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Ddal-Drwep02 Wings of Death (11-16 17-20)

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0% found this document useful (0 votes)
3K views74 pages

Ddal-Drwep02 Wings of Death (11-16 17-20)

Uploaded by

Colin Harris
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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DDAL-DRWEP02

WINGS OF DEATH
A Dreams of the Red Wizards Epic
The treachery and master plan of Thay are at last revealed—and heroes are needed
for a final assault to prevent the return of one of Faerûn’s greatest evils!
Part Five of the Storm King’s Descent series of adventures.
A Four-Hour Epic for 11th- through 16th-Level Characters
and 17th- through 20th-Level Characters.
Optimized For: APL 13 and 18
This adventure also includes rules for single-table play.
Content warnings include: cold weather hazards, possession, and slavery.

Credits
D&D Adventurers League Administrators: Ma’at Crook,
Lead Designer: Greg Marks Will Doyle, Amy Lynn Dzura, Claire Hoffman, Greg
Designer: Emily Harmon and Garrett Colon Marks, Alan Patrick, Travis Woodall
Editing: Scott Fitzgerald Gray Playtesters: Gary Affeldt, Terry Barney, Dan Bowen,
D&D Adventurers League Guildmaster: Chris Lindsay James Bowen, Richard Brown, Josh Cannon, David
Art Director and Graphic Designer: Rich Lescouflair Harmon, David Krolnik, Katie McCusker, Sean
Interior Art: provided by Wizards of the Coast Mittelstaedt, Daniel Oliveira, Ben Siekert, C. Scott
Thomas, Krishna Simonse, John Thompson, Vivian
D&D Adventurers League Wizards Team: Adam Lee, Ari Thompson, Phil Tobin, Marcello De Velazquez, Brett
Levitch, Chris Lindsay, Mike Mearls Weidman

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all
other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are
property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained
herein is prohibited without the express written permission of Wizards of the Coast.
©2021 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.
Adventure Primer She makes it clear that she hopes to redeem her father, and
that the death knight Hekaton is to be captured, not killed.
As the adventure begins, teams of characters have just
For in that sleep of death what dreams may come, been teleported in to Serissa’s camp and command post at
When we have shuffled off this mortal coil, the base of the Thunder Peaks.

Must give us pause.


— William Shakespeare, Hamlet
Overview
The adventure’s story is spread over three parts and takes
approximately four hours to play. The adventure begins
Welcome to DDAL-DRWEP02 Wings of Death: a D&D
with a “Call to Action” scene.
Epic adventure, part of the official D&D Adventurers
League™ organized play system and the Dreams of the Red Call to Action: Royal Summons. Princess Serissa is
Wizards second story arc. This adventure supports the gathering adventurers in the Thunder Peak Mountains.
following tiers of play: These varied parties must each undertake separate
• 11th- through 16th-level characters (optimized for five missions to stop the Red Wizards of Thay from raising
Shargrailar, the first dracolich, and binding him to their
13th-level characters)
service.
• 17th- through 20th-level characters (optimized for five Part 1: Treasure Hunt. Characters rush to collect the lost
18th-level characters) bones of Shargrailar (for tier 3) and the missing pieces of
This is a special four-hour interactive adventure, his phylactery (for tier 4) before they can be claimed by
designed for many tables playing together. Each table must the Red Wizards.
be comprised of characters in the same tier. Guidelines for Part 2: Assaulting the Fortress. Groups of adventurers
coordinating this event or playing with a single table appear assault a newly raised Red Wizard stronghold high in
in a separate Administrator’s Guide. the Thunder Peaks, first breaking through the Thayan
This adventure encourages the use of the Dungeons & defenses, then attempting to disrupt the ritual to remake
Dragons Tactical Maps Reincarnated product. As a DM, Shargrailar. Thayan forces mount a deadly defense,
you should feel empowered to adjust terrain as needed though—including attacks by death knight Hekaton and
to fit the map options available to you, particularly when the remade Iymrith.
playing in an online environment. Part 3: Shargrailar Returns. After the Red Wizards raise
Shargrailar once more, the adventurers must fight and
Background defeat the iconic first dracolich, who fights with death
knight Hekaton astride him. The outcome of this fight
Recently, agents of the CULT OF THE DRAGON secretly
determines the ultimate success of all the characters in
stole into the storm giant citadel Maelstrom, assassinated
this epic adventure.
King Hekaton, and took the WYRMSKULL THRONE for
themselves. The cult then granted the ancient blue dragon
sorcerer IYMRITH the gift of unlife as a dracolich, using Adventure Tracks
the throne as her phylactery. Still enraged by her murder Players experience one of two adventure tracks, depending
at the hands of adventurers, Iymrith seeks vengeance on on their tier of play. Each track occurs simultaneously but
those adventurers if they cross paths again (anyone who has different objectives.
played Storm King’s Thunder). Shortly after the cult’s Tier 3. In part 1 of the adventure, the characters rush
assault on Maelstrom, the RED WIZARDS OF THAY stole to recover Shargrailar’s lost bones before the Red
the body of King Hekaton, then used necromantic rituals to Wizards can. In part 2, they assault the fortress the Red
raise him as a death knight slave of SZASS TAM, who has Wizards have raised for the completion of the ritual, first
been seeking the Wyrmskull Throne for Thay. breaching the walls, then disabling the Thayans’ magical
In the absence of her father, storm giant PRINCESS defenses. In part 3, the characters attempt to capture
SERISSA is once again thrust into power. Serissa still death knight Hekaton and destroy Shargrailar once more.
possesses the KOROLNOR SCEPTER, the Cult of the Tier 4. In part 1 of the adventure, the characters rush
Dragon having failed to claim it during their theft of the to recover the pieces of Shargrailar’s lost phylactery
Wyrmskull Throne. So far, holding this piece of regalia has before the Red Wizards can. In part 2, they enter the
helped her keep her position, but her reign over the giants Red Wizards’ fortress and attempt to disrupt the ritual—
is tenuous at best. including seeking and capturing the Wyrmskull Throne.
Thay forces under the command of the death knight In part 3, the characters attempt to capture death knight
Hekaton attacked the TOWER OF SKULLS in ORMATH, Hekaton and destroy Shargrailar once more.
seizing the Wyrmskull Throne where the characters had
left it in the care of a group of Kelemvorites. A captive held
for interrogation has revealed that Szass Tam’s minions Legacy Events
have taken the throne to the THUNDER PEAKS with Before beginning play, ask the players to check their
the intent of remaking SHARGRAILAR, the very first logsheets for any legacy events that might affect this
dracolich, as a servant of the Regent of Thay. adventure. This adventure incorporates the Code Breaker
Hearing about the disastrous attack on the Tower legacy event from DDAL-DRW06 Thimblerigging.
of Skulls, Princess Serissa has gathered up as many Characters with this legacy event receive the player
adventurers as possible to take the fight to the Thayans. handout of appendix 1 at the end of the call to action.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL-DRWEP02 Wings of Death
2
Interactive Elements Running the Adventure
Both tracks of the adventure feature interactive elements Read the following rules carefully. These cover most of
that affect other tables. These unlock new quests, disable what you need to run this epic at your table. Further rules
global effects, or introduce NPCs that the administrators covering the epic and how tables interact, or how to modify
control. Each table needs to choose a Table Captain to run for a single table, are covered in the Administrator’s Guide.
messages to the Commander (the lead DM managing the
entire epic), and to occasionally make decisions for the table.
When an interactive element occurs, the Commander will Playing Online is Epic!
make an announcement. Contact the Commander if your There’s always been a healthy number of RPG fans playing
players take an unscripted action that affects other tables. their games over the Internet, and many more Dungeons &
If the Commander deems the action appropriate, they will Dragons players and DMs are now moving to online play.
announce a ruling that might impact other tables. Although this adventure was written for in-person play, we’ve
incorporated adjustments that admins and DMs can make
Shared Spellcasting to share the fun using virtual tabletop setups or even simple
teleconferencing software. These adjustments are detailed in
During play, characters can offer spellcasting aid to other the Administrator’s Guide.
tables. Any assistance offered should take no more than
one action, bonus action, or reaction, after which time the
player must return to their own table. Examples include Quests
offering to cast spells such as revivify or plane shift for
the characters of another table. This aid is not restricted Each table is expected to complete at least two quests
to specific tiers, so that tier 3 characters can aid tier 4 during part 1 of the adventure. Allow the players to choose
characters and vice versa. If your group gets into a sticky which of the quests they would like to attempt.
situation, be sure to remind them of this feature. Locked quests (victory missions) cannot be run until
the Commander announces that they have been unlocked.
Victory Points When a locked quest is unlocked, your group can volunteer
to attempt this quest. If your group attempts the quest, they
As your group completes encounters, they earn victory can choose one of the following options:
points (see “Running the Adventure,” below). These
• Abandon any ongoing quest. If a quest is abandoned in
are added to the victory pool, which is managed by the
Commander. After completing a quest, send your Table this way, the group cannot return to it or reattempt it later.
Captain to report the table number, the name of the • Finish their current quest before playing the
completed quest, and the number of victory points acquired victory mission.
to the Commander at the epic HQ.

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DDAL-DRWEP02 Wings of Death
3
After the quest is completed, the Table Captain should
report the table number, quest name and number, and the
result of the quest to the Commander at the epic HQ.

Wandering Villains
The Commander will announce the arrival of wandering
NPC villains during part 2 of the event—the blue dragon
dracolich Iymrith and the death knight Hekaton. If either
of these villains arrives at your table, pause the current
encounter and allow the villain encounter to take place.
Combat occurs outside any current initiative order. Any
monsters present when the villain arrives do not participate
in the battle. The volunteer running the villain will control
and direct this encounter. Once they leave the table, you
can resume play where you left off.

Short and Long Rests


This adventure plays out across a few short hours of game
time. Characters have no time to take long rests, and can
afford to take only one short rest. Make sure your players
understand this before the game begins.

Spellcasting
Due to the fast-paced nature of this event, characters
cannot cast spells which take longer than 1 minute to cast,
and cannot benefit from spells that require the characters
to spend time out of combat, such as heroes’ feast and
catnap.
The adventure begins as soon as the characters arrive,
taking them straight into the action. As such, there is no
time to cast short-duration spells upon other characters
before starting. However, characters are able to have cast
spells with durations longer than 1 hour upon themselves
before the adventure begins.

Boons
If your group completes a quest in part 1 or an encounter in
part 2, they might earn a boon. Boons are special bonuses
that aid other groups participating in the event. The
Commander has certificates for every boon available on your
track, and will tell you if you earned a boon when you report
the results at your table after an encounter. Players cannot
keep boons for their own table (unless they are running
the event as a single table), and must offer them to another
group. Players can also hand a boon to HQ if they are not
sure which tables most need help, asking the Commander to
distribute it for them. In this case, the Commander will give
the boon to a table of their choosing based on need.

Enemy Reinforcements
If an encounter seems too easy, add one to three enemies
appropriate to your tier of play and party strength, which
arrive at the end of a round:

Tier Enemy Reinforcement


3 Red Wizard (mage) (CR 6)
Nycaloth (CR 9)
Stone golem (CR 10)
4 Red Wizard (archmage) (CR 12)
Ultroloth (CR 13)
Iron golem (CR 16)
Call to Action: Royal Summons

Estimated Duration: 15 minutes • Tier 3 characters are to scour the Thunder Peaks and
The adventure begins with the characters having been collect as many of Shargrailar’s lost bones as possible,
teleported to meet beneath the banner of Princess Serissa, then return the collected bones to Princess Serissa’s
at the base of the Thunder Peak Mountains. None of camp. See the handout of “Appendix 2: Part 1 Tier 3
those called by Serissa knew they were coming, and the Quests” for more information.
characters have thus had no way to prepare. • Tier 4 characters are to pursue the Red Wizards into
You should explain any event rules, perform character Shargrailar’s abandoned lair and collect as many pieces
introductions, and explain safety rules at this time. Do of the dracolich’s lost phylactery as possible. See the
not begin play until the Commander has read the mission handout of “Appendix 3: Part 1 Tier 4 Quests” for more
briefing. Both adventure tracks share the same briefing. information.
• Once the bones and phylactery shards have been
Mission Briefing collected, the characters will join in the assault on the
Thayans’ magically raised Thunder Peaks stronghold
At the start of the event, the Commander will read the
and put a final stop to their plans.
mission briefing aloud (reproduced here for your reference):

“Adventurers! Heroes! Friends of giants, and enemies of Shargrailar


Szass Tam! Today is a day of reckoning!” Princess Serissa Shargrailar was once an ancient red dragon who became the
first dracolich. After a reign of terror in which he massacred
steps forward as she speaks, holding the Korolnor Scepter in thousands with his devastating breath of fire and lightning,
one hand. “The Red Wizards and their ilk have taken much he was destroyed by the spellfire of Shandril Shessair. The
from the world. Their latest acquisitions, my father and the dracolich’s bones were scattered across the Thunder Peaks,
and his phylactery was broken into many pieces and scattered
Wyrmskull Throne, are but a part of their greater scheme.”
within his abandoned cavern lair.
At Serissa’s side, an attendant unfurls an ancient sketch
of a dracolich laying waste to a town.
“This portrait was drawn centuries ago,” Serissa
continues, “to capture some of the power of what the Cult Final Preparations
of the Dragon called the First Sacred One. Shargrailar, the After the characters have been briefed, review the following
first dracolich. We have found evidence that Szass Tam information:
wishes to remake this creature, destroyed by spellfire, Table Captain. Each group chooses one player to be
his bones and phylactery scattered and shattered in the the group’s Table Captain. The Table Captain relays
messages to HQ throughout the event.
Thunder Peak Mountains and their caverns nearly one
Code Breaker. If characters have the Code Breaker legacy
hundred and fifty years ago. The Red Wizards’ ritual will event from DDAL-DRW06 Thimblerigging and have
bind Shargrailar to the Wyrmskull Throne, allowing the been successful in breaking the code, provide them with
dracolich to use it as a new phylactery, and Szass Tam will the handout of appendix 1.
have a powerful new undead servant. Alongside my father.”
Serissa’s expression grows grim as she raises the Princess Serissa
Korolnor Scepter over her head. “Today we have three goals! Chaotic good storm giant
Capture my father’s body without destroying it or killing The youngest daughter and chosen successor of King
what remains within. Recover the Wyrmskull Throne. And Hekaton, Serissa is cool and calm, even as she understands
that others in the giant court covet her position.
stop the ritual to return Shargrailar to this realm. We first What They Want. To maintain peace among the giants, Serissa
must find and recover Shargrailar’s bones and the pieces must rescue her father and secure the Wyrmskull Throne.
of the dracolich’s destroyed phylactery, to stymie the Red The Red Wizards must face justice.
Optimistic Leader. Serissa wants to believe that all folk are
Wizards’ ritual. You will all receive specific orders from my
innately good at heart. Reluctantly accepting the mantle of
attendants. May Annam and all the gods watch over us.” ruler once more in her father’s stead, she is determined to
do everything she can to find King Hekaton and return the
Use the following information to brief your players on their Wyrmskull Throne to Maelstrom. She fears that her father’s
mission: disappearance will bring about a new rise in tensions
between the giant races and knows that she must defuse
• The Red Wizards are gathering Shargrailar’s bones those tensions if she can.
and phylactery pieces, already in the initial stages of the
ritual that will remake Shargrailar as a dracolich under
Szass Tam’s control.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL-DRWEP02 Wings of Death
5
Part 1: Treasure Hunt
Estimated Duration: 1 hour and 30 minutes
(approximately two to three quests) Quest 1A: Gone in a Flash
In this portion of the adventure, tier 3 characters scour the Estimated Duration: 45–60 minutes
Thunder Peaks to recover Shargrailar’s lost bones, while Characters sent to find Shargrailar’s bones arrive at a
tier 4 characters follow the Red Wizards into Shargrailar’s cavern entrance blazing with heat and static electricity.
lair and collect as many shards of the dracolich’s lost Though the bones are easily spotted, retrieving them
phylactery as possible. presents a dangerous task.
Part 1 of the adventure is divided into six quests for each This exploration quest is appropriate for tier 3
tier of play. Quests 1A through 1F are available for tier 3 characters.
tables, while quests 1G through 1L are available for tier 4
tables. Locked quests cannot be run until the Commander
Running this Quest
announces that they have become available.
Each quest highlights one of the three pillars of play: You can avoid having this quest descend into a monotonous
series of dice rolls by encouraging planning and creative
exploration, social interaction, or combat. Provide
solutions. While performing the task quickly is important,
the players with the handouts of appendix 2 (for tier 3 there is no immediate threat until the characters enter the
characters) or appendix 3 (for tier 4 characters) and allow cavern holding Shargrailar’s bones, giving them a chance to
them to select which quests they would like to play. If the consider their options.
Commander announces that a locked quest has been
unlocked, follow the instructions in “Part 1: Quests” in the
“Adventure Primer” section.
Heat of the Moment
Story Objective The entrance to this portion of the underground cavern
is large enough for Huge creatures to pass through, its
Recovering as many of Shargrailar’s bones (tier 3) and
shards of Shargrailar’s phylactery (tier 4) as possible is Story cracked stone floor covered in ash. Both the ash and cracks
Objective A. appear relatively new, and the smell of sulfur is strong
here. Moving a few hundred feet forward down an incline
brings the characters to one of the sources of the elemental
Shargrailar’s Bones energy that fills the area.
More than a century after Shargrailar’s destruction, the
dracolich’s bones remain deeply corrupted, creating the Lava crashes and lightning surges from cracks in the
following effects: ground, making the air here searingly hot. The most
• The bones cannot be targeted by any divination magic or prominent elemental activity surrounds three large bones
perceived through magical scrying sensors. jutting up from the ground some one hundred and fifty
• The bones cannot be moved or transported by magical feet away, which seem to channel the energy coursing up
means, including such spells as telekinesis, Bigby’s
from below.
hand, or plane shift.
• Each of Shargrailar’s bones is AC 12, has 30 hit points,
and is immune to poison and psychic damage. Area Information
Additional effects might be noted in each quest. A dispel The cavern has the following features.
magic spell targeting one of Shargrailar’s bones (DC 17)
Dimensions and Terrain. The cavern is 150 feet long, 70
removes one effect of the caster’s choice.
feet wide, and 20 feet high, and is covered in half-melted
debris, lava flows, and erupting plumes of lava. Random
Treasure trails of lightning arc out within and across the lava.
For each quest completed in part 1 of the adventure, the Lighting. Glowing lava fills the area with bright light.
characters earn one consumable item, found in the order Senses. Scorching heat fills the air, the rock of the cavern
noted below for their tier. A maximum of three consumable is bubbling and cracking, and characters feel their hair
items can be found in this way. raised from the lightning in the air.
Tier 3 Characters Difficult Terrain. The entirety of the cavern is difficult
• Spell scroll of etherealness terrain, including the floor, the walls, and the air, as lava
• Potion of fire giant strength and electricity flow and surge from various locations at
• Potion of superior healing random. See “Heat Shock” below.
Tier 4 Characters
• Spell scroll of control weather
• Potion of cloud giant strength
• Potion of supreme healing

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL-DRWEP02 Wings of Death
6
Shargrailar’s Bones. Four of Shargrailar’s smaller leg Movement Mishaps
bones are lodged in the ground at the far end of the
d6 Mishap
cavern. Each weighs 300 pounds and has already
become magically energized as a result of the Red 1 A lightning strike knocks the creature prone and leaves
Wizards’ preliminary preparations for their ritual. But it stunned until the start of its next turn.
while the bones aren’t difficult to spot, getting them out is 2 Lightning shocks the creature, making it unable to
another challenge. See the “Shargrailar’s Bones” sidebar speak until the start of its next turn.
above for more information on the bones.
3 Fire and lightning sear the lungs of the creature, which
must succeed on a DC 18 Constitution saving throw
Heat Shock
or gain one level of exhaustion. All levels of exhaustion
Though the bones appear easy to reach, the environment in
gained from this mishap are removed after a short rest.
the cavern is a potentially deadly hazard to those seeking
them. Each time a creature moves within this area on 4 Fire and lightning overwhelm the creature, which must
its turn, whether on the ground or above it, it must avoid succeed on a DC 18 Constitution saving throw or gain
gushing lava and bursts of lightning with a successful DC vulnerability to fire damage or lightning damage (the
18 Strength (Athletics), Dexterity (Acrobatics), Intelligence creature’s choice). This effect lasts until the creature
(Nature), or Wisdom (Survival) check. If a character thinks finishes a short rest.
of a particularly clever way to move, give them advantage 5 Fire singes the creature, causing it to be blinded until
on this check. the start of its next turn.
On a failed check, a creature takes 11 (2d10) fire damage
6 Fire sears the creature, leaving it incapacitated with
and 11 (2d10) lightning damage at the start of its move,
and takes that same damage again if it moves more than pain until the start of its next turn.
30 feet on its turn. On a successful check, the creature
takes half as much damage at the start of its move but can Moving Magically. Magical movement such as
move freely thereafter. If the check succeeds by 5 or more, teleportation creates its own problems in the cavern.
the creature can choose to either take no damage from its When a character magically moves, both the space they
movement or to ignore the difficult terrain of the cavern for leave and the space they appear in suffer a violent eruption
that turn (but not both). of elemental energy. Any creature within 5 feet of either
If the check fails by 5 or more, a movement mishap space (including the creature moving) must make a DC 18
occurs unless the creature is immune to the type of damage Dexterity saving throw, taking 18 (4d8) fire damage and 18
noted in the mishap. Roll a d6 and consult the Movement (4d8) lightning damage on a failed save, or half as much
Mishaps table. damage on a successful one. If the save fails by 5 or more,
the creature also suffers an effect from the Movement
Mishaps Table.

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DDAL-DRWEP02 Wings of Death
7
Recovery Mission Hot on the Trail
Once one or more of the characters are next to the As the characters search a mountain valley for one of the
bones, they can begin the process of removing them from resting places of Shargrailar’s bones, they spot recent
the ground. However, the volatile magic the bones are tracks marking where a group of humanoids are moving
channeling complicates the process. Removing the three ahead of them. The tracks lead to a small cabin near the
bones requires three successful DC 18 ability checks as base of one of the Thunder Peaks, then continue upward.
the characters assess their placement, study the magic As the characters approach the cabin, a gruff-looking
coursing through them, and apply careful extraction bugbear steps out.
techniques. Characters can make their choice of Strength
(Athletics), Intelligence (Arcana, Investigation, or Nature),
Mayadiru
or Dexterity (Sleight of Hand) checks, or can make ability
Neutral good bugbear mystic
checks using proficiency with tools appropriate to the task.
A particular type of check can be made only once in the Mayadiru is 9 feet tall, has thick, ruddy fur and a red-opal
earring, and wears rough-spun clothing lined with mountain
attempt, or subsequent attempts with the same check have
goat fur. The many pouches on their belt brim with herbs,
disadvantage. small animal bones, and powders.
On a failed check, the creature making the check and What They Want. Mayadiru wants outsiders to leave the
each creature within 10 feet of the bone must make a DC valley. Recent activity from the Red Wizards, giants, and
18 Dexterity saving throw, with disadvantage if the creature now adventurers have been an irritant, to say the least. The
is touching the bone. A creature takes 19 (3d12) fire bugbear knows that the spirits of the mountain are upset,
damage and 19 (3d12) lightning damage on a failed save, and seeks to put them to rest.
or half as much damage on a successful one. If the save Hermit Mystic. Mayadiru has great pride in their ancestry and
fails by 5 or more, the creature also suffers an effect from their knowledge of the land, and they disdain those who
the Movement Mishaps Table. do not understand or appreciate this heritage. They are
After three successful ability checks, the three bones are guarded in sharing the secrets of the valley, and distrust
removed from the ground. Creatures carrying the bones outsiders who they fear will use the knowledge only to
are protected from the environmental effects in the room, further their own ends.
and take no damage from moving. Those not carrying a
bone must still contend with those effects on the way out.
Creature Information
The bugbear mystic Mayadiru greets the characters
Adjusting the Scene grumpily, asking why they’ve come and encouraging them
Consider the following suggestions for adjusting this scene to leave. Any attempt at conversation inspires the mystic to
depending on the relative strength of the party.
reveal the following:
• Very Weak. Decrease all damage effects by 6 and all DCs by 2.
• Weak. Decrease all damage effects by 4.
• A group of ten Red Wizards passed by a half hour ago,
• Strong. Increase all damage effects by 4. on their way to a cavern partway up the mountain.
• Very Strong. Increase all damage effects by 6 and all DCs by 2. • The mountain is a nexus of powerful elemental fire
magic, which unexpectedly became active earlier today.
• Legend has it that when the fire spirits are distressed,
Wrap-Up they cause eruptions of flame that can threaten the
entire valley.
The characters can recover up to four bones in this quest.
A successful DC 17 Wisdom (Insight) check reveals that
The Table Captain should report to HQ that your party has
Mayadiru is withholding information, but characters can
completed this specific quest, give your table number, and
attempt DC 17 Charisma (Intimidation or Persuasion)
note how many of Shargrailar’s bones have been recovered.
checks to learn more. During the previous conversation,

Quest 1B: the characters will be able to discern that Mayadiru deeply
values respect and tradition, and characters who show
Dancing with Fire respect toward the mystic or display symbols marking
them as belonging to a good-aligned order make Charisma
Estimated Duration: 45–60 minutes (Persuasion) checks with advantage.
While trailing a group of Red Wizards, the characters If properly prompted, Mayadiru also reveals the following:
encounter a bugbear mystic named Mayadiru, who warns • Mayadiru is not sure why the spirits have awoken, but
them that elemental activity is flaring up in the area. A the mystic knows of a ritual that can calm them and put
nearby fiery cavern holds Shargrailar’s leg bones—but is them back to rest. If the characters show interest and
guarded by elemental power. respect, Mayadiru can teach them the ritual and provide
This exploration quest is appropriate for tier 3 the components needed for a single casting.
characters. • If asked, Mayadiru says they did not share the ritual
with the Red Wizards. That group’s leader, a sneering
mage named Zepra, did not seem interested in this
“backwoods hill magic,” as she called it.

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DDAL-DRWEP02 Wings of Death
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Learning the Ritual Lava. Any creature that comes into contact with the lava for
In the course of teaching the characters the ritual, the first time on a turn or starts its turn there takes 24
Mayadiru provides them with six drawstring pouches (4d12) fire damage. The lava is difficult terrain.
holding assorted components, including ground cacao, Shargrailar’s Bones. Three of Shargrailar’s leg bones are
wheat, and a spongy white herb that tastes overwhelmingly perfectly preserved in the pool of lava, 40 feet below
sweet. To perform the ritual, the pouches must be the surface. The bones weigh 300 and 500 pounds,
evenly spaced around the spirits, forming a sacred circle respectively. The ritual performed by the Red Wizards is
approximately 40 feet in radius. One bag can be placed in causing magic to seep from the bones into the lava pool.
tandem with movement on a character’s turn, but for the See the “Shargrailar’s Bones” sidebar above for more
character to place a second bag in the same round requires information on the bones.
an action.
To enact the ritual, one or more characters must stand Creature Information
within 30 feet of the circle and chant the ritual words As soon as the characters enter this cavern, two advanced
continuously for 1 round. If a character takes damage phoenixes rise out of the lava and attack.
during this time, they must succeed on a Constitution
saving throw with a DC equal to half the damage taken Two enormous birds, their feathers alight with crackling
to continue chanting. On a failed save, the character is flames, burst from the pool, sending droplets of lava
interrupted but can try again as long as the component spraying through the air. Their ear-piercing screech is
pouches are still intact. The spirits must stay within the
shot through with the snapping of wildfire, assaulting
bounds of the ritual circle during the chanting, or the
ritual has no effect. Once the chanting is completed, the your senses as both birds soar toward you on wings of
component pouches are consumed in magical fire. pure flame.

Onward and Upward


When their business with Mayadiru is done, the characters These creatures use the phoenix stat block with these
trek up the mountainside for half an hour, crossing over changes:
jagged stony outcroppings and encountering smoky winds • They have an Intelligence score of 6 (−2).
that carry stinging ash to the eyes.
• They speak Goblin and Primordial.
The caustic magic now flowing off Shargrailar’s bones
Adjusting the Scene as a result of the Red Wizards’ ritual has awoken and
Consider the following suggestions for adjusting this scene enraged these elementals, and they attack the characters
depending on the relative strength of the party. relentlessly to defend their lair. During the fight, the
• Very Weak. Decrease all DCs by 2. phoenixes challenge the characters in Primordial or
• Weak. No adjustment. Goblin, shrieking about the presence of the corrupted
• Strong. No adjustment. bones in the lava pool.
• Very Strong. Increase all DCs by 1. Two characters must
succeed in chanting the ritual words in the same round in
order for the ritual to succeed. Adjusting the Scene
Consider the following suggestions for adjusting this scene
depending on the relative strength of the party.
Born from Ash • Very Weak. Remove one phoenix and add two fire elemental
myrmidons.
Following the trail of the Red Wizards eventually leads • Weak. Each phoenix has 125 hit points.
the characters to a cave entrance roughly 30 feet across. • Strong. Add three fire elemental myrmidons. Each phoenix
A distant orange glow fills the cavern, and stinging heat has 270 hit points.
emanating from within rises as the characters draw near. • Very Strong. Add four fire elemental myrmidons. An
Within the entrance, the burnt husks of Red Wizard additional fire elemental myrmidon spawns at the start of
corpses are sprawled across the rough stone floor— each round until the ritual is completed. Each phoenix has
positioned as if they were fleeing from something inside. 270 hit points.

Area Information
The cavern has the following features. Playing the Pillars
Dimensions and Terrain. This 100-foot-diameter cavern You can make use of the following suggestions when
features a 10-foot-wide shelf of stone surrounding an running this quest.
80-foot-diameter, 40-foot-deep pool of bubbling lava. A Combat. The phoenixes attack the characters on sight,
dozen 5-foot-wide stones appear to be randomly spaced utilizing their Flyby trait to harass enemies while staying
about 10 feet apart throughout the lava pool. (These are out of melee range.
actually the tips of stone columns rising from the bottom Exploration. Mayadiru’s ritual can be used to calm the
of the pool.) The ceiling rises up 300 feet and is open to phoenixes. Indeed, this is the preferred solution to this
the sky above. quest.
Lighting. Glowing lava fills the area with bright light. Social. If the ritual is performed successfully, the
Senses. Scorching heat fills the air, which is heavy with the characters can speak with the phoenixes and ask for
scent of molten rock. their aid.

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DDAL-DRWEP02 Wings of Death
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Inferna and Raikarr are able to dive into the lava
and retrieve the two bones there, offering them to the
characters and asking them to take the bones away.
Friendly Favors
If the characters ask the phoenixes about helping
to drive away the Red Wizards or collect the other
bones, Raikarr parts the lava in the center of the
pool to reveal a large nest containing several juvenile
phoenixes. (Each uses the fire elemental stat block
but has a flying speed of 50 feet.) Though Inferna and
Raikarr are bound to their pool, they say that their
children are ready to leave the nest—if the characters
can convince them. Each character can bond with
a juvenile phoenix with a successful DC 15 Wisdom
(Animal Handling) or Charisma (Persuasion) check.
Narrate the introduction between each character and their
phoenix, and have the player describe what the character is
doing to befriend the phoenix. Give advantage on the check
of any player with excellent roleplaying.
If a character bonds with a phoenix, it serves that
character as a mount until the end of this adventure.
Give the player of that character a copy of appendix 4.
Characters mounted on a juvenile phoenix are immune to
its Fire Form trait. If a juvenile phoenix dies during this
adventure, it can be summoned again with a find steed
spell.
The following table suggests names and personality traits
for the juvenile phoenixes.

