TEXT:  
   
   Vault of the Raven Lord 
   
   
   
   After sabotaging the Raven Lord’s Aerie Thrusk Tharmuil prepares to send an expedition 
  to attempt to eliminate Attatarxes once and for all. 
  Part Three of the Save Versus Hunger 2018 adventure series 
   
   
  A Four-Hour Adventure for 11th-16th Level Characters 
   
   
   
   
   
   
   
   
   
   
   
  Justin Hicks and Jim Berrier 
  Authors 
   
  Adventure Code: CCC-SVH01-03 
  Optimized For: APL 13 
  Version: 1.00 
   
   
   
  
   
  CREDITS 
  Designers: Justin Hicks and Jim Berrier  
   
  Editing: Ginny Loveday 
   
  Layout: David Morris 
   
  Art: Nathan Roginsky 
   
   
  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: Bill Benham, 
  Alan Patrick, Travis Woodall, Lysa Chen, Claire 
  Hoffman, Greg Marks 
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  CCC-SVH01-03 Vault of the Raven Lord 
   
   
  3 
  Adventure Primer 
  Adventure Background 
  In the distant past, the Warlord Attatarxes, who 
  was obsessed with the bird-folk such as aarakocra 
  and kenku, used foul magics to gain eternal life.  
   Though his initial ritual was stopped, he was able 
  to complete a secondary ritual, sacrificing the lives 
  of thousands of his followers to transform himself 
  into a powerful being, a mummy lord. Some of his 
  followers managed to seal him in his catacombs 
  deep within the Galena Mountains, sacrificing 
  themselves in the process.  
   Now, he has awakened once more, styling himself 
  The Raven Lord, and has gathered a small army of 
  Uthgardt, kenku and aarakocra who worship him as 
  a god. After aiding in the defense of a small village, 
  Hetford Orchard adventurers managed to launch a 
  daring strike on the Aerie holding the key to the 
  Raven Lord’s immortality- the canopic jars 
  containing his organs.  
   Now, the factions are prepared to send one final 
  assault on the Vault of the Raven Lord, in the hopes 
  that he can be silenced once and for all. The Raven 
  Lord is a dangerous foe, not merely due to his power, 
  but because of his intelligence and drive. He has 
  been defeated by a party of adventurers once and 
  has designed his tomb to counter their most 
  common strategies at every turn. 
  Location and NPC Summary 
  The following NPCs and locations feature prominently in this 
  adventure.  
  Attatarxes (at-tah-TARK-seas). The Raven Lord. He was once 
  a warlord of great power who sought immortality but was 
  imprisoned by a group of his followers. He has escaped 
  imprisonment, and he seeks to carve out a kingdom of his 
  own. 
  Adventure Overview 
  The adventure begins with a briefing by Thrusk 
  Tharmuil on the task at hand. Once this is done, the 
  party is ready to assault the tomb itself. They find 
  the Raven Lord more than ready for them, and his 
  tomb prepared to fight them at every turn, 
  completely subject to his will.  
  The adventure is broken down into 5 parts:  
   Part 1. Preparations the characters meet with 
  Thrusk Tharmuil one more time, to discuss the 
  planned raid on the tomb.  
   Part 2. Vault Dwellers the characters take their 
  wyverns and reach the tomb. Once they enter they 
  discover the extent of the Raven Lord’s defenses and 
  perhaps earn aid from a mysterious source.  
   Part 3. Halls of Death the characters navigate the 
  halls of the tomb, finding themselves under assault 
  from all sides by powerful undead, and the first of 
  the Raven Lord’s defenses  
   Part 4 False Tomb the characters enter a tomb 
  and are presented with the Raven Lord’s attempt at 
  a decoy, a Flesh Golem disguised as a mummy, in the 
  hopes that they will burn some of their abilities.  
   Part 5 Enter the Raven the characters finally find 
  the tomb of Attatarxes and find him ready for them. 
  They must overcome his final defenses and his 
  personal bodyguards to hopefully defeat him once 
  and for all. 
  Adventure Hooks 
  • Characters who took part in the previous 
  adventures are contacted by Thrusk Tharmuil in 
  the hopes that they can carry out the final stage of 
  the process they began  
  • The factions send letters to the characters 
  requesting their aid in taking the final steps in 
  stopping the threat to Glister  
  • Emerald Enclave. In addition, the Emerald Enclave 
  seeks to seal the tomb forever, locking the undead 
  within. Such characters are met by their point of 
  contact and given three runes that can be placed at 
  strategic points within the tomb to weaken the 
  walls and collapse it  
  • Harpers. The Harpers wish to make sure that the 
  secrets of the magical ritual Attatarxes used to 
  transform himself are lost to the world forever. To 
  this end, they ask that members locate any magical 
  tomes they can and burn them.  
   
