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  Assault on Myth Nantar 
  A Dreams of the Red Wizards Epic 
   
   
   
   
   
  Thay has set it sights on taking the underwater city of Myth Nantar. Can you stop a full-on 
  invasion by its undead armada, or will the elves be looking for a new home? 
   
  A four-hour D&D Epic™ adventure for Tier 2 and 3 characters.  
  Optimized for APL 8 & 13.  
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP-DRW01 Assault on Myth Nantar 
   
   
  2 
  CREDITS 
   
  Designers: Amy Lynn Dzura, James Introcaso 
   
  D&D Adventurers League Guildmaster: Chris Lindsay 
   
  D&D Adventurers League Wizards Team: Adam Lee, 
  Chris Lindsay, Mike Mearls, Matt Sernett 
   
  D&D Adventurers League Administrators: Greg 
  Marks, Alan Patrick, Travis Woodall, Lysa Chen,  
  Claire Hoffman, Amy Lynn Dzura 
   
  Cartography: Amy Lynn Dzura, Dyson Logos 
   
  Playtesters: David "DT" Thompson, Cory Matherus, 
  Jessie Richman, Joshua Gonzales, Mark Richman, 
  Michael Gramling, Mike Zaitchik, Rob Allison, Sebastian 
  Hesse, Steven Kay, Aaron, Davey, Adrian Ortiz, Alex 
  Clough, Amber Grey, Amy Scott, Audrey Utz, Ben 
  Clemence, Ben Cook, Brendan Barr, Cindy Munoz, Clark 
  Jason Ngo, Danny Morales, David Dezotell, Eric Heath, 
  Eric Howe, Gilly Kelleher, Greg B., Harmony Woo, Jeff 
  Giorgi, Joe Taylor, Joseph Jenson, Jonathan King, Ken 
  Elliott, Kevin Enyeart, Lance Cho, Lauren Kedsk, Lee 
  Bragg, Lo Pierce, Manolet De Jesus, Mark Deramo, Mary 
  Oh, Max Ramawy, Maxwell "Sakura" Judd, Melinda 
  Schultz, Michael Dezotell, Michael Olson, Michael Stead, 
  Michelle Hesse, Mike Hughey, Mike Miller, Pete Redpath, 
  Peter Baer, Rob Walker, Ryan Peach, Ryan Zimmerman, 
  Sarah Matherus, Scott "Zhent" Sumida, Sean MacGugan, 
  Toni Davey, Wilbert Sible 
   
  Version History: 1.0 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards 
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  express written permission of Wizards of the Coast. 
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  3 
   
  ©2019 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. 
   
   
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  4 
  Introduction
  Welcome to Assault on Myth Nantar, a D&D 
  Adventurers League™ adventure, part of the official 
  D&D Adventurers League™ organized play system and 
  the Dreams of the Red Wizards storyline. 
   This is a special D&D Epic™ 4-hour interactive 
  adventure, designed for eight or more tables playing 
  together. Each group must contain three to seven 5th-
  to-10th-level (tier 2) or 11th-to-16th-level (tier 3) 
  characters. Characters outside these level ranges 
  cannot participate in this adventure. 
   Assault on Myth Nantar takes place in and above the 
  underwater city of Myth Nantar and the surrounding 
  area in the Sea of Stars. The characters must defend the 
  city from an assault by the Red Wizards. 
  Event Administrators 
  Guidelines for coordinating this event appear in Appendix H, 
  “Lead Dungeon Master Guide.” If you’re not helping coordinate, 
  you do not need to read or print this section of the adventure.  
  Adjusting This Adventure 
  This adventure provides suggestions for adjusting for 
  smaller or larger groups, characters of higher or lower 
  levels, and characters a bit more powerful than the 
  adventure’s optimized level. You’re not bound to these 
  adjustments; they’re for 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, consult the following table. 
  Determining Party Strength 
  Party Composition Party   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
   Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a 
  recommendation is not offered or appropriate for your 
  group, you don’t have to make adjustments. 
  Before Play at the Table 
  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) scores, and 
  anything specified as notable by the adventure (such 
  as backgrounds, traits, flaws, etc.). 
  Playing the Dungeon Master 
  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. 
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  5 
  Adventure Primer 
  I have not yet begun to fight. 
  —Captain John Paul Jones 
  Background 
  MYTH NANTAR, an ancient underwater city of sea 
  elves in the Sea of Fallen Stars, holds an ancient statue 
  carved of gem called the LIBRARIAN, that dwells in the 
  HALL OF LIVING MEMORY. This statue holds ancient 
  knowledge desired by the RED WIZARDS of THAY. The 
  Thayans invade the city with plans to takeover Myth 
  Nantar by force and claim the Librarian as their prize. 
  Missions and Special Events 
  After the initial announcement by the lead 
  administrator, the characters are free to pick their path 
  through the adventure and take actions to help the 
  entire group defeat the Red Wizards. Each table can 
  choose from eight different missions, each focused on a 
  different pillar of play. A mission takes about thirty 
  minutes to an hour to complete, so your table will likely 
  complete three to six missions during the adventure. 
  When your group completes a mission, have your 
  group captain immediately deliver a mission report 
  (see Appendix F) to the administrator table. The 
  characters can only play each mission once. 
  Tier 2 Missions 
  The following missions are available for groups 
  comprised of 5th-to-10th-level characters. 
   Mission 1: Recruit the Merfolk (Interaction). The 
  characters must recruit a community of nearby merfolk 
  to help defend Myth Nantar. 
   Mission 2: Recruit the Lizardfolk (Interaction). The 
  characters must recruit a community of nearby 
  lizardfolk to help defend Myth Nantar. 
   Mission 3: Recruit the Locathah (Interaction). The 
  characters must recruit a community of nearby 
  locathah to help defend Myth Nantar. 
   Mission 4: Battle Thayan Ships (Combat). The 
  characters must commandeer, destroy, or rout a group 
  of Thayan ships. 
   Mission 5: Sabotage a Cargo Ship (Exploration). 
  The characters must sneak aboard an armed Thayan 
  ship and sink it from the inside.  
   Mission 6: Assault the Thayan Flagship (Combat). 
  The characters must damage the heavily armored and 
  armed Thayan flagship. 
   Mission 7: Infiltrate the Flagship (Exploration). 
  The characters must sneak aboard the flagship and 
  plant an explosive device. 
   Mission 8: Steal a Thayan Vessel (Exploration). The 
  characters must steal a Thayan vessel that can be used 
  to get behind enemy lines. 
  Tier 3 Missions 
  The following missions are available for groups 
  comprised of 11th-to-16th-level characters. 
   Mission 9: Rally the Sea Elf Military (Interaction). 
  The characters must call the sea elf military leaders to 
  action. 
   Mission 10: Rally the Sea Elf Mages (Interaction). 
  The characters must call the sea elf mages to action. 
   Mission 11: Rally the Council (Interaction). The 
  characters must call the sea elf political leaders to 
  action. 
   Mission 12: Find the Kwalish Arm (Exploration). 
  The characters must find the missing arm piece of 
  apparatus of Kwalish.  
   Mission 13: Find the Kwalish Legs (Exploration). 
  The characters must find the missing leg pieces of 
  apparatus of Kwalish. 
   Mission 14: Protect the Librarian (Combat). The 
  characters must protect the Librarian from Thayan 
  forces. 
   Mission 15: Protect the Armory (Combat). The 
  characters must protect the Myth Nantar armory from 
  Thayan forces. 
   Mission 16: Protect the Council (Combat). The 
  characters must protect Myth Nantar’s Council Hall 
  from Thayan forces. 
  Special Missions 
  Your table could be selected for a special mission by the 
  event administrator during the adventure. These 
  missions are only played by selected tables, and the 
  outcome of the mission effects other tables in play. The 
  following special missions are part of this adventure. 
   Special Mission 1: Stop the Thayan Weather 
  Wizard (Tier 2). The characters must kill a Thayan 
  wizard manipulating the weather. 
   Special Mission 2: Destroy the Line-Breaker (Tier 
  2). The characters must sneak or bluff their way aboard 
  the Thayan line-breaker ship and destroy it. 
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
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   Special Mission 3: Save the Turmish Merchant Ship 
  (Tier 2). The characters must rescue a Turmish 
  merchant ship being attacked by Thayan forces. 
   Special Mission 4: Smuggle the Conjurer (Tier 2). 
  The characters must escort a wizard behind enemy 
  lines so she can teleport reinforcements behind the 
  Thayans to surround them.  
   Special Mission 5: Destroy the Thayan Submersible 
  (Tier 3). The characters must destroy a Thayan 
  submersible made from a kraken’s corpse! 
   Special Mission 6: Wake the Dragon Turtle (Tier 3). 
  The characters must wake a dragon turtle and convince 
  it to battle the Red Wizards. 
   Special Mission 7: Kill the Thayan Elementalist 
  (Tier3). The characters must find and kill a Thayan 
  elementalist to stop the mage from summoning water 
  elementals.  
   Special Mission 8: Find the Devastation Orbs (Tier 
  3). The characters must find a cache of devastation orbs 
  the wizards plan to use on Myth Nantar. 
  Adventure Hooks 
  Use the following hooks to draw the characters into the 
  adventure. 
   Blood in the Water. If the characters played DDAL-
  DRW02 Blood in the Water, they already know about 
  Myth Nantar, the Librarian, and the Thayan forces 
  coming for the statue. 
   Call for Help. The sea elves of Myth Nantar know the 
  Thayans are coming for their city, so they’ve sent 
  messengers to ask adventurers for help (with the 
  promise of payment for those who fight for the city). 
  One of these messengers approached the characters. 
  Adventurers League Epic 
  Assault on Myth Nantar is a special D&D Epic™ 
  adventure, which means it’s meant for multiple tables 
  to play at the same time. The characters at your table 
  work with the characters at other tables to accomplish 
  a common goal: Stop the Red Wizards from invading 
  Myth Nantar. 
   A lead Dungeon Master oversees the event, and each 
  table is run by a table Dungeon Master. The lead 
  Dungeon Master keeps track of the overall flow of the 
  event, starts and ends the event, announces the results 
  of special missions, answers DM questions, and makes 
  sure everything runs smoothly. Full instructions for 
  performing this role can be found in Appendix H: Lead 
  Dungeon Master Guide. 
  Group Captain 
  Before the adventure begins, ask the players to 
  designate one character as the group’s captain. Since 
  time limits are hard and fast during the adventure, the 
  captain makes decisions for the group when they can’t 
  agree on a course of action through any other means 
  (such as voting). The group captain is also in charge of 
  delivering the table’s mission report, immediately after 
  you complete a mission, to the administrator table. If 
  your group can’t pick a group captain, appoint someone 
  to the job yourself. 
  Special DMs for Special Missions 
  We assume many conventions do not have the resources to 
  have DMs for the special missions in addition to the DMs and 
  admins needed to run the event. Because of this, we also 
  assume table DMs will run the special missions (except special 
  mission 5). However, some larger conventions may have such 
  resources. If this is the case, the admins organizing the event 
  will let you know, and you do not need to worry about 
  preparing special missions unless you are chosen as a DM to run 
  them. If your table is selected for a special mission and the event 
  is using special mission DMs, the DMing running it will come to 
  your table and temporarily relieve you (except special mission 
  5). 
  Special Mission 
  Special quests are introduced throughout the event. If 
  your table is selected for a special mission, an event 
  administrator will come to your table and inform you 
  which mission your table is playing. If your table is 
  selected for a special mission, you will continue to be 
  their DM for that mission (with the exception of special 
  mission 5), so get familiar with all the special missions. 
  Interactive Restrictions 
  The following restrictions apply throughout this D&D 
  Epic™ event (these rules are also summarized on 
  Player Handout 1: Rules Exceptions in Appendix C). 
  Short and Long Rests 
  The event plays out in just a few hours of game time. 
  Characters won’t have the time in-game to take long 
  rests and may only take one free short rest. 
  Opportunities to earn additional short rests occur 
  during play. 
  Player Spellcasting 
  Right from the start of the adventure, the characters 
  are in the middle of a battle and time is of the essence, 
  making it difficult to cast certain spells.   
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  7 
  • There is no time to cast spells with a casting time 
  longer than 5 minutes before the event begins.  
  • Spells with a casting time longer than 5 minutes can 
  only be cast during the event if the group takes a 
  short rest.  
  • Spells with a casting time longer than 1 hour can’t be 
  cast during the event at all. 
  • Spells that affect areas over 200 feet in radius (e.g. 
  control weather) can affect other groups nearby at 
  the Lead Dungeon Master’s discretion. Inform the 
  administrators if one of your players casts a spell 
  with such a range. It will be up to the administrator 
  to communicate this to the lead DM and 
  communicate results to the DMs of affected tables. 
  Spellcasting Services 
  Between missions, allied clerics can provide any of the 
  spellcasting services listed in the Adventurers League 
  Dungeon Master’s Guide. Players must cover the 
  component costs for these spells, which are cast 
  instantly and without the requirement to spend 
  downtime days. All rules regarding player spellcasting 
  apply here as well. For example, the only spell an allied 
  cleric can cast to return a dead character to life is 
  revivify, since the alternatives all require 1 hour to cast. 
  Pillars of Adventure  
  Assault on Myth Nantar lets characters tailor the 
  adventure to their preference. Each mission on player 
  handouts 3 and 4 in Appendix C has an icon which 
  represents one of D&D’s three pillars of play: 
   
  Combat. This quest features deadly battles and 
  fast action. 
   
   
  Exploration. This quest features puzzle-
  solving, stealth, or tests of skill. 
   
  Social Interaction. This quest features 
  information-gathering, persuasion, and 
  other social challenges. 
   Most quests feature other pillars to lesser degrees. 
  Encourage your players to choose quests that match 
  their preferred play style and the specialties of their 
  characters. 
  EPIC STAFF SUMMARY 
  Lead Administrator. Oversees the event, assists table DMs with 
  rules as needed and directs the action of the EPIC. 
   
  Table Dungeon Master. Runs a single table of players through 
  the event. 
   
  Administrator. Transmits vital information between table DMs 
  and the lead administrator that require a decision and direction. 
  Also assists with other aspects of running the EPIC as directed by 
  the lead administrator. 
   
  Table Captain. One player selected by their group, or the table 
  DM if they cannot come to consensus, and responsible for 
  reporting results for their table. 
   
  Special Dungeon Master. Runs special missions. For this EPIC 
  there may only be one. 
   
   
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  8 
  Introduction 
  Once your table is mustered, have the players introduce 
  their characters before providing handouts and 
  instructions as directed below. Do not begin your first 
  mission before the lead Dungeon Master has addressed 
  the assembled tables. 
  Team Introductions 
  After the characters have been introduced, follow the 
  steps below while waiting for the Lead DM to begin. 
  • Pick a group captain (see “Group Captain” in 
  “Adventure Primer”). 
  • The characters are gathered on several ships on the 
  surface of the Sea of Swords. They can see a large 
  fleet with red sails approaching from the north. 
  • The characters are here to defend the underwater 
  sea elf city of Myth Nantar from a fleet of Red Wizard 
  ships. 
  • Give the characters Handout 1: Rules Exceptions, 
  and Handout: 2 Ship and Underwater Combat 
  from Appendix C. 
  • If your group is comprised of 5th-to-10th-level 
  characters, give them Handout: 3 Myth Nantar Sea 
  Missions from Appendix C. 
  • If your group is comprised of 11th-to-16th-level 
  characters, give them Handout 4: Myth Nantar 
  Underwater Missions from Appendix C. 
  • Point out the larger versions of the mission handouts 
  (hung by the lead administrator) that display the 
  number of overall completed missions during the 
  event. These mission charts are hung and updated by 
  the event administrators. 
  To War! 
  Once everyone is mustered and has had a few minutes 
  to introduce their characters, the lead administrator 
  can read or paraphrase the following to the assembled 
  tables. 
  The salty sea air is tinged with rot as the advancing undead ships 
  of the Red Wizards approach. You’ve heard rumors the giant 
  Thayan armada has troops above and below the waves.  
   
  Suddenly a conch blares, drawing your attention to the crow’s 
  nest atop your fleet’s enormous flagship. From on high Oceanus 
  the sea elf addresses the assembled adventures, “Friends! Thank 
  you for your service to Myth Nantar! We shall not surrender to 
  the evil mages of Thay. Let’s put them back into their holes. For 
  if they win the day, the Librarian, a construct with an incredible 
  amount of knowledge held in our underwater city, will be theirs 
  and our bodies will serve as undead soldiers to swell their ranks! 
  If we do not stop the Red Wizard threat here, they will have the 
  knowledge and power to take any land they desire.” 
   
  As Oceanus speaks a group of sea elf mages surrounds half 
  the ships. “Half of you shall dive under the waves to defend the 
  Librarian! Our mages are using the underwater mythal to finish a 
  spell that allows you to breathe and travel more swiftly in the 
  water.” A wave of warm energy washes over the ship. 
   
  Oceanus then addresses the other half of the fleet. “The rest 
  of you are on the sea’s surface, guarding our floating merchant 
  outposts and the villages on the shore. You have your 
  assignments. I’ll be monitoring the progress here at HQ. Good 
  luck!” 
  After the commander has addressed the group 
  continue the adventure. Your players may select a 
  mission from handouts 3 or 4 (depending on their tier 
  of play). Inform the players that for the heroes to be 
  successful, each table participating in the event must 
  complete several missions successfully. Additionally, 
  each mission must be completed successfully a number 
  of times dependent on the larger group’s size. This 
  number will NOT be communicated to the players at 
  any time. 
   Tier 3 Tables. If you are running a table of 11th-to-
  16th-level characters, inform the players that due to 
  the mythal of the city, their characters can breathe 
  underwater without the use of additional magic, and 
  likewise they gain a swimming speed equal to their 
  walking speed for the event’s duration.  
   
   
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  9 
  Mission 1: Recruit the Merfolk 
   
   
  Introduction 
  If the players choose this quest, read or paraphrase: 
  Three local merfolk tribes have been quietly skirmishing 
  among themselves for years. Now you must take your 
  keelboat and visit them in hopes that they can be convinced 
  to join forces against the Thayans. 
  To complete this quest, the characters must convince 
  three merfolk tribe leaders, Frenyak, Asirae, and 
  Monada, to join their tribes with the cause against 
  the Red Wizards. 
  Rocky Relationships 
  The characters are instructed to skipper their 
  keelboat toward a nearby coral reef. As they 
  approach, characters with passive Wisdom 
  (Perception) scores of 14 or higher notice the coral 
  jutting out of the water and can alert the characters 
  crewing the ship to slow the vessel before colliding 
  with the coral at the water’s surface. If no character 
  notices the coral, all characters must attempt a DC 
  15 Dexterity saving throw as the keelboat grinds to a 
  halt on the coral protrusions. Any character that fails 
  the saving throw is knocked prone; any character 
  that fails the saving throw by 5 or more is knocked 
  overboard into the water.  
   The arrival of the keelboat alerts four merfolk 
  scouts and two merfolk salvagers who approach 
  with weapons drawn, but do not attack. They 
  attempt to keep the land folk characters from 
  moving toward the center of the coral reef until the 
  party members provide a satisfactory reason for 
  their appearance here.  
   Once the characters have convinced the scouting 
  party that they mean the merfolk no harm, they are 
  escorted further into the coral formation. Rocks just 
  below the water’s surface provide a walking surface 
  for characters who do not wish to swim.  
  Dire Discussions 
  The scouting party and the characters approach a 
  meeting between the leaders of three merfolk tribes. 
  The emphatic conversation among them changes 
  swiftly between Aquan and Common. The merfolk 
  scouting party can identify the tribal leaders, 
  translate the Aquan if needed, and answer questions 
  that the party members may have before being 
  introduced.  
  • Frenyak the Red is easily identifiable by the deep 
  red coloring on his fins. He is the leader of the 
  Deep Coves tribe, and members of this tribe are 
  identifiable by the neckbands of tiny pink shells 
  that they each wear. 
  • Asirae Shipwrecker and other members of the 
  Poisoned Quill tribe all carry extra-long spears and 
  a small pouch of puffer fish spines.  
  • Monada of the Mists has a mottled coloring in 
  shades of light and dark blue and is the leader of 
  the Cerulean Shores tribe. She and her tribe all 
  wear armbands of braided kelp. 
  Abjurer Among Us 
  The characters and merfolk are watched by 
  Felgarath Null, a female Thayan human abjurer with 
  the minor illusion cantrip instead of dancing lights. 
  This Red Wizard is concealed on a specially painted 
  rowboat that blends in with the coral and can be 
  spotted with successful DC 20 Wisdom (Perception) 
  check. Felgarath casts the minor illusion cantrip to 
  make it sound like the merfolk and characters are 
  insulting each other to exacerbate tensions between 
  the two parties. If noticed, or if the characters reach 
  a successful agreement with the merfolk, she attacks, 
  fighting until reduced to 10 hit points then fleeing. 
  Until she is noticed, each time she interferes, the 
  next character to make an ability check has 
  disadvantage on the check. 
  Tribal Tensions 
  Between the snippets of conversations that the party 
  can hear and the parts that are translated by the 
  merfolk scouts, the characters are able to learn that 
  Frenyak, Asirae, and Monada are in the middle of a 
  disagreement on how to react to the threat of the 
  Thayan invasion: 
  • Asirae wants to fight and feels her tribe of hunters 
  is adequately prepared but is concerned that 
  members of the other tribes are not trained well 
  enough for battle. 
  Recruit the help of the 
  nearby merfolk. These 
  aquatic humanoids do not 
  frequently work together. 
   
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  10 
  • Monada’s tribe is ready to fight only if it is 
  required of them, but they lack enough weapons to 
  fully outfit everyone who is willing to take up arms 
  against the invaders.  
  • Frenyak is concerned for the safety of his tribe and 
  advocates against getting involved in matters that 
  do not directly impact their lives. He argues that it 
  does not matter who rules in Myth Nantar, 
  whether sea elf or land folk, if his people can live 
  in peace. 
   Monada halts the conversation with her fellow 
  tribe leaders after she notices the scouting party 
  waiting with the characters. She asks the characters 
  why they have come, and whose side they are on in 
  the coming conflict. Asirae immediately volunteers 
  her tribe to fight for Myth Nantar if the characters 
  can guarantee worthy fighting companions, Monada 
  hesitates and asks for time to prepare, and Frenyak 
  does not care to get involved in the altercation, citing 
  the danger to his and the other tribes. 
  Methods and Motives 
  After speaking with the tribal leaders, the characters 
  can attempt to persuade them to join the fight 
  against the Red Wizards.  
  • A character who succeeds on a DC 14 Charisma 
  (Persuasion) check convinces Asirae.  
  • A character who succeeds on a DC 16 Charisma 
  (Persuasion) check convinces Monada.  
  • A character who succeeds on a DC 18 Charisma 
  (Persuasion) check convinces Frenyak. 
   
   These checks can be made with advantage if the 
  characters help the tribes prepare for the coming 
  conflict. For each successful preparation task 
  completed, a character receives advantage on one 
  check with one merfolk leader. The following list is 
  not exhaustive, and you should reward clever, 
  reasonable ideas with success: 
   
  • A character can offer to assist in crafting spears 
  and other weapons for the tribes; a successful DC 
  12 Dexterity check (adding proficiency in 
  carpenter’s, tinker’s, or other tools, if applicable) 
  grants advantage on a single check to convince the 
  tribal leaders. 
  • A character can offer to assist in building defenses 
  for the merfolk who will be staying out of the fight; 
  a successful DC 12 Strength check grants 
  advantage on a single check to convince the tribal 
  leaders. 
  • A character can offer to assist in training merfolk 
  for battle; a successful DC 12 Strength check 
  (adding proficiency in simple weapons, if 
  applicable) grants advantage on a single check to 
  convince the tribal leaders.  
  • A character who offers a resource (a casting of a 
  spell, a consumable, a magic item) to the merfolk 
  will gain advantage on a single check to convince 
  the tribal leaders.  
  Ending the Mission 
  If the characters are able to convince all three 
  merfolk tribal leaders to join forces with the elves of 
  Myth Nantar, the mission is over, and the characters 
  succeed. Otherwise the characters fail. 
   When the mission is over, have your group captain 
  immediately deliver a mission report (see Appendix 
  F) to the administrator table. When the captain 
  returns, have your group pick a new mission.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP-DRW01 Assault on Myth Nantar 
   
   
  11 
  Mission 2: Recruit the Lizardfolk 
   
   
  Introduction 
  If the players choose this quest, read or paraphrase:  
  Many lizardfolk villages dot the marshy shore around the Sea 
  of Fallen Stars. Though they are xenophobic, you must take a 
  keelboat and try to recruit one of these tribes to join our 
  fight against the Red Wizards! 
  To complete this quest, the characters must convince 
  Othokent the lizard queen to join their cause against 
  the Red Wizards. 
  Interacting with Lizardfolk 
  Unless noted otherwise for a specific NPC, lizardfolk speak 
  and understand only Draconic. A character who does not 
  speak Draconic can attempt to communicate simple ideas to 
  the lizardfolk through simple, respectful gestures, but makes 
  Charisma ability checks to influence the lizardfolk with 
  disadvantage. 
  Approaching the Lizardfolk Village 
  As the characters approach the lizardfolk village by 
  boat, six lizardfolk hide in the water just off the 
  shore, lying prone in water two feet deep. A creature 
  with a passive Wisdom (Perception) score of 14 or 
  higher notices the lizardfolk and can land the boat 
  somewhere else and try to sneak around these 
  guards, which can be accomplished with a successful 
  DC 13 group Dexterity (Stealth) check. 
   If the lizardfolk guards notice the characters, they 
  leap out of the water, and the tallest male warrior, 
  Denar, demands the characters leave. A character 
  gets the lizardfolk to allow the party into the village 
  with a successful DC 15 Charisma (Persuasion) 
  check. If this check is failed twice (i.e. by two 
  different characters, since each character may only 
  make a single attempt), the lizardfolk attack. If a 
  fight breaks out, the characters have disadvantage 
  on all future Charisma ability checks made to 
  influence lizardfolk during this mission. 
   When the characters reach the village, or at the 
  end of the first round of combat, Sauriv, a male 
  lizardfolk and Othokent’s advisor, who can speak 
  and understand Common, arrives. If necessary, he 
  orders the lizardfolk to stand down. He asks the 
  characters why they are in the area. Sauriv is 
  worried about the Red Wizard invasion, so if the 
  characters are honest (and not evasive), he agrees to 
  help them. 
  Lizardfolk Village 
  When the characters arrive in the lizardfolk village, 
  read or paraphrase: 
  You follow Sauriv into a marshy clearing surrounded by huts 
  made of fronds. The lizardfolk turns to you, saying, “I will 
  summon our leader, Othokent, to speak with you. In the 
  meantime, meet our people. Our queen admires those her 
  subjects trust.” As Sauriv disappears, you notice three 
  lizardfolk moving outside of their huts: an elderly male 
  seasoning skewers of meat, a female warrior carving stone 
  spearheads, and a child braiding a bracelet. 
  While the characters wait for Othokent to visit them, 
  they can interact with the other lizardfolk in the 
  village.  
  Alasna 
  Alasna is an elderly male lizardfolk just learning to 
  cook. His recently deceased partner, Vessin, used to 
  do all the cooking, while Alasna took care of other 
  chores. A character who succeeds on a DC 12 
  Wisdom (Insight) check can tell the lizardfolk is 
  frustrated with his task of cooking muskrat meat. 
   Alasna accepts help from any character who 
  succeeds on a DC 12 Charisma (Persuasion) check. 
  That character must make a DC 14 Wisdom check 
  with cook’s utensils. If both checks succeed, the 
  character helps Alasna make delicious food and 
  gains the elderly lizardfolk’s favor. If either check 
  fails, Alasna takes the food and retreats inside his 
  hut, giving the character a dirty look. 
  Usina 
  Usina is a young female lizardfolk warrior who is 
  creating spearheads out of stone. A character who 
  succeeds on a DC 12 Wisdom (Insight) check can tell 
  the warrior is exhausted. She has been carving stone 
  for hours and needs a break. 
  Recruit the help of a nearby 
  tribe of lizardfolk. These 
  isolationists typically keep to 
  themselves.  
   
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  12 
   Usina accepts help from any character who 
  succeeds on a DC 14 Charisma (Persuasion) check. 
  That character must make a DC 12 Dexterity check 
  with mason’s tools. If both checks succeed, the 
  character gives Usina a break and gains her favor. If 
  either check fails, Usina shakes her head and gets 
  back to work, asking the character to go away. 
  Yowa 
  Yowa is a female lizardfolk child (noncombatants) 
  weaving bracelets make of muskrat hide. She is 
  obviously frustrated that her work isn’t turning out 
  how she wants. 
   Yowa has a been taught to be wary of outsiders, so 
  a character must succeed on a DC 16 Charisma 
  (Persuasion) check to convince the child to allow the 
  character to assist her with the bracelets. That 
  character must make a DC 12 Dexterity check with 
  weaver’s tools. If both checks succeed, the character 
  helps Yowa make beautiful bracelets. If either check 
  fails, the child runs off into the marsh to play, leaving 
  her bracelets behind. 
  Othokent’s Arrival 
  After the characters have a chance to interact with 
  the lizardfolk in the village, read or paraphrase: 
  A female lizardfolk wearing a crown made from a turtle shell 
  with Sauriv and four armed lizardfolk warriors at her side 
  comes out of the village’s largest building. 
  Sauriv and four lizardfolk escort Othokent, a lizard 
  queen who speaks and understands Common, to 
  meet the characters. Othokent has been observing 
  the characters through the windows in her hut and 
  noticed any interactions they had with her people. 
   Roleplaying Othokent. Othokent is wary of 
  outsiders, but respectful to all people, provided they 
  show her respect first. She introduces herself and 
  asks the characters why they have come to the 
  village. 
   When the characters ask for Othokent’s help, they 
  must make a Charisma (Persuasion) check. The DC 
  for this check is based on the number of lizardfolk’s 
  favors the characters have secured: 
  • The DC for the check is 20 if the characters failed 
  to gain the favor of any lizardfolk. 
  • The DC for the check is 18 if the characters gained 
  the favor of one lizardfolk (Alsana, Usina, or Yowa). 
  • The DC for the check is 16 if the characters gained 
  the favor of two lizardfolk. 
  • The DC for the check is 14 if the characters gained 
  the favor of Alsana, Usina, and Yowa. 
   If the characters fail this check by 4 or fewer, 
  Othokent tells them she cannot give them aid, the 
  mission is over, and the characters fail. If the 
  characters fail this check by 5 or more, they fail the 
  mission, but they also offend Othokent with their 
  request, and the lizardfolk attack. 
   If the characters succeed on this check by 5 or 
  more, Othokent agrees to help them in the battle, the 
  mission is over, and the characters succeed. If the 
  characters succeed on this check by 4 or fewer, 
  Othokent has a final test for them. 
   Othokent’s Final Test. If the characters must face 
  Othokent’s final test to gain her trust, she tells them 
  that she cannot allow her people to stand with weak 
  warriors and that the characters must be tested. She 
  then whistles, calling a tyrannosaurus rex the 
  marsh. The dinosaur attacks the characters. If the 
  characters survive the test, Othokent agrees to help 
  them against the Red Wizards, the mission is over, 
  and the characters succeed. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene, according 
  to your group. 
  • Very Weak: Replace the tyrannosaurus rex with two giant 
  crocodiles. 
  • Weak: The tyrannosaurus rex has 115 hit points. 
  • Strong: The tyrannosaurus rex has 208 hit points. 
  • Very Strong: Add one tyrannosaurus rex. 
  Ending the Mission 
  When the mission is over, have your group captain 
  immediately deliver a mission report (see Appendix 
  F) to the administrator table. When the captain 
  returns, have your group pick a new mission. 
   
