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DDAL-DRW-07

MOMENT OF PEACE
A Dreams of the Red Wizards Adventure
Armed with a ritual that will let them track the Wyrmskull Throne, the characters
travel to distant mountain, magical desert, and the Outer Planes—but all their
success might yet be undone by a vengeful enemy.
Part Four of the Storm King’s Descent series of adventures.
A Six-Hour Adventure for Tier 3 Characters.
Optimized For: APL 13

Credits
D&D Adventurers League Wizards Team: Adam Lee, Ari
Lead Designer: Greg Marks Levitch, Chris Lindsay, Mike Mearls
Designer: Toni Winslow-Brill D&D Adventurers League Administrators: Alan Patrick,
Editing: Scott Fitzgerald Gray Amy Lynn Dzura, Travis Woodall, Claire Hoffman, Greg
D&D Adventurers League Guildmaster: Chris Lindsay Marks, LaTia Jacquise, Ma’at Crook
Art Director and Graphic Designer: Rich Lescouflair Playtesters: Gary Affeldt, Gary Brown, Richard Brown,
Cartography: Travis Woodall Daniel Franco, David Krolnik, Chris McGovern, Sean
Interior Art: provided by Wizards of the Coast Mittelstaedt, Daniel Oliveira, Alain Pham, Ben Siekert,
James Schweiss, Phil Tobin, Marcello Velazquez

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
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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
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Adventure Primer Recently, Zehira and a group of adventurers working
with her have learned that the Cult of the Dragon has used
shadow magic to create multiple copies of the Wyrmskull
No man chooses evil because it is evil; he only mistakes it for Throne and spread them across Faerûn, making tracking
happiness, the good he seeks. the throne nearly impossible. However, with help from a
—Mary Wollstonecraft mage of Candlekeep, the characters have acquired a ritual
that can be used to track the original throne from any of its
copies.
This adventure is designed for three to seven 11th- to
16th-level characters and is optimized for five characters
with an average party level (APL) of 13. Characters Overview
outside this level range cannot participate in this adventure. The adventure’s story is spread over three parts and takes
This adventure takes place in the storm giant city of approximately six hours to play. The adventure begins with
Maelstrom, the mountain known as Wyvernfang in the a Call to Action scene.
Thunder Peaks, on the Plains of Purple Dust to the east of
the Sea of Fallen Stars, and on the desolate prison plane of
Carceri. Modular Adventure
While this adventure has distinct parts, each section is
Background designed to be played on its own over approximately two
hours, if you are at a store, convention, or public event with a
In previous D&D Adventurers League adventures shorter than six-hour play time available.
(DRW01 through DRW03), the noble-turned-privateer
ZEHIRA DERYAN acquired a magic rod dedicated to
Call to Action: Cult to Action. The characters and Zehira
CLANGEDDIN SILVERBEARD, the dwarven god of war
begin in Maelstrom, having returned to meet with
and valor. This rod is the ILTKAZAR SCEPTER, one of
Princess Serissa. The characters learn that the ritual
ten RULING SCEPTERS OF SHANATAR that can be
acquired from Candlekeep tracks all the copies of the
used to control the WYRMSKULL THRONE, an artifact
Wyrmskull Throne and can be used to find the original
that is the centerpiece of KING HEKATON’S throne room
from any copy. Using the ritual, it is determined that the
in the undersea storm giant citadel of MAELSTROM.
closest false throne is on Wyvernfang, a mountain in the
Zehira is intent on keeping the scepter, and so has received
Thunder Peaks. Serissa urges Zehira and the characters
an invitation from Hekaton to travel to Maelstrom so that
to journey to Wyvernfang, infiltrate whatever Cult of the
the scepter can be used to activate the throne.
Dragon base has been set up there, find the false throne,
Recently, agents of the CULT OF THE DRAGON secretly
and use it to locate and recover the real throne.
stole into Maelstrom, assassinated King Hekaton, and
Part 1: Clever Wyverns. On Wyvernfang, the characters
stole the Wyrmskull Throne away with the use of powerful
infiltrate an ancient dungeon site taken over by the Cult
magic. The Cult of the Dragon had previously turned the
of the Dragon. Getting past the cultists and the wyverns
corpse of the ancient blue dragon sorcerer IYMRITH into
that the cult is training and experimenting with reveals
a dracolich, and has since bound the Wyrmskull Throne as
the hiding place of the duplicate Wyrmskull Throne.
her phylactery. Still nurturing the rage inspired by her being
Finding the duplicate and using it to determine the
murdered by adventurers in Storm King’s Thunder, Iymrith
location of the real throne is Story Objective A.
seeks vengeance if those foes ever cross her path again.
Part 2: Revenge is a Dish Best Served Dead. Traveling
The RED WIZARDS OF THAY have long sought the
to the Plains of Purple Dust far to the east of the Sea of
Wyrmskull Throne for themselves, and have been secretly
Fallen Stars, the characters must locate, then infiltrate
watching the activities of the Cult of the Dragon. The
an ancient arcane tower that holds the Wyrmskull
Red Wizards had hoped to follow the cult assault force to
Throne. Defeating the dracolich Iymrith and claiming the
Maelstrom and overcome them after they had dealt with
throne is Story Objective B.
the giants, but their agents arrived in the stronghold just
Part 3: Vhaeraun and You. Though they have reclaimed
after the cult had spirited the throne away. Never one to let
the Wyrmskull Throne, the characters discover that
an opportunity pass them by, the Thayans stole the body of
they have a problem. Because the throne is Iymrith’s
King Hekaton instead. Then, using powerful necromantic
phylactery, the dracolich’s soul goes into it when she is
rituals, they raised him as a death knight slave of SZASS
destroyed. Destroying the throne is impossible, but if the
TAM, the ancient lich who rules Thay.
characters can’t somehow remove Iymrith’s soul from it,
With her father once again absent, PRINCESS
the dracolich will constantly reform next to the throne.
SERISSA is thrust into power, a familiar position after the
With aid from doomguides of Kelemvor in the Tower of
events that occurred in Storm King’s Thunder. Serissa still
Skulls in Ormath, the characters journey to the prison
possesses the KOROLNOR SCEPTER, with the Cult of
plane of Carceri in search of a forgotten spell capable
the Dragon having failed to claim it when the Wyrmskull
of holding Iymrith’s soul, so as to prevent that soul from
Throne was stolen. Her possession of the scepter has
inhabiting the Wyrmskull Throne. Gaining the spell that
helped Serissa keep control over the giant court in the
can imprison the dracolich’s soul is Story Objective C.
immediate aftermath of King Hekaton’s disappearance,
Wrap-Up. The characters’ mission is complete—but once
but her hold on power is tenuous at best. With her mother
more, cruel fate has undone their hard work. While they
dead, her sisters defeated for their previous betrayal of her
journeyed to Carceri, the death knight that was once
father, and her father missing amid signs of violence, she is
King Hekaton led a force to the Tower of Skulls, and has
desperate for aid.
stolen the Wyrmskull Throne for Szass Tam.