   
  
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  CCC-SVH01-03 Vault of the Raven Lord 
   
   
  4 
  Part 1. Preparations 
  Estimated Duration: 20 minutes 
  The player characters travel to Glister and meet with 
  Thrusk Tharmuil to discuss the plans for the coming 
  raid upon the Vault of the Raven Lord. 
  You are led by servants into a large meeting room. A central 
  table is laid out with various dishes and goblets of wine. At 
  the head of the table is seated an aged man, Thrusk 
  Tharmuil, regent of Glister. On the table before him are 
  several yellowed pages of parchment and a small wooden 
  box, inlaid with silver filigree.  
   
  “Greetings, old friends,” he says warmly, gesturing for you 
  to take seats around the table and begin the meal.  
   
  As you do so he continues to speak, standing stiffly to 
  address you all.  
   
  “As you are surely aware at this point, our beloved city has 
  been threatened by a dark figure who calls himself the Raven 
  Lord. Through careful strategy and a daring raid, we believe 
  we are finally in a position to strike back at the stronghold of 
  this would-be tyrant and end the threat once and for all.”  
   
  He slides the parchment towards you, revealing a map of 
  the Galena Mountains. A location marked in a simple “X” 
  stands out from the rest.  
   
  “Our research leads us to believe with some certainty that 
  this is where he has built his home, accessible via an 
  abandoned mine. Initial scouting reports tell us that the 
  route through the mountains is blocked by a very recent 
  avalanche. The path will be a difficult one, but I may be able 
  to assist you in overcoming that particular aspect of your 
  journey.”  
   
  At that, he turns the small box towards you and slides the 
  top panel open along a hidden seam. Inside are a handful of 
  brass medallions bearing the insignia of Glister.  
   
  “These were used by ancient heroes to help defend the 
  lands around the Galena mountains when danger arose. They 
  are yours for this quest, though I expect them returned if you 
  survive, their value is as much sentimental as it is monetary.” 
  Thrusk also offers the players another advance of 
  1000 gp and a scroll of Aid to make whatever 
  preparations they need.  
   He plans to have the characters once again make 
  use of the amulets to gain wyverns as mounts and 
  use them to reach the upper reaches of the Galena 
  range where the Raven Lord’s Tomb can be found.  
   Anyone inquiring about the Vault itself is met with 
  very little additional information, as Thrusk does not 
  know what it is they will face. He is confident that 
  Attatarxes knows they are coming and is a cunning 
  opponent. He cautions the characters that they 
  should expect traps both magical and mundane, as 
  well as guardians specifically chosen by the Raven 
  Lord to protect his home.  
   Anyone asking about the organs is told that the 
  recovered canopic jars and organs were burned 
  under the guidance of several high priests, and that 
  hopefully this has weakened the Raven Lord.  
   Otherwise he has little information other than 
  what is presented in the Adventure Background 
  section if players are unfamiliar with those details 
  already.  
   
  
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  CCC-SVH01-03 Vault of the Raven Lord 
   
   
  5 
  Part 2. Vault Dwellers 
  Estimated Duration: 20 minutes  
  The characters can easily make their way to the 
  tomb, making use of the wyverns to land safely 
  nearby. Once the characters arrive at the collapsed 
  mine, they can take a moment to compose 
  themselves before pressing on. 
  The Entrance 
  The entrance to the mine is a simple tunnel 
  reinforced with aging timbers. The tunnel is largely 
  collapsed and requires the characters to proceed 
  further on foot. The wyverns will await their masters 
  outside, preventing any of the Raven Lord’s minions 
  from entering behind the characters. The path to the 
  Vault is obvious, it is largely the only section in most 
  areas that is even accessible to the characters.  
   Observant characters will notice that this path has 
  been dug out recently- this is the tunnel the 
  adventurers who unearthed the Vault created to 
  push forward. After a few minutes they finally reach 
  the entrance to the Vault itself.  
  Design Notes  
  The Vault features many environmental difficulties to 
  challenge the characters. It is vital that, as a DM, you 
  familiarize yourself with the features of the Vault in this 
  section to provide the best challenge for the players. Several 
  of the features will likely frustrate players accustomed to 
  certain “rules” of adventuring. Tell them to keep in mind that 
  the Raven Lord has been defeated by adventurers before, 
  and their frustration is the reason for his design choices- 
  especially keeping them from using stealth or rests- even 
  with magical aid. Encourage them to express that frustration 
  in character and use it to motivate them to press forward and 
  defeat the villain. It makes the final battle more personal and 
  mean more to the players and will result in genuine 
  celebrations at his defeat.  
  The tunnel you have been following changes abruptly. The 
  wall of the mine shaft has collapsed inwards, revealing an 
  intricately detailed and worked corridor. The ceiling of the 
  new path are nearly seventy feet high, with a vaulted design 
  obviously hewn by skilled craftsmen. Every fifteen to twenty 
  feet along the walls are stone statues resting in niches set 
  into the stonework. The floor of the passage is also carved 
  with deep grooves in strange arcane patterns, which give off 
  an eerie green glow.  
  By and far the most unsettling feature of this new path are 
  the walls. Plastered to the walls are the shriveled, 
  mummified bodies of countless kenku, frozen in place for 
  centuries. A gasp of shock from one of your number produces 
  a horrifying result, the kenku nearest to you twitch, a 
  pinpoint of yellow light appearing in their empty eyes. They 
  unleash a gasp, a perfect imitation of your compatriot, which 
  echoes to the next kenku in the line, on and on around the 
  curves in the tunnel in both directions, each kenku animating 
  and repeating the sound once before settling back into a 
  motionless state.  
   