Name Personality
Sizzle Playful, rambunctious
Steam Skittish, easily afraid
Smoke Capricious, grumpy
Ember Quick, competitive
Blaze Cool, aloof
Scorch Energetic, excitable
Tinder Loving, cuddly
Completing the Ritual
When the characters complete the ritual successfully Treasure
(see the previous section), the flow of magic in the pool is Characters who bond with a phoenix earn the Born from
disrupted. the Ashes legacy event (see appendix 8).
Incomplete Ritual
As the last words are spoken, the component pouches If the ritual is not completed and the phoenixes are
erupt in flames. A sweetly burnt scent fills the air as smoke defeated, their nest disappears from the lava, returning to
swirls around the spiraling phoenixes. As it does, their the Elemental Plane of Fire. At your discretion, you can
flames calm from a raging inferno to a soft fire, and they work with the players to determine alternative ways for
the characters to recover Shargrailar’s leg bones from the
look toward you gratefully.
depths of the lava pool.

With the ritual completed, the phoenixes are released from Wrap-Up
the influence of the Red Wizards’ magic. If the characters The characters can recover up to three bones in this quest.
are able to converse with them, these elementals can relay The Table Captain should report to HQ that your party
the following: has completed this specific quest, give your table number,
• The phoenixes—whose names are Inferna and Raikarr— and note how many of Shargrailar’s bones have been
are a mated pair of elemental fire spirits who have lived recovered.
in this mountain for hundreds of years.
• They were awoken and driven into a rage when the
magically infused bones in the lava pit began to channel
corrupting energy.

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Quest 1C: The Morbid Creature Information
As the characters wander the village, they see brief
Monastery glimpses of the spirits of two dozen goblin villagers (use
the ghost stat block) performing the mundane tasks they
Estimated Duration: 45–60 minutes performed in life, from adults tending livestock to children
The characters must explore the ruins of an ancient playing games in the street. Five of the goblin ghosts are
monastery, locating Shargrailar’s bones with the help of the accompanied by monks who imitate their tasks, wearing
site’s residents—both living and undead. shoddily made clothes that roughly match those worn by
This social interaction quest is appropriate for tier 3 the ghosts.
characters.
The Order of Eternal Life
Mission to Thoo-Top The Monks of the Order of Eternal Life were a ragtag
Characters undertaking this mission are given the group of five human backpackers who stumbled upon the
following information by the attendants of Princess Serissa ruins of Thoo-Top eleven months ago, and were taken in by
beforehand: the placid life of the ghostly villagers. With much labor, they
• Thoo-Top is an abandoned goblin village in the Thunder reconstructed a crumbled bell tower as their monastery
Peaks, said to be haunted after a terrible incident caused headquarters.
its destruction many years ago. Believing the villagers’ undeath to be a blessing of eternal
life, the monks seek to reenact the events that led to the
• It is rumored that this destruction might have been
goblins’ untimely demise. Each of the monks has assumed
linked to Shargrailar’s bones.
the identity of one of the villagers (with mixed results),
• Scouts recently passing by the area noticed movement and tries to emulate the ghost’s demeanor and schedule,
among the rubble, but were unable to discern following them around throughout the day and mimicking
any details. their behavior. They await the arrival of an outsider
to uncover the bones of Shargrailar, just as Preacher
Thoo-Top Bloatskiv did, and perform the ritual that will grant them
eternal undeath.
The goblin village of Thoo-Top was founded long ago in one
of the many valleys of the Thunder Peaks. A goblin named
Each of the five monks has forsaken their previous
Preacher Bloatskiv discovered three of Shargrailar’s bones identity to act as follows:
while wandering near the village, and was able to use the • The first monk poorly acts the part of Skrek Vraa, a
bones’ innate power to take over Thoo-Top and create her middle-aged goblin with a sassy attitude who prefers
own cult, inspiring zealous fervor and worship. But then things to be quiet.
Bloatskiv used the bones in a ritual that inadvertently • The second monk acts out the part of the mayor Vroom
summoned a ghastly creature from the Negative Plane, which
Skkrik in an over-the-top fashion. The mayor has a
then promptly annihilated the village. Those who dwelled here
were killed, their souls bound to the ruins of Thoo-Top and
penchant for roast meats and creepily sharpens bones
forced to wander the ruins for eternity. left over from his meals.
• The third monk politely mimics Krak Draa, a young
goblin metalworker with a passion for fine crafting.
Approaching the Ruins • The fourth monk dramatically mimics Yar Drawk, Krak
Draa’s charismatic husband and business partner, who
The characters can easily locate the ruins of Thoo-Top. As has a raucous laugh and loves a good joke.
they draw close, read or paraphrase the following:
• The fifth monk gruffly portrays Ziiir Lik, an erudite
librarian eager to share their knowledge, but prone to
Nestled between two picturesque peaks is an abandoned enthusiastically ramble on about disturbing cult rituals.
village, its stone huts and houses crumbling. A single
tower still stands above the rubble—and from its highest What the Monks Know
The monk who waved to the characters from the tower (use
window, you see a humanoid figure eagerly waving in your
the martial arts adept stat block for them and the other
direction. monks) approaches the characters and welcomes them to
Thoo-Top. The monks believe that one of the characters
is destined to play the role of Preacher Bloatskiv in their
Area Information reenactment of Thoo-Top’s end, by uncovering Shargrailar’s
The ruined village has the following features. bones and performing the ritual. The monks do not know
Dimensions and Terrain. The ruins of Thoo-Top are a the locations of the bones or the particulars of the ritual,
half-mile in diameter, consisting mostly of stone huts but can suggest that the characters speak to their ghost
collapsed to rubble. The area is difficult terrain. counterparts for more information.
Bell Tower. A 40-foot-tall bell tower stands on the western The monks openly bet and debate over which of the
edge of the village, and has been rebuilt as a monastery characters will take on the role of Preacher Bloatskiv in
for the Order of Eternal Life (see below). the reenactment of the ritual. They try to get in the good
Lighting. By day, bright sunlight covers the area of the graces of especially charismatic and religious characters by
village. providing offerings and praising them.

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Finding the Bones from the Red Wizards’ new ritual. Pulsing shadow arcs
between the bones, tearing open a rift to the Negative
The characters must speak with three ghosts to find the Plane and allowing a towering, nightmarish creature—a
locations of the three bones hidden near Thoo-Top. Any nightwalker—to step forth and attack.
ghost can know the location of one bone, so select which of As the creature appears, the monks scream with terror
the ghosts you’re most interested in roleplaying. and freeze. All five monks begin within the nightwalker’s
What the Ghosts Know Annihilating Aura, and stay there unless the characters
move them or draw the creature away. Any monks who
The villager ghosts flicker in and out of existence as they
remain in the aura on initiative count 0 are instantly
recreate the events of their pastoral lives, ignoring the
killed. For each monk who dies, the nightwalker gains 30
characters and the monks alike unless directly confronted.
temporary hit points and has advantage on ability checks,
The ghosts do not remember their deaths, but remain
attack rolls, and saving throws for 1 round.
subconsciously traumatized by the events that destroyed
A monk killed within the ruins of Thoo-Top rises as a
Thoo-Top.
noncombatant ghost 3 rounds after their death.
A character who talks to a ghost must make a DC 17
Charisma (Persuasion) check. On a success, the ghost
relates mundane details of its life as you determine, then Adjusting the Scene
passes on the location of one bone. The three bones in and Consider the following suggestions for adjusting this scene
around Thoo-Top are located as follows: depending on the relative strength of the party.
• A stapes bone from Shargrailar’s middle ear is located in • Very Weak. No effect occurs when the nightwalker
the ruins of a crumbled library, and weighs 10 pounds. consumes a monk.
• Weak. The nightwalker has 200 hit points.
• A toe bone can be found in the mountainside behind a
• Strong. The nightwalker has 418 hit points and advantage
bakery, and weighs 25 pounds.
on saving throws against spells and other magical effects.
• A finger bone is buried in the ruins of a wyvern stable, • Very Strong. The nightwalker has 418 hit points and
and weighs 25 pounds. advantage on saving throws against spells and other
On a failed check, the ghost weeps, screams, and babbles magical effects. When the nightwalker consumes a cultist,
incoherently in fear. The ground begins to shake, and in addition to the existing effects, each character has
the character has a horrible vision of a colossus made of disadvantage on saving throws against the nightwalker’s
traits and attacks until the end of the nightwalker’s next turn.
writhing shadows striking the earth with a stark white
jawbone. The character must make a DC 20 Wisdom
saving throw. On a failed save, they take 24 (7d6) psychic
damage and gain vulnerability to necrotic damage for 1 No Ritual Today
hour. On a success, they take half as much damage and do If not all the bones are collected, or if the characters don’t
not gain vulnerability. bring all three bones within 60 feet of each other, the
The characters can attempt to speak to the ghosts as monks beg them to complete the setup of the ritual—or to
often as desired, and can make the check again even leave the bones in Thoo-Top, believing that they are crucial
after failing it with a specific ghost. After the characters for the monks’ future undeath. The monks won’t fight the
successfully speak with a ghost, that ghost fades away. characters, but they’re not above throwing embarrassing
An Uneasy Feeling temper tantrums to get their way. They can be convinced to
While speaking with the ghosts, any character who stop debasing themselves and give up their self-destructive
succeeds on a DC 17 Wisdom (Insight) check discerns that faith with effective roleplaying or successful DC 12
the undead are worried about the bones being uncovered. Charisma (Intimidation or Persuasion) checks.
If pressed, the ghosts can impart the following information:
• All the villagers were there when Preacher Bloatskiv set
Bloatskiv’s Remorse
up the ritual. A terrible sense of unending cold settled As the characters leave the village with the bones, the ghost
over the village that day. of Preacher Bloatskiv appears. She expresses sadness
• Bloatskiv often referred to the bones as “dark artifacts.” that her actions led to the destruction of her village, and
explains how she wanted only to tap into a power that
The preacher told the villagers that the “day of reckoning”
would give the villagers hope and meaning in their lives.
would occur once all three bones had been prepared and
She didn’t realize she was playing with the magic of death
brought to within 60 feet of each other.
and necromancy, and thanks the adventurers for ensuring
Just Hanging Out that the power of the bones cannot be used again. She and
After the characters successfully speak with a ghost, the any remaining ghosts then fade away and go to their rest.
monk mimicking that ghosts begins following the party
around, enthusiastically encouraging the characters to dig Wrap-Up
up the bone. By the time the characters head out to collect The characters can recover up to three bones in this quest.
the third bone, all five of the monks should be following The Table Captain should report to HQ that your party has
close behind. completed this specific quest, give your table number, and
note how many of Shargrailar’s bones have been recovered.
Dark Collection
If all three bones are successfully collected and brought
within 60 feet of each other, the lingering magic of the old
ritual melds with the preliminary magic already spreading

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DDAL-DRWEP02 Wings of Death
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Quest 1D: Silver Solitude During any conversation, Teskmore expresses curiosity
about the lives of the characters. The hermit presses
Estimated Duration: 30–45 minutes them to speak of deeds that they have accomplished or
think important, prodding to see what they value most in
A Thunder Peaks hermit claims to know where two dragon
life—and to judge how morally good they live their lives.
neck bones can be found. The hermit is happy to show
Roleplay Teskmore’s questions as inquisitive, but not rude.
the bones’ location to characters who come with good
During the conversation, any character who succeeds on a
intentions—but has a secret reason to sound the characters
DC 21 Wisdom (Insight) check gets a sense that the hermit
out on their goals and allegiances.
has ulterior motives to their questioning.
This social interaction quest is appropriate for tier 3
characters.
Teskmore’s Test
The Hermit’s Quest In a remote part of the valley, Teskmore leads the
characters into a large cave.
The characters are tasked with meeting Teskmore,
the hermit who found the neck bones and is willing to Area Information
shepherd them to their resting place. Teskmore’s hermitage The cave complex has the following features.
is near the village of Thoo-Top from quest 1C, but is farther
Dimensions and Terrain. The expansive caverns in
along the valley. When the characters arrive at the small
which the neck bones have rested since Shargrailar’s
hut, they see an elderly human waiting for them, munching
destruction have a floor of stone and dirt. The caves are
on dried jerky. Teskmore greets them warmly, talking of
dry, with the largest extending 40 feet across and 40
being pleased that the giants have sent capable adventurers
feet high.
to deal with the dracolich’s bones. But as they interact
Shargrailar’s Bones. Three of the dracolich’s neck bones
with the hermit, the characters might get a sense (or might
are half buried in the stones and dirt of the cavern floor.
confirm, if they have access to magic such as the true
Each bone weighs 100 pounds.
seeing spell) that they are more than they seem (see the
Lighting. The caverns are dark. Teskmore carries a hooded
“Teskmore” sidebar).
lantern for light.

Teskmore
Lawful good ancient silver dragon
The silver dragon Teskmore moved into this region after
hearing about the destruction of Thoo-Top. The gargantuan
dragon uses their Change Shape trait to take human form,
posing as a modestly dressed hermit. They wear a small silver
necklace bearing a tree of life medallion and an acorn-shaped
pendant.
What They Want. Teskmore wants to ensure that the bones of
Shargrailar are being taken into the care of those capable of
dealing with their power, and willing to keep evil at bay.
Time and Memory. Teskmore speaks with a soft and slightly
rumbly voice, musing over bits of facts and stories they
have picked up over almost a millennium of living. They can
ramble.

Walk and Talk


As the characters walk with Teskmore, the hermit is happy
to answer questions, but does not divulge their true identity
as a silver dragon unless the characters have already
determined that. Use the following information to guide the
conversation:
• Teskmore has lived in this region for a decade, having
moved here from farther north with an interest in
exploring local caverns and ruins.
• The hermit travels into nearby settlements often,
spending days at a time talking to everyone they can.
They have a particular family they are close to, and tell
stories about them at any opportunity.
• Teskmore came upon the huge neck bones three years
ago in a remote cavern, assuming they belonged to some
great creature that had previously laired there. When the
giants inquired about lost bones, Teskmore passed the
information on.
Smells and Sounds. Musty scents hang on the air, which
grows cold in spots. The sounds of the character’s Quest 1E: A Rocky Pursuit
footsteps and speech echoes around them. Estimated Duration: 45–60 minutes

A Final Question Tipped off by a kenku ranger, the characters go after


a magic cart hauling bones through a remote ravine.
Arriving at the area where the two neck bones lie half
With careful planning and tactics, they can put down the
buried in dirt and rock, Teskmore allows the characters
threat of a Red Wizard patrol and claim a collection of
to inspect them. But before the characters can claim the
Shargrailar’s bones.
bones, the hermit says they have one last, most important
This combat quest is appropriate for tier 3 characters.
question: “Why are you each helping the giants? What
drives you?”
Teskmore is aware of the evil embodied by the Red
Bird of Prey
Wizards and the Cult of the Dragon, but many giants Princess Serissa’s scouts have befriended a ranger of the
have engaged in their own evil ends over the centuries. Thunder Peaks named Tytola, who has noted Red Wizard
The silver dragon wishes to learn what each character’s activity near an area called Rocfall Ravine. The characters
personal reasons are for joining the fight. As the characters are charged with seeking out Tytola, gathering pertinent
answer, he nods thoughtfully but shows no reaction. information, and dealing with the Red Wizards.
Answers relating to gold or glory are poor answers in As the characters approach the area where the ranger is
Teskmore’s mind, while answers relating to performing known to patrol, read or paraphrase the following:
good and altruistic acts resonate with the dragon.
Characters who lie about their motivations or have evil A dense outcropping of evergreen trees clings to the top
intentions leave a bad impression on the hermit. of a rocky ledge ahead. A deep hooting, followed by a soft
If half or more of the characters answer poorly, Teskmore
shakes their head sadly, and tells the characters they chuckle, draws your attention to an enormous barn owl
should do more for their fellow sentient beings. The hermit perched in the trees.
then dissolves into mist, leaving behind a single silver
acorn (the boon for this quest) in the hope that benefiting
from good will encourage the characters to do good deeds Creature Information
for others. An owl-form kenku ranger named Tytola nimbly clambers
If more than half the characters express good intentions, down from the trees and greets the characters with a
Teskmore asks one more question: snarky smile. She has been waiting for them, and is keen to
get moving quickly. In response to questions, she can share
“I have heard that one of the Red Wizards may be fighting the following information:
against the order. Have you heard of Dar’lon Ma? What do • Rocfall Ravine is named not for the prevalence of
rockslides in the area, but for the giant rocs that
you think of him?”
lair nearby.
• Tytola has been patrolling the ravine for some time,
Teskmore is not looking for specific information, but wants and has more than once spotted skulking figures
to know what other humanoids think of Dar’lon Ma, and recognizable as Red Wizards. Before she could get
the rumors that he might be a positive force within the close, though, the figures invariably disappeared.
Red Wizards. When the characters have shared what • Just an hour ago, she spotted something new—a cart
information they wish to share, Teskmore thanks them pulled by no creatures and with no driver, heading for
for their indulgence, then hands them six silver acorns Rocfall Ravine. This kind of magical conveyance seems
(the boon for this quest). If Teskmore is asked about their likely to be the Red Wizards’ work.
intentions, the hermit’s eyes turn a beautiful silver color • Even at a distance, it was clear the cart was carrying
as they reply, “I like to see that good still happens in the enormous bones.
world.” They then dissolve into silver mist with a hearty cry • Based on the cart’s route, Tytola expects that it’s
of, “Ekess Vargach!” (“To Battle!” in Draconic.)
traveling to a cave near the north edge of the ravine,
Once Teskmore is gone, the characters discover that
which was once the lair of an adult blue dragon and still
the normal effects imbued into the dragon bones (see the
holds countless bones.
“Shargrailar’s Bones” sidebar above) have been dispelled,
making them potentially easier to move. Tytola expects that the Red Wizards must know that
another of the bones they seek is in the cave, and estimates
Wrap-Up that the cart will arrive there in half an hour or less. She
says that if the characters move quickly, they should be
The characters can recover up to three bones in this quest. able to beat the cart to the cave and determine if any Red
The Table Captain should report to HQ that your party has Wizards are nearby. Alternatively, they could try to intercept
completed this specific quest, give your table number, and the cart in a rocky portion of the ravine. Whatever plan the
note how many of Shargrailar’s bones have been recovered. characters want to put in place, Tytola knows the ravine
like the back of her hand. She can provide them with
details of its layout to fine-tune their approach.

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DDAL-DRWEP02 Wings of Death
14
Information Gathering One Fell Swoop
If the characters are interested in taking a course of action Depending on the characters’ preparations, this combat
not described here, encourage their creativity. Tytola knows can occur in one of two locations: the rocky ravine or the
the ravine well, and can direct the characters to wherever they blue dragon’s lair. Regardless of the location, the characters
might want to go. So if a character asks whether a specific fight two nycaloths, one yagnoloth, and two Red Wizard
feature or type of terrain exists in or around the ravine, it archmages. The nycaloths are dragging the cart, which
absolutely does. Tytola can describe plants, topography, traps,
holds two of Shargrailar’s rib bones (each weighing 100
and anything else you deem reasonable to line up with the
characters’ plans. When in doubt, use the “Rule of Cool” and
pounds), while the yagnoloth and the archmages watch
let the characters’ decisions drive the action. for trouble. All travel invisibly, having cast invisibility on
themselves. The archmages have cast see invisibility as well.
Tytola
Chaotic good kenku ranger/wizard Area Information: Rocky Ravine
Tytola stands 3 feet tall, and has the appearance of an The ravine has the following features.
oversized barn owl wearing a series of leather packs and Dimensions and Terrain. Rocfall Ravine is roughly three
belts around her torso. Her left leg is slowly petrifying miles in length, with a well-trodden 10-foot-wide path
into sandstone, from a curse bestowed on her by an earth running along the bottom. Its sheer cliffs are 100 feet
elemental guardian years ago.
high, and are covered in unstable stone which is prone to
Tytola has a sprite familiar named Wallsby. If the characters
ask specific questions that Tytola struggles to answer with her
crack and fall.
kenku mimicry, Wallsby says what she believes Tytola is trying Light. The sun provides bright light.
to say. Tytola then mimics the sprite if he is correct. Cliffs. Climbing down to the path from the top of the cliffs
What They Want. Tytola is concerned that the Red Wizards requires a successful DC 17 Strength (Athletics) check
will upset the balance of nature in the Thunder Peaks, and or DC 20 Dexterity (Acrobatics) check.
wants them out of the area—by force, if necessary. Boulders. Large boulders atop the cliffs grant three-
Quippy Ranger. Tytola is quick-witted, always playfully poking quarters cover to creatures hiding behind them.
fun at the characters while providing advice on how to out- Rockfall. Any effect that deals thunder damage to an
maneuver the Red Wizards. area or causes a significant impact that would unsettle
the ground results in the collapse of the cliff face and
a rockslide. The slide begins at the top of the 100-foot
Making Preparations cliff, is 40 feet wide, and moves 25 feet twice per round
on initiative counts 10 and 0. When a rockslide moves,
The characters don’t know (though they certainly might any creature in its space moves along with it and falls
suspect) that the cart is not a magic vehicle at all, but is prone. The creature must make a DC 17 Strength saving
being pulled and escorted by invisible creatures (see “One throw, taking 22 (4d10) bludgeoning damage on a failed
Fell Swoop” below). Either way, they need to develop a save, or half as much damage on a successful one. When
proposed course of action to seize the cart, then some the rockslide stops, creatures within it are buried, and
initial ability checks to determine their success. The two are blinded, restrained, and have total cover. A buried
obvious approaches suggested by Tytola are to grab the creature can free itself with a successful DC 22 Strength
cart after it reaches the dragon’s lair, or to try to catch up to (Athletics) check. A creature that fails this check three
it in the rocky ravine. times can’t attempt to free itself again. A creature that
If characters want to reach the cart in the ravine, they is not restrained or incapacitated can spend 1 minute
must travel at a normal or fast pace to intercept it. If they freeing another creature buried in the rocks.
worry about unseen foes or spot the invisible creatures by Rocs. Triggering a rockslide attracts a pair of rainbow-
using ability checks or magic, setting up an ambush then feathered rocs that live on one of the high ledges of the
requires a DC 17 group Dexterity (Stealth) check. With ravine. The rocs soar overhead, observing the battle but
a successful check, the invisible Red Wizards and their not interfering. If provoked by anyone, they return to
allies are surprised when the characters attack. On a failed their nest at the opposite side of the ravine. If provoked a
check, the characters are spotted as a rockfall gives away second time, they fight back.
their location.
To grab the cart after it reaches the blue dragon’s Area Information: Dragon’s Lair
cavern lair, the characters must travel at a fast pace. Each The blue dragon’s cavern lair has the following features.
character must succeed on a DC 17 Constitution saving
Dimensions and Terrain. This cave is 140 feet wide
throw or gain one level of exhaustion from the frantic
and 100 feet high. Large rock outcroppings appear
journey. One character must then make a DC 16 Wisdom
throughout the area, and enormous gnawed bones litter
(Survival) check to navigate the ravine. On a failed check,
the floor. Charred lightning strikes are visible along the
the characters arrive with the invisible Red Wizards and
stone walls.
their servants already in place. On a success, the number
Light. The cave is dark.
by which the check exceeds 15 is the number of rounds the
Stealth. The cave system is extensive, with numerous
characters have to prepare before the cart and the Thayan
side tunnels and stone outcroppings. Opportunities for
entourage arrive. For example, if the character gets a 20 on
concealment grant characters advantage on Dexterity
their check, the party has 5 rounds to get into position and
(Stealth) checks made to hide.
set their tactics.
Bones. The floor of the cavern is littered with bones,
making all areas of the cave difficult terrain. A creature
can clear one 5-foot square of bones as an action.

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DDAL-DRWEP02 Wings of Death
15
Tactics
When combat breaks out, the nycaloths
and the yagnoloth take the fight to the
characters, while the Red Wizards hold
back to cast at range while they can. Both
Red Wizards wear magic bracelets that
allow them to alter any damage-dealing spell
they cast to deal acid damage instead of the
spell’s regular damage. The bracelets function
only for Red Wizards.
Collecting the Spoils
When the Red Wizards and their servants have
been dealt with, the characters can claim the
cart and the two bones it carries. If they fought
the Thayan entourage in the blue dragon’s cave—
or if time permits and the characters want to
investigate the Red Wizards’ destination after
dealing with them in the ravine—they might also
claim the bone hidden in the cave.

Adjusting the Scene


Consider the following suggestions for adjusting this scene
depending on the relative strength of the party.
• Very Weak. Remove the yagnoloth and one archmage.
• Weak. Remove the yagnoloth.
• Strong. Replace the yagnoloth with an ultroloth.
• Very Strong. Add an ultroloth.

Wrap-Up
The characters can recover up to four bones in this quest.
Shargrailar’s Toe Bones. Two of Shargrailar’s toe bones The Table Captain should report to HQ that your party has
are hidden among the other bones in the cavern. completed this specific quest, give your table number, and
It weighs 25 pounds, and each can be found with note how many of Shargrailar’s bones have been recovered.
extensive digging and a successful DC 15 Intelligence
(Investigation) check.
Yellow Mold. Six patches of yellow mold are spread
Quest 1F: Protect
throughout the cavern and immediately noticeable.
With a successful DC 12 Intelligence (Nature) check,
the Princess
a character understands the mold’s effects. If touched, Estimated Duration: 45–60 minutes
the mold ejects a cloud of spores that fills a 10-foot As more of Shargrailar’s bones are returned to Princess
cube originating from it. Each creature in the area must Serissa’s safekeeping, the Red Wizards see an opportunity.
succeed on a DC 17 Constitution saving throw or take 22 By focusing the preliminary preparations for their powerful
(4d10) poison damage and 11 (2d10) lightning damage ritual, they amplify the dark magic imbued into the bones
and become poisoned for 1 minute. While poisoned in to corrupt Serissa’s bodyguards—and only the timely
this way, the creature takes 11 (2d10) poison damage at intervention of adventurers can save her.
the start of each of its turns. The creature can repeat the This is a locked quest, and cannot be run until the event
saving throw at the end of each of its turns, ending the administrators announce that it has been unlocked. When
effect on itself on a success. A patch of yellow mold is the quest is unlocked, the Commander will make the
destroyed by exposure to sunlight or by being targeted by following announcement:
20 or more fire damage.

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DDAL-DRWEP02 Wings of Death
16
below), or physically scattered to disrupt the effect of the
In your mind, you hear the voice of Princess Serissa, ritual. Alternatively, the characters can focus on subduing
crying out: “We need help at the command post! Something the giants in combat.
is happening with the bones …” You hear the sound of If all the bones are magically sealed off from the ritual
targeting them (placed in a portable hole or bag of holding,
crashing metal and voices crying out. “Please! Hurry!”
surrounded by the effect of a force cage spell, and so
We need tier 3 volunteers. Which groups will set aside forth), each corrupted giant must succeed on a DC 20
their current quest to aid Princess Serissa? Constitution saving throw or be stunned until the end of
their next turn.
If all the bones are destroyed or sealed away, each
The Commander will wait for responses, then continue: corrupted giant shakes off the effects of their corruption
with a successful DC 18 Wisdom saving throw.
Go now! Princess Serissa doesn’t have much time. DMs: Serissa protects herself during combat by using the
Quest 1F is unlocked! Dodge action, or uses the Help action to aid the characters’
attacks. If the characters need more assistance, she makes
greatsword attacks, but any giant she reduces to 0 hit
This combat quest is appropriate for tier 3 characters. points is left unconscious.
The three corrupted storm giants do not speak, attacking
Protect and Serve with Lightning Strike and Thunderous Stomp as often as
The command post where Princess Serissa and her guards they can, and hammering the characters with greatsword
are coordinating the collection of Shargrailar’s bones is set attacks.
up as a central tent protected by storm giant guards.
Area Information Adjusting the Scene
The command post has the following features. Consider the following suggestions for adjusting this scene
depending on the relative strength of the party.
Dimensions and Terrain. The sturdy tent is 150 feet wide,
• Very Weak or Weak. Remove one corrupted storm giant.
100 feet long, and 30 feet high. The interior is furnished
• Strong. Each corrupted storm giant has 270 hit points.
with tables and chairs, and Shargrailar’s bones have Princess Serissa has 170 hit points.
been collected in one corner. • Very Strong. Each corrupted storm giant has 270 hit points
Lighting. Daylight comes through multiple openings on the and an additional use of Legendary Resistance. Princess
top of the tent, providing bright light. Serissa (a storm giant) has 115 hit points.
Shargrailar’s Bones. Each of the bones stored here weighs
between 50 and 300 pounds.
Playing the Pillars
Shargrailar’s Bones You can make use of the following suggestions when
When the characters enter the tent, read or paraphrase the running this quest.
following:
Combat. Princess Serissa supports the characters
whatever way she can, including grappling corrupted
The command tent is a site of carnage. Several storm giants and positioning herself to give the characters
giants lie dead on the floor as Princess Serissa’s guards cover. She reminds the characters to focus on melee
fight among themselves. A number of those guards’ eyes attacks so that corrupted storm giants reduced to 0 hit
pulsate with a dark purple light—the same glow pulsing points can be spared. The corrupted giants make their
initial attacks against Serissa, but then focus on the
where Shargrailar’s bones are stacked in the far corner
characters.
of the tent. Exploration. Serissa is willing to move the bones if the
The last of Princess Serissa’s uncorrupted guards is cut characters protect her. If four bones are moved at
down. The others close in around her as she wields her least 30 feet from the pile, the corruption immediately
greatsword defensively, yelling out to you: “They do not lessens. The corrupted giants can no longer recharge
their Lightning Strike and Thunderous Stomp attacks,
know their corruption! Please do not kill them!”
and the giant with the lowest hit points immediately falls
unconscious.
Princess Serissa (use the storm giant stat block) faces Social. If the characters kill a corrupted storm giant,
three corrupted storm giants closing in around her. (See Serissa angrily admonishes them. The giants are her
the sidebar at the storm giant stat block in “Creature loyal bodyguards, and any additional deaths will only
Statistics” for changes to the corrupted giants’ stat blocks.) reduce the strength of the giants in the coming fight.
A sickly hum emanates from the dracolich’s glowing
bones, whose purple glow is accentuated with pulses Political Statement
of faint lightning. A character within 5 feet of the bones When the fight is done, a crowd of Princess Serissa’s
who succeeds on a DC 18 Intelligence (Arcana) check followers gather at the entrance of the tent, horrified at
can tell that they are being used as a conduit for a magic the carnage within. Princess Serissa knows that what’s
ritual originating at some far-off location. The bones can happened potentially makes her look weak, and she
be attacked and destroyed (see the “Shargrailar’s Bones” understands that something must be done to put her
sidebar earlier in this section), magically locked down (see subjects at ease and reinforce their faith in her.

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DDAL-DRWEP02 Wings of Death
17
Charisma (Persuasion). A successful DC 20 check
allows Princess Serissa to calm her subjects’ fear and
uncertainty, making them more receptive to the rest
of her speech. Talking points include discussing times
in the past where Serissa has shown strength and led
the giants effectively, talking of the strength of the giant
people and how they can endure anything if they work
together, and appealing to the hopeful nature of giants.
Intelligence (History or Religion). A successful DC 20
check allows Princess Serissa to draw on the history
and culture of the storm giants. Talking points include
the storm giants’ place in the Ordning, the faith that
Annam has in them, addressing the concerns of specific
giant factions from DDAL-DRW04: Foreign Affairs, and
calling on the memory of historical and religious events
highlighting storm giant power.
Charisma (Intimidation). A successful DC 20 Charisma
(Intimidation) check allows Princess Serissa to instill her
followers with the importance of their mission. Talking
points include discussing what failure and the loss of
King Hekaton would mean for the giants and the world.
Charisma (Persuasion). A successful DC 20 Charisma
(Persuasion) check allows Princess Serissa to instill
hope in her subjects and perform a final call to action.
Talking points include a call for good to prevail over
evil, highlighting that the giants have the support of
adventurers in their search for King Hekaton, and how
far they have already come.
If the characters succeed on three or more checks,
Princess Serissa’s speech is a success. She is able to
once more instill hope in her people, and her reign is safe
(for now).

