TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  1 
   
   
   
  A ritual to destroy Chult’s undead has backfired and unleashed an undead plague! The 
  components needed to concoct an antidote have been identified, but need to be scavenged 
  from the jungle. Meanwhile, Valindra Shadowmantle and Szass Tam are rallying the infected to 
  conduct a massive assault on Port Nyanzaru. If they succeed, the results will be catastrophic. 
   
  A Three-Hour D&D Epics™ Adventure for 1st-20th Level Characters 
   
   
   
  Author 
   
  Adventure Code: DDEP07-02 
  Optimized For: APL 3 (tier 1), APL 8 (tier 2), APL 13 (tier 3), APL 18 (tier 4) 
  Version: 1.2 
   
  Development and Editing: Claire Hoffman, Travis Woodall 
  Organized Play: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Bill Benham, Alan Patrick, Travis Woodall, Lysa Chen, Claire Hoffman, Greg Marks 
   
  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 of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are 
  property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained 
  herein is prohibited without the express written permission of Wizards of the Coast. 
   
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The 
  Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  2 
  Welcome to Drums of the Dead, a D&D 
  Adventurers League™ adventure, part of the 
  official D&D Adventurers League™ organized play 
  system and the Tomb of Annihilation™ storyline 
  season. 
   This is a special D&D Epics™ three-hour 
  interactive adventure, designed for four or more 
  groups playing together. Each table must seat 
  three to seven players from one of the following 
  tiers: 
  • 1st-4th level characters (tier 1, optimized for 
  average party level 3). 
  • 5th-10th level characters (tier 2, optimized for 
  average party level 8). 
  • 11th-16th level characters (tier 3, optimized for 
  average party level 13). 
  • 17th-20th level characters (tier 4, optimized for 
  average party level 18). 
  There must be at least one group from tier 1 or 
  2, and one group from tier 3 or 4.  Guidelines for 
  coordinating this event appear later in this 
  booklet. 
   Drums of the Dead is set in the jungle peninsula 
  of Chult. To win the day, the players must find a 
  cure for the undead plague and repel the zombie 
  horde closing on Port Nyanzaru. The adventure 
  takes place after the events of the Tomb of 
  Annihilation hardcover adventure.  
  Drums of the Dead is the first D&D Epics™ event to 
  challenge all four tiers of play! As such, it is a large 
  and complex event. To simplify things, the 
  adventure material is separated into three 
  booklets. 
  • Book 1: Event Overview. The event overview 
  explains the rules of the adventure and provides 
  guidance on how to administrate the event. All 
  DMs should read this guide! 
  • Book 2: Find the Antidote (tier 1 & 2). This 
  book provides everything you need to run the 
  adventure for tier 1 or 2 characters. If you’re not 
  running these tiers, you don’t need to read this.    
  • Book 3: Destroy the Crawling Palace (tier 3 & 
  4). This book provides everything you need to 
  run the adventure for tier 3 or 4 characters. If 
  you’re not running these tiers, you don’t need to 
  read this. 
  To reduce prep time, each book shares the same 
  quests between its tiers, with rules for scaling 
  encounters per tier. Encounter locations are also 
  shared between both tiers. If possible, event 
  organizers should use online registration to let the 
  DMs know which tier they are running ahead of 
  time.  
   
  Adventure Primer ...................................................... 3 
  Beginning Play ........................................................... 5 
  Quest 1A: Destroy the Death God ............................. 7 
  Quest 1B: Infiltrate the Red Wizards ......................... 9 
  Quest 1C: Free the Captives .................................... 12 
  Quest 2A: Destroy the Antimagic Field .................... 15 
  Quest 2B: Silence the Gargoyles .............................. 18 
  Quest 2C: Disarm the Doomsday Device ................. 22 
  Quest 3: Slay the Lich............................................... 26 
  Rewards ................................................................... 28 
  Appendix 1. Monster / NPC Statistics ...................... 30 
  Appendix 2. Maps .................................................... 46 
  Appendix 3. Victory Boons ....................................... 49 
  Appendix 4. Handouts ............................................. 53 
  Appendix 5. Story Awards........................................ 60 
  Appendix 6: Magic Items ......................................... 61 
   
   
   
   
   
  
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  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  3 
  Before beginning play, read Book 1: Event 
  Overview and familiarize yourself with the event 
  rules and Victory Events.    
  This adventure provides suggestions for adjusting 
  for smaller or larger groups, characters of higher 
  or lower levels, and characters that are otherwise 
  a bit more powerful than the adventure is 
  optimized for. You’re not bound to these 
  adjustments; they’re here for your convenience. 
   To figure out whether you should consider 
  adjusting the adventure, add up the total levels of 
  all the characters and divide the total by the 
  number of characters (rounding .5 or greater 
  up; .4 or less down). This is the group’s APL. To 
  approximate the party strength for the 
  adventure, consult the following table. 
  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 
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a 
  particular recommendation is not offered or 
  appropriate for your group, you don’t have to 
  make adjustments. 
  Before you start play, consider the following: 
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind 
  yourself 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. Familiarize 
  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.) 
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You 
  provide the narrative and bring the words on 
  these pages to life.  
   To facilitate this, keep in mind the following: 
   You’re Empowered. Make decisions about how 
  the group interacts with the adventure; adjusting 
  or improvising is encouraged, so long as you 
  maintain the adventure’s spirit. This doesn’t allow 
  you to implement house rules or change those of 
  the Adventurers League, however; they should be 
  consistent in this regard. 
   Challenge Your Players. Gauge the experience 
  level of your players (not the characters), try to 
  feel out (or ask) what they like in a game, and 
  attempt to deliver the experience they’re after. 
  Everyone should have the opportunity to shine. 
   Keep the Adventure Moving. When the game 
  starts to get bogged down, feel free to provide 
  hints and clues to your players so they can 
  attempt to solve puzzles, engage in combat, and 
  roleplay interactions without getting too 
  frustrated over a lack of information. This gives 
  players “little victories” for figuring out good 
  choices from clues. Watch for stalling—play loses 
  momentum when this happens. At the same time, 
  make sure that the players don’t finish too early; 
  provide them with a full play experience. 
  Tier 4 (level 17-20) is the most challenging tier of 
  D&D to adjudicate. At these levels, characters 
  wield earth-shaking powers and magic items that 
  make each group wildly different. Consider the 
  following guidance before tackling this tier as a 
  DM:    
  Before play begins, jot down all the goofy stuff 
  that your players have available: shield guardians, 
  wyvern steeds, simulacrums, rare and legendary 
  items, permanent spell effects, etc. Consider 
  whether these features increase the group’s APL: 
  but most important of all, ensure you know how 
  they function. 
  
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  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  4 
  Assume every combat challenge ca be easily 
  overcome. Up the difficulty as needed, but let the 
  players enjoy their capstone powers before 
  searching for ways to counter them. You’re good 
  so long as everyone has fun. During combat, find 
  ways to introduce character interactions and 
  thrilling choices instead of just resorting to raw 
  power.  
  Every group plays differently at tier 4. More than 
  ever, it’s your responsibility to shake up 
  encounters on-the-fly until you hit the right 
  balance. Here are some simple tricks you can 
  employ: 
  • Introduce waves of reinforcements. Players 
  sometimes blow their big powers early, leaving 
  them exposed to new threats. Just add more 
  enemies of the types already listed in the 
  encounter.  
  • Counter magic with magic. Consider adding an 
  evoker for every spellcaster in the group.  
  • Maximize enemy damage instead of rolling 
  (including spell damage!) 
  • If you overcompensate, introduce an evoker or 
  a champion as an ally at the start of the next 
  round. At these levels, the characters should 
  have plenty of allies to fall back on. 
  High-levels spells often have complex conditions 
  and limitations. To avoid slowing play, refresh 
  your memory of the most troublesome spells 
  before the game begins (start with antimagic field, 
  gate, imprisonment, simulacrum and wish). In 
  addition, don’t be afraid to ask players “what 
  powerful spells do you have prepared?”.  
   In the hands of enemy casters, some spell 
  combinations are especially potent. For example: 
  • A 4th-level glyph cast into the hood of a cloak 
  could polymorph a wizard into a Tyrannosaurus 
  Rex when they drop below half hit points. 
  • A globe of invulnerability protects a high-level 
  caster from counterspell, allowing them to 
  unleash their most powerful spells in relative 
  safety.  
  • Spellcasters can use the Ready action to cast a 
  short-range spell outside of counterspell range, 
  then move into range to release it without risk 
  of being countered.    
  • A contingency spell can trigger a dimension door 
  to whisk a spellcaster to safety or cast greater 
  invisibility on them when they take damage. 
  Many locations within the tower exploit sorcery 
  crows as guardians. These scarlet songbirds have 
  glowing eyes that can peer into the Weave.   
  • Sorcery crows automatically detect magic 
  within 50 feet of themselves and are trained to 
  squawk if they discern unauthorized spell-
  effects within that range.  
  • For the purposes of detection, spell-effects 
  include Wild Shape abilities, polymorphed or 
  awakened creatures, and familiars.     
  If a character spots a sorcery crow, they can 
  recognize its powers with a successful DC 12 
  Intelligence (Nature or Arcana) check. If they fail 
  this check, it’s just a weird bird.   
  
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  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  5 
  When everyone is ready, the administrators 
  announce the start of the event.  
  An administrator reads the following aloud. If 
  your group misses the announcement, you can 
  read it to them yourself: 
  The Soulmonger is no more, and Acererak’s death curse 
  has been lifted from Toril! Tonight, adventurers from far 
  and wide gather in Port Nyanzaru to celebrate their 
  victories. Alas, no sooner has one threat perished, another 
  bubbles up to threaten the poor folk of Chult. 
   
  Earlier today, a messenger stumbled into town from a 
  secret laboratory in the jungle. He revealed that alchemists 
  from the Lords’ Alliance had colluded with Order of the 
  Gauntlet clerics to weave a powerful spell over the jungle. 
  Their intention was to destroy Chult’s undead, but the spell 
  backfired to create a zombie plague that infects both the 
  living and the undead. As we speak, an undead horde 
  rushes toward Port Nyanzaru! These zombies are fast! They 
  cannot be turned! One bite or scratch infects their victims 
  with the zombie plague!  
   
  Worse, our seers have revealed that the archlich Szass 
  Tam has found a way to command the zombies, and has 
  raised the Crawling Palace of Ras Nsi – a castle carried on 
  the backs of twelve skeletal tortoises. Led by the lich 
  Valindra Shadowmantle, Tam’s drummers beat out a 
  rhythm that controls the infected and drives them towards 
  our city!  
   
  Volo and the Merchant Princes have worked together to 
  brew an antidote for the zombie plague, but the 
  components are hidden deep in the jungle. We need 
  volunteers to search for these components, while the 
  greatest among you strike against the Crawling Palace to 
  silence the drums of the dead! You’re the best that this 
  land can offer: heroes forged in the crucible of adventure!  
   
  Are you with me? 
  • Ask the players to introduce their characters to 
  the group.  
  Thay is a land of slaves and tyrants ruled by the infamous 
  power-hungry Red Wizards. A council of ‘zulkirs’ once 
  governed the realm, but the lich Szass Tam, zulkir of 
  necromancy, orchestrated a coup to seize absolute power. 
  In recent days, Szass Tam sought to harness the powers of 
  the Soulmonger, and sent the lich Valindra Shadowmantle 
  to Chult to hunt it down (see Tomb of Annihilation 
  hardcover). Unfortunately for Valindra, questing heroes 
  found the Soulmonger and destroyed it. The zombie plague 
  has given her new purpose, and a chance to redeem herself 
  to her undying master. Using the drums of the dead, 
  Valindra plans to decimate Port Nyanzaru with her zombie 
  army and replace its merchant princes with vassals loyal to 
  Thay.       
  When you’re ready to begin, read the following 
  aloud: 
  Your group has been chosen to join the raid on the 
  Crawling Palace. Soldiers escort you to Goldenthrone, seat 
  of power for the port’s merchant princes. As the sun ebbs 
  over the Shining Sea, you mount up on pterosaur steeds 
  and take to the air. 
   
  For hours, you soar high above the jungle canopy. Stars 
  wheel across the night sky, and tendrils of mist eddy 
  through the treetops below. All is silent. Then you spot a 
  darkness seething over the jungle ahead: a cloud of flies 
  that spreads as far as the eye can see! The trees quiver as a 
  vast undead army sweeps forward below, full of chattering 
  teeth and wild stares. 
   
  A ruined palace lurches into view at the heart of the 
  mob, borne on the backs of twelve monstrous undead 
  tortoises. Moss and ivy clings to the palace’s walls, yet 
  hundreds of cook-fires burn on its ramparts and within its 
  courtyards. From its broken domed roof, the relentless 
  beat of drums echoes over the jungle.        
  • Give your players the palace map handout and 
  explain the special restrictions in play for the 
  event.  
  • Ask your players to pick a quest from the first 
  zone on the palace map (either 1A, 1B, or 1C). 
  Once they’ve decided, review their chosen quest 
  and prepare the appropriate adventure location 
  for their sector. 
  • Begin your first encounter!  
  • If the group succeeds, deliver the victory boon 
  for their chosen quest to HQ (see Appendix 3) 
  and ask the players to pick a quest from the 
  next zone on the palace map (either 2A, 2B, or 
  2C). If they beat this second quest, they move 
  into the final zone and take on quest 3. 
  • If the first quest takes more than an hour 
  and thirty minutes to complete, the group 
  can skip their second quest and advance 
  instead to quest 3. 
  
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  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  6 
  • If you finish quest 3 ahead of time, repeat the 
  process from the start but only play quests that 
  you haven’t played already. Continue playing 
  quests until time is called.   
  The necromancer Ras Nsi built the crawling palace as a 
  mobile base to harvest the jungle for timber, which he 
  shipped to the great cities of the North. When the 
  Spellplague robbed Nsi of his powers, his citadel fell into 
  ruin and was swallowed by the jungle. The palace has the 
  following general features: 
   
  Terrain. Walls and ceilings are fashioned from stone and 
  timber clad in cracked plaster. Faded murals show the 
  wonders of Mezro, lost city of Ubtao.    
   
  Weather. The night is bright and clear with a full moon 
  and very little wind.  
   
  Light. The Thayans have hung lanterns throughout the 
  palace interior, so the area is brightly lit throughout. 
   