   
  
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  CCC-SVH01-03 Vault of the Raven Lord 
   
   
  6 
  Features of the Vault  
  The very construction of the vault is designed to deter 
  intruders. As such, the following rules apply.  
  • The kenku in the walls echo any noise made within the 
  vault, even whispers. Characters can attempt to move 
  forward with a Dexterity (Stealth) DC25 to avoid their 
  footfalls echoing, but any noise such as speaking, drawing 
  a weapon, or combat are instantly repeated- this 
  effectively gives Attatarxes a form of echolocation, so that 
  at any point he is aware of the location of the party within 
  his vault. Also note that opening any of the doors results in 
  a loud grinding noise that is unmistakable and impossible 
  to muffle.  
  • Any attempts at resting within the vault are met with a 
  cacophony of noise from the kenku, which draws the 
  attention of 1d6 wraiths. After the first such attempt to 
  rest, make it clear to them that this will be impossible.  
  • Clever characters may attempt to use magic such as 
  Leomund’s Tiny Hut to overcome the prior feature, but 
  Attatarxes counters their attempt. In the case of such 
  spells he collapses a section of the tomb on top of the 
  location and his servants begin dragging and piling rubble 
  around the location. It should become obvious to 
  characters resting in such a way that unless they drop the 
  magic and press forward they will be faced with a lethal 
  mountain of stone once the spell expires.  
  • The grooves in the floor are another counter-measure. 
  They are 6” deep, with sloped sides. This makes the 
  ground in the entire Vault count as difficult terrain. Any 
  character can attempt to ignore this and move at full 
  speed. This requires a DC15 Dexterity (Acrobatics) check, 
  with failure indicating the character has stepped into one 
  of the grooves. They must make a Dexterity save DC20 or 
  fall prone. Regardless of the results of the save they take 
  2d6 poison damage and must make a Constitution Save 
  DC18 or be poisoned for one minute.  
  • In addition, pockets of the tomb are flooded with a 
  noxious green gas that is highly flammable. The first time a 
  character enters such an area with a lit torch or any other 
  small source of flame there is a minor explosion which 
  deals 2d10 fire damage Dexterity DC18 save for half 
  damage. Any spell cast in an area that includes an effect 
  that ignites flammable material has the same effect as 
  above to everyone in the area. Larger spells such as fireball 
  have their blowback damage increased to 4d10. This effect 
  occurs once per round, as the concentration of the gas 
  must refill before it can explode again. The gas is easily 
  spotted once the characters know what it is.  
  Friends and Foes  
  There is a chance for the characters to receive aid 
  within the tomb. If more than half of the characters 
  have the story award Raven Lord’s Liver, then the 
  spirits of the aarakocra who rebelled against 
  Attatarxes rise up to greet them as they enter the 
  tomb. 
  As you step carefully into the vault, still shaken by what you 
  saw of the kenku, you see another form appear before you. 
  The spectral shape of an aarakocra appears, first one, then 
  another, until one is standing before each of you. Their 
  expression is heartbreakingly sad, and tears appear to be 
  running down their faces. As you watch, each wipes their 
  face and collects a handful of tears, extending their hands 
  towards you. From that hand a small blue orb of light floats 
  forward and passes into your chest. You feel a wave of hope 
  brush over you, as the aarakocra nod to you silently and fade 
  from sight, a single message appearing in your mind.  
   
  “Call us if you have need of us”  
  Once inhabited by a spirit, the characters know 
  instinctively that these are the spirits of aarakocra 
  who realized what they had done in supporting the 
  Raven Lord and sought to stop him, managing to seal 
  the tomb before their spirits were ripped from their 
  bodies to fuel his ritual transformation. In 
  destroying his true liver, the characters weakened 
  his hold on their spirits, and they now seek to aid in 
  their master’s destruction.  
   Each character is given the ability to call upon the 
  aid of an aarakocra spirit twice during their 
  exploration of the vault. They can be summoned 
  prior to any skill check, saving throw or attack with 
  a thought by the character. They give the character 
  who summons them advantage on that roll or can 
  impose disadvantage on an attack against said 
  character once before being called upon again.  
   