Success or Failure
The characters’ overall success at this quest depends on
them being able to protect Princess Serissa, subdue the
corrupted giants without killing them, and help Serissa
regain the faith of her other followers.
If Princess Serissa takes more than 100 damage, if two
or more giants are killed, or if Serissa fails to instill hope in
her followers, the quest fails.

Wrap-Up
The Table Captain should report to HQ that your party has
completed this specific quest, give your table number, and
note the outcome.
Princess Serissa must make a speech to ease the
concerns of her people, and she asks for the characters’
help. This requires a series of five checks that the
Quest 1G:
characters can make while Serissa prepares to speak, or by
whispering talking points to her during the speech, as all
The Color of Pain
Estimated Duration: 45–60 minutes
good advisors do.
Ask for a character to make each noted check, and to The characters enter Shargrailar’s long-abandoned lair in
come up with a few talking points that the check might the caverns of the Thunder Peaks, and must solve a pair
cover. If the player mentions any of the talking points noted of deadly puzzles to retrieve some of the shards of the
for each check, they make the check with advantage. dracolich’s phylactery.
Wisdom (Insight). A successful DC 20 check allows This exploration quest is appropriate for tier 4
Princess Serissa to accurately read the mood of and characters.
empathize with her subjects. Talking points include
feelings of uncertainty or worry, the fear that the
corruption that’s been witnessed might affect anyone else
who enters the tent, and worries that Princess Serissa
cannot rule with the strength of her father.

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DDAL-DRWEP02 Wings of Death
18
The Prismatic Corridor Footprints. A character who searches the floor and
succeeds on a DC 19 Wisdom (Survival) check discerns
Guided by the intelligence gathered by Serissa’s scouts, the tracks of at least one humanoid who came in the
the characters arrive at a section of the dracolich’s lair south entrance, walked around the crystal, went to the
known as the Prismatic Corridor, due to the colorful nature inscription, then attempted to clean up their footprints
of the puzzles contained within. A background aura of before leaving the same way they came in.
enchantment magic suffuses this area, and colors appear
more vivid here than normal. Kobold Corpses
The first area of this quest features a puzzle that must The bodies arrayed around the crystal are six kobolds,
be solved to obtain a key, which is necessary to solve the each missing their head. The desiccated corpses are
puzzle in the second area. Solving the second puzzle decades old, but a successful DC 19 Wisdom (Medicine)
reveals three shards from Shargrailar’s phylactery. check reveals that each kobold was killed by specific type
of damage (cold, necrotic, lightning, fire, radiant, and acid).
Crystal Prism Chamber Each kobold’s right hand is especially heavily damaged.
When the characters enter the first part of the Prismatic Any inspection of the bodies reveals that their heads were
Corridor, read or paraphrase the following: removed only hours before.
Any player might intuit that removing a creature’s head
prevents the speak with dead spell from working for that
A huge, multicolored hexagonal crystal prism sits at the
creature, and that this is a likely reason why the kobolds
center of this room. It has a golden key set inside it—and were decapitated. Alternatively, you can have the character
six small bodies sprawled around it, one on each side. The with the highest passive Intelligence (Investigation) score
floor here is painted a garish orange, and has some sort figure this out.
of delicate inscription carved into it in front of the crystal.
A narrow beam of light shines from the west wall onto What’s Really Going on Here?
the prism, casting a blue hue onto the east wall. An open Shargrailar constructed the Prismatic Corridor to protect a
vault sealed away in a demiplane. To access the golden key,
passageway is visible to the north, opposite the entrance.
six kobold servants would be forced to place their hands on
each face of the crystal, instantly killing them and freeing
the key. Many of the features of this chamber are subterfuge
Area Information designed to confound intruders.
The crystal prism chamber has the following features. The Red Wizards arrived here a few hours before the
Dimensions and Terrain. This circular chamber is 30 feet characters. After examining the crystal, one of their clerics
in diameter and 30 feet high. One passage opens south cast speak with dead on a kobold to determine how the prism
worked. Having learned that they would need servants to
(where the characters entered), with another to the north.
sacrifice in order to claim the key, they decided to return later
Crystal Prism. The six-sided crystal prism is 10 feet across
after gathering some of the more easily acquired shards of
and 15 feet high, and floats above a low pedestal. Each Shargrailar’s phylactery. To add to the potential confusion of
of its faces is a different color—blue, indigo, violet, red, anyone coming in after them, the Red Wizards used magic to
yellow, and green—and presents a magical image to a create the inscription, which has no bearing on the function
creature looking into it (see below). A golden key sits at of the room.
the crystal’s exact center, with no sense of how it was
placed there or how to remove it.
Lighting. The room is dimly lit by the beam of light The Crystal
originating from a 1-foot-diameter hole on the west wall, The crystal cannot be moved from the pedestal it floats
near the ceiling. The beam shines into the crystal, which above, but it can be rotated, changing the color of the
refracts the light and casts a single color onto the east light cast on the east wall. Each of the crystal’s six faces
wall. The color cast corresponds to the face of the crystal is a different color, and displays a distinct image when
that faces east (presently blue). viewed straight on. The image in each face of the crystal is
Hole. The hole extends 5 feet into the wall. A successful representative of a specific school of magic, in connection
DC 15 Intelligence (Arcana) check confirms that magic with the second puzzle in this area. (Do not reveal the
in this space creates the beam of light emanating from connection between the colors of the crystal and the
the hole. A dispel magic spell suppresses the effect for 1 schools of magic yet.)
minute. Each face also generates a particular damage type
Floor. The floor is roughhewn stone that has been (see below). A creature that is not a construct or undead
conspicuously painted orange. that touches one face of the crystal must make a DC 20
Inscription. On the south side of the crystal, an inscription Dexterity saving throw, taking 45 (10d8) damage of the
carved into the floor in Draconic reads: “Place of appropriate type on a failed save, or half as much damage
life, place of death. Feeling of strife, feeling of breath. on a successful one. After dealing damage, the touched face
The world submits to these colors alone.” (Give the of the crystal deactivates for 1 round, losing its color and
characters just the top half of the appendix 5 handout.) not dealing damage if touched. If the east face of the crystal
Any character who inspects the inscription can see is deactivated while the ray of light shines from the ceiling,
that it was carved recently. With a successful DC 19 white light hits the east wall of the room.
Intelligence (Investigation) check, the inscription is
revealed as only hours old.

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DDAL-DRWEP02 Wings of Death
19
Starting with the east face of the crystal and moving Obtaining the Key
clockwise, the color, image, and damage of each face are: The crystal is indestructible, and its form cannot be altered
Blue. This face deals cold damage and displays an image by any magical or mundane means. The key cannot be
of a frozen, windy tundra, within which a figure stands accessed by teleportation or any other magic available
staring blankly at the sky (connecting to enchantment to the characters. The only way to obtain the key is to
magic). deactivate all the faces of the crystal, which causes it to
Indigo. This face deals necrotic damage and displays an shatter. Resistance to specific types of damage and benefits
image of a ghost trapped in the crystal, pounding on the to Dexterity saving throws can help lessen the effect of
interior and weeping in uncontrolled sorrow (connecting touching the crystal, or the players might come up with
to necromancy magic). other novel ways to help solve this puzzle.
Violet. This face deals lightning damage and displays an When the characters start to experiment with the crystal,
image of a hand holding a crackling ball of electricity they note the following details:
(connecting to evocation magic). • When a face is deactivated, the prism hums in a way
Red. This face deals fire damage and displays an image of that suggests the magic in it has become unstable.
a barren, sandy desert. Within the desert, an oasis fades The humming grows more intense the more faces
in and out of view (connecting to illusion magic). are deactivated. A successful DC 19 Intelligence
Yellow. This face deals radiant damage and displays an (Investigation) check made after deactivating at least one
image of a wheat field gently blowing in the breeze, with face suggests that the crystal will shatter if enough faces
a shield leaning up against a fence post (connecting to are deactivated.
abjuration magic). • If more than one face of the crystal is touched at
Green. This face deals acid damage and displays an image the same time, all the faces take 1 round longer to
of a putrid swamp abuzz with swarming insects, which
reactivate. That is, two faces that are touched are
appear to be commanded by a robed figure (connecting
disabled for 2 rounds, three faces that are touched are
to conjuration magic).
disabled for 3 rounds, and so forth.
When all six faces of the crystal are deactivated
simultaneously, the crystal shatters and collapses
harmlessly to the floor, allowing the characters to retrieve
the key. After the key is used in the next section, it vanishes
from the hand of the character using it. The crystal then
reforms, with the key once more at its center.

Room of Eight Keyholes


Beyond the north doorway of the crystal prism room, a
winding passageway extends some two hundred feet. When
the characters reach the end of it, read or paraphrase:

The winding passageway opens up to a barren room set


with a large marble door in the north wall. Relief carvings
on the door depict a dracolich burning whole cities with its
breath, infused with fire and lightning. In the center of the
door, eight keyholes are arranged in a circle.

Area Information
This room has the following features.
Dimensions. This 20-foot-square room has 30-foot-high
ceilings.
Door. The door to the north is 10 feet wide and 15 feet
tall, and made of relief-sculpted marble. It has no handle
or hinges—just the eight keyholes in a circle. If the
characters open the door in any way other than using
the prismatic keys (see below), the door swings wide to
reveal a solid stone wall.
Lighting. The room is dark.

Inscription
If the characters inspect the door, a successful DC 17
Intelligence (Investigation) check or a detect magic spell
discerns an invisible, indented inscription in the circle
defined by the keyholes. A see invisibility, dispel magic,
or identify spell allows the inscription to be read, as does
making a mundane charcoal rubbing.
Once all eight keys have been turned in their correct
The inscription reads: keyholes, a portal appears on the door. Through the portal,
Green is next to yellow and orange. the characters can see a lavish, brightly lit circular vault
Blue is not next to yellow nor is white next to Divination. some one hundred feet across, filled with gold and jewels.
In the center of the vault stands an altar holding three
If enchantment is blue then transmutation is white.
shards of Shargrailar’s phylactery.
Divination is orange and/or necromancy is violet.
Indigo is next to illusion and across from orange. Wrap-Up
Abjuration is either violet or yellow. The characters can recover up to three phylactery shards
in this quest. The Table Captain should report to HQ that
your party has completed this specific quest, give your table
(Give the characters just the bottom half of the appendix 5
number, and note how many shards of the phylactery have
handout.)
been recovered.
The Expanding Key
If the golden key from the crystal prism room is brought Quest 1H:
within 10 feet of the door, it magically divides into eight
differently colored prismatic keys: red, orange, yellow, A Friend in Need
green, blue, indigo, violet, and white. If any of the prismatic Estimated Duration: 45–60 minutes
keys are moved more than 10 feet away from the door,
or if any key is targeted by dispel magic or exposed to an The characters travel into Shargrailar’s lair to meet with a
antimagic field or similar effect, all the keys recombine into Thayan contact who needs safe escort out. They must find
the golden key again. the contact while avoiding the notice of the Red Wizards—
and then steal some of the shards of Shargrailar’s
Keyholes phylactery from a powerful Red Wizard operative.
A detect magic spell reveals that each keyhole radiates a This exploration quest is appropriate for tier 4
different school of magic. A key placed in a keyhole can characters.
be turned only by a humanoid creature. Each keyhole is
matched to a key of a particular color. If an incorrect key is Gathering Intelligence
turned, a spell is cast from the keyhole with a DC 20 saving
Princess Serissa’s agents have received correspondence
throw. If the spell affects an area, it covers the entire room
from an unknown contact and potential ally, offering
and the 200-foot passageway to the south. If it targets one
information on the Red Wizards’ fortifications within
creature, it targets the creature that turned the key.
Shargrailar’s lair. Serissa tells the characters the following:
The keys appear identical except for their color. Each key
fits into any keyhole. Deducing which key fits into which • An adventurer who was scouting the exterior of the lair
keyhole can be accomplished through the connections received a telepathic message a short while ago, offering
between colors and schools of magic implied by the images information on the Red Wizards’ fortifications to any
in the crystal prism in the previous area, as well as by the emissary of the giants. In exchange, the sender has
clues contained in the inscription within the keyholes. If asked for an escort and safe passage out of the lair.
the players need help to connect the images seen in the • The contact mentally communicated instructions for
prism to the schools of magic, or to figure out the clues of where to seek them deep within the lair.
the inscription, you can provide hints to any character who Serissa asks the characters to sneak into Shargrailar’s
succeeds on a DC 20 Intelligence (Arcana) check. lair and meet with this contact. If there are additional
The Keyhole Effects table notes the connection between actions that should be taken based on the contact’s
keyhole colors and schools of magic, as well as the spell information, she trusts the characters to decide what to do.
cast by the keyhole, starting with the topmost keyhole in
the circle and moving clockwise. Infiltration
The characters must travel into the network of tunnels
Keyhole Effects within Shargrailar’s lair, through a section heavily patrolled
School of Magic Key Color Spell by the Red Wizards. Getting past the Red Wizards without
Abjuration Yellow Symbol (death) raising suspicion will require stealth, deception, and
careful planning.
Conjuration Green Incendiary cloud
Divination Orange Contact other plane (as if the Area Information
key-turner had cast the spell These tunnels have the following features.
to contact Fraz-Urb’luu, the Dimensions and Terrain. The tunnels throughout this
demon lord of lies) area vary from 10 feet to 30 feet in diameter.
Enchantment Blue Power word kill Teleportation Ward. Teleportation in or out of this area of
the lair is blocked by a powerful magical ward. It can be
Evocation Violet Meteor swarm identified with a successful DC 20 Intelligence (Arcana)
Illusion Red Weird check but cannot be dispelled or negated.
Necromancy Indigo Abi-Dalzim’s horrid wilting Alarm Glyphs. Special glyphs set every 50 feet along the
tunnels are magical alarms that can be activated by any
Transmutation White Disintegrate
Red Wizard or one of their allies (no action required).

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DDAL-DRWEP02 Wings of Death
21
Doing so creates the sounds of a blaring horn that can be
heard throughout the nearby tunnels. Graw
Dispel Glyphs. Special glyphs set every 100 feet along Neutral goblin ambassador
the tunnels channel powerful magic similar to a dispel Graw is an intelligent and talkative young goblin who is an
magic spell. These glyphs trigger every 5 minutes, ambassador for the Society of Brilliance—an organization
dispelling any ongoing spell of 6th level or lower in the of monsters dedicated to solving all the problems of the
Underdark. Graw traveled to Shargrailar’s abandoned lair
tunnels. If characters attempt to slip through these
a tenday ago in search of a duergar clan who had been
tunnels by way of a wind walk spell or similar magic,
abducting flumph travelers. She planned to negotiate a
the glyphs dispel the effect.Illusory Watchers. A school peace agreement, but became trapped when the Red Wizards
of translucent illusory floating catfish patrol the tunnels invaded the surrounding tunnels. Graw has black hair and
under the control of Imaraska, a spymaster for the Red crisp amber eyes. She wears a fitted waistcoat, and trousers
Wizards (see the sidebar below). Acting as autonomous embroidered with images of pale-yellow fungi.
scrying sensors, each catfish has a passive Wisdom Graw experiences harmless, involuntary physical tics (such
(Perception) score of 17, a passive Dexterity (Stealth) as quickly jerking her head) and vocal tics (such as chuffing
score of 20, and can telepathically communicate any noises and short bursts of laughter), which increase in
sighting of suspicious activity to Imaraska. Whenever frequency if she is experiencing stress or strong emotions. If
the characters start an encounter, roll any die. On an you choose to utilize this characteristic during roleplaying, it
even number, a catfish is present. If the characters are should be used to add diversity to the character and should
not be used in a comical or demeaning manner.
sighted by the catfish, make a note in preparation for
“Phylactery Heist” below. • What They Want. Graw can provide the characters with
information on the location of phylactery shards in
Dealing with Patrols exchange for safe escort out of the lair.
• Excitable Ambassador. Graw is young and eager to take on
While the characters travel through the initial sections of
any challenge that can help her prove herself as a worthy
the lair, set up encounters with one or two Red Wizard member of the Society of Brilliance.
patrols from the Red Wizard Patrols table. Be creative in
your descriptions of these areas to allow the characters
to use creative solutions to circumvent encounters (most Graw’s first order of business is confirming that the
likely involving stealth or deception). Or if the players characters are not working with the Red Wizards. This can
choose a more direct approach, resolve the combat. be accomplished with suitable roleplaying, or you can call
If combat breaks out and reinforcements are alerted, they for one of the characters to succeed on a DC 20 Charisma
arrive in 1d4 rounds. Select one or two additional sets of (Persuasion) check. Once the characters confirm their
combatants from the Red Wizard Patrols table. commitment to helping Graw escape the lair safely, she
provides the following information:
Red Wizard Patrols • Graw randomly found one phylactery shard while
d4 Patrol exploring the tunnels, which she freely offers to the
1 An archmage and her pet steel predator characters.
2 Two retriever guards
• She knows that a Red Wizard caster named Imaraska
is guarding at least one phylactery shard in a nearby
3 One black abishai servant and two hidden shadow cavern. Imaraska utilizes illusory catfish to patrol
assassins the tunnels.
4 A mind-controlled purple worm serving a mage

The Society of Brilliance


Mysterious Meeting The Society of Brilliance is an organization of highly
intelligent monsters that work together to solve problems
within the Underdark. Characters might remember that
As you reach the location provided by the contact, you group’s involvement in Out of the Abyss as researchers
note a crevice in the tunnel wall ahead. This opens into attempting to solve the suspected demonic incursion.
Characters who are on friendly terms with other members of
a small cavern dotted with amethyst crystals. A flicker of
the society have advantage on Charisma (Persuasion) checks
movement catches your eye as a shadow pops out from to interact with Graw.
behind a large opaque crystal, and then just as quickly
disappears again. If the characters choose to attempt to recover additional
phylactery shards from Imaraska, proceed with “Phylactery
Heist,” following. Otherwise, go to “Escape” below.
Creature Information
The contact is a goblin named Graw, who has an
Intelligence score of 18 and speaks Abyssal, Common,
Dwarvish, Elvish, Goblinoid, and Undercommon. She has
been hiding while patiently waiting for the characters to
arrive.

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DDAL-DRWEP02 Wings of Death
22
Phylactery Heist
By following Graw’s directions, the characters proceed
to a central cavern, where Imaraska has set up a base of
operations. When the characters can see into this area,
read or paraphrase:

An olive-skinned elf wearing long, purple robes sits on a


floating chair next to a crystal podium at the center of this
dimly lit cavern. The air around her is filled with a swirling
school of translucent floating catfish—through which
you catch a glimpse of two phylactery shards resting atop
the podium.

Area Information
Imaraska’s cavern has the following features.
Dimensions and Terrain. The cavern is 40 feet in
diameter and 30 feet high.
Light. Crystals set into the walls fill the area with dim light.

Creature Information
Imaraska (a drow matron mother) is meditating when
the characters enter this area. If the characters have been
previously detected by one of her catfish (see “Infiltration”
above) or if she notices them immediately with her passive
Wisdom (Perception) score of 21, she telepathically
sends one of her catfish down a side tunnel to seek
reinforcements. She then turns to address the party, buying
time until backup arrives in 1d4 rounds (use one of the
Red Wizard patrols from the table above). However, her
reinforcements wait until combat breaks out before they If characters are not detected when they first reach
enter the cavern, not wanting to interrupt Imaraska if she this area, they can attempt to steal the two phylactery
has some ulterior motive for engaging with the characters. shards without alerting Imaraska. Doing so requires that
they distract her or draw her away from the podium, but
Imaraska even then, they must contend with her passive Wisdom
Lawful evil half-drow matron mother (Perception) score of 21 to determine the effect.
Imaraska is an accomplished spellcaster and spymaster
If characters tell Imaraska any information about
serving the Red Wizards of Thay. She utilizes her network of Princess Serissa’s goals, weaknesses, or defenses, she
illusory catfish to gather invaluable information, which has sends this information to other Red Wizards using her
combined with the ruthless assassinations of her enemies catfish immediately.
to inspire her meteoric rise within the ranks of the Red If combat breaks out, Imaraska uses her first action
Wizards. Her ancestry is drow and Shou human. She has to cast the illusory dragon spell (see the sidebar), which
asymmetrically cropped indigo hair and bright maroon eyes, manifests an enormous catfish coalesced from all her
and wears the finest purple robes with silver embroidery. illusory catfish. She has death ward and freedom of
Imaraska has neurological paralysis affecting her legs, and movement cast on herself before combat begins.
utilizes a magic chair that she can move with the flick of her In the first round of combat, part of the cavern wall
wrist. The chair hovers an inch above the ground, granting tears away, revealing itself as a crystalline steel predator
her a flying speed of 40 feet and the ability to hover. The
guardian that rushes to Imaraska’s defense.
chair’s magic cannot be dispelled.
• What They Want. Imaraska would prefer to seize any
phylactery shards claimed by the characters after watching Adjusting the Scene
their painful deaths. But if she feels outnumbered, she Consider the following suggestions for adjusting this scene
is willing to compromise and give the characters her two depending on the relative strength of the party.
phylactery shards in exchange for information on Princess Very Weak. Remove the steel predator.
Serissa’s goals, weaknesses, and defenses. Weak. Use the stone golem stat block rather than the steel
• Inscrutable Illusionist. Imaraska is an accomplished predator for the crystalline guardian.
illusionist and spy master who enjoys manipulating and Strong. Imaraska has 385 hit points.
controlling her enemies like pawns on a chess board, to Very Strong. Imaraska has 385 hit points. Her illusory dragon
achieve greater power and a cruel satisfaction. spell does not require concentration, and remains active
unless she is rendered unconscious. An additional steel
predator appears at the start of round 2.

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DDAL-DRWEP02 Wings of Death
23
Illusory Dragon
8th-level illusion
Quest 1I: Turncoat
Casting Time: 1 action Estimated Duration: 45–60 minutes
Range: 120 feet The characters must infiltrate a Thayan research site
Components: S to find a Red Wizard interested in defecting from that
Duration: Concentration, up to 1 minute order—giving them a chance to claim some of the shards
By gathering threads of shadow material from the Shadowfell, of Shargrailar’s phylactery that the Thayans have already
you create a Huge shadowy dragon in an unoccupied space
collected.
that you can see within range. The illusion lasts for the spell’s
duration and occupies its space, as if it were a creature.
This social interaction quest is appropriate for tier 4
When the illusion appears, any of your enemies that can characters.
see it must succeed on a Wisdom saving throw or become
frightened of it for 1 minute. If a frightened creature ends its Plea for Sanctuary
turn in a location where it doesn’t have line of sight to the Princess Serissa has received a message from a Red
illusion, it can repeat the saving throw, ending the effect on Wizard named Agromaar, who has asked for sanctuary and
itself on a success.
offered to reveal information regarding the ritual meant to
As a bonus action on your turn, you can move the illusion
bring the dracolich Shargrailar back to the world. Serissa
up to 60 feet. At any point during its movement, you
can cause it to exhale a blast of energy in a 60-foot cone is not yet certain whether the offer is a ruse, but her scouts
originating from its space. When you create the dragon, have learned that Agromaar’s location and other details
choose a damage type: acid, cold, fire, lightning, necrotic, or of the message are accurate. She asks the characters to
poison. Each creature in the cone must make an Intelligence discreetly bring the Red Wizard back, providing them with
saving throw, taking 7d6 damage of the chosen damage type Thayan uniforms captured from patrols.
on a failed save, or half as much damage on a successful one.
The illusion is tangible because of the shadow stuff used to
create it, but attacks miss it automatically, it succeeds on all
Agromaar
Lawful evil Thayan human archmage
saving throws, and it is immune to all damage and conditions.
A creature that uses an action to examine the dragon can Agromaar is a bureaucrat at heart, content to do paperwork
determine that it is an illusion by succeeding on an Intelligence and study spells rather than engaging in dangerous field
(Investigation) check against your spell save DC. If a creature work. His primary contribution to the Red Wizards’ current
discerns the illusion for what it is, the creature can see through efforts is reading ritual books for information that can help
it and has advantage on saving throws against its breath. advance the plans of Szass Tam.
This spell is found in Xanathar’s Guide to Everything. What They Want. Agromaar wants to break free of the Red
Wizards before something dangerous happens to him. He’s
nervous that his intentions will be discovered, and employs
the mind blank spell and similar magic to keep from being
Escape caught.
If this quest has taken 30 minutes or less to play, the Timid and Nosey. Everything Agromaar does is for knowledge.
characters should encounter one additional Red Wizard It was this bookish attitude and his knowledge of ancient
rituals that brought him to his superiors’ attention.
Patrol while leaving the lair (see the Red Wizard Patrols
table, above). If the characters end up defeating two or
more patrols in combat, they find another phylactery shard With the help of their disguises, the characters can make
on the Red Wizards or their allies. their way to and inside Shargrailar’s lair without incident.
When any last patrol is dealt with, work through the Read or paraphrase the following:
characters’ daring escape from the tunnels. Have each
character describe how they evaded the Red Wizards’
patrols, then make a DC 10 ability check of their choosing The meeting point within the old lair that Serissa was
related to their story. If half or more of the characters given is some sort of research and excavation site—and
succeed on this check, they successfully escape. If more is alive with activity. You were expecting to meet just one
than half the characters fail their checks, the party Red Wizard, but where a dozen are hard at work around a
encounters one additional Red Wizard patrol (see the table
number of tents, all in identical robes and similar tattoos,
above) while leaving the lair.
After the group escapes, Graw thanks them profusely for finding your turncoat will take time.
their help. The goblin offers to advise Princess Serissa on
the Underdark tunnels in the area, which proves useful in
The uniforms the characters wear mark them as the same
troop movement and placement.
rank as most of the Red Wizards at the research site. If
Wrap-Up the characters use only the uniforms to try to pass, a real
Red Wizard must succeed on a DC 15 Wisdom (Insight)
The characters can recover up to four phylactery shards check to notice that something about them feels off. If the
in this quest. The Table Captain should report to HQ that characters also engage in roleplaying to pass themselves
your party has completed this specific quest, give your off as Red Wizards, have one character roll a Charisma
table number, and note how many shards of the phylactery (Deception) check with advantage, contested by a Wisdom
have been recovered. If the characters tell Imaraska any (Insight) check for the Thayans.
information about Princess Serissa’s goals, weaknesses,
or defenses, the Table Captain should provide this detail to
HQ as well.

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DDAL-DRWEP02 Wings of Death
24
Where’s Agromaar?
For the characters, finding Agromaar without alerting the
Red Wizards around them will be a slow process. Their
progress in this section is tracked using information points,
which can be gathered by interacting with the Thayans or
exploring the area. To successfully locate Agromaar, the
characters must collect a number of information points
equal to one less than the number of characters in the party.
Area Information
This site has the following features.
Dimensions and Terrain. The research and excavation
site is a roughly square cavern 50 feet on a side. The
Red Wizards meticulously dig through the rocks and
sediment that cover the cavern floor, and tables, tents
and supplies are strewn across the site.
Lighting. Magical light fills the area, but fades to dim light
around the edges of the site.
Smells and Sounds. The sounds of digging are loud, and
the Thayans often shout out to be heard over it. The air
is heavy with the scent of dust, and carries a hint of ritual
components and reagents.

Red Wizard Paranoia


All Red Wizards are distrustful of each other as a result of
their experiences in the order—some more than others.
All the Thayans in this area are under the effect of the mind
blank spell.