   
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  13 
  Mission 3: Recruit the Locathah 
   
   
  Introduction 
  If the players choose this quest, read or paraphrase:  
  Several locathah communities exist in nearby coves. If the 
  Red Wizards take Myth Nantar, they will surely invade the 
  locathah’s homes next. Take a keelboat to one of these coves 
  and recruit them to our cause! 
  To complete this quest, the characters must convince 
  Ovnack, the locathah leader, to join their cause 
  against the Red Wizards. 
  Fishing for Locathah 
  The characters sail their keelboat to a cove where 
  locathah have been spotted before. As they approach, 
  they can see a great coral reef 20 feet down in the 
  clear water. Ten giant sea eels swim in circles 
  between the boat and the reef. A character with a 
  passive Wisdom (Perception) of 14 or higher notices 
  six locathah hunters sleeping in the reef. To reach 
  the fish-folk, the characters must either 
  circumnavigate their eel guardians or get the 
  locathah to come to the surface of the water. 
  Getting by the Eels 
  The eels move to attack the characters as soon as 
  they enter the water, but a character who succeeds 
  on a DC 17 Wisdom (Animal Handling) check 
  convinces the eels to back off. A character who 
  succeeds on a DC 15 Intelligence (Nature) check 
  knows that giant sea eels can be distracted with food. 
  A character offering up a day’s rations per eel has 
  advantage on the animal handling check. 
   If the characters attempt to pick off the eels with 
  ranged attacks from the deck of the boat, the eels 
  move under the vessel to use it as cover. If the 
  characters kill the eels, they have disadvantage on all 
  Charisma ability checks made to influence the 
  locathah during this mission. 
   Once the characters get by the eels, the locathah 
  wake and notice them. Since the characters likely 
  cannot communicate or breathe underwater, the 
  characters must signal to them to head toward the 
  surface so they can talk. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene, according 
  to your group. 
  • Very Weak: Remove two giant sea eel. 
  • Weak: Remove one giant sea eel. 
  • Strong: Replace the ten giant sea eels with two giant coral 
  snakes. 
  • Very Strong: Replace the ten giant sea eels with three 
  giant coral snakes. 
  Getting the Locathah’s Attention 
  After the eels have been dealt with, getting the 
  locathahs’ attention so they might swim to the 
  surface can be managed in several ways.. The 
  following list is not exhaustive, and you should 
  reward clever, reasonable ideas with success: 
  • A character who can see the locathah could use 
  the message spell to ask a locathah to come to the 
  surface. 
  • A character who can see the locathah could use 
  the mage hand spell to poke at the locathah get 
  their attention. 
  • A character could carve a message into a rock or 
  other weighted item that would not be destroyed 
  and drop it into the water, so it reaches the 
  locathah. 
  Locathah Talk 
  When the locathah come to the surface, they are 
  already aware of the Red Wizard invasion and on 
  edge. When they surface and can speak to the 
  characters, Delly, the female leader of this small 
  band of hunters, draws her crossbow and demands 
  the characters state their business or die. Delly and 
  the other locathah are worried the characters are 
  working with the Red Wizards, but a DC 15 Charisma 
  (Persuasion) check convinces them of the truth. If 
  the characters fail this check, the locathah attack. A 
  nonaggressive character who attempts this check as 
  an action can convince the locathah to stand down 
  on a success. If all the locathah die, the mission is 
  over, and the characters fail. 
   If the characters convince Delly and the others 
  they are not servants of the Red Wizards, the 
  locathah immediately become confused. She 
  explains that an emissary from the sea elves has 
  already come to treat with their leader, Ovnack. 
  Recruit the help of a nearby 
  community of locathah. 
  These fish-folk like to stay 
  hidden near the waves.  
   
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  14 
  Delly tells the other locathah to stay and guard the 
  cove then leads the characters to shore. 
  Secret Village 
  Delly leads the characters down the shoreline to a 
  circle of 10-foot-high dunes that surround the 30-
  foot-radius village. When the characters enter the 
  village, read or paraphrase: 
  Hidden behind a ring of high dunes is a small village of tents 
  made from seaweed and the bones of enormous sea 
  creatures. At the center of these structures, a locathah 
  wearing a necklace made from shark teeth talks to two sea 
  elves. 
  Utritch and Zoyas (neutral evil female Thayan 
  human mages with the disguise self spell prepared 
  instead of detect magic) have used the disguise self 
  spell to appear as sea elves. They are talking with 
  Ovnack, a locathah hunter and leader of the 
  locathah community. The mages try to convince 
  Ovnack that fighting the Red Wizards is a lost cause 
  and that he should move his people out of the area 
  before the Thayans invade the village. When the 
  characters arrive, Ovnack asks their business and 
  immediately becomes confused, unsure of whom to 
  trust. 
  Convincing Ovnack 
  The mages insist they are the true representatives of 
  the sea elves and argue against any points the 
  characters make otherwise. Each time a character 
  argues a new reason Ovnack should believe them 
  over the Red Wizard imposters, the character can 
  make a DC 13 Charisma (Persuasion) checks. If the 
  characters succeed on three of these checks before 
  failing three checks, they convince Ovnack of the 
  truth. If the characters fail three of these checks 
  before succeeding on three checks, Ovnack sides 
  with the Red Wizards. 
   If the characters prove the Red Wizards are 
  imposters in disguise (perhaps by casting the dispel 
  magic spell), they automatically convince Ovnack of 
  the truth. 
   If Ovnack Sides with the Characters. If Ovnack 
  sides with the characters, the mages become 
  enraged and attack, fighting to the death. During the 
  battle Delly grabs Ovnack and runs for cover. If the 
  characters survive the encounter, Ovnack pledges to 
  aid them in the battle against the Red Wizards, the 
  mission is complete, and the characters are 
  successful. 
   If Ovnack Sides with the Red Wizards. If Ovnack 
  sides with the Red Wizards, he asks the characters to 
  leave. If they refuse, Ovnack, Delly, and the Red 
  Wizards attack the characters, until the characters 
  retreat or one of the sides is defeated.  
   If during the conflict, the characters manage to kill 
  a Red Wizard or otherwise reveal their identities 
  before killing Ovnack or Delly, Ovnack admits his 
  mistake, stops attacking the characters, and pledges 
  to aid them in the battle against the Red Wizards.I At 
  this point, if the characters have survived, the 
  mission is complete, and the characters succeed.  
   If the characters flee or kill Ovnack and Delly, the 
  mission is complete, and the characters fail. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene, according 
  to your group. 
  • Very Weak: Both mages have no remaining spell slots of 
  4th or 5th level. 
  • Weak: Both mages have no remaining spell slots of 5th 
  level. 
  • Strong: Both mages have 72 hit points. 
  • Very Strong: Instead of mages Utritch is an abjurer and 
  Zoyas is an evoker. 
  Ending the Mission 
  When the mission is over, have your group captain 
  immediately deliver a mission report (see Appendix 
  F) to the administrator table. When the captain 
  returns, have your group pick a new mission. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP-DRW01 Assault on Myth Nantar 
   
   
  15 
  Mission 4: Battle Thayan Ships 
   
   
  Introduction 
  If the players choose this quest, read or paraphrase: 
  A group of four Thayan vessels – one longship, and three 
  keelboats -- are headed toward the thick of the battle to 
  round up survivors and carry more soldiers into combat. Only 
  the longship is fully crewed – if you can take it out, the 
  keelboats will not have escorts for safe passage towards the 
  thick of the fight. 
  To complete this quest, the characters have been 
  granted use of a keelboat to wage war against the 
  smaller vessels in the Thayan fleet. They must 
  commandeer or destroy the Thayan longship that is 
  approaching. This mission uses the ship combat 
  rules from Appendix C. 
  Thayan crew 
  The crew of the Thayan longship is made up of the 
  following creatures: 
  • One captain (kraken priest) 
  • Five other officers: a first mate, a bosun, a 
  quartermaster, a surgeon, and a cook (three 
  berserkers and two archers) 
  • Thirty-four sailors (commoners) 
  Rout the Reinforcements 
  The characters have been tasked with keeping the 
  Thayan vessels from entering the main combat. They 
  can use their keelboat’s ballista to damage the 
  longship or its crew members, navigate the keelboat 
  toward the longship to board the Thayan vessel and 
  begin melee combat, or maneuver their keelboat 
  stay at the optimal distance for ranged attacks. The 
  Thanyan keelboat captains, sensing the danger, do 
  not engage in the fight unless provoked. 
  Adjusting the Scene 
  Here are some suggestions for adjusting this scene, according 
  to your group.  
  • Very Weak: Remove one archer and one berserker. 
  • Weak: Remove one archer. 
  • Strong: Replace the berserkers with wights. 
  • Very Strong: Replace the berserkers with wights and the 
  archers with conjurers. 
  Complications 
  At the start of rounds 2, 3 and 4 of combat, a 
  complication is added to the fight. 
  Round 2 
  The winds shift so that the Thayan longship has full 
  sails, granting them a movement speed of 60 feet 
  while sailing with the wind. This wind shift may 
  oppose the character’s keelboat and reduce its speed 
  to 15 feet if they are sailing into the wind. This effect 
  lasts for 1 full round. 
  Round 3  
  Each of the three enemy keelboats makes one 
  ballista attack on the party’s keelboat.  
  Round 4 
  An undead kraken tentacle emerges from the water 
  and makes one tentacle attack on a randomly 
  determined party member: 
  Tentacle. Melee Weapon Attack: +17 to hit, reach 30 ft., 
  one target. Hit: 20 (3d6 + 10) bludgeoning damage 
  Ending the Mission 
  If the characters capture or destroy the Thayan 
  longship or kill its crew, they complete the mission 
  successfully. Otherwise they fail.  
   When the mission is over, have your group captain 
  immediately deliver a mission report (see Appendix 
  F) to the administrator table. When the captain 
  returns, have your group pick a new mission.  
  A group of Thayan ships is 
  approaching and must be 
  stopped at all costs! 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP-DRW01 Assault on Myth Nantar 
   
   
  16 
  Mission 5: Sabotage a Cargo Ship 
   
  Introduction 
  If the players choose this quest, read or paraphrase:  
  You maneuver a stolen enemy keelboat next to a large Red 
  Wizard cargo ship that is built for war! Your mission: Find a 
  way to sink the vessel. Making some holes in the cargo hold 
  should do the trick if you can’t find other options. 
  To complete this quest, the characters must destroy 
  or sink the ship. They can take on the cargo ship 
  (which uses the warship statistics) outright (using 
  the Ship and Underwater Combat rules from 
  Appendix C) but stand a much better chance of 
  survival if they sneak aboard and find another way 
  to destroy the ship. 
  Sneaking Aboard the Ship 
  The warship is crewed mostly by mindless 
  constructs and undead. The characters can sneak or 
  bluff their way by such creatures without a fight by 
  succeeding on a group check, either a DC 15 
  Dexterity (Stealth) check OR a DC 15 Charisma 
  (Deception) check, depending on the tack taken.  
  Warship Features 
  The warship has the following features: 
  • Ceilings. The ceilings in the lower deck, holds, and 
  cabins are 8 feet high with 6-foot-high doorways. 
  • Doors. The ship’s doors are made of wood and 
  have AC 15, 18 hit points, and immunity to poison 
  and psychic damage. A lock can be picked with a 
  successful DC 15 Dexterity check with thieves’ 
  tools, or the door can be force opened with a 
  successful DC 20 Strength (Athletics) check. 
  • Light. Hanging lanterns cast bright light 
  throughout the ship. 
  • Rigging. Rigging on the ship can be climbed 
  without an ability check. 
  • Sails. Each ship has three 80-foot-tall masts with 
  sails to catch the wind. 
  Areas of the Warship 
  The warship map is depicted in Appendix E. 
  Area 1. Main Deck 
  Several large undead move about the ship’s deck, loading 
  two catapults and pulling on ropes tied to sails to catch the 
  wind. A rope net covers an opening that leads down to the 
  cargo hold. 
  Five ogre zombies work the deck of the ship. If the 
  characters fire the catapult or the ballista in area 4 
  or use the ship wheel in area 5, the zombies attack. 
   Catapults. The catapults are a loaded mangonel. 
  The zombies are waiting to get in range of enemy 
  ships before firing. A character can attempt to jury 
  rig a mangonel to shoot a stone straight into the air 
  by making a successful DC 17 Intelligence check 
  using carpenter’s tools or tinker’s tools. Doing so, 
  causes the stone to come crashing back down 
  through the ship, creating a hole and sinking the ship. 
  In this circumstance the ship begins sinking and will 
  be totally submerged after 5 rounds. On a failed 
  result, the catapult fires the stone away from the 
  ship harmlessly. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene, according 
  to your group. 
  • Very Weak: Reduce the number of ogre zombies to three. 
  • Weak: Reduce the number of ogre zombies to four. 
  • Strong: Replace two ogre zombies with beholder zombies. 
  • Very Strong: Replace three ogre zombies with beholder 
  zombies. 
  Area 2. Officer’s Quarters 
  There are four unmade beds in this cabin. 
  Area 3. Captain’s Quarters 
  The door to this area is locked (see “Warship 
  Features”). When the characters enter, read or 
  paraphrase: 
  Two women with tattooed, shaved heads sit at a small table 
  in this cabin with a desk and large bed. 
  Two Red Wizards (LE female Thayan human mages), 
  the captain and her first mate, are in this cabin 
  discussing battle plans. They fight to the death. 
  We identified an enemy ship 
  with critical cargo. Sneak 
  aboard and find a way to 
  sink it! 
   
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  17 
   Captain’s Key. The captain holds a master key to 
  other locked doors on the ship. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene, according 
  to your group. 
  • Very Weak: Both mages have no remaining spell slots of 
  4th or 5th level. 
  • Weak: Both mages have no remaining spell slots of 5th 
  level. 
  • Strong: Both mages have 72 hit points. 
  • Very Strong: Instead of mages the first mate is an evoker 
  and the captain is a necromancer. 
  Area 4. Forecastle 
  A ballista is mounted to the forecastle of the ship. 
  Before it can be fired, it must be loaded and aimed. It 
  takes one action to load the weapon, one action to 
  aim it, and one action to fire it. If the ballista is fired, 
  the zombies in area 1 attack characters using the 
  weapon. A character can pointed the ballista at the 
  deck by making a success DC 15 Intelligence check 
  with carpenter’s tools or tinker’s tools. If the 
  characters fire the ballista into the deck of the ship 
  three times, the ship becomes so damaged that it 
  begins sinking and is totally submerged after 5 
  rounds. 
  Area 5. Quarterdeck 
  The quarterdeck holds the ship wheel, which is 
  piloted by an unseen servant (per the unseen servant 
  spell). The servant must be dispelled or destroyed 
  for a character to take the wheel. 
   Ballista. The ballista on this deck can be used just 
  like one on the forecastle (area 4). 
   Take the Wheel. A character can use an action and 
  make a DC 18 Dexterity check, adding their 
  proficiency bonus if they’re proficient with water 
  vehicles, to attempt to crash the vessel by steering it 
  into another ship. On a success the ship crashes into 
  another Red Wizard vessel and becomes so damaged 
  that it begins sinking and is totally submerged after 
  5 rounds. If the characters get control of the wheel, 
  the zombies in area 1 notice them and attack. 
  Area 6. Cargo Hold 
  Creatures made of stitched-together flesh patrol among the 
  boxes and barrels stored on this cargo deck. 
  Two flesh golems here attack the characters if they 
  begin damaging the ship. If the flesh golems get into 
  combat, the Red Wizards in area 7 emerge and 
  attack at the start of the second round of combat. 
   The crates and barrels contain spell components 
  and ammunition for siege weapons. 
   Making Some Holes. The characters can destroy 
  the floor of the ship (AC 15, 150 hit points; immune 
  to poison and psychic damage) with weapons and 
  spells. A character may also drill a hole into the floor 
  of the hold with a successful DC 15 Strength check 
  using carpenter’s tools over the course of 2d4 
  minutes each. 
   If the ship is destroyed or if three holes are bored 
  into the bottom of the ship, the cargo hold begins 
  filling with water, the ship begins sinking, and is 
  fully submerged after 5 rounds. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene, according 
  to your group. 
  • Very Weak: The cargo hold contains one flesh golem with 
  132 hit points. 
  • Weak: Both flesh golems have 70 hit points. 
  • Strong: Add a third flesh golem. 
  • Very Strong: Add two more flesh golems. 
  Area 7. Smokepowder Storage 
  The door to this area is locked (see “Warship 
  Features”). Barrels of smokepowder marked 
  “INFLAMMABLE” in red letters are stacked in the 
  room. Two Red Wizards (LE male Thayan human 
  mages) are in this room checking on the 
  smokepowder. They attack characters they notice. 
   Explosion! If one of the barrels of smoke powder 
  takes 10 or more fire damage from a single attack or 
  spell, all the barrels explode, immediately destroying 
  the ship. All creatures on the ship when the barrels 
  explode must make a DC 15 Dexterity saving throw, 
  taking 55 (10d10) fire damage on a failed save, or 
  half as much damage on a successful one. 
  Ending the Mission 
  If the characters fail to destroy or sink the ship, they 
  fail the mission. If the characters destroy or sink the 
  ship, they succeed. 
   When the mission is over, have your group captain 
  immediately deliver a mission report (see Appendix 
  F) to the administrator table. When the captain 
  returns, have your group pick a new mission. 
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  18 
  Mission 6: Assault the Thayan Flagship 
   
   
  Introduction 
  If the players choose this quest, read or paraphrase:  
  The Thayan flagship is a massive, armored, undead ship 
  called the Devourer. Take command of one of our warships 
  and make a run along the Devourer’s length. Do as much 
  damage as you can without sinking your own ship! You’ll 
  have a half-minute . Make it count! 
  To complete this quest, the characters must deal at 
  least 150 points of damage to the Devourer, a death 
  knight-dreadnaught. The characters are the 
  officers on a warship for this mission and command 
  a crew of forty guards. This mission uses Ship and 
  Underwater Combat rules from Appendix C. 
  Devourer Crew 
  The Devourer crew consists of the following 
  creatures: 
  • One captain (mage or for a very strong party, a 
  necromancer) 
  • Five other officers: a first mate, a bosun, a 
  quartermaster, a surgeon, and a cook (apprentice 
  wizards) 
  • Forty-two sailors (skeletons) 
  • Twelve siege engineers (zombies) 
  The Run on the Warship 
  The characters have five rounds to deal as much 
  damage as they can to the Thayan flagship before 
  turning for safety. This isn’t just a standoff with the 
  Devourer. At the start of each round of combat, a 
  complication is added to the fight. When the fight 
  begins, read or paraphrase: 
  A ship made of hardened gray flesh moves with surprising 
  speed across the ocean, leaving a trail of destroyed vessels its 
  wake. Red eyes glow on the front of this undead vessel. 
  Round 1 
  At the start of the first round of combat, a beholder 
  zombie is teleported onto the deck of the characters’ 
  ship. This zombie fights to the death. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene, according 
  to your group. 
  • Very Weak: The beholder zombie has 50 hit points. 
  • Weak: The beholder zombie has 70 hit points. 
  • Strong: The beholder zombie has 143 hit points. 
  • Very Strong: Add a second beholder zombie. 
  Round 2 
  At the start of the second round of combat, a huge 
  ocean swell rocks the characters’ ship. Each 
  character on board must succeed on a DC 12 
  Dexterity (Acrobatics) check or fall prone. Those 
  failing the check by 5 or more are thrown overboard. 
  Round 3 
  At the start of the third round of combat, two ogre 
  zombies are teleported onto the deck of the 
  characters’ ship. These zombies fight to the death. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene, according 
  to your group. 
  • Very Weak: Remove one ogre zombie. 
  • Weak: The ogre zombies have 60 hit points. 
  • Strong: The ogre zombies have 126 hit points. 
  • Very Strong: Add a third ogre zombie. 
  Round 4 
  At the start of the fourth round of combat, a whale 
  zombie surfaces next to the characters’ ship and 
  releases a cloud of noxious gas from its blowhole. 
  Each character on the ship must succeed on a DC 13 
  Constitution saving throw or become poisoned until 
  the start of the next round. The whale then 
  disappears beneath the waves. 
  Round 5 
  At the start of the fifth round of combat, any undead 
  creatures that remain on the deck of the characters’ 
  ship explode. Each creature within 15 feet of the 
  undead must make a DC 13 Dexterity saving throw, 
  taking 22 (4d10) fire damage on a failed save, or half 
  as much damage on a successful one. 
   At the end of the fifth round of combat, read or 
  paraphrase: 
  The Thayan flagship is 
  covered in heavy armor. 
  Make a run to damage it! 
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  19 
  A slew of Thayan ships arrive, ready to the aid of the 
  Devourer. You have done all you can in this fight, so your 
  crew turns your vessel around, heading for safety. 
  Ending the Mission 
  If the characters keep their ship intact, survive the 
  mission, and deal at least 150 points of damage to 
  the Devourer, they complete this mission 
  successfully. Otherwise they fail. 
   When the mission is over, have your group captain 
  immediately deliver a mission report (see Appendix 
  F) to the administrator table. When the captain 
  returns, have your group pick a new mission. 
   
   
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  20 
  Mission 7: Infiltrate the Flagship 
   
   
  Introduction 
  If the players choose this quest, read or paraphrase: 
  You’ve been tasked with sneaking aboard the Thayan 
  flagship, the Devourer, and detonating an explosive to assist 
  in incapacitating the vessel. Be quick! Our forces are also 
  attacking from the outside! 
  To complete this quest, the characters must infiltrate 
  the Devourer, a death knight-dreadnaught, deliver 
  and detonate an explosive device, and escape. 
  The Countdown Begins 
  The characters have been summoned to a small 
  rocky shore where the female Triton archmage 
  Lamora stands with a male Triton, Koros, next to a 
  wooden rowboat. Lamora advises the characters 
  that Koros, a smuggler, will row them alongside the 
  Devourer, which they must then board in order to 
  find the ship’s magazine, where the explosive 
  ammunition is stored. Lamora unwraps a large 
  green pearl the size of a plum and asks the party to 
  select a command word for detonation. After the 
  command is selected, she casts a spell, re-wraps the 
  pearl, and hands it to the party. She advises that 
  once the command word has been spoken, the party 
  will have thirty seconds (5 rounds) to find 
  themselves as far from the resulting explosion as 
  possible.  
  3… 
  As the characters prepare to depart for the death 
  knight-dreadnaught, read or paraphrase:  
   
  Lamora gestures for you to enter the rowboat, and Koros 
  readies the oars. As you settle onto the seats of the boat, a 
  huge shimmering sphere surrounds it. Koros beings to row, 
  launching the boat into the dark, churning water. As you 
  travel towards the dreadnaught, you notice that the sea is 
  teeming with swimming zombies that swarm and devour any 
  creature who falls overboard from one of the nearby ships. 
  The undead clamber towards your boat when they spot it, 
  but as they reach to attack, they are thwarted by the 
  translucent sphere. As Koros continues to row, the sphere 
  quietly parts the sea of undead, and you can see the 
  frustration and anger on their faces as their desire to destroy 
  you remains unmet. 
  Koros navigates the rowboat through the 
  tumultuous waters as he imparts what the Myth 
  Nantar forces know about the Devourer: 
   
  • The ship’s magazine is on the first lower deck, just 
  below the main deck, and is located at the rear of 
  the ship. 
  • Koros will throw a rope through one of the ship’s 
  scuppers (a draining hole for sea water) on the 
  main deck, allowing the characters to climb 
  aboard.  
  • The magazine is on the same deck as the crew 
  rowing the galley.  
  • The crew is comprised mostly of skeletons and 
  zombies, with a few apprentice wizards as officers. 
   Koros steadies the rowboat alongside the 
  Devourer and throws a grappling hook through a 
  scupper on the rear of the ship, as promised. 
  Characters must succeed on a DC 15 Strength 
  (Athletics) check to climb the rope. If a party 
  member fails the check they fall into the rowboat 
  and take 3 (1d6) bludgeoning damage.  
   If at least half of the party succeeds on a DC 12 
  Dexterity (Stealth) check at the top of the rope, they 
  avoid the notice of the four skeletons manning the 
  catapults on the rear of the deck as they clamber 
  aboard. The skeletons attack if the party fails in 
  sneaking aboard.  
  2… 
  The stairs leading to the magazine room are covered 
  by a trap door.  A large iron bar with a protruding 
  handle and a spring-loaded mechanism secures the 
  door. The bar can be moved with a successful DC 15 
  Strength (Athletics) check, but must be held in place 
  while another party member opens the door itself 
  with a successful DC 15 Strength (Athletics) check.  
  Sneak aboard the Thayan 
  flagship and plant an 
  explosive to disable the 
  vessel! 
   
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  21 
  Once opened, the party can descend the stairs. The 
  trap door closes and re-engage behind them. The 
  same mechanism is present on the lower side of the 
  trap door when the players want to exit.  
  1… 
  The ship’s magazine is 20 feet long by 30 feet wide 
  and is completely dark. If the characters have 
  darkvision or light sources, they can see wooden 
  powder kegs lashed to the walls. As the characters 
  place the explosive pearl and speak its command 
  word for detonation, those with a passive (Wisdom) 
  Perception score of 15 or higher hear the trap door 
  being opened. If the party members do not hear the 
  trap door, they are surprised as an apprentice 
  wizard, two skeletons, and two zombies descend 
  into the room.  
   Characters may try to avoid combat with the crew 
  members by bluffing their way out. A successful DC 
  18 Charisma (Deception) check allows them to pass 
  unhindered. Award advantage on the roll for clever 
  roleplaying, or if the party has made use of a 
  disguise kit, Thayan robes, or enemy weapons to aid 
  in their plot.  
   If the party engages in combat, each round counts 
  against the detonation countdown.  
   As the characters exit, they must once again 
  disengage the trap door’s locking mechanism with a 
  successful DC 15 Strength (Athletics) check, as 
  another party member lifts the door with a separate 
  DC 15 Strength (Athletics) check. Each unsuccessful 
  pair of checks counts as a round against the 
  detonation countdown. 
  BOOM! 
  As the party ascends through the trap door, a ballista 
  from a Nantarn ship strikes the Devourer. Characters 
  must succeed on a DC 15 Dexterity saving throw or 
  be knocked prone.  
   When the explosive detonates, a fireball fills the 
  lower deck, dealing 42 (12d6) fire damage to each 
  creature there. A successful DC 16 Dexterity saving 
  throw halves the damage for characters on the lower 
  deck for the explosion. If the characters are on the 
  main deck when the explosion occurs, the damage is 
  halved, and a successful DC 16 Dexterity saving 
  throw halves the damage again. 
   Koros and his rowboat are waiting for the 
  characters below the rope still dangling from one of 
  the scuppers; if the characters are in the rowboat 
  when the explosive detonates, they do not take any 
  damage. 
  Ending the Mission 
  If the characters detonate the explosive device on 
  the Devourer, they complete the mission successfully. 
  Otherwise they fail.  
   When the mission is over, have your group captain 
  immediately deliver a mission report (see Appendix 
  F) to the administrator table. When the captain 
  returns, have your group pick a new mission.
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP-DRW01 Assault on Myth Nantar 
   
   
  22 
  Mission 8: Steal a Thayan Vessel 
   
   
  Introduction 
  If the players choose this quest, read or paraphrase: 
  A Thayan keelboat sits anchored a short distance from the 
  thick of the fighting. Given a rowboat and your wits, can you 
  liberate the ship and deliver it to the Nantarn forces? 
  To complete this quest, the characters must steal a 
  Thayan vessel that can be used against the Red 
  Wizards. 
  Setting Off 
  The characters are tasked with boarding a nearby 
  keelboat and sailing to back to the sea elves, who 
  plan to put it to further use in missions to save their 
  city. The keelboat is anchored approximately 500 
  feet from where the characters are lowered in a 
  rowboat from a Nantarn vessel.  
    The party’s first challenge is navigating the 
  choppy waters to the enemy keelboat. The players 
  must succeed on a DC 13 group ability check (adding 
  proficiency in navigator’s tools or water vehicles, if 
  applicable) as they row the boat, navigate towards 
  the ship, and avoid obstacles in the water. Examples 
  of appropriate abilities include, but are not limited 
  to: 
  • A single character may row the boat with a 
  successful DC 15 Strength (Athletic) check; if two 
  characters attempt to row the DC is lowered to 12 
  as they work together.  
  • Characters may direct the boat to avoid cresting 
  waves or floating debris with a successful DC 15 
  Intelligence (Investigation) check. If the check is 
  unsuccessful by 5 or more points, the boat is 
  rocked by the waves or debris and characters 
  must make a DC 15 Dexterity saving throw, taking 
  1d12 bludgeoning damage on a failure as they are 
  knocked around the boat.  
  A successful DC 15 Wisdom (Survival) check will 
  result in direct navigation towards the Thayan 
  keelboat. If the check is unsuccessful by 5 or more 
  points, the first mate (sahuagin baron) is on the 
  ship’s deck by the time the characters arrive at the 
  Thayan vessel, and the DC of the Dexterity 
  (Stealth) check to sneak aboard increases to 17. 
  Permission to Board 
  Once the party arrives at the keelboat, they must 
  decide how to get on board. The following list of 
  methods is not exhaustive, and you should reward 
  clever, reasonable ideas with success: 
   
  • Characters may secure a rope to the deck of the 
  keelboat and climb the rope to board on successful 
  DC 15 Strength (Athletics) checks, as well as a DC 
  15 Dexterity (Stealth) check.  
  • The party can alert the crew of the keelboat and 
  bluff their way aboard with successful DC 15 
  Charisma (Deception) check. 
  Keelboat Features 
  The keelboat has a map in Appendix E and the 
  following features: 
  • Light. A hanging lantern or two casts bright light 
  across the ship. 
  • Rigging. Rigging on the ship can be climbed 
  without an ability check. 
  • Sails. The keelboat has one 10-foot-tall mast with 
  sails. 
  • Ballista. A ballista is mounted on the fore of the 
  deck. Ten ballista arrows are stacked and secured 
  nearby. 
  • Oars. The deck of the ship holds twelve benches 
  and four 15-foot-long oars. When the ship is 
  rowed, crew members sit on these benches to 
  work the oars. 
  • Railing. The deck has a 3-foot-high rail around its 
  perimeter that provides half cover for Medium 
  creatures and three-quarters cover for Small 
  creatures behind it. 
  • Crew. This keelboat is crewed by a captain 
  (sahuagin high priestess), a first mate (sahuagin 
  baron), and two crew members (sahuagin 
  champions) all in service to the Red Wizards. If 
  the party sneaks aboard, the high priestess and 
  baron are in the captain’s cabin and the crew 
  members are on the deck, repairing some of the 
  rigging. 
  Commandeer a Thayan 
  vessel and deliver it to the 
  Nantarn forces to aid in 
  sneaking behind enemy lines. 
   
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  23 
  Adjusting the Scene 
  Here are some suggestions for adjusting this scene, according 
  to your group. 
  • Very Weak or Weak: Remove one sahuagin champion. 
  • Strong: Replace the sahuagin champions with sahuagin 
  blademasters. 
  • Very Strong: Replace the sahuagin high priestess with a 
  necromancer. 
  Sail Away With Me 
  The next challenge for the characters to overcome is 
  how to deliver the keelboat to the Nantarn forces. 
  The DC is 15 for any ability checks the players need 
  to pass in order to convince the crew of the party’s 
  plans or to sneak around them on the vessel. 
  Eliminating the crew is messy, but also an option. 
   In order to steer the vessel, the characters must 
  make use of the ship’s helm, which is protected by a 
  magical glyph. The glyph prevents unauthorized 
  piloting of the ship (the wheel does not turn while 
  the glyph is active), and, every five minutes, tunes 
  itself to a different school of magic. In order to 
  bypass the protection spell, a character must first 
  succeed on a DC 15 Intelligence (Investigation) 
  check to locate it. A successful DC 17 Intelligence 
  (Arcana) check allows a character to discern the 
  current school of magic to which the glyph is tuned. 
  To deactivate the glyph, a character must cast a spell 
  of the same school of magic as the glyph is tuned to 
  into it.  
   To determine what school of magic the glyph is 
  tuned to when the characters approach the helm, 
  roll a d8 and consult the following table: 
  Glyph Schools of Magic 
   
  d8 
  School of Magic 
  1 
  Abjuration 
  2 
  Conjuration 
  3 
  Divination 
  4 
  Enchantment 
  5 
  Evocation 
  6 
  Illusion 
  7 
  Necromancy 
  8 
  Transmutation 
   
   If a character determines the tuning of the glyph 
  but does not cast a spell of the correct school of 
  magic into it, the ship’s crew is alerted, and they 
  attack the characters. 
   If a character determines the tuning of the glyph 
  and correctly disengages it, the steering mechanism 
  of the boat is freed, and the keelboat can be used to 
  pilot the ship away. If the characters need a method 
  of boat propulsion, the DC is 15 for any Strength 
  (Athletics) checks to use the keelboat’s oars.  
  Ending the Mission 
  If the characters liberate the keelboat from its crew, 
  they complete the mission successfully. Otherwise 
  they fail.  
   When the mission is over, have your group captain 
  immediately deliver a mission report (see Appendix 
  F) to the administrator table. When the captain 
  returns, have your group pick a new mission. 
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  24 
  Mission 9: Rally the Sea Elf Military 
   
   
  Introduction 
  If the players choose this quest, read or paraphrase: 
  Living in Myth Nantar, under the protection of the ancient 
  mythal that guards the city, many of the elven forces have 
  not seen true battle before, and as a result are shaken and 
  afraid after their first taste of war. As accomplished 
  adventurers, you’ve been asked to motivate the warriors. 
  To complete this quest, the characters must write 
  and perform an inspirational speech to the gathered 
  military forces. 
  We Will Not Go Quietly Into the Night 
  The Nantarn military forces are fighting hard but 
  struggling to stay afloat. A high-ranking officer of the 
  sea horse cavalry asks the party to speak to an 
  assembled group of fighters. 
   The characters must use what they know of war, 
  despair, and triumph to encourage the elves and 
  their allies to continue to strike back against the Red 
  Wizards. 
  Deserters 
  After the characters speak to the general, a group of 
  sea elves veterans begin fleeing, shouting, “All is lost! 
  We must flee or die!” If a character can convince 
  these deserters to rejoin the fold with a successful 
  DC 15 Charisma (Persuasion) check, all characters 
  have advantage on all Charisma checks made fur the 
  duration of this mission. If they kill the deserters, 
  threaten them, or do nothing, all characters have 
  disadvantage on all Charisma checks made fur the 
  duration of this mission. 
  We Will Not Vanish Without a Fight 
  Players may use Handout 10: Motivational Speech 
  (see Appendix C) when writing their speech. This 
  page details the required elements, and each player 
  is encouraged to work on their own section, though 
  collaboration is rewarding as well. The handout can 
  be separated by section and distributed to players 
  individually. 
  • Introduction: “We are here today…” 
  • Restate the Risk: “We know the odds are against 
  us…” 
  • Reminisce / Historical References: “Did 
  our/elven forces give up when…?” 
  • Reminder / Appeal to Values: “You/We are those 
  who…” 
  • Relationships / Appeal to Individuals: “We fight 
  for…” 
  • Call to Action: “Now let’s return and…” 
  We’re Going to Live On 
  When the speechwriting has been completed, one 
  character needs to perform the speech at the table, 
  the more feeling, the better. Award advantage on the 
  final check if appropriate, making special note to 
  reward any nautical puns or turns of phrase in the 
  speech. 
   Despite the fact that only one player can deliver 
  the speech, the players must succeed on a group 
  check with each character making a DC 15 Charisma 
  (Performance) or Charisma (Persuasion) check. If 
  they pass the group check, the weary forces are 
  successfully roused to fight. 
  Ending the Mission 
  If the characters perform an inspirational speech to 
  the Nantarn forces, and succeed at the group check, 
  they complete the mission successfully, and you 
  should give them Handout 11: You’re Inspired! 
  and tell them to award it to another table of their 
  choice. Otherwise they fail.  
   When the mission is over, have your group captain 
  immediately deliver a mission report (see Appendix 
  F) to the administrator table. When the captain 
  returns, have your group pick a new mission. 
   