   
  
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  CCC-SVH01-03 Vault of the Raven Lord 
   
   
  7 
  Part 3. Halls of Death  
  Estimated Duration: 60 minutes 
  As the characters explore the Vault in search of 
  Attatarxes they run into the following encounters as 
  marked on the map of the area.  
  The Kenku  
  The Raven Lord gains the following abilities to affect combats 
  within the Vault unless the half of the party has the story 
  award Raven Lord’s Lungs  
  • During any combat within the vault on initiative count 20, 
  Attatarxes can cast one of the following spells through the 
  kenku in the walls- Command, Vicious Mockery (level 10) 
  or Blindness/Deafness. Save DC 17  
  • He can use the encounters Guardian of Faith or Shock and 
  Awe as listed below in lieu of the Wraith Ambush 
  encounter.  
  Rotating Door  
  The doors in the tomb are massive stone pillars 
  which must be rotated to open the passage beyond. 
  Doing so requires a combined strength of 30 pushing 
  at once and makes a loud grinding sound that can 
  only be overcome using magical silence. This alerts 
  the kenku, who send the sound along the corridors 
  in both directions. The doors pivot on their back 
  point, swinging into the chosen passage.  
  Emerald Enclave  
  Any characters who were given the mission from the 
  Emerald Enclave should leave one of the runes on 
  each door they come across, as well as on the 
  entrance to the tomb. Doing so completes their 
  objective once they exit the vault and detonate them. 
  A. Divide and Conquer 
  As you round the bend, a sound comes echoing back towards 
  you from either direction along the kenku chain. A booming 
  voice shouting a single arcane command, “EXITARMUS” 
  The area grows eerily silent for a moment before a 
  deafening rumble comes from above. Looking up you 
  spot a massive slab of stone falling to the floor in the 
  middle of your group. You attempt to dive clear as it 
  slams to the ground, cutting your group in half. As 
  the dust settles you see the spectral forms of 
  aarakocra warriors, their eyes glowing with hatred, 
  pouring from the walls around you.  
   It is important to have an idea of marching order 
  before this encounter. Attatarxes drops a slab of 
  stone from the ceiling into the center of the party, 
  attempting to split them from each other and pick off 
  the smaller groups.  
   Whichever character or characters are at the mid-
  point of the marching order must declare whether 
  they are diving forward or backwards, and make a 
  Dexterity save DC18. Failure indicates they take 
  4d10 bludgeoning damage. If the check is failed by 
  more than 5 then their leg is pinned by the rubble, 
  they are knocked prone and a Strength DC15 check 
  by themselves or an adjacent ally is required to free 
  them.  
   At the same time, 6 wraiths appear on each side 
  of the pillar. The pillar completely blocks movement 
  and line of sight and is 40’ tall. A DC 17 Athletics 
  check is required to scale it during the combat and 
  takes a full round of action/ movement to do so. The 
  wraiths and mummies in the vault were clearly 
  aarakocra prior to being transformed and are, in 
  fact, victims of the spell that granted Attatarxes his 
  powers- former servants of the Raven Lord 
  rewarded with undeath for their service. 
  Adjusting This Encounter  
  Here are some suggestions for adjusting this encounter, for 
  your group. Changes are not cumulative.  
  • Very Weak or Weak: remove 2 wraiths from each group  
  Treasure  
  Pieces of the crumbled wall reveal a few bits of 
  valuable ore embedded in the rock (what the mine 
  was seeking). Collecting these will net ore that will 
  sell for 800 gp in any city.  
  B. Wraith Ambush  
  As the party rounds a curve in the passage a group of 
  4 wraiths materialize from the walls and 4 of the 
  statues crumble, revealing mummies which all 
  move to attack.  
  Harpers  
  If the characters are working on the mission for the 
  harpers, instead of taking place in the halls, this 
  takes place in a side room at the same location. 
  Inside of said room is a stack of arcane treatises and 
  scrolls which detail the creation of a mummy lord. 
  Burning or destroying them completes their mission.  
  
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  CCC-SVH01-03 Vault of the Raven Lord 
   
   
  8 
  C. Guardian of Faith (see kenku 
  sidebar)  
  Attatarxes uses the kenku to cast Guardian of Faith 
  with a DC 17 in the corridor.  
   At the same time 4 wraiths appear through the 
  walls and 4 mummies break free from the statues 
  that contain them. 
  D. Shock and Awe (see kenku sidebar)  
  Attatarxes uses the kenku to cast Power Word Stun 
  on a party member and 4 wraiths and 4 mummies 
  move to attack. 
  Adjusting This Encounter  
  Here are some suggestions for adjusting this encounter, for 
  your group. Changes are not cumulative.  
  • Very Weak or Weak: change 2 wraiths to mummies  
  • Strong or Very Strong: add 2 mummies  
   
   
  
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  CCC-SVH01-03 Vault of the Raven Lord 
   
   
  9 
  Part 4. False Tomb 
  Estimated Duration: 30 minutes  
  Attatarxes makes one final attempt to delay the 
  characters and trick them into draining their 
  resources before they do battle with him. 
  The stone door pivots open with a loud grinding sound, 
  revealing a dimly lit crypt behind it. Standing at ready in the 
  middle of the room is a towering figure, wrapped in tattered 
  bandages, and bearing raven feather adornments. Some sort 
  of construct stands between you and the figure, its armor 
  emblazoned with arcane symbols and overlaid with 
  engravings designed to look like it is feathered. The visor of 
  its helm is extended and worked in gold overleaf to resemble 
  a beak.  
   
  Seeing you, the figure calls out a challenge, as more 
  servants appear from the walls and move to attack.  
   
