 
  on deck for her daily address to the crew. A 
  successful DC 13 Intelligence (Investigation) check 
  finds her quarters in disarray, and no sign of Zehira.  
   Option 2: After the confrontation with the pirates, 
  Zehira’s quarters are a mess and she is nowhere to 
  be found.  
  Scene of the Crime 
  A successful DC16 Intelligence (Investigation) check 
  made while searching Zehira’s quarters turns up her 
  journal. Provide the players with Appendix 8: 
  Player Handout (Zehira’s Journal). It contains the 
  following musings. 
  My club reacted strangely in the 
  presence of the Librarian. Before 
  leaving, Iridian gave me a book 
  that had some new information: 
  apparently, I am not the only one 
  who has possessed this weapon. 
  He suspects it’s of dwarven 
  design, and while inspecting it, I 
  noticed a symbol that I hadn’t 
  seen before: two crossed axes. I 
  know the dreadful Axar Xyrl stole 
  it from someone before I got my 
  hands on it in its lair – the 
  question is, who did Axar steal it 
  from? There were quite a few 
  corpses in there, so who knows… 
  I am concerned that the Thayans 
  will return to Myth Nantar, and I 
  am eager to get back to Ayakar, 
  but are we bringing danger to 
  Turmish? I know the zulkirs are 
  after me now. I must get 
  information to Turmish as soon 
  as possible, and what I’ve learned 
  can’t fall into the wrong hands. 
  I have a terrible suspicion that I 
  am being watched or followed, 
  the same feeling I had when I was 
  being stalked by the morkoth. 
  • A map of the Sea of Fallen Stars is also spread out 
  on Zehira’s desk. She circled a few notable 
  locations, including the approximate location of 
  Myth Nantar, the Whamites, Ayakar, Hawk’s Isle 
  (where she was held captive by Axar Xyrl), and 
  another location labeled Dragon Isle with a 
  question mark next to it.  
  • A navigational chart of the night sky. Several 
  celestial bodies are circled, and Zehira’s note 
  reads: “Follow the northern star.” 
  • Two corpses of pirates. A successful DC 15 
  Wisdom (Medicine) check discerns that their 
  injuries were caused by a club. A successful DC 14 
  Intelligence (Investigation) check finds a few 
  shattered barnacle shells around the bodies, 
  confirming any suspicions that Zehira killed them 
  in self-defense.  
  • One pirate, badly injured but still alive, makes a 
  squeak of pain when the characters enter the 
  quarters. Like the others, he is dressed in all black 
  and carries a scimitar but no other items.  
  Roleplaying the Pirate 
  The traitor pirate’s name is Demorian and he’s a 
  potential source of important information, though he 
  does not break easily. His left leg is broken, and he 
  bleeds profusely from his torso where Zehira 
  managed to slice him with a particularly sharp 
  barnacle. Healing Demorian encourages him to 
  speak, and any additional Charisma (Persuasion) 
  checks are made with advantage. Regardless, the 
  following information may be drawn from him with 
  a successful Charisma (Persuasion) check.  
   A given character may only attempt this check 
  once unless they turn to coercion and torture. At that 
  point, the same DCs may be applied to a Charisma 
  (Intimidation) check. 
  
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  DDAL-DRW03 Saving Silverbeard (v.1.1) 
   
   
  7 
  • DC 13: Zehira was kidnapped and will be taken to 
  a place called Dragon Isle by a Thayan agent called 
  Rune.  
  • DC 15: Zehira was kidnapped by a Thayan agent 
  called Rune and taken to Dragon Isle, which is in 
  the Pirate Isles. Rune mostly wanted Zehira’s 
  weapon, but her involvement to the Turmish 
  cause makes her a valuable prisoner.  
  • DC 18+: On Thayan orders, the pirates were 
  tasked with kidnapping Zehira and obtaining her 
  barnacle club, which exudes a strong magical aura 
  that the zulkirs intend to study and glean. Rune is 
  in charge of this particular effort. Rune is a 
  powerful rogue with arcane abilities taught to him 
  by zulkirs. He has pale, silvery skin and runic 
  markings that cover his face, skull, and limbs. He is 
  much more powerful than the other Thayan 
  pirates. Rune spoke of the “Infernal Maw,” the 
  volcano on Dragon Isle, and was interested to see 
  how the weapon would react in the presence of 
  another magic source. Demorian suspects that 
  Rune will take Zehira there and begin setting up a 
  base.  
   If the characters don’t speak to Demorian, they 
  have another option for locating Zehira: using 
  Evren’s divination ritual from Breaking Umberlee’s 
  Resolve. To do this, characters must have the scrying 
  spell and the component necessary to conduct the 
  spell. Then, they can follow Evren’s ritual to fill a 
  bowl with water (there several bowls in the 
  captain’s quarters) and submerge one of Zehira’s 
  belongings. There are plenty to choose from; Zehira 
  has items of clothing, books, and simple jewelry 
  items available around the room. 
   Have each character make either an Intelligence or 
  Wisdom ability check, using whichever score is 
  higher. Characters with the ability to cast divine 
  spells (clerics, druids, and paladins) may add their 
  proficiency bonus to the roll. A vision appears in the 
  bowl. Tally the rolls; the table below outlines what 
  the characters can discern. 
  Divination Table 
  1-10 
  A vision of an island comes into view. Protruding 
   
  from the center is a volcano filled with bright 
   
  orange magma. A red dragon is flying above it. 
  11- 17 
  An island appears in the bowl, over which a red 
   
  dragon is flying. Storms crash against the coastline. 
   
  The vision shifts to show a cave and a glowing 
   
  orange light shining from within.  
  18-20+  Storms swirl around a large island. Zehira appears, 
   
  bound and hurt but alive, sitting on the ground 
   
  beside a river of lava deep in a cave. A man with 
   
  silver skin and runic markings that cover his face 
   
  stands beside her, bent over a slab of stone, on 
   
  which the barnacle club is laid out.  
  Call to Action 
  Whatever method the characters chose to glean 
  information should have led them to the following 
  conclusion: Zehira has been taken to Dragon Isle, 
  which, according to her map, is about a four-day 
  journey from their current location. In the absence 
  of their captain, the characters must find a way to 
  sail the ship to Dragon Isle to rescue her from the 
  Thayan agent, Rune.  
   
  
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  DDAL-DRW03 Saving Silverbeard (v.1.1) 
   
   
  8 
  Episode 2: Waste and Empty the Sea (Main Objective A) 
  Estimated Duration: 1 hour 
  In this episode, the party sails to Dragon Isle. The 
  journey takes four days from their current location. 
   