   
   
  The sea elf military is 
  overwhelmed by the Thayan 
  forces – can you rouse them? 
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  25 
  Mission 10: Rally the Sea Elf Mages 
   
   
  Introduction 
  If the players choose this quest, read or paraphrase: 
  An exhausted-looking sea elf evoker approaches you and 
  beckons for you to listen. They implore you to travel through 
  the city to a wizard tower and bring back aid from the mages 
  there. 
  To complete this quest, the characters must convince 
  the mages to lend their power to the defense of the 
  city. 
  Tower of Power 
  The mage’s tower that the evoker directs the party 
  to stands 50 feet high and 40 feet in diameter. Unlike 
  the other glimmering and pristine buildings in the 
  city of Myth Nantar, this one shows definite signs of 
  age. The stone and coral from which it was built 
  have become worn and faded. The single visible 
  entrance to the tower is a wooden door at its base.  
  Knock, Knock 
  The door to the tower is locked. A glyph of warding is 
  inscribed on the front door and is trigged when the 
  door is opened. A successful DC 17 Intelligence 
  (Investigation) check, allows a character to discover 
  the glyph without triggering it. If the glyph is 
  triggered, each creature within 20 feet of the door 
  must make a DC 18 Dexterity saving throw. A 
  creature takes 50 (11d8) lightning damage on a 
  failed saving throw, or half as much damage on a 
  successful one. 
  Welcome Home 
  As the characters enter the tower, read or 
  paraphrase the following:  
  The first floor of the tower looks like it was once a nicely 
  furnished sitting room, with plush chairs and footstools 
  neatly arranged around a low table. Several darkened 
  driftglobes float silently along the walls. One side of the room 
  is overgrown with various plant life, and another wall is home 
  to several maps and pieces of art.  As you walk through the 
  room, you sense that this tower has been abandoned. 
  An aquatic assassin vine lurks on the overgrown 
  wall and attempts to constrict any character who 
  investigates the plants. A set of stairs opposite the 
  door leads to the second floor. 
  What’s Cooking? 
  The second floor is the mage’s kitchen. The foods are 
  rotted away or disintegrated; remnants of potions 
  are visible in stoppered glass bottles on the small 
  table in the center of the room. The lone chair at the 
  table rests on its side, with one leg shorter than the 
  others; it appears to have been broken or gnawed off. 
  A set of stairs across the room from the first 
  staircase leads to the third floor. This set of stairs is 
  much more treacherous than the first and requires a 
  successful DC 17 Dexterity saving throw to avoid 
  tumbling through the weakening structure. 
  Characters who fail the save take 2d8 bludgeoning 
  damage as they fall through the wood and stone.  
  When In Doubt, Go to the Library 
  The third floor is clearly the library; the books here 
  were visibly well-loved and well-read. Notes on the 
  table on one side of the room are crumbling around 
  the edges but the writing is still visible, though the 
  handwriting is impossible to decipher. Books are 
  stacked next to the chairs and on the table. 
   A successful DC 15 Intelligence (Investigation) of 
  the books on the table finds one titled In Dire Need. 
  Opening the book triggers the end of a sequester 
  spell, and a sea elf archmage suddenly appears in 
  one of the chairs around the table. She shakes her 
  head and looks up the party.  
  Who Are You? 
  The archmage stands and introduces herself as Zora. 
  She politely asks the characters what their great 
  need is, and patiently waits while they explain their 
  purpose in her tower. If the party asks for her aid in 
  the battle against the Thayans, she laughs quietly to 
  herself and says that she would be of little use in 
  battle after all these years. If the party mentions to 
  Zora that they were promised help from the mages 
  that live here, she pages through her notes before 
  Convince the sea elf mages to 
  lend their considerable skills 
  to the protection of Myth 
  Nantar! 
   
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  26 
  beginning to cast a spell. After a moment a door 
  appears, and Zora invites the party to step through 
  with her.  
  Myth Nantar Calls For Aid 
  Characters who step through the door find 
  themselves in an almost perfect recreation of the 
  tower they just left, though one in much finer 
  condition. Sitting at the table are three more sea elf 
  archmages. Zora introduces them as Ennastrea, 
  Ulidor, and Maevrys. Characters who succeed on a 
  DC 20 Intelligence (History) or (Arcana) check 
  recognize these names, as these wizards are the ones 
  who created the mythal that protects Myth Nantar.  
   Otherwise, the new mages inform the players that 
  they have previously protected the city, but that 
  their power is not to be wielded lightly. The mages 
  have allowed themselves to be cordoned here, to be 
  called upon as a last defense for the city. They ask 
  the party to be sure that the need is great enough to 
  request their aid. 
   The party can convince all four mages to return to 
  the elven city and aid in its defense if they succeed at 
  making a DC 17 group Charisma (Persuasion) check. 
  Advantage on this check can be granted to individual 
  characters if they convey the importance of the city’s 
  need for aid by relating tales of their escapades in 
  and around the city or clever roleplaying.  
  Ending the Mission 
  If the characters locate Zora and convince the mages 
  to defend the city, the mission is over, and they 
  succeed. Otherwise the mission fails. 
   When the mission is over, have your group captain 
  immediately deliver a mission report (see Appendix 
  F) to the administrator table. When the captain 
  returns, have your group pick a new mission.
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP-DRW01 Assault on Myth Nantar 
   
   
  27 
  Mission 11: Rally the Council 
   
   
  Introduction 
  If the players choose this quest, read or paraphrase:  
  The Nantarn Council is on edge after sahuagin recently 
  murdered one of their members, Faeler Xilrys. As such, they 
  keep a large contingent of elite guards in the council chamber 
  but having some of those troops on the field could turn the 
  tide of battle. You stand in the council chamber with seven 
  sea elf councilors. You must convince them to allow some of 
  their bodyguards to join the battle outside. 
  To complete this quest, the characters must get the 
  council to agree to send their bodyguards into the 
  battle against the Red Wizards. 
  Council Chamber 
  The council chamber is a 60-foot-radius, circular 
  room brightly lit by phosphorescent plankton. The 
  chamber’s ceiling is 30 feet high. The council sits at a 
  semicircular table. Their elite guards are poster all 
  around the room’s perimeter. 
  Sea Elves 
  The council chamber holds seven councilors 
  (nobles) and forty elite guards (gladiators). All the 
  sea elves have the following racial traits added to 
  their statistics: 
  • They have darkvision out to a range of 60 feet. 
  • They have advantage on saving throws against 
  being charmed. Magic cannot put them to sleep. 
  • They have a swimming speed of 30 feet and can 
  breathe underwater. 
  • They can speak, read, and understand Common 
  and Elvish. 
   
  Convincing the Council 
  Inform the characters they have time to talk to each 
  council member individually. 
  Councilor Aquill Lannodel 
  Aquill Lannodel (lawful good) is an elderly male still 
  reeling from the death of Faeler Xilrys, his best 
  friend. If the characters chat with Aquill, he tearfully 
  tells them stories about how Faeler and he patrolled 
  the seas to keep Myth Nantar safe from sahuagin. 
  Aquill comments that Faeler was always brave and 
  the first to charge into battle. 
   Aquill is scared he will be killed like Faeler if he 
  sends bodyguards to fight the Red Wizards. A 
  character who argues that Faeler would want the 
  council to give up their bodyguards for the good of 
  Myth Nantar must make a DC 15 Charisma 
  (Persuasion) check. On a success, Aquill is swayed. 
  On a failure, Aquill refuses to speak to them further. 
  Councilor Seyo Kaleel 
  Seyo Kaleel (neutral) is a young male sea elf believes 
  the Red Wizards are going to win the battle. The 
  young councilor sees his bodyguards as his best 
  chance of survival. Though he tries to put on a brave 
  face, a character who succeeds on a DC 15 Wisdom 
  (Insight) check can tell Seyo is despairing and scared. 
   A character who argues that Seyo’s best chances of 
  survival are letting some of the bodyguards join the 
  fray must make a DC 15 Charisma (Persuasion) 
  check. On a success, Seyo is swayed. On a failure, 
  Seyo refuses to speak further to the characters. 
  Councilor Delia Vayanna 
  Delia Vayanna (chaotic good) is a young female sea 
  elf who is convinced the Red Wizards are no actual 
  threat, so the bodyguards are not needed outside.  
   A character who argues the Red Wizards are a 
  much bigger threat than Delia believes must make a 
  DC 15 Charisma (Intimidation) check. On a success, 
  Delia is swayed. On a failure, she will hear no further 
  arguments from them. 
  Councilor Evinas Tellora 
  Evinas Tellora (lawful neutral) is a young female sea 
  elf and the former romantic partner of Councilor 
  Delia Vayanna. A character who succeeds on a DC 20 
  Intelligence (History) check knows the pair were 
  involved. A character who succeeds on a DC 15 
  Wisdom (Insight) check can tell Evinas is still in love 
  with Delia and wants to protect her. If a character 
  accuses Evinas of loving Delia, the councilor denies it, 
  The Nantarn Council keeps 
  too many soldiers as 
  bodyguards. Convince them 
  to send more troops into the 
  fray! 
   
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  28 
  and the characters have disadvantage on all future 
  Charisma checks made to influence Evinas. 
   A character who argues the council is safer with 
  more people fighting the battle outside, must make a 
  DC 15 Charisma (Persuasion) check. On a success, 
  Evinas is swayed. On a failure, she cannot be swayed. 
  Councilor Veras Illath 
  Veras Illath (neutral good) is a middle-aged male sea 
  elf who believes it is irresponsible to send the 
  bodyguards to fight the Red Wizards because 
  spellcasters always win against those who are not. 
  He argues that sending the bodyguards to fight is 
  simply sending good people to die. 
   A character who argues that magic doesn’t always 
  win the day must make a DC 15 Intelligence (Arcana 
  or History) check. On a success, Veras is swayed. On 
  a failure, Veras refuses to speak further. 
  Councilor Naltil Layawah 
  Naltil Layawah (chaotic good) is a middle-aged 
  nonbinary sea elf. Naltil admits they are distracted 
  given the battle outside. Naltil asks the characters to 
  perform their argument as a song, poem, dance, or 
  other piece of entertainment to lighten the mood. 
   If a character’s player performs a song, poem, or 
  other piece, Naltil is swayed. Otherwise have the 
  character make a DC 15 Charisma (Performance) 
  check. On a success, Naltil is swayed. On a failure, 
  Naltil thanks the characters, but their mind has not 
  been changed. 
  Councilor Feyveln Ollella 
  Feyveln Ollella (neutral) is a middle-aged female sea 
  elf terrified of the Red Wizards. She does not want 
  the bodyguards to leave. The only way to sway her is 
  to lie. A character who assures Feyvlen everything 
  will without a doubt be fine if the guards leave must 
  make a DC 15 Charisma (Deception) check. On a 
  success, she is swayed. On a failure, she refuses to 
  trust the characters. 
  Decision 
  After the characters have had a chance to interact 
  with all of the councilors, the council convenes to 
  make a decision. 
  • If the characters swayed all seven council 
  members, the council agrees to the characters’ 
  request, releases some of their bodyguards. The 
  mission is over. The characters succeed. 
  • If the characters swayed four to six council 
  members, the council needs a final assurance 
  before allowing the characters (see “Final Test”). 
  • If the characters swayed three or fewer council 
  members, the council does not approve their final. 
  The mission is over. The characters fail. 
  Final Test 
  If the characters must give the council a final 
  assurance, Veras Illath asks the characters to 
  undertake this test: 
  “Pick your best warrior. If one of our guards can defeat that 
  hero in one-on-one combat to the unconsciousness, we will 
  know we are safer with fewer guards, and release many of 
  them to go fight. No throwing the battle!” 
  One character must volunteer to battle one of the 
  guards. In order to succeed on this mission, the 
  character must lose, but make it look as if they were 
  trying to succeed. A character who succeeds on a DC 
  17 Charisma (Deception) check puts on a convincing 
  show during the fight. Other characters can try to aid 
  the character with spells like minor illusion, granting 
  advantage on the check. If the character fails this 
  check, the character can still turn that failure into a 
  success by allowing the guard to beat them to the 
  point of unconsciousness (reducing the character to 
  0 hit points). The council stabilizes the character but 
  provides no healing beyond this. If the check 
  succeeds, the council is fooled, the mission is over, 
  and the characters succeed. 
   If the character fails the check and doesn’t fall 
  unconscious, the council can tell the character is 
  throwing the fight, refuses the characters’ request, 
  the mission is over, and the characters fail. 
  Ending the Mission 
  When the mission is over, have your group captain 
  immediately deliver a mission report (see Appendix 
  F) to the administrator table. When the captain 
  returns, have your group pick a new mission. 
   
   
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  29 
  Mission 12: Find the Kwalish Arms 
   
   
  Introduction 
  If the players choose this quest, read or paraphrase: 
  The sea elves of Myth Nantar have little use for an apparatus 
  of Kwalish, so they didn’t much care when their last one was 
  destroyed, the parts scattered across the sea floor. Now that 
  the Thayans are attacking, the elves can use all the help they 
  can get – and if you can find the arms of the apparatus, you 
  can rebuild this weapon! 
  To complete this quest, the characters must find 
  both arms of the apparatus of Kwalish. 
  Finding the Arms 
  The party must descend to the floor of the Sea of 
  Fallen Stars and search for two arms of an apparatus 
  of Kwalish among the plant life and marine debris. At 
  this depth, there is no light that makes its way from 
  the surface. 
  Arm 1 
  Characters with a passive Wisdom (Perception) 
  score of 15 or higher can hear the clanging of metal 
  on metal reverberating through the water and are 
  able to follow the noise to a heap of twisted scraps of 
  metal and rotting wood, all debris from a sunken 
  ship. Various wooden beams and metal scraps have 
  been stood on end and formed into a curricular 
  arena 80 feet in diameter, and the metallic sounds 
  emanate from it.  
   Inside the makeshift arena are two hydroloths. 
  One holds a greatsword, and the other is wielding an 
  arm of the apparatus. They are dueling.  
   If at least half of the party succeeds on a DC 17 
  Dexterity (Stealth) check when nearing the arena, 
  they avoid the notice of the hydroloths and can wait 
  until they defeat each other. When the duel is over, 
  the combatants drop their weapons and depart. 
  Party members who wait for the hydroloths to leave 
  can dislodge the arm from the sea floor with a 
  successful DC 15 Athletics (Strength) check. 
   If at least half of the party fails on a DC 17 
  Dexterity (Stealth) check when nearing the arena, or 
  if the party attacks, both hydroloths fight to the 
  death. The hydroloths use the items that they clutch 
  as improvised weapons. The arm of the apparatus 
  can withstand being used for four attacks before it 
  breaks. If the arm is broken, the mission is over, and 
  the characters fail. 
   If any characters speak Abyssal, Infernal, or via 
  Telepathy, they can try to bargain with the 
  hydroloths for the arm. If each character offers the 
  hydroloths a story, memory, or piece of information 
  that the hydroloths can take to their masters, they 
  will give up the arm. 
  Arm 2 
  The second arm of the apparatus is at the center of a 
  massive whirlpool 110 feet in diameter. Being fairly 
  light, it bobs at the center of the vortex 50 feet above 
  the sea floor and is not tossed about by the 
  whirlpool. Party members may retrieve it by 
  physically entering the whirlpool or through magical 
  means. 
  Creatures in Whirlpools 
  When a creature moves into the whirlpool or starts its turn 
  there, it must make a DC 15 Strength (Athletics) check. On a 
  success, the creature can move normally. On a failure, the 
  creature is immediately moved 25 feet laterally toward the 
  vortex’s center, and the creature is restrained by the 
  whirlpool until the start of its next turn. If the creature 
  reaches the whirlpool’s center, the creature plunges a 
  number of feet underwater equal to the whirlpool’s velocity, 
  and the creature must succeed on a DC 15 Constitution 
  saving throw or gain a level of exhaustion as the whirlpool 
  knocks them about.  
  Ending the Mission 
  If the characters recover both arms, the mission is 
  over, and they succeed. Otherwise they fail. If the 
  characters succeed and have successfully completed 
  mission 13, give them Handout 5: Apparatus of 
  Kwalish and inform them they can use the magic 
  item for the remainder of the event, or give it to any 
  other table of any tier to use for the remainder of the 
  event. 
   When the mission is over, have your group captain 
  immediately deliver a mission report (see Appendix 
  F) to the administrator table. When the captain 
  returns, have your group pick a new mission. 
  The arms of our apparatus of 
  Kwalish are laying 
  somewhere along the sea 
  floor! Find them! 
   
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  30 
  Mission 13: Find the Kwalish Legs 
   
   
  Introduction 
  If the players choose this quest, read or paraphrase:  
  The last person to pilot the Myth Nantar apparatus of 
  Kwalish got hit by something big. They managed to escape 
  whatever it was, but all six of the apparatus’s legs fell off and 
  sank to the bottom of a sea canyon. Find them to help us 
  rebuild a powerful weapon! 
  To complete this quest, the characters must find all 
  six legs of the apparatus of Kwalish. 
  Finding the Legs 
  To find the legs of the apparatus of Kwalish, the 
  characters must enter an undersea gorge shrouded 
  in darkness. Each time the characters search for a leg, 
  they must make a DC 15 group ability check. Each 
  character can choose to use any of the following 
  abilities: Strength (Athletics), Intelligence 
  (Investigation), or Wisdom (Perception or Survival). 
  The characters can use the locate object spell or 
  similar magic to find the legs, bypassing the need for 
  a check. If the check succeeds, the characters find a 
  leg. 
   The first and second time the characters fail the 
  check, they experience an encounter (see “Gorge 
  Threats”). The third time the characters fail this 
  check, they cannot find any legs, the mission is over, 
  and they failed. 
  Leg 1 
  The first leg the characters find is on a rocky ledge in 
  the gorge, just barely peeking out from under a pile 
  of rocks. The leg is wedged into the rocks, but a 
  character can remove it with a successful DC 15 
  Athletics (Strength) check. Removing the legs causes 
  a small landslide in the gorge and each character 
  within 20 feet of the rock pile must make a DC 15 
  Dexterity saving throw, taking 22 (4d10) 
  bludgeoning damage on a failed save, or half as much 
  damage on a successful one. 
  Leg 2 
  Quiron (neutral male merfolk salvager) lives in the 
  gorge and found one of the legs. The merfolk carries 
  the leg with him, which he uses as a digging tool. If 
  he learns the characters want the leg, he readies an 
  action to break the leg if attacked. If the leg is broken, 
  the mission is over, and the characters fail. 
   If the characters ask for the item, Quiron wants 
  something in return. He’ll accept any combination of 
  gold, gems, or items worth 100 gp. If a character 
  explains they need the leg to help stop a battle with 
  the Red Wizards and succeeds on a DC 17 Charisma 
  (Persuasion) check, Quiron hands over the leg for 
  free. The item can be successful stolen from Quiron 
  with a successful DC 15 Dexterity (Sleight of Hand) 
  check. Quiron only attacks the characters if his life 
  depends on it. 
  Leg 3 
  The third leg the characters find is at the bottom of 
  the gorge, covered in powdery substance known as 
  sea snow, which is the remains of dead sea life. This 
  sea snow has absorbed the necromantic energy of 
  the Red Wizards’ spells. Any character that touches 
  the snow must make a DC 15 Constitution saving 
  throw or take 10 (3d6) necrotic damage. The 
  creature’s hit point maximum is reduced by an 
  amount equal to the necrotic damage taken. The 
  reduction lasts until the target finishes a long rest.  
   The snow is stuck to the leg but can be scraped off 
  by a character willing to touch the leg. 
  Leg 4 
  When the characters find the fourth leg, read or 
  paraphrase: 
  Five dark forms come out of the abyss toward you. These 
  behemoth fish with menacing jaws move with surprising 
  speed through. One of these giant sharks seems to grin as it 
  gets closer, showing a glinting piece of metal stuck between 
  its teeth. 
  The fourth leg the characters find is stuck in the jaws 
  of a giant shark traveling with four others of its 
  kind. If the characters attack, the shark swallows the 
  leg during the battle, and the characters can retrieve 
  it from the shark’s corpses by making a successful 
  DC 17 Wisdom (Medicine) check. 
   A character can approach the sharks without the 
  beasts attacking by making a successful DC 15 
  Wisdom (Animal Handling) check. A character who 
  gets close to the shark can remove with leg from its 
  The legs of our apparatus of 
  Kwalish are somewhere in 
  this undersea gorge! Find 
  them! 
   
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  31 
  jaws with a successful DC 15 Wisdom (Medicine) 
  check. Failing either check results in the sharks 
  attacking. 
  Leg 5 
  When the characters find the fourth leg, read or 
  paraphrase: 
  A barnacle-covered shipwreck sits at the bottom of the 
  ocean, seeming almost entirely intact. You can see a long 
  piece of metal protruding from the deck. 
  The fifth leg is on the deck of a shipwreck at the 
  bottom of the gorge. From a distance the galley looks 
  to be completely intact. A detect magic spell reveals 
  the ship radiates an aura of necromancy magic. This 
  ship is the Wight, a Red Wizard galley that was 
  destroyed at the beginning of the battle that 
  absorbed the spirits of its crew. 
   Characters with a passive Wisdom (Perception) 
  score of 18 or higher notice the surface of the ship is 
  covered in hairline cracks. When a character gets 
  within 60 feet of the shipwreck, it explodes in a 
  cloud of spinning wood splinters with a 90-foot 
  radius. Creatures that enter or start their turns in 
  the cloud take 33 (6d10) piercing damage. 
   The leg floats at the center of this cloud, held in 
  place by magic. A creature removes the leg with a 
  successful DC 17 Strength (Athletics) check. 
   A successful casting of the dispel magic spell (DC 
  19) causes the cloud to collapse. 
  Leg 6 
  The sixth leg the characters find is in a cave at the 
  bottom of the gorge. An opening in the cave’s ceiling 
  leads down into a spherical chamber with a 90-foot 
  radius. The leg is clutched in the claw of a sleeping 
  adult green dragon named Noxitrollo, who has 
  made this sea cave his lair. 
   A character can sneak into the cave without 
  disturbing Noxitrollo with a successful DC 22 
  Dexterity (Stealth) check. Noxitrollo clutches the leg 
  tightly, but a character who succeeds on a DC 22 
  Dexterity (Sleight of Hand) check coaxes the leg from 
  the dragon’s hand without waking him. If either 
  check fails, the dragon attacks, fighting until reduced 
  to half its hit points then fleeing. When the dragon 
  attacks, it drops the leg to the floor of the cave. 
  Gorge Threats 
  The first and second time the characters fail to find a 
  leg (see “Finding the Legs”) they encounter a 
  monstrous threat in the gorge. 
  First Failure 
  The first time the characters fail to find a leg, they 
  encounter a sahuagin high priestess and four 
  sahuagin blademasters. The sahuagin are hunting 
  for sharks to capture but settle for tearing apart 
  adventurers. They fight until one remains then flee. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene, according 
  to your group. 
  • Very Weak: The sahuagin blademasters have 70 hit points. 
  • Weak: The sahuagin blademasters have 80 hit points. 
  • Strong: Add one sahuagin blademaster. 
  • Very Strong: Add one sahuagin blademaster and a giant 
  shark. 
  Second Failure 
  The second time the characters fail to find a leg, they 
  encounter two drowned masters looking for allies 
  of the sea elves to attack. The undead fight to the 
  death. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene, according 
  to your group. 
  • Very Weak: The drowned masters have 100 hit points. 
  • Weak: The drowned masters have 125 hit points. 
  • Strong: Add one drowned master. 
  • Very Strong: Add one drowned master. The drowned 
  masters have 200 hit points. 
  Ending the Mission 
  If the characters recover all six legs, the mission is 
  over, and they succeed. Otherwise they fail. If the 
  characters succeed and successfully completed 
  mission 12, give them Handout 5: Apparatus of 
  Kwalish and inform them they can use the magic 
  item for the remainder of the event, or give it to any 
  other table of any tier to use for the remainder of the 
  event. 
   When the mission is over, have your group captain 
  immediately deliver a mission report (see Appendix 
  F) to the administrator table. When the captain 
  returns, have your group pick a new mission. 
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  32 
  Mission 14: Protect the Librarian 
   
  Introduction 
  If the players choose this quest, read or paraphrase: 
  The Librarian is an ancient statue carved of gem that resides 
  in Myth Nantar’s Hall of Living Memory. The Librarian is the 
  reason that the Red Wizards are invading the city, and the 
  statue must be protected at all costs! 
  To complete this quest, the characters must defeat 
  the Thayan attackers who are trying to steal the 
  Librarian.  
  The Great Hall 
  The Hall of Living memory is an underwater, two-
  story chamber with an enormous domed roof. The 
  massive, ancient statue known to the people of Myth 
  Nantar as the Librarian floats in the center of the 
  dome. The hall is a remarkable structure, and one of 
  the few in Myth Nantar that has glass. In the middle 
  of the domed ceiling is a thick stained-glass circle 
  that illuminates the Librarian as light shines through 
  it.  
  Area Information 
  This area is depicted as a map in Appendix E and 
  has the following features: 
   Dimensions & Terrain. The hall itself is circular 
  with an 80-foot diameter. 15 feet above the first 
  floor is a 15-foot-wide balcony around the perimeter 
  of the room; the domed ceiling rises from 15 feet 
  above the balcony to 30 feet above the center of the 
  room. Eight large floor-to-ceiling windows (15 feet 
  square) are spaced evenly around the main floor and 
  balcony. 
   Lighting. The chamber is brightly lit with 
  phosphorescent plankton and light coming through 
  the ceiling’s window. 
  The Thieves 
  The Thayans have teamed up with a tribe of 
  sahuagin and asked them to infiltrate the Hall of 
  Living Memory and destroy its protectors. The 
  sahuagin relish the thought of desecrating 
  something so precious to the sea elves.  
   The invading forces consist of a sahuagin high 
  priestess, two sahuagin blademasters, and one 
  sahuagin wave shaper.  
  Zombie Sharks 
  At the beginning of the third round of combat, two 
  zombie sharks arrive, which the sahuagin high 
  priestess commands to join the battle. The zombie 
  sharks charge towards the Librarian through one of 
  the hall’s large windows. The sharks focus on 
  attacking anyone that stands between them and the 
  Librarian. The zombie sharks use the statistics of a 
  tyrannosaurus zombie with the addition of a 40-
  foot swim speed. 
  Adjusting the Scene 
  Here are some suggestions for adjusting this scene, according 
  to your group.  
  • Very Weak: Replace the sahuagin blademasters with 
  sahuagin champions. 
  • Weak: Remove one sahuagin blademaster. 
  • Strong: Add one sahuagin champion. 
  • Very Strong: Add one tyrannosaurus zombie. 
  The Librarian 
  If any being, alive, dead, or undead, touches the 
  Librarian, the Librarian takes memories from the 
  trespasser. The transgressor must make a successful 
  DC 20 Intelligence saving throw or come under the 
  effect of a permanent effect that resembles the 
  feeblemind spell. 
  Ending the Mission 
  If the characters prevent the sahuagin forces from 
  obtaining the Librarian, they complete this mission 
  successfully. 
   When the mission is over, have your group captain 
  immediately deliver a mission report (see Appendix 
  F) to the administrator table. When the captain 
  returns, have your group pick a new mission. 
  Thayan forces desire 
  nothing more than an 
  ancient statue known as 
  the Librarian. Stop them!   
   
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  33 
  Mission 15: Protect the Armory 
   
   
  Introduction 
  If the players choose this quest, read or paraphrase:  
  Several barnacle-covered, rotting undead humanoids bang 
  weapons and fists against a domed building made of coral. 
  The Myth Nantar armory is starting to crack under the 
  assault. You must stop them! 
  To complete this quest, the characters must defeat 
  the undead attacking the Myth Nantar armory and 
  save the structure from destruction. 
  The Undead 
  Five drowned assassins and five drowned ascetics 
  attack the armory. The drowned have orders to 
  bring the armory down and do not engage the 
  characters unless they can be reached. If the 
  characters try to keep their distance during the fight, 
  the assassins attack while the ascetics continue to 
  attack the building. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene, according 
  to your group. 
  • Very Weak: Remove one drowned assassin. 
  • Weak: Remove one drowned ascetic. 
  • Strong: Add one drowned ascetic. 
  • Very Strong: A necromancer that can breathe underwater 
  commands the undead. 
  Special Bluerot 
  These drowned have been enhanced by the Red 
  Wizard necromancer that created them and have a 
  more rapid version of the disease bluerot (see the 
  “Bluerot” sidebar in Appendix A). In this version of 
  the disease, the boils manifest immediately upon 
  infection, and a creature infected with the disease 
  must make a DC 12 Constitution saving throw at the 
  end of every mission instead of at the end of each 
  long rest. If a character infected with the disease 
  during this epic survives the ordeal, they can 
  purchase healing services as normal. 
  The Armory 
  The armory is already damaged and starting to crack. 
  It has AC 15, 150 hit points remaining, immunity to 
  poison and psychic damage, and a damage threshold 
  of 5. If the armory falls, the mission is over, and the 
  characters fail. 
  Dracolich Attack! 
  After the characters destroy the undead outside the 
  armory, read or paraphrase: 
  An enormous rumble comes from within the armory. 
  Something must have burrowed inside of it! 
  Getting Into the Armory 
  To get inside the armory, the characters must get 
  through the locked armory door, which has AC 19, 
  27 hit points, and immunity to poison and psychic 
  damage. The lock can be picked with a successful DC 
  18 Dexterity check with thieves’ tools. The door can 
  be forced open with a successful DC 20 Strength 
  (Athletics) check. While the characters attempt to 
  get into the armory, the dragon inside attacks the 
  structure (see inside the armory). 
  Inside the Armory 
  When the characters get inside the armory, read or 
  paraphrase: 
  An enormous undead dragon claws the coral walls of the 
  armory, knocking weapon and armor racks to the ground and 
  damaging the structure. An enormous hole in the floor gives 
  way to a dark tunnel. 
  Calzocatrix, an adult black dracolich, clawed her 
  way into the armory from below and is trying to 
  bring down the structure. The Red Wizards made a 
  deal with the dragon and turned her into a dracolich 
  in exchange for a year of service. When she notices 
  the characters, she fights until reduce to half her hit 
  points then flees. 
   Illumination. Phosphorescent plankton shine 
  bright blue light in the armory. 
   Dimensions. The armory is a 40-foot-tall, domed, 
  cylindrical structure with a 50-foot radius. 
   Hole. A hole with a 15-foot diameter is in the 
  center of the floor. This hole descends 100 feet into 
  Thayan undead are 
  attacking the Myth Nantar 
  armory. You must defend 
  it!      
   
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  34 
  darkness and connects to a natural cavern outside of 
  Myth Nantar. 
   Weapon-Covered Floor. Mundane armor and 
  weapons cover the floor. The characters can find 
  multiple versions of every weapon in chapter 5 of 
  the Player’s Handbook as well as thirty suits of 
  leather armor and twenty shields. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene, according 
  to your group. 
  • Very Weak: The adult black dracolich has 150 hit points. 
  • Weak: The adult black dracolich has 175 hit points. 
  • Strong: The adult black dracolich has 250 hit points. 
  • Very Strong: The adult black dracolich has 289 hit points. 
  Ending the Mission 
  If the characters defeat the undead and the armory 
  remains intact, they complete this mission 
  successfully. Otherwise they fail. 
   When the mission is over, have your group captain 
  immediately deliver a mission report (see Appendix 
  F) to the administrator table. When the captain 
  returns, have your group pick a new mission. 
   
