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DDAL-DRW03

Saving Silverbeard
A Dreams of the Red Wizards Adventure

Powerful elements collide in the wake of the attack on Myth Nantar.


The conclusion to the haunting sea-faring tale on the Sea of Fallen Stars.
A Four-to-Six Hour Adventure for Tier 3 Characters. Optimized for APL 13.
CREDITS
Lead Designer: Ashley Warren
Designer: Chris Lindsay
Consultant: Will Ansell

Editing:
D&D Adventurers League Guildmaster: Chris Lindsay

Art Director & Graphic Design: Rich Lescouflair

D&D Adventurers League Wizards Team: Adam Lee, Chris


Lindsay, Mike Mearls, Matt Sernett

D&D Adventurers League Administrators: Lysa Penrose,


Amy Lynn Dzura, Claire Hoffman, Greg Marks, Alan Patrick,
Travis Woodall

Playtesters: Will Ansell, Bill Benham, Justin Donie, Sarah


Keortge, Ari Levitch

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards
of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the
Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the
express written permission of Wizards of the Coast.

©2019 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Adventure Primer
Background Episodes
Since the assault on Myth Nantar, things have been The adventure is spread over five episodes that take
relatively quiet. Either the Thayans won the battle approximately four to six hours to play. These
and have taken over the ancient elven city, or they episodes are initially introduced by a Call to
were successfully repelled, in which case they’ve left Action Episode. If you’re planning to play the entire
the area for the time being to regroup and formulate adventure at once, you only need to introduce the
a new plan of attack. Either way… good or bad… win Call to Action once. However, if you plan to play
or lose… everything is quiet. A little too quiet for them over several sessions, you’ll want to revisit the
certain. Call to Action each time you play.
During the battle, Thayan diviners detected a Episode 1: Veil of Darkness. Sailing away from
strange magical anomaly among the opposing forces. Myth Nantar, Umberlee’s Resolve is infiltrated by
Never to let such a discovery go without Thayan pirates who abduct Zehira Deryan. The
investigation they send a specialist, a necromantic characters can search her quarters to look for clues
arcane trickster named Rune, to find the anomaly on how to find her. This is the Call to Action.
and retrieve it. Accompanied by a band of seriously Episode 2: Waste and Empty the Sea. Several clues
skulking pirate-spies, the agent discovers Zehira and point the way to Dragon Isle, the largest of the
the Iltkazar Scepter, the head of which proudly infamous Pirate Isles. A storm threatens their
shows the crossed axes of Clangeddin Silverbeard, arrival. This is Main Objective A.
the Father of Battle. Episode 3: Left in the Wake. Thayan agent Rune
Under the cover of darkness, Rune and his leaves a trail of obstacles and undead as the
companions board Umberlee’s Resolve and whisk characters track Zehira through an active volcano,
Zehira away. The characters must identify Zehira’s the Dragon’s Maw. This is Main Objective B.
location with little information. Also on their tail is
the malenti spy whose murder spree in Myth Nantar Bonus Objectives
nearly got the party arrested; the spy covets the club This adventure includes two bonus objectives that
and has nothing to lose by trying to obtain it. the characters can pursue if they have additional
The characters must brave a perilous journey to time to do so—earning additional advancement
the storm-enveloped, ever-smoking Dragon Isle, checkpoints (but no treasure checkpoints) in the
risking the ire of a red dragon, a cult of priestesses process. These bonus objectives are found in this
devoted to Umberlee, and the threat of Thay that adventure’s appendices, as follows:
continues to plague them. There is nowhere to Bonus Objective A: Piece of Mine. When the
escape the danger that lurks everywhere, above and Iltkazar Scepter begins to malfunction, the
below the Sea of Fallen Stars. characters can temporarily control the item by using
substances mined in the Dragon’s Maw, drawing the
Where Powerful Magic Collides
unwanted ire of a red dragon’s minions. This
Dragon Isle is among the stranger locations in the Pirate Isles. objective is found in Appendix 3.
Potent arcana holds the whole island and its inhabitants in a Bonus Objective B. The Wicked Waves. The
never-ending battle against the elements: turbulent storms storms around Dragon Isle are worsened by a cult to
that surround the coast and a smoking, bubbling volcano
Umberlee. The characters can confront the cult upon
called the Infernal Maw. Pirates frequent the island,
arrival to the island. This objective is found in
assuming it will be a suitable place to conduct their piracy
schemes but are often caught off guard and felled by the
Appendix 4.
extreme environment. Still, some — like the necromantic
arcane trickster, Rune, working for the Thay — are drawn to
it for that very reason.

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DDAL-DRW03 Saving Silverbeard (v.1.1) 3
Episode Sequence Episode Flowchart
Depending on your time constraints, play style and
environment, this adventure takes approximately
four to six hours to play. Veil of Darkness
(Call to Action)
How Will You Play?
The duration of your session depends on how much
of this adventure you utilize. At the very least, your
session will last approximately four hours. However,
if you wish, you can provide a longer experience for
your players by pursuing the bonus objectives. Waste and Empty the Sea
Main Objective Only. To complete the adventure’s (Main Objective A)
main objective, the characters participate in
Episodes 1 through 3 in order, however, you may
include the opportunity to pursue bonus objectives.
Bonus Objectives. You can extend this adventure
by one or two hours by including opportunities for
the characters to pursue the bonus objectives. These Left in the Wake
objectives branch off Episode 3, but their order is (Main Objective B)
fluid—they set the scene for the final episode and
may even have an impact on the events that
transpire.

Piece of Mine
(Bonus Objective A)

The Wicked Waves


(Bonus Objective B)

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DDAL-DRW03 Saving Silverbeard (v.1.1) 4
Episode 1: Veil of Darkness (Call to Action)
Estimated Duration: 1 hour
The adventure begins on the sea, 30 miles off the The atmosphere is eerie, and the lighting dim.
coast of the Whamite Isles, departing from Myth Characters can choose to take watch. Well past
Nantar. Depending on the outcome of Assault on midnight when the night is darkest, any character
Myth Nantar, characters may be leaving very with darkvision that makes a successful DC 17
different versions of the underwater elven city. Wisdom (Perception) check spots a dim shape in the
There are two potential outcomes to the battle. distance — another caravel. The ship is painted
black and bears no flags or insignias.
• Outcome A: The Thayans succeeded in their plan
Crew. The ship is crewed by ten Thayan agents,
to overtake Myth Nantar. Resident Nantarns
nine pirates (bandit captains) and an arcane
begged the characters to go for help and Zehira
trickster, Rune.
agreed, promising she would relay what has
Tactics. Rune and the pirate’s goal is to sneak
transpired to the Turmish.
aboard Umberlee’s Resolve and kidnap Zehira and
• Outcome B: The Thayan enemies were along with the source of magic they detected (her
successfully repelled and the city is safe — for barnacled club). Rune is an expert rogue and sends
now. Zehira suspects Thay will be back and soon. the pirates out one at a time, using them as a
She intends to head back to Ayakar to share what distraction in case they are detected.
they’ve learned, and to formulate a plan for future The pirates approach Umberlee’s Resolve one
Thayan incursions with her fellow privateers. rowboat at a time, using Stealth. A crew member
Regardless of the outcome, Zehira has recruited that remains behind casts pass without a trace on the
the characters to assist her. If your players haven’t pirates.
played DDEP-DRW01 Assault on Myth Nantar, The pirates approach the bow of the ship, while
assume Zehira is attempting to outrun Thayan ships Rune approaches from the stern, aiming straight for
after managing to slip through a blockade they’d set the captain’s quarters. He uses the invisibility spell to
to stop her when she departed the waters over Myth remain undetected.
Nantar.
Zehira captains Umberlee’s Resolve and The Ship Detected
encourages the characters to help out on the ship The ship halts about a half mile away from
wherever they can. She is concerned about what Umberlee’s Resolve. Characters with darkvision that
Thay might be planning next. Although she is make an additional successful DC 18 Wisdom
normally happy to socialize with her crew, Zehira (Perception) check spot several figures swimming in
has kept to her quarters, making a quick appearance the water. These are four of the pirates (bandit
each morning to address them before retreating captains) that work for Rune. They are fleeing from
back to her sanctuary where she remains nose-deep four lacedons that Rune commands. If the
in charts, maps, and her notebook. Zehira works character(s) that spotted the swimmers continues to
tirelessly, documenting everything she’s learned to watch, a few rounds later they notice the ghouls
ensure she doesn’t forget vital information that chasing them, and gaining quickly.
might help Turmish. Once the characters notice the undead, the pirates
will notice them and start shouting for help to get
Scene A: The Infiltration out of the water. The lacedons will submerge to
avoid getting attack, but it will be obvious that they
Night falls as Umberlee’s Resolve sails over
are still pursuing the pirates. If the characters don’t
surprisingly still waters, the calmest the surface has
help the swimmers, the lacedons will attack them in
been during the party’s travels on the Sea of Fallen
the water. Through all of this, the ship remains
Stars.
where it is and never comes closer to Umberlee’s
Resolve.
The ship’s berth ruffles the glassy surface of the dark sea. If the pirates are allowed on board, they’ll make a
Stars twinkle white and gold in the vast blanket of the sky show of hiding behind the characters. As soon as the
above, unobstructed by clouds. The moon is new, shrouded characters are distracted by the lacedons attempting
in shadow, and emits no light. The night is quiet, and few to board the ship as well, the pirates attack the
signs of life are visible in the depths below. characters, likely with surprise. Initially they’ll