  Led by First Mate Dood Silvhar 
  Scene A: Calm Before the Storm 
  Two days of this journey pass uneventfully. A 
  successful DC 14 Wisdom (Perception) check spots a 
  giant shark chasing a swarm of quippers below the 
  ship. The shark is not hostile. As the characters get 
  closer to the Pirate Isles, they may glimpse a 
  plesiosaurus with a successful DC 15 Wisdom 
  (Perception) check; dinosaurs are not uncommon to 
  the waters near some of the islands. This creature is 
  not hostile and flees if attacked. 
   Characters can also spend this time learning more 
  about the ship. Their prior experience aboard ships 
  should have provided them with some basic 
  knowledge of sailing, and Zehira employed several 
  crew members who remain on-board, although they 
  prefer to not socialize with the party unless the 
  characters are actively helping to manage the ship. 
  Caravels like Umberlee’s Resolve are best crewed 
  with a group of seven people, although smaller 
  groups can manage it. 
   A successful DC 16 Wisdom check made by 
  someone proficient with navigator’s tools helps keep 
  the ship on course. Failing the check takes the ship 
  off course for a full day. At night, the characters can 
  use the stars above to help navigate, although some 
  clouds make this more challenging. Zehira’s celestial 
  chart depicts a constellation in the shape of a bowl: 
  six stars in a half-circle form the bottom of the bowl, 
  and five additional stars stretch across the top. The 
  center star on the top row is the Northern star. A 
  successful DC 18 Wisdom (Perception) check keeps 
  this star within view. The ship must travel east to 
  reach Dragon Isle and can use the star as visible 
  indicator of their direction. 
   After two or three days have passed, the Pirate 
  Isles archipelago comes into view. Dragon Isle, 
  however, is harder to detect because its shrouded in 
  fog and storms that obstruct the view. A successful 
  DC 18 Wisdom (Perception) check just barely makes 
  out the tip of the island’s infamous volcano, which 
  pierces the veil of mist just enough to be seen from a 
  distance. It puffs smoke into the air, another 
  indicator, which is detectable with a successful DC 
  16 Intelligence (Nature) check.  
  Scene B: The Maelstrom 
  The waves become choppy when the Resolve is 
  about 30 miles out from Dragon Isle, and the storm 
  worsens. Once the ship is within 10 miles from the 
  coastline, it’s caught in a maelstrom caused by the 
  manifestation of Olhydra. Although the elemental 
  does not yet encounter the characters directly, her 
  turbulence makes docking impossible. The 
  characters must act quickly, or risk being wrecked 
  upon the jagged, rocky coastline. This in part works 
  in their favor, for the waves are pushing the ship 
  closer to the island. The challenge is preventing the 
  ship from splintering upon contact.  
   This is a non-combat encounter but still a 
  challenge. Allow the characters two rounds to 
  prepare for the storm to hit. One possible action is to 
  help with securing the crew on deck. 
  • Securing the crew. To prevent crew members 
  from falling off the deck during the storm, the 
  characters can spend an action to help tether a 
  crew member to a sturdy part of the ship. Doing so 
  requires a length of rope and a successful DC 14 
  Strength check per crew member. 
  The time it takes the characters to negotiate the 
  storm and reach relative safety is equal to 1d6+4 
  rounds. Roll on the Storm Mishaps table at the 
  beginning of each round to determine what 
  challenges they must overcome. 
   Once the required number of rounds have passed, 
  assuming Umberlee’s Resolve is still intact, all is 
  well. Otherwise, Umberlee’s Resolve wrecks and 
  must be repaired before it can be sailed again.  
  Development 
  The Resolve has arrived on Dragon Isle, and the 
  characters can disembark to find Zehira. 
  Additionally, there are a number of kraken priests 
  nearby attempting to commune with a manifestation 
  of Olhydra. If you’d like to run this bonus objective 
  see Appendix 4: The Wicked Waves. 
   
   
  
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  DDAL-DRW03 Saving Silverbeard (v.1.1) 
   
   
  9 
  Storm Mishaps 
  d20 
  Effect 
  1 
  A sail has broken loose! One of the sails flutters open during the storm and the ship pulls violently one direction 
  or the other. Each creature on deck must make a successful DC 15 Dexterity saving throw or be thrown 2d20 
  feet in that direction (potentially falling overboard). Creatures lashed to the deck won’t move on a failed saving 
  throw but will be knocked prone. Until its regathered and secured (requiring a successful DC 20 Strength 
  (Athletics) check, the vehicle takes 2d6 damage at the start of each of its turns. 
  2 
  Steering mechanism locked! The vehicle cannot make turns and has disadvantage on Dexterity checks and 
  saving throws to avoid capsizing until a repair (requiring a successful DC 15 Strength [Athletics] check), is made. 
  3-7 
  Weapon destroyed! DM determines which weapon is no longer operational 
  8-9 
  Caustic smoke! Thick, oily smoke spews out from the kitchen to engulf the creature occupying the helm. The 
  creature takes 2 (1d4) acid damage and is blinded until the end of its next turn. 
  10-12 
  Minor Hull Breach! The ship requires a repair to avoid sinking. This can be accomplished with either a successful 
  DC 15 Strength (Athletics) check OR a successful DC 15 Intelligence check made by a creature proficient with 
  Carpenter’s Tools.* 
  13-16 
  Sudden Crosswind! A successful DC 15 Dexterity saving throw is required to avoid being knocked prone, by 
  everyone on deck. 
  16-19 
  Major Hull Breach! The vehicle’s AC is reduced by 2 until the armor is repaired (this can only be done in dock). 
  Additionally, the ship requires major, immediate repairs. Three successful checks are required to accomplish 
  this. Each check can be accomplished with either a successful DC 15 Strength (Athletics) check OR a successful 
  DC 15 Intelligence check made by a creature proficient with Carpenter’s Tools.* 
  20 
  Crest! The ship crests a massive wave and may capsize. All embarked creatures must succeed on a DC 15 group 
  Dexterity (Acrobatics) check to quickly move toward the correct side of the ship and counterbalance the threat. 
   
  *The characters can cast the mending cantrip to seal a Minor Hull Breach. Three castings are required. 
  *The characters can cast spells like fabricate or creation to completely seal a Major Hull Breach. 
  
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  DDAL-DRW03 Saving Silverbeard (v.1.1) 
   
   
  10 
  Episode 3: Left in the Wake (Main Objective B) 
  Episode Duration: 2 Hours 
  In this episode, the characters must make a 
  treacherous journey to the Infernal Maw to find 
  Zehira. Depending on their interrogation or 
  divination, the characters may have learned that 
  Zehira is in the volcano.  
  Features of Dragon Isle 
   Climate and Lighting. Dragon Isle is damp and 
  dreary, and the heavy rain is relentless. The volcano 
  makes the air sticky and humid although the 
  temperature remains quite cold. Most of the island is 
  rocky, but a small, dense jungle separates the 
  southern coast from the volcano.  
   During the day, feeble sunlight permeates the 
  clouds, but at night, the island is dark, save for the 
  perimeter of the volcano, which is faintly lit from the 
  bowl of magma that emits an orange glow in a 100-
  foot radius. 
   Conflicting Arcana. Potent sources of magic 
  collide in this locale. The Infernal Maw got its name 
  from the fiery glow it emits, above and beyond that 
  of a typical volcano. The water around the island is 
  populated by water elementals, including an 
  especially powerful one (a manifestation of the 
  elemental prince) Olhydra, awakened by the 
  presence of the Iltkazar Scepter. During its creation, 
  the Scepter was infused with the elemental power of 
  earth, which currently lies dormant within the 
  weapon until it is cleansed of barnacles and restored 
  to its rightful state. This is the power detected by 
  many who meet it, including the Librarian in Myth 
  Nantar and the Red Wizards.  
  Scene A: Trail of Dead 
  Rune has let loose a multitude of undead, some of 
  whom are corpses that he found on the island and 
  reanimated to use as traps for anyone coming for 
  Zehira. There are three main areas the characters 
  pass through before arriving at the volcano. 
   D1. Coastline. The black rock coastline stretches 
  inland for about five miles. The terrain is difficult, as 
  the rock underfoot is uneven and slick with rain. 
  Three bone nagas slither across the rocks, 
  patrolling the shoreline and detectable with a 
  passive Perception of 14+. If you plan to run Bonus 
  Objective B, skip this encounter. 
   D2. Jungle. The tree-line of a dense jungle begins 
  at the five-mile mark, and the jungle extends for 
  another eight miles. The trees are twisted, and the 
  leaves are such a dark green that they look almost 
  black. Spotted mushrooms and grotesque fungi 
  sprout from rotted animal corpses. Halfway through 
  the forest, the characters are met by six vampiric 
  mists and a tyrannosaurus zombie.  
   
  Scaling the Encounter 
  Very Weak/Weak  
  Omit 1 vampiric mist. 
  Normal   
   
  No changes. 
  Strong/Very Strong  
  Remove 1 vampiric mist. 
   