  “Who dares disturb the rest of Attatarxes!” 
  This is actually a decoy, a flesh golem wrapped with 
  bandages and with the head of a kenku servant, 
  allowing a few mimicked phrases. Being of limited 
  intelligence, it is incapable of higher planning and 
  lurches into combat attacking furiously, repeating 
  the above phrase and a few select others such as 
  “The raven lord comes for you” and “Fall before the 
  raven lord”. Any character with a Passive 
  Perception of 25 or higher will instantly notice 
  something is “off” about the golem. With a Wisdom 
  (Insight) DC 20 revealing the true nature of the foe. 
  If the characters don’t realize it beforehand, once it 
  is stuck down a cursory investigation reveals its true 
  nature.  
  In addition to the flesh golem sarcophagi in the 
  room open to unleash 4 mummies and 6 wraiths 
  appear through the walls. The construct is a Helmed 
  horror (granted immunities of fireball, spirit 
  guardians and shatter)  
  The door in the back of the room is protected by a 
  Glyph of Warding cast at 5th level. An Intelligence 
  (Investigation) DC 17 is required to spot it. It is 
  triggered when any character who isn’t either kenku, 
  aarakocra or undead attempts to open the door. It 
  does 7d8 acid damage, Dexterity DC 17 save for 
  half, to everyone within 20’ when it goes off. 
   
   
   
  Adjusting This Encounter  
  Here are some suggestions for adjusting this encounter, for 
  your group. Changes are not cumulative.  
  • Very Weak: remove 2 wraiths  
  • Weak: remove 2 wraiths  
  • Strong: add 2 wraiths  
  • Very Strong: add 2 wraiths and the flesh golem has 112 hit 
  points  
  Treasure  
  The false tomb is littered with enough gold and 
  trinkets to throw off less determined tomb raiders.  
  • Loose coins valuing 1250 gp  
  • Six cracked Amethyst worth 100 gp each  
  • A platinum bracelet worth 2500 gp  
  • A spell scroll of Mordenkainen’s Faithful Hound  
   
   
   
  
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  CCC-SVH01-03 Vault of the Raven Lord 
   
   
  10 
  Part 5. Enter the Raven  
  Estimated Duration: 60 minutes  
  The characters manage to finally press forward into 
  the tomb of Attatarxes and confront the Raven Lord 
  himself. 
  The door turns slowly, revealing a massive chamber beyond. 
  It is filled with elaborate tapestries and décor, fit for a king. 
  Multiple sarcophagi rest against the walls, their lids ajar. In 
  the center of the room a large throne has been built, 
  encrusted with various gems, and carved with stylized ravens 
  as the armrests. Seated here, with a crown of feathers, is 
  Attatarxes, the Raven Lord. The mummy lord rises to his feet, 
  face twisted in rage.  
   
  “I tire of this game! I will scour your flesh from your bones 
  for this insolence!”  
   
  His rage grows palpable, filling the room. The kenku 
  decorating the wall here begin to shriek otherworldly 
  intonations and writhe in agony. As you struggle to regain 
  your composure, the Raven Lord and his minions charge 
  forward. 
  Before the party entered, alerted to their presence 
  by the combat in the earlier room, Attatarxes drank 
  a Potion of Fire Resistance. The abjurer has also 
  cast wall of force in front of Attatarxes and behind 
  the Helmed Horrors to shield them from missile 
  fire and to force melee chars to make their way 
  around. (the wall is centered in front of Attatarxes 
  and extends equally in both directions but is laid out 
  so as to not fully block passage around the sides) He 
  prefers to stay back from the melee, using his Rod of 
  Absorption to cancel spells cast at him, and launch 
  his most devastating spells and legendary actions 
  but will not hesitate to engage anyone who closes 
  with him.  
   All characters who enter the room must pass a 
  Wisdom DC 18 save or gain a level of madness from 
  the sight and sounds of the kenku cacophony.  
   Anyone who fails this save can attempt another 
  save at the end of their second turn to try and break 
  free of the madness and every other turn thereafter. 
  Crippled by Madness  
  If the party has serious issues with the madness, allow spells 
  such as protection from evil, bless and such to grant another 
  attempted save. In addition, and conditions such as being 
  rendered unconscious are broken by damage or a friend 
  taking an action to wake you. 
  In addition to Attatarxes the forces in this room 
  include 6 wraiths, 2 Helmed Horrors who stay 
  close to the raven lord, 1 Aarakocra abjurer and 4 
  mummies. The room is also filled with the 
  flammable gas detailed in Vault Dwellers. The 
  Helmed Horrors have fireball, spirit guardians and 
  shatter as their chosen spell immunities. 
  Adjusting This Encounter  
  Here are some suggestions for adjusting this encounter, for 
  your group. Changes are not cumulative.  
  • Very Weak: remove the helmed horrors and reduce the 
  madness save DC to 16  
  • Weak: remove 1 helmed horror and reduce the madness 
  save DC to 16  
  • Strong: Attatarxes has 143 hit points  
  • Very Strong: Attatarxes has 143 hit points, add 1 helmed 
  horror  
  What happens upon his defeat depends on whether 
  more than half of the party has the story award 
  Raven Lord’s Heart.  
   If they do, then read the following as he dies; 
  As you strike the final blow against the Raven Lord his body 
  recoils and begins to collapse into a pile of dust and filth. His 
  death shrieks echo for a moment before growing silent.  
   