  Smells and Sounds. The stench of the zombie horde 
  suffuses the palace and their deafening howls echo through 
  its halls. From the central dome, the relentless beat of 
  drums shakes the whole site.  
   
  Zombie Horde. Thousands of plague zombies mill around 
  beneath the palace. Any character that falls into their midst 
  takes 27 (5d10) piercing damage at the start of each of 
  their turns. Characters injured by the zombies must 
  succeed on a DC 15 Constitution saving throw or contract 
  the zombie plague (see Book 1: Event Overview). A 
  creature that falls into the horde can use its action to climb 
  back onto the palace with a successful DC 16 Strength 
  (Athletics) check.  
  Players can please their patrons by completing the 
  following assignments during the event. Present 
  these goals as they choose their first quest: 
  The Emerald Enclave needs to study the cursed 
  undead. Characters who belong to Emerald 
  Enclave earn one point of renown if they capture a 
  creature infected by the zombie plague and keep it 
  above 0 hit points until the end of the event.  
  This mission is an opportunity to acquire valuable 
  lore about this land. Characters who belong to the 
  Harpers earn one point of renown if they recover 
  any historical tomes during the adventure.  
  The Lords’ Alliance can’t be marred by the taint of 
  undeath!  Characters who belong to the Lords’ 
  Alliance earn one point of renown if they survive 
  the adventure without transforming into a plague 
  zombie. 
  The undead must be vanquished! Characters who 
  belong to the Order of the Gauntlet earn one point 
  of renown if they land a killing blow on at least 3 
  undead monsters during the event.  
  The Zhents need coin to carry out their operations 
  worldwide. Characters who belong to the 
  Zhentarim earn one point of renown if they find a 
  cache of hidden gold during the adventure.  
  If you’re playing at tier 4, the god Ubtao offers a 
  divine boon to the characters before they begin 
  their first quest. Read the following aloud: 
  A stab of green lightning lashes the night sky. You blink, and 
  find yourself gazing over the jungle from miles above. 
  Before your eyes, the rivers and mountains of Chult swirl 
  together to form a vast labyrinth. Another blink, and you 
  are on a grassy plain among herds of dinosaurs. Rain pours 
  from the heavens. A booming voice says: 
   
  “Speak. Tell me of the maze of your life.”    
  Go around the table and ask each player to answer 
  the question in turn, with no conferring. There’s 
  no right answer: ideally, they should say 
  something that reveals an understanding of their 
  character’s backstory or a resolution for their 
  personal characteristics. Once everyone has 
  spoken, Ubtao blesses those who pleased him.  
   Those who pleased Ubtao receive the following 
  vision. Characters who were cagey or rude in their 
  responses receive nothing.    
  “My land is dying. My back may be turned, yet I have not 
  abandoned my people. Hero, I offer you my aid in this 
  battle.” 
   
  You blink, and find yourself back outside the Crawling 
  Palace. But now something feels different inside you...     
  Characters who please Ubtao earn the Blessed of 
  Ubtao story award, which they can use at any 
  time during the event. 
   
   
  
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  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  7 
   
   
  The heroes must fight a Thayan ‘death god’: a 
  giant golem made from hundreds of lashed-
  together zombies.  
  If the players choose this quest, read the following 
  aloud: 
  A dozen towers line the palace’s outer wall, their bases 
  resting on the shells of colossal undead tortoises. The Red 
  Wizards have built scaffolds around each tower, and their 
  slaves are using chains and pulleys to pluck zombies from 
  the milling horde below. As each zombie is hoisted up, it’s 
  lashed to the writhing body of a 40-foot tall golem made 
  entirely from zombies. These abominations will soon be 
  unleashed on Port Nyanzaru - they must be destroyed!  
  This encounter uses the death tower map from 
  Appendix 2 (reproduced below with notes).  
  The characters can land anywhere in the loading 
  bay area before rolling initiative. Their pterosaur 
  mounts are not bred for combat: if they come 
  under fire they’re liable to panic. Players who 
  wish to land elsewhere must roll initiative as 
  normal. On their turn, they must succeed on a DC 
  15 Wisdom (Animal Handling) check to land safely 
  at their destination. If they fail this check, they 
  waste their turn trying to control their steed.    
  The following enemies are present in this 
  encounter: 
  • At tier 3, there is one death god and four 
  mages. 
  • At tier 4, there is one death god, four evokers 
  and one archmage (tier 4). 
   
  The Red Wizards supervise the construction of the 
  death god, and fight valiantly to protect it.  
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: The soul caskets don’t prevent regain of hit 
  points. At Tier 3, remove the mages. At Tier 4, remove 
  the archmage and two evokers.  
  • Weak: At Tier 3, remove two mages. At Tier 4, remove 
  two evokers. 
  • Strong: At Tier 3, add a mage. At Tier 4, add an evoker. 
  • Very Strong: At Tier 3, add two mages. At Tier 4, add two 
  evokers and one archmage. 
  This area has the following important features:  
   Magic Circle: If a creature dies inside the magic 
  circle, the death god regains 5 hit points per level 
  of the creature. The circle channels energy into the 
  headbands that control the palace’s slaves. When 
  the death god dies, the circle fades and the 
  headbands deactivate (see Soul Caskets, below).  
  Each urn on the map contains a Chultan tribesperson 
  bound in enchanted chains.  
   
  Detection. Any character who examines an urn sees a 
  captive inside, bound in chains and wearing a magic 
  headband. With a successful DC 10 Intelligence (Arcana) 
  check, they realize the enchanted chains are draining the 
  captive’s life force and converting it into necrotic energy.  
   
  Trigger. Every round on initiative count 1, a wave of 
  necrotic energy washes from each urn.  
   
  Effect. All creatures within 40 feet of an urn when it fires 
  must make a DC 15 Constitution saving throw, taking 10 
  necrotic damage per tier on a failed save and losing the 
  ability to regain hit points until the end of their next turn. 
  On a successful save, the creature takes 5 necrotic damage 
  per tier and can still regain hit points. Creatures wearing 
  the Red Wizards’ runic bracelets are immune to these 
  effects (as each wave breaks, the bracelets glow brightly).   
   
  Disabling. The chains around each captive are magically 
  hardened, but the padlocks can be picked with a successful 
  DC 18 Dexterity (Thieves’ Tools) check. Freeing a captive 
  from the chains disables that urn’s power. Alternatively, 
  the captive can be killed (AC 7, HP 7). If the death god is 
  slain, the captives try to struggle free from their chains. Roll 
  a d20 for each captive at the start of each round: on a roll 
  of 16 or more they escape the chains.        
  60 MINS 
   
  Location: 1 – Death Tower 
  
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  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  8 
  As soon as combat breaks out here, read the 
  following aloud: 
  Bells toll across the Crawling Palace as the alliance strikes in 
  force! In response, the wizards activate a bronze 
  contraption on the roof of a nearby tower. Bolts of energy 
  scream down from the device, exploding around you in 
  bursts of unholy fire.     
  Ask the players to roll a d20 at the end of each of 
  their turns. On a 1-5, their character receives 
  siege damage (see Book 1: Event Overview). 
  Listen out for the announcement that Quest 1B has been 
  won: as soon as the soul cannon is destroyed, your players 
  can stop rolling for siege damage!   
  Ask a player to deliver the victory boon for this 
  quest to the administrators (see Appendix 3.) 
  For completing this quest, characters receive a 
  magic item and one treasure award from their 
  faction. These treasures are awarded at the end of 
  the adventure.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  9 
   
   
  The heroes pose as Thayan reinforcements to 
  infiltrate the Crawling Palace and sabotage its 
  artillery batteries.  
  If the players choose this quest, read the following 
  aloud: 
  A dozen towers line the palace’s outer wall, their bases 
  resting on the shells of colossal undead tortoises. The Red 
  Wizards have engraved magic portals into the courtyards 
  beneath the towers. As you watch, figures in flowing red 
  robes teleport in from distant Thay to reinforce the enemy 
  ranks.  
   
  A paladin from the Order of the Gauntlet swoops 
  alongside and calls for you to follow her. She lands in the 
  canopy of a giant cypress tree. As you dismount, you see a 
  group of heroes kneeling over the corpse of a red-robed 
  dwarf. The paladin turns to you. 
   
   
  “We ambushed a group of Red Wizards. They’re all dead, 
  but this one managed to help us…” 
  The paladin explains the following: 
  • The paladin cast a speak with dead spell to learn 
  the sigil sequence to a teleportation circle inside 
  the palace, and the password to enter 
  (“Everdeep”).  
  • She suggests that the characters dress up as 
  Thayan reinforcements and teleport in through 
  the portal. Once inside, they must sabotage the 
  palace artillery using arcane bombs (see 
  “Gearing Up”, below).   
  • Reinforcements are regularly teleporting into 
  the towers. There’s no way the Red Wizards can 
  know each group by sight, so they rely on the 
  password. 
   
  Some players may want to cast speak with dead 
  themselves to ask further questions of the corpse. 
  If so, use the encounter below to guide the spirit’s 
  responses. As a rule, the broader the question, the 
  more cryptic the response.  
  The paladin provides red robes for each character. 
  Not all characters need to pose as spellcasters: the 
  organization also employs mercenaries and spies. 
  The Red Wizards have no racial restrictions. 
   One character receives an arcane bomb. Setting 
  the timer on this handheld bronze device takes an 
  action, and the bomb explodes up to ten rounds 
  later. When it explodes, all creatures within 20 
  feet must make a DC 15 Dexterity saving throw, 
  taking 27 (5d10) force damage on a failed save, 
  and half as much damage on a successful one. The 
  bombs deal 55 (10d10) force damage to all objects 
  in their blast area.   
  This encounter uses the death tower map from 
  Appendix 2 (reproduced below with notes). 
  When the players teleport into the palace, read: 
  You appear in a circle of carved sigils. Wizards scurry about 
  the surrounding courtyard, running errands between three 
  archways set into the perimeter walls. A stone tower looms 
  overhead. The entire structure rocks back and forth as the 
  giant tortoise lugs it forward. 
   
  As soon as you appear, a gold-skinned woman wearing 
  red robes strides up to you and snaps her fingers. A 
  lumbering iron giant clumps along behind her. 
   
  “What’s the password?”        
  This is Rethya Norn, the red wizard in charge of 
  this tower (see ‘Palace Locations’, below). 
  Assuming they provide the password, read: 
  The wizard starts barking out orders. 
   
  “You’re late. I need you to guard the palace gates, you to 
  help out in the laboratory, and you to mind the prisoner 
  cells.”   
  Rethya splits the group into three work forces. She 
  won’t accept dissent: these are direct orders from 
  their superior officer. Their tasks are: 
  60 MINS 
   
  Location: 1 – Death Tower 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  10 
  • Characters at the gates must stop outsiders 
  from breaking into the palace interior. 
  • Characters in the laboratory must help Kahlzar 
  trap souls to feed the soul cannon. 
  • Characters minding the prisoners must ensure 
  that none escape.  
  Separate the group however you please. See below 
  for details on these areas.     
  This quest is intentionally open-ended. The hooks are 
  designed to create dilemmas and tense moments, but 
  ultimately, it’s up to the players to hatch a plan to infiltrate 
  the artillery tower. Jump between the groups whenever it 
  seems dramatically appropriate, roll with the player’s ideas, 
  and try to keep everyone engaged!  
  The following locations correspond to locations 
  marked on the map below.  
  Rethya waits in this courtyard to meet new 
  arrivals. She suspiciously questions any characters 
  who leave their work areas, and spies on any 
  characters who linger here.   
  • At tier 3, Rethya is an evoker with a shield 
  guardian. 
  • At tier 4, Rethya is an archmage with an iron 
  golem.  
   
  Rethya challenges any character who behaves 
  suspiciously or casts a spell without her 
  permission. If defied, she raises the alarm. 
  If Rethya raises the alarm, all enemies in this location 
  respond within two rounds. Worse, reinforcements arrive 
  from the gates at the end of each round thereafter (1d3 
  gladiators at tier 3, or 1d3 champions at tier 4). The players 
  must move fast to destroy the artillery or they’ll soon be 
  overwhelmed. 
  A horrid sight greets you inside the laboratory. Two wizards 
  struggle with a captive while a red-robed dragonborn 
  presses a crystal shard to the captive’s forehead. The shard 
  crackles with power, and the captive withers and dies. 
   
  “Good work”, the dragonborn wheezes. “Let’s get this 
  one loaded into the soul cannon. Ah, here’s our help!”    
  This is Kahlzar the Alchemist and his two 
  assistants, Gethos and Osmel.  
  • At tier 3, Kahlzar is an abjurer and his 
  assistants are two evokers. 
  • At tier 4, Kahlzar is an abjurer and his 
  assistants are two illusionists. 
  Kahlzar uses the shard to extract the souls of 
  captives held in his cells. This magic item was 
  stolen from the wreckage of the Soulmonger. 
  When pressed against an incapacitated humanoid, 
  the shard deals 11 (2d10) necrotic damage per 
  round, trapping the victim’s soul if it reduces them 
  to 0 hit points. When pressed against the soul 
  cannon, any one soul contained within the shard is 
  fed inside. The shard only works within this 
  tower. 
  • Kahlzar sets the characters to work creating 
  healer’s kits under his supervision, but he is 
  absent-minded and easily distracted.  
  • Gethos is charged with fetching captives from 
  the cells, but could always use some help. He 
  despises Osmel and would do anything to see 
  him taken down a peg.   
  • Osmel’s job is to deliver the Soulmonger shard 
  to the artillery tower, feed its captive soul into 
  the soul cannon, and then return with it. He’s a 
  busy-body who acts superior to the characters 
  Kahlzar has two books of esoteric lore on his table. If a 
  character belonging to the Harpers steals the books, they 
  complete their faction assignment.  
  • A veteran called Razvasu watches over the 
  cells. 
  Four commoners are held in the cages (Udu, Yaa, 
  Buku, and Mazuma). Razvasu is playing a mean 
  game. Each slave has three tries to guess what 
  she’s thinking. Whoever gets closest is spared 
  death when Gethos comes to fetch the next victim.    
  A pair of elite guards called Melnod and Ros man 
  the gates.  
  • At tier 3, they are both gladiators. 
  • At tier 4, they are both champions. 
  The guards secretly share a flask of tej wine and 
  tease each other with scare stories about the 
  coming raiders. They have orders to allow no-one 
  but Osmel into the artillery tower. Only Rethya or 
  Kahlzar can countermand these instructions.   
  