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DDAL-DRW03 Saving Silverbeard (v.1.1) 5
attempt to only knock them out, though if things I am concerned that the Thayans
look bad, they switch to lethal attacks. will return to Myth Nantar, and I
Meanwhile, Rune uses the distraction to get to am eager to get back to Ayakar,
Zehira unnoticed. Accompanied by five pirates, he but are we bringing danger to
breaks the windows of Zehira’s quarters using Turmish? I know the zulkirs are
stealth and surprises her. She gets in a few hits on after me now. I must get
the pirates before Rune knocks her unconscious and information to Turmish as soon
leaves the ship with her and her club. as possible, and what I’ve learned
can’t fall into the wrong hands.
The Ship Undetected
Rune and five pirates stealthily climb the side of I have a terrible suspicion that I
Umberlee’s Resolve and push open a window in am being watched or followed,
Zehira’s captain’s quarters. They kidnap Zehira but the same feeling I had when I was
not without a short fight, in which Zehira fells two of being stalked by the morkoth.
the pirates and knocks another unconscious. Still, • A map of the Sea of Fallen Stars is also spread out
Rune escapes with Zehira, her club, and two of his on Zehira’s desk. She circled a few notable
comrades. locations, including the approximate location of
Myth Nantar, the Whamites, Ayakar, Hawk’s Isle
Scene B: Gone Missing (where she was held captive by Axar Xyrl), and
another location labeled Dragon Isle with a
Characters might learn that Zehira is missing in one question mark next to it.
of two ways.
• A navigational chart of the night sky. Several
Option 1: At daybreak, Zehira does not show up celestial bodies are circled, and Zehira’s note
on deck for her daily address to the crew. A reads: “Follow the northern star.”
successful DC 13 Intelligence (Investigation) check
• Two corpses of pirates. A successful DC 15
finds her quarters in disarray, and no sign of Zehira.
Wisdom (Medicine) check discerns that their
Option 2: After the confrontation with the pirates,
injuries were caused by a club. A successful DC 14
Zehira’s quarters are a mess and she is nowhere to
Intelligence (Investigation) check finds a few
be found.
shattered barnacle shells around the bodies,
confirming any suspicions that Zehira killed them
Scene of the Crime in self-defense.
A successful DC16 Intelligence (Investigation) check • One pirate, badly injured but still alive, makes a
made while searching Zehira’s quarters turns up her squeak of pain when the characters enter the
journal. Provide the players with Appendix 8: quarters. Like the others, he is dressed in all black
Player Handout (Zehira’s Journal). It contains the and carries a scimitar but no other items.
following musings.

My club reacted strangely in the


Roleplaying the Pirate
presence of the Librarian. Before The traitor pirate’s name is Demorian and he’s a
leaving, Iridian gave me a book potential source of important information, though he
that had some new information: does not break easily. His left leg is broken, and he
apparently, I am not the only one bleeds profusely from his torso where Zehira
who has possessed this weapon. managed to slice him with a particularly sharp
He suspects it’s of dwarven barnacle. Healing Demorian encourages him to
design, and while inspecting it, I speak, and any additional Charisma (Persuasion)
noticed a symbol that I hadn’t checks are made with advantage. Regardless, the
seen before: two crossed axes. I following information may be drawn from him with
know the dreadful Axar Xyrl stole a successful Charisma (Persuasion) check.
it from someone before I got my A given character may only attempt this check
hands on it in its lair – the once unless they turn to coercion and torture. At that
question is, who did Axar steal it point, the same DCs may be applied to a Charisma
from? There were quite a few (Intimidation) check.
corpses in there, so who knows…

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DDAL-DRW03 Saving Silverbeard (v.1.1) 6
• DC 13: Zehira was kidnapped and will be taken to Divination Table
a place called Dragon Isle by a Thayan agent called 1-10 A vision of an island comes into view. Protruding
Rune. from the center is a volcano filled with bright
• DC 15: Zehira was kidnapped by a Thayan agent orange magma. A red dragon is flying above it.
called Rune and taken to Dragon Isle, which is in 11- 17 An island appears in the bowl, over which a red
the Pirate Isles. Rune mostly wanted Zehira’s dragon is flying. Storms crash against the coastline.
weapon, but her involvement to the Turmish The vision shifts to show a cave and a glowing
cause makes her a valuable prisoner. orange light shining from within.
• DC 18+: On Thayan orders, the pirates were 18-20+ Storms swirl around a large island. Zehira appears,
tasked with kidnapping Zehira and obtaining her bound and hurt but alive, sitting on the ground
barnacle club, which exudes a strong magical aura beside a river of lava deep in a cave. A man with
that the zulkirs intend to study and glean. Rune is silver skin and runic markings that cover his face
stands beside her, bent over a slab of stone, on
in charge of this particular effort. Rune is a
which the barnacle club is laid out.
powerful rogue with arcane abilities taught to him
by zulkirs. He has pale, silvery skin and runic
markings that cover his face, skull, and limbs. He is Call to Action
much more powerful than the other Thayan Whatever method the characters chose to glean
pirates. Rune spoke of the “Infernal Maw,” the information should have led them to the following
volcano on Dragon Isle, and was interested to see conclusion: Zehira has been taken to Dragon Isle,
how the weapon would react in the presence of which, according to her map, is about a four-day
another magic source. Demorian suspects that journey from their current location. In the absence
Rune will take Zehira there and begin setting up a of their captain, the characters must find a way to
base. sail the ship to Dragon Isle to rescue her from the
Thayan agent, Rune.
If the characters don’t speak to Demorian, they
have another option for locating Zehira: using
Evren’s divination ritual from Breaking Umberlee’s
Resolve. To do this, characters must have the scrying
spell and the component necessary to conduct the
spell. Then, they can follow Evren’s ritual to fill a
bowl with water (there several bowls in the
captain’s quarters) and submerge one of Zehira’s
belongings. There are plenty to choose from; Zehira
has items of clothing, books, and simple jewelry
items available around the room.
Have each character make either an Intelligence or
Wisdom ability check, using whichever score is
higher. Characters with the ability to cast divine
spells (clerics, druids, and paladins) may add their
proficiency bonus to the roll. A vision appears in the
bowl. Tally the rolls; the table below outlines what
the characters can discern.

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DDAL-DRW03 Saving Silverbeard (v.1.1) 7
Episode 2: Waste and Empty the Sea (Main Objective A)
Estimated Duration: 1 hour
In this episode, the party sails to Dragon Isle. The
journey takes four days from their current location. Scene B: The Maelstrom
The waves become choppy when the Resolve is
Led by First Mate Dood Silvhar
about 30 miles out from Dragon Isle, and the storm
worsens. Once the ship is within 10 miles from the
Scene A: Calm Before the Storm coastline, it’s caught in a maelstrom caused by the
manifestation of Olhydra. Although the elemental
Two days of this journey pass uneventfully. A
does not yet encounter the characters directly, her
successful DC 14 Wisdom (Perception) check spots a
turbulence makes docking impossible. The
giant shark chasing a swarm of quippers below the
characters must act quickly, or risk being wrecked
ship. The shark is not hostile. As the characters get
upon the jagged, rocky coastline. This in part works
closer to the Pirate Isles, they may glimpse a
in their favor, for the waves are pushing the ship
plesiosaurus with a successful DC 15 Wisdom
closer to the island. The challenge is preventing the
(Perception) check; dinosaurs are not uncommon to
ship from splintering upon contact.
the waters near some of the islands. This creature is
This is a non-combat encounter but still a
not hostile and flees if attacked.
challenge. Allow the characters two rounds to
Characters can also spend this time learning more
prepare for the storm to hit. One possible action is to
about the ship. Their prior experience aboard ships
help with securing the crew on deck.
should have provided them with some basic
knowledge of sailing, and Zehira employed several • Securing the crew. To prevent crew members
crew members who remain on-board, although they from falling off the deck during the storm, the
prefer to not socialize with the party unless the characters can spend an action to help tether a
characters are actively helping to manage the ship. crew member to a sturdy part of the ship. Doing so
Caravels like Umberlee’s Resolve are best crewed requires a length of rope and a successful DC 14
with a group of seven people, although smaller Strength check per crew member.
groups can manage it. The time it takes the characters to negotiate the
A successful DC 16 Wisdom check made by storm and reach relative safety is equal to 1d6+4
someone proficient with navigator’s tools helps keep rounds. Roll on the Storm Mishaps table at the
the ship on course. Failing the check takes the ship beginning of each round to determine what
off course for a full day. At night, the characters can challenges they must overcome.
use the stars above to help navigate, although some Once the required number of rounds have passed,
clouds make this more challenging. Zehira’s celestial assuming Umberlee’s Resolve is still intact, all is
chart depicts a constellation in the shape of a bowl: well. Otherwise, Umberlee’s Resolve wrecks and
six stars in a half-circle form the bottom of the bowl, must be repaired before it can be sailed again.
and five additional stars stretch across the top. The
center star on the top row is the Northern star. A
Development
successful DC 18 Wisdom (Perception) check keeps
The Resolve has arrived on Dragon Isle, and the
this star within view. The ship must travel east to
characters can disembark to find Zehira.
reach Dragon Isle and can use the star as visible
Additionally, there are a number of kraken priests
indicator of their direction.
nearby attempting to commune with a manifestation
After two or three days have passed, the Pirate
of Olhydra. If you’d like to run this bonus objective
Isles archipelago comes into view. Dragon Isle,
see Appendix 4: The Wicked Waves.
however, is harder to detect because its shrouded in
fog and storms that obstruct the view. A successful
DC 18 Wisdom (Perception) check just barely makes
out the tip of the island’s infamous volcano, which
pierces the veil of mist just enough to be seen from a
distance. It puffs smoke into the air, another
indicator, which is detectable with a successful DC
16 Intelligence (Nature) check.

