Ddal-Drwep02 Wings of Death (11-16 17-20)
Ddal-Drwep02 Wings of Death (11-16 17-20)
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
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  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.
    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.
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:
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):
                                                       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
8
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.
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
                                                                                                                                                     9
                                                                                            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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     DDAL-DRWEP02 Wings of Death
10
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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                                                                                                              DDAL-DRWEP02 Wings of Death
                                                                                                                                                    11
     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
12
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.
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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.
                                                                                    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.
                                                      Not for resale. Permission granted to print or photocopy this document for personal use only.
                                                                                                                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.
     Not for resale. Permission granted to print or photocopy this document for personal use only.
     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.
                                                        Not for resale. Permission granted to print or photocopy this document for personal use only.
                                                                                                                  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.
                                                              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).
                                                         Not for resale. Permission granted to print or photocopy this document for personal use only.
                                                                                                                   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
     Not for resale. Permission granted to print or photocopy this document for personal use only.
     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:
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.
                                                        Not for resale. Permission granted to print or photocopy this document for personal use only.
                                                                                                                  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.
     Not for resale. Permission granted to print or photocopy this document for personal use only.
     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.
                                                      Not for resale. Permission granted to print or photocopy this document for personal use only.
                                                                                                                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,
     Not for resale. Permission granted to print or photocopy this document for personal use only.
     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.
                                                 Not for resale. Permission granted to print or photocopy this document for personal use only.
                                                                                                           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:
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.
                                                     Not for resale. Permission granted to print or photocopy this document for personal use only.
                                                                                                               DDAL-DRWEP02 Wings of Death
                                                                                                                                                     29
       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.
     Not for resale. Permission granted to print or photocopy this document for personal use only.
     DDAL-DRWEP02 Wings of Death
30
                 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).
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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       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.
     Not for resale. Permission granted to print or photocopy this document for personal use only.
     DDAL-DRWEP02 Wings of Death
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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.
                                                      Not for resale. Permission granted to print or photocopy this document for personal use only.
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                                                                                                                                                      33
     • 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.
     Not for resale. Permission granted to print or photocopy this document for personal use only.
     DDAL-DRWEP02 Wings of Death
36
                                                                        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.
                                                   Not for resale. Permission granted to print or photocopy this document for personal use only.
                                                                                                             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.
                                                                                    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.
     Not for resale. Permission granted to print or photocopy this document for personal use only.
     DDAL-DRWEP02 Wings of Death
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                      Part 3: Shargrailar Returns
                                                      Not for resale. Permission granted to print or photocopy this document for personal use only.
                                                                                                                DDAL-DRWEP02 Wings of Death
                                                                                                                                                      39
     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.
     Not for resale. Permission granted to print or photocopy this document for personal use only.
     DDAL-DRWEP02 Wings of Death
40
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.
                                                   Not for resale. Permission granted to print or photocopy this document for personal use only.
                                                                                                             DDAL-DRWEP02 Wings of Death
                                                                                                                                                   41
     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.
     Not for resale. Permission granted to print or photocopy this document for personal use only.
     DDAL-DRWEP02 Wings of Death
42
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.
                                                           Not for resale. Permission granted to print or photocopy this document for personal use only.
                                                                                                                     DDAL-DRWEP02 Wings of Death
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     Black Abishai                                                                  Blackguard
     Medium fiend (devil), lawful evil                                              Medium humanoid (any race), any non-good alignment
       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.
     Not for resale. Permission granted to print or photocopy this document for personal use only.
     DDAL-DRWEP02 Wings of Death
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Boneclaw                                                                    Bore Worm
Large undead, chaotic evil                                                  Gargantuan construct, unaligned
  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.
                                                       Not for resale. Permission granted to print or photocopy this document for personal use only.
                                                                                                                 DDAL-DRWEP02 Wings of Death
                                                                                                                                                       45
     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.
     Not for resale. Permission granted to print or photocopy this document for personal use only.
     DDAL-DRWEP02 Wings of Death
46
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.
                                                        Not for resale. Permission granted to print or photocopy this document for personal use only.
                                                                                                                  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.
     Not for resale. Permission granted to print or photocopy this document for personal use only.
     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.