  “NOOOO! This is impossible! I will overcome death! I will 
  not… be… defeat…ed 
  Otherwise, read this as he is struck down; 
  As you strike the final blow, the Raven Lord recoils as his 
  body begins to collapse into a pile of dust and filth. His 
  laughter echoes loudly in the chamber before growing silent.  
   
  “Fools, you have only delayed my plans! I will rise again, 
  and I will destroy you and your kin! This time none will stop… 
  the… raven… lor…  
  Treasure  
  Around the room can be found the following 
  treasure.  
  • Assorted coins worth 1800gp  
  • A fine gold chain with an emerald cut in the shape 
  of a raven worth 2500gp as a set  
  • A flask containing an Oil of Sharpness  
  • A Potion of Greater Healing  
  • The Rod of Absorption wielded by Attatarxes, 
  which starts the fight with 4 spell levels absorbed  
   
   
  
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  Part 6. Conclusion 
  Once the characters defeat Attatarxes and his 
  minions they are free to return to Glister and 
  recuperate from their ordeal. If they were able to 
  destroy him, then Thrusk is thrilled with their 
  accomplishment and a parade is thrown in their 
  honor. They earn the story award Fallen Raven  
   If Ptahrek was captured and taken to Glister to 
  meet justice, they return to the news that there was 
  some sort of battle in the prison, with Ptahrek and 
  some powerful creature breaking out of and fleeing 
  the city headed east.  
   If Ptahrek was slain or escaped, but the heart not 
  destroyed the characters hear rumors of isolated 
  sightings of a strange individual passing east 
  travelling only by the cover of darkness, for 
  destinations unknown.  
   In either case if Attatarxes was reborn they earn 
  the story award Curse from the Shadows as the 
  Raven Lord flees the region to reestablish himself, 
  but never gives up the hatred for the characters. 
   
   
  
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  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 
  The characters receive 4 advancement checkpoints 
  and 4 treasure checkpoints. 
  Player Rewards 
  The characters earn the following player rewards for 
  completing the adventure: 
  Magic Item Unlock  
  Characters completing the adventure unlock:  
   Rod of Absorption This item can be found in 
  Appendix 6.  
  Story Awards  
  Characters playing the adventure may earn:  
   Curse from the Shadows. You helped rid Glister of 
  the threat of the Raven Lord once and for all. As a 
  result, you are hailed as a hero to the people of 
  Glister. More information can be found in Appendix 
  5.  
   Raven Lord’s Liver. You saved Glister, for now, 
  but the shadow of your failure to kill the Raven Lord 
  once and for all hangs over your spirit. More 
  information can be found in Appendix 5.  
  DM Reward 
  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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  Appendix 1: Creature Statistics 
   
  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. 
  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: +5 to hit, reach 5 ft., 
  one target. Hit: 9 (1d12 + 3) slashing damage. 
   
   
   
  
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  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. 
   
  Helmed Horror 
  Medium construct, neutral 
  Armor Class 20 (plate, shield) 
  Hit Points 60 (8d8 + 24) 
  Speed 30 ft., fly 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  13 (+1) 
  16 (+3) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
   
  Skills Perception +4 
  Damage Resistances Bludgeoning, Piercing, and 
  Slashing from Nonmagical Attacks that aren't 
  Adamantine 
  Damage Immunities Force, Necrotic, Poison 
  Condition Immunities 
  Blinded, Charmed, Deafened, Frightened, Paralyzed,  
  Petrified, Poisoned, Stunned 
  Senses Blindsight 60 ft. (blind beyond this radius), 
  Passive Perception 14 
  Languages understands the languages of its creator 
  but can’t speak 
  Challenge 4 (1,100 XP) 
  Magic Resistance. The helmed horror has advantage 
  on saving throws against spells and other magical 
  effects. 
  Spell Immunity. The helmed horror is immune to three 
  spells chosen by its creator. Typical immunities 
  include fireball, heat metal, and lightning bolt. 
  Actions 
  Multiattack. The helmed horror makes two longsword 
  attacks. 
  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 
   
   
   
  
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  Mummy 
  Medium undead, lawful evil 
  Armor Class 11 (Natural Armor) 
  Hit Points 58 (9d8 + 18) 
  Speed 20 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  8 (-1) 
  15 (+2) 
  6 (-2) 
  10 (+0) 
  12 (+1) 
    
  Saving Throws Wis +2 
  Damage Vulnerabilities fire 
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Damage Immunities necrotic, poison 
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages The languages it knew in life 
  Challenge 3 (700 XP) 
  Actions 
  Multiattack. The mummy can use its Dreadful Glare 
  and makes one attack with its rotting fist. 
  Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage 
  plus 10 (3d6) necrotic damage. If the target is a 
  creature, it must succeed on a DC 12 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. 
  Dreadful Glare. The mummy targets one creature it 
  can see within 60 feet of it. If the target can see the 
  mummy, it must succeed on a DC 11 Wisdom saving 
  throw against this magic or become frightened until 
  the end of the mummy's next turn. If the target fails 
  the saving throw by 5 or more, it is also paralyzed for 
  the same duration. A target that succeeds on the 
  saving throw is immune to the Dreadful Glare of all 
  mummies (but not mummy lords) for the next 24 
  hours. 
   