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DDAL-DRW03 Saving Silverbeard (v.1.1) 8
Storm Mishaps
d20 Effect
1 A sail has broken loose! One of the sails flutters open during the storm and the ship pulls violently one direction
or the other. Each creature on deck must make a successful DC 15 Dexterity saving throw or be thrown 2d20
feet in that direction (potentially falling overboard). Creatures lashed to the deck won’t move on a failed saving
throw but will be knocked prone. Until its regathered and secured (requiring a successful DC 20 Strength
(Athletics) check, the vehicle takes 2d6 damage at the start of each of its turns.
2 Steering mechanism locked! The vehicle cannot make turns and has disadvantage on Dexterity checks and
saving throws to avoid capsizing until a repair (requiring a successful DC 15 Strength [Athletics] check), is made.
3-7 Weapon destroyed! DM determines which weapon is no longer operational
8-9 Caustic smoke! Thick, oily smoke spews out from the kitchen to engulf the creature occupying the helm. The
creature takes 2 (1d4) acid damage and is blinded until the end of its next turn.
10-12 Minor Hull Breach! The ship requires a repair to avoid sinking. This can be accomplished with either a successful
DC 15 Strength (Athletics) check OR a successful DC 15 Intelligence check made by a creature proficient with
Carpenter’s Tools.*
13-16 Sudden Crosswind! A successful DC 15 Dexterity saving throw is required to avoid being knocked prone, by
everyone on deck.
16-19 Major Hull Breach! The vehicle’s AC is reduced by 2 until the armor is repaired (this can only be done in dock).
Additionally, the ship requires major, immediate repairs. Three successful checks are required to accomplish
this. Each check can be accomplished with either a successful DC 15 Strength (Athletics) check OR a successful
DC 15 Intelligence check made by a creature proficient with Carpenter’s Tools.*
20 Crest! The ship crests a massive wave and may capsize. All embarked creatures must succeed on a DC 15 group
Dexterity (Acrobatics) check to quickly move toward the correct side of the ship and counterbalance the threat.

*The characters can cast the mending cantrip to seal a Minor Hull Breach. Three castings are required.
*The characters can cast spells like fabricate or creation to completely seal a Major Hull Breach.

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DDAL-DRW03 Saving Silverbeard (v.1.1) 9
Episode 3: Left in the Wake (Main Objective B)
Episode Duration: 2 Hours
In this episode, the characters must make a sprout from rotted animal corpses. Halfway through
treacherous journey to the Infernal Maw to find the forest, the characters are met by six vampiric
Zehira. Depending on their interrogation or mists and a tyrannosaurus zombie.
divination, the characters may have learned that
Zehira is in the volcano.
Scaling the Encounter
Features of Dragon Isle Very Weak/Weak Omit 1 vampiric mist.
Climate and Lighting. Dragon Isle is damp and Normal No changes.
dreary, and the heavy rain is relentless. The volcano Strong/Very Strong Remove 1 vampiric mist.
makes the air sticky and humid although the
temperature remains quite cold. Most of the island is D3. Volcano Perimeter. The trees thin out in a
rocky, but a small, dense jungle separates the three-mile radius surrounding the volcano. The air is
southern coast from the volcano. thick with the scent of sulfur, and the mist mingles
During the day, feeble sunlight permeates the with smoke. Visibility is difficult. A successful DC 15
clouds, but at night, the island is dark, save for the Wisdom (Perception) finds the entrance into the
perimeter of the volcano, which is faintly lit from the volcano, a roughly hewn hole on the side of the
bowl of magma that emits an orange glow in a 100- volcano. Lava that once trickled out of the entrance
foot radius. has pooled in hardened puddles around it. Outside
Conflicting Arcana. Potent sources of magic the entrance is a sword wraith commander. This
collide in this locale. The Infernal Maw got its name creature appears as a shadowing pirate, as do any
from the fiery glow it emits, above and beyond that sword wraith warriors it summons.
of a typical volcano. The water around the island is A character casting teleport to reach the entrance
populated by water elementals, including an at the volcano rather than traversing the jungle, does
especially powerful one (a manifestation of the so using the mishap category of ‘seen casually.’
elemental prince) Olhydra, awakened by the
presence of the Iltkazar Scepter. During its creation,
the Scepter was infused with the elemental power of
Entering the Volcano
earth, which currently lies dormant within the As the characters venture into the volcano, two
weapon until it is cleansed of barnacles and restored additional creatures are also exploring it
to its rightful state. This is the power detected by concurrently: the malenti spy and an adult red
many who meet it, including the Librarian in Myth dragon, Krasnok, who lives in the volcano. The spy
Nantar and the Red Wizards. lurks behind them until detected or until the
characters find Zehira and the Scepter. A successful
Scene A: Trail of Dead DC 15 Wisdom (Perception) check spots the malenti
spy, and the characters can decide to confront them.
Rune has let loose a multitude of undead, some of If so, the malenti fights to disarm and either kill the
whom are corpses that he found on the island and characters or knock them unconscious so they can
reanimated to use as traps for anyone coming for continue their hunt; their primary motivation is
Zehira. There are three main areas the characters finding the Scepter and they are singularly fixed on
pass through before arriving at the volcano. that goal.
D1. Coastline. The black rock coastline stretches
inland for about five miles. The terrain is difficult, as
the rock underfoot is uneven and slick with rain.
Layout of the Infernal Maw
Three bone nagas slither across the rocks, Rune is not the first to occupy the volcano; many
patrolling the shoreline and detectable with a pirates and travelers have set up temporary shop
passive Perception of 14+. If you plan to run Bonus within the Maw, drawn to its strange magnetism and
Objective B, skip this encounter. valuable ore. Many perished in the lava or by
D2. Jungle. The tree-line of a dense jungle begins encountering Krasnok, leaving items behind.
at the five-mile mark, and the jungle extends for V1. Entrance. A dark tunnel leads into the volcano.
another eight miles. The trees are twisted, and the The walls are black obsidian, damp with humidity.
leaves are such a dark green that they look almost V2. Mining Storage. The first chamber that
black. Spotted mushrooms and grotesque fungi branches off the entrance tunnel once served as a