   D3. Volcano Perimeter. The trees thin out in a 
  three-mile radius surrounding the volcano. The air is 
  thick with the scent of sulfur, and the mist mingles 
  with smoke. Visibility is difficult. A successful DC 15 
  Wisdom (Perception) finds the entrance into the 
  volcano, a roughly hewn hole on the side of the 
  volcano. Lava that once trickled out of the entrance 
  has pooled in hardened puddles around it. Outside 
  the entrance is a sword wraith commander. This 
  creature appears as a shadowing pirate, as do any 
  sword wraith warriors it summons.  
   A character casting teleport to reach the entrance 
  at the volcano rather than traversing the jungle, does 
  so using the mishap category of ‘seen casually.’ 
  Entering the Volcano 
  As the characters venture into the volcano, two 
  additional creatures are also exploring it 
  concurrently: the malenti spy and an adult red 
  dragon, Krasnok, who lives in the volcano. The spy 
  lurks behind them until detected or until the 
  characters find Zehira and the Scepter. A successful 
  DC 15 Wisdom (Perception) check spots the malenti 
  spy, and the characters can decide to confront them. 
  If so, the malenti fights to disarm and either kill the 
  characters or knock them unconscious so they can 
  continue their hunt; their primary motivation is 
  finding the Scepter and they are singularly fixed on 
  that goal.  
  Layout of the Infernal Maw 
  Rune is not the first to occupy the volcano; many 
  pirates and travelers have set up temporary shop 
  within the Maw, drawn to its strange magnetism and 
  valuable ore. Many perished in the lava or by 
  encountering Krasnok, leaving items behind. 
   V1. Entrance. A dark tunnel leads into the volcano. 
  The walls are black obsidian, damp with humidity. 
   V2. Mining Storage. The first chamber that 
  branches off the entrance tunnel once served as a 
  
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  room for miners to store equipment. A jumble of 
  various odds and ends occupy this room. A 
  successful DC 13 passive Perception reveals four 
  pickaxes and some scorched leather satchels, all of 
  which are empty. 
   V3. Empty Chamber. Another room has been 
  carved into the wall of the volcano. It is empty, but a 
  passive Perception of 15+ notes a strange protrusion 
  on the back wall. If a character that noticed this 
  makes a successful DC 15 Intelligence 
  (Investigation) check they identify the barest 
  remains of rusted shackles that were once mounted 
  to the walls.  
   V4. Main Chamber. This is the largest area of the 
  volcano. A pool of lava is bright and bubbling, and 
  this area is sweltering. Three salamanders live in 
  the pool and emerge if the characters get close to the 
  lava.  
   V5. Empty Chambers. Another tunnel leads to 
  additional empty chambers. A successful DC 17 
  Wisdom (Perception) check discovers a movable 
  rock embedded in the volcano wall. This leads to V6.  
   V6. Secret Chamber. The rock door can be nudged 
  with a successful DC 15 Strength check, revealing a 
  short tunnel and an additional room. This room 
  contains a small table. Atop it are three stoppered 
  jars made of magma-resistant graphite; each 
  contains a magma mephit. If released, the mephits 
  inquire about their comrade, a fellow mephit named 
  Mipik, whom the characters may have encountered 
  in Breaking Umberlee’s Resolve. Although mephits 
  are usually evil, these mephits mostly want to return 
  to their magma pool; another adventurer trapped 
  them in the jars with the intent to take them 
  somewhere else, but never returned, and the 
  mephits have been trapped within them for many 
  years.  
   V7. Forge. This room contains a dormant forge 
  and is in complete disarray with metal scraps and 
  assorted detritus strewn everywhere. No weapons 
  are found in here, but a successful DC 15 Intelligence 
  (Investigation) finds a crudely made anvil and some 
  hammers. If characters embark on Bonus Objective 
  A, they can return to this room and use the forge.  
   V8. Rune’s Laboratory. The volcano’s second 
  largest chamber was mostly a cavern, then built out 
  by former inhabitants to become a full rectangular 
  room. This is where Zehira is being held; she is 
  bound and blindfolded against the far-left corner of 
  the room. Atop a makeshift stone bench along the 
  left wall is the broken Iltkazar Scepter, and Rune.  
   V9. Passage into the Lair. This area serves as a 
  transition between the main chamber and Krasnok’s 
  lair. The walls of the volcano are fissured with silver 
  ore, which can be mined. However, Krasnok has two 
  red dragon wyrmlings keeping watch, and they 
  don’t take kindly to unexpected visitors. Attacking 
  the wyrmlings immediately wakes Krasnok, bringing 
  her to this area by the second round of combat. 
   V10. Krasnok’s Lair. The largest naturally 
  occurring chamber in the Maw belongs to Krasnok, 
  the adult red dragon who resides in the volcano. 
  Her lair is filled with the treasures left by 
  unsuspecting adventurers. Krasnok never ventures 
  far from the volcano and the manifestation of 
  Olhydra has given him more reason to remain 
  within.  
   Krasnok enjoys the heat radiating from lava that 
  presses against the wall. There is a vast assortment 
  of knick-knacks here, most of which are of nominal 
  value. There are however a set of beautifully crafted 
  goblets, satchels of art supplies, and coins of ancient 
  mint. These items can be sold to a collector upon 
  return to mainland. Additionally, among the 
  assortment there is a helm of brilliance. 
  Scene B: Read the Rune 
  Sneaking past Rune is extremely difficult, for he 
  knows a thing or two about stealth (passive 
  Perception 28). Unless they use magic, it’s likely that 
  Rune is alerted to the characters.  
   If the malenti has remained undetected, it makes 
  itself known and complicates matters by lunging for 
  the Scepter.  
   Krasnok, an adult red dragon, wakes from the 
  sounds of combat coming from this area (if she 
  hasn’t already). She arrives on her turn during round 
  3 of combat. 
  Facilitating the Battle 
  This is intended to be a challenging and chaotic 
  combat encounter. The motivations of each NPC are 
  as follows. 
  • Rune’s goal is to defeat the characters, and he 
  remains focused on them. 
  • The malenti wants to grab the Scepter and escape 
  with it but fights anyone who (literally) stands in 
  their way, including Rune.  
  • Krasnok aims to eradicate everyone.  
  • Zehira can join the battle if she is unbound before 
  it starts. Otherwise, she spends an action breaking 
  free from her bondage before joining the initiative. 
  • If the fight goes poorly for the characters, Zehira 
  encourages them to flee. She also tries to pit the 
  three enemies against each other to cause a 
  distraction.    
  • If either the malenti or Rune are felled, Krasnok 
  switches attention to whoever remains alive. 
  
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  12 
  Zehira seizes the opportunity to repair the 
  Scepter. She asks the characters to follow her, 
  which leads to Bonus Objective A, Appendix 3.  
  Conclusion 
  Recovering from yet another traumatizing ordeal, 
  Zehira is in surprisingly good spirits as she leads the 
  party back to Ayakar. She tells them what she 
  learned about the Iltkazar Scepter, thanks in part to 
  Rune’s academic expertise: 
  • The symbol on the scepter’s head represents 
  Clangeddin Silverbeard, the dwarven deity of 
  warfare known as the Father of Battle. How Axar 
  came upon the weapon, she doesn’t know. She 
  plans to take the weapon to a specialist in Turmish 
  to restore it to its original state and hopes to track 
  down the original owner or return it to the 
  dwarvish clan who created it.  
   Once the characters arrive back in Ayakar, Zehira 
  bids them a fond farewell; as a thanks for their 
  assistance to Turmish, the characters can always 
  expect hospitality in Ayakar. Zehira hopes they will 
  meet again, perhaps on the high seas elsewhere in 
  Faerûn or wherever the winds take her next.  
   As for the Red Wizards, the Thay’s plans have been 
  temporarily thwarted, but they’ll be back... They 
  always are…
   
   
  
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  Adventure Rewards 
  Upon completing the adventure, the characters each 
  receive rewards based upon their accomplishments. 
  These rewards include advancement and treasure, 
  and may include special rewards, such as story 
  awards or new downtime activities, as follows: 
   
  Advancement Checkpoints 
  The characters receive two advancement 
  checkpoints for each main objective completed: 
  • Main Objective A: Find a way into Myth Nantar 
  and speak to the Librarian. 
  • Main Objective B: Help find the murderer and 
  escape Myth Nantar. 
   
  The characters earn an additional advancement 
  checkpoint for each bonus objective they complete. 
   
  Treasure Checkpoints 
  The characters receive four treasure checkpoints for 
  completing each main objective and two for 
  completing each bonus objective. 
   