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  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  11 
   Sorcery Crow. A sorcery crow sits on a perch 
  nearby, and squawks if it discerns spell effects in 
  its area. If the guards can’t tell what the crow is 
  squawking about, they sound the alarm.  
  Listen out for the announcement that Quest 1C has been 
  won: as soon as the slaves are freed, Rethya sends the 
  guards to help recapture them, leaving the characters to 
  man the gates alone. 
  The artillery tower houses the arcane soul cannon. 
  The soul cannon is a magical weapon powered by 
  souls (AC 15, HP 35). 
  • A hulking veteran called Venk mans the soul 
  cannon. 
  The staircase from the gates is the only way to 
  enter the artillery tower without climbing, moving 
  incorporeally or flying (all of which draw 
  unwanted attention).  If the alarm is raised, Venk 
  pulls a lever to lower an adamantine portcullis at 
  the base of the stairs (AC 20, HP 40).  
   At all other times, Venk remains preoccupied by 
  blasting heroes with his cannon. Unless the alarm 
  is raised, he assumes any visitor is Osmel come to 
  recharge the weapon. He doesn’t even look around 
  when they enter...  
  Ask a player to deliver the victory boon for this 
  quest to the administrators (see Appendix 3.) 
  For completing this quest, characters receive a 
  magic item and one treasure award from their 
  faction. These treasures are awarded at the end of 
  the adventure.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  12 
   
   
  The characters infiltrate the palace via the corpse 
  wagons to free the captives.    
  If the players choose this quest, read the following 
  aloud: 
  A dozen towers line the palace’s outer wall, their bases 
  resting on the shells of colossal undead tortoises. The Red 
  Wizards have built scaffolds around each tower, and their 
  slaves are using chains and pulleys to lower zombies into 
  the milling horde below. From your vantage point, you spot 
  wagons pulled by skeletal horses threading through the 
  horde toward the palace, laden with Chultan corpses.  
   
  You meet the other heroes on the summit of a nearby 
  crag. One of your clerics has formulated a plan.   
   
  “The Red Wizards are harvesting corpses to create more 
  zombies. If we sneak onto those wagons, we can infiltrate 
  the palace covertly and free the captives from within.”  
  The cleric explains the following: 
  • The alliance has hijacked a corpse wagon, and 
  plans on using it to get closer to the palace.  
  • The cleric can cast a feign death spell on the 
  characters so they can hide among the dead.     
  • Once inside, they must covertly free the captives 
  and get them to safety. Reinforcements are sure 
  to arrive in force if they set off any alarms.  
  This encounter uses the death tower map from 
  Appendix 2 (reproduced below with notes). 
  When the characters are on their way, read: 
  The cleric wraps himself in crimson robes and steers the 
  wagon into the screaming undead horde. The zombies 
  jostle past, shaking the wagon as it creaks toward the 
  palace.  
   
  “Almost there”, the cleric whispers.  
   
  The wagon pulls alongside one of the tortoises, and 
  slaves throw down ropes to hoist the corpses. One-by-one, 
  your death-cold bodies are lifted into the palace, where a 
  red-robed necromancer inspects them. After feeling for a 
  pulse, she orders the slaves to take you to the ritual room.  
   
  “I’ll be there shortly”, she rasps.  
  The slaves use wheelbarrows to take the 
  characters to the ritual room. where they’re 
  dumped until the necromancer arrives. 
  The slaves wear magic headbands that keep them 
  in a state of zombie-like obedience. They 
  relentlessly perform whatever task the red 
  wizards assign them, and ignore all other stimuli.  
   Sabotaging the magic circle in Quest 1A frees 
  the slaves from their torpor. If a headband is 
  removed from a slave before then, the slave 
  collapses in agony until the headband is replaced. 
  A remove curse spell or similar magic releases 
  them from their pain and restores their mind. 
  Listen out for the announcement that Quest 1A has been 
  won: with the slaves freed from their torpor, the characters 
  can now issue orders to them, making it easier to aid their 
  escape.  
  The following locations correspond to locations 
  marked on the map below.  
  This chamber is filled with necromantic ritual 
  components and jars of pickled specimens.  
  • 10 zombies stand around the room.  
  They don’t move, and only attack if attacked 
  themselves (these are not plague zombies!). 
  • The necromancer Grethlanja returns after five 
  minutes to cast animate dead on the corpses.  
  Five commoner slaves ferry corpses between the 
  loading bay and here (a tortle called Moro, two 
  albino dwarves called Chokk and Rubos, and two 
  Chultans called Ana and Thu). Grethlanja returns 
  here after five minutes. If the characters’ bodies 
  60 MINS 
   
  Location: 1 – Death Tower 
  
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  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  13 
  aren’t present, she dashes to raise the alarm in 
  Area 2.  
   Bone Handbell. A small handbell sits on one of 
  the tables, with a human tongue as a clapper. It 
  makes no sound when rung, but summons 
  Dagkamir from Area 5 to escort the zombies to the 
  tower. He arrives after one minute.  
  Corpses are unloaded here and taken to the ritual 
  room. The characters could signal their allies from 
  here. If so, the cleric who dropped them off 
  returns in 2d6 rounds.  
   There’s also a gong here that raises the alarm 
  when sounded. 
  If the alarm is raised, all enemies present respond within 
  two rounds. Worse, reinforcements arrive from the gates 
  at the end of each round thereafter (1d3 gladiators at tier 
  3, or 1d3 champions at tier 4). The characters must move 
  fast to free the slaves or they’ll soon be overwhelmed.    
  A chest in the corner contains rare treasures stolen from 
  the dead. This counts as a secret treasure cache (see 
  “Rewards”). The chest is locked (DC 20 to pick) but 
  Gethlania carries a key on a cord around her neck. Stealing 
  the cache completes the faction assignment for any 
  Zhentarim characters present. 
  The west archway contains a gold force-field (see 
  Magic Portals, below). Characters can look 
  through it to perceive the courtyard beyond. 
  High walls border this ruined courtyard, with a single tower 
  rising to the north. A magic circle is just visible beneath 
  piles of rubble on the floor. A dwarf’s skull hovers over the 
  circle, grumbling to itself as it inspects the sigils.  
   
  Archways exit to the west, east and south. Magic barriers 
  seal two of them, glowing gold to the west and purple to 
  the east.  
  • The demilich Ringol Ghangalos lurks in this 
  chamber. 
  • At tier 4, Ringol is accompanied by a shield 
  guardian.  
  Ringol has been starved of souls for stealing from 
  Szass Tam. The Red Wizards sent him to study the 
  ancient circle and divine its meaning (it once 
  allowed Ras Nsi to spy on the city of Mezro). 
  Ringol drifts around the chamber on the route 
  shown, absorbed in deciphering the circle’s sigils. 
  If he spots intruders, he attacks at once. 
   Unfortunately for spellcasters, a sorcery crow 
  sits on a perch by the eastern archway. If it detects 
  spell-effects, it squawks a warning to Ringol.  
   
  Detection. The magic barriers are plainly visible. With a 
  successful DC 15 Intelligence (Arcana) check, a character 
  realizes they prevent magic from passing through.  
   
  Trigger. If a character moves through a barrier, they 
  trigger an effect based on the barrier’s color (see below).   
   
  Effect. The barriers prevent spells of 5th level or lower 
  from affecting creatures or objects on the other side of the 
  barrier, even if the spell is cast with a higher-level slot. Such 
  a spell can target creatures or objects on the other side of 
  the barrier, but the spell has no effect on them. Similarly, 
  the barrier blocks area effect spells from passing through it. 
  • Living creatures that move into the gold barrier must 
  succeed on a DC 18 Constitution saving throw or be 
  teleported inside the force cage in Area 5. 
  • Living creatures that move into the purple barrier are 
  hurled 20 feet backwards and must make a DC 15 
  Constitution saving throw: dropping to 0 hit points on failed 
  save, or taking (11) 2d10 force damage per tier on a 
  successful one.   
   
  Disabling. The lever in Area 4 disables the barriers when 
  pulled. A creature wearing Dagkamir’s ring (see Area 5) can 
  pass through the barriers unhindered.     
  A dusty, full-length mirror hangs on the wall here 
  next to a lever. Pulling the lever disables and 
  reactivates the magic barriers in Area 3.    
   
  Detection. Characters who gaze into the mirror discern a 
  delay on any reflected movement. The mirror emanates 
  illusion and necromancy magic to those who can detect it. 
   
  Trigger. Inspecting the mirror trigger its illusory effect. 
  Touching the mirror also has its own dangers (see below).  
   
  Effect. Any creature gazing into the mirror sees their 
  reflection whispering at them to come closer. This is a 
  purely illusory effect, having no purpose other than to lure 
  a target closer. If a creature touches the mirror, they 
  discover its surface is fluid and cold like water. Creatures 
  who step inside the mirror must make a DC 20 Constitution 
  saving throw, taking 82 (15d10) cold damage on a failed 
  save, or half as much cold damage on a successful one. 
  Characters reduces to 0 hit points by this damage turn to 
  ice and die. Resolve the damage in private: if it kills them, 
  don’t tell their companions! If they survive, they can move 
  back to safety. If they remain inside the mirror, they must 
  repeat the saving throw at the start of each of their turns.  
   
  Disabling. There is no way to disable this hazard. 
  
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  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  14 
  More slaves toil inside this tower.  
  • At tier 3, Dagkamir the blackguard watches 
  over the slaves. 
  • At tier 4, Dagkamir is a death knight. 
  Twelve commoner slaves operate the ropes. As 
  plague zombies are created in the ritual room, 
  they’re transferred here by Dagkamir and lowered 
  into the horde. Dagkamir wears a magic ring inset 
  with purple and gold stones that protects him 
  from the barriers in Area 3.   
   A large cage of radiant energy sits by the 
  southern wall, replicating the effects of a forcecage 
  spell. Characters who fail their save against the 
  gold barrier in area 3 are teleported inside the 
  cage. Dagkamir is intrigued by the intruders and 
  tries to strike a cruel bargain with them (see 
  below). He carries a glowing key on his belt that 
  can unlock the forcecage.  
  Szass Tam tricked Dagkamir into servitude through an 
  unholy bargain that resulted in him forfeiting his own wife’s 
  soul. Twisted by evil and eager for revenge, Dagkamir 
  offers to free his captives from the forgecage if one of 
  them strikes a similar bargain with him: promise him the 
  soul of a loved one in return for freedom from the cage. If 
  such a bargain is struck, Dagkamir unlocks the cage and 
  teleports mysteriously away. This character gains the “Dark 
  Promise” story award.      
  Ask a player to deliver the victory boon for this 
  quest to the administrators (see Appendix 3.) 
  For completing this quest, characters receive a 
  magic item and one treasure award from their 
  faction. These treasures are awarded at the end of 
  the adventure.  
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  15 
   
   
  The characters must detonate an explosive device 
  to punch a hole in the antimagic field surrounding 
  Szass Tam’s inner sanctum.  
  If the players choose this quest, read the following 
  aloud: 
  The central tower of the crawling palace looms ahead. A 
  once-majestic garden stretches before it, now choked with 
  palms and creepers. The undergrowth is both rotten and 
  alive: oozing with pestilence, thick with mist, and haunted 
  by darting forms. Stone columns jut from the murk, 
  surmounted by Chultan statues. The whole structure rocks 
  gently on its iron platform. 
   
  Your allies have gathered at the edge of the garden. As 
  you arrive, an elf mage flies off on a magic carpet to scout 
  the tower. As she draws near, she plummets from the air 
  and crash-lands somewhere in the undergrowth below. 
   
  “As we feared”, snarls a nearby paladin. “Szass Tam has 
  cloaked this palace in an antimagic sphere. Sorcery that 
  strong must be powered by something nearby: an artefact, 
  or a magic circle! Advance into the garden! Find and 
  destroy whatever’s powering that field!”    
  The alliance divides into search parties and 
  advances into the garden.   
  The characters search for the device powering the 
  antimagic field. They are not alone: evil suffuses 
  the garden, and monstrous forms flit between the 
  shadows, always lurking just out of sight. If the 
  characters scout from the air, they surprise their 
  enemies when they arrive at the magic circle. 
  Shortly after entering the garden, the characters 
  encounter a grisly scene:  
  Burned bodies litter the boggy ground ahead. The bloodied 
  corpse of a Red Wizard sprawls between them, clutching a 
  bronze device shaped like a pyramid.    
  Characters who examine the bodies discover that 
  they are charred ghasts. The wizard was 
  delivering a powerful weapon to Szass Tam, but 
  perished at the claws of the undead.  The wizard 
  carries the following parchment note: 
   
   K. 
   Your orders are to move the annihilators to the 
  vault in Szass Tam’s quarters. Unwanted accidents 
  could trigger Nsi’s doomsday device, so Valindra 
  has cast a spell to disable the timers on the 
  annihilators until it we destroy the doomsday 
  device. At least you won’t blow yourself up, 
  butterfingers.   
   M.   
   