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DDAL-DRW03 Saving Silverbeard (v.1.1) 10
room for miners to store equipment. A jumble of red dragon wyrmlings keeping watch, and they
various odds and ends occupy this room. A don’t take kindly to unexpected visitors. Attacking
successful DC 13 passive Perception reveals four the wyrmlings immediately wakes Krasnok, bringing
pickaxes and some scorched leather satchels, all of her to this area by the second round of combat.
which are empty. V10. Krasnok’s Lair. The largest naturally
V3. Empty Chamber. Another room has been occurring chamber in the Maw belongs to Krasnok,
carved into the wall of the volcano. It is empty, but a the adult red dragon who resides in the volcano.
passive Perception of 15+ notes a strange protrusion Her lair is filled with the treasures left by
on the back wall. If a character that noticed this unsuspecting adventurers. Krasnok never ventures
makes a successful DC 15 Intelligence far from the volcano and the manifestation of
(Investigation) check they identify the barest Olhydra has given him more reason to remain
remains of rusted shackles that were once mounted within.
to the walls. Krasnok enjoys the heat radiating from lava that
V4. Main Chamber. This is the largest area of the presses against the wall. There is a vast assortment
volcano. A pool of lava is bright and bubbling, and of knick-knacks here, most of which are of nominal
this area is sweltering. Three salamanders live in value. There are however a set of beautifully crafted
the pool and emerge if the characters get close to the goblets, satchels of art supplies, and coins of ancient
lava. mint. These items can be sold to a collector upon
V5. Empty Chambers. Another tunnel leads to return to mainland. Additionally, among the
additional empty chambers. A successful DC 17 assortment there is a helm of brilliance.
Wisdom (Perception) check discovers a movable
rock embedded in the volcano wall. This leads to V6. Scene B: Read the Rune
V6. Secret Chamber. The rock door can be nudged
with a successful DC 15 Strength check, revealing a Sneaking past Rune is extremely difficult, for he
short tunnel and an additional room. This room knows a thing or two about stealth (passive
contains a small table. Atop it are three stoppered Perception 28). Unless they use magic, it’s likely that
jars made of magma-resistant graphite; each Rune is alerted to the characters.
contains a magma mephit. If released, the mephits If the malenti has remained undetected, it makes
inquire about their comrade, a fellow mephit named itself known and complicates matters by lunging for
Mipik, whom the characters may have encountered the Scepter.
in Breaking Umberlee’s Resolve. Although mephits Krasnok, an adult red dragon, wakes from the
are usually evil, these mephits mostly want to return sounds of combat coming from this area (if she
to their magma pool; another adventurer trapped hasn’t already). She arrives on her turn during round
them in the jars with the intent to take them 3 of combat.
somewhere else, but never returned, and the
mephits have been trapped within them for many Facilitating the Battle
years. This is intended to be a challenging and chaotic
V7. Forge. This room contains a dormant forge combat encounter. The motivations of each NPC are
and is in complete disarray with metal scraps and as follows.
assorted detritus strewn everywhere. No weapons
are found in here, but a successful DC 15 Intelligence • Rune’s goal is to defeat the characters, and he
(Investigation) finds a crudely made anvil and some remains focused on them.
hammers. If characters embark on Bonus Objective • The malenti wants to grab the Scepter and escape
A, they can return to this room and use the forge. with it but fights anyone who (literally) stands in
V8. Rune’s Laboratory. The volcano’s second their way, including Rune.
largest chamber was mostly a cavern, then built out • Krasnok aims to eradicate everyone.
by former inhabitants to become a full rectangular • Zehira can join the battle if she is unbound before
room. This is where Zehira is being held; she is it starts. Otherwise, she spends an action breaking
bound and blindfolded against the far-left corner of free from her bondage before joining the initiative.
the room. Atop a makeshift stone bench along the • If the fight goes poorly for the characters, Zehira
left wall is the broken Iltkazar Scepter, and Rune. encourages them to flee. She also tries to pit the
V9. Passage into the Lair. This area serves as a three enemies against each other to cause a
transition between the main chamber and Krasnok’s distraction.
lair. The walls of the volcano are fissured with silver • If either the malenti or Rune are felled, Krasnok
ore, which can be mined. However, Krasnok has two switches attention to whoever remains alive.

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DDAL-DRW03 Saving Silverbeard (v.1.1) 11
Zehira seizes the opportunity to repair the
Scepter. She asks the characters to follow her,
which leads to Bonus Objective A, Appendix 3.

Conclusion
Recovering from yet another traumatizing ordeal,
Zehira is in surprisingly good spirits as she leads the
party back to Ayakar. She tells them what she
learned about the Iltkazar Scepter, thanks in part to
Rune’s academic expertise:
• The symbol on the scepter’s head represents
Clangeddin Silverbeard, the dwarven deity of
warfare known as the Father of Battle. How Axar
came upon the weapon, she doesn’t know. She
plans to take the weapon to a specialist in Turmish
to restore it to its original state and hopes to track
down the original owner or return it to the
dwarvish clan who created it.
Once the characters arrive back in Ayakar, Zehira
bids them a fond farewell; as a thanks for their
assistance to Turmish, the characters can always
expect hospitality in Ayakar. Zehira hopes they will
meet again, perhaps on the high seas elsewhere in
Faerûn or wherever the winds take her next.
As for the Red Wizards, the Thay’s plans have been
temporarily thwarted, but they’ll be back... They
always are…

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DDAL-DRW03 Saving Silverbeard (v.1.1) 12
Adventure Rewards
Upon completing the adventure, the characters each DM Rewards
receive rewards based upon their accomplishments.
In exchange for running this adventure, you earn
These rewards include advancement and treasure,
advancement and treasure checkpoints and
and may include special rewards, such as story
downtime as though you played the adventure, but
awards or new downtime activities, as follows:
none of the other rewards listed above.
However, this adventure may qualify for rewards
Advancement Checkpoints earned by completing DM Quests. See the ALDMG
The characters receive two advancement (Adventurers League Dungeon Master’s Guide) for
checkpoints for each main objective completed: more information about DM Quests.
• Main Objective A: Find a way into Myth Nantar
and speak to the Librarian.
• Main Objective B: Help find the murderer and
escape Myth Nantar.

The characters earn an additional advancement


checkpoint for each bonus objective they complete.

Treasure Checkpoints
The characters receive four treasure checkpoints for
completing each main objective and two for
completing each bonus objective.

Magic Item Unlock


Characters defeating the adult red dragon unlock
this magic item.

Helm of Brilliance. This dazzling helm is set with 5


diamonds, 11 rubies, 16 fire opals, and 22 opals. It is
decorated with scenes of underwater volcanoes and
while wearing wear it, you can speak and
understand Aquan. Appendix 6.

Story Awards
During this adventure, the characters may earn the
following story award:

Story Award. Turmish Hospitality. The characters


earn a safe place and the gratefulness of a nation. See
Appendix 5.

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DDAL-DRW03 Saving Silverbeard (v.1.1) 13
Appendix 1: NPCs
The following NPCs feature prominently in this adventure.

Zehira Deryan (zeh-HEER-uh DAIR-yuhn). Zehira is


the daughter of Turmish merchants. She has keen
dark eyes, olive skin, and black hair that she keeps in
a tight braid. As a child, she often accompanied her
parents on their trade travels and developed a
passion for the sea. She works hard to prove herself.
Personality: I am intelligent, kind, adventurous,
and always excited to meet people from other
cultures.
Ideal: I believe I have a greater purpose in life and
want to protect the greater good.
Bond: I am proud to be Turmish and want my
country to be safe and prosperous.
Flaw: I can be a little reckless in my pursuit of
service and adventure.

Rune (Roon). Rune is a Thayan arcane trickster who


trained under zulkirs. He is adept at being both a
rogue and a mage, and has a special interest in
magical anomalies, which is why the Red Wizards
assigned him this mission. He approaches his work
like a scientist and has little regard for other
people’s lives or happiness.
Personality: I only converse with people I can
coerce and eventually bend to my will. Those whom
I deem inferior are not worth my time.
Ideal: The world is made to be broken apart,
studied, and reassembled or tossed away.
Bond: I am loyal to nothing and no one. I let my
own interests and pursuit of secrets and knowledge
guide my decisions.
Flaw: I am curious to a fault and willing to go to
great lengths to purse that which interests me.

Demorian (DEH-moor-ee-uhn). Demorian is a


human pirate (bandit captain) who works for the
Thay. He is mortally wounded when attempting to
kidnap Zehira Deryan from the Resolve. Demorian is
a man of few words and reluctantly betrays the
Thayan cause if it means his life will be spared.
Personality: I am stoic and tight-lipped.
Ideal: Chaos and power are the only truths.
Bond: I am loyal to the Thay because they
promised me power.
Flaw: I am not completely willing to sacrifice my
life for Thay — I’ll do what I can to save my own
hide.

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DDAL-DRW03 Saving Silverbeard (v.1.1) 14
Appendix 2: Creature Statistics
Bandit Captain Lacedon (ghoul)
Medium humanoid (any race), any non-lawful Medium undead, chaotic evil
alignment
Armor Class 12
Armor Class 15 (studded leather) Hit Points 22 (5d8)
Hit Points 65 (10d8 + 20) Speed 30 ft., swim 30 ft.
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 13 (+1) 15 (+2) 10 (+0) 7 (−2) 10 (+0) 6 (−2)
15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2)
Damage Immunities poison
Saving Throws Str +4, Dex +5, Wis +2 Condition Immunities charmed, exhaustion, poisoned
Skills Athletics +4, Deception +4 Senses darkvision 60 ft., passive Perception 10
Senses passive Perception 10 Languages Common
Languages any two languages Challenge 1 (200 XP)
Challenge 2 (450 XP)
Actions
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
Multiattack. The captain makes three melee attacks: creature. Hit: 9 (2d6 + 2) piercing damage.
two with its scimitar and one with its dagger. Or the Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
captain makes two ranged attacks with its daggers. target. Hit: 7 (2d4 + 2) slashing damage. If the target is
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., a creature other than an elf or undead, it must succeed
one target. Hit: 6 (1d6 + 3) slashing damage. on a DC 10 Constitution saving throw or be paralyzed
Dagger. Melee or Ranged Weapon Attack: +5 to hit, for 1 minute. The target can repeat the saving throw at
reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + the end of each of its turns, ending the effect on itself
3) piercing damage. on a success.