   
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  35 
  Mission 16: Protect the Council 
   
   
  Introduction 
  If the players choose this quest, read or paraphrase:  
  Rotting undead and bald wizards in red robes walk on the 
  seafloor toward you. You are all that stands between them 
  and the Myth Nantar council chamber. 
  To complete this quest, the characters must defeat 
  the forces attacking the Myth Nantar council 
  chamber. All creatures in this mission fight to the 
  death. 
  Red Wizards Underwater 
  The Red Wizards in this battle can breathe 
  underwater thanks to potions of water breathing. 
  Wave 1 
  The first wave of enemies the characters face 
  consists of two Red Wizard necromancers and four 
  drowned ascetics. At the end of the third round of 
  combat, the next wave of enemies arrives. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene, according 
  to your group. 
  • Very Weak: Remove one necromancer. 
  • Weak: Remove two drowned ascetics. 
  • Strong: Replace one necromancer with an archmage. 
  • Very Strong: Replace both necromancers with archmages. 
  Wave 2 
  The next wave of enemies the characters face 
  consists of five drowned assassins. At the end of 
  the sixth round of combat, the next wave of enemies 
  arrives. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene, according 
  to your group. 
  • Very Weak or Weak: Remove one drowned assassin. 
  • Strong: Increase the drowned assassins’ hit points to 88. 
  • Very Strong: Increase the drowned assassins’ hit points to 
  99. 
  Wave 3 
  The third wave of enemies the characters face 
  consists of a Red Wizard mage and two storm giant 
  skeletons. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene, according 
  to your group. 
  • Very Weak: The storm giant skeletons have 80 hit points. 
  • Weak: The storm giant skeletons have 100 hit points. 
  • Strong: The storm giant skeletons have 140 hit points. 
  • Very Strong: Add an archmage. 
  In the War Zone 
  The battle in Myth Nantar is chaotic and full of 
  dangerous events. Every round on initiative count 0, 
  roll for a random event on the War Zone table. 
  War Zone 
  D4 
  Event 
  1 
  Crossbow Bolt 
  2 
  Ink Cloud 
  3 
  Rogue Spell 
  4 
  Undead Quippers 
  Crossbow Bolt 
  A rogue crossbow bolt from another battle flies 
  through the area toward a random creature of the 
  DM’s choice. Make an attack roll with a +8 bonus 
  against that creature. If the attack hit, it deals 1d6 + 
  5 piercing damage. 
  Ink Cloud 
  An ink cloud from an undead kraken submersible 
  engulfs the area, heavily obscuring all vision until 
  initiative count 0 of the next round. 
  Rogue Spell 
  A spell cast by a Red Wizard in another battle 
  careens toward a random creature of the DM’s 
  choice. Roll or choose a spell from the Rogue Spells 
  table. If the spell is a cantrip, roll a d20 to determine 
  the level of the creature that cast the spell. These 
  spells have a +9 bonus to hit and a spell save DC of 
  17. 
  Thayan forces are 
  gathered outside the 
  council chamber. Defend 
  our leaders!      
   
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  36 
  War Zone 
   
  1 
  Acid splash 
  2 
  Chill touch 
  3 
  Ray of frost 
  4 
  Chromatic orb 
  5 
  Ray of sickness 
  6 
  Lightning bolt 
  Undead Quippers 
  A school of undead quippers swims through the area. 
  Each character must succeed on a DC 15 Dexterity 
  saving throw or take 11 (2d10) piercing damage. 
  Ending the Mission 
  If the characters defeat the Red Wizards forces, they 
  complete this mission successfully. Otherwise they 
  fail. 
   When the mission is over, have your group captain 
  immediately deliver a mission report (see Appendix 
  F) to the administrator table. When the captain 
  returns, have your group pick a new mission. 
   
   
  d6 
  Hazard 
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  37 
  Special Mission 1: Stop the Thayan Weather Wizard 
  The first TIER 2 group to successfully complete one 
  regular mission is assigned Special Mission 1. The 
  administrator will inform you if your table is 
  selected for this special mission, after which you 
  should begin this event immediately. 
  Introduction 
  When this mission begins, read or paraphrase: 
  You have been selected for a special mission. Oceanus calls 
  you to his flagship for a meeting. He says, “A small fleet of 
  Thayan vessels is heading towards Myth Nantar much more 
  quickly than should be possible. We’ve received reports of a 
  Red Wizard who is manipulating the weather to speed their 
  ships. One of our mages will teleport you to his location so 
  that you may deal with him directly. Be safe!” 
   
  The outcome of this mission directly affects play at tables 
  across this epic event.  
   To complete this quest, the characters must kill the 
  Thayan wizard who is controlling the weather.  
  A Foul Wind Blows 
  Just before departure, the mage in charge of 
  transport warns the characters that they will be 
  depositing the party aboard the main deck of a 
  Thayan warship. Another mage will be transporting 
  another fighting party who will dispatch the ship’s 
  crew so that the characters can focus on the wizard 
  controlling the weather.  
  Warship Features 
  A warship uses the map in Appendix E and has the 
  following features: 
  • Dimensions. The main deck of the warship is 40 
  feet long and 20 feet wide. A mast is in the center, 
  and there are stairs up to the forecastle (in the 
  front of the ship) and quarterdeck (at the rear). 
  • Rigging. Rigging on the ship can be climbed 
  without an ability check. 
  • Sails. The ship has three 80-foot-tall masts with 
  sails to catch the wind. 
   Standing just in front of the ship’s forecastle is an 
  evoker casting the control weather spell. The evoker 
  has already cast mage armor. On the main deck with 
  him are two Thayan apprentices, while two 
  greater zombies stand on the forecastle above them. 
  The second wave of fighters transported by the 
  mages make short work of the rest of the ship’s crew.  
   On the forecastle with the greater zombies is the 
  ship’s ballista and ten bolts. Before it can be fired, it 
  must be loaded and aimed. It takes one action to load 
  the weapon, one action to aim it, and one action to 
  fire it. The greater zombies may use their actions to 
  load, aim, and fire the ballista.  
  Adjusting the Scene 
  Here are some suggestions for adjusting this scene, according 
  to your group.  
  • Very Weak: Remove one greater zombie and one Thayan 
  apprentice. 
  • Weak: The evoker has no remaining 6th level spell slots. 
  • Strong and Very Strong: The evoker has 108 hit points. 
  Ending the Mission 
  If the characters dispatch the Red Wizard, the 
  mission is over, and the characters succeed. 
   If the characters retreat (or are defeated) and fail 
  to kill the Red Wizard, they fail the mission. 
   When the mission is over, have your group captain 
  immediately deliver a special mission report (see 
  Appendix G) to the administrator table. When the 
  captain returns, have your group pick a new mission. 
   
   
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  38 
  Special Mission 2: Destroy the Line-Breaker 
  The second TIER 2 group to successfully complete 
  one regular mission is assigned Special Mission 2. 
  The administrator will inform you if your table is 
  selected for this special mission, after which you 
  should begin this event immediately. 
  Introduction 
  If the players choose this quest, read or paraphrase: 
  The Nantarn forces are being decimated by the Thayan line-
  breaker, a massive ship that itself is an undead death kinght. 
  The heat of battle may serve as the kind of distraction 
  needed for someone to board it and destroy it from the 
  inside. The outcome of this mission directly affects play at 
  tables across this epic event. 
  To complete this quest, the characters must make 
  their way aboard the Thayan line-breaker ship, a 
  death knight-dreadnaught, navigate it, and blow 
  up the pilot room. Though made from undead flesh, 
  treat the vessel as an object. 
  All Aboard 
  The party has been advised that their best chance of 
  sneaking aboard the line-breaker through its ballast 
  tanks. Once out of the tanks, the characters can head 
  upwards to the main deck and the pilot room, which 
  is directly beneath the ship’s forecastle. The 
  characters avoid detection entering the ship’s ballast 
  tanks from the sea if more than half the group is 
  successful on a DC 15 Dexterity (Stealth) check. 
  Exiting the tanks on the inside of the ship will 
  require a successful DC 15 group Strength 
  (Athletics) check as the characters open a hatch to 
  escape.  
  Line-breaker Features 
  The line-breaker has the following features: 
  • Ceilings. The ceilings in the lower deck, holds, and 
  cabins are 8 feet high with 6-foot-high doorways. 
  • Doors. The ship’s doors are made of flesh and have 
  AC 15, 18 hit points, and immunity to necrotic, 
  poison, and psychic damage. A lock can be picked 
  with a successful DC 15 Dexterity check made 
  using thieves’ tools, or the door can be forced open 
  with a successful DC 20 Strength (Athletics) check. 
  • Light. Hanging lanterns cast bright light 
  throughout the ship. 
  • Rigging. Rigging on the ship can be climbed 
  without an ability check. 
  • Sails. The ship has three 80-foot-tall masts with 
  sails to catch the wind and oars on the lower deck 
  for rowing. 
  Bottoms up 
  The lowest level of the vessel is well-lit but contains 
  mostly more ballast tanks and some water-worn 
  crates. Everything is fairly damp, but a set of stairs 
  near the front of the ship leads upwards. The door at 
  the top of the stairs is locked but not trapped. Loud 
  noises from the battle raging outside boom and 
  reverberate through the ship.  
  Lower Deck 
  Taking the stairs leads the party into the crew’s 
  quarters, which is filled with rope hammocks 
  attached to every outer wall. Several footlockers line 
  the walls beneath the hammocks, where the crew 
  members store their belongings.  Footlockers on the 
  ship are iron and have AC 19, 18 hit points, and 
  immunity to poison and psychic damage.  
   Two hulking crewmembers (water elemental 
  myrmidons) are in their hammocks, somehow 
  sleeping through the fights. If the characters attract 
  too much attention (or make too much noise forcing 
  open the footlockers), the crewmembers wake up.   
   A set of stairs (directly next to the downward 
  stairs) leads up to the oar deck. 
  Oar Deck 
  The party emerges on the oar deck, where a dozen 
  benches line each wall of the line-breaker. Four are 
  currently occupied, two rowers (greater zombies) 
  on each side of the vessel. At the far end of the deck, 
  two skeleton drummers pound out a thrumming 
  beat, keeping time for the rowers. Neither the 
  greater zombies nor the skeletons are particularly 
  bright, but the players may still need to fight or 
  deceive their way through the oar room.  
   If the drumming stops, the ship’s quartermaster, a 
  kraken priest, emerges from his quarters behind 
  the stairs to find out why.  
   A set of stairs (directly next to the downward 
  stairs) leads up to the main deck. 
  Main Deck 
  The main deck is pure chaos, as the line-breaker is in 
  the midst of battle.  Most of the crew (greater 
  zombies) is scrambling under the orders of the 
  captain (mage), who is supervising the action from 
  the quarterdeck at the rear of the ship. The pilot 
  room is directly opposite the quarterdeck, 
  underneath the forecastle, where a ballista is being 
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  39 
  loaded, aimed, and fired by a pair of water 
  elemental myrmidons. Ropes, crates, and bodies 
  litter the deck itself. 
  Pilot Room 
  The pilot room is littered with maps, plans, and 
  navigational equipment. Allow the players to each 
  contribute one method of destruction as they decide 
  how best to wreck the pilot room and its contents. If 
  they linger too long, the ship’s bosun and first mate 
  (mages) enter in search of a particular map and are 
  not be pleased by the intruders. 
   When the characters are making their escape from 
  the line-breaker, if they have no other options, they 
  may jump overboard and swim towards the closest 
  friendly vessel, or tread water until help arrives. 
  Ending the Mission 
  If the characters destroy the ship’s pilot room, the 
  mission is over, and the characters succeed. 
   If the characters fail to destroy the ship’s pilot 
  room, they also fail the mission. 
   When the mission is over, have your group captain 
  immediately deliver a special mission report (see 
  Appendix G) to the administrator table. When the 
  captain returns, have your group pick a new mission.
   
   
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  40 
  Special Mission 3: Save the Turmish Merchant Ship 
  The first TIER 2 group to successfully complete two 
  regular missions that has not already tackled 
  another special mission is assigned Special Mission 3. 
  The administrator will inform you if your table is 
  selected for this special mission after which you 
  should begin this event immediately. 
  Introduction 
  When this mission begins, read or paraphrase: 
  You have been selected for a special mission. Oceanus calls 
  out, “The Star Runner, a Turmish merchant galley carrying 
  magical ammunition to us, is caught in a losing battle with 
  our enemy. You must try to distract the Thayans long enough 
  for the Star Runner to get away, but if you cannot, destroy 
  the Turmish ship. We cannot let our enemies get the cargo!” 
   
  The outcome of this mission directly affects play at tables 
  across this epic event.  
  This mission has varying levels of success (see 
  “Ending the Mission”). The characters are the 
  officers on a warship for this mission and command 
  a crew of forty guards. This mission uses the ship 
  combat rules from Appendix C. 
  Red Wizard Forces 
  The Red Wizards forces are aboard the Specter, a 
  warship with the following crew: 
  • One captain (mage) 
  • Five other officers: a first mate, a bosun, a 
  quartermaster, a surgeon, and a cook (apprentice 
  wizards) 
  • Twenty-five sailors (skeletons) 
  • Eight siege engineers (zombies) 
   
  Adjusting the Scene  
  If your party is very weak, they face only one Red Wizard 
  warship. 
  The Turmish Merchants 
  The Turmish merchant ship is a galley called the 
  Star Runner. The galley’s hull has 200 hit points 
  remaining, and its weapons have been destroyed 
  when the characters arrive. It has the following 
  crew: 
  • One captain (noble) 
  • Five other officers: a first mate, a bosun, a 
  quartermaster, a surgeon, and a cook (guards) 
  • Forty-two sailors (commoners) 
  The Battle 
  When the characters arrive, the Star Runner is 300 
  feet away from the Red Wizard’s ship, being 
  bombarded with spells and siege weapon attacks. 
  The characters’ vessel starts 300 feet away from the 
  Star Runner, opposite the Red Wizard ships. The Red 
  Wizard forces focus on attacking the characters’ ship 
  once it gets within range of their weapons, giving the 
  Star Runner a chance to escape. When the battle 
  begins, read or paraphrase: 
  A warship with blood red sails crewed by skeletons and 
  zombies speed toward a defenseless galley scarred with 
  burns. The undead turn their siege weapons turn toward 
  your vessel, calling and cursing at you over the choppy sea. 
  Ending the Mission 
  If the characters destroy the Red Wizard ship, kill 
  the Red Wizard crew, or the characters’ ship remains 
  intact for 5 rounds, they buy the Star Runner enough 
  time to get away, the mission is over, the characters 
  succeed, and you should read or paraphrase: 
  The Star Runner rows toward your fleet, now safe as you 
  allies’ ships come out to meet it. You have won the day! 
   If the Star Runner is destroyed, the Red Wizards 
  and the characters’ allies cannot get the ship’s cargo, 
  the mission is over and ends in a draw. 
   If the characters’ ship is destroyed, the Red 
  Wizards take the Star Runner’s cargo, and the 
  mission ends in failure. 
   When the mission is over, have your group captain 
  immediately deliver a special mission report (see 
  Appendix G) to the administrator table. When the 
  captain returns, have your group pick a new mission. 
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  41 
  Special Mission 4: Smuggle the Conjurer 
  The second TIER 2 group to successfully complete 
  two regular missions that has not already tackled 
  another special mission is assigned Special Mission 4. 
  The administrator will inform you if your table is 
  selected for this special mission after which you 
  should begin this event immediately. 
  Introduction 
  When this mission begins, read or paraphrase: 
  You have been selected for a special mission. Oceanus calls 
  you to the flagship and introduces an old woman wearing 
  dark blue robes named Rona Aila. He says, “Rona is the most 
  powerful conjurer we have. Take a keelboat stolen from the 
  Red Wizards and bluff your way past enemy lines. If you can 
  do this, she can teleport some of our warships behind the 
  Red Wizards to surround them. This mage knows many of our 
  battle plans, so try not to get her captured.” 
   
  The outcome of this mission directly affects play at tables 
  across this epic event. 
  This mission has varying levels of success (see 
  “Ending the Mission”). The characters are the 
  officers on the Ghoul, a stolen Red Wizard keelboat, 
  for this mission, which uses the ship combat rules 
  from Appendix C. 
  Battle! 
  To save time, if the characters battle their way through the 
  first two checkpoints, skip the third checkpoint and proceed 
  directly to “Behind the Red Wizard Fleet.” 
  Rona Aila 
  Rona Aila (neutral good female Turami human 
  mage) is a good-natured elderly woman who is 
  always imparting practical pearls of wisdom like, “If 
  you don’t know what to do next, take a breath then a 
  drink,” or, “If you can’t avoid it, punch your enemy 
  before they can punch you.” She stays below deck 
  while the characters move through the security 
  checkpoints but tells them that she is willing to come 
  out and fight if they call for her. If the characters try 
  to kill Rona so she cannot be taken by enemy forces, 
  she accepts her fate, trusting the characters to make 
  the call for the greater good. 
  Getting Behind the Enemy 
  To move behind the Red Wizard fleet, the characters 
  must get through three security checkpoints. Inform 
  the characters that they can take 5 minutes to 
  prepare disguises and cover stories about why they 
  are headed away from the fight if they wish. 
  Checkpoint 1 
  The first checkpoint the characters face is a 
  keelboat captained by Maggotsoul, a flameskull, 
  and carrying four wights. When the characters 
  arrive at the checkpoint, Maggotsoul questions each 
  character privately. To represent this questioning, 
  give each character handout 6, “Maggotsoul’s 
  Questions,” and give them 2 minutes to fill out the 
  form. Do not allow the characters to speak to one 
  another during this time. 
   If one character’s answer does not match the rest, 
  Maggotsoul then questions that character about the 
  inconsistency in front of the rest (and he might 
  question more than one character if there are 
  several inconsistencies). A character who presents a 
  decent excuse for the inconsistency and succeeds on 
  a DC 15 Charisma (Deception) check convinces 
  Maggotsoul that it is no problem, though each 
  inconsistency requires a new check. If the characters 
  fail this check, the undead attack, fighting to the 
  death. If the characters succeed on the check (or no 
  checks are needed), Maggotsoul allows them to pass. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene, according 
  to your group. 
  • Very Weak: Remove two wights. 
  • Weak: Remove one wight. 
  • Strong: Replace the four wights with three wraiths. 
  • Very Strong: Replace all the wights with wraiths. 
  Checkpoint 2 
  The second checkpoint the characters face is a 
  keelboat captained by Grubgums, a deathlock, and 
  carrying six ghasts. When the characters approach, 
  Grubgums asks why they have left the battlefront. A 
  character who succeeds on a DC 15 Charisma 
  (Deception) check and has a plausible story moves 
  on to the next phase of the security check. On a 
  failure the undead to attack, fighting to the death. 
   During the next phase of the security check, 
  Grubgums picks one character at random (roll a die 
  to determine who) then casts the dispel magic spell 
  on the character to try to remove any magical 
  disguises the character may have. If Grubgum’s spell 
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  42 
  reveals a disguise, the undead attack. If not, 
  Grubgum allows the characters to move to the next 
  checkpoint. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene, according 
  to your group. 
  • Very Weak: Remove three ghasts. 
  • Weak: Remove one ghast. 
  • Strong: Replace the six ghasts with three beholder 
  zombies. 
  • Very Strong: Replace the six ghasts with four beholder 
  zombies. 
  Checkpoint 3 
  The second checkpoint the characters face is a 
  keelboat captained by Favia (lawful evil female 
  Thayan mage with detect thoughts prepared instead 
  of misty step) and carrying three sword wraith 
  warriors. Favia asks the characters why they are 
  moving away from the battle. A character who 
  succeeds on a DC 15 Charisma (Deception) check 
  moves on to the next phase of the security check. On 
  a failure, Favia and the undead attack, fighting to the 
  death. 
   In the second phase of this check Favia picks a 
  character at random (roll any die to determine who). 
  She casts detect thoughts and reads the characters 
  mind while questioning them further. This character 
  must have a way to conceal their thoughts or 
  succeed on a DC 19 Charisma (Deception) check to 
  hide their thoughts, otherwise Favia and the undead 
  attack. 
   After the thought test Favia barges onto the 
  characters’ ship with her crew and demands to go 
  below deck. If the characters make a lot of noise to 
  warn Rona they are coming downstairs, the mage 
  casts the greater invisibility spell and hides from 
  Favia, who then lets the characters move on. 
  Otherwise Rona is sitting below deck and caught 
  unaware, and Favia and the undead attack. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene, according 
  to your group. 
  • Very Weak: Remove two sword wraith warriors. 
  • Weak: Remove one sword wraith warrior. 
  • Strong: Add one sword wraith warrior. 
  • Very Strong: Replace all the sword wraith warriors with 
  wraiths. 
  Behind the Red Wizard Fleet 
  Once the characters are behind the Red Wizard fleet, 
  Rona comes out on deck and begins entering the 
  throws of spellcasting. As she casts a powerful 
  conjuration spell of her own design, she begins 
  gathering swirling, purple energy around the 
  characters’ ship. This energy is harmless but attracts 
  the attention of a nearby Red Wizard boat. 
  Red Wizards Investigate 
  After 30 seconds of Rona’s spellcasting, a keelboat 
  captained by a Red Wizard mage and carrying three 
  wights appears and questions the characters. A 
  successful DC 20 Charisma (Deception) check (made 
  with disadvantage for the suspicious situation) 
  convinces the Red Wizard forces that everything is 
  fine. Otherwise they attack, fighting to the death. 
   When the Red Wizards arrive, Rona must use her 
  action to continue casting her spell on the deck of 
  the ship for the next 5 rounds to complete the spell. 
  The undead attempt to kill the characters so they 
  can take Rona alive. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene, according 
  to your group. 
  • Very Weak: Remove two wights. 
  • Weak: Remove one wight. 
  • Strong: Add one wight. 
  • Very Strong: Replace all the wights with wraiths. 
  Ending the Mission 
  If the characters get Rona behind enemy lines and 
  she successfully casts her spell, the mission is over, 
  the characters succeed, and you should read or 
  paraphrase: 
  Rona’s yells the final words of her spell, waving her hands to 
  open a massive purple portal in front of you. Several allied 
  ships come through the portal and begin attacking the Red 
  Wizards’ fleet. 
   If Rona dies, the mission is over and ends in a 
  draw. 
   If the characters’ ship is destroyed or they are 
  killed, the Red Wizards capture Rona, and the 
  mission ends in failure. 
   When the mission is over, have your group captain 
  immediately deliver a special mission report (see 
  Appendix G) to the administrator table. When the 
  captain returns, have your group pick a new mission. 
   
   
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  43 
  Special Mission 5: Destroy the Thayan Submersible 
  This is a TIER 3 special mission open to any 
  characters that wish to join. It begins 30 minutes 
  after this epic event starts and is run by a special DM 
  chosen by the event administrators. 
  Introduction 
  When this mission begins, the special DM running 
  the mission should get every tier 3 table’s attention 
  and read or paraphrase: 
  Horror of horrors! The Red Wizards unveil their new weapon: 
  an undead submersible made from the corpse of a titanic 
  kraken! This hollowed-out body carries mages shooting 
  lightning from portholes and whips its tentacles in a fury as it 
  speeds throughout Myth Nantar! All tier 3 characters must 
  make a DC 18 Dexterity saving throw to avoid the kraken’s 
  lightning! [PAUSE FOR ROLLING] Those who failed take 44 
  lightning damage. Those who succeeded take 22 lightning 
  damage. 
   
  These attacks will continue unless a brave group of heroes 
  can defeat the kraken! Tier 3 characters who are up to the 
  challenge should meet me at table [NUMBER OR LOCATION]. 
  Each table can send only two heroes at a time! The first 
  seven heroes to grab a chair get to throw down. Heroes may 
  come and go from the fight, so if you see an empty chair at 
  our table, come join us! 
  Handouts 
  Before the battle begins, give the characters handout 
  12, “Kraken Submersible Combat,” and handout 2, 
  “Ship and Underwater Combat” from Appendix C. 
  The Submersible Battle 
  The Red Wizards forces are aboard the Lich, a 
  mummy-kraken-submersible (which is an undead 
  object, not a creature) with the following crew 
  (which can be targeted with spells through port 
  holes that provide the crew three-quarters cover): 
  • One captain (necromancer) 
  • Five other officers: a first mate, a bosun, a 
  quartermaster, a surgeon, and a cook (mages) 
  • Fourteen crewmembers (skeletons) 
  Running the Battle 
  Instead of rolling for initiative, the character sitting 
  to the DM’s left goes first, followed by the character 
  on the first to act’s left, and so on. All the creatures 
  the DM controls act on the DMs turn. 
   A character has the following options on their 
  turn: 
  • The character can take a turn as normal. 
  • If the character is not inside the submersible, they 
  can disengage from the combat and return to their 
  table. 
   If a character leaves a seat, a new character can 
  immediately fill the seat but cannot take a turn until 
  the following round. The new character can take 
  reactions as normal. If a character dies, they should 
  immediately return to their table (still dead). 
  Environment 
  The submersible battle happens in the middle of 
  Myth Nantar’s city square, which has the following 
  features: 
  • Buildings. Several evacuated buildings made of 
  coral stand 30 to 60 feet high around the square. 
  • Lightning. Phosphorescent plankton bathes the 
  area in bright blue light. 
  Entering and Exiting the Submersible 
  The submersible has a hidden hatch in its walls that 
  can be noticed as an action with a successful DC 20 
  Wisdom (Perception) check and opened as an action 
  with a successful DC 20 Strength (Athletics) check. 
  The hatch is magic and prevents water from entering 
  the vessel even while open. 
  Every 20 Minutes 
  When the battle begins, set a timer. Every 20 
  minutes while the submersible is active, you should 
  address all tier 3 tables and read or paraphrase: 
  The kraken strikes again! All tier 3 characters must make a DC 
  18 Dexterity saving throw to avoid the kraken’s lightning! 
  [PAUSE FOR ROLLING] Those who failed take 44 lightning 
  damage. Those who succeeded take 22 lightning damage. 
  Ending the Mission 
  If the characters destroy the submersible, kill its 
  crew, or otherwise disable the vehicle, the mission is 
  over, and the characters succeed. 
   When the mission is over, immediately deliver a 
  special mission report (see Appendix G) to the 
  administrator table. 
   
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  44 
  Special Mission 6: Wake the Dragon Turtle 
  The first TIER 3 group to successfully complete one 
  regular mission is assigned Special Mission 6. The 
  administrator will inform you if your table is 
  selected for this special mission, after which you 
  should begin this event immediately. 
  Introduction 
  When this mission begins, read or paraphrase: 
  You have been selected for a special mission. Oceanus calls 
  you to his flagship for a meeting. He says, “Our fight is 
  turning dire, and it’s come to this. I’m afraid that I must ask 
  you to head beneath the waves and approach one of the 
  great guardians of this realm, the dragon turtle Dantaur. He 
  resides in a cave made of coral along the ocean’s floor, just 
  outside Myth Nantar. Please, find him and urge him to fight!” 
   
  The outcome of this mission directly affects play at tables 
  across this epic event. 
  The Dweller in the Depths 
  Dantaur’s lair is a cavernous expanse of coral at the 
  bottom of the Sea of Fallen Stars. The party must 
  descend to the reef and find his lair before tracking 
  him down to ask for his assistance in battling the 
  Thayan invaders. At this depth, there is no light that 
  makes its way from the surface. 
   The entrance to Dantaur’s cave is obscured by tall, 
  ancient sea grass. Characters find the opening on a 
  successful DC 17 Intelligence (Nature) or Wisdom 
  (Survival) check.  
  Anybody Home? 
  Dantaur’s lair is home not only to the dragon turtle, 
  but to several other marine creatures who live in the 
  shadow of his protection. If at least half of the party 
  succeeds on a DC 20 Dexterity (Stealth) check when 
  entering the cave, they avoid the notice of the four 
  shell sharks swimming through the sea grass.  The 
  shell sharks attack if the party does not succeed in 
  sneaking past.   
   Farther along the cave’s length, the passageway 
  splits into two. A character who succeeds on a DC 15 
  Intelligence (Investigation) or Wisdom (Survival) 
  check determines which path leads directly to the 
  dragon turtle. Going down the indirect path means 
  the party must pass another two shell sharks. 
   
  A Surprise Engagement 
  The dragon turtle is not used to interlopers in its 
  home, so if the characters do not make their 
  presence known before approaching the dragon 
  turtle, he attacks with his steam breath.  
  Interacting with Dantaur 
  Characters who do not speak Aquan or Draconic can attempt 
  to communicate with the dragon turtle some other way to 
  the best of their abilities. Without speaking, and due to the 
  imprecise nature of pantomime, Charisma ability checks to 
  persuade the dragon turtle are made with disadvantage.  
  Old Habits Die Hard 
  Dantaur is an ancient creature and finds petty 
  humanoid squabbles beneath him. He has no interest 
  in aiding the sea elves unless given an excellent 
  reason or bribed. Dantaur agrees to help any 
  character who succeeds on a DC 22 Charisma 
  (Persuasion) check. A character who offers some of 
  their personal gold or treasure to Dantaur worth a 
  total of at least 50,000 gp or promises him more of 
  the same after his service, makes the Charisma 
  ability check with advantage.  
   Dantaur only permits the characters to harass him 
  for so long before he grows irritated at them. If the 
  characters fail two Charisma checks in his presence, 
  he makes two claw attacks against characters of the 
  DM’s choice. 
   The characters can make one final plea after 
  Dantaur attacks, but the only things that persuades 
  him to help at that point is the surrender of one of a 
  character’s permanent magic items of rare, very rare, 
  or legendary rarity. If Dantaur is not soothed by the 
  lure of a magic item, he swims past the party, exits 
  his cave, and attacks the Nantarn fleet. 
  Ending the Mission 
  If the characters convince Dantuar to attack the 
  Thayan forces, the mission is over, and the 
  characters succeed.  
   If the characters fail to convince Dantuar to aid the 
  sea elves, they fail the mission. 
   When the mission is over, have your group captain 
  immediately deliver a special mission report (see 
  Appendix G) to the administrator table. When the 
  captain returns, have your group pick a new mission. 
   
   
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  45 
  Special Mission 7: Kill the Thayan Elementalist 
  The second TIER 3 group to successfully complete 
  one regular mission is assigned Special Mission 7. 
  The administrator will inform you if your table is 
  selected for this special mission, after which you 
  should begin this event immediately. 
  Introduction 
  When this mission begins, read or paraphrase: 
  You have been selected for a special mission. Oceanus calls 
  you to his flagship for a meeting. He says, “We’ve discovered 
  that a Thayan elementalist is working to conjure water 
  elementals in aid of the Thayan fleet. If you can put an end to 
  her, the rest of our forces will have an easier time!” 
   
  The outcome of this mission directly affects play at tables 
  across this epic event.  
  To complete this quest, the characters must kill the 
  Thayan elementalist conjuring water elementals in 
  support of the Red Wizards. 
  Water Fight 
  The party is teleported to a rocky cove just outside 
  of Myth Nantar, where a Thayan elementalist (an 
  abjurer with 130 hit points) is working to cast 
  conjure elementals from a scroll. Accompanying and 
  protecting her are four water weirds and one 
  marid. The party has 5 rounds to kill her before a 
  Nantarn mage arrives to teleport them back to safety.  
  Dimensions & Terrain 
  The cove is half-moon shaped and measures 60 feet 
  long on its longest edge and 50 feet long at its widest 
  point (see the Cove Map in Appendix E). The cove is 
  littered with rocks and stones of various sizes, 
  making it difficult terrain. Large (10 feet by 10 feet) 
  pools of water are scattered among the rocks where 
  the water weirds reside.   
  The Battle 
  When the party arrives, the elementalist has already 
  cast mage armor and is beginning her casting of 
  conjure elementals from a spell scroll. She does not 
  voluntarily cast other concentration spells while 
  working to conjure the water elementals, but if the 
  party does break her concentration, she casts other 
  prepared spells that require concentration.  
   
  Adjusting the Scene 
  Here are some suggestions for adjusting this scene, according 
  to your group.  
  • Very Weak or Weak: Remove one water weird and 
  decrease the marid’s hit points to 190. 
  • Strong: Replace the water weirds with water elementals. 
  • Very Strong: Replace the water weirds with water 
  elemental myrmidons.  
  Ending the Mission 
  If the characters dispatch the Thayan elementalist 
  within ten rounds, the mission is over, and the 
  characters succeed. 
   If the characters fail to kill the Thayan elementalist 
  within 5 rounds, she is able to complete her 
  conjuring, the mission is over, and the characters 
  failed. 
   When the mission is over, have your group captain 
  immediately deliver a special mission report (see 
  Appendix G) to the administrator table. When the 
  captain returns, have your group pick a new mission. 
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  46 
  Special Mission 8: Find the Devastation Orbs 
  The first TIER 3 group to successfully complete two 
  regular missions that has not already tackled 
  another special mission is assigned Special Mission 8. 
  The administrator will inform you if your table is 
  selected for this special mission after which you 
  should begin this event immediately. 
  Introduction 
  When this mission begins, read or paraphrase: 
  You have been selected for a special mission. Oceanus calls 
  you to his flagship for a meeting. He says, “Our spies tell us 
  the Red Wizards hid three destructive devastation orbs inside 
  the Sea Gem, a shipwreck just outside of Myth Nantar. The 
  orbs are rigged to explode and will have dire consequences 
  for our troops if they are not found and disarmed in time!” 
   