   
   
  
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  Mummy Lord (Attatarxes) 
  Medium undead, lawful evil 
  Armor Class 17 (Natural Armor) 
  Hit Points 97 (13d8 + 39) 
  Speed 20 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  10 (+0) 
  17 (+3) 
  11 (+0) 
  18 (+4) 
  16 (+3) 
    
  Saving Throws Con +8, Int +5, Wis +9, Cha +8 
  Skills History +5, Religion +5 
  Damage Vulnerabilities fire 
  Damage Immunities necrotic, poison; bludgeoning, 
  piercing, and slashing from nonmagical attacks 
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, poisoned 
  Senses darkvision 60 ft., passive Perception 14 
  Languages The languages it knew in life 
  Challenge 15 (13,000 XP) 
  Magic Resistance. The mummy lord has advantage 
  on saving throws against spells and other magical 
  effects. 
  Rejuvenation. A destroyed mummy lord gains a new 
  body in 24 hours if its heart is intact, regaining all its 
  hit points and becoming active again. The new body 
  appears within 5 feet of the mummy lord's heart. 
  Spellcasting. The mummy lord is a 10th-level 
  spellcaster. Its spellcasting ability is Wisdom (spell 
  save DC 17, +9 to hit with spell attacks). The mummy 
  lord has the following cleric spells prepared: 
  Cantrips (at will): sacred flame, thaumaturgy 
  1st level (4 slots): command, guiding bolt, shield of 
  faith 
  2nd level (3 slots): hold person, silence, spiritual 
  weapon 
  3rd level (3 slots): animate dead, dispel magic 
  4th level (3 slots): divination, guardian of faith 
  5th level (2 slots): contagion, insect plague 
  6th level (1 slot): harm 
  Actions 
  Multiattack. The mummy can use its Dreadful Glare 
  and makes one attack with its rotting fist. 
  Rotting Fist. Melee Weapon Attack: +9 to hit, reach 5 
  ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage 
  plus 21 (6d6) necrotic damage. If the target is a 
  creature, it must succeed on a DC 16 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. 
  Dreadful Glare. The mummy targets one creature it 
  can see within 60 feet of it. If the target can see the 
  mummy, it must succeed on a DC 16 Wisdom saving 
  throw against this magic or become frightened until 
  the end of the mummy's next turn. If the target fails 
  the saving throw by 5 or more, it is also paralyzed for 
  the same duration. A target that succeeds on the 
  saving throw is immune to the Dreadful Glare of all 
  mummies (but not mummy lords) for the next 24 
  hours. 
  Legendary Actions 
  The mummy lord can take 3 legendary actions, 
  choosing from the options below. Only one 
  legendary action option can be used at a time and 
  only at the end of another creature's turn. The 
  mummy lord regains spent legendary actions at the 
  start of its turn. 
  Attack. The mummy lord makes one attack with its 
  rotting fist or uses its Dreadful Glare. 
  Blinding Dust. Blinding dust and sand swirls 
  magically around the mummy lord. Each creature 
  within 5 feet of the mummy lord must succeed on a 
  DC 16 Constitution saving throw or be blinded until 
  the end of the creature's next turn. 
  Blasphemous Word (Costs 2 Actions). The mummy 
  lord utters a blasphemous word. Each non-undead 
  creature within 10 feet of the mummy lord that can 
  hear the magical utterance must succeed on a DC 16 
  Constitution saving throw or be stunned until the 
  end of the mummy lord's next turn. 
  Channel Negative Energy (Costs 2 Actions). The 
  mummy lord magically unleashes negative energy. 
  Creatures within 60 feet of the mummy lord, 
  including ones behind barriers and around corners, 
  can't regain hit points until the end of the mummy 
  lord's next turn. 
  Whirlwind of Sand (Costs 2 Actions). The mummy 
  lord magically transforms into a whirlwind of sand, 
  moves up to 60 feet, and reverts to its normal form. 
  While in whirlwind form, the mummy lord is 
  immune to all damage, and it can't 
  be grappled, petrified, knocked prone, restrained, 
  or stunned. Equipment worn or carried by the 
  mummy lord remain in its possession. 
   
   
   
  
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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 (1800 XP) 
  Incorporeal Movement. The wraith can move through 
  other creatures and objects as if they were difficult 
  terrain. It takes 5 (1d10) force damage if it ends its turn 
  inside an object. 
  Sunlight Sensitivity. While in sunlight, the wraith has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  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. 
   