Reactions
Parry. The captain adds 2 to its AC against one melee
attack that would hit it. To do so, the captain must see
the attacker and be wielding a melee weapon.

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DDAL-DRW03 Saving Silverbeard (v.1.1) 15
Bone Naga Kraken Priest
Large undead, lawful evil Medium humanoid (any race), any evil alignment
Armor Class 15 (natural armor) Armor Class 10
Hit Points 58 (9d10 + 9) Hit Points 75 (10d8 + 30)
Speed 30 ft. Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 12 (+1) 15 (+2) 15 (+2) 16 (+3) 12 (+1) 10 (+0) 16 (+3) 10 (+0) 15 (+2) 14 (+2)

Damage Immunities poison Skills Perception +5


Condition Immunities charmed, exhaustion, paralyzed, Damage Resistances bludgeoning, piercing, and
poisoned slashing from nonmagical weapons
Senses darkvision 60ft., passive Perception 12 Senses passive Perception 10
Languages Common plus one other language Languages Aquan, Common
Challenge 4 (1,100 XP) Challenge 5 (1,800 XP)
Spellcasting. The naga is a 5th·level spellcaster (spell Amphibious. The priest can breathe air and water.
save DC 12, +4 to hit with spell attacks) that needs only Innate Spellcasting. The priest’s spellcasting ability is
verbal components to cast its spells. Wisdom (spell save DC 13, +5 to hit with spell attacks).
If the naga was a spirit naga in life, its spellcasting It can innately cast the following spells, requiring no
ability is Intelligence, and it has the following wizard material components:
spells prepared:
At will: command, create or destroy water
Cantrips (at will): mage hand, ray of frost, shocking 3/day each: control water, darkness, water breathing,
grasp water walk
1st level (4 slots): charm person, sleep 1/day each: call lightning, Evard’s black tentacles
2nd level (3 slots): blur, hold person
3rd level (2 slots): lightning bolt Actions
Thunderous Touch. Melee Spell Attack: +5 to hit, reach
Actions
5 ft., one creature. Hit: 27 (5d10) thunder damage.
Bite. Melee Weapon Attack: +5 to hit, reach 10ft., one Voice of the Kraken (Recharges after a Short or Long
creature. Hit: 10 (2d6 + 3) piercing damage plus 10 Rest). A kraken speaks through the priest with a
(3d6) poison damage. thunderous voice audible within 300 feet. Creatures of
the priest’s choice that can hear the kraken’s words
(which are spoken in Abyssal, Infernal, or Primordial)
must succeed on a DC 14 Charisma saving throw or be
frightened for 1 minute. A frightened target can repeat
the saving throw at the end of each of its turns, ending
the effect on itself on a success.

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DDAL-DRW03 Saving Silverbeard (v.1.1) 16
Olhydra [manifestation] Summon Elementals (1/Day). Olhydra summons up to
three water elementals and loses 30 hit points for each
Huge elemental, neutral evil
elemental she summons. Summoned elementals have
Armor Class 18 (natural armor) maximum hit points, appear within 100 feet of
Hit Points 324 (12d10 + 48) Olhydra, and disappear if Olhydra is reduced to 0 hit
Speed 50 ft., swim 100 ft. points.

STR DEX CON INT WIS CHA Legendary Actions


21 (+5) 22 (+6) 24 (+7) 17 (+3) 18 (+4) 23 (+6)
Olhydra can take 3 legendary actions, choosing from
the options below. Only one legendary action option
Saving Throws Str +11, Con +13, Wis +10
can be used at a time and only at the end of another
Damage Resistances lightning; bludgeoning, piercing,
creature’s turn. Olhydra regains spent legendary
and slashing from nonmagical attacks
actions at the start of her turn.
Damage Immunities acid, cold, poison
Condition Immunities charmed, frightened, paralyzed, Crush. One creature that Olhydra is grappling is
petrified, poisoned, prone, restrained crushed for 21 (3d10 + 5) bludgeoning damage.
Senses blindsight 120 ft., passive Perception 14 Fling (Costs 2 Actions). Olhydra releases one creature
Languages Aquan she is grappling by flinging the creature up to 60 feet
Challenge 18 (20,000 XP) away from her, in a direction of her choice. If the flung
Empowered Attacks. Olhydra’s slam attacks are creature comes into contact with a solid surface, such
treated as magical for the purpose of bypassing as a wall or floor, the creature takes 1d6 bludgeoning
resistance and immunity to nonmagical weapons. damage for every 10 feet it was flung.
Innate Spellcasting. Olhydra’s innate spellcasting Water to Acid (Costs 3 Actions). Olhydra transforms
ability is Charisma (spell save DC 20, +12 to hit with her watery body into acid. This effect lasts until
spell attacks). She can innately cast the following spells, Olhydra’s next turn. Any creature that comes into
requiring no material components: contact with Olhydra or hits her with a melee attack
while standing within 5 feet of her takes 11 (2d10) acid
At will: wall of ice damage. Any creature grappled by Olhydra takes 22
3/day: ice storm (4d10) acid damage at the start of its turn.
1/day: storm of vengeance
Legendary Resistance (3/Day). If Olhydra fails a saving
throw, she can choose to succeed instead.
Magic Resistance. Olhydra has advantage on saving
throws against spells and other magical effects.
Water Form. Olhydra can enter a hostile creature’s
space and stop there. She can move through a space as
narrow as 1 inch wide without squeezing.

Actions
Multiattack. Olhydra makes two slam attacks or two
water jet attacks.
Slam. Melee Weapon Attack: +11 to hit, reach 10 ft.,
one target. Hit: 21 (3d10 + 5) bludgeoning damage, and
the target is grappled (escape DC 19). Olhydra can
grapple up to four targets. When Olhydra moves, all
creatures she is grappling move with her.
Water Jet. Ranged Weapon Attack: +12 to hit, range
120 ft., one target. Hit: 21 (6d6) bludgeoning damage,
and the target is knocked prone if it fails a DC 19
Strength saving throw.

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DDAL-DRW03 Saving Silverbeard (v.1.1) 17
Tyrannosaurus Zombie Zombie
Huge undead, unaligned Medium undead, neutral evil
Armor Class 11 (natural armor) Armor Class 8
Hit Points 136 (13d12 + 52) Hit Points 22 (3d8 + 9)
Speed 40 ft. Speed 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
25 (+7) 6 (−2) 19 (+4) 1 (−5) 3 (−4) 5 (−3) 13 (+1) 6 (−2) 16 (+3) 3 (−4) 6 (−2) 5 (−3)

Damage Immunities Poison Saving Throws Wis +0


Condition Immunities Poisoned Damage Immunities poison
Senses Darkvision 60 ft., passive Perception 6 Condition Immunities poisoned
Languages -- Senses darkvision 60 ft., passive Perception 8
Challenge 8 (3,900 XP) Languages understands the languages it knew in life
Disgorge Zombie. As a bonus action, the tyrannosaurus but can’t speak
zombie can disgorge a normal zombie, which appears Challenge 1/4 (50 XP)
in an unoccupied space within 10 feet of it. The Undead Fortitude. If damage reduces the zombie to 0
disgorged zombie acts on its own initiative count. After hit points, it must make a Constitution saving throw
a zombie is disgorged, roll a d6. On a roll of 1, the with a DC of 5 + the damage taken, unless the damage
tyrannosaurus zombie runs out of zombies to disgorge is radiant or from a critical hit. On a success, the
and loses this trait. If the tyrannosaurus zombie still zombie drops to 1 hit point instead.
has this trait when it dies, 1d4 normal zombies erupt
from its corpse at the start of its next turn. These Actions
zombies act on their own initiative count. Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Undead Fortitude. If damage reduces the target. Hit: 4 (1d6 + 1) bludgeoning damage.
tyrannosaurus zombie to 0 hit points, it must make a
Constitution saving throw with a DC of 5 + the damage
taken, unless the damage is radiant or from a critical
hit. On a success, the zombie drops to 1 hit point
instead.

Actions
Multiattack. The tyrannosaurus zombie makes two
attacks: one with its bite and one with its tail. It can’t
make both attacks against the same target.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 33 (4d12 + 7) piercing damage. If the
target is a Medium or smaller creature, it is grappled
(escape DC 17). Until this grapple ends, the target is
restrained, and the tyrannosaurus zombie can’t bite
another target or disgorge zombies.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one
target. Hit: 20 (3d8 + 7) bludgeoning damage.