Assessing the Red Wizards


As the characters make their way throughout the site, they
notice that the Thayans working here are split into three
ranks. They further notice that one tent is a particular the four phylactery shards already found in this area are
focus for activity. Use the following information to guide the being stored, with a note saying that they are ready to be
characters on their quest for information points. transported when the couriers from the Red Wizards’
Red Wizard Site Supervisor (2 Information Points). The fortress arrive.
supervisor’s passive Wisdom (Insight) score of 24 means When the characters have collected enough information
he readily notices any characters or other workers points, Agromaar can be found. However, the wary
acting suspicious. Even if the characters approach him Red Wizard does not immediately trust the disguised
with effective deception, the supervisor still questions characters, concerned that his plan to defect has been
why they’re speaking to him rather than working. If discovered. It takes two successful DC 20 Charisma
asked where research into the lore of the ritual is being (Persuasion) checks to earn his trust. A character gains
conducted, he points them toward Agromaar’s general advantage on this check by bringing up Agromaar’s work,
location. talking specifically about Princess Serissa’s willingness to
Red Wizard Apprentices and Workers (1 Information protect him, or sharing that the characters have seen the
Point). Regular workers each have a passive Wisdom phylactery shards in the supervisor’s tent.
(Insight) score of 16. Most are reluctant to talk about If his trust is earned, Agromaar is eager to leave
any information outside their specific purview, but immediately. If characters were caught out by suspicious
they discuss the general workings of the site and their Red Wizards more than twice, they can recover only three
coworkers if the characters engage them. of the four phylactery shards in the tent before being
Minion (1/2 Information Point). Thayan servants doing accosted by the supervisor and several minions. The
tedious menial work each have a passive Wisdom characters can avoid combat, though, as Agromaar is able
(Insight) score of 12. Minions are always worried about to cover for their escape.
being reprimanded—or being disciplined with a transfer
to another more dangerous work site. They can pass on Wrap-Up
the same general information as apprentices or workers,
The characters can recover up to four phylactery shards
but that information is incomplete.
in this quest. The Table Captain should report to HQ that
Supervisor’s Tent (2 Information Points). Characters can
your party has completed this specific quest, give your table
try to break into this central tent in search of information
number, and note how many shards of the phylactery have
regarding who works on the site, what’s been found
been recovered.
here, and so forth. The supervisor’s tent is also where

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DDAL-DRWEP02 Wings of Death
25
Quest 1J: Ritual Disaster The intelligence gathered by Serissa’s scouts was solid,
Estimated Duration: 45–60 minutes and you arrived at the entrance to the ritual laboratory
The ritual to bring back Shargrailar requires a number during the guard changeover. The forged paperwork
of complex and valuable components. By undermining you carry lets you slip inside without incident. But upon
the efforts of the high-ranking Red Wizard working to entering the laboratory, the Red Wizard in charge appears
prepare those components, the characters have a chance to most displeased.
sabotage the ritual before it reaches fruition.
This social interaction quest is appropriate for tier 4
characters.
Many Hands Make Light Work
Minion Infiltration As the characters enter the busy ritual laboratory, Otto
Princess Serissa’s scouts have noted the location of a immediately tells them to stop slacking off and get to work.
hidden chamber in Shargrailar’s lair, and have spotted many Even as they acclimate themselves to the busy site, they’ll
important components and reagents for the ritual being need to quickly get up to speed on the work being done
moved into and out of the area. A Red Wizard named Otto here.
Hooferdern is in charge of assembling the ritual components, Area Information
and the guards at the entrance rotate on a regular schedule.
The laboratory has the following features.
Serissa’s intelligence suggests that infiltrating the site during
a guard change should be straightforward, allowing the Dimensions and Terrain. Otto Hooferdern’s ritual
characters to sabotage the ritual. research and development laboratory is 30 feet square
Thayan minions are tasked with moving materials into and overflowing with reagents, components, books, and
and out of the ritual laboratory. Serissa’s scouts were able lab equipment set on cluttered tables.
to waylay a group of minions and acquire their clothes Lighting. The corner closest to Otto’s desk at the far back
and identification papers, giving the characters effective wall is in bright light provided by a magical torch, while
disguises. In this quest, the players get to set up the identity the rest of the area is in dim light.
of the minion their characters will be impersonating, Smells and Sounds. Otto hums loudly and constantly, and
leading to some potentially fun roleplaying opportunities. the sound and scent of potions hissing and bubbling fills
Give the players 5 minutes to decide on their minion’s the air.
name and what role they play in assisting Otto Hooferdern,
and make a note of that information. The kinds of tasks
Red Wizard Paranoia
minions of Thay might perform in relation to the ritual
All Red Wizards are distrustful of each other as a result of
include the following:
their experiences in the order—some more than others.
• Tool collector All the Thayans in this area are under the effect of the mind
• Rock chaser blank spell.
• Heat holder
• Book finder
While in Otto Hooferdern’s lab, the characters must
• Plant picker skillfully earn his trust while also sabotaging the ritual
• Manual laborer components he is charged with creating. Any character
proficient in the Arcana skill or who succeeds on a DC
10 Intelligence (Arcana) check makes note of the key
Otto Hooferdern
ingredients and tools on display in the lab. Key areas to
Lawful evil human archmage
sabotage include the following:
Otto is a master of arcana, and cannot be deterred from
• Agitated amber in bottles, being formed into potions
creating the best components for Szass Tam’s ritual!
What They Want. Otto wants only to finish creating the • Mortars and pestles set up to grind gems and
components he prepares for Szass Tam, but he’s very much other stones
a manager. He saves all the small details, such as gathering • A set of crucibles for melting down precious metals
materials and tools, for his minions—after he makes sure • Dozens of cat-sized spiders working to scribe elaborate
they can be trusted.
sigils on parchments and tiles
Tireless Researcher. Otto is easily frustrated by setbacks, but
if his research is a success, he showers praise on those who • Supplies of ground dragon bone
helped him. • Bottled essence of elemental fire and lightning
Feel free to develop additional materials and equipment
Once the characters are ready to go, getting inside the of your choosing.
ritual laboratory is easily done. Read or paraphrase the Impressing the Boss
following: The characters can work their way through the
components, trying to “help” Otto by gathering the tools
and materials he needs. Each character is allowed one
attempt to assist the archmage. To be assigned to a task,

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DDAL-DRWEP02 Wings of Death
26
the character must first convince Otto that they are the
right minion for the job, requiring suitable roleplaying and Quest 1K: Dig Deep
an ability check of the player’s choice. A character who Estimated Duration: 45–60 minutes
works the minion role they established earlier into pitching
The characters must take on the construct defenders of a
themself for the task has advantage on the check.
dig site, then overcome the powerful magic of a secret vault
Once Otto agrees that a character is the right choice, he
to retrieve some of the shards of Shargrailar’s phylactery.
sends them to collect a key component for his next phase
This combat quest is appropriate for tier 4 characters.
of development. The character must then make a second
ability check of the player’s choice to pick a component
that appears similar but is not correct. Any skill or tool
Dig Site
proficiency used for the check should be appropriate to the As they infiltrate Shargrailar’s former lair in search of
action or item. phylactery shards, the characters discover that the Red
With the DM’s approval, a character can be assisted in Wizards have excavated an archeological dig site in a large
either check by one other character, who uses the Help cavern, and are utilizing a number of constructs to search
action to grant advantage on the check. for buried shards of the dracolich’s phylactery. Read or
Checks to convince Otto of a character’s usefulness or that paraphrase the following to set the scene:
a component is correct both start at DC 18. For every failed
check by any character—whether the character is unable to This dark cavern is cluttered with rubble and debris, some
convince Otto that they are the right minion for the job, or of which ripples and shifts as if something moves beneath
can’t pretend that the wrong ingredient, component, or tool
it. Four stone constructs move through the room, all with
is the correct one—the DC increases by 1.
If a character fails a check, Otto becomes convinced that arms outstretched as if reaching for something beyond
they are incompetent and does not allow them to assist him their grasp.
again. Suddenly the cavern floor begins to shake as an
An Example Exchange. Otto might call out for a tool enormous metallic worm bursts forth! Its open jaws
collector, requesting a specific woodworking tool. A
reveal thousands of grinding sharpened spikes as it surges
character comes forward, engaging the archmage with
roleplaying and making a DC 18 Intelligence check using toward you!
carpenter’s tools or woodcarver’s tools to convince him of
the character’s competence. With a successful check, Otto
trusts the character. Area Information
The character then needs to find and present a false The cavern has the following features.
tool similar to the one asked for, so that work done with Dimensions and Terrain. This rough stone cavern is 130
the false tool helps to sabotage the preparations for the feet across and 50 feet high. The floor is covered with
ritual. This might involve a Charisma (Persuasion) check rubble and debris, making the area difficult terrain.
to convince Otto that the tool handed over is the right one, Lighting. The cavern is dark.
or a Dexterity (Sleight of Hand) check to swap tools after Symbol of Fear. A glyph with the spell symbol (fear) has
showing the right one to Otto. With a success on the second been etched at the height of the ceiling. It triggers when
ability check representing this subterfuge, Otto uses the any humanoid creature moves within 30 feet of the
false tool, whereupon it becomes the next character’s turn. center of the cavern.
Finishing Touches Creature Information
If all the characters successfully sabotage a component
No Red Wizards or other humanoids are in this area, and
or tool without Otto knowing it, the mission is a complete
the constructs here are programmed to deal with intruders.
success. Otto thanks the minions for their assistance by
The bore worm that bursts up in front of the characters
ordering them to take charge of four phylactery shards that
attacks at once, trying to draw melee characters forward
are to be taken to the Red Wizards’ fortress.
and separate them from the back line. Burrowing beneath
If the characters are able to sabotage at least one
the floor, two tomb tappers pop up in front of the bore
component, the mission is a partial success. Otto sends
worm, hoping to ambush characters holding back.
them on their way with three phylactery shards, keeping
The tomb tappers use their Sense Magic trait to locate
one for further testing. Characters unable to sabotage any
characters with interesting magic items, then telepathically
components earn Otto’s condescension as he orders his
inform the four statues of Vergadain as they quickly close
“hapless, sabotaging minions” to leave the lab. However,
in, letting the statues target the characters holding those
the characters are able to escape without incident.
items with their Magic Theft trait. The vault where the
statues send any magic items they steal is beneath this
Wrap-Up cavern (see below).
The characters can recover up to four phylactery shards All these constructs fight until destroyed.
in this quest. The Table Captain should report to HQ that
your party has completed this specific quest, give your table
number, and note how many shards of the phylactery have
been recovered.

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DDAL-DRWEP02 Wings of Death
27
Adjusting the Scene
Consider the following suggestions for adjusting this scene
depending on the relative strength of the party.
• Very Weak. Remove the bore worm.
• Weak. Remove one tomb tapper and one statue of
Vergadain.
• Strong. Add one tomb tapper.
• Very Strong. Add one statue of Vergadain.

Soul Vault
Tunnels carved by the tomb tappers and the bore worm
lead out of the main cavern, creating a disorienting network
of passages that runs for miles. A secret chamber set below
the main cavern was discovered by these excavations,
and has been claimed by the tomb tappers. Five shards of
Shargrailar’s phylactery already claimed by the constructs
are hidden here, as are any magic items the characters lost
during the previous fight.
A successful DC 20 group Wisdom (Survival) check
is needed to navigate the tunnels and locate the hidden
chamber without trouble. On a failed group check, each
character gains one level of exhaustion from digging
through collapsing tunnels. If the characters use magical
or creative means to navigate the tunnels, give them
advantage on their checks or an automatic success (in the
case of the find the path spell and similar effects).
When the characters arrive at the chamber, read or
paraphrase the following:

A tinkling sound rings out from above, where thousands


of glass orbs float beneath the ceiling of this oblong
stone chamber.

Area Information
The vault has the following features.
Dimensions and Terrain. This stone chamber is 60 feet
long and 20 feet wide, with a 40-foot-high ceiling. The
floor is made of roughly worked stone.
Lighting. A pastel glow from the glass orbs fills the area
with dim light.
Hallucinatory Terrain. A hallucinatory terrain spell has
been cast on the 30 feet of the chamber farthest from
the entrance, creating the appearance of a seamless
stone floor and obscuring a 30-foot-square pit of lava.
A character who succeeds on a DC 18 Intelligence
(Investigation) check detects the illusion by noticing a
shimmering in the area caused by the heat.
Lava. Any creature that enters the area of the lava for
the first time on a turn or starts its turn there takes 39
(6d12) fire damage. The lava is difficult terrain.
Glass Orbs. Each glass orb contains a soul trapped using
the magic jar spell, placed here by Shargrailar’s long-
dead servants. With a successful DC 18 Intelligence
(Arcana or Religion) check, a character understands
the function of the orbs. If an orb is destroyed, the soul
it holds is freed. Each orb has AC 12, 25 hit points, and
resistance to poison and psychic damage.
Phylactery Shards. Five phylactery shards are hidden The Commander will wait for responses, then continue:
among the glass orbs. A successful DC 20 Wisdom
(Perception) check allows a character to spot one shard. Go now! The giants are running out of time. DMs: Quest
As soon as a shard is tugged at, the magic holding it
1L is unlocked!
in the air fails and it can be claimed. If any area effect
is used to destroy the glass orbs and all the phylactery
shards in this area have not been recovered, roll a die. This combat quest is appropriate for tier 4 characters.
On an even number, one of the phylactery shards is
destroyed. Ambush from Afar
Deadly Gauntlet As the characters make their way to Princess Serissa’s
Ancient magic in this area makes this chamber a perfect command post, the rebellious giants make their first strike.
place to store valuables—and a deadly challenge for the A meteor swarm spell (DC 17) is cast against them from
characters. When any creature that is not undead or a near the edge of its 1-mile range. Any character with a
construct starts its turn in the area, it is targeted by a soul passive Wisdom (Perception) score of 23 or higher spots
trapped within one of the glass orbs. The creature must the glint of a spyglass in the distance, giving each character
succeed on a DC 17 Charisma saving throw or have its soul advantage on their saving throw against the spell.
swapped with a malevolent soul in the glass orb. While
occupying the creature’s body, the soul has the body take As you race toward the command post and Princess
the Dash action to move toward, then into the lava pit. At Serissa, the sky grows suddenly dark. From the distance,
the end of the creature’s turn, the two souls are swapped
four blazing orbs of fire hurtle toward you. Prepare
again, and the creature is once more in control of its body.
Characters who are already in the lava are not targeted for impact!
by the glass orbs.
An iron golem lurks in the lava pit. When any creature
The giant strike team teleports in just after the meteor
enters the pit, the golem tries to grapple and drown that
swarm hits.
creature by forcing it below the surface. While beneath
the surface, a character makes Constitution saving throws Area Information
against the lava’s heat with disadvantage. The battlefield has the following features.
Dimensions and Terrain. The giants have spotted the
Wrap-Up party with long-range spyglasses, and choose the ideal
The characters can recover up to five phylactery shards spot for their assault. This will be an open field with little
in this quest. The Table Captain should report to HQ that to no cover, perfect for their initial bombardment.
your party has completed this specific quest, give your table Unnatural Weather. An hour before the strike team’s
number, and note how many shards of the phylactery have ambush attack, their cloud giant smiling one leader cast
been recovered. control weather to help them control the battlefield.
Any character who asks about the stormy weather in
Quest 1L: Ambush! response to your description of it intuits that magic
is responsible. Characters who have the ability to
Estimated Duration: 45–60 minutes counteract the spell (most easily by casting control
Even long after the events of Storm King’s Thunder, the weather themselves) can quell the storm.
leaders of the fire giants and cloud giants remain bitter Lighting. The area is filled with bright light on a sunny or
regarding their thwarted ambition. Seeing an opportunity, partially cloudy day, or dim light if the giants are allowed
the Red Wizards of Thay informed the leaders of those to use control weather to create a storm.
giant factions of their plans to corrupt Princess Serissa’s Senses. The smell of ozone hangs in the air if a storm
entourage in the heat of battle—allowing a fire giant is brewing, or can be sensed fading if the storm is
and cloud giant strike team to finish off the troublesome countered.
adventurers who will come to Serissa’s aid. Wind. If the storm is allowed to rise, a strong wind
This is a locked quest, and cannot be run until the event imposes disadvantage on ranged weapon attacks for
administrators announce that it has been unlocked. When any weapon smaller than a boulder, and on Wisdom
the quest is unlocked, the Commander will make the (Perception) checks that rely on hearing.
following announcement:
Creature Information
The sky above you roils with a sudden influx of storm A cloud giant smiling one leads the strike team, already
under the effect of foresight and fly. (This and the spells
clouds as a chill wind blows through the mountains. In
below have been cast by Red Wizards charged with aiding
the distance, you see a distress signal from the storm the giants.) Flanking the cloud giant are two fire giant
giants—a great column of smoke rising into the sky. dreadnoughts, each under the effect of true seeing, fly, and
We need tier 4 volunteers! Which groups will set aside haste. A storm giant quintessent under the effect of mind
their current quest to aid Princess Serissa? blank floats over their heads.

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DDAL-DRWEP02 Wings of Death
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One of the Red Wizards (use the archmage stat block) Combat. The giants move to take down the most
who cast the spells for the giants remains with them, vulnerable characters first, wanting to make an example
watching from 800 feet away. The arcanist is content to of them. They fight efficiently, avoiding grandstanding
watch the fight and maintain concentration on the fly spell and allowing no option for failure.
they cast on the giants, but uses teleport to move in and Exploration. The characters can find the Red Wizard
attack if the giants are in trouble. archmage spotter 800 feet away on a hill. Killing the
The cloud giant starts combat with a shouted threat: Red Wizard ends the fly spell affecting all the giants.
“Your good will stops here, small folk!” Then all the giants Social. As the characters fight the giants, they can try to
attack. convince them that their attack is futile in the face of
Serissa having continually proved her right to rule. With
effective roleplaying and a successful DC 25 Charisma
Adjusting the Scene
(Persuasion) check, the storm giant quintessent sees the
Consider the following suggestions for adjusting this scene
truth and flees the fight.
depending on the relative strength of the party.
• Very Weak or Weak. No changes. This is meant to be a
difficult fight. Aftermath
• Strong. Each giant has an additional 30 hit points. At the If the characters are successful in overpowering or killing
end of round 2, an iron golem is teleported into the battle. the giants, they discover that the cloud giant carries four
• Very Strong. Each giant has an additional 40 hit points.
shards from Shargrailar’s phylactery.
At the end of round 2, an iron golem and a fire giant are
teleported into the battle.
Wrap-Up
The characters can recover up to four phylactery shards
Playing the Pillars in this quest. The Table Captain should report to HQ that
You can make use of the following suggestions when your party has completed this specific quest, give your table
running this quest. number, and note how many shards of the phylactery have
been recovered.

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DDAL-DRWEP02 Wings of Death
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Part 2: Assaulting the Fortress

Estimated Duration: 1 hour and 15 minutes Use the following information to brief your players on their
(approximately one to two quests) mission:
In this portion of the adventure, tier 3 characters assault • The Red Wizards have gathered a number of
the fortress the Red Wizards have newly raised on the Shargrailar’s bones and phylactery shards, and are
slopes of the Thunder Peaks, sabotaging its defenses. At now performing the ritual to remake the dracolich deep
the same time, tier 4 characters push through the fortress within their fortress. The ritual is intended to remake
to try to hinder and shut down the Red Wizards’ ritual Shargrailar as a dracolich under the control of Thay—a
before it can be completed. process that must be stopped at all costs.
Part 2 of the adventure is divided into three encounters • Princess Serissa reminds the characters that her
for each tier of play. Encounters 2A through 2C are father, King Hekaton, remains a tool of Szass Tam as
available for tier 3 tables, while encounters 2D through 2F an undead death knight. In the hope of resurrecting the
are available for tier 4 tables. These encounters don’t focus king or redeeming his soul, it is imperative that Hekaton
on a specific pillar of play, but all involve combat. is captured but not killed.
Provide the players with the handouts of appendix 6 (for • Tier 3 characters are to assault the fortress, first
tier 3 characters) or appendix 7 (for tier 4 characters) and breaching its walls, then disabling its potent
allow them to select which encounters they would like magical defenses.
to play. When a number of groups successfully complete
• Tier 4 characters are to enter the Red Wizards’ fortress
specific missions, the Commander will announce the effect
and attempt to disrupt the ritual, with a focus on finding
produced on the overall fight, either granting a boon or
and claiming the Wyrmskull Throne.
disabling a battlefield effect (see “Battlefield Effects” below).

Story Objective Wandering Villains


Capturing the Wyrmskull Throne, defeating Iymrith, and The Commander will announce the arrival of wandering
preventing Shargrailar from being bound to Thay is Story NPC villains during part 2 of the event—the blue dragon
Objective B. dracolich Iymrith and the death knight Hekaton. If either
of these villains arrives at your table, pause the current
encounter and allow the villain encounter to take place.

Mission Briefing Combat occurs outside any current initiative order. Any
monsters present when the villain arrives do not participate
At the start of part 2, the Commander will read the mission in the battle. The volunteer running the villain will control
briefing aloud (reproduced here for your reference): and direct this encounter. Once they leave the table, you
can resume play where you left off.
Adventurers, the time has come! You have assembled
[#] of the bones of the first dracolich, Shargrailar, and Battlefield Effects
collected [#] shards of his phylactery. The Red Wizards The following effects might come into play in this section.
have now retreated to their fortress with what bones and The Commander will announce when these effects begin
and end.
shards they could recover.
Even with their plans disrupted by your efforts, Etherealness
the Thayans plan to attempt their dark ritual to raise
A potent etherealness effect covers the Red Wizards’
Shargrailar as a dracolich once more, and bind him to fortress, and is in effect for all characters at the beginning
their will. With what they have collected, the first dracolich of part 2 of the adventure. This effect can be disabled by
will not be as powerful as he once was, but Shargrailar tier 3 characters in “Encounter 2B: Fugue Machine.” While
will be a devastating weapon for Thay nonetheless. You etherealness is in effect, at the beginning of each turn, a
character must roll a die. The Red Wizards and their allies
must assault the Red Wizards’ fortress and stop the ritual
are each able to control the magic of the etherealness
at all costs. This will be no easy feat, for the Thayans effect, using a bonus action to shift between the Ethereal
have prepared for this moment. Their defenses must be Plane and the Material Plane at will.
disabled and the Wyrmskull Throne recovered, if you are to
have any chance of success. Go now! d20 Effect
1-7 Shifted to (or remain on) the Ethereal Plane
8-14 Shifted to (or remain on) the Material Plane
15-20 Character chooses whether to shift or stay on their
current plane.

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DDAL-DRWEP02 Wings of Death
31
This effect is not a spell, but it does not function in an Creature Information
antimagic field, which traps creatures on their current Two evokers are positioned behind the towers’ parapets,
plane. If a character would appear in an occupied space which grant them three-quarters cover. Two Thayan
when they shift from one plane to another, they appear in blackguards are on the ground. The evokers use spell
the nearest unoccupied space instead. Consider placing a scrolls of see invisibility just before the characters arrive,
visible marker on each character or enemy while they are while the blackguards consume potions of flying.
in the Ethereal Plane. When this effect ends, all characters When part of the wall collapses (see below), six greater
return to the Material Plane. zombies charge out from inside the fortress. The zombies
work in groups of two or three to grapple characters
Undead Reinforcements whenever possible, making it easier for the evokers and
Undead reinforcements swarm out from the Red Wizards’ blackguards to target the characters.
fortress, and are in effect for all characters at the beginning
of part 2. The reinforcements can be shut down by tier 3
Battlefield Fire
On initiative count 10, Red Wizard apprentices hiding
characters during “Encounter 2C: What Goes Down Must
along the wall unleash a magic missile barrage against the
Come Up.” While the reinforcements are in effect, zombies
characters, each of whom takes 3 (1d4 + 1) force damage
and skeletons swarm the area. At initiative count 0 each
unless protected by a shield spell or similar magic. The
round, each character on the ground in the Material Plane
apprentices take immediate cover after firing, and cannot
takes 3 bludgeoning damage (tier 3) or 5 bludgeoning
be targeted by the characters.
damage (tier 4) from constant undead attacks.
Weaknesses in the Wall
Encounter 2A: The wall is enchanted with wards protecting it from
magical and mundane damage. But with careful effort
Destructive Diversion and planning, the characters can discover the wall’s
Estimated Duration: 30 minutes weaknesses. Three spots potentially weak enough to be
broken through with siege weapons can be found in the
The characters must help their giant allies break down wall, each 5 feet above the ground, and at points 30, 65,
the walls of the Red Wizards’ fortress by identifying weak and 80 feet from the east tower, respectively.
spots, dispelling the magic that protects them, and calling With a successful DC 17 Wisdom (Perception) check
in artillery to smash through. made as an action, a character can locate one of these weak
This encounter is appropriate for tier 3 characters. spots. Any character proficient with mason’s tools makes
the check with advantage. A successful DC 17 Intelligence
Destroy the Wall (Arcana) check made as an action within 60 feet of the
Princess Serissa’s lieutenants give the characters three wall reveals that all the weak spots are immune to damage
alchemical smoking flasks to aid them in their assault of unless the wards over each spot are separately dispelled
the fortress (see the sidebar). The characters are directed with a dispel magic spell (DC 17), or if a combined seven
toward the outer walls and instructed to use the flasks levels of spell slots are channeled into the wall to overload
to signal the giants when they find a weakness. The the wards over the weak spot. Spell slots can be channeled
characters need to disarm any magical wards in the wall in this way as an action by any character within 20 feet of
before it can be physically harmed, after which the giants the weak spot. A character proficient with thieves’ tools can
and their boulder artillery can take it down. also disable one ward with a successful DC 22 Dexterity
check using thieves’ tools. If the character is proficient in
the Arcana skill, they have advantage on the check.
The battle rages around you as you approach your target:
Once a weak spot is no longer immune to all damage, it
the south wall of the newly raised Thayan fortress. Fiery has AC 20, 100 hit points, a damage threshold of 30, and
explosions and the pulse of lightning flash from the towers immunity to psychic and poison damage. When a weak
that protect either end of the wall. spot is reduced to 0 hit points, a 10-foot-radius hole opens
up in the wall. If all three weak spots are reduced to 0 hit
points, the entire wall collapses.

Smoking Flask Smashing Through


Colored alchemical smoke leaks from this tiny, cork-stopped At the start of the round after a smoking flask is uncorked,
glass bottle. As a bonus action, a character can uncork the a boulder is hurled at the space where the flask is located.
bottle to release highly visible colored smoke that lightly Each creature within 20 feet of that point must make a DC
obscures the area in a 5-foot-diameter, 100-foot-tall cylinder. If 17 Dexterity saving throw, taking 70 (20d6) bludgeoning
not used within 24 hours, a smoking flask becomes inert. damage on a failed save, or half as much damage on a
successful one. Objects and structures within 20 feet of
where the boulder hits (which hopefully includes the wall)
Area Information take double damage from this attack. One boulder can be
The fortress wall has the following features. launched for each smoking flask used in this way. A flask is
Dimensions and Terrain. The wall is 100 feet long and 40 destroyed by the impact of the boulder.
feet high, and flanked by two 50-foot-tall, 15-foot-radius Characters can also attempt to breach the weak spots
towers. with their own attacks.
Lighting. Storm clouds block out the sun, filling this area
with dim light.

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DDAL-DRWEP02 Wings of Death
32
Wrap-Up
The Table Captain should report to HQ that your party has
completed this specific encounter, give your table number,
and note whether the characters succeeded at collapsing
the entire wall.

Encounter 2B: Fugue


Machine
Estimated Duration: 30 minutes
The characters go to the highest tower of the Thayan
stronghold to disable the powerful Fugue Machine,
allowing them to end the etherealness effect on the
battlefield.
This encounter is appropriate for tier 3 characters.

Disabling the Fugue Machine


Princess Serissa’s forces have learned that the mysterious
etherealness effect plaguing the battlefield is being
generated by an artifact inside the Red Wizards’ fortress.
Using the intelligence and magical assistance of the giants,
the characters travel to the fortress’s highest tower, intent
on destroying this Fugue Machine.
When the characters arrive within the tower, read or
paraphrase:

A ten-foot-wide crystal shell is surrounded by spinning


adamantine rings and mounted in the center of an
enormous glass-domed chamber at the apex of the
fortress’s highest tower. Ghostly light is emitted by
swirling forms seemingly trapped within the sphere,
even as two hulking stone golems on guard here turn On its first turn, the lich casts power word stun on
toward you. whichever character looks most like the party’s healer. If
that character remains stunned on the lich’s next turn, it
uses disintegrate on them.
Area Information If the lich and the ultroloth are both killed, the golems
This tower chamber has the following features. deactivate and become motionless.
Dimensions and Terrain. A 50-foot-radius glass dome The Fugue Machine
caps the fortress’s highest stone tower, which is 80 feet The Fugue Machine is a magical-mechanical artifact
high. The Fugue Machine is mounted at the center of the developed by the Red Wizards, consisting of a 10-foot-
room, guarded by its lich creator and their servants (see diameter crystal sphere reinforced with bands of
below). adamantine, and surrounded by adamantine rings that spin
Lighting. The room is dimly lit by the pulsating ghostly continuously. The shell encapsulates a portal to the Fugue
forms trapped within the Fugue Machine. Plane that is tenuously held open by the engine’s magic.
The swirling forms seen within the device are creatures
Creature Information continuously drawn from the Fugue Plane, which are
The creator of the Fugue Machine oversees its operation consumed by the machine to power the etherealness effect
here—a lich wearing bracers of defense that take the form it generates (see “Battlefield Effects” above).
of red satin evening gloves. An ultroloth and two stone The Fugue Machine has AC 20; hit points equal to
golems serve the lich, but only the stone golems are visible the number of characters in the party × 100; immunity
when the characters arrive here (the lich and the ultroloth to bludgeoning, piercing, and slashing damage from
having consumed potions of invisibility beforehand to hide nonmagical attacks; and immunity to spell damage
behind the Fugue Machine.) originating on the Material Plane. The artifact can be
While the Fugue Machine is active, its guardians make disabled by reducing it to 0 hit points, and can be damaged
use of its power to shift in and out of the Ethereal Plane as in the following ways:
a bonus action, allowing them to move without provoking
• Attacks from magic weapons and from spells originating
opportunity attacks. The invisible ultroloth leads off with
on the Ethereal Plane are fully effective against the
the fire storm spell, intentionally including one or both iron
machine. This can be deduced with a successful DC 15
golems in the area to activate their Fire Absorption trait.
Intelligence (Arcana) check.

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DDAL-DRWEP02 Wings of Death
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• A creature can use an action to channel a spell slot into
the Fugue Machine, which deals damage to the machine Machine Insight
equal to the spell’s level × 20. The first character to If the characters are having trouble figuring out how to
deal with the Fugue Machine, you can use the following
target the machine with a damaging spell realizes this
information to guide them:
automatically, or a character can deduce this weakness
• Be sure the characters quickly figure out how to make
with a successful DC 15 Intelligence (Arcana) check.
effective attacks against the Fugue Machine. If no character
On initiative count 20, if the Fugue Machine has taken thinks to assess the machine with Intelligence (Arcana)
damage since the previous initiative count 20, it crackles checks (or if those checks all fail), you can automatically
with ghostly light and discharges an effect on the Material reveal the machine’s strengths and weaknesses to any
Plane. Roll on the Fugue Machine Effects table below to character with proficiency in the Arcana skill after a few
determine the effect. The guardians of the Fugue Machine rounds of combat.
are immune to these effects. • Many of the Fugue Machine’s effects have a 30-foot radius,
allowing characters who keep their distance from the
machine to avoid those effects. Point this out to characters
Fugue Machine Effects
if it doesn’t quickly become clear.
d10 Effect (Material Plane Only) • Creatures on the Ethereal Plane are immune to the Fugue
1 Each creature within 30 feet of the machine must Machine’s effects, though the machine’s guardians can shift
succeed on a DC 17 Constitution saving throw or be to the Ethereal Plane to target characters who attack the
turned to glass and petrified until the next initiative machine from there.
count 20.
Adjusting the Scene
2 Each creature within 30 feet of the machine gains Consider the following suggestions for adjusting this scene
vulnerability to bludgeoning, piercing, and slashing depending on the relative strength of the party.
damage until the next initiative count 20. • Very Weak. Remove the ultroloth. When characters channel
3 The machine emits a wave of necrotic energy. Each spell slots into the Fugue Machine, it takes damage equal to
creature within 30 feet of the machine must make a DC the spell’s level × 25.
17 Constitution saving throw, taking 14 (4d6) necrotic • Weak. Remove the ultroloth.
damage on a failed save, or half as much damage on a • Strong. Replace one stone golem with an iron golem.
successful one. The machine regains a number of hit • Very Strong. Replace two stone golems with two iron golems.
points equal to the damage taken by all creatures.
4 Clear white lightning crackles from the machine. Each Treasure
creature within 30 feet of the machine must make a
In the aftermath of the fight, the characters can claim the
DC 17 Dexterity saving throw, taking 14 (4d6) lightning
lich’s bracers of defense.
damage on a failed save, or half as much damage on a
successful one. Wrap-Up
5 The machine emits a wave of purple energy, creating an
The Table Captain should report to HQ that your party has
antimagic zone within 40 feet of it that lasts until the
completed this specific encounter, give your table number,
next initiative count 20. Spell slots cannot be channeled
and note whether the characters succeeded at disabling the
into the machine by a character in this zone.
Fugue Machine.
6 The machine emits a wave of pale white light. Each
creature in this area must succeed on a DC 17 Wisdom
saving throw or be shifted to the Ethereal Plane.
Encounter 2C: What Goes
7 Chilling blue light pulses out from the machine. Each Down Must Come Up
creature within 30 feet of the machine must make a
Estimated Duration: 30 minutes
DC 17 Dexterity saving throw, taking 14 (4d6) cold
damage on a failed save, or half as much damage on a The characters must destroy a necrotic wellspring that
successful one. provides the Red Wizards with their undead troops—but
those troops and their masters are spoiling for a fight.
8 Fiery white light crackles from the machine. Each
This encounter is appropriate for tier 3 characters.
creature within 30 feet of the machine must make
a DC 17 Dexterity saving throw, taking 14 (4d6) fire
damage on a failed save, or half as much damage on a
Wellspring Battle
successful one. The scouts of the storm giants have determined that the
9 A pale green light spreads in a 30-foot radius around undead hordes defending the Red Wizards’ fortress are
the machine. Each creature that enters this area for
all originating in the same area. Storm giant magic sends
the characters there to deal with the threat. Read or
the first time on a turn or starts its turn there must
paraphrase the following to set the scene:
make a DC 17 Constitution saving throw, taking 14
(4d6) poison damage on a failed save, or half as much
damage on a successful one. This semicircular chamber reeks of death and decay.
10 The machine emits a pulse of unstable magical Corpses litter the floor, surrounding a circular well-
energy. Each creature within 10 feet of the machine constructed of bones and spewing forth a gray mist. Four
must succeed on a DC 17 Intelligence saving throw or Red Wizards stand guard around the well, as two hulking
become invisible until they attack or cast a spell. constructs hurl corpses into it.

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DDAL-DRWEP02 Wings of Death
34
Area Information Destroying the Wellspring
This foul chamber has the following features.
When the threats here have been neutralized, the
Dimensions and Terrain. This semicircular chamber is 50 characters can disable the necrotic wellspring by first
feet across the middle and 100 feet from top to bottom. smashing it apart, either with a successful DC 20 Strength
Necromantic Wellspring. The 15-foot-wide wellspring is (Athletics) check or by attacking it (the well has AC 16, 100
made of thousands of interlocking bones and opens up at hit points, and immunity to necrotic, poison, and psychic
the center of the room. The well is surrounded by piles of damage). Its magic can then be unraveled with a dispel
corpses in a 10-foot radius, which are difficult terrain. magic spell (DC 17).
Lighting. A dozen stones lit by continual flame are set into
the ceiling, filling the area with bright light. Treasure
Protective Mist. A gray mist spreads 30 feet around When the fight is done, the characters find a spellguard
the well. Any Red Wizard in the mist has immunity to shield on the back of one of the champion corpses that
necrotic damage and has advantage on saving throws crawled out of the well at the start of combat.
against spells and other magical effects.
Wrap-Up
Necromantic Wellspring The Table Captain should report to HQ that your party has
The Red Wizards created this necromantic wellspring to completed this specific encounter, give your table number,
spawn undead servants. Whenever the corpse of a creature and note whether the characters succeeded at disabling the
is thrown into the well, that creature rises from the well on necrotic wellspring.
initiative count 10 of the following round. It uses its original
statistics, but its creature type is undead, it has immunity to
necrotic damage, and it is under the control of the nearest
Red Wizard.
Whenever a corpse is thrown into the well during this
encounter, roll on the following table to determine what
type of creature is thrown in, emerging as an undead on
initiative count 10 of the following round.

d6 Creature
1 Martial arts adept
2 Champion
3 Evoker
4 Assassin
5 Blackguard
6 Archmage

Creature Information
Four Red Wizard necromancers and two cadaver
collectors protect the necromantic wellspring. As the
characters arrived, they saw the cadaver collectors toss the
corpses of two champions into the well, which climb out
and join combat in round 2.
During the fight, the Red Wizard necromancers cast
Bigby’s hand, then use the spell and a bonus action
each round to toss more corpses into the necromantic
wellspring. The necromancers cast circle of death without
worrying about its effect on themselves or any other Red
Wizards in the protective gray mist.
The cadaver collectors use their Paralyzing Breath as
often as possible, then target paralyzed characters with slam
attacks. If prevented from attacking, the cadaver collectors
throw more corpses into the necromantic wellspring.