  The device is a ‘Thayan Annihilator’. With a 
  successful DC 12 Intelligence (Arcana) check, a 
  character identifies it as follows: 
  • Annihilators are Thayan artefacts designed to 
  rip holes in the reality of the multiverse. When 
  activated, an annihilator creates a large sphere 
  of annihilation that consumes everything in its 
  radius (including the annihilator) before swiftly 
  disappearing.  
  • Only living humanoid creatures can arm the 
  timer, as it requires a small amount of blood and 
  life-force to engage. 
  • The device has a clockwork timer. Valindra’s 
  spell prevents the characters from arming the 
  timer. A character can still detonate the 
  annihilator, but it would have to be done by 
  hand without a timer. 
  The annihilator sounds like the perfect weapon to 
  destroy the field generator.   
  Listen out for the announcement that Quest 2C has been 
  won: with the doomsday device destroyed, Valindra 
  releases her spell and the annihilators can be armed 
  normally. 
  60 MINS 
   
  Location: 2 – Gardens of Rot 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  16 
  This encounter uses the gardens of rot map 
  from Appendix 2 (reproduced below with 
  notes). When the players approach here, read: 
  A magic circle scores the earth ahead, sigils flickering with 
  green flame. Ancient Chultan statues loom around it, and a 
  squat, vine-covered tower rises from the undergrowth 
  beyond. Inside the circle, a pair of red-robed wizards are 
  locked in combat with a host of grisly undead figures. As 
  they fight, wet holes open and close in the jungle floor 
  nearby, disgorging more undead into the fray!   
  Drawn by the undead plague, the demon lord 
  Orcus has sent his devourers to seize control of 
  the horde. They’ve awoken the slumbering spirits 
  in the statues, which have turned the garden 
  against the Red Wizards. If the characters offer 
  their help to the wizards, they fight alongside the 
  group. 
  • Two mages, Clozar and Evrul, are fighting back-
  to-back inside the circle (with 3 and 12 hit 
  points remaining and only 1st level spell slots). 
  • At tier 3, the wizards confront a devourer and 
  four wraiths. 
  • At tier 4, they confront two devourers and 
  eight wraiths. 
  The undead attack all living creatures. They carry 
  the zombie plague, yet Orcus’s hold on them 
  makes them resistant to the drumming.    
   Deathly rifts. Any creature that steps through a 
  deathly rift can teleport to another rift of their 
  choosing within the encounter area and continue 
  their movement. If the creature is not undead, it 
  takes 10 necrotic damage at tier 3 or 25 necrotic 
  damage at tier 4 as it passes through.  
   Statues. The statues depict Chultan spirits of 
  vengeance. With a successful DC 10 Intelligence 
  (Arcana or Religion) check, a character examining 
  the statues discerns they are the source of the evil 
  in this area (see ‘the Living Jungle’, below). Each of 
  the eight statues has AC 12, a damage threshold of 
  
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  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  17 
  8, 22 hit points, and immunity to poison and 
  psychic damage.  
   Magic circle. The magic circle empowers the 
  antimagic field surrounding the palace. To disable 
  it, the characters must either: 
  • Dispel each of the circle’s four sigils with a 
  dispel magic spell using a sixth-level or higher 
  spell slot.    
  • Use the annihilator to remove the circle from 
  existence (see ‘Detonating the Annihilator’ 
  below). If the players can’t yet set the timer, the 
  operator must die in the blast. 
  While any statues remain intact, the garden 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 garden regains 
  spent legendary actions at initiative count 20 of each round 
  (beating ties). 
   
  Shifting Rifts. The garden repositions a deathly rift to any 
  unoccupied space within the encounter area.    
   
  Grasping Tendrils. One creature within 10 feet of a 
  deathly rift must succeed on a DC 15 Constitution saving 
  throw or be pulled through the rift to emerge from another 
  rift in the encounter area of the garden’s choosing (taking 
  necrotic damage as normal).     
   
  Spew Undead (Costs 2 Actions). At tier 3, three wights 
  emerge from deathly rifts within the encounter area. At tier 
  4, six wights emerge.  
  Any humanoid holding the annihilator detonate it 
  by hand. When the annihilator fires, all objects 
  within 10 feet of it are destroyed (including the 
  annihilator itself). Creatures take 150 force 
  damage upon entering the sphere and again at the 
  start of each of their turns, winking out of 
  existence if this damage reduces them to 0 hit 
  points. When no creatures or objects remain 
  inside the sphere, it collapses in on itself and 
  disappears permanently. 
   Valindra’s magic has disabled the clockwork 
  timer. When her spell lifts, a character can use an 
  action to set the timer for up to ten rounds.  
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: At tier 3, remove two wraiths. At tier 4, 
  remove four wraiths.  
  • Weak: At tier 3, remove one wraith. At Tier 4, remove 
  two wraiths.  
  • Strong: At tier 3, add two wraiths. At Tier 4, add four 
  wraiths. 
  • Very Strong: At tier 3, add three wraiths. At Tier 4, add six 
  wraiths. 
  Ask a player to deliver the victory boon for this 
  quest to the administrators (see Appendix 3.) 
  For completing this quest, characters receive a 
  magic item and one treasure award from their 
  faction. These treasures are awarded at the end of 
  the adventure.  
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  18 
   
   
  The characters pose as Red Wizards to silence the 
  screaming gargoyles around Szass Tam’s tower.  
  If the players choose this quest, read the following 
  aloud: 
  The central tower of the crawling palace looms ahead. A 
  once-majestic garden stretches before it, now choked with 
  palms and creepers. The undergrowth is both rotten and 
  alive: oozing with pestilence, thick with mist, and haunted 
  by darting forms. Stone columns jut from the murk, 
  surmounted by Chultan statues. The whole structure rocks 
  gently on its iron platform. 
   
  Your allies have gathered at the edge of the garden. As 
  you approach, a rakish-looking halfling beckons you closer.   
   
  “Old and powerful gargoyles defend that tower, bent to 
  the will of the Red Wizards. When the gargoyles scream, 
  they hypnotize all who hear them. Thankfully, I know a man 
  who can get us inside to disable them!”  
  The halfling explains the following: 
  • One of the Red Wizards, Draumglau Groth, has 
  approached the alliance with terms to defect. 
  • He’s offered to smuggle a group of infiltrators 
  into the gargoyle’s tower. On the way, he’ll teach 
  them the command words to dismiss the 
  gargoyles from the wizard’s servitude.     
  • Draumglau can brief the infiltrators on any 
  security protocols around the tower. The 
  characters are to meet him inside the garden. 
  Assuming the characters agree to his ploy, the 
  halfling hands them a set of crimson robes so they 
  can disguise themselves as Red Wizards. Not all 
  characters need to pose as spellcasters: the 
  organization also employs mercenaries and spies. 
  The Red Wizards have no racial restrictions.  
  The characters meet Draumglau a short way 
  inside the garden. Read the following aloud: 
  A bald human with gold skin awaits inside the garden. 
  Seeing you, he breaks into wracking coughs. 
   
  “I’m Draumglau”, he gasps. “Follow me, and listen 
  carefully. I’ve arranged for you to pose as special agents. 
  Once inside, you need to act like you know what you’re 
  doing.” 
   
  Draumglau walks toward a vine-covered tower. Along 
  the way, he whispers secrets to you about your mission. 
  Between his coughing and the ever-present howling of the 
  dead, you can’t make out everything he tells you. Before 
  you can clarify the details, three Red Wizards step from the 
  undergrowth. Draumglau looks shocked to see them. 
   
  “Ah, there you are, Draumglau”, says one. “These must 
  be the agents you promised. We’ll take them from here.” 
   
  Draumglau bows respectfully, and the Red Wizards 
  march you away.  
  Each character missed one or more of 
  Draumglau’s facts! Deal out the missed 
  information handouts until all seven are in play 
  (see Appendix 4). The players must not read 
  their handouts! Instead, each player must place 
  their handout so everyone but them can see it! 
  Either: 
  • Copy the handouts to Post-It notes and ask the 
  players to stick them to their foreheads.  
  • Print the handouts as table-tents, and ask the 
  players to angle theirs so only they can’t read 
  them.   
  Give the players a moment to read each other’s 
  handouts before continuing. For your benefit, the 
  missed information is reproduced below: 
  “My orders are to interrogate the captive.” 
  “The standing stone is key to deciphering the 
  command phrase.” 
  “Always bow to the smiling face.” 
  “I must act like I’m our leader.” 
  “My orders are to serve Lord Hekradon.” 
  “We must disable the gargoyles before the 
  interrogation ends.” 
  “The command phrase to disable the gargoyles is 
  etched on the magic circle.” 
  Once the handouts are in place, tell the players 
  that they shouldn’t be asking questions about 
  60 MINS 
   
  Location: 2 – Gardens of Rot 
  
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  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  19 
  their mission or reminding each other about their 
  orders. Doing so arouses suspicion! 
  The tower lies within the enlarged antimagic field 
  surrounding the central palace. Inside this field, 
  spells can’t be cast, summoned creatures 
  disappear, and even magic items become 
  mundane (see the spell description for details). 
  Listen out for the announcement that Quest 2A has been 
  won: when the magic circle is ruptured, the antimagic field 
  lifts over this area and the characters can cast spells again.   
  This encounter uses the gardens of rot map 
  from Appendix 2 (reproduced below with 
  notes). When the characters arrive here, read: 
  The wizards escort you to the base of the tower, where 
  they’ve erected a makeshift camp. Gargoyles leer from the 
  ruined columns and a ritual circle peeks out from under the 
  ivy.   
   
  A group of Red Wizards have gathered here. Two 
  warriors chat outside a military tent, while a third leans 
  against a standing stone etched with ancient script. A 
  fourth figure studies the magic circle. His head has been 
  replaced by a grotesque cube of metal, with stretched 
  human faces grafted to four of its sides. The wizards who 
  escorted you here pause at the edge of the clearing.  
   
  “Well, then. How do you want to do this?” 
  It’s now up to the players to improvise the 
  scene. Their goal is to figure out the command 
  phase and speak it aloud to disable the guardians 
  without alerting the wizards.  
  Each time a character acts suspiciously, note down one 
  failure on a scrap piece of paper. If the group accrues three 
  failures, the wizards demand they prove their loyalty or die. 
  A successful group Charisma (Deception) check opposed by 
  the lead Red Wizard’s Wisdom (Insight) can remove one 
  failed check.  
  
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  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  20 
  The characters enter from this area. Three red 
  wizards are present (Mekos, Nurmax, and 
  Vekross). As the characters explore, at least one 
  red wizard escorts each group.  
  • At tier 3, there are three mages. 
  • At tier 4, there are three evokers. 
   
  Remember that the wizards can’t cast spells while 
  the antimagic field is in place!  
  Two guards (Karinax and Groth) watch over 
  Faulko, a mage suspected of spying. 
  • At tier 3, there are two gladiators. 
  • At tier 4, there are two blackguards. 
  Faulko was caught with a half-penned defection 
  note on his person (Draumglau planted this to 
  frame him). Faulko struggles to prove his 
  innocence, and the guards expect the characters to 
  extract a confession via torture. If things look 
  serious, Faulko confesses to avoid facing a slow 
  and painful death.   
  If Faulko confesses, the guards have orders to escort the 
  characters from the garden (apart from the one assigned to 
  serve Lord Hekradon). Any hesitance to leave could make 
  the guards suspicious!   
  The sword-master Kiermov Hok leans against this 
  stone. He’s bored, and eagerly questions 
  newcomers for news from his homeland.  
  • At tier 3, Kiermov is a blackguard. 
  • At tier 4, Kiermov is a warlord. 
  The standing stone has the following set of 
  symbols etched around it:  
   
   
  Give the players the standing stone symbols 
  handout if they examine the stone. The symbols 
  are a sequence. A diamond symbol would be next 
  in the sequence: 
   
   
   
  This knowledge is vital for deciphering the 
  command phrase from the magic circle.  
  Strange symbols and hidden phrases are etched 
  into the ritual circle. The Red Wizards know which 
  phrase commands the gargoyles, but Lord 
  Hekradon believes the circle has additional 
  powers. He is busy examining it for clues. He 
  challenges any character who interrupts his work 
  (see ‘Roleplaying Lord Hekradon’, below). 
   If a character presents himself as his assistant, 
  Lord Hekradon demands that they serve as his 
  scribe as he studies the circle. Throughout the 
  process, he uses his four faces to pester the 
  character relentlessly. He won’t divulge the 
  command phrase unless tricked, and becomes 
  suspicious if the players ask for it. 
  • At tier 3, Lord Hekradon is a blackguard. 
  • At tier 4, Lord Hekradon is a death knight. 
   
  Give the players the ritual circle handout if they 
  study it in depth (reproduced below). 
   If the players read the words marked with the 
  diamond in a clockwise direction, they decipher 
  the following phrase: “WISE WORDS BIND STONE 
  MINDS”. This phrase commands the gargoyles at 
  Area 4.  
  Lord Hekradon is in charge here. The minds of four wizards 
  share his body, their faces grafted to his dice-shaped head. 
  Lord Hekradon can rotate his six-sided head laterally to 
  present one of the following faces: 
    Angry: Hekradon shouts and blusters madly.  
   
  Smiling: Cold and calculating, this face belonged to a 
  high-ranking wizard of yore. If the characters don’t bow 
  when this face appears, they gain suspicion.  
   
  Sad: This face is always defeatist and moaning.   
   
  Shocked: Hekradon switches to this face if the players say 
  something that surprises him.  
  Lord Hekradon carries a book of arcane lore in his hands, 
  and studies it as he examines the circle. Stealing this book 
  completes the faction assignment for any Harper 
  characters present. 
  Gargoyles roost on the roof of this tower and  
  atop the nearby columns.  
  • At tier 3 and 4, there are three screaming 
  gargoyles in this area. 
  
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  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  21 
  If a character speaks the command phrase aloud 
  outside the tower, he or she can order the 
  gargoyles to abandon the area and cease their 
  screaming. Until dismissed, the gargoyles are 
  sworn to protect the Red Wizards and fight 
  alongside them.  
  Ask a player to deliver the victory boon for this 
  quest to the administrators (see Appendix 3.) 
  For completing this quest, characters receive a 
  magic item and one treasure award from their 
  faction. These treasures are awarded at the end of 
  the adventure.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  22 
  The characters break into the Vault of Dead Men 
  to disarm Ras Nsi’s doomsday device.  
  If the players choose this quest, read the following 
  aloud: 
  The central tower of the crawling palace looms ahead. A 
  once-majestic garden stretches before it, now choked with 
  palms and creepers. The undergrowth is both rotten and 
  alive: oozing with pestilence, thick with mist, and haunted 
  by darting forms. Stone columns jut from the murk, 
  surmounted by Chultan statues. The whole structure rocks 
  gently on its iron platform. 
   
  Your allies have gathered at the edge of the garden. A 
  robed tabaxi gazes toward the central tower, her brow 
  knitted in concern. 
   