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DDAL-DRW03 Saving Silverbeard (v.1.1) 18
Vampiric Mist Sword Wraith Commander
Medium undead, chaotic evil Medium undead, lawful evil
Armor Class 13 Armor Class 18
Hit Points 30 (4d8 + 12) Hit Points 127 (15d8 + 60)
Speed 0 ft., fly 30 ft. (hover) Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (−2) 16 (+3) 16 (+3) 6 (−2) 12 (+1) 7 (−2) 18 (+4) 14 (+2) 18 (+4) 11 (+0) 12 (+1) 14 (+2)

Saving Throws Wis +3 Skills Perception +4


Damage Resistances acid, cold, lightning, necrotic, Damage Resistances necrotic; bludgeoning, piercing,
thunder; bludgeoning, piercing, and slashing from and slashing from nonmagical attacks
nonmagical attacks Damage Immunities poison
Damage Immunities poison Condition Immunities exhaustion, frightened,
Condition Immunities charmed, exhaustion, grappled, poisoned, unconscious
paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 14
Senses passive Perception 11 Languages Common, Thieves’ Cant
Languages -- Challenge 8 (3,900 XP)
Challenge 3 (700 XP) Martial Fury. As a bonus action, the sword wraith can
Life Sense. The mist can sense the location of any make one weapon attack, which deals an extra 9 (2d8)
creature within 60 feet of it, unless that creature’s type necrotic damage on a hit. If it does so, attack rolls
is construct or undead. against it have advantage until the start of its next turn.
Forbiddance. The mist can’t enter a residence without Turning Defiance. The sword wraith and any other
an invitation from one of the occupants. sword wraiths within 30 feet of it have advantage on
Misty Form. The mist can occupy another creature’s saving throws against effects that turn undead.
space and vice versa. In addition, if air can pass
Actions
through a space, the mist can pass through it without
squeezing. Each foot of movement in water costs it 2 Multiattack. The sword wraith makes two weapon
extra feet, rather than 1 extra foot. The mist can’t attacks.
manipulate objects in any way that requires fingers or Longsword. Melee Weapon Attack: +7 to hit, reach 5
manual dexterity. ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9
Sunlight Hypersensitivity. The mist takes 10 radiant (1d10 + 4) slashing damage if used with two hands.
damage whenever it starts it’s turn in sunlight. While in Longbow. Ranged Weapon Attack: +5 to hit, range
sunlight, the mist has disadvantage on attack rolls and 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
ability checks. damage.
Actions Call to Honor (1/day). To use this action, the sword
wraith must have taken damage during the current
Life Drain. The mist touches one creature in its space. combat. If the sword wraith can use this action, it gives
The target must succeed on a DC 13 Constitution saving itself advantage on attack rolls until the end of its next
throw (undead and constructs automatically succeed), turn, and 1d4 + 1 sword wraith warriors appear in
or it takes 10 (2d6 + 3) necrotic damage, the mist unoccupied spaces within 30 feet of it. The warriors
regains 10 hit points, and the target’s hit point last until they drop to 0 hit points, and they take their
maximum is reduced by an amount equal to the turns immediately after the commander’s turn on the
necrotic damage taken. This reduction lasts until the same initiative count.
target finishes a long rest. The target dies if its hit point
maximum is reduced to 0.

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DDAL-DRW03 Saving Silverbeard (v.1.1) 19
Sword Wraith Warrior Magma Mephit
Medium undead, lawful evil Small elemental, neutral
Armor Class 16 (chain shirt, shield) Armor Class 11
Hit Points 45 (6d8 + 18) Hit Points 22 (5d6 + 5)
Speed 30 ft. Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 17 (+3) 6 (-2) 9 (-1) 10 (+0) 8 (−1) 12 (+1) 12 (+1) 7 (−2) 10 (+0) 10 (+0)

Damage Resistances necrotic; bludgeoning, piercing, Skills Stealth +3


and slashing from nonmagical attacks Damage Vulnerabilities cold
Damage Immunities poison Damage Immunities fire, poison
Condition Immunities exhaustion, frightened, Condition Immunities poisoned
poisoned, unconscious Senses darkvision 60 ft., passive Perception 10
Senses darkvision 60 ft., passive Perception 9 Languages Ignan, Terran
Languages Common, Thieves’ Cant Challenge 1/2 (100 XP)
Challenge 3 (700 XP) Death Burst. When the mephit dies, it explodes in a
Martial Fury. As a bonus action, the sword wraith can burst of lava. Each creature within 5 feet of it must
make one weapon attack. If it does so, attack rolls make a DC 11 Dexterity saving throw, taking 7 (2d6)
against it have advantage until the start of its next turn. fire damage on a failed save, or half as much damage
on a successful one.
Actions
False Appearance. While the mephit remains
Longsword. Melee Weapon Attack: +6 to hit, reach 5 motionless, it is indistinguishable from an ordinary
ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 mound of magma.
(1d10 + 4) slashing damage if used with two hands. Innate Spellcasting (1/Day). The mephit can innately
Longbow. Ranged Weapon Attack: +3 to hit, range cast heat metal (spell save DC 10), requiring no
150/600 ft., one target. Hit: 5 (1d8 + 1) piercing material components. Its innate spellcasting ability is
damage. Charisma.

Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4)
fire damage.
Fire Breath (Recharge 6). The mephit exhales a 15-foot
cone of fire. Each creature in that area must make a DC
11 Dexterity saving throw, taking 7 (2d6) fire damage
on a failed save, or half as much damage on a
successful one.

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DDAL-DRW03 Saving Silverbeard (v.1.1) 20
Salamander Malenti
Large elemental, neutral evil Medium humanoid (sahuagin), lawful evil
Armor Class 15 (natural armor) Armor Class 14 (natural armor)
Hit Points 90 (12d10 + 24) Hit Points 71 (11d8 + 22)
Speed 30 ft. Speed 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 11 (+0) 10 (+0) 12 (+1) 14 (+2) 12 (+1) 14 (+2) 12 (+1) 16 (+3) 10 (+0)

Damage Vulnerabilities cold Saving Throws Wis +6


Damage Resistances bludgeoning, piercing, and Skills Perception +6
slashing from nonmagical weapons Senses darkvision 120 ft., passive Perception 16
Damage Immunities fire Languages Sahuagin
Senses darkvision 60 ft., Passive Perception 10
Challenge 5 (1,800 XP)
Languages Ignan
Challenge 5 (1,800 XP) Blood Frenzy. The high priestess has advantage on
melee attack rolls against any creature that doesn’t
Heated Body. A creature that touches the salamander
have all its hit points.
or hits it with a melee attack while within 5 feet of it
takes 7 (2d6) fire damage. Limited Amphibiousness. The malenti can breathe air
and water but she needs to be submerged at least once
Heated Weapons. Any metal melee weapon the
every 4 hours to avoid suffocating.
salamander wields deals an extra 3 (1d6) fire damage
on a hit (included in the attack). Shark Telepathy. The high priestess can magically
command any shark within 120 feet of her, using a
Actions limited telepathy.
Multiattack. The salamander makes two attacks: one Spellcasting. The high priestess is a 9th-level
with its spear and one with its tail. spellcaster. Her spellcasting ability is Wisdom (spell
save DC 14, +6 to hit with spell attacks). She has the
Spear. Melee or Ranged Weapon Attack: +7 to hit,
following spells prepared:
reach 5 ft. or range 20 ft./60 ft., one target. Hit: 11
(2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing Cantrips (at will): thaumaturgy, acid splash
damage if used with two hands to make a melee 1st level (4 slots): disguise self, expeditious retreat,
attack, plus 3 (1d6) fire damage. magic missile
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one 2nd level (3 slots): hold person, invisibility, misty step
target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 3rd level (3 slots): haste, magic circle
(2d6) fire damage, and the target is grappled (escape 4th level (3 slots): banishment, control water
DC 14). Until this grapple ends, the target is restrained, 5th level (1 slot): teleportation circle
the salamander can automatically hit the target with its
Actions
tail, and the salamander can't make tail attacks against
other targets. Multiattack. The malenti makes two attacks with her
toothsome staff, or one attack with her bite and one
with her claws.
Toothsome Staff. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 11 (2d8 +2) piercing
damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 4 (1d4 +2) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 4 (1d4 +2) slashing damage.