  Magic Item Unlock 
  Characters defeating the adult red dragon unlock 
  this magic item. 
   
  Helm of Brilliance. This dazzling helm is set with 5 
  diamonds, 11 rubies, 16 fire opals, and 22 opals. It is 
  decorated with scenes of underwater volcanoes and 
  while wearing wear it, you can speak and 
  understand Aquan. Appendix 6. 
   
  Story Awards 
  During this adventure, the characters may earn the 
  following story award: 
   
  Story Award. Turmish Hospitality. The characters 
  earn a safe place and the gratefulness of a nation. See 
  Appendix 5. 
   
  DM Rewards 
  In exchange for running this adventure, you earn 
  advancement and treasure checkpoints and 
  downtime as though you played the adventure, but 
  none of the other rewards listed above. 
  However, this adventure may qualify for rewards 
  earned by completing DM Quests. See the ALDMG 
  (Adventurers League Dungeon Master’s Guide) for 
  more information about DM Quests. 
  
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  Appendix 1: NPCs 
  The following NPCs feature prominently in this adventure. 
   
  Zehira Deryan (zeh-HEER-uh DAIR-yuhn). Zehira is 
  the daughter of Turmish merchants. She has keen 
  dark eyes, olive skin, and black hair that she keeps in 
  a tight braid. As a child, she often accompanied her 
  parents on their trade travels and developed a 
  passion for the sea. She works hard to prove herself. 
   Personality: I am intelligent, kind, adventurous, 
  and always excited to meet people from other 
  cultures. 
   Ideal: I believe I have a greater purpose in life and 
  want to protect the greater good. 
   Bond: I am proud to be Turmish and want my 
  country to be safe and prosperous. 
   Flaw: I can be a little reckless in my pursuit of 
  service and adventure. 
   
  Rune (Roon). Rune is a Thayan arcane trickster who 
  trained under zulkirs. He is adept at being both a 
  rogue and a mage, and has a special interest in 
  magical anomalies, which is why the Red Wizards 
  assigned him this mission. He approaches his work 
  like a scientist and has little regard for other 
  people’s lives or happiness.  
   Personality: I only converse with people I can 
  coerce and eventually bend to my will. Those whom 
  I deem inferior are not worth my time. 
   Ideal: The world is made to be broken apart, 
  studied, and reassembled or tossed away. 
   Bond: I am loyal to nothing and no one. I let my 
  own interests and pursuit of secrets and knowledge 
  guide my decisions. 
   Flaw: I am curious to a fault and willing to go to 
  great lengths to purse that which interests me. 
   
  Demorian (DEH-moor-ee-uhn). Demorian is a 
  human pirate (bandit captain) who works for the 
  Thay. He is mortally wounded when attempting to 
  kidnap Zehira Deryan from the Resolve. Demorian is 
  a man of few words and reluctantly betrays the 
  Thayan cause if it means his life will be spared. 
   Personality: I am stoic and tight-lipped. 
   Ideal: Chaos and power are the only truths. 
   Bond: I am loyal to the Thay because they 
  promised me power. 
   Flaw: I am not completely willing to sacrifice my 
  life for Thay — I’ll do what I can to save my own 
  hide. 
   
  
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  15 
  Appendix 2: Creature Statistics 
  Bandit Captain 
  Medium humanoid (any race), any non-lawful 
  alignment 
  Armor Class 15 (studded leather) 
  Hit Points 65 (10d8 + 20) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  16 (+3) 
  14 (+2) 
  14 (+2) 
  11 (+0) 
  14 (+2) 
   
  Saving Throws Str +4, Dex +5, Wis +2 
  Skills Athletics +4, Deception +4 
  Senses passive Perception 10 
  Languages any two languages 
  Challenge 2 (450 XP) 
  Actions 
  Multiattack. The captain makes three melee attacks: 
  two with its scimitar and one with its dagger. Or the 
  captain makes two ranged attacks with its daggers. 
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) slashing damage. 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 
  3) piercing damage. 
  Reactions 
  Parry. The captain adds 2 to its AC against one melee 
  attack that would hit it. To do so, the captain must see 
  the attacker and be wielding a melee weapon. 
   
  Lacedon (ghoul) 
  Medium undead, chaotic evil 
  Armor Class 12 
  Hit Points 22 (5d8) 
  Speed 30 ft., swim 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  15 (+2) 
  10 (+0) 
  7 (−2) 
  10 (+0) 
  6 (−2) 
    
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common 
  Challenge 1 (200 XP) 
  Actions 
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  creature. Hit: 9 (2d6 + 2) piercing damage. 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) slashing damage. If the target is 
  a creature other than an elf or undead, it must succeed 
  on a DC 10 Constitution saving throw or be paralyzed 
  for 1 minute. The target can repeat the saving throw at 
  the end of each of its turns, ending the effect on itself 
  on a success. 
   
   
  
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  Bone Naga 
  Large undead, lawful evil  
  Armor Class 15 (natural armor) 
  Hit Points 58 (9d10 + 9) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  16 (+3) 
  12 (+1) 
  15 (+2) 
  15 (+2) 
  16 (+3) 
   
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, paralyzed, 
  poisoned 
  Senses darkvision 60ft., passive Perception 12  
  Languages Common plus one other language  
  Challenge 4 (1,100 XP) 
  Spellcasting. The naga is a 5th·level spellcaster (spell 
  save DC 12, +4 to hit with spell attacks) that needs only 
  verbal components to cast its spells. 
  If the naga was a spirit naga in life, its spellcasting 
  ability is Intelligence, and it has the following wizard 
  spells prepared: 
  Cantrips (at will): mage hand, ray of frost, shocking 
  grasp 
  1st level (4 slots): charm person, sleep 
  2nd level (3 slots): blur, hold person 
  3rd level (2 slots): lightning bolt 
  Actions 
  Bite. Melee Weapon Attack: +5 to hit, reach 10ft., one 
  creature. Hit: 10 (2d6 + 3) piercing damage plus 10 
  (3d6) poison damage. 
  Kraken Priest 
  Medium humanoid (any race), any evil alignment 
  Armor Class 10 
  Hit Points 75 (10d8 + 30) 
  Speed 30 ft., swim 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  10 (+0) 
  16 (+3) 
  10 (+0) 
  15 (+2) 
  14 (+2) 
   
  Skills Perception +5 
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical weapons 
  Senses passive Perception 10 
  Languages Aquan, Common 
  Challenge 5 (1,800 XP) 
  Amphibious. The priest can breathe air and water. 
  Innate Spellcasting. The priest’s spellcasting ability is 
  Wisdom (spell save DC 13, +5 to hit with spell attacks). 
  It can innately cast the following spells, requiring no 
  material components: 
  At will: command, create or destroy water 
  3/day each: control water, darkness, water breathing, 
  water walk 
  1/day each: call lightning, Evard’s black tentacles 
  Actions 
  Thunderous Touch. Melee Spell Attack: +5 to hit, reach 
  5 ft., one creature. Hit: 27 (5d10) thunder damage. 
  Voice of the Kraken (Recharges after a Short or Long 
  Rest). A kraken speaks through the priest with a 
  thunderous voice audible within 300 feet. Creatures of 
  the priest’s choice that can hear the kraken’s words 
  (which are spoken in Abyssal, Infernal, or Primordial) 
  must succeed on a DC 14 Charisma saving throw or be 
  frightened for 1 minute. A frightened target can repeat 
  the saving throw at the end of each of its turns, ending 
  the effect on itself on a success. 
   