                                                           Not for resale. Permission granted to print or photocopy this document for personal use only.
                                                                                                                     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.
                                                                                    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.
     Not for resale. Permission granted to print or photocopy this document for personal use only.
     DDAL-DRWEP02 Wings of Death
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Fire Giant Dreadnought                                                      Ghost
Huge giant, lawful evil                                                     Medium undead, any alignment
  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.
                                                       Not for resale. Permission granted to print or photocopy this document for personal use only.
                                                                                                                 DDAL-DRWEP02 Wings of Death
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     Greater Zombie                                                                 Iron Golem
     Medium undead, neutral evil                                                    Large construct, unaligned
       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.
     Not for resale. Permission granted to print or photocopy this document for personal use only.
     DDAL-DRWEP02 Wings of Death
52
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.
                                                         Not for resale. Permission granted to print or photocopy this document for personal use only.
                                                                                                                   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
       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.
     Not for resale. Permission granted to print or photocopy this document for personal use only.
     DDAL-DRWEP02 Wings of Death
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Necromancer                                                                  Nightwalker
Medium humanoid (any race), any alignment                                    Huge undead, chaotic evil
   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)
                                                        Not for resale. Permission granted to print or photocopy this document for personal use only.
                                                                                                                  DDAL-DRWEP02 Wings of Death
                                                                                                                                                        55
     Nycaloth                                                                       Phoenix, Advanced
     Large fiend (yugoloth), neutral evil                                           Gargantuan elemental, neutral
       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.
     Not for resale. Permission granted to print or photocopy this document for personal use only.
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Purple Worm                                                                 Retriever
Gargantuan monstrosity, unaligned                                           Large construct, lawful evil
  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.
                                                       Not for resale. Permission granted to print or photocopy this document for personal use only.
                                                                                                                 DDAL-DRWEP02 Wings of Death
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     Roc                                                                            Shadow Assassin
     Gargantuan monstrosity, unaligned                                              Medium undead, chaotic evil
       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.
     Not for resale. Permission granted to print or photocopy this document for personal use only.
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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.
                                                             Not for resale. Permission granted to print or photocopy this document for personal use only.
                                                                                                                       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.
     Not for resale. Permission granted to print or photocopy this document for personal use only.
     DDAL-DRWEP02 Wings of Death
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Skull Lord                                                                     Steel Predator
Medium undead, lawful evil                                                     Large construct, lawful evil
  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.
                                                          Not for resale. Permission granted to print or photocopy this document for personal use only.
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     Storm Giant                                                                    Storm Giant Quintessent
     Huge giant, chaotic good                                                       Huge giant, chaotic good
       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.
     Not for resale. Permission granted to print or photocopy this document for personal use only.
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Stone Golem                                                                  Tomb Tapper
Large construct, unaligned                                                   Huge construct, lawful neutral
  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)
                                                        Not for resale. Permission granted to print or photocopy this document for personal use only.
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     Wraith, Tier 3 (DDAL00-01)                                                     Ultroloth
     Medium undead, neutral evil                                                    Medium fiend (yugoloth), neutral evil
        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.
     Not for resale. Permission granted to print or photocopy this document for personal use only.
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Yagnoloth
Large fiend (yugoloth), neutral evil
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.
     Not for resale. Permission granted to print or photocopy this document for personal use only.
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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.
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.
                                                 Not for resale. Permission granted to print or photocopy this document for personal use only.
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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.
     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.
     Not for resale. Permission granted to print or photocopy this document for personal use only.
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Appendix 4: Juvenile Phoenix Handout
Juvenile Phoenix                                                             Juvenile Phoenix
Large elemental, neutral                                                     Large elemental, neutral
  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.
                                                        Not for resale. Permission granted to print or photocopy this document for personal use only.
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     Appendix 5:
     Prismatic Keys Handout (Quest 1G)
     Not for resale. Permission granted to print or photocopy this document for personal use only.
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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.’
                                                   Not for resale. Permission granted to print or photocopy this document for personal use only.
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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.
     Not for resale. Permission granted to print or photocopy this document for personal use only.
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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.
                                                   Not for resale. Permission granted to print or photocopy this document for personal use only.
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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.
     Not for resale. Permission granted to print or photocopy this document for personal use only.
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