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DDAL-DRW07 Moment of Peace (v1.0)
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Adventure Hooks The Iltkazar Scepter
Moment of Peace follows directly from DDAL-DRW04 Zehira Deryan is present with the characters throughout this
Foreign Affairs, DDAL-DRW05 Uncertain Scrutiny, adventure, unless there’s a strong reason for her not to be. As
and DDAL-DRW06 Thimblerigging. It assumes that the the primary quest giver and sidekick, she has a vested interest
characters have been assisting Zehira Deryan in the search in all that happens in the storyline. Zehira is also the wielder
for information regarding the fate of King Hekaton and of the Iltkazar Scepter—one of the ten Ruling Scepters of
Shanatar, forged by the dwarven gods and given to the ruling
the Wyrmskull Throne. If the characters didn’t play the
houses of that ancient dwarven empire.
previous adventures, the following hooks provide possible The Iltkazar Scepter is an intelligent artifact-level magic
ways to involve them in the scenario. item that is bonded to Zehira. It takes the form of a tapered
Hey, I Know You. If the characters have played any of mithral rod as thick and long as a dwarf’s forearm, with
the earlier adventures in this series (DRW01 through a small platinum knob at the bottom and a rounded disk
DRW06), they are already acquainted with Zehira adorned with a ring of seven tiny red gems at the top. A
Deryan, who uses a sending spell to contact them. Zehira wielder attuned to the scepter has access to these properties:
asks for aid in recovering the Wyrmskull Throne, and • They gain a +3 bonus to attack and damage rolls made with
requests that the adventurers join her in Maelstrom to this scepter, which can be wielded as a magic club.
meet with Serissa. • They can make the scepter appear nonmagical at will, as if it
were under the effect of the Nystul’s magic aura spell.
Royal Favor. If the characters helped King Hekaton during
• They can use the properties of the Wyrmskull Throne.
the events of Storm King’s Thunder, Serissa contacts
them by messenger or magical means. She explains that Additionally, the scepter has 10 charges, and it regains 1d6
+ 4 expended charges at dawn. The wielder of the scepter can
she and her father have need of aid once more, and asks
use these charges to access the following properties:
that the characters take up service to Hekaton as they
• If the wielder is underground or underwater, they can use an
did before.
action to expend 1 charge to determine the distance to the
surface.
Legacy Events • As an action, they can expend 2 charges to cast the sending
Before beginning play, ask the players to check their spell from the scepter.
• As an action, they can expend 3 charges to cast the teleport
logsheets for any legacy events that might effect this
spell from the scepter. If the destination is within 60 feet of
adventure. Moment of Peace incorporates the following
the Wyrmskull Throne, there is no chance of a teleport error
legacy event from previous adventures in the Dreams of the or mishap occurring. (Because the teleport spell takes the
Red Wizards series. caster to a location, not an object, the wielder must know the
Liberator location of the Wyrmskull Throne in order to teleport to it.)
This optional legacy event from Uncertain Scrutiny creates The Iltkazar Scepter has additional properties that manifest
a connection between the characters and the Red Wizards throughout this series of adventures.
Though Zehira is a close ally of the characters, she does not
they meet in this adventure. In the wrap-up section, Trildor
allow anyone else to use the scepter, and the scepter cannot
Zihial is part of the Thayan force that steals the throne. be attuned to another creature. If Zehira is incapacitated
Previously rescued from the dungeons under Thaymount, or killed and the characters attempt to claim the artifact, it
Zihial was actually an agent placed by Szass Tam in the teleports away from them, taking Zehira with it.
Citadel, charged with learning what the characters and the
storm giant court knew of the Wyrmskull Throne. If one
character has this legacy event, this path is open to the
party and all characters gain this legacy event.