Adjusting the Scene


Consider the following suggestions for adjusting this scene
depending on the relative strength of the party.
• Very Weak. Remove one cadaver collector and one
necromancer.
• Weak. Remove one cadaver collector.
• Strong. Replace one necromancer with an archmage.
• Very Strong. Replace two necromancers with two archmages.
Encounter 2D: The Wyrmskull Throne
The Wyrmskull Throne floats at the center of the room,
Claiming the Throne tethered by four near-invisible, magically enhanced silk
threads. While the threads are intact, the throne can’t
Estimated Duration: 30 minutes be moved by any means, and characters who can’t see
At long last, Princess Serissa’s agents have discovered the the threads will have no idea what force or magic holds
location of the Wyrmskull Throne! The characters must the throne in place. A character with a passive Wisdom
now recover the artifact before the Red Wizards finish (Perception) score of 21 or higher notices the threads, as
preparing it for their dread ritual. does a character who uses an action to search the area and
This encounter is appropriate for tier 4 characters. succeeds on a DC 21 Wisdom (Perception) check or a DC
18 Intelligence (Investigation) check. If no one notices the
Breaking and Entering threads initially, the first character to move during round 3
bumps into a thread and becomes aware of it.
The magic of the storm giants brings the characters to
Each thread has AC 18, 10 hit points, a damage threshold
the site where the Wyrmskull Throne is held. Read or
of 10, and resistance to all damage. Attacks against the
paraphrase the following to set the scene:
threads are made with disadvantage. Once all four threads
are destroyed, the Wyrmskull Throne can be removed from
You stand within sight of the entrance to one of the ritual’s the room.
focal points. Potent levels of magical energy rise from
ahead—where the Wyrmskull Throne floats at the center of Adjusting the Scene
the ritual chamber. Consider the following suggestions for adjusting this scene
depending on the relative strength of the party.
• Very Weak. The DCs for saving throws against the throne’s
Area Information compulsion effect and for ability checks to find the threads
The throne chamber has the following features. decrease by 2.
• Weak. The DCs for saving throws against the throne’s
Dimensions and Terrain. This circular chamber is 60
compulsion effect and for ability checks to find the threads
feet in diameter, with walls that are silvered to a mirror decrease by 1.
finish. The air around the Wyrmskull Throne is crackling • Strong. Add one more wraith.
with lightning, which discharges out a 1-foot-wide • Very Strong. Add two more wraiths.
opening acting as a conduit for magical energy. There
is no gravity in this room. Any creature without a flying
speed treats the floor as difficult terrain. Treasure
Lighting. Dim light fills the area, punctuated by irregular While leaving this area with the Wyrmskull Throne, the
arcs of bright lightning. characters find a spellguard shield abandoned in an
Smell and Sound. The room smells of ozone, and the antechamber.
sound of electrical humming and the intermittent crack
of thunder fill the air. Wrap-Up
Deadly Compulsion The Table Captain should report to HQ that your party has
The Wyrmskull Throne presently emits an invisible completed this specific encounter, give your table number,
magical aura that fills the room and clouds the minds of and note whether the characters succeeded at capturing
creatures here. When a creature that is not an ally of the the Wyrmskull Throne.
Red Wizards first enters the room, they must succeed on
a DC 20 Wisdom saving throw or be compelled to move Encounter 2E:
toward, then sit on the throne, taking no other actions. The
throne can hold three Medium creatures. Pardon the Interruption
A creature that ends its turn sitting on the Wyrmskull Estimated Duration: 30 minutes
Throne must succeed on a DC 20 Constitution saving
throw or take 26 (4d12) necrotic damage and gain one level A pair of powerful archmages are focusing the magic of the
of exhaustion, as its life energy is sucked into the throne. Red Wizards’ ritual. To help hinder the rise of Shargrailar,
Each time a creature takes this damage, or if it ends its these casters and their volatile ceremony must be stopped.
turn 60 feet or more away from the throne and can’t see it, This encounter is appropriate for tier 4 characters.
the creature can attempt a DC 20 Wisdom saving throw to
end the effect. A creature that succeeds on either saving Knock, Knock
throw is immune to this effect of the throne for 1 minute. Princess Serissa’s agents have determined a key location
of the Red Wizards’ ongoing ritual, and the characters
Creature Information are sent in to break things up. Read or paraphrase the
When the characters first enter this area, a number of
following:
tier 3 wraiths equal to half the number of characters
(minimum two) emerge from the polished walls. The
wraiths attack any creature in the area not sitting on the
Wyrmskull Throne.

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DDAL-DRWEP02 Wings of Death
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benefits. If an archmage leaves their circle, that circle can
The stone chamber before you has five burning runes also be dispelled as a 9th-level spell, ending its benefit for
etched into the floor. The magic the runes channel is that archmage.
being controlled by two distracted Red Wizards, but the
Thayans’ iron golem guards are more attentive as they turn Adjusting the Scene
toward you. Consider the following suggestions for adjusting this scene
depending on the relative strength of the party.
• Very Weak. Decrease the DC to remove the components
Area Information safely by 2. Replace one iron golem with a stone golem.
The ritual chamber has the following features. • Weak. Decrease the DC to remove the components safely
by 2.
Dimensions and Terrain. This chamber is 50 feet square • Strong. Each archmage has contingency cast on themself,
with a 15-foot-high ceiling, made of worn stone and which is activated in response to coming under attack by
enhanced with magic. The door stands in the west wall. another creature. When this happens, each archmage is
Magical Runes. Burning ritual components fill the five targeted by the greater invisibility spell.
magical runes etched into the floor. • Very Strong. Each archmage has contingency cast on
Lighting. Torches along the walls provide bright light, themself, as above. Add one iron golem.
augmented by a red glow pulsing intermittently from the
magical runes.
Treasure
Ritual Components When the fight is done, the characters discover one of the
The ritual components set within the runes are volatile. archmages wearing a ring of earth elemental command
Applying any more force than a footstep to any part of a that they did not have time to attune to.
rune starts a chain reaction in a 10-foot radius around
the point of impact. Each creature within this radius must Wrap-Up
make a DC 15 Dexterity saving throw, taking 21 (6d6) fire The Table Captain should report to HQ that your party has
damage and 21 (6d6) necrotic damage on a failed save, or completed this specific encounter, give your table number,
half as much damage on a successful one. and note whether the characters succeeded at permanently
Stopping the ritual requires that the characters disrupt disrupting the ritual.
the process by which the components are being consumed.
The burning components can be smothered with water,
blown out with wind, or gently scooped from the runes, Encounter 2F:
with any of those actions requiring a successful DC 18
Dexterity check. A failed check results in an explosion as
Left for Undead
noted above. Estimated Duration: 30 minutes
If the ritual is disrupted three times, its overall magic In the lead-up to the ritual to remake Shargrailar, the Red
starts to come undone. This has the effect of negating Wizards have been experimenting with the processes of
both benefits the Red Wizards in this area gain from their creating undead, trying to merge and migrate the undead
protective circles (see below). life force between bodies. These dread experiments must
If the Red Wizards are left behind, they will be able to be stopped.
reactivate the ritual in time. To permanently disable the This encounter is appropriate for tier 4 characters.
ritual, the characters must disrupt the components three
times and permanently incapacitate the Red Wizards here. Monster Mash
Creature Information With the assistance of Serissa’s agents, the characters
Two Red Wizard archmages watch over the ritual arrive at a dread site of necromantic experimentation. Read
components from within protective circles, while two or paraphrase the following:
iron golems guard the chamber. The archmages need
only watch the ritual from this point on, letting them do The huge chamber before you presents a horrific sight.
everything they can to take down the adventurers. The iron
Some sort of staging ground for undead experimentation,
golems attack until they are destroyed. If the archmages
are killed, the golems continue fighting as long as the the place is filled with surgical equipment, laboratory
characters remain in this area. paraphernalia, arcane sigils—and dozens of bodies.
If your table needs an additional challenge, the Red
Wizards have placed two glyphs of warding on the walls
here, both of which cast counterspell on the first two spells Area Information
cast by anyone other than a Red Wizard. The laboratory has the following features.
Protective Circles Dimensions and Terrain. This 30-by-50-foot room
The protective circles grant both archmages immunity to has a sterile feel, and the air is cold here. Bodies are
all damage while they stand within them. If a mage leaves carefully stacked in alcoves that spread along each wall,
their circle, this immunity lessens to resistance to all covered and anointed with various magical glyphs and
damage. If the ritual components are disrupted three times, components.
the circles’ magic fades and the archmages lose these Lighting. Dim light fills the area from blue-burning magical
torches.

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DDAL-DRWEP02 Wings of Death
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Magical Glyphs and Components as a failure. Once three successes or three failures have
Permanently disabling this laboratory requires that the been incurred, the disruption to the experiments triggers
characters attempt to disrupt the experiments here, and the magic in the lab. The bodies come to life, twisting
that they succeed three times before failing three times. and writhing into new forms determined by how well the
A successful DC 23 Intelligence (Arcana or Religion) or characters fared (see “Creature Information” below).
Wisdom (Medicine) check allows a character to recognize
that the experiments are designed to move souls between Code Breaker Legacy Event
bodies, and that they have not been successful so far. Characters with the Code Breaker legacy event have
Subsequent successful DC 23 Intelligence (Arcana advantage on checks to disrupt the experiments in the lab,
or Religion) or Wisdom (Medicine) checks allow the and can fail once without it counting against the party’s
characters to disrupt the experiments. Simply damaging number of failures.
corpses or equipment accelerates the ritual and counts

Creature Information
If the characters succeeded on three
checks to disrupt the experiments,
they are attacked by a boneclaw, three
greater zombies, and one skull lord. If
the characters failed three checks, they
are instead attacked by three boneclaws,
one greater zombie, and one skull lord.
The skull lord is the latest attempt at
soul transference by the Red Wizards, and
is a partially failed experiment. It attacks
at random, lashing out at any non-undead
creature it can reach. Greater zombies
and boneclaws focus on lightly armored
enemies, hoping to take them down as
quickly as possible.
One of the boneclaws wears bracers of defense,
increasing its AC by 2.

Adjusting the Scene


Consider the following suggestions for adjusting this scene
depending on the relative strength of the party.
• Very Weak. Decrease the DC for ability checks to disrupt the
experiments by 2. Remove one greater zombie.
• Weak. Decrease the DC for ability checks to disrupt the
experiments by 1.
• Strong. The cold in the room saps the strength of creatures.
A creature that starts its turn in the laboratory must
succeed on a DC 17 Constitution saving throw or have
disadvantage on ability checks and attack rolls until the
start of its next turn. Undead and creatures that have
resistance or immunity to cold are immune to this effect.
• Very Strong. The cold in the room saps the strength of
creatures, as above, but the saving throw is DC 18. Add one
boneclaw.

Treasure
When the fight is done, the characters find the bracers of
defense worn by one of the boneclaws.

Wrap-Up
The Table Captain should report to HQ
that your party has completed this specific
encounter, give your table number, and
note whether the characters succeeded at
sabotaging the laboratory.

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Part 3: Shargrailar Returns

Estimated Duration: 45 minutes


Story Objective
In this final portion of the adventure, the dracolich Defeating Shargrailar and capturing Hekaton is Story
Shargrailar is reborn, but has been weakened by the Objective C.
successes of all the characters in parts 1 and 2 of the
adventure. When part 3 begins, stop any current encounter
as all other enemies fall back, content to watch Shargrailar
destroy Princess Serissa’s allies. Shargrailar Unleashed
At the start of part 3, the Commander will read The characters can begin their fight against Shargrailar
the mission briefing aloud (reproduced here for your in their current location or on the open battlefield
reference): (your choice). If you are running a tier 3 table, use the
Shargrailar (reduced threat) and death knight Hekaton
A sudden shockwave erupts from the fortress, as a deep (reduced threat) stat blocks. For a tier 4 table, use the
Shargrailar and death knight Hekaton stat blocks.
voice echoes across the battlefield. “Yes … yes! I am reborn
Combat in this final part of the adventure continues until
once more, as I was the day Sammaster first brought me the Commander announces that Shargrailar has been
into this form …” defeated or the event has ended.
A colossal dracolich, easily one hundred and fifty feet
from nose to tail, unfurls its wings above the fortress, a Capturing Hekaton
single giant rider on its back. Fire and lightning dance at Princess Serissa has had two special siege engines
the edges of its charred teeth, the creature’s empty eye constructed that can be used to fire nets to capture Hekaton.
Each wooden siege engine is 30 feet tall and has AC 15, 200
sockets taking in the battlefield. “Which of you will be the
hit points, and immunity to poison and psychic damage. To
first to fall this day? Adventurers! The First Sacred One, shoot a giant-sized net at Hekaton, a character can use an
Shargrailar, descends to claim your lives!” action to make a Dexterity-based attack roll that uses their
Even as the dracolich advances, you recognize the giant proficiency modifier. If the attack hits, Hekaton is restrained,
who sits astride it. Death knight Hekaton has joined with but uses his action each turn to try to escape with a DC
30 Strength (Athletics) check. If the event ends while
Shargrailar to destroy you all.
Hekaton is trapped inside a net or otherwise restrained
or incapacitated, he is considered captured. If the event
ends while Hekaton is free, he is inadvertently killed by the
Final Showdown ranged attacks of the Red Wizards and their allies.
The King’s Fate story award is determined by the actions
In the exciting climax of this epic adventure, the of the characters at the table, and not for the entire epic.
characters must defeat Shargrailar. The dracolich uses
a universal hit point pool, which means it cannot be
defeated at any individual table until the universal pool is Adjusting the Scene
depleted by all tables. To determine when Shargrailar has Consider the following suggestions for adjusting this scene
been defeated, you and each other DM tallies the amount depending on the relative strength of the party.
of damage done to Shargrailar each round. At the end of • Very Weak. An NPC gunner operates one of the net siege
each round, the Table Captain reports this damage to the engines and makes one attack each round, with a +8 bonus
Commander, who tallies the damage and will announce at tier 3 and +10 bonus at tier 4. The NPC is killed if the
when the dracolich falls. siege engine is destroyed. Each siege engine has 230 hit
points. Decrease Shargrailar’s damage by 4.
Death knight Hekaton does not use a universal hit point
• Weak. Each siege engine has 230 hit points. Decrease
pool during part 3 of the adventure. Rather, each table gets
Shargrailar’s damage by 2.
to fight him individually. If he is brought to 0 hit points • Strong. Each siege engine has 170 hit points.
by your group, then Hekaton is defeated for your group. • Very Strong. Ignore the modifications for Shargrailar and
Remind the players of Princess Serissa’s warning that the death knight Hekaton’s stat blocks noted in the sidebar in
characters are to capture Hekaton, not kill him. The King’s the “Creature Statistics” section. Each siege engine has 170
Fate legacy event will be recorded for each character, hit points.
noting whether King Hekaton was captured or killed.
Note that while no additional boons can be earned, boons
already earned and not used may still be used during Part 3.

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Rewards Magic Items
The characters can keep the following magic items
At the end of the session, the characters receive rewards (described in “Appendix 8: Character Rewards”) if they are
based upon their accomplishments. found by any table participating in the epic.

Character Rewards For tier 3 characters:


• Bracers of defense
The characters earn the following rewards:
• Spellguard shield
Advancement • Spell scroll of etherealness
A character participating in this adventure gains one level. • Potion of fire giant strength
Players must tick the box to show this reward has been • Potion of superior healing
claimed.
For tier 4 characters:
Optional: Declining Advancement • Bracers of defense
Each player can decline advancement if they so choose, • Spellguard shield
gaining potential benefits. It’s possible that a player might • Ring of earth elemental command
want their character to not advance outside of an adventure’s • Spell scroll of control weather
level range, meaning that they’d be unable to play the
adventure as planned. Similarly, advancing too quickly means
• Potion of cloud giant strength
that a character won’t earn as much gold as their peers. • Potion of supreme healing
Conversely, remind the players that the amount of gold
their characters can earn per level is limited. Characters Legacy Events(s)
declining advancement might reach a point where they no The characters can gain the following legacy events in this
longer earn gold. adventure.
Born from the Ashes. You befriended a juvenile phoenix
who has brought joy, laughter, and fiery disaster into your
Gold life. The juvenile phoenix serves you as a mount, and
Award each character gold for each hour of the session. while you are mounted upon it, you are immune to the
Adventures typically feature cues for where this treasure creature’s Fire Form trait. If the juvenile phoenix dies, it
appears, but you can add it wherever you see fit. The returns to its parents’ lair, but can be summoned with the
maximum gold that you can award a character per hour is find steed spell.
determined by their tier, as follows: The King’s Fate. You have captured/destroyed (circle one)
King Hekaton.
Tier Hourly GP Award GP Limit per Level
1 20 gp 80 gp Dungeon Master Rewards
2 30 gp 240 gp For running this adventure, you earn a DM Reward. See
3 200 gp 1,600 gp the Adventurers League Dungeon Master’s Guide for more
information.
4 750 gp 6,000 gp

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DDAL-DRWEP02 Wings of Death
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Dramatis Personae What They Want. Imaraska would prefer to seize
any phylactery shards claimed by the characters
The following NPCs feature prominently in this adventure. after watching their painful deaths. But if she feels
outnumbered, she is willing to compromise and give the
Agromaar characters her two phylactery shards in exchange for
information on Princess Serissa’s goals, weaknesses,
(Ag-ruh-MAR)
and defenses.
Agromaar is a bureaucrat at heart, content to do paperwork Inscrutable Illusionist. Imaraska is an accomplished
and study spells rather than engaging in dangerous field illusionist and spy master who enjoys manipulating and
work. His primary contribution to the Red Wizards’ current controlling her enemies like pawns on a chess board, to
efforts is reading ritual books for information that can help achieve greater power and a cruel satisfaction.
advance the plans of Szass Tam.
What They Want. Agromaar wants to break free of the Red Iymrith
Wizards before something dangerous happens to him.
(eyem-rith)
He’s nervous that his intentions will be discovered, and
employs the mind blank spell and similar magic to keep Iymrith is an ancient blue dragon turned dracolich,
from being caught. sometimes called the “Doom of the Desert” or “Dragon of
Timid and Nosey. Everything Agromaar does is for Statues.” Blue dragon scales hang from her skeletal body,
knowledge. It was this bookish attitude and his and her eyes glow yellow with hate.
knowledge of ancient rituals that brought him to his What They Want. Since she was killed at the hands of
superiors’ attention. heroes, Iymrith has bent her considerable intellect
toward taking vengeance on every group of adventurers
Graw she can.
Never Let a Good Grudge Die. An excessively cruel dragon
Graw is an intelligent and talkative young goblin who is an
in life, the undead Iymrith nurtures a dark hatred of all
ambassador for the Society of Brilliance—an organization
adventurers after having been killed by adventurers in
of monsters dedicated to solving all the problems of the
Storm King’s Thunder. If fortune has it that any of the
Underdark. Graw traveled to Shargrailar’s abandoned lair
characters in the party are the same characters who
a tenday ago in search of a duergar clan who had been
killed her, Iymrith targets these characters first above
abducting flumph travelers. She planned to negotiate
any others.
a peace agreement, but became trapped when the Red
Wizards invaded the surrounding tunnels. Graw has black
hair and crisp amber eyes. She wears a fitted waistcoat, Mayadiru
and trousers embroidered with images of pale-yellow fungi. (my-uh-DEER-oo)
Graw experiences harmless, involuntary physical tics
(such as quickly jerking her head) and vocal tics (such as Mayadiru is 9 feet tall, has thick, ruddy fur and a red-
chuffing noises and short bursts of laughter), which increase opal earring, and wears rough-spun clothing lined with
in frequency if she is experiencing stress or strong emotions. mountain goat fur. The many pouches on their belt brim
If you choose to utilize this characteristic during roleplaying, with herbs, small animal bones, and powders.
it should be used to add diversity to the character and should What They Want. Mayadiru wants outsiders to leave the
not be used in a comical or demeaning manner. valley. Recent activity from the Red Wizards, giants, and
What They Want. Graw can provide the characters with now adventurers have been an irritant, to say the least.
information on the location of phylactery shards in The bugbear knows that the spirits of the mountain are
exchange for safe escort out of the lair. upset, and seeks to put them to rest.
Excitable Ambassador. Graw is young and eager to take Hermit Mystic. Mayadiru has great pride in their ancestry
on any challenge that can help her prove herself as a and their knowledge of the land, and they disdain those
worthy member of the Society of Brilliance. who do not understand or appreciate this heritage. They
are guarded in sharing the secrets of the valley, and
distrust outsiders who they fear will use the knowledge
Imaraska only to further their own ends.
(im-ah-ROS-ka)
Imaraska is an accomplished spellcaster and spymaster Otto Hooferdern
serving the Red Wizards of Thay. She utilizes her network (HOO-fer-dern)
of illusory catfish to gather invaluable information, which
has combined with the ruthless assassinations of her Otto is a master of arcana, and cannot be deterred from
enemies to inspire her meteoric rise within the ranks of creating the best components for Szass Tam’s ritual!
the Red Wizards. Her ancestry is drow and Shou human. What They Want. Otto wants only to finish creating the
She has asymmetrically cropped indigo hair and bright components he prepares for Szass Tam, but he’s very
maroon eyes, and wears the finest purple robes with silver much a manager. He saves all the small details, such as
embroidery. Imaraska has neurological paralysis affecting gathering materials and tools, for his minions—after he
her legs, and utilizes a magic chair that she can move with makes sure they can be trusted.
the flick of her wrist. The chair hovers an inch above the Tireless Researcher. Otto is easily frustrated by setbacks,
ground, granting her a flying speed of 40 feet and the ability but if his research is a success, he showers praise on
to hover. The chair’s magic cannot be dispelled. those who helped him.

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Princess Serissa Teskmore
(SAH-riss-ah) (TESK-mor)
The youngest daughter and chosen successor of King The silver dragon Teskmore moved into this region after
Hekaton, Serissa is cool and calm, even as she understands hearing about the destruction of Thoo-Top. The gargantuan
that others in the giant court covet her position. dragon uses their Change Shape trait to take human form,
What They Want. To maintain peace among the giants, posing as a modestly dressed hermit. They wear a small
Serissa must rescue her father and secure the silver necklace bearing a tree of life medallion and an
Wyrmskull Throne. The Red Wizards must face justice. acorn-shaped pendant.
Optimistic Leader. Serissa wants to believe that all What They Want. Teskmore wants to ensure that the
folk are innately good at heart. Reluctantly accepting bones of Shargrailar are being taken into the care of
the mantle of ruler once more in her father’s stead, those capable of dealing with their power, and willing to
she is determined to do everything she can to find keep evil at bay.
King Hekaton and return the Wyrmskull Throne to Time and Memory. Teskmore speaks with a soft and
Maelstrom. She fears that her father’s disappearance slightly rumbly voice, musing over bits of facts and
will bring about a new rise in tensions between the giant stories they have picked up over almost a millennium of
races and knows that she must defuse those tensions if living. They can ramble.
she can.
Tytola
Shargrailar (ty-TOL-uh)
(shar-GRAI-lar)
Tytola stands 3 feet tall, and has the appearance of an
Shargrailar is the first dracolich, created by Sammaster oversized barn owl wearing a series of leather packs and
who founded the Cult of the Dragon. In his first dracolich belts around her torso. Her left leg is slowly petrifying
incarnation, Shargrailar is said to have been destroyed by into sandstone, from a curse bestowed on her by an earth
Shandril Shessair with spellfire. His bones were scattered elemental guardian years ago.
across the Thunder Peaks, while his phylactery was Tytola has a sprite familiar named Wallsby. If the
shattered and lost within his lair in those same mountains. characters ask specific questions that Tytola struggles to
What They Want. Remade and bound by the will of the answer with her kenku mimicry, Wallsby says what she
Red Wizards, Shargrailar is filled with rage and the believes Tytola is trying to say. Tytola then mimics the sprite
desire for pure destruction. if he is correct.
Let It Burn. The fury that consumes Shargrailar is now What They Want. Tytola is concerned that the Red
controlled by Szass Tam and the Red Wizards, who have Wizards will upset the balance of nature in the Thunder
bound the dracolich to their control. He exists only to Peaks, and wants them out of the area—by force, if
destroy. necessary.
Quippy Ranger. Tytola is quick-witted, always playfully
poking fun at the characters while providing advice on
how to out-maneuver the Red Wizards.

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Creature Statistics Assassin
Medium humanoid (any race), any non-good alignment
The following creatures appear in this adventure.
Armor Class 15 (studded leather armor)
Archmage (Red Wizard) Hit Points 78 (12d8 + 24)
Medium humanoid (any race), any alignment Speed 30 ft.

Armor Class 12 (15 with mage armor) STR DEX CON INT WIS CHA
Hit Points 99 (18d8 + 18) 11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0)
Speed 30 ft.
Saving Throws Dex +6, Int +4
STR DEX CON INT WIS CHA Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9
10 (+0) 14 (+2) 12 (+1) 20 (+5) 15 (+2) 16 (+3) Damage Resistances poison
Senses passive Perception 13
Saving Throws Int +9, Wis +6 Languages Thieves’ cant plus any two languages
Skills Arcana +13, History +13 Challenge 8 (3,900 XP)
Damage Resistances damage from spells; nonmagical
bludgeoning, piercing, and slashing (from stoneskin)
Assassinate. During its first turn, the assassin has advantage on
Senses passive Perception 12
Languages any six languages attack rolls against any creature that hasn’t taken a turn. Any hit
Challenge 12 (8,400 XP) the assassin scores against a surprised creature is a critical hit.
Evasion. If the assassin is subjected to an effect that allows it
to make a Dexterity saving throw to take only half damage, the
Magic Resistance. The archmage has advantage on saving throws
assassin instead takes no damage if it succeeds on the saving
against spells and other magical effects.
throw, and only half damage if it fails.
Spellcasting. The archmage is an 18th-level spellcaster. Its
Sneak Attack (1/Turn). The assassin deals an extra 14 (4d6)
spellcasting ability is Intelligence (spell save DC 17, +9 to hit with
damage when it hits a target with a weapon attack and has
spell attacks). The archmage can cast disguise self and invisibility at
advantage on the attack roll, or when the target is within 5 feet
will and has the following wizard spells prepared:
of an ally of the assassin that isn’t incapacitated and the assassin
Cantrips (at will). fire bolt, light, mage hand, prestidigitation, doesn’t have disadvantage on the attack roll.
shocking grasp
1st level (4 slots): detect magic, identify, mage Actions
armor*, magic missile Multiattack. The assassin makes two shortsword attacks.
2nd level (3 slots): detect thoughts, mirror image, misty step
3rd level (3 slots): counterspell, fly, lightning bolt Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
4th level (3 slots): banishment, fire shield, stoneskin* target. Hit: 6 (1d6 + 3) piercing damage, and the target must
5th level (3 slots): cone of cold, scrying, wall of force make a DC 15 Constitution saving throw, taking 24 (7d6)
6th level (1 slot): globe of invulnerability poison damage on a failed save, or half as much damage on a
7th level (1 slot): teleport successful one.
8th level (1 slot): mind blank*
9th level (1 slot): time stop Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320
* The archmage casts these spells on itself before combat. ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target
must make a DC 15 Constitution saving throw, taking 24 (7d6)
Actions poison damage on a failed save, or half as much damage on a
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or successful one.
range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

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Black Abishai Blackguard
Medium fiend (devil), lawful evil Medium humanoid (any race), any non-good alignment

Armor Class 15 (natural armor) Armor Class 18 (plate armor)


Hit Points 58 (9d8 + 18) Hit Points 153 (18d8 + 72)
Speed 30 ft., fly 40 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 14 (+2) 13 (+1) 16 (+3) 11 (+0) 18 (+4) 11 (+0) 18 (+4) 11 (+0) 14 (+2) 15 (+2)

Saving Throws Dex +6, Wis +8 Saving Throws Wis +5, Cha +5
Skills Perception +6, Stealth +6 Skills Athletics +7, Deception +5, Intimidation +5
Damage Resistances cold; bludgeoning, piercing, and slashing Senses passive Perception 12
from nonmagical attacks Languages any one language (usually Common)
Damage Immunities acid, fire, poison Challenge 8 (3,900 XP)
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 16
Languages Draconic, Infernal, telepathy 120 ft. Spellcasting. The blackguard is a 10th-level spellcaster. Its
Challenge 7 (2,900 XP) spellcasting ability is Charisma (spell save DC 13, +5 to hit with
spell attacks). It has the following paladin spells prepared:
1st level (4 slots): command, protection from evil and good,
Devil’s Sight. Magical darkness doesn’t impede the abishai’s
thunderous smite
darkvision.
2nd level (3 slots): branding smite, find steed
Magic Resistance. The abishai has advantage on saving throws 3rd level (2 slots): blinding smite, dispel magic
against spells and other magical effects.
Actions
Magic Weapons. The abishai’s weapon attacks are magical.
Multiattack. The blackguard makes three attacks with its glaive or
Shadow Stealth. While in dim light or darkness, the abishai can its shortbow.
take the Hide action as a bonus action.
Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Actions Hit: 9 (1d10 + 4) slashing damage.
Multiattack. The abishai makes three attacks: two with its Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one
scimitar and one with its bite. target. Hit: 5 (1d6 + 2) piercing damage.
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one Dreadful Aspect (Recharges after a Short or Long Rest). The
target. Hit: 6 (1d6 + 3) slashing damage. blackguard exudes magical menace. Each enemy within 30 feet of
the blackguard must succeed on a DC 13 Wisdom saving throw
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8
or be frightened for 1 minute. If a frightened target ends its turn
(1d10 + 3) piercing damage plus 9 (2d8) acid damage.
more than 30 feet away from the blackguard, the target can repeat
Creeping Darkness (Recharge 6). The abishai casts darkness at the saving throw, ending the effect on itself on a success.
a point within 120 feet of it, requiring no components. Wisdom
is its spellcasting ability for this spell. While the spell persists,
the abishai can move the area of darkness up to 60 feet as a
bonus action.