   
  
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  Olhydra [manifestation] 
  Huge elemental, neutral evil 
  Armor Class 18 (natural armor) 
  Hit Points 324 (12d10 + 48) 
  Speed 50 ft., swim 100 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   21 (+5) 
  22 (+6) 
  24 (+7) 
  17 (+3) 
  18 (+4) 
  23 (+6) 
    
  Saving Throws Str +11, Con +13, Wis +10 
  Damage Resistances lightning; bludgeoning, piercing, 
  and slashing from nonmagical attacks 
  Damage Immunities acid, cold, poison 
  Condition Immunities charmed, frightened, paralyzed, 
  petrified, poisoned, prone, restrained 
  Senses blindsight 120 ft., passive Perception 14 
  Languages Aquan 
  Challenge 18 (20,000 XP) 
  Empowered Attacks. Olhydra’s slam attacks are 
  treated as magical for the purpose of bypassing 
  resistance and immunity to nonmagical weapons. 
  Innate Spellcasting. Olhydra’s innate spellcasting 
  ability is Charisma (spell save DC 20, +12 to hit with 
  spell attacks). She can innately cast the following spells, 
  requiring no material components: 
  At will: wall of ice 
  3/day: ice storm 
  1/day: storm of vengeance 
  Legendary Resistance (3/Day). If Olhydra fails a saving 
  throw, she can choose to succeed instead. 
  Magic Resistance. Olhydra has advantage on saving 
  throws against spells and other magical effects. 
  Water Form. Olhydra can enter a hostile creature’s 
  space and stop there. She can move through a space as 
  narrow as 1 inch wide without squeezing. 
  Actions 
  Multiattack. Olhydra makes two slam attacks or two 
  water jet attacks. 
  Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., 
  one target. Hit: 21 (3d10 + 5) bludgeoning damage, and 
  the target is grappled (escape DC 19). Olhydra can 
  grapple up to four targets. When Olhydra moves, all 
  creatures she is grappling move with her. 
  Water Jet. Ranged Weapon Attack: +12 to hit, range 
  120 ft., one target. Hit: 21 (6d6) bludgeoning damage, 
  and the target is knocked prone if it fails a DC 19 
  Strength saving throw. 
  Summon Elementals (1/Day). Olhydra summons up to 
  three water elementals and loses 30 hit points for each 
  elemental she summons. Summoned elementals have 
  maximum hit points, appear within 100 feet of 
  Olhydra, and disappear if Olhydra is reduced to 0 hit 
  points. 
  Legendary Actions 
  Olhydra 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. Olhydra regains spent legendary 
  actions at the start of her turn. 
  Crush. One creature that Olhydra is grappling is 
  crushed for 21 (3d10 + 5) bludgeoning damage. 
  Fling (Costs 2 Actions). Olhydra releases one creature 
  she is grappling by flinging the creature up to 60 feet 
  away from her, in a direction of her choice. If the flung 
  creature comes into contact with a solid surface, such 
  as a wall or floor, the creature takes 1d6 bludgeoning 
  damage for every 10 feet it was flung. 
  Water to Acid (Costs 3 Actions). Olhydra transforms 
  her watery body into acid. This effect lasts until 
  Olhydra’s next turn. Any creature that comes into 
  contact with Olhydra or hits her with a melee attack 
  while standing within 5 feet of her takes 11 (2d10) acid 
  damage. Any creature grappled by Olhydra takes 22 
  (4d10) acid damage at the start of its turn. 
   
   
  
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  Tyrannosaurus Zombie 
  Huge undead, unaligned 
  Armor Class 11 (natural armor)  
  Hit Points 136 (13d12 + 52) 
  Speed 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   25 (+7) 
  6 (−2) 
  19 (+4) 
  1 (−5) 
  3 (−4) 
  5 (−3) 
   
  Damage Immunities Poison 
  Condition Immunities Poisoned 
  Senses Darkvision 60 ft., passive Perception 6 
  Languages -- 
  Challenge 8 (3,900 XP) 
  Disgorge Zombie. As a bonus action, the tyrannosaurus 
  zombie can disgorge a normal zombie, which appears 
  in an unoccupied space within 10 feet of it. The 
  disgorged zombie acts on its own initiative count. After 
  a zombie is disgorged, roll a d6. On a roll of 1, the 
  tyrannosaurus zombie runs out of zombies to disgorge 
  and loses this trait. If the tyrannosaurus zombie still 
  has this trait when it dies, 1d4 normal zombies erupt 
  from its corpse at the start of its next turn. These 
  zombies act on their own initiative count. 
  Undead Fortitude. If damage reduces the 
  tyrannosaurus 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 tyrannosaurus zombie makes two 
  attacks: one with its bite and one with its tail. It can’t 
  make both attacks against the same target. 
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., 
  one target. Hit: 33 (4d12 + 7) piercing damage. If the 
  target is a Medium or smaller creature, it is grappled 
  (escape DC 17). Until this grapple ends, the target is 
  restrained, and the tyrannosaurus zombie can’t bite 
  another target or disgorge zombies. 
  Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one 
  target. Hit: 20 (3d8 + 7) bludgeoning damage. 
  Zombie 
  Medium undead, neutral evil 
  Armor Class 8 
  Hit Points 22 (3d8 + 9) 
  Speed 20 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  6 (−2) 
  16 (+3) 
  3 (−4) 
  6 (−2) 
  5 (−3) 
    
  Saving Throws Wis +0 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 8 
  Languages understands the languages it knew in life 
  but can’t speak 
  Challenge 1/4 (50 XP) 
  Undead Fortitude. If damage reduces the zombie to 0 
  hit points, it must make a Constitution saving throw 
  with a DC of 5 + the damage taken, unless the damage 
  is radiant or from a critical hit. On a success, the 
  zombie drops to 1 hit point instead. 
  Actions 
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) bludgeoning damage. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
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  19 
  Vampiric Mist 
  Medium undead, chaotic evil 
  Armor Class 13 
  Hit Points 30 (4d8 + 12) 
  Speed 0 ft., fly 30 ft. (hover) 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   6 (−2) 
  16 (+3) 
  16 (+3) 
  6 (−2) 
  12 (+1) 
  7 (−2) 
    
  Saving Throws Wis +3 
  Damage Resistances acid, cold, lightning, necrotic, 
  thunder; bludgeoning, piercing, and slashing from 
  nonmagical attacks 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained 
  Senses passive Perception 11 
  Languages -- 
  Challenge 3 (700 XP) 
  Life Sense. The mist can sense the location of any 
  creature within 60 feet of it, unless that creature’s type 
  is construct or undead. 
  Forbiddance. The mist can’t enter a residence without 
  an invitation from one of the occupants. 
  Misty Form. The mist can occupy another creature’s 
  space and vice versa. In addition, if air can pass 
  through a space, the mist can pass through it without 
  squeezing. Each foot of movement in water costs it 2 
  extra feet, rather than 1 extra foot. The mist can’t 
  manipulate objects in any way that requires fingers or 
  manual dexterity. 
  Sunlight Hypersensitivity. The mist takes 10 radiant 
  damage whenever it starts it’s turn in sunlight. While in 
  sunlight, the mist has disadvantage on attack rolls and 
  ability checks. 
  Actions 
  Life Drain. The mist touches one creature in its space. 
  The target must succeed on a DC 13 Constitution saving 
  throw (undead and constructs automatically succeed), 
  or it takes 10 (2d6 + 3) necrotic damage, the mist 
  regains 10 hit points, and the target’s hit point 
  maximum is reduced by an amount equal to the 
  necrotic damage taken. This reduction lasts until the 
  target finishes a long rest. The target dies if its hit point 
  maximum is reduced to 0. 
  Sword Wraith Commander 
  Medium undead, lawful evil 
  Armor Class 18 
  Hit Points 127 (15d8 + 60) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  14 (+2) 
  18 (+4) 
  11 (+0) 
  12 (+1) 
  14 (+2) 
   
  Skills Perception +4 
  Damage Resistances necrotic; bludgeoning, piercing, 
  and slashing from nonmagical attacks 
  Damage Immunities poison 
  Condition Immunities exhaustion, frightened, 
  poisoned, unconscious 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Common, Thieves’ Cant 
  Challenge 8 (3,900 XP) 
  Martial Fury. As a bonus action, the sword wraith can 
  make one weapon attack, which deals an extra 9 (2d8) 
  necrotic damage on a hit. If it does so, attack rolls 
  against it have advantage until the start of its next turn. 
  Turning Defiance. The sword wraith and any other 
  sword wraiths within 30 feet of it have advantage on 
  saving throws against effects that turn undead. 
  Actions 
  Multiattack. The sword wraith makes two weapon 
  attacks.  
  Longsword. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 
  (1d10 + 4) slashing damage if used with two hands. 
  Longbow. Ranged Weapon Attack: +5 to hit, range 
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing 
  damage. 
  Call to Honor (1/day). To use this action, the sword 
  wraith must have taken damage during the current 
  combat. If the sword wraith can use this action, it gives 
  itself advantage on attack rolls until the end of its next 
  turn, and 1d4 + 1 sword wraith warriors appear in 
  unoccupied spaces within 30 feet of it. The warriors 
  last until they drop to 0 hit points, and they take their 
  turns immediately after the commander’s turn on the 
  same initiative count. 
   