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DDAL-DRW03 Saving Silverbeard (v.1.1) 21
Red Dragon (Adult) Legendary Actions
Huge dragon, chaotic evil The dragon can take 3 legendary actions, choosing
from the options below. Only one legendary action
Armor Class 19 (natural armor)
option can be used at a time and only at the end of
Hit Points 256 (19d12 + 133)
another creature’s turn. The dragon regains spent
Speed 40 ft., climb 40 ft., fly 80 ft.
legendary actions at the start of its turn.
STR DEX CON INT WIS CHA • Detect. The dragon makes a Wisdom (Perception)
27 (+8) 10 (+0) 25 (+7) 16 (+3) 13 (+1) 21 (+5) check.
• Tail Attack. The dragon makes a tail attack.
Saving Throws Dex +6, Con +13, Wis +7, Cha +11 • Wing Attack (Costs 2 Actions). The dragon beats its
Skills Perception +13, Stealth +6 wings. Each creature within 10 feet of the dragon
Damage Immunities fire must succeed on a DC 22 Dexterity saving throw or
Senses blindsight 60 ft., darkvision 120 ft., passive take 15 (2d6 + 8) bludgeoning damage and be
Perception 23 knocked prone. The dragon can then fly up to half its
Languages Common, Draconic flying speed.
Challenge 17 (18,000 XP)
Legendary Resistance (3/Day). If the dragon fails a
saving throw, it can choose to succeed instead. Red Dragon Wyrmling
Actions Medium dragon, chaotic evil

Multiattack. The dragon can use its Frightful Presence. Armor Class 17 (natural armor)
It then makes three attacks: one with its bite and two Hit Points 75 (10d8 + 30)
with its claws. Speed 30 ft., climb 30 ft., fly 60 ft.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., STR DEX CON INT WIS CHA
one target. Hit: 19 (2d10 + 8) piercing damage plus 7 19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2)
(2d6) fire damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., Saving Throws Dex +2, Con +5, Wis +2, Cha +4
one target. Hit: 15 (2d6 + 8) slashing damage. Skills Perception +4, Stealth +2
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one Damage Immunities fire
target. Hit: 17 (2d8 + 8) bludgeoning damage. Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 14
Frightful Presence. Each creature of the dragon’s
Languages Draconic
choice that is within 120 feet of the dragon and aware
Challenge 4 (1,100 XP)
of it must succeed on a DC 19 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat Actions
the saving throw at the end of each of its turns, ending
the effect on itself on a success. If a creature’s saving Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
throw is successful or the effect ends for it, the target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6)
creature is immune to the dragon’s Frightful Presence fire damage.
for the next 24 hours. Fire Breath (Recharge 5–6). The dragon exhales fire in
Fire Breath (Recharge 5–6). The dragon exhales fire in a 15-foot cone. Each creature in that area must make a
a 60-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire
DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a
damage on a failed save, or half as much damage on a successful one.
successful one.

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DDAL-DRW03 Saving Silverbeard (v.1.1) 22
Rune Actions
Medium humanoid (human), neutral evil Multiattack. Rune makes two dagger attacks.
Armor Class 14 (leather armor) Dagger. Melee Weapon Attack: +9 to hit, reach 5 ft.,
Hit Points 78 (15d8) one target. Hit: 6 (1d4 + 4) piercing damage.
Speed 30 ft.

STR DEX CON INT WIS CHA


11 (+0) 19 (+4) 11 (+0) 17 (+3) 12 (+1) 13 (+1)

Saving Throws Dexterity +9, Wisdom +8


Skills Arcana +11, Deception +6, Insight +6,
Intimidation +6, Investigation +6, Perception +13,
Persuasion +6, Stealth +14
Senses darkvision 60 ft., passive Perception 28
Languages Common, Infernal, Primordial, Thieves’ Cant
Challenge 15 (13,000 XP)
Blindsense. Rune is aware of the location of any hidden
or invisible creature within 10 feet of him.
Evasion. If Rune is subjected to an effect that allows
him to make a Dexterity saving throw to take only half
damage, Rune instead takes no damage if he succeeds
on the saving throw, and only half damage if he fails.
Uncanny Dodge. When an attacker that Rune can see
hits him with an attack, he can use his reaction to halve
the attack’s damage against him.
Versatile Trickster. Rune has ability to distract targets
with his invisible mage hand. As a bonus action on his
turn, he can designate a creature within 5 feet of the
spectral hand created by the spell. Doing so gives Rune
advantage on attack rolls against that creature until the
end of the turn.
Magical Ambush. If Rune is hidden from a creature
when they cast a spell on it, the creature has
disadvantage on any saving throw it makes against the
spell this turn.
Spellcasting. Rune is a 12th level spellcaster. Rune’s
spellcasting ability is Intelligence (spell save DC 14, +6
to hit with spell attacks). Rune has the following spells
prepared:
Cantrips: friends, mage hand, shocking grasp, toll the
dead
1st level (4 slots): disguise self, identify
2nd level (3 slots): blindness/deafness, hold person,
invisibility
3rd level (2 slots): animate dead, vampiric touch

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DDAL-DRW03 Saving Silverbeard (v.1.1) 23
Zehira Deryan Actions
Medium humanoid (human), neutral good Multiattack. Zehira makes two attacks with either her
club, dagger, or rapier.
Armor Class 19 (mariner’s studded leather, shield +1)
Hit Points 90 (12d10 + 24) Club +3. Melee Weapon Attack: +10 to hit, reach 5 ft.,
Speed 30 ft. one target. Hit: 9 (1d4 + 7) bludgeoning damage.
Dagger. Melee or Ranged Weapon Attack: +9 to hit,
STR DEX CON INT WIS CHA reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4 +
14 (+2) 18 (+4) 14 (+2) 11 (+0) 16 (+3) 14 (+2) 6) piercing damage.
Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft.,
Saving Throws Dexterity +9, Intelligence +5
one target. Hit: 10 (1d8 + 6) piercing damage.
Skills Acrobatics +9, Athletics +12, Insight +8,
Perception +8, Persuasion +12, Stealth +9, Survival
+8
Senses passive Perception 18
Languages Common, Elvish, Infernal, Primordial,
Sahuagin, Thieves’ Cant
Challenge 13 (10,000 XP)
Cunning Action. Zehira can take a bonus action on each
of her turns to take the Dash, Disengage, or Hide
action.
Fancy Footwork. During her turn, if Zehira makes a
melee attack against a creature, that creature can’t
make opportunity attacks against her for the rest of
her turn.
Rakish Audacity. Zehira adds her CHA modifier (+2) to
her initiative rolls. She doesn’t need advantage on the
attack roll to use Sneak Attack against a creature if she
is within 5 ft. of it, no other creatures are within 5 ft. of
her, and she doesn’t have disadvantage on the attack
roll.
Sneak Attack (1/Turn). Zehira deals an extra 7 (2d6)
damage when she hits a target with a weapon attack
and has advantage on the attack roll, or when the
target is within 5 feet of an ally that isn’t incapacitated
and Zehira doesn’t have disadvantage on the attack
roll. Also see Rakish Audacity.
Spellcasting. Zehira is a 12th level spellcaster. Her
spellcasting ability is Wisdom (spell save DC 16, +8 to
hit with spell attacks). Zehira has the following ranger
spells prepared:
1st level (4 slots): cure wounds, goodberry, zephyr
strike
2nd level (3 slots): darkvision, lesser restoration
3rd level (2 slots): water breathing

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DDAL-DRW03 Saving Silverbeard (v.1.1) 24
Appendix 3: Piece of Mine (Bonus Objective A)
Episode Duration: 1 hour

Objective Heat of the Moment


The forge in V7 is dormant but can be lit any number of
While fending off the Thayan agents, the Iltkazar ways. For instance, the characters could use lava. A
Scepter malfunctions – Zehira swings it, but the Scepter successful DC 13 Wisdom (Perception) check finds
swings in the opposite direction, fighting her use of the several obsidian buckets that can transport the
dwarven artifact. This effect is not unique to Zehira; substance from the lava pool to the forge. Characters
Zehira watched Rune have similar issues during his can also use a fire spell of at least 3rd level to light it.
preliminary experimentation and overheard his plan to Lastly, any character proficient with smith’s tools can
use some of the silver ore available elsewhere in the get it lit normally, but this takes at least two hours to
volcano to try and reshape the Scepter. accomplish and get the forge up to the required level
and consistency of heat.
Rune’s Theory Placing the silver ore in the forge melts it, and the
Because the item is dwarven-designed and forged, it responds hammers also found in this room can shape it to the
better to a dwarven wielder. Rune wondered if reshaping it in Scepter, which requires a successful DC 16 Dexterity
some way, would alter the weapon’s magic, binding it to the check. Characters with proficiency in smiths’ tools can
new wielder. He planned to bond it to molten silver using some roll with advantage.
of the ore within the volcano to test this experiment.
Development
The Ore If the Scepter is bonded with the silver, it appreciates
Chamber V9 in the Infernal Maw has a large silver ore the shiny make over and behaves normally for Zehira,
vein, detectable with a successful DC 16 Intelligence acting as a +3 club. However, its full arcane abilities
(Investigation) check. Characters can use the pickaxes won’t be restored until a later date, after Zehira has had
available in V2 to mine it. an opportunity to parlay with the dwarven artifact.
Lurking within V9, right outside of Krasnok’s lair, are
two red dragon wyrmlings. They are hungry for tasty
adventurers. Red dragons are strong and feral, and
these wrymlings care little for negotiation. Krasnok is
resting in her lair, and a very deep sleeper, so a short
fight (5 rounds or less) won’t waken her. If the fight
goes longer (unlikely) she does awaken and shows up a
round after that.
If the wyrmlings are defeated and Krasnok is
elsewhere, the ore can be mined. Obtaining the takes
four hours of back breaking work and requires a
successful DC 17 Strength check each hour. This time
can be cut down if multiple characters are working. For
example, four characters that each make a successful
Strength check can work for one hour and mine enough
of the ore to do the job.