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Boneclaw Bore Worm
Large undead, chaotic evil Gargantuan construct, unaligned

Armor Class 16 (natural) Armor Class 18 (natural armor)


Hit Points 127 (17d10 + 34) Hit Points 247 (15d20 + 90)
Speed 40 ft. Speed 50 ft., burrow 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 15 (+2) 13 (+1) 15 (+2) 9 (-1) 28 (+9) 7 (-2) 22 (+6) 1 (-5) 8 (-1) 4 (-3)

Saving Throws Dex +7, Con +6, Wis +6 Saving Throws Con +11, Wis +4
Skills Perception +6, Stealth +7 Damage Immunities fire, poison, psychic; bludgeoning, piercing,
Damage Resistances cold, necrotic; bludgeoning, piercing, and and slashing from nonmagical attacks that aren’t adamantine
slashing from nonmagical attacks Condition Immunities blinded, charmed, deafened, exhaustion,
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone
paralyzed, poisoned Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 9
Senses darkvision 60 ft., passive Perception 16 Languages -
Languages Common plus the main language of its master Challenge 16 (15,000 XP)
Challenge 12 (8,400 XP)
Regeneration. The worm regains 10 hit points at the start of each
Rejuvenation. While its master lives, a destroyed boneclaw gains of its turns if it has at least 1 hit point.
a new body in 1d10 hours, with all its hit points. The new body
Tunneler. The worm can burrow through solid rock at half its
appears within 1 mile of the boneclaw’s master.
burrowing speed and leaves a 10-foot-diameter tunnel in its wake.
Shadow Stealth. While in dim light or darkness, the boneclaw can
take the Hide action as a bonus action. Actions
Multiattack. The worm makes two attacks: one with its grinding
Actions jaws and one with its stinger.
Multiattack. The boneclaw makes two claw attacks.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one
Piercing Claw. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 22 (3d8 + 9) slashing damage.
target. Hit: 20 (3d10 + 4) piercing damage. If the target is a
Tail Stinger. Melee Weapon Attack: +14 to hit, reach 10 ft., one
creature, the boneclaw can pull the target up to 10 feet toward
target. Hit: 19 (3d6 + 9) piercing damage, and the target must
itself, and the target is grappled (escape DC 14). The boneclaw
make a DC 19 Constitution saving throw, taking 42 (12d6)
has two claws. While a claw grapples a target, the claw can attack
poison damage on a failed save, or half as much damage on a
only that target.
successful one.
Shadow Jump. If the boneclaw is in dim light or darkness, each
creature of the boneclaw’s choice within 5 feet of it must succeed
on a DC 14 Constitution saving throw or take 34 (5d12 + 2)
necrotic damage.
The boneclaw then magically teleports up to 60 feet to an
unoccupied space it can see. It can bring one creature it’s
grappling, teleporting that creature to an unoccupied space it can
see within 5 feet of its destination. The destination spaces of this
teleportation must be in dim light or darkness.

Reactions
Deadly Reach. In response to a visible enemy moving into its
reach, the boneclaw makes one claw attack against that enemy.
If the attack hits, the boneclaw can make a second claw attack
against the target.

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DDAL-DRWEP02 Wings of Death
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Cadaver Collector Actions
Large construct, lawful evil Multiattack. The champion makes three attacks with its
greatsword or its shortbow.
Armor Class 17 (natural armor)
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Hit Points 189 (18d10 + 90)
Speed 30 ft. target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing
damage if the champion has more than half of its total hit points
STR DEX CON INT WIS CHA remaining.
21 (+5) 14 (+2) 20 (+5) 5 (-3) 11 (+0) 8 (-1) Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one
target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing
Damage Immunities necrotic, poison, psychic; bludgeoning, damage if the champion has more than half of its total hit points
piercing, and slashing from nonmagical attacks that aren’t remaining.
adamantine
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned Cloud Giant Smiling One
Senses darkvision 60 ft., passive Perception 10 Huge giant, chaotic neutral
Languages understands all languages but can’t speak
Challenge 14 (11,500 XP) Armor Class 15 (Natural Armor)
Hit Points 262 (21d12 + 126)
Speed 40 ft.
Magic Resistance. The cadaver collector has advantage on saving
throws against spells and other magical effects.
STR DEX CON INT WIS CHA
Summon Specters (Recharges after a Short or Long Rest). As a 26 (+8) 12 (+1) 22 (+6) 15 (+2) 16 (+3) 17 (+3)
bonus action, the cadaver collector calls up the enslaved spirits of
those it has slain; 1d6 specters (without Sunlight Sensitivity) arise Saving Throws CON +10, INT +6, CHA +7
in unoccupied spaces within 15 feet of the cadaver collector. The Skills Deception +11, Insight +7, Perception +7, Sleight of Hand +9
specters act right after the cadaver collector on the same initiative Senses passive Perception 17
count and fight until they’re destroyed. They disappear when the Languages Common, Giant
cadaver collector is destroyed. Challenge 11 (7,200 XP)

Actions
Innate Spellcasting. The giant’s innate spellcasting ability is
Multiattack. The cadaver collector makes two slam attacks. Charisma (spell save DC 15). It can innately cast the following
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one spells, requiring no material components:
target. Hit: 18 (3d8 + 5) bludgeoning damage plus 16 (3d10) At will: detect magic, fog cloud, light
necrotic damage. 3/day: feather fall, fly, misty step, telekinesis
Paralyzing Breath (Recharge 5–6). The cadaver collector releases 1/day: control weather, gaseous form
paralyzing gas in a 30-foot cone. Each creature in that area Spellcasting. The giant is a 5th-level spellcaster. Its spellcasting
must make a successful DC 18 Constitution saving throw or be ability is Charisma (spell save DC 15, +7 to hit with spell attacks).
paralyzed for 1 minute. A paralyzed creature repeats the saving The giant has the following bard spells prepared:
throw at the end of each of its turns, ending the effect on itself
Cantrips (at will): minor illusion, prestidigitation, vicious mockery
with a success.
1st level (4 slots): cure wounds, disguise self, silent image, Tasha’s
hideous laughter
Champion 2nd level (3 slots): invisibility, suggestion
3rd level (2 slots): major image, tongues
Medium humanoid (any race), any alignment
Actions
Armor Class 18 (plate armor)
Hit Points 143 (22d8 + 44) Multiattack. The giant makes two attacks with its morningstar.
Speed 30 ft. Morningstar. Melee Weapon Attack: +12 to hit, reach 10 ft., one
target. Hit: 21 (3d8 + 8) bludgeoning damage. The attack deals
STR DEX CON INT WIS CHA an extra 14 (4d6) damage if the giant has advantage on the
20 (+5) 15 (+2) 14 (+2) 10 (+0) 14 (+2) 12 (+1) attack roll.

Saving Throws Str +9, Con +6 Rock. Ranged Weapon Attack: +12 to hit, reach 60/240 ft., one
Skills Athletics +9, Intimidation +5, Perception +6 target. Hit: 30 (4d10 + 8) bludgeoning damage. The attack deals
Senses passive Perception 16 an extra 14 (4d6) damage if the giant has advantage on the
Languages any one language (usually Common) attack roll.
Challenge 9 (5,000 XP) Change Shape. The giant magically polymorphs into a beast or
humanoid it has seen, or back into its true form. Any equipment
Indomitable (2/Day). The champion rerolls a failed saving throw. the giant is wearing or carrying is absorbed by the new form. Its
statistics, other than its size, are the same in each form. It reverts
Second Wind (Recharges after a Short or Long Rest). As a bonus to its true form if it dies.
action, the champion can regain 20 hit points.

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DDAL-DRWEP02 Wings of Death
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Death Knight Hekaton Thunderous Stomp. Death knight Hekaton stomps the ground,
triggering a thunderclap. All other creatures within 15 feet of him
(Reduced Threat) must succeed on a DC 17 Constitution saving throw or take 11
(2d10) necrotic damage plus 11 (2d10) thunder damage and be
Huge undead, chaotic evil
deafened until the start of Hekaton’s next turn. If a creature failed
by 5 or more, they are also stunned until the start of Hekaton’s
Armor Class 20 (plate armor, shield)
Hit Points 405 (30d12+ 250) next turn. On a successful save, a creature takes half as much
Speed 50 ft. damage and isn’t deafened.

Reactions
STR DEX CON INT WIS CHA
29 (+9) 14 (+2) 20 (+5) 16 (+3) 18 (+4) 18 (+4) Retort. Death knight Hekaton adds 6 to his AC against one melee
attack that would hit him. To do so, he must see the attacker and
Saving Throws Str +15, Dex +8, Con +11, Int +9, Wis +10, Cha +10 be wielding a melee weapon. When Death knight Hekaton parries
Skills Arcana +8, Athletics +19, Perception +9 an attack, the attacker must make a DC 21 Strength saving throw.
Damage Resistances cold, fire; bludgeoning, piercing, and On a failed save, the creature is knocked back 30 feet, knocked
slashing from nonmagical weapons prone, and takes 11 (3d6) necrotic damage and 11 (3d6) thunder
Damage Immunities lightning, necrotic, poison, thunder damage. The target takes half as much damage on a successful
Condition Immunities exhaustion, frightened, poisoned one and is knocked back only 15 feet.
Senses truesight 120 ft., passive Perception 19
Languages Abyssal, Common, Giant Legendary Actions
Challenge 24 (62,000 XP) Death knight Hekaton can take 3 legendary actions, choosing
from the options below. Only one legendary action option can
Enhanced Reactions. Death knight Hekaton can make two be used at a time and only at the end of another creature’s turn.
reactions per round. Death knight Hekaton regains spent legendary actions at the start
of his turn.
Legendary Resistance (3/Day). If Death knight Hekaton fails a
saving throw, he can choose to succeed instead. Strike Down. Death knight Hekaton makes one attack with his
Negative Lightning Sword.
Magic Resistance. Death knight Hekaton has advantage on saving
throws against spells and other magical effects. King Step (2 Legendary Actions). Death knight Hekaton
teleports himself to an unoccupied space within 150 feet of him.
Marshal Undead. Unless Death knight Hekaton is incapacitated, Immediately after he disappears, a thunderous boom sounds, and
him and undead creatures of his choice within 60 feet of him have each creature within 10 feet of the space he left must make a DC
advantage on saving throws against features that turn undead. 17 Constitution saving throw, taking 17 (3d10) thunder damage
Planar Anchored. Death Knight Hekaton is unable to be moved to on a failed save, or half as much damage on a successful one. The
another plane of existence unless Szass Tam allows him to move. thunder can be heard from up to 300 feet away.
Turn Immunity. Death knight Hekaton is immune to effects that Storm Wall (2 Legendary Actions). Death knight Hekaton creates
turn undead. an opaque wall of pure storm energy at any point within 120 feet
of him. The wall can be 50 feet long, 15 feet high, and 1 foot thick,
Undead Nature. Death knight Hekaton doesn’t require air, food, can be placed on a surface or in the air in any shape, but must be
drink, or sleep. one continuous surface. The wall lasts until Hekaton’s next turn.
Actions When the wall appears, each creature within its area must
make a DC 17 Strength saving throw. A creature takes 7 (2d6)
Multiattack. Death knight Hekaton makes three Negative bludgeoning damage and 7 (2d6) lightning damage on a failed
Lightning Sword attacks. save, or half as much damage on a successful one.
Negative Lightning Sword. Melee Weapon Attack: +14 to hit, The storm wall keeps all other gases at bay. Small or smaller
reach 15 ft., one target. Hit: 22 (3d8 + 8) slashing damage, or 25 flying creatures or objects can’t pass through the wall. Loose,
(3d10 + 8) slashing damage if used with two hands, plus 11 (3d6) lightweight materials brought into the wall fly upward. Arrows,
lightning damage and 14 (3d8) necrotic damage. Hekaton can bolts, and other ordinary projectiles launched at targets behind
choose to do thunder damage instead of lightning damage. the wall are deflected upward and automatically miss. (Boulders
hurled by giants or siege engines, and similar projectiles, are
Hellfire Orb. Death knight Hekaton hurls a magical ball of fire that
unaffected.) Creatures in gaseous form can’t pass through it.
explodes at a point it can see within 120 feet of it. Each character
in a 20-foot radius sphere centered on that point must make a DC
17 Dexterity saving throw. The sphere spreads around corners. A
Stat Block Modifications
creature takes 28 (8d6) fire damage and 28 (8d6) necrotic damage
Death knight Hekaton (reduced threat) has the following
on a failed save, or half as much damage on a successful one.
modifications in part 3 of the adventure:
Lightning Strike. Death knight Hekaton hurls a magical lightning • He has 280 hit points.
bolt at a point it can see within 500 feet of it. Each creature within • He starts with one level of exhaustion (disadvantage on all
10 feet of that point must make a DC 17 Dexterity saving throw, ability checks).
taking 45 (10d8) lightning damage on a failed save, or half as For a very strong party, ignore these modifications.
much damage on a successful one.

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DDAL-DRWEP02 Wings of Death
47
Death Knight Hekaton Thunderous Stomp. Death knight Hekaton stomps the ground,
triggering a thunderclap. All other creatures within 15 feet of him
Huge undead, chaotic evil
must succeed on a DC 19 Constitution saving throw or take 17
(3d10) necrotic damage plus 17 (3d10) thunder damage and be
Armor Class 22 (plate armor, shield)
deafened until the start of Hekaton’s next turn. If a creature failed
Hit Points 610 (30d12+ 250)
by 5 or more, they are also stunned until the start of Hekaton’s
Speed 50 ft.
next turn. On a successful save, a creature takes half as much
damage and isn’t deafened.
STR DEX CON INT WIS CHA
29 (+9) 14 (+2) 20 (+5) 16 (+3) 18 (+4) 18 (+4) Reactions
Saving Throws Str +15, Dex +8, Con +11, Int +9, Wis +10, Cha +10 Retort. Death knight Hekaton adds 8 to his AC against one melee
Skills Arcana +9, Athletics +21, Perception +10 attack that would hit him. To do so, he must see the attacker and
Damage Resistances cold, fire; bludgeoning, piercing, and be wielding a melee weapon. When Death knight Hekaton parries
slashing from nonmagical weapons an attack, the attacker must make a DC 23 Strength saving throw.
Damage Immunities lightning, necrotic, poison, thunder On a failed save, the creature is knocked back 30 feet, knocked
Condition Immunities exhaustion, frightened, poisoned prone, and takes 14 (4d6) necrotic damage and 14 (4d6) thunder
Senses truesight 120 ft., passive Perception 20 damage. The target takes half as much damage on a successful
Languages Abyssal, Common, Giant one and is knocked back only 15 feet.
Challenge 27 (105,000 XP)
Legendary Actions
Death knight Hekaton can take 3 legendary actions, choosing
Enhanced Reactions. Death knight Hekaton can make two
from the options below. Only one legendary action option can
reactions per round.
be used at a time and only at the end of another creature’s turn.
Legendary Resistance (4/Day). If Death knight Hekaton fails a Death knight Hekaton regains spent legendary actions at the start
saving throw, he can choose to succeed instead. of his turn.
Magic Resistance. Death knight Hekaton has advantage on saving Strike Down. Death knight Hekaton makes one attack with his
throws against spells and other magical effects. Negative Lightning Sword.
Marshal Undead. Unless Death knight Hekaton is incapacitated, King Step (2 Legendary Actions). Death knight Hekaton
him and undead creatures of his choice within 60 feet of him have teleports himself to an unoccupied space within 150 feet of him.
advantage on saving throws against features that turn undead. Immediately after he disappears, a thunderous boom sounds,
Planar Anchored. Death Knight Hekaton is unable to be moved to and each creature within 10 feet of the space he left must make
another plane of existence unless Szass Tam allows him to move. a DC 19 Constitution saving throw, taking 4d10 thunder damage
on a failed save, or half as much damage on a successful one. The
Turn Immunity. Death knight Hekaton is immune to effects that thunder can be heard from up to 300 feet away.
turn undead.
Storm Wall (2 Legendary Actions). Death knight Hekaton creates
Undead Nature. Death knight Hekaton doesn’t require air, food, an opaque wall of pure storm energy at any point within 120 feet
drink, or sleep. of him. The wall can be 50 feet long, 15 feet high, and 1 foot thick,
Actions can be placed on a surface or in the air in any shape, but must be
one continuous surface. The wall lasts until Hekaton’s next turn.
Multiattack. Death knight Hekaton makes three Negative When the wall appears, each creature within its area must
Lightning Sword attacks. make a DC 19 Strength saving throw. A creature takes 9 (2d8)
Negative Lightning Sword. Melee Weapon Attack: +15 to hit, bludgeoning damage and 9 (2d8) lightning damage on a failed
reach 15 ft., one target. Hit: 23 (3d8 + 9) slashing damage, or 26 save, or half as much damage on a successful one.
(3d10 + 9) slashing damage if used with two hands, plus 14 (4d6) The storm wall keeps all other gases at bay. Small or smaller
lightning damage and 18 (4d8) necrotic damage. Hekaton can flying creatures or objects can’t pass through the wall. Loose,
choose to do thunder damage instead of lightning damage. lightweight materials brought into the wall fly upward. Arrows,
bolts, and other ordinary projectiles launched at targets behind
Hellfire Orb. Death knight Hekaton hurls a magical ball of fire the wall are deflected upward and automatically miss. (Boulders
that explodes at a point it can see within 120 feet of it. Each hurled by giants or siege engines, and similar projectiles, are
character in a 20-foot radius sphere centered on that point must unaffected.) Creatures in gaseous form can’t pass through it.
make a DC 19 Dexterity saving throw. The sphere spreads around
corners. A creature takes 35 (10d6) fire damage and 35 (10d6)
necrotic damage on a failed save, or half as much damage on a Stat Block Modifications
successful one.
Death knight Hekaton has the following modifications in part
Lightning Strike. Death knight Hekaton hurls a magical lightning 3 of the adventure:
bolt at a point it can see within 500 feet of it. Each creature within • He starts with 410 hit points.
10 feet of that point must make a DC 19 Dexterity saving throw, • He starts with one level of exhaustion (disadvantage on all
taking 54 (12d8) lightning damage on a failed save, or half as ability checks).
much damage on a successful one. For a very strong party, ignore these modifications.

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DDAL-DRWEP02 Wings of Death
48
Drow Matron Mother Actions
Medium humanoid (elf ), neutral evil Multiattack. The matron mother makes two demon staff attacks
or three tentacle rod attacks.
Armor Class 17 (half plate armor)
Demon Staff. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Hit Points 262 (35d8 + 105)
Speed 30 ft. target. Hit: 7 (1d8 + 4) bludgeoning damage, or 8 (1d10 + 4)
bludgeoning damage if used with two hands, plus 14 (4d6)
STR DEX CON INT WIS CHA psychic damage. In addition, the target must succeed on a DC19
12 (+1) 18 (+4) 16 (+3) 17 (+3) 21 (+5) 22 (+6) Wisdom saving throw or become frightened of the drow for 1
minute. The frightened target can repeat the saving throw at the
Saving Throws Con +9, Wis +11, Cha +12 end of each of its turns, ending the effect on itself on a success.
Skills Insight +11, Perception +11, Religion +9, Stealth +10 Tentacle Rod. Melee Weapon Attack: +9 to hit, reach 15 ft., one
Condition Immunities charmed, frightened, poisoned target. Hit: 3 (1d6) bludgeoning damage. If the target is hit
Senses darkvision 120 ft., passive Perception 21 three times by the rod on one turn, the target must succeed on
Languages Elvish, Undercommon a DC 15 Constitution saving throw or suffer the following effects
Challenge 20 (25,000 XP) for 1 minute: the target’s speed is halved, it has disadvantage on
Dexterity saving throws, and it can’t use reactions. Moreover, on
Fey Ancestry. The drow has advantage on saving throws against each of its turns, it can take either an action or a bonus action,
being charmed, and magic can’t put the drow to sleep. 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.
Innate Spellcasting. The drow’s innate spellcasting ability is
Charisma. She can innately cast the following spells, requiring no Summon Servant (1/day). The drow magically summons a
material components: retriever or a yochlol. The summoned creature appears in an
unoccupied space within 60 feet of its summoner, acts as an ally
At will: dancing lights, detect magic
of its summoner, and can’t summon other demons. It remains for
1/day each: clairvoyance, darkness, detect thoughts, dispel magic,
10 minutes, until it or its summoner dies, or until its summoner
faerie fire, levitate (self only), suggestion
dismisses it as an action.
Lolth’s Fickle Favor. As a bonus action, the matron can bestow
the Spider Queen’s blessing on one ally she can see within 30 feet Legendary Actions
of her. The ally takes 7 (2d6) psychic damage but has advantage The drow matron mother can take 3 legendary actions, choosing
on the next attack roll it makes until the end of its next turn. from the options below. Only one legendary action can be used
Magic Resistance. The drow has advantage on saving throws at a time and only at the end of another creature’s turn. The
against spells and other magical effects. drow matron mother regains spent legendary actions at the start
of its turn.
Spellcasting. The drow is an 20th-level spellcaster. Its spellcasting
ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). Demon Staff. The drow makes one attack with her demon staff.
The drow has the following cleric spells prepared: Compel Demon (Costs 2 Actions). An allied demon within 30 feet
Cantrips (at will): guidance, mending, resistance, sacred of the drow uses its reaction to make one attack against a target
flame, thaumaturgy of the drow’s choice that she can see.
1st level (4 slots): bane, command, cure wounds, guiding bolt Cast a Spell (Costs 1-3 Actions). The drow expends a spell slot to
2nd level (3 slots): hold person, silence, spiritual weapon cast a 1st-, 2nd-, or 3rd-level spell that she has prepared. Doing so
3rd level (3 slots): bestow curse, clairvoyance, dispel magic, costs 1 legendary action per level of the spell.
spirit guardians
4th level (3 slots): banishment, death ward, freedom of movement,
guardian of faith
5th level (3 slots): contagion, flame strike, geas, mass cure wounds
6th level (2 slots): blade barrier, harm
7th level (2 slots): divine word, plane shift
8th level (1 slot): holy aura
9th level (1 slot): gate
Sunlight Sensitivity. While in sunlight, the drow has disadvantage
on attack rolls, as well as on Wisdom (Perception) checks that
rely on sight.

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DDAL-DRWEP02 Wings of Death
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Evoker Fire Elemental Myrmidon
Medium humanoid (any race), any alignment Medium elemental, neutral

Armor Class 12 (15 with mage armor) Armor Class 18 (plate armor)
Hit Points 66 (12d8 + 12) Hit Points 123 (19d8 + 38)
Speed 30 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 12 (+1) 17 (+3) 12 (+1) 11 (+0) 13 (+1) 18 (+4) 15 (+2) 9 (-1) 10 (+0) 10 (+0)

Saving Throws Int +7, Wis +5 Damage Resistances bludgeoning, piercing, and slashing from
Skills Arcana +7, History +7 nonmagical attacks
Senses passive Perception 11 Damage Immunities fire, poison
Languages any four languages Condition Immunities paralyzed, petrified, poisoned, prone
Challenge 9 (5,000 XP) Senses darkvision 60 ft., passive Perception 10
Languages Ignan, one language of its creator’s choice
Challenge 7 (2,900 XP)
Sculpt Spells. When the evoker casts an evocation spell that
forces other creatures it can see to make a saving throw, it can
choose a number of them equal to 1 + the spell’s level. These Illumination. The myrmidon sheds bright light in a 20-foot radius
creatures automatically succeed on their saving throws against and dim light in a 40-foot radius.
the spell. If a successful save means a chosen creature would take Magic Weapons. The myrmidon’s weapon attacks are magical.
half damage from the spell, it instead takes no damage from it.
Water Susceptibility. For every 5 feet the myrmidon moves in 1
Spellcasting. The evoker is a 12th-level spellcaster. Its spellcasting foot or more of water, it takes 2 (1d4) cold damage.
ability is Intelligence (spell save DC 15, +7 to hit with spell
attacks). The evoker has the following wizard spells prepared: Actions
Cantrips (at will): fire bolt*, light*, prestidigitation, ray of frost* Multiattack. The myrmidon makes three scimitar attacks.
1st level (4 slots): burning hands*, mage armor, magic missile*
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one
2nd level (3 slots): mirror image, misty step, shatter*
target. Hit: 7 (1d6 + 4) slashing damage.
3rd level (3 slots): counterspell, fireball*, lightning bolt*
4th level (3 slots): ice storm*, stoneskin Fiery Strikes (Recharge 6). The myrmidon uses Multiattack. Each
5th level (2 slots): Bigby’s hand*, cone of cold* attack that hits deals an extra 5 (1d10) fire damage.
6th level (1 slot): chain lightning*, wall of ice*
*Evocation spell
Fire Giant
Actions Huge giant, lawful evil
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) Armor Class 18 (plate)
bludgeoning damage if used with two hands. Hit Points 162 (13d12 + 78)
Speed 30 ft.

STR DEX CON INT WIS CHA


25 (+7) 9 (+1) 23 (+6) 10 (+0) 14 (+2) 13 (+1)

Saving Throws DEX +3, CON +10, CHA +5


Skills Athletics +11, Perception +6
Damage Immunities fire
Senses passive Perception 16
Languages Giant
Challenge 9 (5,000 XP)

Actions
Multiattack. The giant makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one
target. Hit: 28 (6d6 + 7) slashing damage.
Rock. Ranged Weapon Attack: +11 to hit, reach 60/240 ft., one
target. Hit: 29 (4d10 + 7) bludgeoning damage.

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DDAL-DRWEP02 Wings of Death
50
Fire Giant Dreadnought Ghost
Huge giant, lawful evil Medium undead, any alignment

Armor Class 21 (plate, shields) Armor Class 11


Hit Points 187 (15d12 + 90) Hit Points 45 (10d8)
Speed 30 ft. Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
27 (+8) 9 (+1) 23 (+6) 8 (-1) 10 (+0) 11 (+0) 7 (-2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3)

Saving Throws DEX +4, CON +11, CHA +5 Damage Resistances acid, fire, lightning, thunder; bludgeoning,
Skills Athletics +13, Perception +5 piercing, and slashing from nonmagical attacks
Damage Immunities fire Damage Immunities cold, necrotic, poison
Senses passive Perception 15 Condition Immunities charmed, exhaustion, frightened, grappled,
Languages Giant paralyzed, petrified, poisoned, prone, restrained
Challenge 14 (11,500 XP) Senses darkvision 60 ft., passive Perception 11
Languages any languages that it knew in life
Challenge 4 (1,100 XP)
Dual Shields. The giant carries two shields, each of which is
accounted for in the giant’s AC. The giant must stow or drop one
of its shields to hurl rocks. Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane
when it is on the Material Plane, and vice versa.
Actions
Incorporeal Movement. The ghost can move through other
Multiattack. The giant makes two fireshield attacks. creatures and objects as if they were difficult terrain. It takes 5
Fireshield. Melee Weapon Attack: +13 to hit, reach 5 ft., one (1d10) force damage if it ends its turn inside an object.
target. Hit: 22 (4d6 + 8) bludgeoning damage plus 7 (2d6) fire
damage plus 7 (2d6) piercing damage.
Actions
Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Rock. Ranged Weapon Attack: +13 to hit, reach 60/240 ft., one
target. Hit: 17 (4d6 + 3) necrotic damage.
target. Hit: 30 (4d10 + 8) bludgeoning damage.
Etherealness. The ghost enters the Ethereal Plane from the
Shield Charge. The giant moves up to 30 feet in a straight line
Material Plane, or vice versa. It is visible on the Material Plane
and can move through the space of any creature smaller than
while it is in the Border Ethereal, and vice versa, yet it can’t affect
Huge. The first time it enters a creature’s space during this move,
or be affected by anything on the other plane.
it makes a fireshield attack against that creature. If the attack
hits, the target must also succeed on a DC 21 Strength saving Horrifying Visage. Each non-undead creature within 60 feet
throw or be pushed ahead of the giant for the rest of this move. of the ghost that can see it must succeed on a DC 13 Wisdom
If a creature fails the save by 5 or more, it is also knocked prone saving throw or be frightened for 1 minute. If the save fails by 5
and takes 18 (3d6 + 8) bludgeoning damage, or 29 (6d6 + 8) or more, the target also ages 1d4 × 10 years. A frightened target
bludgeoning damage if it was already prone. can repeat the saving throw at the end of each of its turns, ending
the frightened condition on itself on a success. If a target’s saving
throw is successful or the effect ends for it, the target is immune
to this ghost’s Horrifying Visage for the next 24 hours. The aging
effect can be reversed with a greater restoration spell, but only
within 24 hours of it occurring.
Possession (Recharge 6). One humanoid that the ghost can see
within 5 feet of it must succeed on a DC 13 Charisma saving
throw or be possessed by the ghost; the ghost then disappears,
and the target is incapacitated and loses control of its body.
The ghost now controls the body but doesn’t deprive the target
of awareness. The ghost can’t be targeted by any attack, spell,
or other effect, except ones that turn undead, and it retains its
alignment, Intelligence, Wisdom, Charisma, and immunity to
being charmed and frightened. It otherwise uses the possessed
target’s statistics, but doesn’t gain access to the target’s
knowledge, class features, or proficiencies. The possession lasts
until the body drops to 0 hit points, the ghost ends it as a bonus
action, or the ghost is turned or forced out by an effect like
the dispel evil and good spell. When the possession ends, the
ghost reappears in an unoccupied space within 5 feet of the body.
The target is immune to this ghost’s Possession for 24 hours after
succeeding on the saving throw or after the possession ends.

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DDAL-DRWEP02 Wings of Death
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Greater Zombie Iron Golem
Medium undead, neutral evil Large construct, unaligned

Armor Class 15 (natural armor) Armor Class 20 (natural armor)


Hit Points 97 (13d8 + 39) Hit Points 210 (20d10 + 100)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 17 (+3) 4 (-3) 6 (-2) 6 (-2) 24 (+7) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5)

Saving Throws Wis +1 Damage Immunities fire, poison, psychic; bludgeoning, piercing,
Damage Resistances cold, necrotic and slashing from nonmagical attacks that aren’t adamantine
Damage Immunities poison Condition Immunities charmed, exhaustion, frightened,
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
paralyzed, poisoned Senses darkvision 120 ft., passive Perception 10
Senses darkvision 60 ft., passive Perception 8 Languages understands the languages of its creator but can’t speak
Languages understands the languages it knew in life but can’t speak Challenge 16 (15,000 XP)
Challenge 5 (1,800 XP)
Fire Absorption. Whenever the golem is subjected to fire damage,
Turn Resistance. The zombie has advantage on saving throws it takes no damage and instead regains a number of hit points
against any effect that turns undead. equal to the fire damage dealt.
Undead Fortitude. If damage reduces the zombie to 0 hit points, Immutable Form. The golem is immune to any spell or effect that
it must make a Constitution saving throw with a DC of 5 + the would alter its form.
damage taken, unless the damage is radiant or from a critical hit.
Magic Resistance. The golem has advantage on saving throws
On a success, the zombie drops to 1 hit point instead.
against spells and other magical effects.
Actions Magic Weapons. The golem’s weapon attacks are magical.
Multiattack. The zombie makes two melee attacks.
Actions
Empowered Slam. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Multiattack. The golem makes two melee attacks.
one target. Hit: 7 (1d6 + 4) bludgeoning damage and 7 (2d6)
necrotic damage. Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one
target. Hit: 20 (3d8 + 7) bludgeoning damage.
Sword. Melee Weapon Attack: +13 to hit, reach 5 ft., one
target. Hit: 23 (3d10 + 7) slashing damage.
Poison Breath (Recharge 5–6). The golem exhales poisonous
gas in a 15-foot cone. Each creature in that area must make a
DC 19 Constitution saving throw, taking 45 (10d8) poison damage
on a failed save, or half as much damage on a successful one.

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DDAL-DRWEP02 Wings of Death
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Lich frightened for 1 minute. The frightened target can repeat the
saving throw at the end of each of its turns, ending the effect on
Medium undead, any evil alignment
itself on a success. If a target’s saving throw is successful or the
effect ends for it, the target is immune to the lich’s gaze for the
Armor Class 17 (natural armor)
next 24 hours.
Hit Points 135 (18d8 + 54)
Speed 30 ft. Disrupt Life (Costs 3 Actions). Each non-undead creature within
20 feet of the lich must make a DC 18 Constitution saving throw
STR DEX CON INT WIS CHA against this magic, taking 21 (6d6) necrotic damage on a failed
11 (+0) 16 (+3) 16 (+3) 20 (+5) 14 (+2) 16 (+3) save, or half as much damage on a successful one.