   
  
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  DDAL-DRW03 Saving Silverbeard (v.1.1) 
   
   
  20 
  Sword Wraith Warrior 
  Medium undead, lawful evil 
  Armor Class 16 (chain shirt, shield) 
  Hit Points 45 (6d8 + 18) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  12 (+1) 
  17 (+3) 
  6 (-2) 
  9 (-1) 
  10 (+0) 
   
  Damage Resistances necrotic; bludgeoning, piercing, 
  and slashing from nonmagical attacks 
  Damage Immunities poison 
  Condition Immunities exhaustion, frightened, 
  poisoned, unconscious 
  Senses darkvision 60 ft., passive Perception 9 
  Languages Common, Thieves’ Cant 
  Challenge 3 (700 XP) 
  Martial Fury. As a bonus action, the sword wraith can 
  make one weapon attack. If it does so, attack rolls 
  against it have advantage until the start of its next turn. 
  Actions 
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 
  (1d10 + 4) slashing damage if used with two hands. 
  Longbow. Ranged Weapon Attack: +3 to hit, range 
  150/600 ft., one target. Hit: 5 (1d8 + 1) piercing 
  damage. 
  Magma Mephit 
  Small elemental, neutral 
  Armor Class 11 
  Hit Points 22 (5d6 + 5) 
  Speed 30 ft., fly 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   8 (−1) 
  12 (+1) 
  12 (+1) 
  7 (−2) 
  10 (+0) 
  10 (+0) 
    
  Skills Stealth +3 
  Damage Vulnerabilities cold 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Ignan, Terran 
  Challenge 1/2 (100 XP) 
  Death Burst. When the mephit dies, it explodes in a 
  burst of lava. Each creature within 5 feet of it must 
  make a DC 11 Dexterity saving throw, taking 7 (2d6) 
  fire damage on a failed save, or half as much damage 
  on a successful one. 
  False Appearance. While the mephit remains 
  motionless, it is indistinguishable from an ordinary 
  mound of magma. 
  Innate Spellcasting (1/Day). The mephit can innately 
  cast heat metal (spell save DC 10), requiring no 
  material components. Its innate spellcasting ability is 
  Charisma. 
  Actions 
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) 
  fire damage. 
  Fire Breath (Recharge 6). The mephit exhales a 15-foot 
  cone of fire. Each creature in that area must make a DC 
  11 Dexterity saving throw, taking 7 (2d6) fire damage 
  on a failed save, or half as much damage on a 
  successful one. 
   
   
  
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  21 
  Salamander 
  Large elemental, neutral evil 
  Armor Class 15 (natural armor) 
  Hit Points 90 (12d10 + 24) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  14 (+2) 
  15 (+2) 
  11 (+0) 
  10 (+0) 
  12 (+1) 
   
  Damage Vulnerabilities cold 
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical weapons 
  Damage Immunities fire 
  Senses darkvision 60 ft., Passive Perception 10 
  Languages Ignan 
  Challenge 5 (1,800 XP) 
  Heated Body. A creature that touches the salamander 
  or hits it with a melee attack while within 5 feet of it 
  takes 7 (2d6) fire damage. 
  Heated Weapons. Any metal melee weapon the 
  salamander wields deals an extra 3 (1d6) fire damage 
  on a hit (included in the attack). 
  Actions 
  Multiattack. The salamander makes two attacks: one 
  with its spear and one with its tail. 
  Spear. Melee or Ranged Weapon Attack: +7 to hit, 
  reach 5 ft. or range 20 ft./60 ft., one target. Hit: 11 
  (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing 
  damage if used with two hands to make a melee 
  attack, plus 3 (1d6) fire damage. 
  Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 
  (2d6) fire damage, and the target is grappled (escape 
  DC 14). Until this grapple ends, the target is restrained, 
  the salamander can automatically hit the target with its 
  tail, and the salamander can't make tail attacks against 
  other targets. 
  Malenti 
  Medium humanoid (sahuagin), lawful evil 
  Armor Class 14 (natural armor) 
  Hit Points 71 (11d8 + 22) 
  Speed 30 ft., swim 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  12 (+1) 
  14 (+2) 
  12 (+1) 
  16 (+3) 
  10 (+0) 
   
  Saving Throws Wis +6 
  Skills Perception +6 
  Senses darkvision 120 ft., passive Perception 16 
  Languages Sahuagin 
  Challenge 5 (1,800 XP) 
  Blood Frenzy. The high priestess has advantage on 
  melee attack rolls against any creature that doesn’t 
  have all its hit points. 
  Limited Amphibiousness. The malenti can breathe air 
  and water but she needs to be submerged at least once 
  every 4 hours to avoid suffocating. 
  Shark Telepathy. The high priestess can magically 
  command any shark within 120 feet of her, using a 
  limited telepathy. 
  Spellcasting. The high priestess is a 9th-level 
  spellcaster. Her spellcasting ability is Wisdom (spell 
  save DC 14, +6 to hit with spell attacks). She has the 
  following spells prepared: 
  Cantrips (at will): thaumaturgy, acid splash 
  1st level (4 slots): disguise self, expeditious retreat, 
  magic missile 
  2nd level (3 slots): hold person, invisibility, misty step 
  3rd level (3 slots): haste, magic circle 
  4th level (3 slots): banishment, control water 
  5th level (1 slot): teleportation circle 
  Actions 
  Multiattack. The malenti makes two attacks with her 
  toothsome staff, or one attack with her bite and one 
  with her claws. 
  Toothsome Staff. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 11 (2d8 +2) piercing 
  damage. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 +2) piercing damage. 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 +2) slashing damage. 
   
   
  
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  Red Dragon (Adult) 
  Huge dragon, chaotic evil 
  Armor Class 19 (natural armor) 
  Hit Points 256 (19d12 + 133) 
  Speed 40 ft., climb 40 ft., fly 80 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   27 (+8) 
  10 (+0) 
  25 (+7) 
  16 (+3) 
  13 (+1) 
  21 (+5) 
   
  Saving Throws Dex +6, Con +13, Wis +7, Cha +11 
  Skills Perception +13, Stealth +6 
  Damage Immunities fire 
  Senses blindsight 60 ft., darkvision 120 ft., passive 
  Perception 23 
  Languages Common, Draconic 
  Challenge 17 (18,000 XP) 
  Legendary Resistance (3/Day). If the dragon fails a 
  saving throw, it can choose to succeed instead. 
  Actions 
  Multiattack. The dragon can use its Frightful Presence. 
  It then makes three attacks: one with its bite and two 
  with its claws. 
  Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., 
  one target. Hit: 19 (2d10 + 8) piercing damage plus 7 
  (2d6) fire damage. 
  Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., 
  one target. Hit: 15 (2d6 + 8) slashing damage. 
  Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one 
  target. Hit: 17 (2d8 + 8) bludgeoning damage. 
  Frightful Presence. Each creature of the dragon’s 
  choice that is within 120 feet of the dragon and aware 
  of it must succeed on a DC 19 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 dragon’s Frightful Presence 
  for the next 24 hours. 
  Fire Breath (Recharge 5–6). The dragon exhales fire in 
  a 60-foot cone. Each creature in that area must make a 
  DC 21 Dexterity saving throw, taking 63 (18d6) fire 
  damage on a failed save, or half as much damage on a 
  successful one. 
  Legendary Actions 
  The dragon 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 dragon regains spent 
  legendary actions at the start of its turn. 
  • Detect. The dragon makes a Wisdom (Perception) 
  check. 
  • Tail Attack. The dragon makes a tail attack. 
  • Wing Attack (Costs 2 Actions). The dragon beats its 
  wings. Each creature within 10 feet of the dragon 
  must succeed on a DC 22 Dexterity saving throw or 
  take 15 (2d6 + 8) bludgeoning damage and be 
  knocked prone. The dragon can then fly up to half its 
  flying speed. 
   