  The outcome of this mission directly affects play at tables 
  across this epic event. 
  This mission has varying levels of success (see 
  “Ending the Mission”). 
  Timed Mission 
  Inform the characters that they have 1 hour to find 
  and disarm all three devastation orbs. Set a timer 
  when the mission begins (see “Ending the Mission”). 
  Sea Gem Features 
  The Sea Gem, an old pirate ship, has the following 
  features: 
  • Ceilings. The ceilings in the lower deck, hold, and 
  cabins are 8 feet high with 6-foot-high doorways. 
  • Doors. The ship’s doors are made of wood and 
  have AC 15, 18 hit points, and immunity to poison 
  and psychic damage. A lock can be picked with a 
  successful DC 15 Dexterity check with thieves’ 
  tools, or the door can be force opened with a 
  successful DC 20 Strength (Athletics) check. 
  • Light. There are no light sources inside the ship. 
  • Submerged. The Sea Gem is submerged 40 feet 
  below the surface of the water. 
  • Entrances. The Sea Gem has two ways to enter to 
  its enclosed areas. The first and most obvious are 
  the openings in its deck. The second way to enter 
  is a hole on its south side that leads to area 2. 
  Devastation Orbs 
  The devastation orbs are hidden in locked lead chests 
  that weigh 500 pounds. A character can unlock a 
  chest with a successful DC 20 Dexterity check with 
  thieves’ tool or force open a chest with a successful 
  DC 22 Strength (Athletics) check. A chest has AC 19, 
  100 hit points, and immunity to poison and psychic 
  damage. 
  Disarming the Orbs 
  When the characters find a devastation orb, give 
  them the corresponding handout from Appendix C, 
  which contains directions for disarming the orb. As 
  the characters work to solve the puzzle in the 
  handout, a character can make a DC 17 Intelligence 
  (Arcana) check whenever they need a hint. On a 
  success, fill out two squares of the puzzle for them, 
  using the answer keys in Appendix D. Tell the 
  characters that if they fail two of these checks for the 
  same orb, it explodes (see “Ending the Mission”).  
  Areas of the Shipwreck 
  The Sea Gem map is depicted in Appendix E. 
  Area 1. Deck 
  Dead grey barnacles are attached across the deck of 
  the Sea Gem. A detect magic spell reveals these 
  barnacles radiate auras of necromancy magic. 
  Whenever a creature moves for the first time on a 
  turn or starts its turn within 20 feet of the deck, the 
  barnacles form tentacles. The creature must succeed 
  on a DC 15 Dexterity saving throw or take 21 (6d6) 
  bludgeoning damage and be restrained by the 
  tentacles. A creature that starts its turn already 
  restrained by the tentacles takes 21 (6d6) 
  bludgeoning damage. 
   A creature can use its action to make a DC 15 
  Strength check, freeing itself or another creature it 
  can reach on a success. 
  Area 2. Cargo Hold 
  A large smashed statue on the floor is broken in half in this 
  cargo hold. 
  The Red Wizards enchanted the statue to become 
  guardians. Whenever a creature enters this area, the 
  two halves of the statue animate and attack, fighting 
  to the death. 
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  47 
   The pieces of the statue have the statistics of a 
  stone golem with the following changes: 
  • The pieces are Medium. 
  • The pieces have a swimming speed of 30 feet. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene, according 
  to your group. 
  • Very Weak: Each statue piece has 125 hit points. 
  • Weak: Each statue piece has 115 hit points. 
  • Strong: Each statue piece has 200 hit points. 
  • Very Strong: Each statue piece has 225 hit points. 
  Area 3. Sea Cave 
  This cave is enshrouded in a permanent darkness 
  spell and necromancy magic. When a creature enters 
  the cave for the first time on a turn or starts its turn 
  there, the creature must succeed on a DC 15 
  Constitution saving throw or take 10 (3d6) necrotic 
  damage. The creature’s hit point maximum is 
  reduced by an amount equal to the necrotic damage 
  taken. The reduction lasts until the target finishes a 
  long rest. 
   A chest at the back of the cave contains a 
  devastation orb (use handout 7). A creature than 
  cannot see the crate finds it in the darkness with a 
  successful DC 20 Wisdom (Perception) check. 
  Area 4. Illusion Cabin 
  The door to this cabin is locked (see “Sea Gem 
  Features”). This cabin appears to contain a lead 
  chest surrounded by a cage made of lightning in the 
  center of the room. This chest and cage are illusions. 
  A dispel magic spell ends the illusion. 
  Area 5. Ghost Cabin 
  Rotting beds, barrels, crates, and human bones 
  floating about this room. Salty Ruby, a middle-aged 
  female human ghost wearing an eye patch, floats in 
  the middle of the room. She calls out to characters 
  she sees, “Finally someone found me bones! Gather 
  ‘em up and burn ‘em so I can move on.” Salty has 
  haunted the wreck for more than decade. She is 
  bored. Strange magic tethers her to the place but 
  burning all her bones allows her to move on. 
   A character who succeeds on a DC 15 Intelligence 
  (Investigation) finds all Salty’s bones. Dealing at 
  least 10 fire damage to Salty’s bones (which are 
  resistant to fire damage underwater), causes the 
  bones to burn to ash. As she disappears, Salty says, 
  “Looking for the orbs? They’re in the cave, the room 
  across the hall, and the room at the back of the boat. 
  Hope you brought your lock picks!” 
  Area 6. Pantry 
  The door to this cabin is locked (see “Sea Gem 
  Features”). A 10-foot-diameter cloud and glass 
  shards swirl around a lead crate on the floor that 
  holds a devastation orb (use handout 8). A detect 
  magic spell reveals that the cloud radiates an aura of 
  transmutation magic. A dispel magic spell makes the 
  cloud disappear. Creatures that enter or start their 
  turns in the cloud take 22 (4d10) piercing damage. 
  Area 7. Storage 
  The door to this cabin is locked (see “Sea Gem 
  Features”). This room has ten lead chests in it, but 
  only one holds the devastation orb (use handout 9). 
  If a character opens a chest without a devastation 
  orb, each creature within 10 feet of the chest must 
  make a DC 15 Constitution saving throw or take 16 
  (3d10) radiant damage and be blinded for 8 hours as 
  the chest releases a burst of brilliant light. 
   If the characters pick a chest at random to open, 
  roll a d10. On a result of 1, they selected the chest 
  with the devastation orb. A character who examines 
  all the chests and makes a successful DC 12 
  Intelligence (Investigation) check notices one chest 
  is a bit heavier than the others. This chest holds the 
  devastation orb.  
  Area 8. Empty Cabin 
  Nothing of interest is in this cabin. 
  Ending the Mission 
  If the characters disarm all three devastation orbs 
  before the time limit expires, the mission is over, and 
  the characters succeed. Disabled orbs are 
  surrendered to Oceanus. The characters cannot keep 
  them. 
   If the characters send the armed orbs far away 
  using a spell or other means so they do not explode 
  near Myth Nantar, the mission is over and ends in a 
  draw. 
   If the characters do not disarm the orbs in time, or 
  an orb explodes, they all take 55 (10d10) force 
  damage, and the mission ends in failure. 
   When the mission is over, have your group captain 
  immediately deliver a special mission report (see 
  Appendix G) to the administrator table. When the 
  captain returns, have your group pick a new mission. 
   
   
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  48 
  Adventure Rewards 
  At the end of the session, the characters each receive 
  rewards based upon their accomplishments. These 
  rewards include advancement and treasure, and 
  may include player rewards—magic item unlocks, 
  story awards, or new downtime activities, as follows: 
  Advancement and Treasure Checkpoints 
  Tier 2 Awards 
  Tier 2 characters receive 1 advancement 
  checkpoint and 1 treasure checkpoint for each 
  mission they complete. 
  Tier 3 Awards 
  Tier 2 characters receive 1 advancement 
  checkpoint and 2 treasure checkpoints for each 
  mission they complete. 
   
  Player Rewards 
  The characters earn the following player rewards for 
  completing the adventure: 
  Magic Item Unlock (Tiers 2 & 3) 
  Regardless of the event’s overall success or failure, 
  characters completing the adventure at either tier 
  unlock the following item: 
  Tentacle Rod. Rod, rare (Table G) 
  Made by the drow, this rod is a magic weapon that 
  ends in three rubbery tentacles. While holding the 
  rod, you can use an action to direct each tentacle to 
  attack a creature you can see within 15 feet of you. 
  Each tentacle makes a melee attack roll with a +9 
  bonus. On a hit, the tentacle deals 1d6 bludgeoning 
  damage. If you hit a target with all three tentacles, it 
  must make a DC 15 Constitution saving throw. On a 
  failure, the creature's speed is halved, it has 
  disadvantage on Dexterity saving throws, and it can't 
  use reactions for 1 minute. Moreover, on each of its 
  turns, it can take either an action or a bonus action, 
  but not both. At the end of each of its turns, it can 
  repeat the saving throw, ending the effect on itself 
  on a success. 
  Special Magic Item Unlock (Tier 2) 
  If the event is successful and the characters help to 
  defeat the Red Wizards, Tier 2 players completing 
  the adventure unlock the following special item: 
  Gloves of Swimming and Climbing. Wondrous Item, 
  uncommon (requires attunement) (Table F) 
  While wearing these gloves, climbing and swimming 
  don't cost you extra movement, and you gain a +5 
  bonus to Strength (Athletics) checks made to climb 
  or swim. 
  Special Magic Item Unlock (Tier 3) 
  If the event is successful and the characters help to 
  defeat the Red Wizards, Tier 3 players completing 
  the adventure unlock the following special item: 
  Staff of Thunder and Lightning. Staff, very rare 
  (requires attunement) (Table H) 
  This staff can be wielded as a magic quarterstaff that 
  grants a +2 bonus to attack and damage rolls made 
  with it. It also has the following additional 
  properties. When one of these properties is used, it 
  can't be used again until the next dawn. 
   
  Lightning. When you hit with a melee attack using 
  the staff, you can cause the target to take an extra 
  2d6 lightning damage. 
   
  Thunder. When you hit with a melee attack using 
  the staff, you can cause the staff to emit a crack of 
  thunder, audible out to 300 feet. The target you hit 
  must succeed on a DC 17 Constitution saving throw 
  or become stunned until the end of your next turn. 
   
  Lightning Strike. You can use an action to cause a 
  bolt of lightning to leap from the staff's tip in a line 
  that is 5 feet wide and 120 feet long. Each creature in 
  that line must make a DC 17 Dexterity saving throw, 
  taking 9d6 lightning damage on a failed save, or half 
  as much damage on a successful one. 
   
  Thunderclap. You can use an action to cause the 
  staff to issue a deafening thunderclap, audible out to 
  600 feet. Each creature within 60 feet of you (not 
  including you) must make a DC 17 Constitution 
  saving throw. On a failed save, a creature takes 2d6 
  thunder damage and becomes deafened for 1 minute. 
  On a successful save, a creature takes half damage 
  and isn't deafened. 
   
  Thunder and Lightning. You can use an action to 
  use the Lightning Strike and Thunderclap properties 
  at the same time. Doing so doesn't expend the daily 
  use of those properties, only the use of this one. 
   
   
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  49 
  Dungeon Master Rewards 
  In exchange for running this adventure, you earn 
  advancement and treasure checkpoints and 
  downtime as though you played the adventure, but 
  none of the adventure’s player rewards. 
   However, this adventure may qualify for rewards 
  earned by completing DM Quests. See the ALDMG 
  (Adventurers League Dungeon Master’s Guide) for 
  more information about DM Quests. 
   
   
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  50 
  Appendix A. Monsters
  Abjurer 
  Medium humanoid (any race), 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 abjurer is a 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 (2 slots): cone of cold, wall of force 
  6th level (1 slot): flesh to stone, globe of 
  invulnerability* 
  7th level (1 slot): 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. 
  Actions 
  Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 
  ft., one target. Hit: 2 (1d6 − 1) bludgeoning damage, or 
  3 (1d8 − 1) bludgeoning damage if used with two hands.
   
   
   
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
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  Adult Black Dracolich 
  Huge undead, chaotic evil 
  Armor Class 19 (natural armor) 
  Hit Points 195 (17d12 + 85) 
  Speed 40 ft., fly 80 ft., swim 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   23 (+6) 
  14 (+2) 
  21 (+5) 
  14 (+2) 
  13 (+1) 
  17 (+3) 
   
  Saving Throws Dex +7, Con +10, Wis +6, Cha +8 
  Skills Perception +11, Stealth +7 
  Damage Resistances necrotic 
  Damage Immunities acid, poison 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned 
  Senses blindsight 60 ft., darkvision 120 ft., passive 
  Perception 21 
  Languages Common, Draconic 
  Challenge 14 (11,500 XP) 
   
  Legendary Resistance (3/Day). If the dracolich fails a 
  saving throw, it can choose to succeed instead. 
  Magic Resistance. If the dracolich has advantage on 
  saving throws against spells and other magical effects. 
  Actions 
  Multiattack. The dracolich can use its Frightful 
  Presence. It then makes three attacks: one with its bite 
  and two with its claws. 
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., 
  one target. Hit: 17 (2d10 + 6) piercing damage plus 4 
  (1d8) acid damage. 
  Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., 
  one target. Hit: 13 (2d6 + 6) slashing damage. 
  Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one 
  target. Hit: 15 (2d8 + 6) bludgeoning damage. 
  Frightful Presence. Each creature of the dracolich’s 
  choice that is within 120 feet of the dracolich and 
  aware of it must succeed on a DC 16 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 dracolich’s 
  Frightful Presence for the next 24 hours. 
  Acid Breath (Recharge 5–6). The dracolich exhales 
  poisonous gas in a 60-foot line that is 5 feet wide. Each 
  creature in that area must make a DC 18 Dexterity 
  saving throw, taking 54 (12d8) acid damage on a failed 
  save, or half as much damage on a successful one. 
  Legendary Actions 
  The dracolich 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 dracolich regains spent 
  legendary actions at the start of its turn. 
  • Detect. The dracolich makes a Wisdom (Perception) 
  check. 
  • Tail Attack. The dracolich makes a tail attack. 
  • Wing Attack (Costs 2 Actions). The dracolich beats 
  its wings. Each creature within 10 feet of the 
  dracolich must succeed on a DC 19 Dexterity saving 
  throw or take 13 (2d6 + 6) bludgeoning damage and 
  be knocked prone. The dracolich can then fly up to 
  half its flying speed. 
   
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  52 
  Adult Green Dragon 
  Huge dragon, lawful evil 
  Armor Class 19 (natural armor) 
  Hit Points 207 (18d12 + 90) 
  Speed 40 ft., fly 80 ft., swim 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   23 (+6) 
  12 (+1) 
  21 (+5) 
  18 (+4) 
  15 (+2) 
  17 (+3) 
   
  Saving Throws Dex +6, Con +10, Wis +7, Cha +8 
  Skills Deception +8, Insight +7, Perception +12, 
  Persuasion +8, Stealth +6 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses blindsight 60 ft., darkvision 120 ft., passive 
  Perception 22 
  Languages Common, Draconic 
  Challenge 15 (13,000 XP) 
   
  Amphibious. The dragon can breathe air and water. 
  Legendary Resistance (3/Day). If the dragon fails a 
  saving throw, it can choose to succeed instead. 
  Actions 
  Multiattack. The dragon can use its Frightful Presence. 
  It then makes three attacks: one with its bite and two 
  with its claws. 
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., 
  one target. Hit: 17 (2d10 + 6) piercing damage plus 7 
  (2d6) poison damage. 
  Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., 
  one target. Hit: 13 (2d6 + 6) slashing damage. 
  Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one 
  target. Hit: 15 (2d8 + 6) 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 16 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. 
  Poison Breath (Recharge 5–6). The dragon exhales 
  poisonous gas in a 60-foot cone. Each creature in that 
  area must make a DC 18 Constitution saving throw, 
  taking 56 (16d6) poison damage on a failed save, or 
  half as much damage on a successful one. 
  Legendary Actions 
  The dragon can take 3 legendary actions, choosing 
  from the options below. Only one legendary action 
  option can be used at a time and only at the end of 
  another creature’s turn. The dragon regains spent 
  legendary actions at the start of its turn. 
  • Detect. The dragon makes a Wisdom (Perception) 
  check. 
  • Tail Attack. The dragon makes a tail attack. 
  • Wing Attack (Costs 2 Actions). The dragon beats its 
  wings. Each creature within 10 feet of the dragon 
  must succeed on a DC 19 Dexterity saving throw or 
  take 13 (2d6 + 6) bludgeoning damage and be 
  knocked prone. The dragon can then fly up to half its 
  flying speed. 
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  53 
  Apprentice Wizard 
  Medium humanoid (any race), any alignment 
  Armor Class 10  
  Hit Points 9 (2d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  10 (+0) 
  10 (+0) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
    
  Skills Arcana +4, History +4 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/4 (50 XP) 
   
  Spellcasting. The apprentice is a 1st-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 12, 
  +4 to hit with spell attacks). It has the following wizard 
  spells prepared: 
  Cantrips (at will): fire bolt, mending, prestidigitation 
  1st level (2 slots): burning hands, disguise self, shield 
  Actions 
  Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 2 (1d4) piercing 
  damage. 
   
  Archer 
  Medium humanoid (any race), any alignment 
  Armor Class 16 (Studded Leather) 
  Hit Points 75 (10d8 + 30) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  18 (+4) 
  16 (+3) 
  11 (+0) 
  13 (+1) 
  10 (+0) 
    
  Skills Acrobatics +6, Perception +5 
  Senses passive Perception 15 
  Languages any one language (usually Common) 
  Challenge 3 (700 XP) 
  Archer’s Eye (3/Day). As a bonus action, the archer can 
  add 1d10 to its next attack or damage roll with a 
  longbow or shortbow. 
  Actions 
  Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 2 (1d4) piercing 
  damage. 
  Archmage 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (15 with Mage Armor)  
  Hit Points 99 (18d8 + 18) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  14 (+2) 
  12 (+1) 
  20 (+5) 
  15 (+2) 
  16 (+3) 
    
  Saving Throws Int +9, Wis +6 
  Skills Arcana +13, History +13 
  Senses passive Perception 12 
  Languages any six languages 
  Challenge 12 (8,400 XP) 
   
  Magic Resistance. The archmage has advantage on 
  saving throws against spells and other magical effects. 
  Spellcasting. The archmage is an 18th-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 17, 
  +9 to hit with spell attacks). The archmage can cast 
  disguise self and invisibility at will and has the following 
  wizard spells prepared: 
  Cantrips (at will): fire bolt, light, mage hand, 
  prestidigitation, shocking grasp 
  1st level (4 slots): detect magic, identify, mage armor, 
  magic missile 
  2nd level (3 slots): detect thoughts, mirror image, misty 
  step 
  3rd level (3 slots): counterspell, fly, lightning bolt 
  4th level (3 slots): banishment, fire shield, stoneskin 
  5th level (3 slots): cone of cold, scrying, wall of force 
  6th level (1 slot): globe of invulnerability 
  7th level (1 slot): teleport 
  8th level (1 slot): mind blank 
  9th level (1 slot): time stop 
  *The archmage casts mind blank, stoneskin and mage 
  armor spells on itself before combat. 
  Actions 
  Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing 
  damage. 
   
   
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  54 
  Assassin Vine 
  Large plant, unaligned 
  Armor Class 13 (natural armor) 
  Hit Points 85 (10d10 + 30) 
  Speed 5 ft., climb 5 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  10 (+0) 
  16 (+3) 
  1 (-5) 
  10 (+0) 
  1 (−5) 
    
  Damage Resistances cold, fire 
  Condition Immunities blinded, deafened, exhaustion, 
  prone 
  Senses blindsight 30 ft., passive Perception 10 
  Languages - 
  Challenge 3 (700 XP) 
   
  False Appearance. While the assassin vine remains 
  motionless, it is indistinguishable from a normal plant. 
  Actions 
  Constrict. Melee Weapon Attack: +6 to hit, reach 20 ft., 
  one creature. Hit: The target takes 11 (2d6 + 4) 
  bludgeoning damage, and it is grappled (escape DC 14). 
  Until this grapple ends, the target is restrained, and it 
  takes 21 (6d6) poison damage at the start of each of its 
  turns. The vine can constrict only one target at a time. 
  Entangling Vines. The assassin vine can animate 
  normal vines and roots on the ground in a 15-foot 
  square within 30 feet of it. These plants turn the 
  ground in that area into difficult terrain. A creature in 
  that area when the effect begins must succeed on a DC 
  13 Strength saving throw or be restrained by 
  entangling vines and roots. A creature restrained by 
  the plants can use its action to make a DC 13 Strength 
  (Athletics) check, freeing itself on a successful check. 
  The effect ends after 1 minute or when the assassin 
  vine dies or uses Entangling Vines again. 
   
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  55 
  Beholder Zombie 
  Large undead, neutral evil 
  Armor Class 15 (natural armor) 
  Hit Points 93 (11d10+33) 
  Speed 0 ft., fly 20 ft. (hover) 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  8 (-1) 
  16 (+3) 
  3 (-4) 
  8 (-1) 
  5 (-3) 
   
  Saving Throws Wis +2 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 9  
  Languages understands Deep Speech and 
  Undercommon but can’t speak 
  Challenge 5 (1,800 XP) 
   
  Undead Fortitude. If damage reduces the zombie to 0 
  hit points, it must make a Constitution saving throw 
  with a DC of 5 + the damage taken, unless the damage 
  is radiant or from a critical hit. On a success, the 
  zombie drops to 1 hit point instead. 
  Actions                      
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 14 (4d6) piercing damage. 
  Eye Ray. The zombie uses a random magical eye ray, 
  choosing a target that it can see within 60 feet of it 
  1. Paralyzing Ray. The targeted creature must succeed 
  on a DC 14 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 a 
  success 
  2. Fear Ray. The targeted creature must succeed on a 
  DC 14 Wisdom saving throw or be frightened 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.  
  3. Enervation Ray. The targeted creature must make a 
  DC 14 Constitution saving throw, taking 36 (8d8) 
  necrotic damage on a failed save, or half as much 
  damage on a successful one. 
  4. Disintegration Ray. If the target is a creature, it must 
  succeed on a DC 14 Dexterity saving throw or take 45 
  (10d8) force damage. If this damage reduces the 
  creature to 0 hit points, its body becomes a pile of fine 
  gray dust. 
   If the target is a Large or smaller nonmagical object 
  or creation of magical force, it is disintegrated without 
  a saving throw. If the target is a Huge or larger 
  nonmagical object or creation of magical force, this ray 
  disintegrates a 10-foot cube of it. 
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  56 
  Berserker 
  Medium humanoid (any race), any chaotic alignment 
  Armor Class 13 (hide armor) 
  Hit Points 67 (9d8 + 27) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  12 (+1) 
  17 (+3) 
  9 (-1) 
  11 (+0) 
  9 (-1) 
    
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 2 (450 XP) 
   
  Reckless. At the start of its turn, the berserker can gain 
  advantage on all melee weapon attack rolls during that 
  turn, but attack rolls against it have advantage until the 
  start of its next turn. 
  Actions 
  Greataxe. Melee Weapon Attack: +2 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 2 (1d4) piercing 
  damage. 
   
  Commoner 
  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) 
  Actions 
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) bludgeoning damage. 
  Deathlock 
  Medium undead, neutral evil 
  Armor Class 12 (15 with mage armor) 
  Hit Points 45 (6d8 + 18) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  15 (+2) 
  10 (+0) 
  14 (+2) 
  12 (+1) 
  16 (+3) 
  Saving Throws Int +4, Cha +5 
  Skills Arcana +4, History +4 
  Damage Resistances necrotic; bludgeoning, piercing, 
  and slashing from nonmagical attacks that aren’t 
  silvered 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Common, Elvish 
  Challenge 4 (1,100 XP) 
   
  Innate Spellcasting. The deathlock’s spellcasting ability 
  is Charisma (spell save DC 13). It can innately cast the 
  following spells, requiring no material components: 
  At will: detect magic, disguise self, mage armor 
  Spellcasting. The deathlock is a 5th level spellcaster. Its 
  spellcasting ability is Charism (spell save DC 13, +5 to 
  hit with spell attacks). It regains its expended spell slots 
  when it finishes a short or long rest. It knows the 
  following warlock spells: 
  Cantrips (at will): chill touch, eldritch blast, mage hand 
  1st—3rd level: (2 3rd-level slots): arms of Hadar, dispel 
  magic, faerie fire, hold person, invisibility, spider 
  climb 
  Actions 
  Deathly Claw. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 9 (2d6 + 2) necrotic damage. 
   
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  57 
  Dragon Turtle 
  Gargantuan dragon, neutral 
  Armor Class 20 (natural armor) 
  Hit Points 341 (22d20 + 110) 
  Speed 20 ft., swim 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   25 (+7) 
  10 (+0) 
  20 (+10) 
  10 (+0) 
  12 (+1) 
  12 (+1) 
   
  Saving Throws Dex +6, Con +11, Wis +7 
  Damage Resistances fire 
  Senses darkvision 120 ft., passive Perception 11 
  Languages Aquan, Draconic 
  Challenge 17 (18,000 XP) 
  Actions 
  Multiattack. The dragon turtle makes three attacks: 
  one with its bite and two with its claws. It can make 
  one tail attack in place of its two claw attacks. 
  Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., 
  one target. Hit: 26 (3d12 + 7) piercing damage. 
  Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., 
  one target. Hit: 16 (2d8 + 7) slashing damage. 
  Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., 
  one target. Hit: 26 (3d12 + 7) bludgeoning damage. If 
  the target is a creature, it must succeed on a DC 20 
  Strength saving throw or be pushed up to 10 feet away 
  from the dragon turtle and knocked prone. 
  Steam Breath (Recharge 5–6). The dragon turtle 
  exhales scalding steam in a 60-foot cone. Each creature 
  in that area must make a DC 18 Constitution saving 
  throw, taking 52 (15d6) fire damage on a failed save, or 
  half as much damage on a successful one. Being 
  underwater doesn't grant resistance against this 
  damage. 
   
  Drowned Ascetic 
  Medium undead, chaotic evil 
  Armor Class 13 
  Hit Points 75 (10d8 + 30) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  16 (+3) 
  16 (+3) 
  3 (-4) 
  9 (-1) 
  5 (-3) 
   
  Saving Throws Dex +5 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Languages understands the languages it knew in life 
  but can’t speak 
  Challenge 3 (700 XP) 
   
  Bottom Treader. The drowned ascetic cannot swim, 
  and it sinks to the bottom of any body of water. It 
  takes no penalties to its movement or attacks 
  underwater. It is immune to the effects of being 
  underwater at a depth greater than 100 feet. 
  Bound Together. The drowned ascetic shares its mind 
  with every other drowned one within 1 mile of it, and 
  can communicate its thoughts and observations to 
  them instantaneously and without limitation. 
  Undead Fortitude. If damage reduces the drowned 
  ascetic 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 drowned ascetic drops to 1 hit point 
  instead. 
  Actions 
  Multiattack. The drowned ascetic makes three 
  unarmed strikes. 
  Unarmed Strike. Melee Weapong Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning 
  damage, and the target must succeed on a DC 12 
  Constitution saving throw or contract bluerot (see the 
  “Bluerot” sidebar). 
  Reactions 
  Dexterous Target. The drowned ascetic adds 3 to its AC 
  against one ranged attack that would hit it. To do so, 
  the drowned ascetic must see the attacker. 
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  58 
  Drowned Assassin 
  Medium undead, chaotic evil 
  Armor Class 14 (leather armor) 
  Hit Points 67 (9d8 + 27) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  16 (+3) 
  16 (+3) 
  9 (-1) 
  9 (-1) 
  16 (+3) 
   
  Saving Throws Dex +5, Con +5 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Languages understands the languages it knew in life 
  but can’t speak 
  Challenge 4 (1,100 XP) 
   
  Bottom Treader. The drowned assassin cannot swim, 
  and it sinks to the bottom of any body of water. It 
  takes no penalties to its movement or attacks 
  underwater. It is immune to the effects of being 
  underwater at a depth greater than 100 feet. 
  Bound Together. The drowned assassin shares its mind 
  with every other drowned one within 1 mile of it, and 
  can communicate its thoughts and observations to 
  them instantaneously and without limitation. 
  Undead Fortitude. If damage reduces the drowned 
  assassin 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 drowned assassin drops to 1 hit point 
  instead. 
  Actions 
  Multiattack. The drowned assassin makes two hand 
  crossbow attacks or two dagger attacks. It can then 
  take the Dash, Disengage, or Hide action. 
  Hand Crossbow. Ranged Weapon Attack: +5 to hit, 
  range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing 
  damage plus 3 (1d6) poison damage, and the target 
  must succeed on a DC 12 Constitution saving throw or 
  contract bluerot (see the “Bluerot” sidebar). 
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 5 (1d4 + 3) piercing damage plus 9 
  (2d8) poison damage, and the target must succeed on 
  a DC 12 Constitution saving throw or contract bluerot 
  (see the “Bluerot” sidebar). 
  Reveal (1/Day). The drowned assassin removes its 
  mask, revealing its rotting face. Each creature of the 
  assassin’s choice within 30 feet of it that can see the 
  assassin must succeed on a DC 13 Wisdom saving 
  throw or be frightened until the end of its next turn. 
  Bluerot 
  This disease target humanoids. While afflicted with bluerot, a 
  victim grows grotesque blue boils on their face and back. This 
  disease is carried by undead, and victims most often acquire 
  it through wounds caused by infected creatures. 
   
  The disease’s boils manifest in 1d4 hours, causing the 
  victim’s Constitution and Charisma scores to decrease by 1d4 
  each, to a minimum of 3. This is quickly followed by a fever 
  and tingling in the extremities. An infected creature is 
  vulnerable to radiant damage and gains the ability to breathe 
  underwater. 
   