Saving Throws Con +10, Int +12, Wis +9 Lair Actions


Skills Arcana +19, History +12, Insight +9, Perception +9 On initiative count 20 (losing initiative ties), the lich can take a lair
Damage Resistances cold, lightning, necrotic action to cause one of the following magical effects; the lich can’t
Damage Immunities poison; bludgeoning, piercing, and slashing use the same effect two rounds in a row:
from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, • The lich rolls a d8 and regains a spell slot of that level or
paralyzed, poisoned lower. If it has no spent spell slots of that level or lower,
Senses truesight 120 ft., passive Perception 19 nothing happens.
Languages Common plus up to five other languages • The lich targets one creature it can see within 30 feet of it. A
Challenge 21 (33,000 XP) or 22 (41,000 XP) when encountered crackling cord of negative energy tethers the lich to the target.
in lair Whenever the lich takes damage, the target must make a DC 18
Constitution saving throw. On a failed save, the lich takes half
the damage (rounded down), and the target takes the remaining
Legendary Resistance (3/Day). If the lich fails a saving throw, it
damage. This tether lasts until initiative count 20 on the next
can choose to succeed instead.
round or until the lich or the target is no longer in the lich’s lair.
Rejuvenation. If it has a phylactery, a destroyed lich gains a new The lich calls forth the spirits of creatures that died in its
body in 1d10 days, regaining all its hit points and becoming active lair. These apparitions materialize and attack one creature that
again. The new body appears within 5 feet of the phylactery. the lich can see within 60 feet of it. The target must succeed
Spellcasting. The lich is an 18th-level spellcaster. Its spellcasting on a DC 18 Constitution saving throw, taking 52 (15d6)
ability is Intelligence (spell save DC 20, +12 to hit with spell necrotic damage on a failed save, or half as much damage on a
attacks). The lich has the following wizard spells prepared: successful saving throw. The apparitions then disappear.

Cantrips (at will): mage hand, prestidigitation, ray of frost


1st level (4 slots): detect magic, magic missile, shield, Mage
thunderwave Medium humanoid (any race), any alignment
2nd level (3 slots): detect thoughts, invisibility, Melf’s acid arrow,
mirror image Armor Class 12 (15 with mage armor)
3rd level (3 slots): animate dead, counterspell, dispel magic, fireball Hit Points 40 (9d8)
4th level (3 slots): blight, dimension door Speed 30 ft.
5th level (3 slots): cloudkill, scrying
6th level (1 slot): disintegrate, globe of invulnerability STR DEX CON INT WIS CHA
7th level (1 slot): finger of death, plane shift 9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)
8th level (1 slot): dominate monster, power word stun
9th level (1 slot): power word kill Saving Throws Int +6, Wis +4
Turn Resistance. The lich has advantage on saving throws against Skills Arcana +6, History +6
any effect that turns undead. Senses passive Perception 11
Languages any four languages
Actions Challenge 6 (2,300 XP)
Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one
creature. Hit: 10 (3d6) cold damage. The target must succeed on Magic Resistance. The archmage has advantage on saving throws
a DC 18 Constitution saving throw or be paralyzed for 1 minute. against spells and other magical effects.
The target can repeat the saving throw at the end of each of its
Spellcasting. The archmage is an 9th-level spellcaster. Its
turns, ending the effect on itself on a success.
spellcasting ability is Intelligence (spell save DC 14, +6 to hit
Legendary Actions with spell attacks). The archmage has the following wizard
spells prepared:
The lich can take 3 legendary actions, choosing from the options
below. Only one legendary action can be used at a time and Cantrips (at will). fire bolt, light, mage hand, prestidigitation
only at the end of another creature’s turn. The lich regains spent 1st level (4 slots): detect magic, mage armor, magic missile
legendary actions at the start of its turn. 2nd level (3 slots): misty step, suggestion
3rd level (3 slots): counterspell, fireball, fly
Cantrip. The lich casts a cantrip. 4th level (3 slots): greater invisibility, ice storm
Paralyzing Touch (Costs 2 Actions). The lich uses its 5th level (1 slots): cone of cold
Paralyzing Touch.
Actions
Frightening Gaze (Costs 2 Actions). The lich fixes its gaze on one
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
creature it can see within 10 feet of it. The target must succeed
range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
on a DC 18 Wisdom saving throw against this magic or become

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DDAL-DRWEP02 Wings of Death
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Magic-Thieving Stone Golem Martial Arts Adept
Large construct, unaligned Medium humanoid (any race), any alignment

Armor Class 17 (natural armor) Armor Class 16


Hit Points 178 (17d10 + 85) Hit Points 60 (11d8 + 11)
Speed 30 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5) 11 (+0) 17 (+3) 13 (+1) 11 (+0) 16 (+3) 10 (+0)

Damage Immunities poison, psychic; bludgeoning, piercing, and Skills Acrobatics +5, Insight +5, Stealth +5
slashing from nonmagical attacks Senses passive Perception 13
Condition Immunities charmed, exhaustion, frightened, Languages any one language (usually Common)
paralyzed, petrified, poisoned Challenge 3 (700 XP)
Senses darkvision 120 ft., passive Perception 10
Languages understands the languages of its creator but can’t speak
Challenge 10 (5,900 XP) Unarmored Defense. While the adept is wearing no armor and
wielding no shield, its AC includes its Wisdom modifier.

Immutable Form. The statue is immune to any spell or effect that Actions
would alter its form. Multiattack. The adept makes three unarmed strikes or three
Magic Resistance. The statue has advantage on saving throws dart attacks.
against spells and other magical effects. Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5
Magic Theft. As a bonus action, the golem targets one creature it ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the
can see within 30 feet of it. The target must succeed on a DC 17 target is a creature, the adept can choose one of the following
Charisma saving throw, or all magic items in its possession are additional effects:
teleported to a vault designated by its creator. • The target must succeed on a DC 13 Strength saving throw or
Magic Weapons. The statue’s weapon attacks are magical. drop one item it is holding (adept’s choice).
• The target must succeed on a DC 13 Dexterity saving throw or
Actions be knocked prone.
Multiattack. The statue makes two slam attacks. • The target must succeed on a DC 13 Constitution saving throw
or be stunned until the end of the adept’s next turn.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 19 (3d8 + 6) bludgeoning damage. Dart. Melee Weapon Attack: +5 to hit, range 20/60 ft., one
target. Hit: 5 (1d4 + 3) piercing damage.
Slow (Recharge 5–6). The statue targets one or more creatures
it can see within 10 feet of it. Each target must make a Reactions
DC 17 Wisdom saving throw against this magic. On a failed save,
Deflect Missile. In response to being hit by a ranged weapon
a target can’t use reactions, its speed is halved, and it can’t make
attack, the adept deflects the missile. The damage it takes from
more than one attack on its turn. In addition, the target can take
the attack is reduced by 1d10 + 3. If the damage is reduced to 0,
either an action or a bonus action on its turn, not both. These
the adept catches the missile if it’s small enough to hold in one
effects last for 1 minute. A target can repeat the saving throw
hand and the adept has a hand free.
at the end of each of its turns, ending the effect on itself on
a success.

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DDAL-DRWEP02 Wings of Death
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Necromancer Nightwalker
Medium humanoid (any race), any alignment Huge undead, chaotic evil

Armor Class 12 (15 with mage armor) Armor Class 14


Hit Points 66 (12d8 + 12) Hit Points 297 (22d12 + 154)
Speed 30 ft. Speed 40 ft., fly 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 12 (+1) 17 (+3) 12 (+1) 11 (+0) 22 (+6) 19 (+4) 24 (+7) 6 (-2) 9 (-1) 8 (-1)

Saving Throws Int +7, Wis +5 Saving Throws Con +13


Skills Arcana +7, History +7 Damage Resistances acid, cold, fire, lightning, thunder;
Damage Resistances necrotic bludgeoning, piercing, and slashing from nonmagical attacks
Senses passive Perception 11 Damage Immunities necrotic, poison, prone, restrained
Languages any four languages Condition Immunities exhaustion, frightened, grappled,
Challenge 9 (5,000 XP) paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 9
Languages -
Grim Harvest (1/Turn). When necromancer kills a creature that is Challenge 20 (25,000 XP)
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. Annihilating Aura. Any creature that starts its turn within 30 feet
of the nightwalker must succeed on a DC 21 Constitution saving
Spellcasting. The necromancer is a 12th-level spellcaster. Its
throw or take 14 (4d6) necrotic damage and grant the nightwalker
spellcasting ability is Intelligence (spell save DC 15, +7 to hit
advantage on attack rolls against it until the start of the creature’s
with spell attacks). The necromancer has the following wizard
next turn. Undead are immune to this aura.
spells prepared:
Life Eater. A creature reduced to 0 hit points from damage dealt
Cantrips (at will): chill touch, dancing lights, mage hand, mending
by the nightwalker dies and can’t be revived by any means short
1st level (4 slots): false life*, mage armor, ray of sickness*
of a wish spell.
2nd level (3 slots): blindness/deafness*, ray of enfeeblement*, web
3rd level (3 slots): animate dead*, bestow curse*, vampiric touch* Actions
4th level (3 slots): blight*, dimension door, stoneskin
5th level (2 slots): Bigby’s hand, cloudkill Multiattack. The nightwalker uses Enervating Focus twice, or it
6th level (1 slot): circle of death* uses Enervating Focus and Finger of Doom, if available.
*Necromancy spell of 1st level or higher Enervating Focus. Melee Weapon Attack: +12 to hit, reach 15 ft.,
one target. Hit: 28 (5d6 + 6) necrotic damage. The target must
Actions succeed on a DC 21 Constitution saving throw or its hit point
Withering Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one maximum is reduced by an amount equal to the necrotic damage
creature. Hit: 5 (2d4) necrotic damage. taken. This reduction lasts until the target finishes a long rest.
Finger of Doom (Recharge 6). Melee Weapon Attack: +9 to hit,
reach 5 ft., one target. Hit: 18 (2d12 + 5) The nightwalker points
at one creature it can see within 300 feet of it. The target must
succeed on a DC 21 Wisdom saving throw or take 26 (4d12)
necrotic damage and become frightened until the end of the
nightwalker’s next turn. While frightened in this way, the creature
is also paralyzed. If a target’s saving throw is successful, the
target is immune to the nightwalker’s Finger of Doom for the
next 24 hours.

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Nycaloth Phoenix, Advanced
Large fiend (yugoloth), neutral evil Gargantuan elemental, neutral

Armor Class 18 (natural armor) Armor Class 18 (natural armor)


Hit Points 123 (13d10 + 52) Hit Points 175 (10d20 + 70)
Speed 40 ft., fly 60 ft. Speed 20 ft., fly 120 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 11 (+0) 19 (+4) 12 (+1) 10 (+0) 15 (+2) 19 (+4) 26 (+8) 25 (+7) 6 (-2) 21 (+5) 18 (+4)

Skills Intimidation +6, Perception +4, Stealth +4 Saving Throws Wis +10, Cha +9
Damage Resistances cold, fire, lightning; bludgeoning, piercing, Damage Resistances bludgeoning, piercing, and slashing from
and slashing from nonmagical attacks nonmagical attacks
Damage Immunities acid, poison Damage Immunities fire, poison
Condition Immunities poisoned Condition Immunities exhaustion, grappled, paralyzed, petrified,
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 14 poisoned, prone, restrained, stunned
Languages Abyssal, Infernal, telepathy 60 ft. Senses darkvision 60 ft., passive Perception 15
Challenge 9 (5,000 XP) Languages Goblin, Primordial
Challenge 16 (15,000 XP)
Innate Spellcasting. The nycaloth’s innate spellcasting ability is
Charisma. The nycaloth can innately cast the following spells, Fiery Death and Rebirth. When the phoenix dies, it explodes.
requiring no material components: Each creature within 60-feet of it must make a DC 20 Dexterity
saving throw, taking 22 (4d10) fire damage on a failed save, or half
At will: darkness, detect magic, dispel magic, invisibility (self only),
mirror image as much damage on a successful one. The fire ignites flammable
objects in the area that aren’t worn or carried. The explosion
Magic Resistance. The nycaloth has advantage on saving throws destroys the phoenix’s body and leaves behind an egg-shaped
against spells and other magical effects. cinder that weighs 5 pounds. The cinder is blazing hot, dealing 21
Magic Weapons. The nycaloth’s weapon attacks are magical. (6d6) fire damage to any creature that touches it, though no more
than once per round. The cinder is immune to all damage, and
Actions after 1d6 days, it hatches a new phoenix.
Multiattack. The nycaloth makes two melee attacks, or it makes Fire Form. The phoenix can move through a space as narrow as
one melee attack and teleports before or after the attack. 1 inch wide without squeezing. Any creature that touches the
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one phoenix or hits it with a melee attack while within 5 feet of it
target. Hit: 12 (2d6 + 5) slashing damage. If the target is a takes 5 (1d10) fire damage. In addition, the phoenix can enter a
creature, it must succeed on a DC 16 Constitution saving throw hostile creature’s space and stop there. The first time it enters
or take 5 (2d4) slashing damage at the start of each of its turns a creature’s space on a turn, that creature takes 5 (1d10) fire
due to a fiendish wound. Each time the nycaloth hits the wounded damage. With a touch, the phoenix can also ignite flammable
target with this attack, the damage dealt by the wound increases objects that aren’t worn or carried (no action required).
by 5 (2d4). Any creature can take an action to stanch the wound Flyby. The phoenix doesn’t provoke opportunity attacks when it
with a successful DC 13 Wisdom (Medicine) check. The wound flies out of an enemy’s reach.
also closes if the target receives magical healing.
Illumination. The phoenix sheds bright light in a 60-foot radius
Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one and dim light for an additional 30 feet.
target. Hit: 18 (2d12 + 5) slashing damage.
Legendary Resistance (3/Day). If the phoenix fails a saving throw,
Teleport. The nycaloth magically teleports, along with any it can choose to succeed instead.
equipment it is wearing or carrying, up to 60 feet to an
Siege Monster. The phoenix deals double damage to objects and
unoccupied space it can see.
structures.

Actions
Multiattack. The phoenix makes two attacks: one with its beak
and one with its fiery talons.
Beak. Melee Weapon Attack: +13 to hit, reach 15 ft., one
target. Hit: 15 (2d6 + 8) fire damage. If the target is a creature or
a flammable object, it ignites. Until a creature takes an action to
douse the fire, the target takes 5 (1d10) fire damage at the start of
each of its turns.
Fiery Talons. Melee Weapon Attack: +13 to hit, reach 15 ft., one
target. Hit: 17 (2d8 + 8) fire damage.

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DDAL-DRWEP02 Wings of Death
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Purple Worm Retriever
Gargantuan monstrosity, unaligned Large construct, lawful evil

Armor Class 18 (natural armor) Armor Class 19 (natural armor)


Hit Points 247 (15d20 + 90) Hit Points 210 (20d10 + 100)
Speed 50 ft., burrow 30 ft. Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
28 (+9) 7 (-2) 22 (+6) 1 (-5) 8 (-1) 4 (-3) 22 (+6) 16 (+3) 20 (+5) 3 (-4) 11 (+0) 4 (-3)

Saving Throws Con +11, Wis +4 Saving Throw Dex +8, Con +10, Wis +5
Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 9 Skills Perception +5, Stealth +8
Languages - Damage Immunities necrotic, poison, psychic; bludgeoning,
Challenge 15 (13,000 XP) piercing, and slashing from nonmagical attacks that aren’t
adamantine
Condition Immunities charmed, exhaustion, frightened,
Tunneler. The worm can burrow through solid rock at half its paralyzed, petrified, poisoned
burrowing speed and leaves a 10-foot-diameter tunnel in its wake. Senses blindsight 30 ft., darkvision 60 ft., passive Perception 15
Languages understands Abyssal, Elvish, and Undercommon but
Actions can’t speak
Multiattack. The worm makes two attacks: one with its bite and
one with its stinger.
Challenge 14 (11,500 XP)
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one Faultless Tracker. The retriever is given a quarry by its master. The
target. Hit: 22 (3d8 + 9) piercing damage. If the target is a Large quarry can be a specific creature or object the master is personally
or smaller creature, it must succeed on a DC 19 Dexterity saving acquainted with, or it can be a general type of creature or object
throw or be swallowed by the worm. A swallowed creature the master has seen before. The retriever knows the direction and
is blinded and restrained, it has total cover against attacks and distance to its quarry as long as the two of them are on the same
other effects outside the worm, and it takes 21 (6d6) acid damage plane of existence. The retriever can have only one such quarry at
at the start of each of the worm’s turns. If the worm takes 30 a time. The retriever also always knows the location of its master.
damage or more on a single turn from a creature inside it, the
worm must succeed on a DC 21 Constitution saving throw at Innate Spellcasting. The retriever’s innate spellcasting ability is
the end of that turn or regurgitate all swallowed creatures, which Wisdom (spell save DC 13). The steel predator can innately cast
fall prone in a space within 10 feet of the worm. If the worm dies, the following spells, requiring no material components:
a swallowed creature is no longer restrained by it and can escape At will: plane shift (only self and up to one incapacitated creature
from the corpse by using 20 feet of movement, exiting prone. which is considered willing for the spell), web
Tail Stinger. Melee Weapon Attack: +14 to hit, reach 10 ft., one Actions
target. Hit: 19 (3d6 + 9) piercing damage, and the target must
make a DC 19 Constitution saving throw, taking 42 (12d6) Multiattack. The retriever makes two foreleg attacks and uses its
poison damage on a failed save, or half as much damage on a force or paralyzing beam once, if available.
successful one. Foreleg. Melee Weapon Attack: +11 to hit, reach 10 ft., one
target. Hit: 15 (2d8 + 6) slashing damage.
Force Beam. The retriever targets one creature it can see within 60
feet of it. The target must make a DC 16 Dexterity saving throw,
taking 27 (5d10) force damage on a failed save, or half as much
damage on a successful one.
Paralyzing Beam (Recharge 5–6). The retriever targets one
creature it can see within 60 feet of it. The target must succeed
on a DC 18 Constitution saving throw or be paralyzed for 1
minute. The paralyzed target can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a success.
If the paralyzed creature is Medium or smaller, the retriever can
pick it up as part of the retriever’s move and walk or climb with it
at full speed.

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DDAL-DRWEP02 Wings of Death
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Roc Shadow Assassin
Gargantuan monstrosity, unaligned Medium undead, chaotic evil

Armor Class 15 (natural armor) Armor Class 14


Hit Points 248 (16d20 + 80) Hit Points 70 (12d8 + 24)
Speed 20 ft., fly 120 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
28 (+9) 10 (+0) 20 (+5) 3 (-4) 10 (+0) 9 (-1) 6 (-6) 19 (+4) 14 (+2) 13 (+1) 12 (+1) 14 (+2)

Saving Throws Dex +4, Con +9, Wis +4, Cha +3 Saving Throw Dex +8, Int +5
Skills Perception +4 Skills Perception +9, Stealth +12
Senses passive Perception 14 Damage Vulnerabilities radiant
Languages — Damage Resistances acid, cold, fire, lightning, thunder;
Challenge 11 (7,200 XP) bludgeoning, piercing, and slashing from nonmagical attacks
that aren’t adamantine,
Damage Immunities necrotic, poison
Keen Sight. The roc has advantage on Wisdom (Perception) Condition Immunities exhaustion, frightened, grappled,
checks that rely on sight. paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 19
Actions Languages understands the languages it knew in life but can’t speak
Multiattack. The roc makes two attacks: one with its beak and Challenge 9 (5,000 XP)
one with its talons.
Beak. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Amorphous. The assassin can move through a space as narrow as
Hit: 27 (4d8 + 9) piercing damage. 1 inch wide without squeezing.
Talons. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Shadow Stealth. While in dim light or darkness, the assassin can
Hit: 23 (4d6 + 9) slashing damage, and the target is grappled take the Hide action as a bonus action.
(escape DC 19). Until this grapple ends, the target is restrained,
and the roc can’t use its talons on another target. Sunlight Weakness. While in sunlight, the assassin has
disadvantage on attack rolls, ability checks, and saving throws.

Actions
Multiattack. The assassin makes two Shadow Blade attacks.
Shadow Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 5) piercing damage plus 10 (3d6) necrotic
damage. Unless the target is immune to necrotic damage, the
target’s Strength score is reduced by 1d4 each time it is hit by
this attack. The target dies if its Strength is reduced to 0. The
reduction lasts until the target finishes a short or long rest.
If a non-evil humanoid dies from this attack, a shadow (see the
Monster Manual) rises from the corpse 1d4 hours later.

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DDAL-DRWEP02 Wings of Death
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Shargrailar (Reduced Threat) Actions
Gargantuan undead, chaotic evil Multiattack. Shargrailar can use its Frightful Presence. It then
chooses one of the following sets of attacks: One with its bite and
Armor Class 22 (natural armor) two with its claws and one with its tail, or two with Pride Barrage.
Hit Points 658 (44d20 + 458) for tables running solo
Speed 40 ft., climb 40 ft., fly 80 ft. Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one
target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire
STR DEX CON INT WIS CHA damage and 14 (4d6) lightning damage.
30 (+10) 12 (+1) 29 (+9) 18 (+4) 16 (+3) 27 (+8) Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one
target. Hit: 17 (2d6 + 10) slashing damage.
Saving Throws Dex +8, Con +16, Int +11, Wis +10, Cha +15
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one
Skills Arcana +11, Athletics +17, Intimidation +22, Perception +19
Damage Resistances force, thunder; bludgeoning, piercing, and target. Hit: 19 (2d8 + 10) bludgeoning damage.
slashing from nonmagical attacks Pride Barrage. Ranged Weapon Attack: +15 to hit, reach 120
Damage Immunities fire, lightning, necrotic, poison ft., one target. Hit: 19 (3d6 + 8) fire damage and 19 (3d6 +
Condition Immunities charmed, exhaustion, frightened, 8) lightning damage. In addition, any other creatures within
paralyzed, poisoned 30 feet of the target must make a DC 24 Dexterity saving
Senses blindsight 60 ft., truesight 120 ft., passive Perception 31 throw. They each take 9 (2d4 + 4) fire damage and 9 (2d4 + 4)
Languages Common, Draconic lightning damage on a failed save, or half as much damage on a
Challenge 26 (90,000 XP) successful one.
Frightful Presence. Each creature of Shargrailar’s choice that
Legendarily Reactive For each remaining use of legendary is within 120 feet of Shargrailar and aware of it must succeed
resistance that Shargrailar has, it gains an extra reaction on a DC 22 Wisdom saving throw or become frightened for 1
each round. minute. A creature can repeat the saving throw at the end of
Legendary Resistance (4/Day) If Shargrailar fails a saving throw, each of its turns, ending the effect on itself on a success. If a
he can choose to succeed instead. creature’s saving throw is successful or the effect ends for it, the
creature is immune to the Shargrailar’s Frightful Presence for the
Magical Attacks Shargrailar’s attacks are considered magical.
next 24 hours.
Magic Resistance Shargrailar has advantage on saving throws
against spells and other magical effects. Legendary Actions
Metamagic Shargrailar can modify his spellcasting with the Shargrailar can take 3 legendary actions, choosing from the
following metamagic options: options below. Only one legendary action option can be used at
a time and only at the end of another creature’s turn. Shargrailar
• Distant Spell (4/Day). When Shargrailar casts a spell that has regains spent legendary actions at the start of its turn.
a range of 5 feet or greater, he can choose to double the range
Cast Spell (Costs 1–3 Actions). Shargrailar casts a spell of 3rd
of the spell. If the spell has a range of touch, he can choose to
level or lower for 1 Legendary Action. Shargrailar can cast a
make the range of the spell 30 feet.
spell of 4th or 5th level instead for 2 or 3 Legendary Actions,
• Subtle Spell (4/Day). When Shargrailar casts a spell, he can
respectively.
choose to cast it without any somatic or verbal components. Detect. Shargrailar makes a Wisdom (Perception) check.
• Transmuted Spell (4/Day). When Shargrailar casts a spell that Pride Shot. Shargrailar makes one Pride Barrage attack.
deals a type of damage from the following list, he can choose to Wing Attack (Costs 2 Actions). Shargrailar beats his wings.
change that damage type to one of the other listed types: acid, Each creature within 15 feet of him must succeed on a DC
cold, fire, lightning, poison, thunder. 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning
damage and be knocked prone. Shargrailar can then fly up to
Planar Anchored. Shargrailar is unable to be moved to another
half his flying speed.
plane of existence unless Szass Tam allows him to move.
Fire and Lightning Breath (Costs 3 Actions). Shargrailar moves up
Spellcasting Shargrailar is a 16th-level spellcaster. His to half of his flying speed, and then exhales fire and lightning
spellcasting ability is Charisma (spell save DC 23, +15 to hit in a 90-foot cone. Each creature in that area must make a
with spell attacks). Shargrailar has the following sorcerer spells DC 24 Dexterity saving throw, taking 46 (13d6) fire damage and
prepared, and ignores material components: 46 (13d6) lightning on a failed save, or half as much damage on
a successful one.
Cantrips (at will). chill touch, fire bolt, lightning lure, minor illusion,
mold earth, shocking grasp
1st level (4 slots): absorb elements, fog cloud, shield
2nd level (3 slots): hold person, mirror image, misty step
3rd level (3 slots): counterspell, dispel magic, fireball, lightning bolt
4th level (3 slots): cone of cold, dimension door, wall of fire
5th level (3 slots): banishment, hold monster, synaptic static
6th level (2 slots): chain lightning, disintegrate
7th level (2 slots): reverse gravity, teleport
8th level (1 slot): earthquake
Turn Immunity. Shargrailar is immune to effects that turn undead.
Undead Nature. Shargrailar doesn’t require air, food,
drink, or sleep.

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DDAL-DRWEP02 Wings of Death
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Shargrailar Actions
Gargantuan undead, chaotic evil Multiattack. Shargrailar can use its Frightful Presence. It then
chooses one of the following sets of attacks: One with its bite and
Armor Class 24 (natural armor) two with its claws and one with its tail, or two with Pride Barrage.
Hit Points 1,038 (44d20 + 458) for tables running solo
Speed 40 ft., climb 40 ft., fly 80 ft. Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one
target. Hit: 21 (2d10 + 10) piercing damage plus 21 (6d6) fire
STR DEX CON INT WIS CHA damage and 21 (6d6) lightning damage.
30 (+10) 12 (+1) 29 (+9) 18 (+4) 16 (+3) 27 (+8) Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one
target. Hit: 17 (2d6 + 10) slashing damage.
Saving Throws Dex +9, Con +17, Int +12, Wis +11, Cha +16
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one
Skills Arcana +12, Athletics +18, Intimidation +24, Perception +21
Damage Resistances force, thunder; bludgeoning, piercing, and target. Hit: 19 (2d8 + 10) bludgeoning damage.
slashing from nonmagical attacks Pride Barrage. Ranged Weapon Attack: +16 to hit, reach 120
Damage Immunities fire, lightning, necrotic, poison ft., one target. Hit: 22 (4d6 + 8) fire damage and 22 (4d6 + 8)
Condition Immunities charmed, exhaustion, frightened, lightning damage. In addition, any other creatures within 30
paralyzed, poisoned feet of the target must make a DC 25 Dexterity saving throw.
Senses blindsight 60 ft., truesight 120 ft., passive Perception 31 They each take 11 (2d6 + 4) fire damage and 11 (2d6 + 4)
Languages Common, Draconic lightning damage on a failed save, or half as much damage on a
Challenge 30 (155,000 XP) successful one.
Frightful Presence. Each creature of Shargrailar’s choice that
Legendarily Reactive For each remaining use of legendary is within 120 feet of Shargrailar and aware of it must succeed
resistance that Shargrailar has, it gains an extra reaction on a DC 23 Wisdom saving throw or become frightened for 1
each round. minute. A creature can repeat the saving throw at the end of
Legendary Resistance (5/Day). If Shargrailar fails a saving throw, each of its turns, ending the effect on itself on a success. If a
he can choose to succeed instead. creature’s saving throw is successful or the effect ends for it, the
creature is immune to the Shargrailar’s Frightful Presence for the
Magical Attacks Shargrailar’s attacks are considered magical.
next 24 hours.
Magic Resistance Shargrailar has advantage on saving throws
against spells and other magical effects. Legendary Actions
Metamagic Shargrailar can modify his spellcasting with the Shargrailar can take 3 legendary actions, choosing from the
following metamagic options: options below. Only one legendary action option can be used at
a time and only at the end of another creature’s turn. Shargrailar
• Distant Spell (5/Day). When Shargrailar casts a spell that has regains spent legendary actions at the start of its turn.
a range of 5 feet or greater, he can choose to double the range
Cast Spell (Costs 1–3 Actions). Shargrailar casts a spell of 3rd
of the spell. If the spell has a range of touch, he can choose to
level or lower for 1 Legendary Action. Shargrailar can cast a
make the range of the spell 30 feet.
spell of 4th or 5th level instead for 2 or 3 Legendary Actions,
• Subtle Spell (5/Day). When Shargrailar casts a spell, he can
respectively.
choose to cast it without any somatic or verbal components. Detect. Shargrailar makes a Wisdom (Perception) check.
• Transmuted Spell (4/Day). When Shargrailar casts a spell that Pride Shot. Shargrailar makes one Pride Barrage attack.
deals a type of damage from the following list, he can choose to Wing Attack (Costs 2 Actions). Shargrailar beats his wings.
change that damage type to one of the other listed types: acid, Each creature within 15 feet of him must succeed on a DC
cold, fire, lightning, poison, thunder. 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning
damage and be knocked prone. Shargrailar can then fly up to
Planar Anchored. Shargrailar is unable to be moved to another
half his flying speed.
plane of existence unless Szass Tam allows him to move.
Fire and Lightning Breath (Costs 3 Actions). Shargrailar moves up
Spellcasting Shargrailar is a 19th-level spellcaster. His to half of his flying speed, and then exhales fire and lightning
spellcasting ability is Charisma (spell save DC 24, +16 to hit in a 90-foot cone. Each creature in that area must make a
with spell attacks). Shargrailar has the following sorcerer spells DC 24 Dexterity saving throw, taking 56 (15d6) fire damage and
prepared, and ignores material components: 56 (15d6) lightning on a failed save, or half as much damage on
a successful one
Cantrips (at will). chill touch, fire bolt, lightning lure, minor illusion,
mold earth, shocking grasp
1st level (4 slots): absorb elements, fog cloud, shield
2nd level (3 slots): hold person, mirror image, misty step
3rd level (3 slots): counterspell, dispel magic, fireball, lightning bolt
4th level (3 slots): cone of cold, dimension door, wall of fire
5th level (3 slots): banishment, hold monster, synaptic static
6th level (2 slots): chain lightning, disintegrate
7th level (2 slots): reverse gravity, teleport
8th level (1 slot): earthquake
9th level (1 slot): power word kill
Turn Immunity. Shargrailar is immune to effects that turn undead.
Undead Nature. Shargrailar doesn’t require air, food,
drink, or sleep.