  “Something is wrong”, she purrs. “I sense something 
  ancient under the earth… something waiting to destroy us.”   
  The tabaxi mystic introduces herself as Shera the 
  Cloaked. She provides the following information: 
  • Something underneath the garden is affecting 
  the Weave across the whole palace.  
  • Shera senses that it is a weapon: perhaps 
  something created long ago by Ras Nsi himself. 
  • She wants the characters to identify the source 
  of this power and report back to her. She can 
  point out its rough location from here.   
  • Shera loans the characters a sending stone so 
  they can communicate with her. When they find 
  the source of the anomaly, they should contact 
  her. 
  The evil that suffuses the garden grows stronger 
  as the characters approach their destination.  
  • On route, the characters encounter a swarm of 
  two hundred plague zombies charging through 
  the garden.  
  • The swarm is so large that not all the zombies 
  arrive at the same time. At the start of each 
  round, 20 zombies from the swarm charge into 
  the area. Characters can see that many more are 
  moving up behind!   
  The characters hear the undead approaching from 
  afar. They can fight the zombies in the thick 
  undergrowth, or avoid them on a successful DC 10 
  group Dexterity (Stealth) check. 
  This encounter uses the gardens of rot map 
  from Appendix 2 (reproduced below with 
  notes). When the characters approach here, read: 
  An edifice of worked stone looms at the far side of this 
  clearing. Grinning skeletons decorate the tower’s flanks, 
  marking it as some form of mausoleum or burial shrine. 
  Broken columns topped by leering gargoyles radiate in an 
  arc in front of it. Between them, a bronze ring etched with 
  pictorial plates peeks from the undergrowth.   
  Screaming gargoyles perch on the columns 
  marked on the map. Each gargoyle unleashes its 
  Shriek attack on any creature that it sees entering 
  within range. To stay out of sight, a character must 
  move stealthily and succeed on a DC 15 Dexterity 
  (Stealth) check. The rest of the gargoyles only 
  attack if they are targeted by an attack or spell.   
   Whenever a gargoyle uses its Shriek power, 20 
  plague zombies are drawn here from the swarm 
  milling beyond the clearing. Characters can hide 
  from these zombies with a successful DC 12 group 
  Dexterity (Stealth) check. If they’ve already 
  defeated the zombie horde, no more zombies can 
  arrive.   
  Listen out for the announcement that Quest 2B has been 
  won: when the heroes dismiss the screaming gargoyles, 
  they fly away from this location.  
  Each pictograph shows a different scene from the 
  construction of the vault (see the map for the 
  location of each pictograph). Examined up close, 
  the pictographs reveal the following scenes:  
   
  60 MINS 
   
  Location: 2 – Gardens of Rot 
  
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  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  23 
   Frieze A: A powerful Chultan noble dressed in 
  silks marches toward the mausoleum. Behind him, 
  a horde of zombies lugs a large, pyramid-shaped 
  device on their shoulders.  
  Intelligence (History) DC 12: The noble is Ras Nsi disgraced 
  Chosen of Ubtao, who was banished from the holy city of 
  Mezro for committing genocide. He built the Crawling 
  Palace.  
   Frieze B: Robed Chultans cast a spell to entomb 
  a tattooed man in a block of stone. Those not 
  aiding them cover their ears protectively.   
  Intelligence (Religion) DC 18: The tattoos are infernal, 
  indicating that the man is some form of devil.  
   Frieze C: A Chultan priest strides across a pool 
  of fire, wearing a blindfold. The flames roar 
  around him, yet he remains unhurt.    
  Intelligence (Religion or History) DC 14: The priesthood of 
  Ubtao believed that life was a maze. To reach paradise, one 
  must find the path within oneself. Becoming blind to pain 
  was often key to enlightenment.  
   Frieze D: A Chultan woman kneels at the center 
  of a maze, driving a dagger into her own heart. 
  Blood gushes from the wound and fills the maze 
  around her.    
  Intelligence (Religion or History) DC 14: Chultan priests who 
  believed they had obtained transcendence would 
  sometimes take their own lives to hasten their ascendance 
  to the afterlife.   
   Frieze E: A man stands over the corpse of stork-
  like bird with a needlelike beak. He drinks a cup of 
  its blood as he steps into a seething swarm of 
  serpents.  
  Intelligence (Nature) DC 13: The stork-like creature is an 
  eblis: an evil, intelligent bird known for its lies.  
  Intelligence (Religion or History) DC 15: In Chultan culture, 
  the trickster gods were represented by animals. They’re 
  often used as metaphors for people with similar traits.  
  
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  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  24 
   Frieze E:  A strange, pyramid device explodes 
  above a Chultan city, destroying it in a cataclysmic 
  explosion.        
  Intelligence (History) DC 12: That city looks like the holy city 
  of Mezro. Ras Nsi had sworn to conquer Mezro or die 
  trying. Perhaps he planned to destroy it if he failed?  
  This column depicts the relief of a man struggling to free 
  himself from the stonework. The rendering is near-perfect: 
  so much so, you wonder if he’s a real person who was 
  petrified within the column…     
  When a character approaches, the figure’s eyes 
  grind open and he begins to whisper for them to 
  help him. If they talk to him, the stone figure 
  reveals the following information: 
  • The figure claims to be a jeweler who Ras Nsi 
  entombed after he accidentally scratched one of 
  Nsi’s gems.  
  • He begs the characters to free him using magic.  
  The figure is lying. In fact, he is an erinyes. The 
  devil can be freed by casting a dispel magic or 
  remove curse spell over the column, at which point 
  it reveals its true form and tries to escape.  
   The magic that traps the erinyes doesn’t make it 
  invulnerable. If a weapon strikes the statue with 
  sufficient force (Damage Threshold 5), the erinyes  
  takes damage. As it does, blood gushes from the 
  stony wound. 
  A pair of double doors are set onto the face of the 
  mausoleum. These grind open to reveal a dusty 
  spiral staircase leading down into the earth.  
   Any living creature that touches the steps is 
  teleported into the Vault of Dead Men (see 
  below). Creatures using flight or magic to scout 
  the stairs discovers that they terminate in a dead 
  end after just a couple of turns.     
  When a character appears inside the vault, read: 
  You find yourself in another world. You stand on a narrow 
  step made from skulls, hovering high above a corpse-filled 
  crater. A glowing gate wavers behind you, and black rain 
  lashes from swirling ash clouds. Hundreds of bone steps 
  spiral down to the bottom of the crater, where a gold 
  pyramid device spins on its axis.    
  The character is now in the Shadowfell. If they 
  step back through the gate, they return to their 
  own world. Within the demiplane, the characters 
  can still communicate with Shera via the sending 
  stone but the message has a 5% chance of not 
  getting through. 
  This demiplane of the Shadowfell was created by 
  Ras Nsi for the sole purpose of storing his 
  doomsday device. Navigating the steps is key to 
  unlocking and arming the doomsday device. Each 
  step hovers two feet above the step below: the 
  entire staircase is 1,600 feet high.  
  The steps have many magical defenses:  
   
  Exhaustion: The negativity suffusing the plane bears 
  down on visitors. For every two minutes that the character 
  remains here, they must succeed on a DC 8 Constitution 
  saving throw or take one level of exhaustion. Moving at 
  normal speed, a character must make three saves to 
  navigate the staircase.      
   
  No magical flight: Magical flight is impossible in the 
  demiplane. This includes spells and items that provide the 
  power of flight. Such magic ceases to function while inside 
  the demiplane.        
   
  Trapped steps. Three of the steps are trapped (step 100, 
  300, and 500). Each of these steps looks markedly different 
  from its neighbors. Characters who’ve studied the friezes 
  received clues to surviving these steps.  
  • Fire step. This step flickers with blue flame. A character 
  who closes their eyes when they step onto it is unharmed. 
  Characters who keep their eyes open must succeed on a DC 
  15 Charisma saving throw, disintegrating into ash on a 
  failed save, and taking 27 (5d10) fire damage per tier on a 
  successful one.    
  • Serpent step. This step seethes with shadowy snakes. A 
  character who’s drunk the blood of a liar in the last hour 
  can move through unharmed (the erinyes is a perfect 
  candidate).  Characters who haven’t done so must succeed 
  on a DC 15 Charisma saving throw, dying immediately of 
  blood poisoning if they fail the save, and taking 27 (5d10) 
  poison damage per tier on a successful one.    
  • Maze step. The final trapped step depicts a maze. 
  Stepping onto it has no harmful effects; however, to unlock 
  the doomsday device a humanoid creature must die on this 
  step. Any living humanoid that leaves the step must 
  succeed on a DC 15 Charisma saving throw or suffer the 
  effects of bestow curse spell cast with a 9th level slot 
  (disadvantage on Charisma ability checks and saving 
  throws).  
  The doomsday device is three feet tall and spins 
  on its axis.  
  
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  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  25 
  • No magic other than a wish spell can move the 
  doomsday device from this location. If armed, it 
  teleports itself back to the material plane. 
  • The doomsday device has 801 bronze keys set 
  into keyholes across its faces. All but one key 
  turns automatically when a living creature steps 
  onto one of the 801 steps.   
  • The final key is set into the top of the pyramid, 
  and can only be turned once all the others have 
  been turned. 
  When the final key is turned, the Doomsday 
  Device activates and teleports back to the clearing. 
  Moments later, air in the demiplane begins to 
  tremble as the plane begins to tear itself apart. 
  A locked compartment is hidden in the floor underneath 
  the doomsday device (passive Perception DC 15 to spot 
  when the device disappears). There is a lock on the 
  compartment, but it can be opened with a DC 16 Dexterity 
  (Thieves’ Tools) check. This compartment contains a secret 
  treasure cache (see “Rewards”).    
  Two rounds after the Doomsday Device teleports 
  away, the eight hundred steps begin to 
  disintegrate from the bottom up. Characters still 
  in the demiplane can run back up the steps, but 
  must succeed on two more exhaustion saving 
  throws to reach the top. Characters who are too 
  exhausted to move at full speed can’t keep up and 
  the steps disintegrate beneath them. When the 
  final step disintegrates, all creatures trapped 
  inside the demiplane are destroyed and their 
  charred bones vomited forth from the mausoleum 
  entrance.   
  Once activated, the Doomsday Device begin to 
  emit a subsonic hum that grows louder with every 
  passing minute. To disable the device, the 
  characters must turn all the keys back to their 
  starting positions.  
  The Doomsday Device could be the perfect weapon to 
  destroy the Crawling Palace and put an end to Szass Tam’s 
  plans. However, Sheera warns against detonating it. 
  There’s no telling to what extent the devastation could 
  spread: potentially, it could destroy the whole continent! 
  Ask a player to deliver the victory boon for this 
  quest to the administrators (see Appendix 3.) 
  For completing this quest, characters receive a 
  magic item and one treasure award from their 
  faction. These treasures are awarded at the end of 
  the adventure. 
   
  
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  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  26 
   
   
  The characters confront Szass Tam (tier 4) or his 
  lich commander, Valindra Shadowmantle (tier 3).  
  If the players choose this quest, read the following 
  aloud: 
  You enter the palace and find yourselves in a wide hall with 
  a domed roof. Frescos depicting the lost city of Mezro 
  decorate the walls, and the floor is engraved with a 
  topographical map of Chult: replete with mountains, 
  plateaus and swathes of jungle. The whole structure 
  shudders to the inexorable march of the tortoises below. 
   
  A robed figure stalks the map, lighting candles one-by-
  one with a flickering taper. A red dragon lurks in the 
  darkness beyond, eyes twinkling in the candlelight. Without 
  turning, the figure rasps the following words. 
   
  “Come forward. I know you’re there.” 
  Use Map: Solar for this encounter. The lich 
  magically senses the characters’ arrival and tries 
  to engage them in conversation, saying “there is 
  no need for bloodshed when wise words hold 
  council.” 
  The lich tries to ask as many questions as possible, 
  lighting the candles of stolen power as it does so 
  (see sidebar, below). Roleplay the scene, using the 
  following questions as inspiration. The lich 
  addresses each question to a different character in 
  the group. Whenever a character answers 
  truthfully, the lich lights a new candle.  
  • “The Merchant Princes of Port Nyanzaru are 
  corrupt. Why do you support them?” 
  • “We aim to return this country to its former 
  glory. Will you not join us?” 
  • “You were brave to come here. Tell me who you 
  are, so I may know my enemy better.” 
  • “Myself and my colleagues have the power to 
  wipe out the undead throughout this land. Is 
  that not something you want?” 
  • “I believe that is fear I see in your eyes. Am I 
  wrong?” 
  • “My people fear me: that fear gives me 
  authority. Why are you the leader of this little 
  band?”  
  Adlib other questions as necessary. Before the 
  encounter begins, write down the characters’ 
  names on a piece of paper. Each time a character 
  replies truthfully to one of the lich’s question, 
  secretly mark a check next to the character’s 
  name.    
   The lich is stalling for time. When at least one 
  candle has been lit for every character, the lich 
  orders its dragon into combat and attacks.  
  These candles sap the souls of those who answer the lich’s 
  questions. When the lich attacks, the candles explode and 
  suppress one of the following powers from each character 
  who answered truthfully: 
  • One spell slot of the highest level available to the 
  character.  
  • One Extra Attack class feature.    
  • The rogue’s Cunning Action class feature.  
  Choose any feature that is appropriate. If a character 
  answered more than one question truthfully, you can 
  suppress multiple features (including the same feature 
  more than once).  
   
  Each exploded candle transforms into a hovering sphere 
  of soul energy. If a character moves close to a sphere, they 
  can take an action to attempt a DC 15 Intelligence (Arcana) 
  check. On a success, they dispel the sphere and restore the 
  suppressed feature to whoever it belongs to. Alternatively, 
  a dispel magic spell targeted on a sphere dispels the sphere 
  and restores the suppressed feature.  
  • At tier 3, the characters face Valindra 
  Shadowmantle and one red dragon (young). 
  • At tier 3, the characters face Szass Tam, one 
  red dragon (adult) and a shield guardian that 
  has a permanent greater invisibility spell cast 
  over it. 
  The architecture of the palace is ancient and 
  crumbling. During the fight, it should collapse 
  dramatically around the characters!  
  60 MINS 
   
  Location: 3 – Solar 
  
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  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  27 
   Balconies. Each marked section of balcony 
  collapses if it or character standing on it takes 
  more than 15 points of bludgeoning, piercing or 
  slashing damage in a single attack. When it 
  collapses, all creatures standing on it fall to the 
  ground below, taking an additional 16 (3d10) 
  bludgeoning damage from the tumbling debris. 
  Whenever a section of balcony collapses, there is a 
  20% chance that an adjacent section is pulled 
  down with it.  
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: At Tier 3, the dragon only has half hit points 
  and Valindra has already cast all her spells above level 4. 
  At Tier 4, the dragon only has half hit points and Szass 
  Tam has already cast all his spells above level 6.  
  • Weak: At Tier 3, the dragon only has three-quarters of its 
  hit points and Valindra has already cast all her spells 
  above level 5. At Tier 4, the dragon only has three 
  quarters of its hit points and Szass Tam has already cast 
  all his spells above level 8. 
  • Strong: At Tier 3, add two evoker and give Valindra access 
  to 7th level spells. At Tier 4, add two archmages.  
  • Very Strong: At Tier 3, add four evokers and give Valindra 
  access to 8th level spells. At Tier 4, add four archmages. 
  Ask a player to deliver the victory boon for this 
  quest to the administrators (see Appendix 3.) 
  With the lich destroyed, the drummers flee the 
  dome above and the drums of the dead are 
  silenced!  
  For completing this quest, characters receive a 
  magic item and one treasure award from their 
  faction. These treasures are awarded at the end of 
  the adventure.  
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  28 
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session. 
   