  Red Dragon Wyrmling 
  Medium dragon, chaotic evil 
  Armor Class 17 (natural armor) 
  Hit Points 75 (10d8 + 30) 
  Speed 30 ft., climb 30 ft., fly 60 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  10 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
  15 (+2) 
   
  Saving Throws Dex +2, Con +5, Wis +2, Cha +4 
  Skills Perception +4, Stealth +2 
  Damage Immunities fire 
  Senses blindsight 10 ft., darkvision 60 ft., passive 
  Perception 14 
  Languages Draconic 
  Challenge 4 (1,100 XP) 
  Actions 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) 
  fire damage. 
  Fire Breath (Recharge 5–6). The dragon exhales fire in 
  a 15-foot cone. Each creature in that area must make a 
  DC 13 Dexterity saving throw, taking 24 (7d6) fire 
  damage on a failed save, or half as much damage on a 
  successful one. 
   
   
  
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  23 
  Rune 
  Medium humanoid (human), neutral evil 
  Armor Class 14 (leather armor) 
  Hit Points 78 (15d8) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  19 (+4) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  13 (+1) 
   
  Saving Throws Dexterity +9, Wisdom +8 
  Skills Arcana +11, Deception +6, Insight +6, 
  Intimidation +6, Investigation +6, Perception +13, 
  Persuasion +6, Stealth +14 
  Senses darkvision 60 ft., passive Perception 28 
  Languages Common, Infernal, Primordial, Thieves’ Cant 
  Challenge 15 (13,000 XP) 
  Blindsense. Rune is aware of the location of any hidden 
  or invisible creature within 10 feet of him. 
  Evasion. If Rune is subjected to an effect that allows 
  him to make a Dexterity saving throw to take only half 
  damage, Rune instead takes no damage if he succeeds 
  on the saving throw, and only half damage if he fails. 
  Uncanny Dodge. When an attacker that Rune can see 
  hits him with an attack, he can use his reaction to halve 
  the attack’s damage against him. 
  Versatile Trickster. Rune has ability to distract targets 
  with his invisible mage hand. As a bonus action on his 
  turn, he can designate a creature within 5 feet of the 
  spectral hand created by the spell. Doing so gives Rune 
  advantage on attack rolls against that creature until the 
  end of the turn. 
  Magical Ambush. If Rune is hidden from a creature 
  when they cast a spell on it, the creature has 
  disadvantage on any saving throw it makes against the 
  spell this turn. 
  Spellcasting. Rune is a 12th level spellcaster. Rune’s 
  spellcasting ability is Intelligence (spell save DC 14, +6 
  to hit with spell attacks). Rune has the following spells 
  prepared: 
  Cantrips: friends, mage hand, shocking grasp, toll the 
  dead 
  1st level (4 slots): disguise self, identify 
  2nd level (3 slots): blindness/deafness, hold person, 
  invisibility 
  3rd level (2 slots): animate dead, vampiric touch 
  Actions 
  Multiattack. Rune makes two dagger attacks. 
  Dagger. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one target. Hit: 6 (1d4 + 4) piercing damage. 
   
   
   
  
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  DDAL-DRW03 Saving Silverbeard (v.1.1) 
   
   
  24 
  Zehira Deryan 
  Medium humanoid (human), neutral good 
  Armor Class 19 (mariner’s studded leather, shield +1) 
  Hit Points 90 (12d10 + 24) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  18 (+4) 
  14 (+2) 
  11 (+0) 
  16 (+3) 
  14 (+2) 
   
  Saving Throws Dexterity +9, Intelligence +5 
  Skills Acrobatics +9, Athletics +12, Insight +8, 
  Perception +8, Persuasion +12, Stealth +9, Survival 
  +8 
  Senses passive Perception 18 
  Languages Common, Elvish, Infernal, Primordial, 
  Sahuagin, Thieves’ Cant 
  Challenge 13 (10,000 XP) 
  Cunning Action. Zehira can take a bonus action on each 
  of her turns to take the Dash, Disengage, or Hide 
  action. 
  Fancy Footwork. During her turn, if Zehira makes a 
  melee attack against a creature, that creature can’t 
  make opportunity attacks against her for the rest of 
  her turn. 
  Rakish Audacity. Zehira adds her CHA modifier (+2) to 
  her initiative rolls. She doesn’t need advantage on the 
  attack roll to use Sneak Attack against a creature if she 
  is within 5 ft. of it, no other creatures are within 5 ft. of 
  her, and she doesn’t have disadvantage on the attack 
  roll. 
  Sneak Attack (1/Turn). Zehira deals an extra 7 (2d6) 
  damage when she 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 that isn’t incapacitated 
  and Zehira doesn’t have disadvantage on the attack 
  roll. Also see Rakish Audacity. 
  Spellcasting. Zehira is a 12th level spellcaster. Her 
  spellcasting ability is Wisdom (spell save DC 16, +8 to 
  hit with spell attacks). Zehira has the following ranger 
  spells prepared: 
  1st level (4 slots): cure wounds, goodberry, zephyr 
  strike 
  2nd level (3 slots): darkvision, lesser restoration 
  3rd level (2 slots): water breathing 
  Actions 
  Multiattack. Zehira makes two attacks with either her 
  club, dagger, or rapier. 
  Club +3. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 9 (1d4 + 7) bludgeoning damage. 
  Dagger. Melee or Ranged Weapon Attack: +9 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4 + 
  6) piercing damage. 
  Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one target. Hit: 10 (1d8 + 6) piercing damage. 
   
   
  
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  25 
  Appendix 3: Piece of Mine (Bonus Objective A) 
  Episode Duration: 1 hour 
  Objective 
  While fending off the Thayan agents, the Iltkazar 
  Scepter malfunctions – Zehira swings it, but the Scepter 
  swings in the opposite direction, fighting her use of the 
  dwarven artifact. This effect is not unique to Zehira; 
  Zehira watched Rune have similar issues during his 
  preliminary experimentation and overheard his plan to 
  use some of the silver ore available elsewhere in the 
  volcano to try and reshape the Scepter.  
  Rune’s Theory 
  Because the item is dwarven-designed and forged, it responds 
  better to a dwarven wielder. Rune wondered if reshaping it in 
  some way, would alter the weapon’s magic, binding it to the 
  new wielder. He planned to bond it to molten silver using some 
  of the ore within the volcano to test this experiment.  
  The Ore 
  Chamber V9 in the Infernal Maw has a large silver ore 
  vein, detectable with a successful DC 16 Intelligence 
  (Investigation) check. Characters can use the pickaxes 
  available in V2 to mine it. 
   Lurking within V9, right outside of Krasnok’s lair, are 
  two red dragon wyrmlings. They are hungry for tasty 
  adventurers. Red dragons are strong and feral, and 
  these wrymlings care little for negotiation. Krasnok is 
  resting in her lair, and a very deep sleeper, so a short 
  fight (5 rounds or less) won’t waken her. If the fight 
  goes longer (unlikely) she does awaken and shows up a 
  round after that. 
   If the wyrmlings are defeated and Krasnok is 
  elsewhere, the ore can be mined. Obtaining the takes 
  four hours of back breaking work and requires a 
  successful DC 17 Strength check each hour. This time 
  can be cut down if multiple characters are working. For 
  example, four characters that each make a successful 
  Strength check can work for one hour and mine enough 
  of the ore to do the job.  
  Heat of the Moment 
  The forge in V7 is dormant but can be lit any number of 
  ways. For instance, the characters could use lava. A 
  successful DC 13 Wisdom (Perception) check finds 
  several obsidian buckets that can transport the 
  substance from the lava pool to the forge. Characters 
  can also use a fire spell of at least 3rd level to light it. 
  Lastly, any character proficient with smith’s tools can 
  get it lit normally, but this takes at least two hours to 
  accomplish and get the forge up to the required level 
  and consistency of heat.  
   Placing the silver ore in the forge melts it, and the 
  hammers also found in this room can shape it to the 
  Scepter, which requires a successful DC 16 Dexterity 
  check. Characters with proficiency in smiths’ tools can 
  roll with advantage. 
  Development 
  If the Scepter is bonded with the silver, it appreciates 
  the shiny make over and behaves normally for Zehira, 
  acting as a +3 club. However, its full arcane abilities 
  won’t be restored until a later date, after Zehira has had 
  an opportunity to parlay with the dwarven artifact. 
  