  At the end of each long rest, an infected creature makes a 
  DC 12 Constitution saving throw. On a success, the victim 
  regains 1 point of Constitution and 1 point of Charisma lost to 
  the disease. If the infected creature regains all the points lost 
  to the disease, it is cured. Other effects that raise the victim’s 
  ability scores do not cure the disease. On a failed saving 
  throw, the victim takes 18 (4d8) necrotic damage as the boils 
  burst and spread. A creature reduced to 0 hit points by this 
  damage cannot regain hit points until the disease is cured, 
  though it can be stabilized as normal. 
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  59 
  Drowned Master 
  Medium undead, chaotic evil 
  Armor Class 14 (natural armor) 
  Hit Points 157 (21d8 + 63) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  12 (+1) 
  16 (+3) 
  9 (-1) 
  14 (+2) 
  12 (+1) 
   
  Saving Throws Con +7, Wis +6 
  Skills Perception +10 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 20 
  Languages understands the languages it knew in life 
  but can’t speak 
  Challenge 9 (5,000 XP) 
   
  Bound Together. The drowned master shares its mind 
  with every other drowned one within 1 mile of it, and 
  can communicate its thoughts and observations to 
  them instantaneously and without limitation. 
  Cold Aura. At the start of each of the drowned 
  master’s turns, each creature within 5 feet of it takes 5 
  (1d10) cold damage. A creature that touches the 
  drowned master or hits it with a melee attack while 
  within 5 feet of it takes 5 (1d10) cold damage. 
  Undead Fortitude. If damage reduces the drowned 
  master 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 drowned master drops to 1 hit point 
  instead. 
  Actions 
  Multiattack. The drowned master makes two attacks: 
  one with its greatsword and one with its Life-Draining 
  Tentacle. Hand Crossbow. Ranged Weapon Attack: +5 
  to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) 
  piercing damage plus 3 (1d6) poison damage, and the 
  target must succeed on a DC 12 Constitution saving 
  throw or contract bluerot (see the “Bluerot” sidebar). 
  Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 10 (2d6 + 3) slashing damage plus 14 
  (4d6) cold damage, and the target must succeed on a 
  DC 12 Constitution saving throw or contract bluerot 
  (see the “Bluerot” sidebar). 
  Life-Draining Tentacle. Melee Weapon Attack: +7 to hit, 
  reach 15 ft., one target. Hit: 10 (2d6 + 3) necrotic 
  damage. The target must succeed on a DC 15 
  Constitution saving throw or have its hit point 
  maximum reduced by an amount equal to the damage 
  taken. The target dies if this effect reduces its hit point 
  maximum to 0. This reduction lasts until the target 
  finishes a long rest. On a failed save, the target also 
  contracts bluerot (see the “Bluerot” sidebar). 
  Necrotic Ink (Recharge 5–6). The drowned master 
  discharges foul ink in front of itself in a 30-foot cone. 
  Each creature caught in the ink must make a DC 15 
  Constitution saving throw, taking 27 (6d8) necrotic 
  damage on a failed save or half as much damage on a 
  successful one. A creature that fails this saving throw is 
  blinded until the end of its next turn and contracts 
  bluerot (see the “Bluerot” sidebar). 
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  60 
  Evoker 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (15 With Mage Armor)  
  Hit Points 66 (12d8 + 12) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  9 (-1) 
  14 (+2) 
  12 (+1) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
    
  Saving Throws INT +7, WIS +5 
  Skills Arcana +7, History +7 
  Senses Passive Perception 11 
  Languages any four languages 
  Challenge 9 (5,000 XP) 
   
  Spellcasting. The evoker is a 12th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 15, +7 
  to hit with spell attacks). The evoker has the following 
  wizard spells prepared: 
  Cantrips (at will): fire bolt,* light,* prestidigitation, ray 
  of frost* 
  1st level (4 slots): burning hands,* mage armor, magic 
  missile* 
  2nd level (3 slots): mirror image, misty step, shatter* 
  3rd level (3 slots): counterspell, fireball,* lightning 
  bolt* 
  4th level (3 slots): ice storm,* stoneskin 
  5th level (2 slots): Bigby’s hand,* cone of cold* 
  6th level (1 slot): chain lightning,* wall of ice* 
  *Evocation spell 
  Sculpt Spells. When the evoker casts an evocation spell 
  that forces other creatures it can see to make a saving 
  throw, it can choose a number of them equal to 1 + the 
  spell’s level. These creatures automatically succeed on 
  their saving throws against the spell. If a successful 
  save means a chosen creature would take half damage 
  from the spell, it instead takes no damage from it. 
  Actions 
  Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 
  ft., one target. Hit: 2 (1d6 − 1) bludgeoning damage, or 
  3 (1d8 − 1) bludgeoning damage if used with two hands. 
  Flameskull 
  Tiny undead, neutral evil 
  Armor Class 13 
  Hit Points 40 (9d4 + 18) 
  Speed 0 ft., fly 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   1 (−5) 
  17 (+3) 
  14 (+2) 
  16 (+3) 
  10 (+0) 
  11 (+0) 
   
  Skills Arcana +5, Perception +2 
  Damage Resistances lightning, necrotic, piercing 
  Damage Immunities cold, fire, poison 
  Condition Immunities charmed, frightened, paralyzed, 
  poisoned 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Common 
  Challenge 4 (1,100 XP) 
   
  Illumination. The flameskull sheds either dim light in a 
  15-foot radius, or bright light in a 15-foot radius and 
  dim light for an additional 15 feet. It can switch 
  between the options as an action. 
  Magic Resistance. The flameskull has advantage on 
  saving throws against spells and other magical effects. 
  Rejuvenation. If the flameskull is destroyed, it regains 
  all its hit points in 1 hour unless holy water is sprinkled 
  on its remains or a dispel magic or remove curse spell is 
  cast on them. 
  Spellcasting. The flameskull is a 5th-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 13, 
  +5 to hit with spell attacks). It requires no somatic or 
  material components to cast its spells. The flameskull 
  has the following wizard spells prepared: 
  Cantrip (at will): mage hand 
  1st level (3 slots): magic missile, shield 
  2nd level (2 slots): blur, flaming sphere 
  3rd level (1 slot): fireball 
  Actions 
  Multiattack. The flameskull uses Fire Ray twice. 
  Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., 
  one target. Hit: 10 (3d6) fire damage. 
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  61 
  Flesh Golem 
  Medium construct, neutral 
  Armor Class 9 
  Hit Points 93 (11d8 + 44) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  9 (−1) 
  18 (+4) 
  6 (−2) 
  10 (+0) 
  5 (−3) 
    
  Damage Immunities lightning, poison; bludgeoning, 
  piercing, and slashing from nonmagical attacks that 
  aren’t adamantine 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages understands the languages of its creator but 
  can’t speak 
  Challenge 5 (1,800 XP) 
   
  Berserk. Whenever the golem starts its turn with 40 hit 
  points or fewer, roll a d6. On a 6, the golem goes 
  berserk. On each of its turns while berserk, the golem 
  attacks the nearest creature it can see. If no creature is 
  near enough to move to and attack, the golem attacks 
  an object, with preference for an object smaller than 
  itself. Once the golem goes berserk, it continues to do 
  so until it is destroyed or regains all its hit points. 
   The golem’s creator, if within 60 feet of the berserk 
  golem, can try to calm it by speaking firmly and 
  persuasively. The golem must be able to hear its 
  creator, who must take an action to make a DC 15 
  Charisma (Persuasion) check. If the check succeeds, the 
  golem ceases being berserk. If it takes damage while 
  still at 40 hit points or fewer, the golem might go 
  berserk again. 
  Aversion of Fire. If the golem takes fire damage, it has 
  disadvantage on attack rolls and ability checks until the 
  end of its next turn. 
  Immutable Form. The golem is immune to any spell or 
  effect that would alter its form. 
  Lightning Absorption. Whenever the golem is 
  subjected to lightning damage, it takes no damage and 
  instead regains a number of hit points equal to the 
  lightning damage dealt. 
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects. 
  Magic Weapons. The golem’s weapon attacks are 
  magical. 
  Actions 
  Multiattack. The golem makes two slam attacks. 
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) bludgeoning damage. 
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  62 
  Ghast 
  Medium undead, chaotic evil 
  Armor Class 13 
  Hit Points 36 (8d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  17 (+3) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
  8 (−1) 
    
  Damage Resistances necrotic 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common 
  Challenge 2 (450 XP) 
   
  Stench. Any creature that starts its turn within 5 feet of 
  the ghast must succeed on a DC 10 Constitution saving 
  throw or be poisoned until the start of its next turn. On 
  a successful saving throw, the creature is immune to 
  the ghast’s Stench for 24 hours. 
  Turning Defiance. The ghast and any ghouls within 30 
  feet of it have advantage on saving throws against 
  effects that turn undead. 
  Actions 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  creature. Hit: 12 (2d8 + 3) piercing damage. 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage. If the target is 
  a creature other than an undead, it must succeed on a 
  DC 10 Constitution saving throw or be paralyzed for 1 
  minute. The target can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on a 
  success. 
   
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  63 
  Ghost 
  Medium undead, any alignment 
  Armor Class 11 
  Hit Points 45 (10d8) 
  Speed 0 ft., fly 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   7 (−2) 
  13 (+1) 
  10 (+0) 
  10 (+0) 
  12 (+1) 
  17 (+3) 
   
  Damage Resistances acid, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks 
  Damage Immunities cold, necrotic, poison 
  Condition Immunities charmed, exhaustion, frightened, 
  grappled, paralyzed, petrified, poisoned, prone, 
  restrained 
  Senses darkvision 60 ft., passive Perception 11 
  Languages any languages it knew in life 
  Challenge 4 (1,100 XP) 
   
  Ethereal Sight. The ghost can see 60 feet into the 
  Ethereal Plane when it is on the Material Plane, and 
  vice versa. 
  Incorporeal Movement. The ghost can move through 
  other creatures and objects as if they were difficult 
  terrain. It takes 5 (1d10) force damage if it ends its turn 
  inside an object. 
  Actions 
  Withering Touch. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic 
  damage. 
  Etherealness. The ghost enters the Ethereal Plane from 
  the Material Plane, or vice versa. It is visible on the 
  Material Plane while it is in the Border Ethereal, and 
  vice versa, yet it can’t affect or be affected by anything 
  on the other plane. 
  Horrifying Visage. Each non-undead creature within 60 
  feet of the ghost that can see it must succeed on a DC 
  13 Wisdom saving throw or be frightened for 1 minute. 
  If the save fails by 5 or more, the target also ages 1d4 × 
  10 years. A frightened target can repeat the saving 
  throw at the end of each of its turns, ending the 
  frightened condition on itself on a success. If a target’s 
  saving throw is successful or the effect ends for it, the 
  target is immune to this ghost’s Horrifying Visage for 
  the next 24 hours. The aging effect can be reversed 
  with a greater restoration spell, but only within 24 
  hours of it occurring. 
  Possession (Recharge 6). One humanoid that the ghost 
  can see within 5 feet of it must succeed on a DC 13 
  Charisma saving throw or be possessed by the ghost; 
  the ghost then disappears, and the target is 
  incapacitated and loses control of its body. The ghost 
  now controls the body but doesn’t deprive the target 
  of awareness. The ghost can’t be targeted by any 
  attack, spell, or other effect, except ones that turn 
  undead, and it retains its alignment, Intelligence, 
  Wisdom, Charisma, and immunity to being charmed 
  and frightened. It otherwise uses the possessed 
  target’s statistics, but doesn’t gain access to the 
  target’s knowledge, class features, or proficiencies. 
   The possession lasts until the body drops to 0 hit 
  points, the ghost ends it as a bonus action, or the ghost 
  is turned or forced out by an effect like the dispel evil 
  and good spell. When the possession ends, the ghost 
  reappears in an unoccupied space within 5 feet of the 
  body. The target is immune to this ghost’s Possession 
  for 24 hours after succeeding on the saving throw or 
  after the possession ends. 
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  64 
  Gladiator 
  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). 
  Actions 
  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. 
  Reactions 
  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. 
  Greater Zombie 
  Medium undead, neutral evil 
  Armor Class 15 (natural armor) 
  Hit Points 97 (13d8 + 39) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  10 (+0) 
  17 (+3) 
  4 (-3) 
  6 (-2) 
  6 (-2) 
    
  Saving Throws Wis +1 
  Damage Resistances cold, necrotic 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, frightened 
  Senses darkvision 60 ft., passive Perception 8 
  Languages understands the languages it knew in life 
  but can’t speak 
  Challenge 5 (1,800 XP) 
   
  Turn Resistance. The zombie has advantage on saving 
  throws against any effect that turns undead. 
  Undead Fortitude. If damage reduces the zombie to 0 
  hit points, it must make a Constitution saving throw 
  with a DC of 5 + the damage taken, unless the damage 
  is radiant or from a critical hit. On a success, the 
  zombie drops to 1 hit point instead. 
  Actions 
  Multiattack. The zombie makes two melee attacks. 
  Empowered Slam. Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning 
  damage and 7 (2d6) necrotic damage. 
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  65 
  Hydroloth 
  Medium fiend (yugoloth), neutral evil 
  Armor Class 15 
  Hit Points 135 (18d8 + 54) 
  Speed 20 ft., swim 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  8 (-1) 
  16 (+) 
  3 (−4) 
  11 (+0) 
  3 (−4) 
    
  Skills Stealth +2 
  Senses blindsight 30 ft., passive Perception 10 
  Languages — 
  Challenge 5 (1,800 XP) 
   
  Amphibious. The hydroloth can breathe air and water. 
  Innate Spellcasting. The hydroloth’s innate spellcasting 
  ability is Intelligence (spell save DC 16). It can innately 
  cast the following spells, requiring no material 
  components: 
  At will: darkness, detect magic, dispel magic, invisibility 
  (self only), water walk 
  3/day each: control water, crown of madness, fear, 
  phantasmal killer, suggestion 
  Magic Resistance. The hydroloth has advantage on 
  saving throws against spells and other magical effects. 
  Magic Weapons. The hydroloth’s weapon attacks are 
  magical. 
  Secure Memory. The hydroloth is immune to the 
  waters of the River Styx as well as any effect that 
  would steal or modify its memories or detect or read 
  its thoughts. 
  Watery Advantage. While submerged in liquid, the 
  hydroloth has advantage on attack rolls. 
  Actions 
  Multiattack. The hydroloth makes two melee attacks. 
  In place of one of these attacks, it can cast one spell 
  that takes 1 action to cast. 
  Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one target. Hit: 14 (2d8 + 5) slashing damage. 
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 16 (2d10 + 5) piercing damage. 
  Steal Memory (1/Day). The hydroloth targets one 
  creature it can see within 60 feet of it. The target takes 
  4d6 psychic damage, and it must make a DC 16 
  Intelligence saving throw. On a successful save, the 
  target becomes immune to this hydroloth’s Steal 
  Memory for 24 hours. On a failed save, the target loses 
  all proficiencies, it can’t cast spells, it can’t understand 
  language, and if its Intelligence and Charisma scores 
  are higher than 5, they become 5. Each time the target 
  finishes a long rest, it can repeat the saving throw, 
  ending the effect on itself on a success. A greater 
  restoration or remove curse spell cast on the target 
  ends this effect early. 
  Teleport. The hydroloth magically teleports, along with 
  any equipment it is wearing or carrying, up to 60 feet 
  to an unoccupied space it can see. 
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  66 
  Kraken Priest 
  Medium humanoid (any race), any evil alignment 
  Armor Class 10  
  Hit Points 75 (10d8 + 30) 
  Speed 30 ft., swim 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  10 (+0) 
  16 (+3) 
  10 (+0) 
  15 (+2) 
  14 (+2) 
    
  Skills Perception +5 
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Senses passive Perception 15 
  Languages any two languages 
  Challenge 5 (1,800 XP) 
   
  Amphibious. The priest can breathe air and water. 
  Innate Spellcasting. The priest’s spellcasting ability is 
  Wisdom (spell save DC 13, +5 to hit with spell attacks). 
  It can innately cast the following spells, requiring no 
  material components: 
  At will: command, create or destroy water 
  3/day each: control water, darkness, water breathing, 
  water walk 
  1/day each: call lightning, Evard’s black tentacles 
  Actions 
  Thunderous Touch. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one creature. Hit: 27 (5d10) thunder 
  damage. 
  Voice of the Kraken (Recharges after a Short or Long 
  Rest). A kraken speaks through the priest with a 
  thunderous voice audible within 300 feet. Creatures of 
  the priest’s choice that can hear the kraken’s words 
  (which are spoken in Abyssal, Infernal, or Primordial) 
  must succeed on a DC 14 Charisma saving throw or be 
  frightened for 1 minute. A frightened target can repeat 
  the saving throw at the end of each of its turns, ending 
  the effect on itself on a success. 
  Lizard King/Queen 
  Medium humanoid (lizardfolk), chaotic evil 
  Armor Class 15 (natural armor) 
  Hit Points 78 (12d8 + 24) 
  Speed 30 ft., swim 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  12 (+1) 
  15 (+2) 
  11 (+0) 
  11 (+0) 
  15 (+2) 
   
  Saving Throws Con +4, Wis +2 
  Skills Perception +4, Stealth +5, Survival +4 
  Condition Immunities frightened 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Abyssal, Draconic 
  Challenge 4 (1,100 XP) 
   
  Hold Breath. The lizardfolk can hold its breath for 15 
  minutes. 
  Skewer. Once per turn, when the lizardfolk makes a 
  melee attack with its trident and hits, the target takes 
  an extra 10 (3d6) damage, and the lizardfolk gains 
  temporary hit points equal to the extra damage dealt. 
  Actions 
  Multiattack. The lizardfolk makes two attacks: one 
  with its bite and one with its claws or trident or two 
  melee attacks with its trident. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage. 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) slashing damage. 
  Trident. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 
  3) piercing damage, or 7 (1d8 + 3) piercing damage if 
  used with two hands to make a melee attack. 
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  67 
  Lizardfolk 
  Medium humanoid (lizardfolk), neutral 
  Armor Class 15 (natural armor, shield) 
  Hit Points 22 (4d8 + 4) 
  Speed 30 ft., swim 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  10 (+0) 
  13 (+1) 
  7 (−2) 
  12 (+1) 
  7 (−2) 
    
  Skills Perception +3, Stealth +4, Survival +5 
  Senses passive Perception 13 
  Languages Draconic 
  Challenge 1/2 (100 XP) 
   
  Hold Breath. The lizardfolk can hold its breath for 15 
  minutes. 
  Actions 
  Multiattack. The lizardfolk makes two melee attacks, 
  each one with a different weapon. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
  Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. 
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 
  2) piercing damage. 
  Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
   
  Mage 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (15 with mage armor) 
  Hit Points 40 (9d8) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (−1) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
   
  Saving Throws Int +6, Wis +4 
  Skills Arcana +6, History +6 
  Senses passive Perception 11 
  Languages any four languages 
  Challenge 6 (2,300 XP) 
   
  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 
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 
  2) piercing damage. 
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  68 
  Marid 
  Large elemental, chaotic neutral 
  Armor Class 17 (natural armor) 
  Hit Points 229 (17d10 + 136) 
  Speed 30 ft., fly 60 ft., swim 90 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   22 (+6) 
  12 (+1) 
  26 (+8) 
  18 (+4) 
  17 (+3) 
  18 (+4) 
   
  Saving Throws Dex +5, Wis +7, Cha +8 
  Damage Resistances acid, cold, lightning 
  Senses blindsight 30 ft., darkvision 120 ft., passive 
  Perception 13 
  Languages Aquan 
  Challenge 11 (7,200 XP) 
   
  Amphibious. The marid can breathe air and water. 
  Elemental Demise. If the marid dies, its body 
  disintegrates into a burst of water and foam, leaving 
  behind only equipment the marid was wearing or 
  carrying. 
  Innate Spellcasting. The marid’s innate spellcasting 
  ability is Charisma (spell save DC 16, +8 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components: 
  At will: create or destroy water, detect evil and good, 
  detect magic, fog cloud, purify food and drink 
  3/day each: tongues, water breathing, water walk 
  1/day each: conjure elemental (water elemental only), 
  control water, gaseous form, invisibility, plane shift 
  Actions 
  Multiattack. The marid makes two trident attacks. 
  Trident. Melee or Ranged Weapon Attack: +10 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 13 (2d6 + 
  6) piercing damage, or 15 (2d8 + 6) piercing damage if 
  used with two hands to make a melee attack. 
  Water Jet. The marid magically shoots water in a 60-
  foot line that is 5 feet wide. Each creature in that line 
  must make a DC 16 Dexterity saving throw. On a failure, 
  a target takes 21 (6d6) bludgeoning damage and, if it is 
  Huge or smaller, is pushed up to 20 feet away from the 
  marid and knocked prone. On a success, a target takes 
  half the bludgeoning damage, but is neither pushed 
  nor knocked prone. 
  Merfolk Salvager 
  Medium humanoid (merfolk), neutral 
  Armor Class 12 
  Hit Points 22 (4d8 + 4) 
  Speed 10 ft., swim 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  14 (+2) 
  12 (+1) 
  11 (+0) 
  10 (+0) 
  13 (+1) 
   
  Saving Throws Dex +4 
  Skills Athletics +3, Perception +2 
  Senses passive Perception 12 
  Languages Aquan, Common 
  Challenge 1 (200 XP) 
   
  Amphibious. The merfolk can breathe air and water. 
   
  Actions 
  Multiattack. The salvager makes two attacks with its 
  coral rapier. 
  Coral Rapier. Melee Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) piercing damage. 
  Inject Toxin (2/Day). Melee Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 6 (1d8 + 2) piercing damage, and the 
  creature must succeed on a DC 12 Constitution saving 
  throw or be paralyzed until the end of its next turn. 
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  69 
  Merfolk Scout 
  Medium humanoid (merfolk), chaotic evil 
  Armor Class 13 (leather armor) 
  Hit Points 16 (3d8 + 3) 
  Speed 10 ft., swim 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  14 (+2) 
  12 (+1) 
  11 (+0) 
  12 (+1) 
  11 (+0) 
   
  Skills Nature +2, Perception +3, Stealth +4, Survival +3 
  Senses passive Perception 15 
  Languages any one language (usually Common) 
  Challenge 1/2 (100 XP) 
   
  Keen Hearing and Sight. The merfolk scout has 
  advantage on Wisdom (Perception) checks that rely on 
  hearing or sight. 
  Amphibious. The merfolk can breathe air and water. 
  Actions 
  Multiattack. The merfolk scout makes two melee 
  attacks or two ranged attacks. 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Necromancer 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (15 with mage armor)  
  Hit Points 66 (12d8 + 12) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  9 (-1) 
  14 (+2) 
  12 (+1) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
    
  Saving Throws Int +7, Wis +5 
  Skills Arcana +7, History +7 
  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. 
  Actions 
  Withering Touch. Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one creature. Hit: 5 (2d4) necrotic damage. 
   
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  70 
  Noble 
  Medium humanoid (any race), any alignment 
  Armor Class 15 (breastplate) 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  12 (+1) 
  11 (+0) 
  12 (+1) 
  14 (+2) 
  16 (+3) 
   
  Skills Deception +5, Insight +4, Persuasion +5 
  Senses passive Perception 10 
  Languages any two languages 
  Challenge 1/8 (25 XP) 
  Actions 
  Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 5 (1d8 + 1) piercing damage. 
  Reactions 
  Parry. The noble adds 2 to its AC against one melee 
  attack that would hit it. To do so, the noble must see 
  the attacker and be wielding a melee weapon. 
  Ogre Zombie 
  Large undead, neutral evil 
  Armor Class 8  
  Hit Points 85 (9d10+36) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  6 (-2) 
  18 (+4) 
  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 Giant and Common but can’t 
  speak 
  Challenge 2 (450 XP) 
  Actions                      
  Morningstar. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. 
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  71 
  Sahuagin  
  Medium humanoid (sahuagin), lawful evil 
  Armor Class 12 (natural armor) 
  Hit Points 22 (4d8 + 4) 
  Speed 30 ft., swim 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  11 (+0) 
  12 (+1) 
  12 (+1) 
  13 (+1) 
  9 (−1) 
    
  Skills Perception +5 
  Senses darkvision 120 ft., passive Perception 15 
  Languages Sahuagin 
  Challenge 1/2 (100 XP) 
   
  Blood Frenzy. The sahuagin has advantage on melee 
  attack rolls against any creature that doesn’t have all 
  its hit points. 
  Limited Amphibiousness. The sahuagin can breathe air 
  and water, but it needs to be submerged at least once 
  every 4 hours to avoid suffocating. 
  Shark Telepathy. The sahuagin can magically command 
  any shark within 120 feet of it, using a limited 
  telepathy. 
  Actions 
  Multiattack. The sahuagin makes two melee attacks: 
  one with its bite and one with its claws or spear. 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 1) piercing damage. 
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 1) slashing damage. 
  Spear. Melee or Ranged Weapon Attack: +3 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 
  1) piercing damage, or 5 (1d8 + 1) piercing damage if 
  used with two hands to make a melee attack. 
  Sahuagin Baron  
  Large humanoid (sahuagin), lawful evil 
  Armor Class 16 (breastplate) 
  Hit Points 76 (9d10 + 27) 
  Speed 30 ft., swim 50 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  15 (+2) 
  16 (+3) 
  14 (+2) 
  13 (+1) 
  17 (+3) 
   
  Saving Throws Dex +5, Con +6, Int +5, Wis +4 
  Skills Perception +7 
  Senses darkvision 120 ft., passive Perception 17 
  Languages Sahuagin 
  Challenge 5 (1,800 XP) 
   
  Blood Frenzy. The sahuagin has advantage on melee 
  attack rolls against any creature that doesn’t have all 
  its hit points. 
  Limited Amphibiousness. The sahuagin can breathe air 
  and water, but he needs to be submerged at least once 
  every 4 hours to avoid suffocating. 
  Shark Telepathy. The sahuagin can magically command 
  any shark within 120 feet of him, using a limited 
  telepathy. 
  Actions 
  Multiattack. The sahuagin makes three attacks: one 
  with his bite and two with his claws or trident. 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 9 (2d4 + 4) piercing damage. 
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage. 
  Trident. Melee or Ranged Weapon Attack: +7 to hit, 
  reach 5 ft. or 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. 
   
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  72 
  Sahuagin Blademaster  
  Medium humanoid (sahuagin), lawful evil 
  Armor Class 20 (plate armor, shield) 
  Hit Points 97 (15d8 + 30) 
  Speed 30 ft., swim 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  15 (+2) 
  16 (+3) 
  14 (+2) 
  13 (+1) 
  17 (+3) 
   
  Saving Throws Str +6, Con +5 
  Skills Athletics +6, Intimidation +4 
  Senses darkvision 120, passive Perception 10 
  Languages Sahuagin 
  Challenge 6 (2,300 XP) 
   
  Blood Frenzy. The sahuagin has advantage on melee 
  attack rolls against any creature that doesn’t have all 
  its hit points. 
  Limited Amphibiousness. The sahuagin can breathe air 
  and water, but he needs to be submerged at least once 
  every 4 hours to avoid suffocating. 
  Shark Telepathy. The sahuagin can magically command 
  any shark within 120 feet of him, using a limited 
  telepathy. 
  Actions 
  Multiattack. The blademaster makes three attacks 
  with its wavecutter blade, or one attack with its bite 
  and two with its claws. 
  Wavecutter Blade. Melee Weapon Attack: +6 to hit, 
  reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing 
  damage. 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 8 (1d10 + 3) piercing damage. 
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) slashing damage. 
  Sahuagin Champion  
  Medium humanoid (sahuagin), lawful evil 
  Armor Class 16 (Natural Armor) 
  Hit Points 71 (13d8 + 13) 
  Speed 30 ft., swim 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  14 (+2) 
  12 (+1) 
  12 (+1) 
  13 (+1) 
  9 (-1) 
   
  Skills Perception +5 
  Senses darkvision 120, passive Perception 15 
  Languages Sahuagin 
  Challenge 3 (700 XP) 
   
  Blood Frenzy. The champion has advantage on melee 
  attack rolls against any creature that doesn’t have all 
  its hit points. 
  Limited Amphibiousness. The champion can breathe 
  air and water, but it needs to be submerged at least 
  once every 4 hours to avoid suffocating. 
  Shark Telepathy. The champion can magically 
  command any shark within 120 feet of it, using a 
  limited telepathy. 
   
  Actions 
  Multiattack. The champion makes three attacks with 
  its spear, or one attack with its bite and two with its 
  claws. 
  Spear. Melee Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing 
  damage, or 7 (1d8 + 3) piercing damage if used with 
  two hands to make a melee attack. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) piercing damage. 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) slashing damage. 
   
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  73 
  Sahuagin Wave Shaper  
  Medium humanoid (sahuagin), lawful evil 
  Armor Class 14 (natural armor) 
  Hit Points 60 (11d8 + 11) 
  Speed 30 ft., swim 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  12 (+1) 
  12 (+1) 
  16 (+3) 
  14 (+2) 
  12 (+1) 
   
  Saving Throws Str +6, Con +5 
  Skills Arcana +6, Intimidation +4, Perception +5 
  Senses darkvision 120, passive Perception 15 
  Languages Sahuagin 
  Challenge 5 (1,800 XP) 
   
  Blood Frenzy. The champion has advantage on melee 
  attack rolls against any creature that doesn’t have all 
  its hit points. 
  Limited Amphibiousness. The champion can breathe 
  air and water, but it needs to be submerged at least 
  once every 4 hours to avoid suffocating. 
  Shark Telepathy. The champion can magically 
  command any shark within 120 feet of it, using a 
  limited telepathy. 
  Innate Spellcasting. The wave shaper’s spellcasting 
  ability is Intelligence (spell save DC 14, +6 to hit with 
  spell attacks). It can cast the following spells, requiring 
  only verbal components: 
  At will: message 
  1/day: comprehend languages 
   
  Actions 
  Multiattack. The wave shaper 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: 10 (2d8 + 1) piercing damage plus 13 (3d8) 
  cold damage. 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 10 (2d8 + 1) slashing damage plus 13 (3d8) 
  cold damage. 
  Whirlpool (1/day). The wave shaper targets a body of 
  water at least 50 feet square and 25 feet deep, causing 
  a whirlpool to form in the center of the area. The 
  whirlpool forms a vortex that is 5 feet wide at the base, 
  up to 50 feet wide at the top, 25 feet tall, and lasts for 
  1 minute or until the wave shaper is incapacitated. Any 
  creature or object in the water and within 25 feet of 
  the vortex is pulled 10 feet toward it. A creature can 
  swim away from the vortex by succeeding on a DC 14 
  Strength (Athletics) check. 
   When a creature enters the vortex for the first time 
  on a turn or starts its turn there, it must make a DC 14 
  Strength saving throw. On a failed save, the creature 
  takes 9 (2d8) bludgeoning damage and is caught in the 
  vortex until it ends. On a success, the creature takes 
  half damage and isn’t caught in the vortex. A creature 
  caught in the vortex can use its action to try to swim 
  away from the vortex as described above, but it has 
  disadvantage on the Strength (Athletics) check to do so. 
   The first time each turn that an object enters the 
  vortex, the object takes 9 (2d8) bludgeoning damage. 
  This damage occurs each round it remains in the vortex. 
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  74 
  Sahuagin High Priestess  
  Medium humanoid (sahuagin), lawful evil 
  Armor Class 14 (natural armor) 
  Hit Points 71 (11d8 + 22) 
  Speed 30 ft., swim 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  12 (+1) 
  14 (+2) 
  12 (+1) 
  16 (+3) 
  10 (+0) 
   
  Saving Throws Wis +6 
  Skills Insight +6, Perception +6 
  Senses darkvision 120, passive Perception 16 
  Languages Sahuagin 
  Challenge 5 (1,800 XP) 
   
  Blood Frenzy. The high priestess has advantage on 
  melee attack rolls against any creature that doesn’t 
  have all its hit points. 
  Limited Amphibiousness. The high priestess can 
  breathe air and water, but she needs to be submerged 
  at least once every 4 hours to avoid suffocating. 
  Shark Telepathy. The high priestess can magically 
  command any shark within 120 feet of her, using a 
  limited telepathy. 
  Spellcasting. The high priestess is a 7th-level 
  spellcaster. Her spellcasting ability is Wisdom (spell 
  save DC 14, +6 to hit with spell attacks). She has the 
  following cleric spells prepared: 
  Cantrips (at will): guidance, mending, resistance, 
  thaumaturgy 
  1st level (4 slots): bless, detect magic, guiding bolt 
  2nd level (3 slots): hold person, spiritual weapon 
  (trident) 
  3rd level (3 slots): bestow curse, fear, mass healing 
  word, tongues 
  4th level (1 slots): banishment 
   
  Actions 
  Multiattack. The high priestess makes two attacks with 
  her toothsome staff, or one attack with her bite and 
  one with her claws. 
  Toothsome Staff. Melee Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 11 (2d8 + 2) piercing damage. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage. 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) slashing damage. 
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  75 
  Sauriv 
  Medium humanoid (lizardfolk), neutral 
  Armor Class 13 (natural armor) 
  Hit Points 9 (2d8) 
  Speed 30 ft., swim 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  12 (+1) 
  11 (+0) 
  12 (+1) 
  18 (+4) 
  16 (+3) 
    
  Skills Deception +7, Insight +6, Persuasion +7 
  Senses passive Perception 14 
  Languages Common, Draconic 
  Challenge 1/8 (25 XP) 
   
  Hold Breath. Sauriv can hold his breath for 15 minutes. 
  Fading Eyesight. Sauriv has disadvantage on all 
  Wisdom (Perception) checks. 
  Actions 
  Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 5 (1d8 + 1) piercing damage. 
  Reactions 
  Parry. Sauriv adds 2 to his AC against one melee attack 
  that would hit him. To do so, Sauriv must see the 
  attacker and be wielding a melee weapon. 
  Shell Shark 
  Medium monstrosity, unaligned 
  Armor Class 18 (shell plate armor) 
  Hit Points 32 (5d8 + 10) 
  Speed 0 ft., swim 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  12 (+1) 
  14 (+2) 
  3 (+4) 
  10 (+0) 
  7 (-2) 
   
  Saving Throws Str +4 
  Skills Athletics +6 
  Senses darkvision 120 ft., Ppassive Perception 10 
  Languages -- 
  Challenge 2 (450 XP) 
   
  Blood Frenzy. The shark has advantage on melee attack 
  rolls against any creature that doesn’t have all its hit 
  points. 
  Magic Resistance. The shark has advantage on saving 
  throws against spells and other magical effects. 
  Water Breathing. The shark can breathe only 
  underwater. 
  Actions 
  Multiattack. The shark makes two bite attacks. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 13 (2d10 + 2) piercing damage. 
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  76 
  Skeleton 
  Medium undead, lawful evil 
  Armor Class 13 (armor scraps) 
  Hit Points 13 (2d8 + 4) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  14 (+2) 
  15 (+2) 
  6 (−2) 
  8 (−1) 
  5 (−3) 
    
  Damage Vulnerabilities bludgeoning 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Languages understands all languages it knew in life but 
  can’t speak 
  Challenge 1/4 (50 XP) 
  Actions 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
   
  Storm Giant Skeleton 
  Huge undead, neutral evil 
  Armor Class 17 (natural armor) 
  Hit Points 115 (10d12 + 50) 
  Speed 30 ft., swim 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   21 (+5) 
  10 (+0) 
  20 (+5) 
  4 (−3) 
  6 (−2) 
  6 (−2) 
    
  Damage Vulnerabilities bludgeoning 
  Damage Immunities lightning, poison, thunder 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 8 
  Languages understands Giant but can’t speak 
  Challenge 7 (2,900 XP) 
   
  Evasion. If the skeleton is subjected to an effect that 
  allows it to make a saving throw to take only half 
  damage, it instead takes no damage if it succeeds on 
  the saving throw, and only half damage if it fails. 
  Magic Resistance. The skeleton has advantage on 
  saving throws against spells and other magical effects. 
  Turn Immunity. The skeleton is immune to effects that 
  turn undead. 
  Actions 
  Multiattack. The skeleton makes three scimitar attacks. 
  Shortbow. Melee Weapon Attack: +8 to hit, reach 10 ft., 
  one target. Hit: 15 (3d6 + 5) slashing damage. 
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  77 
  Sword Wraith Warrior 
  Medium undead, lawful evil 
  Armor Class 16 (chain shirt, shield) 
  Hit Points 45 (6d8 + 18) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  12 (+1) 
  17 (+3) 
  6 (-2) 
  9 (-1) 
  10 (+0) 
  Damage Resistances necrotic; bludgeoning, piercing, 
  and slashing from nonmagical attacks 
  Damage Immunities poison 
  Condition Immunities exhaustion, frightened, 
  poisoned, unconscious 
  Senses darkvision 60 ft., passive Perception 9 
  Languages the languages it knew in life 
  Challenge 3 (700 XP) 
   
  Martial Fury. As a bonus action, the sword wraith can 
  make one weapon attack. If it does so, attack rolls 
  against it have advantage until the start of its next turn. 
  Actions 
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 
  + 4) slashing damage if used with two hands. 
  Longbow. Ranged Weapon Attack: +3 to hit, range 
  150/600 ft., one target. Hit: 5 (1d8 + 1) piercing 
  damage. 
  Thayan Apprentice 
  Medium humanoid (any race), any non-good alignment 
  Armor Class 12 (15 with mage armor) 
  Hit Points 27 (5d8 + 5) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  14 (+2) 
  12 (+1) 
  15 (+2) 
  13 (+1) 
  11 (+0) 
    
  Skills Arcana +4 
  Senses passive Perception 11 
  Languages Common, Thayan 
  Challenge 2 (450 XP) 
   
  Spellcasting. The apprentice is a 4th-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 12, 
  +4 to hit with spell attacks). It has the following wizard 
  spells prepared: 
  Cantrips (at will): fire bolt, mage hand, prestidigitation, 
  shocking grasp 
  1st level (4 slots): burning hands, detect magic, mage 
  armor, shield 
  2nd level (3 slots): blur, scorching ray 
  Actions 
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing 
  damage. 
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
  78 
  Tyrannosaurus Rex 
  Huge undead, unaligned 
  Armor Class 13 (natural armor) 
  Hit Points 136 (13d12 + 52) 
  Speed 50 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   25 (+7) 
  10 (+0) 
  19 (+4) 
  2 (-4) 
  12 (+1) 
  9 (-1) 
    
  Skills Perception +4 
  Senses passive Perception 14 
  Languages - 
  Challenge 8 (3,900 XP) 
  Actions 
  Multiattack. The tyrannosaurus rex makes two attacks: 
  one with its bite and one with its tail. It can’t make 
  both attacks against the same target. 
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., 
  one target. Hit: 33 (4d12 + 7) piercing damage. If the 
  target is a Medium or smaller creature, it is grappled 
  (escape DC 17). Until this grapple ends, the target is 
  restrained and the tyrannosaurus ewz can’t bite 
  another target. 
  Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one 
  target. Hit: 20 (3d8 + 7) bludgeoning damage. 
   