  
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  Appendix 2: Halls of Death
   
   
   
  
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  Appendix 3: False Tomb  
    
   
  
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  Appendix 4: Tomb of the Raven Lord 
    
   
  
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  Appendix 5: Story Award 
  During the course of this adventure, the characters may earn the following story award. If you are printing these out 
  for your characters, print as many as you may need to ensure that any eligible character receives a copy:
   
  Fallen Raven 
  You helped rid Glister of the threat of the Raven Lord 
  once and for all. As a result, you are hailed as a hero 
  to the people of Glister.   
  Curse from the Shadows 
  You saved Glister, for now, but the shadow of your 
  failure to kill the Raven Lord once and for all hangs 
  over your spirit. 
  
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  Appendix 6: Magic Item 
  Characters completing this adventure’s objective 
  unlock this magic item. 
  Rod of Absorption (Table H) 
  Rod, very rare (requires attunement) 
  While holding this rod, you can use your reaction to 
  absorb a spell that is targeting only you and not with 
  an area of effect. The absorbed spell's effect is 
  canceled, and the spell's energy – not the spell itself 
  – is stored in the rod. The energy has the same level 
  as the spell when it was cast. The rod can absorb and 
  store up to 50 levels of energy over the course of its 
  existence. Once the rod absorbs 50 levels of energy, 
  it can't absorb more. If you are targeted by a spell 
  that the rod can't store, the rod has no effect on that 
  spell. 
   When you become attuned to the rod, you know 
  how many levels of energy the rod has absorbed 
  over the course of its existence, and how many levels 
  of spell energy it currently has stored. 
   If you are a spellcaster holding the rod, you can 
  convert energy stored in it into spell slots to cast 
  spells you have prepared or know. You can create 
  spell slots only of a level equal to or lower than your 
  own spell slots, up to a maximum of 5th level. You 
  use the stored levels in place of your slots, but 
  otherwise cast the spell as normal. For example, you 
  can use 3 levels stored in the rod as a 3rd-level spell 
  slot. 
   A newly found rod has 1d10 levels of spell energy 
  stored in it already. A rod that can no longer absorb 
  spell energy and has no energy remaining becomes 
  nonmagical. This item is found on Magic Item Table 
  H in the Dungeon Master’s Guide. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Appendix 7: Dungeon Master Tips 
  This adventure is designed for three to seven 11th-
  16th level characters and is optimized for five 
  characters with an average party level (APL) of 
  13. Characters outside this level range cannot 
  participate in this adventure. 
  New to D&D Adventurers League?  
  http://dnd.wizards.com/playevents/organized-play  
  New to the Annual Storyline?  
  http://dnd.wizards.com/story/waterdeep  
  http://dndadventurersleague.org/storyline-
  seasons/waterdeep-adventures/ 
  To DM an adventure, you must have 3 to 7 players—
  each with their own character whose level is within 
  the adventure’s level range. Characters playing in a 
  hardcover adventure may continue to play to but if 
  they play a different hardcover adventure, they can’t 
  return to the first one if they’re outside its level 
  range. 
  Preparing the Adventure 
  Before you start play, consider the following:  
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of while running the adventure, such as a way 
  you’d like to portray an NPC or a tactic you’d like 
  to use in a combat. Familiar yourself with the 
  adventure’s appendices and handouts.  
  • Gather any resources you’d like to use to aid you 
  in running this adventure--such as notecards, a 
  DM screen, miniatures, and battlemaps.  
  • Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.)  
  Players can play an adventure they previously 
  played as a Player or Dungeon Master but may only 
  play it once with a given character. Ensure each 
  player has their character’s adventure logsheet (if 
  not, get one from the organizer). The players fill out 
  the adventure name, session number, date, and your 
  name and DCI number. In addition, the player also 
  fills in the starting values for advancement and 
  treasure checkpoints, downtime days, and renown. 
  These are updated at the conclusion of the session.  
   Each player is responsible for maintaining an 
  accurate logsheet. If you have time, you can do a 
  quick scan of a player’s character sheet to ensure 
  that nothing looks out of order. If you see magic 
  items of very high rarities or strange arrays of ability 
  scores, you can ask players to provide 
  documentation for the irregularities. If they cannot, 
  feel free to restrict item use or ask them to use a 
  standard ability score array.  
   Point players to the D&D Adventurers League 
  Players Guide for reference. If players wish to spend 
  downtime days and it’s the beginning of an 
  adventure or episode, they can declare their activity 
  and spend the days now, or they can do so at the end 
  of the adventure or episode. Players should select 
  their characters’ spells and other daily options prior 
  to the start of the adventure, unless the adventure 
  specifies otherwise. Feel free to reread the 
  adventure description to help give players hints 
  about what they might face. 
  Adjusting this Adventure 
  When combat is a possibility, the adventure will 
  provide a sidebar that helps you to determine the 
  best mix/number of opponents to provide them with 
  to create an appropriate challenge. While you’re not 
  bound to these adjustments; they’re here for your 
  convenience and consideration.  
   To determine whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the result by the number 
  of characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s average party level (APL). 
  To approximate the party strength for the 
  adventure, consult the table below. 
  Determining Party Strength 
  Party Composition Party   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Save Versus Hunger (SVH)/CCC-SVH-01-03 - Vault of the Raven Lord.pdf