  Total up all combat experience earned for 
  defeated foes, and divide by the number of 
  characters present in the combat. For non-combat 
  experience, the rewards are listed per character. 
  Name of Foe 
   
   
  XP Per Foe 
  Abjurer  
   
   
  5,000 
  Archmage 
   
   
  8,400 
  Blackguard 
   
   
  3,900 
  Champion 
   
   
  5,000 
  Commoner 
   
   
  10 
  Death God (modified Iron Golem) 15,000 
  Death Knight 
   
   
  18,000 
  Demilich  
   
   
  20,000 
  Devourer  
   
   
  10,000 
  Evoker   
   
   
  5,000 
  Gargoyle, Screaming 
   
  450 
  Gladiator 
   
   
  1,800 
  Illusionist 
   
   
  700 
  Iron Golem 
   
   
  15,000 
  Szass Tam (Lich)  
   
  33,000 
  Mage 
   
   
   
  2,300 
  Necromancer 
   
   
  5,000 
  Red Dragon, Adult 
   
  18,000 
  Red Dragon, Young 
   
  5,900 
  Shield Guardian  
   
  2,900 
  Sorcery Crow (modified Raven) 
  10 
  Valindra Shadowmantle (Lich) 
  33,000 
  Veteran  
   
   
  700 
  Warlord  
   
   
  8,400 
  Wight, Plague 
   
   
  700 
  Wraith, Plague  
   
   
  1,800 
  Zombie, Plague   
   
  50 
  Task or Accomplishment 
   
  XP Per Character  
  (Tier 3 / Tier 4) 
  Complete 2B without combat 
  4,000/6,000 
  Disarm the Doomsday Device (2C) 4,000/6,000 
  The characters receive the following treasure, 
  divided up amongst the party. Treasure is divided 
  as evenly as possible. Gold piece values listed for 
  sellable gear are calculated at their selling price, 
  not their purchase price.  
  Item Name 
   
  GP Value (Tier 3 / Tier 4) 
  Quest Reward 
   
  3,000gp/5,000gp 
  Secret Treasure  
  1,500gp/2,500gp 
   Consumable magic items should be divided up 
  however the group sees fit. If more than one 
  character is interested in a specific consumable 
  magic item, the DM can determine who gets it 
  randomly should the group be unable to decide.  
   Permanent magic items are divided according 
  to a system detailed in the D&D Adventurers 
  League Dungeon Master’s Guide. 
  Wand, very rare (requires attunement by a 
  spellcaster). 
  This thick wand is made of polished steel with a 
  sword-like pommel. It can be used as a mace in 
  melee combat. This item is described in Players 
  Handout 1. 
  Armor (half plate), very rare 
  This armor is made of thin plates of rune-
  engraved stone. While worn, the wearer becomes 
  proficient in Dwarvish. This item is described in 
  Player Handout 2. 
  Wand, very rare (requires attunement by a 
  spellcaster) 
  This wand is made of what appears to be the 
  skeletal finger of some unusually-large humanoid. 
  When wielded, it occasionally flexes and twitches. 
  This item can be described in Player Handout 3. 
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  29 
  Armor (shield), very rare (requires attunement) 
  This shield is fashioned from a single piece of 
  flawless crystal with straps of supple leather. This 
  item is described in Player Handout 4. 
  Wondrous item, very rare 
  More information on this award can be found in 
  Player Handout 5. 
  Wondrous item, very rare 
  More information on this award can be found in 
  Player Handout 7. 
  During the course of this adventure, the 
  characters may earn the following story award: 
  Awarded to tier 4 characters who answered Ubtao 
  faithfully during his vision. This story award is 
  described in Appendix 5a. 
  Awarded to characters who made a pact with 
  Dagkamir in Quest 1C: Free the Slaves. This story 
  award is described in Appendix 5b. 
  Awarded to all characters if this section of the 
  event was a success overall. This story award is 
  described in Appendix 5c. 
  For completing this mission, the characters earn 
  downtime and renown as described in the D&D 
  Adventurers League Dungeon Master’s Guide 
  (ALDMG). In addition, characters have the 
  opportunity to earn additional renown as follows:  
   Members of the Emerald Enclave (rank 2 or 
  higher) who keep one of the infected “alive” 
  during the event earn one additional renown. 
   Members of the Harpers (rank 2 or higher) 
  who recover the historical tomes during the event 
  earn one additional renown. 
   Members of the Lords’ Alliance (rank 2 or 
  higher) who survive the event without 
  transforming into a plague zombie earn one 
  additional renown. 
   Members of the Order of the Gauntlet (rank 
  2 or higher) who land a killing blow on at least 3 
  undead monsters during the event earn one 
  additional renown. 
   Members of the Zhentarim (rank 2 or 
  higher) who find the cache of hidden gold during 
  the event earn one additional renown. 
  In exchange for running this adventure, you earn 
  DM Rewards as described for a level 18 
  adventure in the D&D Adventurers League 
  Dungeon Master’s Guide (ALDMG). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  30 
   
   
  Medium humanoid (human), any alignment 
  Armor Class 12 (15 with mage armor) 
  Hit Points 84 (13d8 + 26) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  9 (-1) 
  14 (+2) 
  14 (+2) 
  18 (+4) 
  12 (+1) 
  11 (+0) 
   
  Saving Throws Int +8, Wis +5 
  Skills Arcana +8, History +8 
  Senses passive Perception 11 
  Languages any four languages 
  Challenge 9 (5,000 XP) 
  Spellcasting. The archmage is an 13th-level 
  spellcaster. Its spellcasting ability is Intelligence (spell 
  save DC 16, +8 to hit with spell attacks). The abjurer 
  has the following wizard spells prepared: 
   
  Cantrips (at will): blade ward, dancing lights, 
  mending, message, ray of frost 
  1st level (4 slots): alarm*, mage armor*, magic 
  missile, shield* 
  2nd level (3 slots): arcane lock*, invisibility 
  3rd level (3 slots): counterspell*, dispel magic*, 
  fireball 
  4th level (3 slots): banishment*, stoneskin* 
  5th level (3 slots): cone of cold, wall of force 
  6th level (3 slots): flesh to stone, globe of 
  invulnerability* 
  7th level (3 slots): symbol*, teleport 
  *Abjuration spell of 1st level or higher 
  Arcane Ward. The abjurer has a magical ward that 
  has 30 hit points. Whenever the abjurer takes 
  damage, the ward takes the damage instead. If the 
  ward is reduced to 0 hit points, the abjurer takes any 
  remaining damage. When the abjurer casts an 
  abjuration spell of 1st level or higher, the ward 
  regains a number of hit points equal to twice the 
  level of the spell. 
  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. 
   
  Medium humanoid (human), any alignment 
  Armor Class 13 (16 with mage armor) 
  Hit Points 99 (18d8 + 18) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  16 (+3) 
  12 (+1) 
  20 (+5) 
  15 (+2) 
  17 (+3) 
   
  Saving Throws Int +9, Wis +6 
  Skills Arcana +13, History +13 
  Damage Resistance damage from spells; nonmagical 
  bludgeoning, piercing, and slashing (from 
  stoneskin) 
  Senses darkvision 120 ft., passive Perception 12 
  Languages Undercommon, Elvish, Dwarvish, Thayan, 
  Gnomish, Netherese 
  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 (3 slots): globe of invulnerability 
  7th level (3 slots): teleport 
  8th level (3 slots): mind blank* 
  9th level (3 slots): time stop 
  *The archmage casts these spells on itself before 
  combat 
  Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4 + 2) piercing damage, 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  31 
  Medium humanoid (any race), any non-good 
  alignment 
  Armor Class 18 (plate) 
  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 
  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. 
  Medium humanoid (any race), any alignment 
  Armor Class 18 (plate) 
  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. 
  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. 
  Light Crossbow. Ranged Weapon Attack: +6 to hit, 
  range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing 
  damage, plus 7 (2d6) piercing damage if the 
  champion has more than half of its total hit points 
  remaining. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  32 
  Medium humanoid (any race), any alignment 
  Armor Class 10 
  Hit Points 4 (1d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
   
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 0 (10 XP) 
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 2 (1d4) bludgeoning damage. 
   
  Huge 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 weapons that aren’t adamantine 
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned 
  Senses darkvision 120 ft., passive Perception 10 
  Languages understands the language of its creator 
  but can’t speak 
  Challenge 16 (15,000 XP) 
  Legendary Resistance (3/Day). If the death god fails 
  a saving throw, it can choose to succeed instead. 
  Necrotic Absorption. Whenever the death god is 
  subjected to necrotic damage, it takes no damage 
  and instead regains a number of hit points equal to 
  the necrotic damage dealt. 
  Immutable Form. The death god is immune to any 
  spell or effect that would alter its form. 
  Magic Resistance. The death god has advantage on 
  saving throws against spells and other magical 
  effects. 
  Magic Weapons. The death god’s weapon attacks 
  are magical. 
  Multiattack. The death god makes two melee 
  attacks. 
  Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., 
  one target. Hit: 23 (3d10 + 7) piercing damage. If the 
  target is a creature, it must succeed on a DC 15 
  Constitution saving throw or contract the zombie 
  plague (see Book 1: Event Overview) 
  Necrotic Breath (Recharge 6). The death god exhales 
  necrotic gas in a 15-foot cone. Each creature in that 
  area must make a DC 19 Constitution saving throw, 
  taking 45 (10d8) necrotic damage on a failed save, or 
  half as much damage on a successful one.   
  The death god 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 death god regains spent legendary actions at the 
  start of its turn.   
   
  Bite. The death god makes a Bite attack. 
   
  Engulf. The death god moves up to its speed. While 
  doing so, it can enter Large or smaller creature’s spaces. 
  Whenever the death god enters a creature’s space, the 
  creature must make a DC 14 Dexterity saving throw.  
   
  On a successful save, the creature can choose to be 
  pushed 5 feet back or to the side of the death god. A 
  creature that chooses not to be pushed suffers the 
  consequences of a failed save. 
   
  On a failed save, the death god enters the creature’s 
  space, and the creature takes 19 (3d12) necrotic damage 
  and is engulfed. The engulfed creature can’t breathe, is 
  restrained, and takes 38 (6d12) necrotic damage at the 
  start of each of the death god’s turns. When the death god 
  moves, the engulfed creature moves with it. 
   
  The engulfed creature can try to escape by taking an 
  action to make a DC 18 Strength check. On a success, the 
  creature escapes and enters a space of its choice within 5 
  feet of the death god. 
   
  Release Zombies (2 Actions). The death god summons 
  four zombies into empty spaces within 20 feet. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  33 
  Medium undead, chaotic evil 
  Armor Class 20 (p late, shield) 
  Hit Points 180 (19d8 + 95) 
  Speed 30ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5)  
  11 (+0)  
  20 (+5)  
  12 (+1)  
  16 (+3)  
  18 (+4) 
   
  Saving Throws Dex +6, Wis +9, Cha +10 
  Damage Immunities necrotic, poison 
  Condition Immunities exhaustion, frightened, 
  poisoned 
  Senses darkvision 120ft., passive Perception 13 
  Languages Abyssal, Common 
  Challenge 17 (18 ,000 XP) 
  Magic Resistance. The death knight has advantage 
  on saving throws again st spells and other magical 
  effects. 
  Marshal Undead. Unless the death knight is in 
  capacitated, it and undead creatures of its choice 
  within 60 feet of it have advantage on saving throws 
  against features that turn undead. 
  Spellcasting. The death knight is a 19th-level spell 
  caster. Its spellcasting ability is Charisma (spell save 
  DC 18, +10 to hit with spell attacks). It has the 
  following paladin spells prepared: 
   
  1st level (4 slots): command, compelled du el, searing 
  smite 
  2nd level (3 slot s): hold person, magic weapon 
  3rd level (3 slots): dispel magic, elemental weapon 
  4th level (3 slots): banishment, staggering smite 
  5th level (2 slots): destructive wave (necrotic) 
  Multiattack. The death knight makes three 
  longsword attacks. 
  Longsword. Melee Weapon Attack: +11 to hit, reach 
  5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 
  10 (1d10 + 5) slashing damage if used with two hand 
  s, plus 18 (4d8) necrotic damage. 
  Hellfire Orb (1/Day). The death knight hurls a 
  magical ball of fire that explodes at a point it can see 
  within 120 feet of it. Each creature in a 20-foot·radius 
  sphere centered on that point must make a DC 18 
  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. 
  Parry. The death knight adds 6 to its AC against one 
  melee attack that would hit it. To do so, the death 
  knight must see the attacker and be wielding a melee 
  weapon.  
  Tiny undead, neutral evil 
  Armor Class 20 (natural armor) 
  Hit Points 80 (20d4) 
  Speed 0 ft ., fly 30 ft. (hover) 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   1 (- 5)  
  20 (+5)  
  10 (+0)  
  20 (+5)  
  17 (+3) 
  20 (+5) 
   