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DDAL-DRW03 Saving Silverbeard (v.1.1) 25
Appendix 4: The Wicked Waves (Bonus Objective B)
Episode Duration: 1 hour

Objective
Once the characters have landed on the island, they
discover the primary source of the maelstrom.
Circling Dragon Island is the manifestation of
Olhydra. Additionally, three female kraken priests,
are preparing a ritual to strengthen the
manifestation further.
If the characters choose to confront the
manifestation of Olhydra directly, this is a
challenging encounter. Please review Scaling the
Encounter below, as it pertains to all possible party
power configurations.

Scaling the Encounter


Very Weak Decrease the manifestations hps to 240.
Weak Decrease the manifestations hps to 290.
Normal No legendary resistance or actions.
Strong Use legendary resistance
Very Strong Use legendary resistance and legendary
actions.

Breaking the Ritual


The cultists believe that Olhydra is an omen of
Umberlee, the sea goddess. Bedecked in gowns of
seaweed, the priestesses form a circle on the rocky
shore of Dragon Isle. They clasp hands and hum in
unison, chanting Umberlee’s title: “Come forth, the
Queen of the Depths.”
The cultists gladly engage in combat against the
characters in defense of the manifestation.

Development
If the manifestation of Olhydra is defeated, the rain
persists but the waves calm enough to get
Umberlee’s Resolve onto the water safely, so that
once the mission is complete, the characters can sail
back to Turmish without incident.

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DDAL-DRW03 Saving Silverbeard (v.1.1) 26
Appendix 5: Story Rewards
Characters completing this adventure’s objective earn this story reward.

Turmish Hospitality
As a thanks for their aid in uncovering the Thayan
plot, Turmish become a safe harbor for the
characters, and they are always offered a place to
stay. Zehira remains a friend to the party.

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DDAL-DRW03 Saving Silverbeard (v.1.1) 27
Appendix 6: Magic Items
Characters completing this adventure’s main objective unlock this magic item.

Helm of Brilliance
Wondrous Item, very rare (requires attunement),
Table H
This helm is decorated with scenes of underwater
volcanoes. While you wear it, you can speak and
understand Aquan.
This dazzling helm is set with 5 diamonds, 11
rubies, 16 fire opals, and 22 opals. Any gem pried
from the helm crumbles to dust. When all the gems
are removed or destroyed, the helm loses its magic.
You gain the following benefits while wearing it:
• You can use an action to cast one of the following
spells (save DC 18), using one of the helm's gems
of the specified type as a component: daylight
(opal), fireball (fire opal), prismatic spray
(diamond), or wall of fire (ruby). The gem is
destroyed when the spell is cast and disappears
from the helm.
• As long as it has at least one diamond, the helm
emits dim light in a 30-foot radius when at least
one undead is within that area. Any undead that
starts its turn in that area takes 1d6 radiant
damage.
• As long as the helm has at least one ruby, you have
resistance to fire damage.
• As long as the helm has at least one fire opal, you
can use an action and speak a command word to
cause one weapon you are holding to burst into
flames. The flames emit bright light in a 10-foot
radius and dim light for an additional 10 feet. The
flames are harmless to you and the weapon. When
you hit with an attack using the blazing weapon,
the target takes an extra 1d6 fire damage. The
flames last until you use a bonus action to speak
the command word again or until you drop or
stow the weapon.
Roll a d20 if you are wearing the helm and take fire
damage as a result of failing a saving throw against a
spell. On a roll of 1, the helm emits beams of light
from its remaining gems. Each creature within 60
feet of the helm other than you must succeed on a DC
17 Dexterity saving throw or be struck by a beam,
taking radiant damage equal to the number of gems
in the helm. The helm and its gems are then
destroyed.

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DDAL-DRW03 Saving Silverbeard (v.1.1) 28
Appendix 7: Map of the Infernal Maw

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DDAL-DRW03 Saving Silverbeard (v.1.1) 29
Appendix 8: Player Handout (Zehira’s Journal)

My club reacted strangely in the presence of the Librarian. Before leaving, Iridian
gave me a book that had some new information: apparently, I am not the only
one who has possessed this weapon.

He suspects it’s of dwarven design, and while inspecting it, I noticed a symbol
that I hadn’t seen before: two crossed axes. I know the dreadful Axar Xyrl stole it
from someone before I got my hands on it in its lair – the question is, who did
Axar steal it from? There were quite a few corpses in there, so who knows…

I am concerned that the Thayans will return to Myth Nantar, and I am eager to
get back to Ayakar, but are we bringing danger to Turmish? I know the zulkirs
are after me now. I must get information to Turmish as soon as possible, and
what I’ve learned can’t fall into the wrong hands.

I have a terrible suspicion that I am being watched or followed, the same feeling I
had when I was being stalked by the morkoth.

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DDAL-DRW03 Saving Silverbeard (v.1.1) 30
Appendix 9: Dungeon Master Tips
This adventure is designed for three to seven 11th - quick scan of a player’s character sheet to ensure
16th level characters and is optimized for five that nothing looks out of order. If you see magic
characters with an average party level (APL) of items of very high rarities or strange arrays of ability
13. scores, you can ask players to provide
Characters outside this level range cannot documentation for the irregularities. If they cannot,
participate in this adventure. feel free to restrict item use or ask them to use a
standard ability score array.
D&D Adventurers League Sanctioned Point players to the D&D Adventurers League
Players Guide for reference. If players wish to spend
To DM an adventure, you must have 3 to 7 players— downtime days and it’s the beginning of an
each with their own character whose level is within adventure or episode, they can declare their activity
the adventure’s level range. Characters playing in a and spend the days now, or they can do so at the end
hardcover adventure may continue to play to but if of the adventure or episode. Players should select
they play a different hardcover adventure, they can’t their characters’ spells and other daily options prior
return to the first one if they’re outside its level to the start of the adventure, unless the adventure
range. specifies otherwise. Feel free to reread the
adventure description to help give players hints
Preparing the Adventure about what they might face.
Before you start play, consider the following:
Adjusting This Adventure
Read through the adventure, taking notes of anything
When combat is a possibility, the adventure will
you’d like to highlight or remind yourself of while
provide a sidebar that helps you to determine the
running the adventure, such as a way you’d like to
best mix/number of opponents to provide them with
portray an NPC or a tactic you’d like to use in a to create an appropriate challenge. While you’re not
combat. Familiar yourself with the adventure’s bound to these adjustments; they’re here for your
appendices and handouts. convenience and consideration.
Gather any resources you’d like to use to aid you in To determine whether you should consider
running this adventure — such as notecards, a DM adjusting the adventure, add up the total levels of all
screen, miniatures, and battlemaps. the characters and divide the result by the number
Ask the players to provide you with relevant character of characters (rounding .5 or greater up; .4 or less
information, such as name, race, class, and level; down). This is the group’s average party level (APL).
passive Wisdom (Perception), and anything specified To approximate the party strength for the
as notable by the adventure (such as backgrounds, adventure, consult the table below.
traits, flaws, etc.)
Determining Party Strength
Players can play an adventure they previously Party Composition Party Strength
played as a Player or Dungeon Master but may only 3-4 characters, APL less than Very weak
play it once with a given character. Ensure each 3-4 characters, APL equivalent Weak
player has their character’s adventure logsheet (if 3-4 characters, APL greater than Average
not, get one from the organizer). The players fill out 5 characters, APL less than Weak
the adventure name, session number, date, and your 5 characters, APL equivalent Average
name and DCI number. In addition, the player also
5 characters, APL greater than Strong
fills in the starting values for advancement and
6-7 characters, APL less than Average
treasure checkpoints, downtime days, and renown.
6-7 characters, APL equivalent Strong
These values are updated at the conclusion of the
session. 6-7 characters, APL greater than Very strong
Each player is responsible for maintaining an
accurate logsheet. If you have time, you can do a

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DDAL-DRW03 Saving Silverbeard (v.1.1) 31

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