  Tyrannosaurus Zombie (Zombie Shark) 
  Huge undead, unaligned 
  Armor Class 11 Natural Armor 
  Hit Points 136 (13d12 + 52) 
  Speed 0 ft., swim 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   25 (+7) 
  6 (-2) 
  19 (+4) 
  1 (-5) 
  3 (-4) 
  5 (-3) 
    
  Damage Immunities Poison 
  Condition Immunities Poisoned 
  Senses Darkvision 60 ft., Passive Perception 6 
  Languages - 
  Challenge 8 (3,900 XP) 
   
  Disgorge Zombie. As a bonus action, the tyrannosaurus 
  zombie can disgorge a normal zombie, which appears 
  in an unoccupied space within 10 feet of it. The 
  disgorged zombie acts on its own initiative count. After 
  a zombie is disgorged, roll a d6. On a roll of 1, the 
  tyrannosaurus zombie runs out of zombies to disgorge 
  and loses this trait. If the tyrannosaurus zombie still 
  has this trait when it dies, 1d4 normal zombies erupt 
  from its corpse at the start of its next turn. These 
  zombies act on their own initiative count. 
  Undead Fortitude. If damage reduces the 
  tyrannosaurus zombie to 0 hit points, it must make a 
  Constitution saving throw with a DC of 5 + the damage 
  taken, unless the damage is radiant or from a critical 
  hit. On a success, the zombie drops to 1 hit point 
  instead. 
  Actions 
  Multiattack. The tyrannosaurus zombie makes two 
  attacks: one with its bite and one with its tail. It can’t 
  make both attacks against the same target. 
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., 
  one target. Hit: 33 (4d12 + 7) piercing damage. If the 
  target is a Medium or smaller creature, it is grappled 
  (escape DC 17). Until this grapple ends, the target is 
  restrained and the tyrannosaurus zombie can’t bite 
  another target or disgorge zombies. 
  Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one 
  target. Hit: 20 (3d8 + 7) bludgeoning damage. 
   
  
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  79 
  Water Elemental 
  Large elemental, neutral 
  Armor Class 14 (natural armor) 
  Hit Points 114 (12d10 + 48) 
  Speed 30 ft., swim 90 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  14 (+2) 
  18 (+4) 
  5 (−3) 
  10 (+0) 
  8 (−1) 
    
  Damage Resistances acid; bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Damage Immunities poison 
  Condition Immunities exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, unconscious 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Aquan 
  Challenge 5 (1,800 XP) 
   
  Water Form. The elemental can enter a hostile 
  creature’s space and stop there. It can move through a 
  space as narrow as 1 inch wide without squeezing. 
  Freeze. If the elemental takes cold damage, it partially 
  freezes; its speed is reduced by 20 feet until the end of 
  its next turn. 
  Actions 
  Multiattack. The elemental makes two slam attacks. 
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) bludgeoning damage. 
  Whelm (Recharge 4–6). Each creature in the 
  elemental’s space must make a DC 15 Strength saving 
  throw. On a failure, a target takes 13 (2d8 + 4) 
  bludgeoning damage. If it is Large or smaller, it is also 
  grappled (escape DC 14). Until this grapple ends, the 
  target is restrained and unable to breathe unless it can 
  breathe water. If the saving throw is successful, the 
  target is pushed out of the elemental’s space. 
   The elemental can grapple one Large creature or up 
  to two Medium or smaller creatures at one time. At the 
  start of each of the elemental’s turns, each target 
  grappled by it takes 13 (2d8 + 4) bludgeoning damage. 
  A creature within 5 feet of the elemental can pull a 
  creature or object out of it by taking an action to make 
  a DC 14 Strength and succeeding. 
   
  Water Elemental Myrmidon 
  Medium elemental, neutral 
  Armor Class 18 (Plate) 
  Hit Points 127 (17d8 + 51) 
  Speed 40 ft., swim 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  14 (+2) 
  15 (+2) 
  8 (−1) 
  10 (+0) 
  10 (+0) 
    
  Damage Resistances acid; bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Damage Immunities poison 
  Condition Immunities paralyzed, petrified, poisoned, 
  prone 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Aquan and one language of its creator’s 
  choice 
  Challenge 7 (2,900 XP) 
   
  Magic Weapons. The myrmidon’s weapon attacks are 
  magical. 
   
  Actions 
  Multiattack. The myrmidon makes three trident 
  attacks. 
  Trident. Melee Weapon Attack: +7 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing 
  damage, or 8 (1d8 + 4) piercing damage if used with 
  two hands to make a melee attack. 
  Freezing Strikes (Recharge 6). The myrmidon uses 
  Multiattack. Each attack that hits deals an extra 5 
  (1d10) cold damage. A target that is hit by one or more 
  of these attacks has its speed reduced by 10 feet until 
  the end of the myrmidon’s next turn. 
   
  
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  Water Weird 
  Large elemental, neutral 
  Armor Class 13 
  Hit Points 58 (9d10 + 9) 
  Speed 0 ft., swim 60 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  16 (+3) 
  13 (+1) 
  11 (+0) 
  10 (+0) 
  10 (+0) 
   
  Damage Resistances fire; bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Damage Immunities poison 
  Condition Immunities exhaustion, grappled, paralyzed, 
  poisoned, restrained, prone, unconscious 
  Senses blindsight 30 ft., passive Perception 10 
  Languages understands Aquan but doesn’t speak 
  Challenge 3 (700 XP) 
   
  Invisible in Water. The water weird is invisible while 
  fully immersed in water. 
  Water Bound. The water weird dies if it leaves the 
  water to which it is bound or if that water is destroyed. 
  Actions 
  Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., 
  one creature. Hit: 13 (3d6 + 3) bludgeoning damage. If 
  the target is Medium or smaller, it is grappled (escape 
  DC 13) and pulled 5 feet toward the water weird. Until 
  this grapple ends, the target is restrained, the water 
  weird tries to drown it, and the water weird can’t 
  constrict another target. 
   
  Wight 
  Medium undead, neutral evil 
  Armor Class 14 (studded leather) 
  Hit Points 45 (6d8 + 18) 
  Speed 30 ft. 
    
   
  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 attacks that aren’t 
  silvered 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., 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. 
  Actions 
  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. 
   
  
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  Wraith 
  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 (1,800 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. 
  Actions 
  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 14 Constitution saving 
  throw or its hit point maximum is reduced by an 
  amount equal to the damage taken. This reduction 
  lasts until the target finishes a long rest. The target dies 
  if this effect reduces its hit point maximum to 0. 
  Create Specter. The wraith targets a humanoid within 
  10 feet of it that has been dead for no longer than 1 
  minute and died violently. The target's spirit rises as a 
  specter in the space of its corpse or in the nearest 
  unoccupied space. The specter is under the wraith's 
  control. The wraith can have no more than seven 
  specters under its control at one time. 
  Zombie 
  Medium undead, neutral evil 
  Armor Class 8 
  Hit Points 22 (3d8 + 9) 
  Speed 20 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  6 (−2) 
  16 (+3) 
  3 (−4) 
  6 (−2) 
  5 (−3) 
    
  Saving Throws Wis +0 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 8 
  Languages understands the languages it knew in life 
  but can’t speak 
  Challenge 1/4 (50 XP) 
   
  Undead Fortitude. If damage reduces the zombie to 0 
  hit points, it must make a Constitution saving throw 
  with a DC of 5 + the damage taken, unless the damage 
  is radiant or from a critical hit. On a success, the 
  zombie drops to 1 hit point instead. 
  Actions 
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) bludgeoning damage.
   
   
  
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  Appendix B. Ships 
   
  Death Knight-Dreadnought 
  Gargantuan vehicle (100 ft. by 20 ft.) 
  Creature Capacity 40 crew, 60 passengers 
  Cargo Capacity 200 tons 
  Travel Pace 4 miles per hour (96 miles per day) 
   
   
  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, psychic 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, incapacitated, paralyzed, 
  petrified, poisoned, prone, stunned, unconscious 
  Senses darkvision 60 ft., passive Perception 13 
  Languages cannot speak, read or write, but 
  understands Abyssal and Common 
   
  Magic Resistance. The death knight-dreadnought has 
  advantage on saving throws against spells and other 
  magical effects. 
  Marshal Undead. Unless the death knight-
  dreadnought is incapacitated, 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-dreadnought is a 19th-
  level spellcaster, though it is incapable of casting 
  spells on its own. However, either the captain or the 
  coxswain can forego their action to allow the ship to 
  use them as a conduit for casting a spell, which 
  originates from that individual. In such instances, the 
  individual’s spellcasting ability is Charisma (spell save 
  DC 18, +10 to hit with spell attacks). The death 
  knight-dreadnought has the following paladin spells 
  prepared: 
   
  1st level (4 slots): command, compelled duel, searing 
  smite 
  2nd level (3 slots): 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) 
  Actions 
  On its turn, the deathknight-dreadnought can take 3 
  actions, choosing from the options below. It can take 
  only 2 actions if it has fewer than twenty crew and only 
  1 action if it has fewer than ten. It can’t take these 
  actions if it has fewer than three crew. 
   
  Fire Ballistas. The death knight-dreadnought can fire 
  its ballistas (DMG, ch. 8). 
  Fire Mangonels. The death knight-dreadnought can fire 
  its mangonels (DMG, ch. 8). 
  Cast A Spell. The dread knight-dreadnought can cast a 
  spell (see Spellcasting). 
  Move. The death knight-dreadnought can use its helm 
  to move with its oars or sails. As part of this move, it 
  can use its naval ram. 
  Hull 
  Armor Class 20 
  Hit Points 500 (damage threshold 20) 
  Control: Helm 
  Armor Class 20 
  Hit Points 50 
  Move up to the speed of one of the ship’s movement 
  components, with one 90-degree turn. If the helm is 
  destroyed, the deathknight-dreadnought can’t turn, 
  unless the necromancer captain uses its action to guide 
  the ship by making a successful DC 15 Intelligence 
  (Arcana) check. 
  Movement: Oars 
  Armor Class 20 
  Hit Points 100; −5 ft. speed per 25 damage taken 
  Speed (water) 20 ft. (requires at least 2 crew, service 
  engineers only) 
  Movement: Sails 
  Armor Class 18 
  Hit Points 100; −10 ft. speed per 25 damage taken 
  Speed (water) 35 ft.; 15 ft. while sailing into the wind; 
  50 ft. while sailing with the wind 
   
  Weapons: Ballistas (2) 
  Armor Class 18 
  
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  Hit Points 50 each 
  Ranged Weapon Attack: +6 to hit, range 120/480 ft., 
  one target. Hit: 16 (3d10) piercing damage plus 18 
  (4d8) necrotic damage. 
  Weapons: Mangonels (2) 
  Armor Class 18 
  Hit Points 100 each 
  Ranged Weapon Attack: +5 to hit, range 200/800 ft. 
  (can’t hit targets within 60 ft. of it), one target. Hit: 27 
  (5d10) bludgeoning damage plus 18 (4d8) necrotic 
  damage. 
  Hellfire Orb (1/Day)  
  The death knight-dreadnought hurls a magical ball of 
  fire that explodes at a point it can see within 240 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. 
  Naval Ram 
  Armor Class 22 
  Hit Points 100 (damage threshold 20) 
  The deathknight-dreadnought has advantage on all 
  saving throws relating to crashing when it crashes into 
  a creature or object, and that creature or object has 
  disadvantage on all saving throws related to crashing. 
  Any damage it takes from the crash is applied to the 
  naval ram rather than to the ship. These benefits don’t 
  apply if another vessel crashes into the deathknight-
  dreadnought. 
   
   
   
  
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  84 
  Galley 
  Gargantuan vehicle (130 ft. by 20 ft.) 
  Creature Capacity 80 crew, 40 passengers 
  Cargo Capacity 150 tons 
  Travel Pace 4 miles per hour (96 miles per day) 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  24 (+7) 4 (–3) 
  20 (+5)  0  
  0 
  0 
   
   
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, incapacitated, paralyzed, 
  petrified, poisoned, prone, stunned, unconscious 
  Actions 
  On its turn, the galley can take 3 actions, choosing from 
  the options below. It can take only 2 actions if it has 
  fewer than forty crew and only 1 action if it has fewer 
  than twenty crew. It can’t take these actions if it has 
  fewer than three crew. 
   
  Fire Ballistas. The galley can fire its ballistas (DMG, ch. 
  8). 
  Fire Mangonels. The galley can fire its mangonels 
  (DMG, ch. 8). 
  Move. The galley can use its helm to move with its oars 
  or sails. As part of this move, it can use its naval ram. 
  Hull 
  Armor Class 15 
  Hit Points 500 (damage threshold 20) 
  Control: Helm 
  Armor Class 16 
  Hit Points 50 
  Move up to the speed of one of the ship’s movement 
  components, with one 90-degree turn. If the helm is 
  destroyed, the galley can’t turn. 
  Movement: Oars 
  Armor Class 12 
  Hit Points 100; −5 ft. speed per 25 damage taken 
  Speed (water) 30 ft. (requires at least 40 crew) 
  Movement: Sails 
  Armor Class 12 
  Hit Points 100; −10 ft. speed per 25 damage taken 
  Speed (water) 35 ft.; 15 ft. while sailing into the wind; 
  50 ft. while sailing with the wind 
  Weapons: Ballistas (2) 
  Armor Class 15 
  Hit Points 50 each 
  Ranged Weapon Attack: +6 to hit, range 120/480 ft., 
  one target. Hit: 16 (3d10) piercing damage. 
  Weapons: Mangonels (2) 
  Armor Class 15 
  Hit Points 100 each 
  Ranged Weapon Attack: +5 to hit, range 200/800 ft. 
  (can’t hit targets within 60 ft. of it), one target. Hit: 27 
  (5d10) bludgeoning damage. 
  Naval Ram 
  Armor Class 20 
  Hit Points 100 (damage threshold 10) 
  The galley has advantage on all saving throws relating 
  to crashing when it crashes into a creature or object. 
  Any damage it takes from the crash is applied to the 
  naval ram rather than to the ship. These benefits don’t 
  apply if another vessel crashes into the galley. 
   
   
   
  
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  Keelboat 
  Gargantuan vehicle (60 ft. by 20 ft.) 
  Creature Capacity 3 crew, 4 passengers 
  Cargo Capacity 0.5 tons 
  Travel Pace 3 miles per hour (72 miles per day) 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 7 (–2) 
  13 (+1)  0  
  0 
  0 
   
   
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, incapacitated, paralyzed, 
  petrified, poisoned, prone, stunned, unconscious 
  Actions 
  On its turn, the keelboat can take 2 actions, choosing 
  from the options below. It can take only 1 action if it 
  has only one crew. It can’t take these actions if it has 
  no crew. 
   
  Fire Ballistas. The keelboat can fire its ballista (DMG, 
  ch. 8). 
  Move. The keelboat can use its helm to move with its 
  oars or sails. 
  Hull 
  Armor Class 15 
  Hit Points 100 (damage threshold 10) 
  Control: Helm 
  Armor Class 12 
  Hit Points 50 
  Move up to the speed of one of the ship’s movement 
  components, with one 90-degree turn. If the helm is 
  destroyed, the keelboat can’t turn. 
  Movement: Oars 
  Armor Class 12 
  Hit Points 100; −5 ft. speed per 25 damage taken 
  Speed (water) 20 ft. 
  Movement: Sails 
  Armor Class 12 
  Hit Points 100; −10 ft. speed per 20 damage taken 
  Speed (water) 25 ft.; 15 ft. while sailing into the wind; 
  35 ft. while sailing with the wind 
  Weapons: Ballista 
  Armor Class 15 
  Hit Points 50 each 
  Ranged Weapon Attack: +6 to hit, range 120/480 ft., 
  one target. Hit: 16 (3d10) piercing damage. 
   
   
   
  
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  Longship 
  Gargantuan vehicle (70 ft. by 20 ft.) 
  Creature Capacity 40 crew, 100 passengers 
  Cargo Capacity 10 tons 
  Travel Pace 5 miles per hour (120 miles per day) 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 6 (–2) 
  17 (+3)  0  
  0 
  0 
   
   
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, incapacitated, paralyzed, 
  petrified, poisoned, prone, stunned, unconscious 
  Actions 
  On its turn, the longship can take the move action 
  below. It can’t take this action if it has no crew. 
   
  Move. The longship can use its helm to move with its 
  oars or sails. 
  Hull 
  Armor Class 15 
  Hit Points 300 (damage threshold 15) 
  Control: Helm 
  Armor Class 16 
  Hit Points 50 
  Move up to the speed of one of the ship’s movement 
  components, with one 90-degree turn. If the helm is 
  destroyed, the longship can’t turn. 
  Movement: Oars 
  Armor Class 12 
  Hit Points 100; −5 ft. speed per 25 damage taken 
  Speed (water) 20 ft. (requires at least 20 crew) 
  Movement: Sails 
  Armor Class 12 
  Hit Points 100; −10 ft. speed per 25 damage taken 
  Speed (water) 45 ft.; 15 ft. while sailing into the wind; 
  60 ft. while sailing with the wind 
  Mummy-Kraken-Submersible 
  Gargantuan vehicle (100 ft. by 20 ft.) 
  Creature Capacity 20 crew, 40 passengers 
  Cargo Capacity 50 tons 
  Travel Pace 4 miles per hour (96 miles per day) 
    
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  24 (+7) 11 (+0) 20 (+5)  19 (+4)  15 (+2)  17 (+3) 
   
   
  Saving Throws STR +12, DEX +5, CON +10, INT +9, WIS 
  +7 
  Damage Vulnerabilities Fire 
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Damage Immunities lightning, necrotic, poison 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned 
  Senses truesight 120 ft., passive Perception 12 
  Languages understands Abyssal, Celestial, Infernal, and 
  Primordial but can’t speak; telepathy 60 ft. 
   
  Magic Resistance. The death knight-dreadnought has 
  advantage on saving throws against spells and other 
  magical effects. 
  Freedom of Movement. The mummy-kraken-
  submersible ignores difficult terrain, and magical 
  effects can’t reduce its speed or cause it to be 
  restrained. It can spend 5 feet of movement to 
  escape from nonmagical restraints or being grappled. 
  Siege Monster. The mummy-kraken submersible deals 
  double damage to objects and structures. 
  Actions 
  On its turn, the mummy-kraken-submersible can take 3 
  actions, choosing from the options below. It can take 
  only 2 actions if it has fewer than ten crew and only 1 
  action if it has fewer than five. It can’t take these 
  actions if it has fewer than two crew. 
   
  Bite. The mummy-kraken-submersible can use its bite. 
  Tentacles. The mummy-kraken-submersible can lash 
  out, attacking with three of its tentacles. 
  Lightning Strike. The mummy-kraken-submersible can 
  use its lightning strike feature. 
  Move. The mummy-kraken-submersible can use its 
  helm to move. As part of this move, it can use its bite. 
  
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  DDEP-DRW01 Assault on Myth Nantar 
   
   
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  Hull 
  Armor Class 16 
  Hit Points 500 (damage threshold 20) 
  If you’re inside the mummy-kraken-submersible, you 
  must either be able to breathe under water naturally 
  or magically to avoid drowning. 
  Control: Helm 
  Armor Class 20 
  Hit Points 50 
  Move up to the speed of one of the ship’s movement 
  components, with one 90-degree turn. If the helm is 
  destroyed, the mummy-kraken-submersible can’t turn, 
  unless the necromancer captain uses its action to guide 
  the ship by making a successful DC 15 Intelligence 
  (Arcana) check. The Helm can only be attacked if you’re 
  inside the submersible, whether you get swallowed or 
  find another way in. 
  Weapons: Bite 
  Armor Class 18 
  Hit Points 100 (threshold 20) 
  Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 20 (3d8 + 7) piercing damage. If the target is 
  a Medium or smaller creature grappled by the 
  mummy-kraken-submersible, that creature is 
  swallowed and the grapple ends. When first swallowed, 
  the creature is prone and restrained, it has total cover 
  against attacks and other effects outside the mummy-
  kraken-submersible, but the crew and passengers 
  inside the mummy-kraken-submersible can attack it 
  freely. A creature that makes a successful DC 20 
  Strength (Athletics) OR Dexterity (Acrobatics) check, 
  can free themselves from being restrained, but is still 
  inside the mummy-kraken-submersible. One Medium 
  or two smaller creatures can be swallowed at the same 
  time. The interior of the submersible is 20 feet long, 20 
  feet wide, and 7 feet high. 
   If the mummy-kraken-submersible is destroyed, a 
  swallowed creature is no longer restrained by it and 
  can escape from the corpse using 10 feet of movement, 
  exiting prone. 
  Weapons: Tentacles (3) 
  Armor Class 18 
  Hit Points 100 each 
  Melee Weapon Attack: +12 to hit, reach 20 ft., one 
  target. Hit: 17 (3d6 + 7) bludgeoning damage plus 10 
  (3d6) necrotic damage, and the target is grappled 
  (escape DC 20). Until the grapple ends, the target is 
  restrained.  
   If the target is a creature, it must succeed on a DC 18 
  Constitution saving throw or be cursed with mummy 
  rot. The cursed target can't regain hit points, and its hit 
  point maximum decreases by 10 (3d6) for every 24 
  hours that elapse. If the curse reduces the target's hit 
  point maximum to 0, the target dies, and its body turns 
  to dust. The curse lasts until removed by the remove 
  curse spell or other magic. 
  Lightning Strike 
  The mummy-kraken-submersible magically creates a 
  bolt of lightning, which can strike a target within 90 
  feet of it. The target must make a DC 18 Dexterity 
  saving throw, taking 22 (4d10) lightning damage on a 
  failed save, or half as much damage on a successful one. 
  Legendary Actions 
  The mummy-kraken-submersible 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 mummy-
  kraken-submersible regains spent legendary actions at 
  the start of its turn. 
   
  Tentacle Attack (Costs 2 Actions). The mummy-kraken-
  submersible makes one tentacle attack. 
  Fling. The mummy-kraken-submersible uses Fling. 
  Ink Cloud (Costs 3 Actions). While underwater, the 
  mummy-kraken-submersible expels an ink cloud in a 
  40-foot radius. The cloud spreads around corners, and 
  that area is heavily obscured to creatures other than 
  the mummy-kraken-submersible. Each creature other 
  than the mummy-kraken-submersible that ends its turn 
  there must succeed on a DC 18 Constitution saving 
  throw, taking 11 (2d10) poison damage on a failed save 
  or half as much damage on a successful one. A strong 
  current disperses the cloud, which otherwise 
  disappears at the end of the mummy-kraken-
  submersible’s next turn. 
   
  
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  Rowboat 
  Large vehicle (10 ft. by 5 ft.) 
  Creature Capacity 2 crew, 2 passengers 
  Cargo Capacity 0.25 tons 
  Travel Pace 3 miles per hour (24 miles per day) 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 8 (–1) 
  11 (+0)  0  
  0 
  0 
   
   
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, incapacitated, paralyzed, 
  petrified, poisoned, prone, stunned, unconscious 
  Actions 
  On its turn, the rowboat can take the move action 
  below. It can’t take this action if it has no crew. 
   
  Move. The rowboat can use moving its oars. 
  Hull 
  Armor Class 11 
  Hit Points 50 
  Control and Movement: Oars 
  Armor Class 12 
  Hit Points 25 
  Speed (water) 15 ft. 
   
  Move up to the ship’s speed, with one 90-degree turn. 
  Without oars, the rowboat’s speed is 0. 
   
   
   
  
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  Warship 
  Gargantuan vehicle (100 ft. by 20 ft.) 
  Creature Capacity 40 crew, 60 passengers 
  Cargo Capacity 200 tons 
  Travel Pace 4 miles per hour (96 miles per day) 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 4 (–3) 
  20 (+5)  0  
  0 
  0 
   
   
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, incapacitated, paralyzed, 
  petrified, poisoned, prone, stunned, unconscious 
  Actions 
  On its turn, the warship can take 3 actions, choosing 
  from the options below. It can take only 2 actions if it 
  has fewer than twenty crew and only 1 action if it has 
  fewer than ten. It can’t take these actions if it has 
  fewer than three crew. 
   
  Fire Ballistas. The warship can fire its ballistas (DMG, 
  ch. 8). 
  Fire Mangonels. The warship can fire its mangonels 
  (DMG, ch. 8). 
  Move. The warship can use its helm to move with its 
  oars or sails. As part of this move, it can use its naval 
  ram. 
  Hull 
  Armor Class 15 
  Hit Points 500 (damage threshold 20) 
  Control: Helm 
  Armor Class 18 
  Hit Points 50 
  Move up to the speed of one of the ship’s movement 
  components, with one 90-degree turn. If the helm is 
  destroyed, the galley can’t turn. 
  Movement: Oars 
  Armor Class 12 
  Hit Points 100; −5 ft. speed per 25 damage taken 
  Speed (water) 30 ft. (requires at least 20 crew) 
  Movement: Sails 
  Armor Class 12 
  Hit Points 100; −10 ft. speed per 25 damage taken 
  Speed (water) 35 ft.; 15 ft. while sailing into the wind; 
  50 ft. while sailing with the wind 
  Weapons: Ballistas (2) 
  Armor Class 15 
  Hit Points 50 each 
  Ranged Weapon Attack: +6 to hit, range 120/480 ft., 
  one target. Hit: 16 (3d10) piercing damage. 
  Weapons: Mangonels (2) 
  Armor Class 15 
  Hit Points 100 each 
  Ranged Weapon Attack: +5 to hit, range 200/800 ft. 
  (can’t hit targets within 60 ft. of it), one target. Hit: 27 
  (5d10) bludgeoning damage. 
  Naval Ram 
  Armor Class 20 
  Hit Points 100 (damage threshold 10) 
  The warship has advantage on all saving throws 
  relating to crashing when it crashes into a creature or 
  object. Any damage it takes from the crash is applied to 
  the naval ram rather than to the ship. These benefits 
  don’t apply if another vessel crashes into the warship. 
   
   
  
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  Appendix C. Handouts 
   The following handouts can be given to players 
  during the course of the adventure when indicated 
  in the text. 
  Handout 1: Rules Exceptions 
  The following restrictions apply throughout this 
  D&D Epic™ event. 
  Short and Long Rests 
  The event plays out in just a few hours of game time. 
  Players can’t afford to take long rests and can take 
  only one short rest. Opportunities to earn 
  additional short rests occur during play. 
  Player Spellcasting 
  Right from the start of the adventure, the characters 
  are in the middle of a battle and time is of the 
  essence, making it difficult to cast certain spells.   
  • There is no time to cast spells with a casting time 
  of longer than 5 minutes before the event begins.  
  • Spells with a casting time of longer than 5 minutes 
  can only be cast during the event if the group 
  takes a short rest.  
  • Spells with a casting time of longer than 1 hour 
  can’t be cast during the event at all. 
  • Spells that affect areas over 200 feet in radius (e.g. 
  control weather) can affect other groups nearby at 
  the administrators’ discretion. Inform the 
  administrators if one of your players casts a spell 
  with such a range. 
  Spellcasting Services 
  Between missions, allied clerics can provide any of 
  the spellcasting services listed in the Adventurers 
  League Dungeon Master’s Guide. Players must cover 
  the component costs for these spells, which are cast 
  instantly and without the requirement to spend 
  downtime days. 
   
   
  
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  Handout 2: Ship and Underwater Combat 
  This section provides guidance on using ships in 
  combat. 
  Ships and Initiative 
  A ship rolls initiative using its Dexterity, and it uses 
  its crew’s quality score as a modifier to that roll. 
   On a ship’s turn, the captain decides which of the 
  ship’s actions to use. 
  Special Officer Actions 
  During an encounter, the captain, first mate, and 
  bosun each have access to two special action 
  options: Take Aim and Full Speed Ahead, both 
  detailed below. 
   Take Aim. As an action, the captain, first mate, or 
  bosun directs the crew’s firing, aiding in aiming one 
  of the ship’s weapons. Select one of the ship’s 
  weapons that is within 10 feet of the officer. It gains 
  advantage on the next attack roll it makes before the 
  end of the ship’s next turn. 
   Full Speed Ahead. As an action while on deck, the 
  captain, first mate, or bosun can exhort the crew to 
  work harder and drive the ship forward faster. Roll a 
  d6 and multiply the result by 5. Apply the total as a 
  bonus to the ship’s speed until the end of the ship’s 
  next turn. If the ship is already benefiting from this 
  action’s bonus, don’t add the bonuses together; the 
  higher bonus applies. 
  Crew in Combat 
  Managing a ship’s entire crew in combat can prove 
  cumbersome, especially as larger ships often host 
  dozens of sailors. Typically, the crew is too busy 
  managing the ship to do anything else during combat. 
  Don’t worry about tracking their specific positions 
  unless you want to add that complexity. You can 
  assume that the crew is evenly divided among the 
  upper two decks of a ship. 
   Crew Casualties. Slaying a ship’s crew reduces the 
  number of actions most ships can take, making the 
  crew a tempting target in combat. Resolve individual 
  attacks as normal, using the guidelines for resolving 
  many, identical attacks at once from the Dungeon 
  Master’s Guide as needed. 
   In the case of spells that cover an area, such as 
  fireball or lightning bolt, you might track the exact 
  location of the spell and crew to determine how 
  many sailors it affects. Alternatively, you can roll 1d6 
  per level of the spell. The total of the dice is the 
  number of crew members caught in the spell’s area. 
  Crashing a Ship 
  If a ship moves into the space occupied by a creature 
  or an object, the ship might crash. A ship avoids 
  crashing if the creature or object is at least two sizes 
  smaller than it. 
   When a ship crashes, it must immediately make a 
  DC 10 Constitution saving throw. On a failed save, it 
  takes damage to its hull based on the size of the 
  creature or object it crashed into, as shown on the 
  Crash Damage table. It also stops moving if the 
  object or creature is one size smaller than it or larger. 
  Otherwise the ship continues moving and the 
  creature or object collided with moves to the nearest 
  unoccupied space that isn’t in the ship’s path. At the 
  DM’s discretion, an object that is forced to move but 
  is fixed in place is instead destroyed. 
   A creature struck by a ship must make a Dexterity 
  saving throw with a DC equal to 10 + the ship’s 
  Strength modifier, taking damage based on the ship’s 
  size (as shown on the Crash Damage table) on a 
  failed save, or half as much damage on a successful 
  one. 
  War Zone 
   
  Small 
  1d6 
  Medium 
  1d10 
  Large 
  4d10 
  Huge 
  8d10 
  Gargantuan 
  16d10 
  Types of Officers 
  Ship officers who fill six different roles. Each type of 
  officer is described below, along with the abilities 
  and proficiencies that help a character excel in that 
  role: 
   Captain. The captain issues orders. The best 
  captains have high Intelligence and Charisma scores, 
  as well as proficiency with water vehicles and the 
  Intimidation and Persuasion skills. 
   First Mate. This specialist keeps the crew’s morale 
  high by providing supervision, encouragement, and 
  discipline. A first mate benefits from a high Charisma 
  score, as well as proficiency with the Intimidation 
  and Persuasion skills. 
   Bosun. The bosun (or boatswain) provides 
  technical advice to the captain and crew and leads 
  repair and maintenance efforts. A good bosun has a 
  high Strength score, as well as proficiency with 
  carpenter's tools and the Athletics skill. 
  Size 
  Bludgeoning Damage 
  
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   Quartermaster. The quartermaster plots the 
  ship’s course, relying on knowledge of nautical 
  charts and a study of weather and sea conditions. A 
  reliable quartermaster tends to have a high Wisdom 
  score, as well as proficiency with navigator's tools 
  and the Nature skill. 
   Surgeon. The ship’s surgeon tends to injuries, 
  keeps illnesses from spreading throughout the ship, 
  and oversees sanitation. A capable surgeon benefits 
  from a high Intelligence score, as well as proficiency 
  with herbalism kits and the Medicine skill. 
   Cook. A ship’s cook works with the limited 
  ingredients aboard a ship to make meals. A skilled 
  cook keeps the crew’s morale in top shape, while a 
  poor one drags down the entire crew’s performance. 
  A talented cook has a high Constitution score, as well 
  as proficiency with brewer's supplies and cook's 
  utensils. 
  Underwater Combat 
  Underwater the following combat rules apply. 
   When making a melee weapon attack, a creature 
  that doesn't have a swimming speed (either natural 
  or granted by magic) has disadvantage on the attack 
  roll unless the weapon is a dagger, javelin, 
  shortsword, spear, or trident. 
   A ranged weapon attack automatically misses a 
  target beyond the weapon's normal range. Even 
  against a target within normal range, the attack roll 
  has disadvantage unless the weapon is a crossbow, a 
  net, or a weapon that is thrown like a javelin 
  (including a spear, trident, or dart). 
   Creatures and objects that are fully immersed in 
  water have resistance to fire damage. 
   