  Saving Throws Con +6, Int + 11, Wis +9, Cha + 11 
  Damage Resistances bludgeoning, piercing, and 
  slashing from magic weapons 
  Damage Immunities necrotic, poison, psychic; 
  bludgeoning, piercing, and slashing from 
  nonmagical weapons 
  Condition Immunities charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, 
  poisoned, prone, stunned 
  Senses truesight 120 ft., passive Perception 13 
  Languages - 
  Challenge 18 (20,000 XP) 
  Avoidance. If the demilich is subjected to an effect 
  that allows it to make a saving throw to take only ha 
  lf damage, it instead takes no damage if it succeeds 
  on the saving throw, and only half damage if it fails. 
  Legendary Resistance (3/Day). If the demilich fails a 
  saving throw, it can choose to succeed instead. 
  Turn Immunity. The demilich is immune to effects 
  that turn undead. 
  Howl (Recharge 5-6). The demilich emits a 
  bloodcurdling howl. Each creature within 30 feet of 
  the demilich that can hear the howl must succeed on 
  a DC 15 Constitution saving throw or drop to 0 hit 
  points. On a successful save, the creature is 
  frightened until the end of its next turn. 
  Life Drain. The demilich targets up to three creatures 
  that it can see within 10 feet of it. Each target must 
  succeed on a DC 19 Constitution saving throw or take 
  21 (6d6) necrotic damage, and the demilich regains 
  hit points equal to the total damage dealt to all 
  targets. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  34 
  The demilich 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 demilich regains spent 
  legendary actions at the start of its turn. 
  • Flight. The demilich flies up to half its flying speed. 
  • Cloud of Dust. The demilich magically swirls its 
  dusty remains. Each creature within 10 feet of the 
  demilich, including around a corner, must succeed 
  on a DC 15 Constitution saving th row or be 
  blinded until the end of the demilich's next turn. A 
  creature that succeeds on the saving throw is 
  immune to this effect until the end of the 
  demilich's next turn. 
  • Energy Drain (Costs 2 Actions). Each creature within 
  30 feet of the demilich must make a DC 15 
  Constitution saving throw. On a failed save, the 
  creature's hit point maximum is magically reduced 
  by 10 (3d6). If a creature's hit point maximum is 
  reduced to 0 by this effect, the creature dies. A 
  creature's hit point maximum can be restored with 
  the greater restoration spell or similar magic. 
  • Vile Curse (Costs 3 Actions). The demilich targets 
  one creature it can see within 30 feet of it. The 
  target must succeed on a DC 15 Wisdom saving 
  throw or be magically cursed. Until the curse ends, 
  the target has disadvantage on attack rolls and 
  saving throws. The target can repeat the saving 
  throw at the end of each of its turns, ending the 
  curse on a success. 
  Large fiend, chaotic evil 
  Armor Class 16 (natural armor) 
  Hit Points 178 (17d10 + 85) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  12 (+1) 
  20 (+5) 
  13 (+1) 
  10 (+0) 
  16 (+3) 
   
  Damage Resistances cold, fire, lightning 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 10 
  Languages Abyssal, telepathy 120 ft. 
  Challenge 13 (10,000 XP) 
  Multiattack. The devourer makes two claw attacks 
  and can use either Imprison Soul or Soul Rend. 
  Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 12 (2d6 + 5) slashing damage plus 21 
  (6d6) necrotic damage.  
  Imprison Soul. The devourer chooses a living 
  humanoid with 0 hit points that it can see within 30 
  feet of it. That creature is teleported inside the 
  devourer’s ribcage and imprisoned there. A creature 
  imprisoned in this manner has disadvantage on death 
  saving throws. If it dies while imprisoned, the 
  devourer regains 25 hit points, immediately 
  recharges Soul Rend, and gains an additional action 
  on its next turn. Additionally, at the start of its next 
  turn, the devourer regurgitates the slain creature as a 
  bonus action, and the creature becomes an undead. 
  If the victim had 2 or fewer Hit Dice, it becomes a 
  zombie. If it had 3 to 5 Hit Dice, it becomes a ghoul. 
  Otherwise, it becomes a wight. A devourer can 
  imprison only one creature at a time.  
  Soul Rend (Recharge 6). The devourer creates a 
  vortex of life-draining energy in a 20-foot radius 
  centered on itself. Each humanoid in that area must 
  make a DC 18 Constitution saving throw, taking 44 
  (8d10) necrotic damage on a failed save, or half as 
  much on a successful one. Increase the damage by 10 
  for each living humanoid with 0 hit points in that 
  area. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  35 
  Medium humanoid (human), 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) 
  Spellcasting. The archmage is an 12th-level 
  spellcaster. Its spellcasting ability is Intelligence (spell 
  save DC 15, +7 to hit with spell attacks). The abjurer 
  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 (3 slots): Bigby’s hand*, cone of cold* 
  6th level (3 slots): chain lightning*, wall of fire* 
  *Evocation spell of 1st level or higher 
  Sculpt Spells. When the evoker casts an evocation 
  spell that forces other creatures it can see, 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. 
  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. 
  Medium elemental, chaotic evil 
  Armor Class 15 (natural armor) 
  Hit Points 52 (7d8 + 21) 
  Speed 30 ft., fly 60 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  11 (+0) 
  16 (+3) 
  6 (−2) 
  11 (+0) 
  7 (−2) 
    
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t 
  adamantine 
  Damage Immunities poison 
  Condition Immunities exhaustion, petrified, poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Terran 
  Challenge 2 (450 XP) 
  False Appearance. While the gargoyle remains 
  motionless, it is indistinguishable from an inanimate 
  statue. 
  Multiattack. The gargoyle makes two attacks: one 
  with its bite and one with its claws. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) slashing damage. 
  Scream (Recharge 5-6). The gargoyle releases a 
  mournful wail. This wail has no effect on constructs and 
  undead. All other creatures within 30 feet of her than can 
  hear her must make a DC 15 Constitution saving throw. On 
  a failure, a creature is stunned for one minute and loses 
  half its remaining hit points. The creature can repeat the 
  save at the end of each of its turns, ending the stunned 
  effect on a success.  
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  36 
  Medium humanoid (any race), any alignment 
  Armor Class 16 (studded leather, shield) 
  Hit Points 112 (15d8 + 45) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  15 (+2) 
  16 (+3) 
  10 (+0) 
  12 (+1) 
  15 (+2) 
   
  Saving Throws Str +7, Dex +5, Con +6 
  Skills Athletics +10, Intimidation +5 
  Senses passive Perception 11 
  Languages any one language (usually Common) 
  Challenge 5 (1,800 XP) 
  Brave. The gladiator has advantage on saving throws 
  against being frightened. 
  Brute. A melee weapon deals one extra die of its 
  damage when the gladiator hits with it (included in 
  the attack). 
  Multiattack. The gladiator makes three melee 
  attacks or two ranged attacks. 
  Spear. Melee or Ranged Weapon Attack: +7 to hit, 
  reach 5 ft. and range 20/60 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. 
  Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one creature. Hit: 9 (2d4 + 4) bludgeoning 
  damage. If the target is a Medium or smaller 
  creature, it must succeed on a DC 15 Strength saving 
  throw or be knocked prone. 
  Parry. The gladiator adds 3 to its AC against one 
  melee attack that would hit it. To do so, the gladiator 
  must see the attacker and be wielding a melee 
  weapon. 
   
  Large construct, unaligned 
  Armor Class 20 (natural armor) 
  Hit Points 210 (20d10 + 100) 
  Speed 50 ft., climb 50 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 weapons that aren’t adamantine 
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned, prone 
  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. 
  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 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. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  37 
  Medium humanoid (human), any alignment 
  Armor Class 12 (15 with mage armor) 
  Hit Points 38 (7d8 + 7) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  9 (-1) 
  14 (+2) 
  13 (+1) 
  16 (+3) 
  11 (+0) 
  12 (+1) 
   
  Saving Throws Int +5, Wis +2 
  Skills Arcana +5, History +5 
  Senses passive Perception 10 
  Languages any four languages 
  Challenge 3 (700 XP) 
  Spellcasting. The archmage is an 7th-level 
  spellcaster. Its spellcasting ability is Intelligence (spell 
  save DC 13, +5 to hit with spell attacks). The 
  illusionist has the following wizard spells prepared: 
   
  Cantrips (at will): dancing lights, mage hand, minor 
  illusion, poison spray 
  1st level (4 slots): color spray*, disguise self*, mage 
  armor, magic missile 
  2nd level (3 slots): invisibility*, mirror image*, 
  phantasmal force* 
  3rd level (3 slots): major image*, phantom steed* 
  4th level (3 slots): phantasmal killer* 
  *Illusion spell of 1st level or higher 
  Displacement (Recharges after the Illusionist Casts 
  an Illusion Spell of 1st Level or Higher). As a bonus 
  action, the illusionist projects an illusion that makes 
  the illusionist appear to be standing in a place a few 
  inches from its actual location, causing any creature 
  to have disadvantage on attack rolls against the 
  illusionist. The effect ends if the illusionist takes 
  damage, it is incapacitated, or its speed becomes 0. 
  Quarterstaff. Melee Weapon Attack: +1 to hit, reach 
  5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, 
  or 3 (1d8 – 1) bludgeoning damage if used with two 
  hands. 
  Medium undead, any evil alignment 
  Armor Class 17 (natural armor) 
  Hit Points 198 (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 +18, 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) 
  Legendary Resistance (3/Day). If the lich fails a 
  saving throw, it can choose to succeed instead. 
  Spell Mastery. If the lich casts a spell that requires 
  concentration, the duration of the spell lasts for as 
  long as the lich maintains concentration (unique 
  power to Szass Tam). 
  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 – already cast): dominate monster, 
  power word stun 
  9th level (1 slot): power word: kill 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  38 
  Turn Resistance. The lich has advantage on saving 
  throws against any effect that turns undead. 
  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. 
  The lich 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 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 living 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. 
  Szass Tam has cast a contingency spell to trigger a 
  dimension door spell if he drops below half hit points. He 
  uses this to teleport onto the back of the dragon or onto 
  one of the far balconies. Tam also has a globe of 
  invulnerability precast using his 8th-level slot when the 
  players enter the room.  
  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) 
  Spellcasting. The mage is a 9th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 14, +6 
  to hit with spell attacks). The mage 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, shield 
  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 slot): cone of cold 
  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. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  39 
  Medium humanoid (human), 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) 
  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 
  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. 
  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. 
  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 Deception +13, Stealth +12 
  Damage Immunities fire 
  Damage Resistances necrotic 
  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. 
  Living Shadow. While in dim light or darkness, the 
  dragon has resistance to damage that isn’t force, 
  psychic, or radiant. 
  Shadow Stealth. While in dim light or darkness, the 
  dragon can take the Hide action as a Bonus action. 
  Sunlight Sensitivity. While in sunlight, the dragon has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  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: 15 (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. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  40 
  Shadow Breath (Recharge 5–6). The dragon exhales 
  necrotic energy 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. A humanoid 
  reduced to 0 hit points by this damage dies, and an 
  undead shadow rises from its corpse and acts 
  immediately after the dragon in the initiative count. 
  The shadow is under the dragon’s control. 
  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. 
  Large dragon, chaotic evil 
  Armor Class 18 (natural armor) 
  Hit Points 178 (17d10 + 85) 
  Speed 40 ft., climb 40 ft., fly 80 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   23 (+6)  
  10 (+0)  
  21 (+5)  
  14 (+2)  
  11 (+0) 
  19 (+4) 
   
  Saving Throws Dex +4, Con +9, Wis +4, Cha +8 
  Skills Perception +8, Stealth +4 
  Damage Immunities fire 
  Senses blindsight 30ft., darkvision 120ft., passive 
  Perception 18 
  Languages Common, Draconic 
  Challenge 10 (5,900 XP) 
  Multiattack. The dragon makes three attacks: one 
  with its bite and two with its claws. 
  Bite. Melee Weapon Attack: +10 to hit, reach 10ft., 
  one target. Hit: 17 (2d10 + 6) piercing damage plus 3 
  (1d6) fire damage. 
  Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: l3 (2d6 + 6) slashing damage. 
  Fire Breath (Recharge 5-6). The dragon exhales fire 
  in a 30-foot cone. Each creature in that area must 
  make a DC 17 Dexterity saving throw, taking 56 (l6d6) 
  fire damage on a failed save, or half as much damage 
  on a successful one. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  41 
  Large construct, unaligned 
  Armor Class 17 (natural armor) 
  Hit Points 142 (15d10 + 60) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  8 (−1) 
  18 (+4) 
  7 (−2) 
  10 (+0) 
  3 (−4) 
    
  Senses blindsight 10 ft., darkvision 60 ft., passive 
  Perception 10 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, poisoned 
  Languages understands commands given in any 
  language but can’t speak 
  Challenge 7 (2,900 XP) 
  Bound. The shield guardian is magically bound to an 
  amulet. As long as the guardian and its amulet are on 
  the same plane of existence, the amulet’s wearer can 
  telepathically call the guardian to travel to it, and the 
  guardian knows the distance and direction to the 
  amulet. If the guardian is within 60 feet of the 
  amulet’s wearer, half of any damage the wearer 
  takes (rounded up) is transferred to the guardian. 
  Regeneration. The shield guardian regains 10 hit 
  points at the start of its turn if it has at least 1 hit 
  point. 
  Spell Storing. A spellcaster who wears the shield 
  guardian’s amulet can cause the guardian to store 
  one spell of 4th level or lower. To do so, the wearer 
  must cast the spell on the guardian. The spell has no 
  effect but is stored within the guardian. When 
  commanded to do so by the wearer or when a 
  situation arises that was predefined by the 
  spellcaster, the guardian casts the stored spell with 
  any parameters set by the original caster, requiring 
  no components. When the spell is cast or a new spell 
  is stored, any previously stored spell is lost. 
  Multiattack. The guardian makes two fist attacks. 
  Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) bludgeoning damage. 
  Shield. When a creature makes an attack against the 
  wearer of the guardian’s amulet, the guardian grants 
  a +2 bonus to the wearer’s AC if the guardian is 
  within 5 feet of the wearer. 
  Tiny beast, unaligned 
  Armor Class 12 
  Hit Points 1 (1d4 - 1) 
  Speed 10ft., fly 50 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  2 (-4)  
  14 (+2)  
  8 (- 1)  
  2 (- 4)  
  12 (+1)  
  6 (-2) 
    
  Skills Perception +3 
  Senses passive Perception 13 
  Languages - 
  Challenge 0 (1 0 XP) 
  Mimicry. The raven can mimic simple sounds it has 
  heard, such as a person whispering, a baby crying, or 
  an animal chittering. A creature that hears the 
  sounds can tell they are imitations with a success ful 
  DC 10 Wisdom (In sight) check. 
  Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 1 piercing damage. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  42 
  Medium undead, any evil alignment 
  Armor Class 17 (natural armor) 
  Hit Points 135 (18d8 + 54) – currently 97 
  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 +18, 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) 
  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 
  * already expended in battle before the characters 
  arrive.  
  Turn Resistance. The lich has advantage on saving 
  throws against any effect that turns undead. 
  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. 
  The lich 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 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 living 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. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  43 
  Medium humanoid (any race), any alignment 
  Armor Class 17 (splint) 
  Hit Points 58 (9d8 + 18) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  13 (+1) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Skills Athletics +5, Perception +2 
  Senses passive Perception 12 
  Languages any one language (usually Common) 
  Challenge 3 (700 XP) 
  Multiattack. The veteran makes two longsword 
  attacks. If it has a shortsword drawn, it can also make 
  a shortsword attack. 
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 
  (1d10 + 3) slashing damage if used with two hands. 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) piercing damage. 
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage. 
   