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  26 
  Appendix 4: The Wicked Waves (Bonus Objective B) 
  Episode Duration: 1 hour 
  Objective 
  Once the characters have landed on the island, they 
  discover the primary source of the maelstrom. 
  Circling Dragon Island is the manifestation of 
  Olhydra. Additionally, three female kraken priests, 
  are preparing a ritual to strengthen the 
  manifestation further.  
   If the characters choose to confront the 
  manifestation of Olhydra directly, this is a 
  challenging encounter. Please review Scaling the 
  Encounter below, as it pertains to all possible party 
  power configurations. 
  Scaling the Encounter 
  Very Weak 
  Decrease the manifestations hps to 240.  
  Weak  
   
  Decrease the manifestations hps to 290. 
  Normal   
  No legendary resistance or actions. 
  Strong  
   
  Use legendary resistance 
  Very Strong  
  Use legendary resistance and legendary 
   
   
   
  actions. 
  Breaking the Ritual 
  The cultists believe that Olhydra is an omen of 
  Umberlee, the sea goddess. Bedecked in gowns of  
  seaweed, the priestesses form a circle on the rocky 
  shore of Dragon Isle. They clasp hands and hum in 
  unison, chanting Umberlee’s title: “Come forth, the 
  Queen of the Depths.” 
   The cultists gladly engage in combat against the 
  characters in defense of the manifestation.  
  Development 
  If the manifestation of Olhydra is defeated, the rain 
  persists but the waves calm enough to get 
  Umberlee’s Resolve onto the water safely, so that 
  once the mission is complete, the characters can sail 
  back to Turmish without incident. 
   
   
  
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  27 
  Appendix 5: Story Rewards 
  Characters completing this adventure’s objective earn this story reward. 
  Turmish Hospitality 
  As a thanks for their aid in uncovering the Thayan 
  plot, Turmish become a safe harbor for the 
  characters, and they are always offered a place to 
  stay. Zehira remains a friend to the party.  
   
   
  
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  DDAL-DRW03 Saving Silverbeard (v.1.1) 
   
   
  28 
  Appendix 6: Magic Items 
  Characters completing this adventure’s main objective unlock this magic item. 
  Helm of Brilliance  
  Wondrous Item, very rare (requires attunement), 
  Table H 
  This helm is decorated with scenes of underwater 
  volcanoes. While you wear it, you can speak and 
  understand Aquan. 
   This dazzling helm is set with 5 diamonds, 11 
  rubies, 16 fire opals, and 22 opals. Any gem pried 
  from the helm crumbles to dust. When all the gems 
  are removed or destroyed, the helm loses its magic. 
   You gain the following benefits while wearing it: 
  • You can use an action to cast one of the following 
  spells (save DC 18), using one of the helm's gems 
  of the specified type as a component: daylight 
  (opal), fireball (fire opal), prismatic spray 
  (diamond), or wall of fire (ruby). The gem is 
  destroyed when the spell is cast and disappears 
  from the helm. 
  • As long as it has at least one diamond, the helm 
  emits dim light in a 30-foot radius when at least 
  one undead is within that area. Any undead that 
  starts its turn in that area takes 1d6 radiant 
  damage. 
  • As long as the helm has at least one ruby, you have 
  resistance to fire damage. 
  • As long as the helm has at least one fire opal, you 
  can use an action and speak a command word to 
  cause one weapon you are holding to burst into 
  flames. The flames emit bright light in a 10-foot 
  radius and dim light for an additional 10 feet. The 
  flames are harmless to you and the weapon. When 
  you hit with an attack using the blazing weapon, 
  the target takes an extra 1d6 fire damage. The 
  flames last until you use a bonus action to speak 
  the command word again or until you drop or 
  stow the weapon. 
  Roll a d20 if you are wearing the helm and take fire 
  damage as a result of failing a saving throw against a 
  spell. On a roll of 1, the helm emits beams of light 
  from its remaining gems. Each creature within 60 
  feet of the helm other than you must succeed on a DC 
  17 Dexterity saving throw or be struck by a beam, 
  taking radiant damage equal to the number of gems 
  in the helm. The helm and its gems are then 
  destroyed. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL-DRW03 Saving Silverbeard (v.1.1) 
   
   
  29 
  Appendix 7: Map of the Infernal Maw 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL-DRW03 Saving Silverbeard (v.1.1) 
   
   
  30 
  Appendix 8: Player Handout (Zehira’s Journal) 
   
  My club reacted strangely in the presence of the Librarian. Before leaving, Iridian 
  gave me a book that had some new information: apparently, I am not the only 
  one who has possessed this weapon. 
   
  He suspects it’s of dwarven design, and while inspecting it, I noticed a symbol 
  that I hadn’t seen before: two crossed axes. I know the dreadful Axar Xyrl stole it 
  from someone before I got my hands on it in its lair – the question is, who did 
  Axar steal it from? There were quite a few corpses in there, so who knows… 
   
  I am concerned that the Thayans will return to Myth Nantar, and I am eager to 
  get back to Ayakar, but are we bringing danger to Turmish? I know the zulkirs 
  are after me now. I must get information to Turmish as soon as possible, and 
  what I’ve learned can’t fall into the wrong hands. 
   
  I have a terrible suspicion that I am being watched or followed, the same feeling I 
  had when I was being stalked by the morkoth. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL-DRW03 Saving Silverbeard (v.1.1) 
   
   
  31 
  Appendix 9: Dungeon Master Tips 
  This adventure is designed for three to seven 11th - 
  16th level characters and is optimized for five 
  characters with an average party level (APL) of 
  13. 
   Characters outside this level range cannot 
  participate in this adventure. 
  D&D Adventurers League Sanctioned 
  To DM an adventure, you must have 3 to 7 players— 
  each with their own character whose level is within 
  the adventure’s level range. Characters playing in a 
  hardcover adventure may continue to play to but if 
  they play a different hardcover adventure, they can’t 
  return to the first one if they’re outside its level 
  range. 
  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 the adventure, such as a way you’d like to 
  portray an NPC or a tactic you’d like to use in a 
  combat. Familiar yourself with the adventure’s 
  appendices and handouts. 
  Gather any resources you’d like to use to aid you in 
  running this adventure — such as notecards, a DM 
  screen, miniatures, and battlemaps. 
  Ask the players to provide you with relevant character 
  information, such as name, race, class, and level; 
  passive Wisdom (Perception), and anything specified 
  as notable by the adventure (such as backgrounds, 
  traits, flaws, etc.) 
  Players can play an adventure they previously 
  played as a Player or Dungeon Master but may only 
  play it once with a given character. Ensure each 
  player has their character’s adventure logsheet (if 
  not, get one from the organizer). The players fill out 
  the adventure name, session number, date, and your 
  name and DCI number. In addition, the player also 
  fills in the starting values for advancement and 
  treasure checkpoints, downtime days, and renown. 
  These values are updated at the conclusion of the 
  session. 
   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 
  that 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 
  Players 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 now, 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 
  When combat is a possibility, the adventure will 
  provide a sidebar that helps you to determine the 
  best mix/number of opponents to provide them with 
  to create an appropriate challenge. While you’re not 
  bound to these adjustments; they’re here for your 
  convenience and consideration. 
   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 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
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S00 - Season-Agnostic/DDAL-DRW03 - Saving Silverbeard.pdf