   
  
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  Handout 3: Myth Nantar Sea Missions 
  Tier 2 tables can select the following missions: 
  Mission 1: Recruit the Merfolk 
   
  Mission 2: Recruit the Lizardfolk 
   
  Mission 3: Recruit the Locathah 
   
  Mission 4: Battle Thayan Ships 
   
  Mission 5: Sabotage a Cargo Ship 
   
  Mission 6: Assault the Thayan Flagship 
   
  Mission 7: Infiltrate the Flagship 
   
  Mission 8: Steal a Thayan Vessel 
   
   
  Recruit the help of a nearby 
  tribe of lizardfolk. These 
  isolationists typically keep to 
  themselves.  
   
  Recruit the help of the 
  nearby merfolk. These 
  aquatic humanoids do not 
  frequently work together.  
   
  Recruit the help of a nearby 
  community of locathah. 
  These fish-folk like to stay 
  hidden near the waves.  
   
  A group of Thayan ships is 
  approaching and must be 
  stopped at all costs! 
        
   
  We identified an enemy ship 
  with critical cargo. Sneak 
  aboard and find a way to 
  sink it! 
   
  The Thayan flagship is 
  covered in heavy armor. 
  Make a run to damage it!      
   
  Sneak aboard the Thayan 
  flagship and plant an 
  explosive to disable the 
  vessel! 
   
   
  Commandeer a Thayan 
  vessel and deliver it to the 
  Nantarn forces to aid in 
  sneaking behind enemy lines. 
  
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  Handout 4: Myth Nantar Underwater Missions 
  Tier 3 tables can select the following missions: 
  Mission 9: Rally the Sea Elf Military 
   
  Mission 10: Rally the Sea Elf Mages 
   
  Mission 11: Rally the Council 
   
  Mission 12: Find the Kwalish Arms 
   
  Mission 13: Find the Kwalish Legs 
   
  Mission 14: Protect the Librarian 
   
  Mission 15: Protect the Armory 
   
  Mission 16: Protect the Council 
   
   
   
  Convince the sea elf mages to 
  lend their considerable skills 
  to the protection of Myth 
  Nantar! 
   
  The sea elf military is 
  overwhelmed by the Thayan 
  forces – can you rouse them? 
  The Nantarn Council keeps 
  too many soldiers as 
  bodyguards. Convince them 
  to send more troops into the 
  fray! 
    
   
  The arms of our apparatus of 
  Kwalish are laying 
  somewhere along the sea 
  floor! Find them! 
   
   
   
  The legs of our apparatus of 
  Kwalish are somewhere in 
  this undersea gorge! Find 
  them! 
   
  Thayan forces desire 
  nothing more than an 
  ancient statue known as 
  the Librarian. Stop them!  
        
   
  Thayan undead are 
  attacking the Myth Nantar 
  armory. You must defend 
  it! 
        
   
  Thayan forces are 
  gathered outside the 
  council chamber. Defend 
  our leaders! 
        
   
  
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  Handout 5: Apparatus of Kwalish 
  This item first appears to be a Large sealed iron 
  barrel weighing 500 pounds. The barrel has a hidden 
  catch, which can be found with a successful DC 20 
  Intelligence (Investigation) check. Releasing the 
  catch unlocks a hatch at one end of the barrel, 
  allowing two Medium or smaller creatures to crawl 
  inside. Ten levers are set in a row at the far end, each 
  in a neutral position, able to move either up or down. 
  When certain levers are used, the apparatus 
  transforms to resemble a giant lobster. The 
  apparatus of Kwalish is a Large object with the 
  following statistics: 
   
  Armor Class: 20  
  Hit Points: 200  
  Speed: 30 ft., swim 30 ft. (or 0 ft. for both if the legs 
  and tail aren't extended)  
  Damage Immunities: poison, psychic 
   
  To be used as a vehicle, the apparatus requires one 
  pilot. While the apparatus's hatch is closed, the 
  compartment is airtight and watertight. The 
  compartment holds enough air for 10 hours of 
  breathing, divided by the number of breathing 
  creatures inside. 
   The apparatus floats on water. It can also go 
  underwater to a depth of 900 feet. Below that, the 
  vehicle takes 2d6 bludgeoning damage per minute 
  from pressure. 
   A creature in the compartment can use an action 
  to move as many as two of the apparatus's levers up 
  or down. After each use, a lever goes back to its 
  neutral position. Each lever, from left to right, 
  functions as shown in the Apparatus of the Kwalish 
  Levers table. 
  Apparatus of Kwalish Levers 
   
  Lever 
  Up 
  Down 
  1 
  Legs and tail extend, 
  allowing the 
  apparatus to walk 
  and swim. 
  Legs and tail retract, 
  reducing the apparatus's 
  speed to 0 and making it 
  unable to benefit from 
  bonuses to speed. 
  2 
  Forward window 
  shutter opens. 
   
  Forward window shutter 
  closes. 
  3 
  Side window shutters 
  open (two per side). 
  Side window shutters 
  close (two per side). 
  4 
  Two claws extend 
  from the front sides 
  of the apparatus. 
  The claws retract 
  5 
  Each extended claw 
  makes the following 
  melee weapon 
  attack: +8 to hit, 
  reach 5 ft., one 
  target. Hit: 7 (2d6) 
  bludgeoning damage. 
  Each extended claw 
  makes the following 
  melee weapon attack: +8 
  to hit, reach 5 ft., one 
  target. Hit: The target is 
  grappled (escape DC 15). 
  6 
  The apparatus walks 
  or swims forward. 
  The apparatus walks or 
  swims backward. 
  7 
  The apparatus turns 
  90 degrees left. 
  The apparatus turns 90 
  degrees right. 
  8 
  Eyelike fixtures emit 
  bright light in a 30-
  foot radius and dim 
  light for an additional 
  30 feet. 
  The light turns off. 
  9 
  The apparatus sinks 
  as much as 20 feet in 
  liquid. 
  The apparatus rises up to 
  20 feet in liquid. 
  10 
  The rear hatch 
  unseals and opens. 
  The rear hatch closes 
  and seals. 
   
  
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  Handout 6: Maggotsoul’s Questions
  Maggotsoul the flameskull asks you the following questions privately. Write your answers to these questions on this 
  handout then return it to the DM. Do not share your answers or converse with anyone else while you fill out the 
  handout. 
   
  1. What is your name? 
   
   
   
   
  2. What are the names of your party members? 
   
   
   
   
   
   
   
   
   
  3. Why do you seek to travel beyond this checkpoint?
   
   
   
  
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  Handout 7: Area 3 Orb 
  Each row, column, and boldly outlined 3 x 3 region 
  must contain only one X and O. Finish the grid below 
  to disarm the orb. You can make an Intelligence 
  (Arcana) check to get a hint from the DM. On a 
  success, you get the hint but beware! If you fail two 
  of these checks, the orb explodes. 
   
   
   
  
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  Handout 8: Area 6 Orb 
  Each row, column, and boldly outlined 3 x 3 region 
  must contain only one X and O. Finish the grid below 
  to disarm the orb. You can make an Intelligence 
  (Arcana) check to get a hint from the DM. On a 
  success, you get the hint but beware! If you fail two 
  of these checks, the orb explodes. 
   
   
  
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  Handout 9: Area 7 Orb 
  Each row, column, and boldly outlined 3 x 3 region 
  must contain only one X and O. Finish the grid below 
  to disarm the orb. You can make an Intelligence 
  (Arcana) check to get a hint from the DM. On a 
  success, you get the hint but beware! If you fail two 
  of these checks, the orb explodes. 
   
   
  
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  Handout 10: Motivational Speech 
   
   
   
  
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  Handout 11: You’re Inspired 
  Congratulations!  
   
  Thanks to the awesome efforts 
  of another group of heroes, a 
  rousing, inspiring speech has 
  reached your ears. You are all 
  awarded inspiration!  
   
  If you already have inspiration 
  when your table receives this 
  handout, you gain it again 
  immediately upon using it (just 
  this once)!
   
   
  
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  Handout 12: Kraken Submersible Combat 
  Instead of rolling for initiative, the character sitting to the DM’s left goes first, followed by the character on the first 
  to act’s left, and so on. All the creatures the DM controls act on the DMs turn. 
   A character has the following options on their turn: 
  • The character can take a turn as normal. 
  • If the character is not inside the submersible, they can disengage from the combat and return to their table. 
   If a character leaves a seat, a new character can immediately fill the seat but cannot take a turn until the following 
  round. The new character can take reactions as normal. If a character dies, they should immediately return to their 
  table (still dead).
   
   
   
  
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  Appendix D. Puzzle Solutions 
  The following images are solutions to the 
  devastation orb puzzles in special mission 8. 
  Area 3 Orb 
   
  Area 6 Orb 
   
  Area 7 Orb 
   
   
  
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  Appendix E. Maps 
   
   
   
   
   
  
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  Keelboat 
  1 square = 5 feet  
   
  
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  Hall of Living Memory Map 
  1 square = 5 feet 
  ^North 
   
   
  
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  Cove Map 
  1 square = 5 feet 
  ^North  
   
   
  
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  Sea Gem Map 
   
   
  
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  Appendix F. Mission Reports 
  If you are the event administrator, print out six 
  copies of the “Mission Report” below per table and 
  give them to each DM at the start of the event. 
  Mission Report 
  Please fill out the following information each time 
  your table completes a mission then have the 
  group’s table captain deliver this mission report to 
  HQ. 
   
  TABLE NUMBER: 
   
   
  DUNGEON MASTER: 
   
   
  TIER (Circle one):    2    or    3 
   
   
  MISSION NUMBER: 
   
   
  MISSION NAME: 
   
   
  MISSION END STATUS (Circle one): 
   
  FAILURE          or         SUCCESS 
   
   
  Mission Report 
  Please fill out the following information each time 
  your table completes a mission then have the 
  group’s table captain deliver this mission report to 
  HQ. 
   
  TABLE NUMBER: 
   
   
  DUNGEON MASTER: 
   
   
  TIER (Circle one):    2    or    3 
   
   
  MISSION NUMBER: 
   
   
  MISSION NAME: 
   
   
  MISSION END STATUS (Circle one): 
   
  FAILURE          or         SUCCESS 
   
  
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  Appendix G. Special Mission Report 
  If you are the event administrator, print out ten total 
  copies of the “Special Mission Report.” Give these to 
  DMs when you assign special missions. 
  Special Mission Report 
  Please fill out the following information each time 
  your table completes a mission then have the 
  group’s table captain deliver this special mission 
  report to HQ. 
   
  TABLE NUMBER: 
   
   
  DUNGEON MASTER: 
   
   
  TIER (Circle one):    2    or    3 
   
   
  SPECIAL MISSION NUMBER: 
   
   
  SPECIAL MISSION NAME: 
   
   
  SPECIAL MISSION END STATUS (Circle one): 
   
  FAILURE                     DRAW                    SUCCESS 
   
   
  Special Mission Report 
  Please fill out the following information each time 
  your table completes a mission then have the 
  group’s table captain deliver this special mission 
  report to HQ. 
   
  TABLE NUMBER: 
   
   
  DUNGEON MASTER: 
   
   
  TIER (Circle one):    2    or    3 
   
   
  SPECIAL MISSION NUMBER: 
   
   
  SPECIAL MISSION NAME: 
   
   
  SPECIAL MISSION END STATUS (Circle one): 
   
  FAILURE                     DRAW                    SUCCESS 
  
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  Appendix H. Lead Dungeon Master 
  Guide 
  This section provides guidance for event 
  administrators on running this adventure as a D&D 
  Epics™ event for your game day or convention. 
  Participants 
  The adventure requires the following participants. 
  Eight or More Groups 
  A minimum of eight groups is needed. 
  • Each group requires 3-7 players. All players in a 
  group must belong to the same tier (i.e. level 5-10 
  at tier 2 or level 11-16 at tier 2).  
  • There’s no limit to how many groups can 
  participate.  
  • At least four groups must represent each tier. 
  Dungeon Masters (one per Group) 
  Each table has one Dungeon Master. Dungeon 
  Masters should read this adventure beforehand and 
  prepare all encounters listed. 
  Special Dungeon Master 
  A special guest Dungeon Master runs special mission 
  5, “Destroy the Thayan Submersible,” for volunteer 
  players. An administrator can take on the role of the 
  guest DM if needed. That administrator simply bows 
  out of their normal duties when they need to run the 
  special mission.  
   
  Special DMs for Special Missions 
  We assume many conventions do not have the resources to 
  have DMs for the special missions in addition to the DMs and 
  admins needed to run the event. However, some larger 
  conventions may have such resources. If you have at least 
  four special guest DMs, they can run all the special missions. 
  The first DM runs special missions 1 and 3, the second runs 2 
  and 4, the third runs 5 and 7, and the fourth runs 6 and 8. 
  With the exception of special mission 5, these DMs can 
  simply temporarily relieve the DMs at tables chosen for these 
  special missions. 
  2-4 Administrators 
  The administrators adjudicate interactive events and 
  answers questions posed by DMs. Administrators 
  are also needed to tally mission results and update 
  the large mission chart. Administrators can also 
  liaise between tables to adjudicate interactive events. 
  One Lead Administrator 
  The lead administrator oversees the event and 
  announces important events. It’s vital that players 
  can hear the lead administrators announcements.   
  Setup 
  The following steps are important for ensuring the 
  event runs smoothly.  
  Step 1. Prepare Headquarters 
  Headquarters (or “HQ”) is an area set aside for the 
  administrative staff.  
  • The lead administrator needs a clock or stopwatch, 
  a pen or pencil, and at least one copy of this 
  adventure. 
  • Every other administrator should also have a copy 
  of the adventure.  
  • There should be at least ten copies of the “Special 
  Mission Report” from Appendix G at HQ.  
  • The lead administrator should have the order of 
  events from the end of this appendix ready. 
  Step 2. Prepare Tables 
  One table is required for each group. All tables need 
  a good view of HQ, so they can see and hear the lead 
  administrator’s updates. Plan to have all tier 2 tables 
  on one side of the event space and all tier 3 tables on 
  another side, or at least give each tier its own section 
  of the event space so the tables are grouped together. 
   In addition to the normal tables, an extra table is 
  required for the guest DM to run special mission 5, 
  “Destroy the Thayan Submersible.” If possible, place 
  this table near the tier 3 tables. 
  Step 5. Display Mission Chart 
  Find an area to display the large printout of the 
  mission charts (handouts 3 and 4). These versions 
  should be large enough for everyone to see. You 
  should also have a green marker and a red marker 
  nearby. 
  Step 4. Give Mission Reports 
  Each DM should be given six copies of the Mission 
  Report in Appendix F. You should keep extra copies 
  at HQ, in case DMs need more.  
  Step 5. Muster Groups 
  During muster, players are assigned to Dungeon 
  Masters and tables. 
  
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  Step 6. Count Groups 
  To determine victory or defeat, the administrators 
  need to know how many groups are playing. When 
  the event begins, the administrators must count the 
  groups. 
  Step 7. Play!  
  When play begins, the lead administrator reads the 
  briefing aloud to the assembled players (see “Order 
  of Events”). 
  Tracking Missions 
  Each time a mission (not a special mission) is 
  complete, an administrator should record the 
  results: 
  • Update the Mission Tracker (later in this 
  appendix) using tally marks. 
  • Update the Table Tracker (later in this appendix) 
  using tally marks. 
  • Update the large mission charts you printed out by 
  placing a visible green dot next to a mission if it 
  was successfully completed, or a red X next to a 
  mission if the table failed to complete it. 
  Winning the Adventure 
  To win the day against the Red Wizards, the tables 
  must successfully meet all of the following win 
  conditions. If they do not meet all of these conditions, 
  they lose. 
  • The tables must have successfully completed more 
  missions (not counting special missions) than they 
  have failed. 
  • The tables must have successfully completed each 
  mission (not counting special missions) at least 
  once (or twice if there are more than thirty tables 
  tables or three times if there are more than sixty 
  tables). 
  • The tables must have successfully completed a 
  total number of missions (not counting special 
  missions) equal to the total number of tables 
  participating times three (or times two if there is a 
  total of ten or fewer tables). 
  Special Missions 
  When a table earns a special mission, an 
  administrator should return to that table with the 
  table captain, inform the DM the table has been 
  selected special mission and the number and name 
  of the mission, and give the DM a copy of the Special 
  Mission Report from Appendix G. When a table 
  returns a special mission report, inform the lead 
  administrator so they can announce the mission’s 
  results, found in the “Order of Events” later in this 
  appendix. 
  Special Mission 1 
  “Stop the Thayan Weather Wizard” is a special 
  mission given to the first tier 2 table to successfully 
  complete a mission. 
  Special Mission 2 
  “Destroy the Line-Breaker” is a special mission given 
  to the second tier 2 table to successfully complete a 
  mission. 
  Special Mission 3 
  “Save the Turmish Merchant” is a special mission 
  given to the first tier 2 table to successfully complete 
  two missions that has not also already participated 
  in a special mission. 
  Special Mission 4 
  “Save the Turmish Merchant” is a special mission 
  given to the second tier 2 table to successfully 
  complete two missions that has not also already 
  participated in a special mission. 
  Special Mission 5 
  “Destroy the Thayan Submersible” is a special 
  mission that occurs after 30 minutes of play and is 
  introduce by the lead administrator and guest DM. 
  See this special mission for more information. 
  Special Mission 6 
  “Wake the Dragon Turtle” is a special mission given 
  to the first tier 3 table to successfully complete a 
  mission. 
  Special Mission 7 
  “Kill the Thayan Elementalist” is a special mission 
  given to the second tier 3 table to successfully 
  complete a mission. 
  Special Mission 8 
  “Find the Devastation Orbs” is a special mission 
  given to the first tier 3 table to successfully complete 
  two missions that has not also already participated 
  in a special mission. 
   
   
  
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  Mission Tracker 
  Mission Number 
  Failures 
  Successes 
  1 
   
   
  2 
   
   
  3 
   
   
  4 
   
   
  5 
   
   
  6 
   
   
  7 
   
   
  8 
   
   
  9 
   
   
  10 
   
   
  11 
   
   
  12 
   
   
  13 
   
   
  14 
   
   
  15 
   
   
  16 
   
   
  Total 
   
   
   
   
   
  
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  Table Tracker 
  If you have more than 50 tables at your event, print 
  as many copies as needed and renumber. 
   
  Table 
  Tier 
  Failures 
  Successes 
  Special? 
  1 
   
   
   
   
  2 
   
   
   
   
  3 
   
   
   
   
  4 
   
   
   
   
  5 
   
   
   
   
  6 
   
   
   
   
  7 
   
   
   
   
  8 
   
   
   
   
  9 
   
   
   
   
  10 
   
   
   
   
  11 
   
   
   
   
  12 
   
   
   
   
  13 
   
   
   
   
  14 
   
   
   
   
  15 
   
   
   
   
  16 
   
   
   
   
  17 
   
   
   
   
  18 
   
   
   
   
  19 
   
   
   
   
  20 
   
   
   
   
  21 
   
   
   
   
  22 
   
   
   
   
  23 
   
   
   
   
  24 
   
   
   
   
  25 
   
   
   
   
  Table 
  Tier 
  Failures 
  Successes 
  Special? 
  26 
   
   
   
   
  27 
   
   
   
   
  28 
   
   
   
   
  29 
   
   
   
   
  30 
   
   
   
   
  31 
   
   
   
   
  32 
   
   
   
   
  33 
   
   
   
   
  34 
   
   
   
   
  35 
   
   
   
   
  36 
   
   
   
   
  37 
   
   
   
   
  38 
   
   
   
   
  39 
   
   
   
   
  40 
   
   
   
   
  41 
   
   
   
   
  42 
   
   
   
   
  43 
   
   
   
   
  44 
   
   
   
   
  45 
   
   
   
   
  46 
   
   
   
   
  47 
   
   
   
   
  48 
   
   
   
   
  49 
   
   
   
   
  50 
   
   
   
   
   
   
   
  
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  Order of Events 
  The lead administrator must supervise the following 
  events and make the listed announcements when 
  prompted to do so by the ext. 
  +5 Mins: Introduction 
  Once everyone is settled, the lead administrator 
  makes the following announcement: 
  The salty sea air is tinged with rot as the advancing undead 
  ships of the Red Wizards approach. You’ve heard rumors the 
  giant Thayan armada has troops above and below the waves.  
   
  Suddenly a conch blares, drawing your attention to the 
  crow’s nest atop your fleet’s enormous flagship. From on 
  high Oceanus the sea elf addresses the assembled 
  adventures, “Friends! Thank you for your service to Myth 
  Nantar! We shall not surrender to the evil mages of Thay. 
  Let’s put them back into their holes. For if they win the day, 
  the Librarian, a construct with an incredible amount of 
  knowledge held in our underwater city, will be theirs and our 
  bodies will serve as undead soldiers to swell their ranks! If we 
  do not stop the Red Wizard threat here, they will have the 
  knowledge and power to take any land they desire.” 
   
  As Oceanus speaks a group of sea elf mages surrounds half 
  the ships. “Half of you shall dive under the waves to defend 
  the Librarian! Our mages are using the underwater mythal to 
  finish a spell that allows you to breathe and travel more 
  swiftly in the water.” A wave of warm energy washes over 
  the ship. 
   
  Oceanus then addresses the other half of the fleet. “The 
  rest of you are on the sea’s surface, guarding our floating 
  merchant outposts and the villages on the shore. You have 
  your assignments. I’ll be monitoring the progress here at HQ. 
  Good luck!” 
  +30 Mins: Introduction 
  The lead administrator makes the following 
  announcement to the tier 3 tables: 
  Tier 3 tables! A new enemy has come crashing beneath the 
  waves into Myth Nantar and we need people to stop it. I’ll let 
  our special guest DM reveal the danger! 
  The guest DM can take over from here, reading the 
  boxed text in the introduction of special mission 5, 
  “Destroy the Thayan Submersible.” 
  Throughout: Special Mission Results 
  During the event, administrators receive Special 
  Mission reports. As each report comes in the lead 
  administrator should read the appropriate result of 
  the mission: 
   Special Mission 1: Stop the Thayan Weather 
  Wizard (Tier 2). If the table that completed this 
  mission succeeded, the lead administrator makes 
  the following announcement: 
  The heroes at table [NUMBER] have just successfully 
  completed a special mission! They killed a Red Wizard 
  controlling the weather. Tier 2 table captains write this down. 
  From now until the end of the event, the speed of your vessel 
  and all allied vessels is increased as if they are sailing with the 
  wind! 
  If the table that completed this mission failed, the 
  lead administrator makes the following 
  announcement: 
  The adventurers at table [NUMBER] have just failed to 
  complete a special mission! They failed to kill a Red Wizard 
  controlling the weather. Tier 2 table captains write this down. 
  From now until the end of the event, the speed of your vessel 
  and all allied vessels is decreased as if you were sailing 
  against the wind! 
   Special Mission 2: Destroy the Line-Breaker 
  (Tier 2). If the table that completed this mission 
  succeeded, the lead administrator makes the 
  following announcement: 
  The heroes at table [NUMBER] have just successfully 
  completed a special mission! They killed destroyed a Red 
  Wizard line-breaker ship. Tier 3 tables, the ship sinks to the 
  bottom of the sea, depositing its magical cargo nearby. All 
  tier 3 characters get can add a free potion of greater healing 
  to their inventories! 
  If the table that completed this mission failed, the 
  lead administrator makes the following 
  announcement: 
  
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  The adventurers at table [NUMBER] have just failed to 
  complete a special mission! They failed to destroy a Red 
  Wizard’s line-breaker ship. The line-breaker retaliates by 
  shooting several fireballs that engulf the tier tables. All tier 2 
  characters take 20 fire damage! 
   Special Mission 3: Save the Turmish Merchant 
  Ship (Tier 2). If the table that completed this 
  mission succeeded, the lead administrator makes 
  the following announcement: 
  The heroes at table [NUMBER] have just successfully 
  completed a special mission! They saved a Turmish cargo ship 
  full of magical siege engine ammunition. Table captains write 
  this down. From now until the end of the event, whenever a 
  player character makes an attack with a siege weapon on an 
  allied vessel, that attack has a +3 bonus to attack and 
  damage! 
  If the table that completed this mission failed, the 
  lead administrator makes the following 
  announcement: 
  The adventurers at table [NUMBER] have just failed to 
  complete a special mission! They allowed a Turmish cargo 
  ship full of magical siege engine ammunition to fall into the 
  hands of the Red Wizards. Every player character takes 20 
  piercing damage as the Red Wizards unleash a barrage of 
  ballista bolts upon you! 
  If the table ended the mission in a draw, make no 
  announcement. 
   Special Mission 4: Smuggle the Conjurer (Tier 2). 
  If the table that completed this mission succeeded, 
  the lead administrator makes the following 
  announcement: 
  The heroes at table [NUMBER] have just successfully 
  completed a special mission! They snuck a conjurer behind 
  enemy lines to create a portal so we could surround the 
  enemy! This has earned your forces a brief respite. All tables 
  can take an additional short rest during this adventure. 
  If the table that completed this mission failed, the 
  lead administrator makes the following 
  announcement: 
  The adventurers at table [NUMBER] have just failed to 
  complete a special mission! They allowed an important ally to 
  wind up in enemy hands. DMs write this down. Every player 
  character now has disadvantage on Charisma checks made to 
  influence enemies until the end of the adventure! 
  If the table ended the mission in a draw, make no 
  announcement.  
   Special Mission 5: Destroy the Thayan 
  Submersible (Tier 3). When the Thayan 
  submersible is destroyed, the lead administrator 
  makes the following announcement: 
  The Thayan submersible has been destroyed! It shall plague 
  the tier 3 tables no longer! Huzzah! 
   Special Mission 6: Wake the Dragon Turtle (Tier 
  3). If the table that completed this mission 
  succeeded, the lead administrator makes the 
  following announcement: 
  The heroes at table [NUMBER] have just successfully 
  completed a special mission! They convinced Dantaur the 
  dragon turtle to aid the Nantaran cause! Tier 2 DMs, any 
  enemy-controlled vessels currently in play take 52 fire 
  damage from Dantaur’s terrible steam breath! 
  If the table that completed this mission failed, the 
  lead administrator makes the following 
  announcement: 
  The adventurers at table [NUMBER] have just failed to 
  complete a special mission! They have angered the dragon 
  turtle Dantaur! Tier 2 table captains, any vessel you or your 
  allies control currently in play at your table take 52 fire 
  damage from Dantaur’s terrible steam breath! 
   Special Mission 7: Kill the Thayan Elementalist 
  (Tier3). If the table that completed this mission 
  succeeded, the lead administrator makes the 
  following announcement: 
  
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  The heroes at table [NUMBER] have just successfully 
  completed a special mission! They killed a Thayan 
  elementalist preparing to summon elementals into this 
  world! The Thayan forces need to regroup, so we get a 
  breather. All tables can take an additional short rest during 
  this adventure. 
  If the table that completed this mission failed, the 
  lead administrator makes the following 
  announcement: 
  The adventurers at table [NUMBER] have just failed to 
  complete a special mission! They could not stop a Thayan 
  elementalist from summoning elementals to the aid of the 
  Red Wizards. DMs write this down. The next combat 
  encounter your table faces will include a water elemental in 
  addition to the normal creatures.  
   Special Mission 8: Find the Devastation Orbs 
  (Tier 3). If the table that completed this mission 
  succeeded, the lead administrator makes the 
  following announcement: 
  The heroes at table [NUMBER] have just successfully 
  completed a special mission! They found a shipment of 
  devastation orbs we are unleashing on our enemies. DMs, 
  each creature and vessel currently fighting the player 
  characters takes 30 force damage!  
  If the table that completed this mission failed, the 
  lead administrator makes the following 
  announcement: 
  The adventurers at table [NUMBER] have just failed to 
  complete a special mission! They failed to disarm hidden 
  devastation orbs. Every player character takes 30 force 
  damage! 
  If the table ended the mission in a draw, make no 
  announcement. 
  +3 Hrs: First Warning 
  The lead administrator makes the following 
  announcement: 
  There are 45 minutes before the end of the adventure! 
  +3 Hrs and 35 Mins: Second Warning 
  The lead administrator makes the following 
  announcement: 
  There are 10 minutes before the end of the adventure! 
  +3 Hrs and 45 Mins: Wrap Up 
  The lead administrator makes the following 
  announcement: 
  That’s it! With that the adventure has ended! DMs submit 
  your final mission reports to HQ. We will announce the 
  results of the adventure in 10 minutes. In the meantime, DMs 
  give the players their rewards. 
  Ending the Adventure 
  Tally all the mission reports. If the characters lose 
  the battle against the Red Wizards (see “Winning the 
  Adventure”), the lead administrator makes the 
  following announcement: 
  The Red Wizard’s forces come crashing through Myth 
  Nantar’s defenses, as sea elf warriors and vessels scatter 
  everywhere. The city is lost! As you flee you can hear the 
  gurgles of innocents left inside Myth Nantar to die. At least 
  their bodies will rise again as servants of the Red Wizards, 
  who now also hold the Librarian and all its knowledge. What 
  horrors await the world now? Thank you for playing. Better 
  luck next time! 
  If the characters win the battle against the Red 
  Wizards (see “Winning the Adventure”), the lead 
  administrator makes the following announcement: 
  Oceanus cries “Victory!” from atop his crow’s nest as what 
  remains of the Red Wizard fleet speeds away from Myth 
  Nantar. As the final undead are dispatched and mages are 
  taken away in chains, casks of ale are popped. You have 
  saved the city, possibly the world, and won the day, heroes! 
  Thank you for playing! 
   
   
  
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  Appendix I: Magic Item Unlocks 
  Magic Item Unlock (Tiers 2 & 3) 
  Regardless of the event’s overall success or failure, 
  characters completing the adventure at either tier 
  unlock the following item: 
  Tentacle Rod 
  Rod, rare (requires attunement) (Table G) 
  Made by the drow, this rod is a magic weapon that 
  ends in three rubbery tentacles. While holding the 
  rod, you can use an action to direct each tentacle to 
  attack a creature you can see within 15 feet of you. 
  Each tentacle makes a melee attack roll with a +9 
  bonus. On a hit, the tentacle deals 1d6 bludgeoning 
  damage. If you hit a target with all three tentacles, it 
  must make a DC 15 Constitution saving throw. On a 
  failure, the creature's speed is halved, it has 
  disadvantage on Dexterity saving throws, and it can't 
  use reactions for 1 minute. Moreover, on each of its 
  turns, it can take either an action or a bonus action, 
  but not both. At the end of each of its turns, it can 
  repeat the saving throw, ending the effect on itself 
  on a success. 
   
   
  
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  Special Magic Item Unlock (Tier 2) 
  If the event is successful and the characters help to 
  defeat the Red Wizards, Tier 2 players completing 
  the adventure unlock the following special item: 
  Gloves of Swimming and Climbing 
  Wondrous Item, uncommon (requires attunement) 
  (Table F) 
  While wearing these gloves, climbing and swimming 
  don't cost you extra movement, and you gain a +5 
  bonus to Strength (Athletics) checks made to climb 
  or swim. 
   
   
  
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  Special Magic Item Unlock (Tier 3) 
  If the event is successful and the characters help to 
  defeat the Red Wizards, Tier 3 players completing 
  the adventure unlock the following special item: 
  Staff of Thunder and Lightning 
  Staff, very rare (requires attunement) (Table H) 
  This staff can be wielded as a magic quarterstaff that 
  grants a +2 bonus to attack and damage rolls made 
  with it. It also has the following additional 
  properties. When one of these properties is used, it 
  can't be used again until the next dawn. 
   
  Lightning. When you hit with a melee attack using 
  the staff, you can cause the target to take an extra 
  2d6 lightning damage. 
   
  Thunder. When you hit with a melee attack using 
  the staff, you can cause the staff to emit a crack of 
  thunder, audible out to 300 feet. The target you hit 
  must succeed on a DC 17 Constitution saving throw 
  or become stunned until the end of your next turn. 
   
  Lightning Strike. You can use an action to cause a 
  bolt of lightning to leap from the staff's tip in a line 
  that is 5 feet wide and 120 feet long. Each creature in 
  that line must make a DC 17 Dexterity saving throw, 
  taking 9d6 lightning damage on a failed save, or half 
  as much damage on a successful one. 
   
  Thunderclap. You can use an action to cause the 
  staff to issue a deafening thunderclap, audible out to 
  600 feet. Each creature within 60 feet of you (not 
  including you) must make a DC 17 Constitution 
  saving throw. On a failed save, a creature takes 2d6 
  thunder damage and becomes deafened for 1 minute. 
  On a successful save, a creature takes half damage 
  and isn't deafened. 
   
  Thunder and Lightning. You can use an action to 
  use the Lightning Strike and Thunderclap properties 
  at the same time. Doing so doesn't expend the daily 
  use of those properties, only the use of this one. 
   
  
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