  Medium humanoid (human), lawful evil 
  Armor Class 20 (plate) 
  Hit Points 229 (27d8 + 108) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  18 (+4) 
  18 (+4) 
  12 (+1) 
  12 (+1) 
  19 (+4) 
   
  Saving Throws Str +9, Dex +8, Con +8 
  Skills Athletics +9, Intimidation +8, Perception +5, 
  Persuasion +8 
  Senses darkvision 120 ft., passive Perception 15 
  Languages Common, Giant 
  Challenge 12 (8,400 XP) 
  Indomitable (3/Day). The warlord can reroll a saving 
  throw it fails. It must use the new roll. 
  Survivor. The warlord regains 10 hit points at the 
  start of its turn if it has at least 1 hit point but fewer 
  hit points than half its hit point maximum. 
  Multiattack. The warlord makes two weapon attacks.  
  Greatsword. Melee Weapon Attack: +9 to hit, reach 
  5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. 
  Shortbow. Ranged Weapon Attack: +7 to hit, range 
  80/320 ft., one target. Hit: 6 (1d6 + 3) piercing 
  damage. 
  The warlord 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 warlord regains spent 
  legendary actions at the start of its turn. 
  Weapon Attack. The warlord makes a weapon 
  attack. 
  Command Ally. The warlord targets one ally it can 
  see within 30 feet of it. If the target can see and hear 
  the warlord, the target can make one weapon attack 
  as a reaction and gains advantage on the attack roll. 
  Frighten Foe (Costs 2 Actions). The warlord targets 
  one enemy it can see within 30 feet of it. If the target 
  can see and hear it, the target must succeed on a DC 
  16 Wisdom saving throw or be frightened until the 
  end of the warlord’s next turn. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  44 
  Medium undead, neutral evil 
  Armor Class 14 (studded leather) 
  Hit Points 45 (6d8 + 18) 
  Speed 30ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2)  
  14 (+2)  
  16 (+3)  
  10 (+0)  
  13 (+1)  
  15 (+2) 
   
  Skills Perception +3, Stealth +4 
  Damage Resistances necrotic; bludgeoning, piercing, 
  and slashing from nonmagical weapons that aren't 
  silvered 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60ft., passive Perception 13 
  Languages the languages it knew in life 
  Challenge 3 (700 XP) 
  Sunlight Sensitivity. While in sunlight, the wight has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Multiattack. The wight makes two longsword attacks 
  or two longbow attacks. It can use its Life Drain in 
  place of one longsword attack. 
  Life Drain. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. 
  The target must succeed on a DC 13 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. 
  A humanoid slain by this attack rises 24 hours later as 
  a zombie under the wight's control, unless the 
  humanoid is restored to life or its body is destroyed. 
  The wight can have no more than twelve zombies 
  under its control at one time. 
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 
  (1d10 + 2) slashing damage if used with two hands. 
  Longbow. Ranged Weapon Attack: +4 to hit, range 
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing 
  damage. 
   
   
   
  Undead infected by the zombie plague have the following 
  adjustments: 
  • If the undead creature’s Speed is more than 0 and less 
  than 30 ft., it increases to 30 ft.   
  • The undead creature can’t be turned or harmed using 
  Turn Undead or Destroy Undead.  
  • When the undead creature deals damage with a melee 
  weapon attack, its target must succeed on a DC 15 
  Constitution saving throw or catch the zombie plague.  
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  45 
  Medium undead, neutral evil 
  Armor Class 13 
  Hit Points 67 (9d8 + 27) 
  Speed 0 ft., fly 60 ft. (hover) 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  6 (-2) 
  16 (+3) 
  16 (+3) 
  12 (+1) 
  14 (+2) 
  15 (+2) 
   
  Damage Resistances acid, cold, fire, lightning, 
  thunder; bludgeoning, piercing, and slashing from 
  nonmagical attacks that aren't silvered 
  Damage Immunities necrotic, poison 
  Condition Immunities charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained 
  Senses darkvision 60 ft., passive Perception 12 
  Languages the languages it knew in life 
  Challenge 5 (1800 XP) 
  Incorporeal Movement. 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 an object. 
  Sunlight Sensitivity. While in sunlight, the wraith has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Life Drain. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. 
  The target must succeed on a DC 15 Constitution 
  saving throw or its hit point maximum is reduced by 
  an amount equal to the damage taken, and it 
  contracts the zombie plague (see Book 1: Event 
  Overview). 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. 
   
  Medium undead, neutral evil 
  Armor Class 8 
  Hit Points 22 (3d8 + 9) 
  Speed 30 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. 
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6 + 1) bludgeoning damage. The 
  target must succeed on a DC 15 Constitution saving 
  throw or contract the zombie plague (see Book 1: 
  Event Overview). 
  Undead infected by the zombie plague have the following 
  adjustments: 
  • If the undead creature’s Speed is more than 0 and less 
  than 30 ft., it increases to 30 ft.   
  • The undead creature can’t be turned or harmed using 
  Turn Undead or Destroy Undead.  
  • When the undead creature deals damage with a melee 
  weapon attack, its target must succeed on a DC 15 
  Constitution saving throw or catch the zombie plague.  
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
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  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
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  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
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  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  49 
   
   
   
   
   
   
   
  We destroyed one of the arcane ‘death gods’ created to destroy Port Nyanzaru.  
  We infiltrated the palace by posing as Red Wizards and destroyed one of their arcane artillery 
  units. 
  Last Blast: You can spend this boon during combat to make all enemies in your encounter roll 
  on the Siege Damage table. 
  THIS BOON IS FROM TIER 3 & 4: QUEST 1A 
  NOTE: THIS BOON DOES NOT COUNT TOWARD THE VICTORY TOTAL. 
  Glorious Inspiration: You can spend this boon when a character hits an enemy with a weapon 
  or spell attack. The attack becomes a critical hit that knocks the enemy prone. 
   
  THIS BOON IS FROM TIER 3 & 4: QUEST 1B 
  NOTE: THIS BOON DOES NOT COUNT TOWARD THE VICTORY TOTAL. 
   
  
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  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  50 
   
   
   
   
   
   
  We broke into the palace and freed a group of slaves who were toiling under the Red Wizards. 
  Prison Break: You can spend this boon after one of the characters in your group fails a 
  Dexterity (Stealth) check. This check is now an automatic success. 
   
  We destroyed one of the magic circles that powers the antimagic field around the inner sanctum. 
  Arcane Backlash: You can spend this boon to restore one spent spell slot of 5th-level or lower 
  to every spellcaster in your group.  
   
  THIS BOON IS FROM TIER 3 & 4: QUEST 1C 
  NOTE: THIS BOON DOES NOT COUNT TOWARD THE VICTORY TOTAL. 
   
  THIS BOON IS FROM TIER 3 & 4: QUEST 2A 
  NOTE: THIS BOON DOES NOT COUNT TOWARD THE VICTORY TOTAL. 
   
  
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  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  51 
   
   
   
   
   
   
  We banished a swarm of screaming gargoyles from the inner sanctum. 
   
   
  We disarmed one of Ras Nsi’s Doomsday Devices, allowing us to continue the raid in safety. 
  Second Wind: You can spend this boon between encounters to gain the benefit of a short rest. 
   
  THIS BOON IS FROM TIER 3 & 4: QUEST 2B 
  NOTE: THIS BOON DOES NOT COUNT TOWARD THE VICTORY TOTAL. 
   
  Trap Awareness: You can spend this boon after one of the characters in your group fails a 
  saving throw. This save is now an automatic success. 
    
   
  THIS BOON IS FROM TIER 3 & 4: QUEST 2C 
  NOTE: THIS BOON DOES NOT COUNT TOWARD THE VICTORY TOTAL. 
   
  
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  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  52 
   
   
   
  We defeated a lich in mortal combat. 
  Glorious Inspiration: You can spend this boon to grant inspiration to every player in the group. 
   
  THIS BOON IS FROM TIER 3 & 4: QUEST 3 
   
  
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  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  53 
   
  STAGE 1: DEATH TOWER 
  Play one of the following quests and then proceed to Stage 2. 
   
   
  Quest 1A: Destroy the Death God 
  Fight a Thayan ‘death god’: a giant golem made from 
  hundreds of lashed-together zombies. 
   
  Quest 1B: Infiltrate the Red 
  Wizards 
  Pose as Thayan reinforcements to infiltrate the 
  Crawling Palace and sabotage the arcane artillery. 
   
  Quest 1C: Free the Slaves 
  Infiltrate the palace via the corpse wagons and free 
  the captives.    
   
  STAGE 2: GARDEN OF ROT 
  Play one of the following quests and then proceed to Stage 3. If Stage 1 took longer than one and a half hours, 
  skip this stage and proceed to Stage 3. 
   
   
  Quest 2A: Destroy the Antimagic 
  Field 
  Detonate an explosive device to punch a hole in the 
  antimagic field protecting the inner sanctum. 
   
  Quest 2B: Silence the Gargoyles 
  Pose as Red Wizards to silence the screaming 
  gargoyle that watch over Szass Tam’s tower. 
   
  Quest 2C: Disarm the Doomsday 
  Device 
  Break into the Vault of Dead Men to disarm Ras Nsi’s 
  doomsday device.  
   
  STAGE 3: SOLAR 
  Complete the final quest to increase your section’s chances of winning! 
   
   
  Quest 3: Slay the Lich 
  Defeat Szass Tam or his undead commander, 
  Valindra Shadowmantle. 
   
  EVENT RULES 
  • You can only take one short rest and no long rests. 
  • You can’t cast spells with a casting time longer than 5 minutes before the event begins.  
  • Spells with a casting time of longer than 5 minutes require a short rest to cast. 
  • Spells with a casting time of longer than 1 hour can’t be cast at all. 
  • You can call on Volo once between encounters to purchase spell services and potions.  
   
   
  = Combat 
   
  = Social Interaction 
   
  = Exploration 
   
  
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  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
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  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
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  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  60 
  During this adventure, the characters may earn 
  the following story award. If you’re printing these 
  out for your characters, print as many as you may 
  need to ensure that any eligible character receives 
  a copy: 
  Your understanding of the maze of life has pleased 
  the great god Ubtao. To save his people, the god 
  has granted you the ability to foresee your own 
  failures and react accordingly. Once before the 
  end of this event, you can undo any action you 
  take after it has been resolved. This could be an 
  action taken during combat, or a character action 
  you describe to the DM outside of combat. Time 
  literally resets to the moment before the action 
  was taken, yet you remain cognizant of its 
  outcome.   
   
  
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  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  61 
  During this adventure, the characters may earn 
  the following story award. If you’re printing these 
  out for your characters, print as many as you may 
  need to ensure that any eligible character receives 
  a copy: 
  You promised the soul of a loved one to the dark 
  champion Dagkamir, and he disappeared 
  mysteriously to claim his due. You’ll never know 
  when he’ll strike, or if you can ever undo your 
  promise. It will haunt you forever. Whenever you 
  use inspiration, you must use any “1” you roll on 
  the dice as your result. If you’re a halfling, you 
  can’t reroll these results using halfling luck.       
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  62 
  During this adventure, the characters may earn 
  the following story award. If you’re printing these 
  out for your characters, print as many as you may 
  need to ensure that any eligible character receives 
  a copy: 
  You helped an alliance of heroes stop Szass Tam 
  and Valindra Shadowmantle from destroying Port 
  Nyanzaru and conquering Chult. Your names 
  spread throughout the necromantic orders, where 
  they are feared forevermore. You have advantage 
  on saving throws made to resist spells cast by 
  necromancers and other undead creatures.  
   
  
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  Wand, very rare (requires attunement by a 
  spellcaster). 
  While holding this wand you gain a +3 bonus to 
  spell attack rolls. In addition, you ignore half cover 
  when making a spell attack. This item is found in 
  the Dungeon Master’s Guide. 
   This thick wand is made of polished steel with a 
  weapon-like pommel, and can be wielded in 
  combat like a mace. 
   
  
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  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
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  Armor (half plate), very rare 
  You have a +2 bonus to AC while wearing this 
  armor. This item is found in the Dungeon Master’s 
  Guide. 
   This armor is made of thin plates of rune-
  engraved stone. While worn, the wearer becomes 
  proficient in the Dwarven language.  
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  65 
  Wand, very rare (requires attunement by a 
  spellcaster) 
  The wand regains 1d6 +1 expended charges daily 
  at dawn. If you expend the wand’s last charge, roll 
  a d20. On a 1, the wand crumbles into ashes and is 
  destroyed. This item is found in the Dungeon 
  Master’s Guide. 
   This wand is made of what appears to be the 
  skeletal finger of some unusually-large humanoid. 
  When wielded, it occasionally flexes and twitches. 
  This wand has seven charges. While holding it, you 
  can use an action to expend 1 of its charges to cast 
  the polymorph spell (save DC15) from it. 
   
   
  
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  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  66 
   
  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 shield is fashioned from a single piece of 
  flawless crystal with straps of supple leather.  
   
   
   
  
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  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  67 
   
  Wondrous item, very rare 
  This book contains memory and logic exercises, 
  and its words are charged with magic. If you 
  spend 48 hours over a period of six days or fewer 
  studying the book’s contents and practicing its 
  guidelines, your Intelligence score increases by 2 
  as does your maximum for that score. The manual 
  then loses its magic. This item is found in the 
  Dungeon Master’s Guide. 
   
   
  
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  DDEP7-02 Drums of the Dead: Book 3 (Tier 3 and 4) 
   
   
  68 
   
  Wondrous item, very rare 
  This book contains guidelines for influencing and 
  charming others, and its words are charged with 
  magic. . If you spend 48 hours over a period of six 
  days or fewer studying the book’s contents and 
  practicing its guidelines, your Charisma score 
  increases by 2 as does your maximum for that 
  score. The manual then loses its magic. This item 
  is found in the Dungeon Master’s Guide. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S07 - Tomb of Annihilation/DDEP07-02 - Drums of the Dead (Book 3).pdf