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DDAL-DRWEP02 Wings of Death
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Skull Lord Steel Predator
Medium undead, lawful evil Large construct, lawful evil

Armor Class 18 (Plate) Armor Class 20 (natural armor)


Hit Points 105 (14d8 + 42) Hit Points 178 (17d10 + 85)
Speed 30 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 17 (+3) 16 (+3) 15 (+2) 21 (+5) 24 (+7) 17 (+3) 22 (+6) 4 (-3) 14 (+2) 6 (-2)

Skills Athletics +7, History +8, Perception +12, Stealth +8 Skills Perception +7, Stealth +8, Survival +7
Damage Resistances Cold, Necrotic; Bludgeoning, Piercing, and Damage Resistances cold, lightning, necrotic, thunder
Slashing from Nonmagical Attacks Damage Immunities poison, psychic; bludgeoning, piercing, and
Damage Immunities Poison slashing from nonmagical attacks
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Condition Immunities charmed, exhaustion, frightened,
Frightened, Poisoned, Stunned, Unconscious paralyzed, petrified, poisoned, stunned
Senses darkvision 60 ft., passive Perception 22 Senses blindsight 30 ft., darkvision 60 ft., passive Perception 17
Languages all the languages it knew in life Languages understands Modron and the language of its owner
Challenge 15 (13,000 XP) but can’t speak
Challenge 16 (15,000 XP)
Legendary Resistance (3/Day). If the skull lord fails a saving throw,
it can choose to succeed instead. Innate Spellcasting. The steel predator’s innate spellcasting
ability is Wisdom. The steel predator can innately cast the
Master of the Grave. While within 30 feet of the skull lord, any
following spells, requiring no components:
undead ally of the skull lord makes saving throws with advantage,
and that ally regains 1d6 hit points whenever it starts its At will: dimension door (self only), plane shift (self only),
turn there. Magic Resistance. The steel predator has advantage on saving
Evasion. If the skull lord is subjected to an effect that allows it to throws against spells and other magical effects.
make a Dexterity saving throw to take only half the damage, the Magic Weapons. The steel predator’s weapon attacks are magical.
skull lord instead takes no damage if it succeeds on the saving
throw, and only half damage if it fails. Actions
Spellcasting. The skull lord is a 13th-level spellcaster. Its Multiattack. The steel predator makes three attacks: one with its
spellcasting ability is Charisma (spell save DC18, +10 to hit with bite and two with its claw.
spell attacks). The skull lord knows the following sorcerer spells: Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one
Cantrips (at will): chill touch, fire bolt, mage hand, poison spray, ray target. Hit: 14 (2d6 + 7) piercing damage.
of frost, shocking grasp
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one
1st level (4 slots): magic missile, expeditious retreat, thunderwave
target. Hit: 16 (2d8 + 7) slashing damage.
2nd level (3 slots): mirror image, scorching ray
3rd level (3 slots): fear, haste Stunning Roar (Recharge 5–6). The steel predator emits a
4th level (3 slots): dimension door, ice storm roar in a 60-foot cone. Each creature in that area must make a
5th level (2 slots): cloudkill, cone of cold DC 19 Constitution saving throw. On a failed save, a creature
6th level (1 slot): eyebite takes 27 (5d10) thunder damage, drops everything it’s holding,
7th level (1 slot): finger of death and is stunned for 1 minute. On a successful save, a creature
takes half as much damage. The stunned creature can repeat the
Actions saving throw at the end of each of its turns, ending the effect on
Multiattack. The skull lord makes three bone staff attacks. itself on a success.
Bone Staff. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) bludgeoning damage plus 14 (4d6)
necrotic damage.

Legendary Actions
The skull lord can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at a
time and only at the end of another creature’s turn. The skull lord
regains spent legendary actions at the start of its turn.
Bone Staff (Costs 2 Actions). The skull lord makes a bone
staff attack.
Cantrip. The skull lord casts a cantrip.
Move. The skull lord moves up to its speed without provoking
opportunity attacks.
Summon Undead (Costs 3 Actions). Up to five skeletons or
zombies appear in unoccupied spaces within 30 feet of the skull
lord and remain until destroyed. Undead summoned in this way
roll initiative and act in the next available turn. The skull lord
can have up to five undead summoned by this ability at a time.

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DDAL-DRWEP02 Wings of Death
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Storm Giant Storm Giant Quintessent
Huge giant, chaotic good Huge giant, chaotic good

Armor Class 16 (scale mail) Armor Class 12


Hit Points 230 (20d12 + 100) Hit Points 230 (20d12 + 100)
Speed 50 ft., swim 50 ft. Speed 50 ft., fly 50 ft. (hover), swim 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
29 (+9) 14 (+2) 20 (+5) 16 (+3) 18 (+4) 18 (+4) 29 (+9) 14 (+2) 20 (+5) 17 (+3) 20 (+5) 19 (+4)

Saving Throws Str +14, Con +10, Wis +9, Cha +9 Saving Throws Str +14, Con +10, Wis +10, Cha +9
Skills Arcana +8, Athletics +14, History +8, Perception +9 Skills Arcana +8, History +8, Perception +10
Damage Resistances cold Damage Resistances cold; bludgeoning, piercing, and slashing
Damage Immunities lightning, thunder from nonmagical attacks
Senses passive Perception 19 Damage Immunities lightning, thunder
Languages Common, Giant Senses truesight 60 ft., passive Perception 20
Challenge 13 (10,000 XP) Languages Common, Giant
Challenge 16 (15,000 XP)
Amphibious. The giant can breathe air and water.
Amphibious. The giant can breathe air and water.
Innate Spellcasting. The giant’s innate spellcasting ability is
Charisma (spell save DC 17). It can innately cast the following Actions
spells, requiring no material components:
Multiattack. The giant makes two Lightning Sword attacks or
At will: detect magic, feather fall, levitate, light uses Wind Javelin twice.
3/day: control weather, water breathing
Lightning Sword. Melee Weapon Attack: +14 to hit, reach 15 ft.,
Actions one target. Hit: 40 (9d6 + 9) lightning damage.
Multiattack. The giant makes two greatsword attacks. Wind Javelin. The giant coalesces wind into a javelin-like form and
Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one hurls it at a creature it can see within 600 feet of it. The javelin
target. Hit: 30 (6d6 + 9) slashing damage. is considered a magic weapon and deals 19 (3d6 + 9) piercing
damage to the target, striking unerringly. The javelin disappears
Rock. Ranged Weapon Attack: +14 to hit, reach 60/240 ft., one after it hits.
target. Hit: 35 (4d12 + 9) bludgeoning damage.
Lightning Strike (Recharge 5–6). The giant hurls a magical
Legendary Actions
lightning bolt at a point it can see within 500 feet of it. Each The giant can take 3 legendary actions, choosing from the options
creature within 10 feet of that point must make a DC 17 Dexterity below. Only one legendary action option can be used at a time
saving throw, taking 54 (12d8) lightning damage on a failed save, and only at the end of another creature’s turn. The giant regains
or half as much damage on a successful one. spent legendary actions at the start of its turn.

Thunderous Stomp (Recharge 6). The storm giant stomps the Gust. The giant targets a creature it can see within 60 feet of it
ground, triggering a thunderclap. All other creatures within 15 feet and creates a magical gust of wind around it. The target must
of the giant must succeed on a DC 17 Constitution saving throw succeed on a DC 18 Strength saving throw or be pushed up to
or take 33 (6d10) thunder damage and be deafened until the start 20 feet in any horizontal direction the giant chooses.
Thunderbolt (2 Actions). The giant hurls a thunderbolt at a
of the giant’s next turn. On a successful save, a creature takes
creature it can see within 600 feet of it. The target must make a
half as much damage and isn’t deafened. The thunderclap can be
DC 18 Dexterity saving throw, taking 22 (4d10) thunder damage
heard out to a range of 1,200 feet.
on a failed save, or half as much damage on a successful one.
One with the Storm (3 Actions). The giant vanishes, dispersing
itself into the storm surrounding its lair. The giant can end this
Corrupted Storm Giants effect at the start of any of its turns, becoming a giant once
In “Quest 1F: Protect the Princess,” the corrupting effect of more and appearing in any location it chooses within its lair.
the Red Wizard ritual gives the storm giants the following While dispersed, the giant can’t take any actions other than
adjustments to their stat block: lair actions, and it can’t be targeted by attacks, spells, or other
• Thunderous Stomp deals 17 (3d10) thunder damage and 17 effects. The giant can’t use this ability outside its lair, nor can
(3d10) fire damage, rather than 33 (6d10) thunder damage. it use this ability if another creature is using a control weather
• Each giant has the following trait: spell or similar magic to quell the storm.
Legendary Resistance (1/Day). If the storm giant fails a
saving throw, they can choose to succeed instead.

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DDAL-DRWEP02 Wings of Death
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Stone Golem Tomb Tapper
Large construct, unaligned Huge construct, lawful neutral

Armor Class 17 (natural armor) Armor Class 17 (natural armor)


Hit Points 178 (17d10 + 85) Hit Points 207 (18d12 + 90)
Speed 30 ft. Speed 30 ft., burrow 10 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5) 22 (+6) 10 (+0) 21 (+5) 14 (+2) 14 (+2) 11 (+0)

Damage Immunities poison, psychic; bludgeoning, piercing, and Skills Perception +6


slashing from nonmagical attacks that aren’t adamantine Damage Resistances lightning
Condition Immunities charmed, exhaustion, frightened, Damage Immunities cold, fire
paralyzed, petrified, poisoned Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 10 Senses blindsight 240 ft. (blind beyond this radius), passive
Languages understands the languages of its creator but can’t speak Perception 16
Challenge 10 (5,900 XP) Languages understands Common and Undercommon but doesn’t
speak, telepathy 60 ft.
Challenge 10 (5,900 XP)
Immutable Form. The golem is immune to any spell or effect that
would alter its form.
Petrified Death. A tomb tapper reduced to 0 hit points turns into
Magic Resistance. The golem has advantage on saving throws
a lifeless stone statue. Anything it’s wearing or carrying is not
against spells and other magical effects.
transformed.
Magic Weapons. The golem’s weapon attacks are magical.
Sense Magic. The tomb tapper senses magic within 30 feet of it
Actions and can use an action to pinpoint the location of any creature,
object, or area in that range that bears magic. This sense
Multiattack. The golem makes two slam attacks.
penetrates barriers but is blocked by a thin sheet of lead.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Tunneler. The tomb tapper can burrow through solid rock at half
target. Hit: 19 (3d8 + 6) bludgeoning damage.
its burrowing speed and leaves a 10-foot-wide, 20-foot-tall tunnel
Slow (Recharge 5–6). The golem targets one or more creatures in its wake.
it can see within 10 feet of it. Each target must make a
Unusual Nature. The tomb tapper doesn’t require air or sleep.
DC 17 Wisdom saving throw against this magic. On a failed save,
a target can’t use reactions, its speed is halved, and it can’t make Actions
more than one attack on its turn. In addition, the target can take
Multiattack. The tomb tapper makes two melee attacks with its
either an action or a bonus action on its turn, not both. These
sledgehammer or with its claws. If it hits the same creature with
effects last for 1 minute. A target can repeat the saving throw at the
both claws, it can pull that creature within 5 feet of its mouth and
end of each of its turns, ending the effect on itself on a success.
make a bite attack against it.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 22 (3d10 + 6) slashing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one
target. Hit: 16 (3d6 + 6) slashing damage.
Sledgehammer. Melee or Ranged Weapon Attack: +10 to hit,
reach 15 ft. or range 30/120 ft., one target. Hit: 27 (6d6 + 6)
bludgeoning or force damage (tomb tapper’s choice). If thrown,
the hammer returns to the tomb tapper at the end of its turn,
landing at the tomb tapper’s feet if it doesn’t have a hand free to
catch the weapon.

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DDAL-DRWEP02 Wings of Death
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Wraith, Tier 3 (DDAL00-01) Ultroloth
Medium undead, neutral evil Medium fiend (yugoloth), neutral evil

Armor Class 14 Armor Class 19 (natural armor)


Hit Points 158 (19d8 + 78) Hit Points 153 (18d8 + 72)
Speed 0 ft., fly 60 ft. (hover) Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 20 (+5) 16 (+3) 12 (+1) 14 (+2) 15 (+2) 16 (+3) 16 (+3) 18 (+4) 18 (+4) 15 (+2) 19 (+4)

Saving Throws Dex +6, Int +7, Wis +6, Cha +8 Skills Intimidation +9, Perception +7, Stealth +8
Skills Deception +8, Insight +6, Perception +6, Persuasion +8 Damage Resistances cold, fire, lightning; bludgeoning, piercing,
Damage Resistances acid, cold, fire, lightning, thunder and slashing from nonmagical attacks
Damage Immunities silvered weapons, weapons that are not Damage Immunities acid, poison
magical; necrotic, poison Condition Immunities charmed, frightened, poisoned
Condition Immunities charmed, exhaustion, frightened, grappled, Senses truesight 120 ft., darkvision 60 ft., passive Perception 16
paralyzed, petrified, poisoned, prone, restrained Languages Abyssal, Infernal, telepathy 60 ft.
Senses darkvision 60 ft., passive Perception 12 Challenge 13 (10,000 XP)
Languages the languages it knew in life
Challenge 15 (13,000 XP)
Innate Spellcasting. The ultroloth’s innate spellcasting ability is
Charisma. The ultroloth can innately cast the following spells,
Empowered Undead. The wraith has advantage on saving throws requiring no material components:
versus magic and magic effects.
At will: alter self, clairvoyance, darkness, detect magic, detect
Innate Spellcasting. The wraith can move through other creatures thoughts, dispel magic, invisibility (self only), suggestion
and objects as if they were difficult terrain. It takes 5 (1d10) force
3/day: dimension door, fear, wall of fire
damage if it ends its turn inside of an object.
1/day: fire storm, mass suggestion
Magic Resistance. The wraith has advantage on saving throws
against spells and other magical effects. Magic Resistance. The ultroloth has advantage on saving throws
against spells and other magical effects.
Sunlight Sensitivity. While in sunlight, the wraith has
disadvantage on attack rolls, as well as on Wisdom (Perception) Magic Weapons. The ultroloth’s weapon attacks are magical.
checks that rely on sight.
Actions
Actions Multiattack. The ultroloth can use its Hypnotic Gaze and makes
Life Drain. Melee Weapon Attack: +10 to hit, reach 5 ft., one three melee attacks.
creature. Hit: 41 (6d8 + 5) necrotic damage. The target must Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
succeed on a DC 18 Constitution saving throw or its hit point target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 +3) slashing
maximum is reduced by an amount equal to the damage taken. damage if used with two hands.
This reduction lasts until the target finishes a long rest. The target
dies if this effect reduces its hit point maximum to 0. Hypnotic Gaze. The ultroloth’s eyes sparkle with opalescent
light as it targets one creature it can see within 30 feet of it.
Create Specter. The wraith targets a humanoid within 10 feet of it If the target can see the ultroloth, the target must succeed
that has been dead for no longer than 1 minute and died violently. on a DC 17 Wisdom saving throw against this magic or
The target’s spirit rises as a specter in the space of its corpse or in be charmed until the end of the ultroloth’s next turn.
the nearest unoccupied space. The specter is under the wraith’s The charmed target is stunned. If the target’s saving throw is
control. The wraith can have no more than seven specters under successful, the target is immune to the ultroloth’s gaze for the
its control at one time. next 24 hours.
Teleport. The ultroloth magically teleports, along with any
equipment it is wearing or carrying, up to 60 feet to an
unoccupied space it can see.

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Yagnoloth
Large fiend (yugoloth), neutral evil

Armor Class 17 (natural armor)


Hit Points 147 (14d10 + 70)
Speed 40 ft.

STR DEX CON INT WIS CHA


19 (+4) 14 (+2) 21 (+5) 16 (+3) 15 (+2) 18 (+4)

Saving Throws Dex +6, Int +7, Wis +6, Cha +8


Skills Deception +8, Insight +6, Perception +6, Persuasion +8
Damage Resistances cold, fire, lightning; bludgeoning, piercing,
and slashing from nonmagical attacks
Damage Immunities acid, poison
Condition Immunities poisoned
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 16
Languages Abyssal, Infernal, telepathy 60 ft.
Challenge 11 (7,200 XP)

Innate Spellcasting. The yagnoloth’s innate spellcasting ability is


Charisma. The yagnoloth can innately cast the following spells,
requiring no material components:
At will: darkness, detect magic, dispel magic, invisibility (self only),
suggestion
3/day: lightning bolt
Magic Resistance. The yagnoloth has advantage on saving throws
against spells and other magical effects.
Magic Weapons. The yagnoloth’s weapon attacks are magical.

Actions
Multiattack. The yagnoloth makes one massive arm attack and
one electrified touch attack, or it makes one massive arm attack
and teleports before or after the attack.
Electrified Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 27 (6d8) lightning damage.
Massive Arm. Melee Weapon Attack: +8 to hit, reach 15 ft., one
target. Hit: 23 (3d12 + 4) bludgeoning damage. If the target is a
creature, it must succeed on a DC 16 Constitution saving throw or
is stunned until the end of the yagnoloth’s next turn.
Life Leech. The yagnoloth touches one incapacitated creature
within 15 feet of it. The target takes 36 (7d8 + 4) necrotic damage,
and the yagnoloth gains temporary hit points equal to half the
damage dealt. The target must succeed on a DC 16 Constitution
saving throw, or its hit point maximum is reduced by an amount
equal to the damage taken. This reduction lasts until the target
finishes a long rest, and the target dies if its hit point maximum is
reduced to 0.
Battlefield Cunning (Recharge 4–6). Up to two allied yugoloths
within 60 feet of the yagnoloth that can hear it can use their
reactions to make one melee attack each.
Teleport. The yagnoloth magically teleports, along with
any equipment it is wearing or carrying, up to 60 feet to an
unoccupied space it can see.
Appendix 1: Code Breaker Handout
You have finally cracked the cypher that encoded the tome titled The Death of the Mind.
After a careful reading, several things have become clear. There is nothing in this book that
suggests Master Reader Alsbith needed it to create the ritual to find the Wyrmskull Throne.
Indeed, the Chultan tome discusses controlling minds and souls, with a focus on the
complicated magical theory of moving mind and soul from one vessel to another. It further
explores the use of corporeal undead as targets, and ways to place souls into undead hosts.
A person wielding these theories could design a magic ritual to trade bodies and effectively
live forever.
The details needed to complete such rituals are not present in this tome. However, you
immediately note two potential applications connected to your present mission.
• You have an insight into the rituals that create certain corporeal undead, and can gain
benefits when trying to disrupt those rituals. Given the Thayan predilection for the creation
of undead, you might soon have use for this lore.
• ’It is possible that you might be able to devise a way to save or transfer King Hekaton’s soul
from his corrupted Death Knight body, or whatever phylactery the Thayans are keeping it in.

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Appendix 2: Part 1 Tier 3 Quests
Exploration Quests
Quest 1A: Gone in a Flash
Characters sent to find Shargrailar’s bones arrive at a cavern entrance blazing with heat and static electricity. Though the
bones are easily spotted, retrieving them presents a dangerous task.
Quest 1B: Dancing with Fire
While trailing a group of Red Wizards, the characters encounter a bugbear mystic named Mayadiru, who warns them that
elemental activity is flaring up in the area. A nearby fiery cavern holds Shargrailar’s leg bones—but is guarded by elemental
power.

Social Interaction Quests


Quest 1C: The Morbid Monastery
The characters must explore the ruins of an ancient monastery, locating Shargrailar’s bones with the help of the site’s
residents—both living and undead.
Quest 1D: Silver Solitude
A Thunder Peaks hermit claims to know where two dragon neck bones can be found. The hermit is happy to show the bones’
location to characters who come with good intentions—but has a secret reason to sound the characters out on their goals and
allegiances.

Combat Quest
Quest 1E: A Rocky Pursuit
Tipped off by a kenku ranger, the characters go after a magical cart hauling bones through a remote ravine. With careful
planning and tactics, they can put down the threat of a Red Wizard patrol and claim a collection of Shargrailar’s bones.

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Appendix 3: Part 1 Tier 4 Quests
Exploration Quests
Quest 1G: The Color of Pain
The characters enter Shargrailar’s long-abandoned lair in the caverns of the Thunder Peaks, and must solve a pair of deadly
puzzles to retrieve some of the shards of the dracolich’s phylactery.
Quest 1H: A Friend in Need
The characters travel into Shargrailar’s lair to meet with a Thayan contact who needs safe escort out. They must find the
contact while avoiding the notice of the Red Wizards—and then steal some of the shards of Shargrailar’s phylactery from a
powerful Red Wizard operative.

Social Interaction Quests


Quest 1I: Turncoat
The characters must infiltrate a Thayan research site to find a Red Wizard interested in defecting from that order—giving
them a chance to claim some of the shards of Shargrailar’s phylactery that the Thayans have already collected.
Quest 1J: Ritual Disaster
The ritual to bring back Shargrailar requires a number of complex and valuable components. By undermining the efforts
of the high-ranking Red Wizard working to prepare those components, the characters have a chance to sabotage the ritual
before it reaches fruition.

Combat Quest
Quest 1K: Dig Deep
The characters must take on the construct defenders of a dig site, then overcome the powerful magic of a secret vault to
retrieve some of the shards of Shargrailar’s phylactery.

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Appendix 4: Juvenile Phoenix Handout
Juvenile Phoenix Juvenile Phoenix
Large elemental, neutral Large elemental, neutral

Armor Class 13 Armor Class 13


Hit Points 95 [7d20 + 7] Hit Points 95 (7d20 + 21)
Speed 50 ft., fly 50 ft. Speed 50 ft., fly 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 16 (+3) 6 (-2) 10 (+0) 7 (-2) 10 (+0) 17 (+3) 16 (+3) 6 (-2) 10 (+0) 7 (-2)

Damage Resistances bludgeoning, piercing, and slashing from Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks nonmagical attacks
Damage Immunities fire, poison Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, Condition Immunities exhaustion, grappled, paralyzed, petrified,
poisoned, prone, restrained, unconscious poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 10
Languages Goblin, Primordial Languages Goblin, Primordial

Fire Form. The elemental can move through a space as narrow Fire Form. The elemental can move through a space as narrow
as 1 inch wide without squeezing. A creature that touches the as 1 inch wide without squeezing. A creature that touches the
elemental or hits it with a melee attack while within 5 feet of it elemental or hits it with a melee attack while within 5 feet of it
takes 5 (1d10) fire damage. In addition, the elemental can enter takes 5 (1d10) fire damage. In addition, the elemental can enter
a hostile creature’s space and stop there. The first time it enters a hostile creature’s space and stop there. The first time it enters
a creature’s space on a turn, that creature takes 5 (1d10) fire a creature’s space on a turn, that creature takes 5 (1d10) fire
damage and catches fire; until someone takes an action to douse damage and catches fire; until someone takes an action to douse
the fire, the creature takes 5 (1d10) fire damage at the start of the fire, the creature takes 5 (1d10) fire damage at the start of
each of its turns. each of its turns.
Illumination. The elemental sheds bright light in a 30-foot radius Illumination. The elemental sheds bright light in a 30-foot radius
and dim light in an additional 30 feet. and dim light in an additional 30 feet.
Water Susceptibility. For every 5 feet the elemental moves in Water Susceptibility. For every 5 feet the elemental moves in
water, or for every gallon of water splashed on it, it takes 1 water, or for every gallon of water splashed on it, it takes 1
cold damage. cold damage.

Actions Actions
Multiattack. The elemental makes two touch attacks. Multiattack. The elemental makes two touch attacks.
Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
10 (2d6 + 3) fire damage. If the target is a creature or a flammable 10 (2d6 + 3) fire damage. If the target is a creature or a flammable
object, it ignites. Until a creature takes an action to douse the object, it ignites. Until a creature takes an action to douse the
fire, the target takes 5 (1d10) fire damage at the start of each of fire, the target takes 5 (1d10) fire damage at the start of each of
its turns. its turns.

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Appendix 5:
Prismatic Keys Handout (Quest 1G)

Inscription on the Floor:


Place of life, place of death. Feeling of strife, feeling of
breath. The world submits to these colors alone.

Inscription on the Door:


Green is next to yellow and orange.
Blue is not next to yellow nor is white next to Divination.
If enchantment is blue then transmutation is white.
Divination is orange and/or necromancy is violet.
Indigo is next to illusion and across from orange.
Abjuration is either violet or yellow.

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Appendix 6: Part 2 Tier 3 Encounters
The encounters in part 2 don’t focus on a specific pillar of play, but all involve combat.’

Encounter 2A: Destructive Diversion


The characters must help their giant allies break down the walls of the Red Wizards’ fortress by identifying weak spots,
dispelling the magic that protects them, and calling in artillery to smash through.

Encounter 2B: Fugue Machine


The characters go to the highest tower of the Thayan stronghold to disable the powerful Fugue Machine, allowing them to
end the etherealness effect on the battlefield.

Encounter 2C: What Goes Down Must Come Up


The characters must destroy a necrotic wellspring that provides the Red Wizards with their undead troops—but those undead
troops and their masters are spoiling for a fight.

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Appendix 7: Part 2 Tier 4 Encounters
The encounters in part 2 don’t focus on a specific pillar of play, but all involve combat.

Encounter 2D: Claiming the Throne


At long last, Princess Serissa’s agents have discovered the location of the Wyrmskull Throne! The characters must now
recover the artifact before the Red Wizards finish preparing it for their dread ritual.

Encounter 2E: Pardon the Interruption


A pair of powerful archmages are focusing the magic of the Red Wizards’ ritual. To help hinder the rise of Shargrailar, these
casters and their volatile ceremony must be stopped.

Encounter 2F: Left for Undead


In the lead-up to the ritual to remake Shargrailar, the Red Wizards have been experimenting with the processes of creating
undead, trying to merge and migrate the undead life force between bodies. These dread experiments must be stopped.

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Appendix 8: Character Rewards
The characters can keep the following magic items if they Tier 3. Potion of fire giant strength (rare, 25 Strength).
are found during the adventure. It is suggested that you Tier 4. Potion of cloud giant strength (very rare, 27
print off enough copies of this page to be able to give one Strength).
to each of your players, crossing out rewards they didn’t
receive during the session. Potion of Healing
Potion, common
Bracers of Defense
Wondrous item, rare (requires attunement) You regain hit points when you drink this potion, with
the number of hit points depending on the potion’s rarity.
While wearing these bracers, you gain a +2 bonus to AC if Whatever its potency, the potion’s red liquid glimmers when
you are wearing no armor and using no shield. agitated. This item is found in the Dungeon Master’s Guide.
This item is found in the Dungeon Master’s Guide. These
Tier 3. Potion of superior healing (rare, 8d4 + 8 hit points
bracers take the form of red satin evening gloves, and are
regained).
incredibly soft and surprisingly warm. Featuring detailed
Tier 4. Potion of supreme healing (very rare, 10d4 + 20 hit
golden embroidery depicting the brutal slaughter of
points regained).
duergar rebels, these gloves grow warmer when within 100
feet of any elemental.
Spellguard Shield
Ring of Earth Elemental Command Armor (shield), very rare (requires attunement)
Ring, legendary (requires attunement) While holding this shield, you have advantage on saving
While wearing this ring, you have advantage on attack rolls throws against spells and other magical effects, and spell
against elementals from the Elemental Plane of Earth attacks have disadvantage against you.
and they have disadvantage on attack rolls against you. This item is found in the Dungeon Master’s Guide. This
In addition, you have access to properties based on the tower shield is made of hundreds of interlocking humanoid
Elemental Plane of Earth. bones, dipped in a shimmering silver resin. When you are
The ring has 5 charges. It regains 1d4 + 1 expended targeted by a spell, the bones vibrate gently and emit deep,
charges daily at dawn. Spells cast from the ring have a save ominous chanting in ancient Oman, lasting for 1d6 rounds.
DC of 17.
Spell Scroll
You can expend 2 of the ’ring’s charges to cast dominate
Scroll, varies
monster on an earth elemental. In addition, you can move
in difficult terrain that is composed of rubble, rocks, or A spell scroll bears the words of a single spell, written
dirt as if it were normal terrain. You can also speak and in a mystical cipher. If the spell is on your class’s spell
understand Terran. list, you can read the scroll and cast its spell without
If you help slay an earth elemental while attuned to the providing any material components. Otherwise, the scroll
ring, you gain access to the following additional properties: is unintelligible. Casting the spell by reading the scroll
• You have resistance to acid damage. requires the spell’s normal casting time. Once the spell is
• You can move through solid earth or rock as if those cast, the words on the scroll fade, and it crumbles to dust.
If the casting is interrupted, the scroll is not lost.
areas were difficult terrain. If you end your turn there,
If the spell is on your class’s spell list but of a higher level
you are shunted out to the nearest unoccupied space you
than you can normally cast, you must make an ability check
last occupied.
using your spellcasting ability to determine whether you
• You can cast the following spells from the ring, cast it successfully. The DC equals 10 + the spell’s level. On
expending the necessary number of charges: stone a failed check, the spell disappears from the scroll with no
shape (2 charges), stoneskin (3 charges), or wall of stone other effect.
(3 charges). The level of the spell on the scroll determines the spell’s
This item is found in the Dungeon Master’s Guide. The saving throw DC and attack bonus, as well as the scroll’s
ring is made of beaten brass and set with a many-faceted rarity.
apatite stone. While attuned to this item, ’your skin Tier 3. Spell scroll of etherealness (very rare).
becomes extremely dry and is prone to cracking. Only the Tier 4. Spell scroll of control weather (very rare).
finest lotions and oils can keep this effect at bay.
(This item is available only to tier 4 characters.)
Legacy Event: Born From the Ashes
Potion of Giant Strength You befriended a juvenile phoenix who has brought joy,
Potion, varies laughter, and fiery disaster into your life. The juvenile
When you drink this potion, your Strength score changes phoenix serves you as a mount, and while you are mounted
for 1 hour. The type of giant determines the score (see upon it, you are immune to the creature’s Fire Form trait. If
below). The potion has no effect on you if your Strength is the juvenile phoenix dies, it returns to its parents’ lair, but
equal to or greater than that score. can be summoned with the find steed spell.
This ’potion’s transparent liquid has floating in it a sliver
of fingernail from a giant of the appropriate type. This item Legacy Event: The King’s Fate
is found in the Dungeon Master’s Guide. You have captured/destroyed (circle one) King Hekaton.

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Appendix 9. Dungeon Master Tips
To run an adventure as a DM, you must have three to Point players to the D&D Adventurers League Player’s
seven players, each with their own character within the Guide for reference. If players wish to spend downtime
adventure’s level range (see the “Adventure Primer” section days and it’s the beginning of an adventure or episode, they
at the start of the adventure). can declare their activity and spend the days immediately,
or they can do so at the end of the adventure or episode.
New to D&D Adventurers League? Players should select their characters’ spells and other
http://dnd.wizards.com/playevents/organized-play daily options prior to the start of the adventure, unless
the adventure specifies otherwise. Feel free to reread the
New to the Annual Storyline? adventure description to help give players hints about what
they might face.
You can find out more about the Dreams of the Red
Wizards storyline here: Adjusting This Adventure
http://dndadventurersleague.org/storyline-seasons/
dreamsof-the-red-wizards/ To determine whether you should consider adjusting the
adventure, add up the total levels of all the characters and
Preparing the Adventure divide the result by the number of characters (rounding .5
or greater up; .4 or less down). This is the group’s average
Before you start play, consider the following: party level (APL). To approximate the party strength for
• Read through the adventure, taking notes of anything the adventure, consult the table below.
you’d like to highlight or remind yourself of while
running it, such as a way you’d like to portray an NPC Determining Party Strength
or a tactic you’d like to use in a combat. Familiarize Party Composition Party Party Strength
yourself with the adventure’s appendices and handouts.
3-4 characters, APL less than Very weak
• Gather any resources you’d like to use to aid you in
running the adventure, such as notecards, a DM screen, 3-4 characters, APL equivalent Weak
miniatures, and battle maps. 3-4 characters, APL greater than Average
• Ask the players to provide you with relevant character 5 characters, APL less than Weak
information, such as name, race, class, and level; passive
5 characters, APL equivalent Average
Wisdom (Perception) score; and anything the adventure
specifies as notable (such as backgrounds, traits, 5 characters, APL greater than Strong
and flaws). 6-7 characters, APL less than Average
Players can play an adventure they previously played 6-7 characters, APL equivalent Strong
as a player or Dungeon Master, but can do so only once
6-7 characters, APL greater than Very strong
with a specific character. Ensure that each player has
their character’s adventure logsheet (if not, get one from
the organizer) with their starting values for level, magic
items, gold, and downtime days. These are updated at the
conclusion of the session. The adventure information and
your information are added at the end of the adventure
session—whether the character completed the adventure
or not.
Each player is responsible for maintaining an accurate
logsheet. If you have time, you can do a quick scan of a
player’s character sheet to ensure nothing looks out of
order. If you see magic items of very high rarities or strange
arrays of ability scores, you can ask players to provide
documentation for the irregularities. If they cannot, feel
free to restrict item use or ask them to use a standard
ability score array.

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