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DDAL-DRW07 Moment of Peace (v1.0)
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Call to Action: Cult to Action

Estimated Duration: 10 minutes Area Information


The characters and Zehira Deryan begin the adventure in Maelstrom lies on the floor of the Trackless Sea west of
the storm giant citadel of Maelstrom with Princess Serissa. Faerûn, some three thousand feet beneath the surface. The
There, the characters learn that the ritual created by undersea fortress of King Hekaton is carved into a reef.
Master Reader Alsbith in Candlekeep magically connects Its four rocky towers covered in barnacles and coral rise
the Wyrmskull Throne to the copies of the throne created upward, and a large sinkhole between them descends into
by the Cult of the Dragon. The ritual determines that the the heart of the fortress.
closest copy is on Wyvernfang, a mountain in the Thunder
Peaks, east of Cormyr. The characters can be imbued with Dimensions and Terrain. The stronghold has slick,
the power of the ritual, so that if they make physical contact rough-hewn walls. Most of its rooms have 50-foot-high
with any duplicate throne, they will learn the general ceilings. The giant-sized doors are 30 feet tall and made
location of all other copies—and of the real throne. of barnacle-covered stone with rusty iron hinges. Their
handles are 13 feet above the floor.
Light. All interior spaces are filled with dim light. Air-
Speeding Up This Encounter filled chambers feature shrouded wall sconces with
If you are running this encounter in less than the continual flame spells cast on them, or oval windows
recommended time, or if you find that time is running short of transparent crystal that allow light from the
during your session, consider speeding up this section by bioluminescent coral reef to enter. Bioluminescent fish
summarizing the Call to Action rather than roleplaying the illuminate submerged areas.
meeting with Princess Serissa.

Serissa’s Mission
Return to Maelstrom Even if the characters are meeting Serissa for the first
time, she stands to welcome them, forgoing the use of
The adventure starts in Maelstrom, which lies on the floor one of the remaining thrones. If the characters have not
of the Trackless Sea and is the seat of power for the storm played the previous adventures in this series, Serissa and
giants who live there. Whether the characters are returning Zehira provide the information given in the “Background”
to Maelstrom after having taken part in Foreign Affairs section. The two then focus on what has been learned
or are journeying there for the first time, they meet with by the storm giant wizards who have performed Master
Zehira and Princess Serissa in the throne room. Reader Alsbith’s ritual:
Maelstrom’s throne room resembles a great
amphitheater, with stone bleachers overlooking an oblong
chamber with a 50-foot-deep pool of seawater near its
center. In the middle of the bleachers is an archway with
two doors in it. Facing the pool and the doors are two
enormous thrones made of coral and giant seashells,
flanking an empty spot in the middle where the Wyrmskull
Throne should be.
• The ritual taps into the shadow magic that created the
duplicate thrones, connecting all those copies with the
true Wyrmskull Throne.
• The power of the ritual can be infused into one or more
characters. If a character channeling the power of the
ritual touches one of the duplicate thrones, they should
be able to determine where the real throne is located.
• Serissa’s hope is that once the location of the real throne
is determined, the characters and Zehira will be able to
recover it.
• By focusing the power of the ritual, the storm giant
wizards have determined that the closest copy of the
Wyrmskull Throne is on Wyvernfang, a mountain in the
Thunder Peaks east of Cormyr.
• The trip will not be without peril. Wyvernfang is known
to be home to unusually strong and intelligent wyverns,
and has been used as a base by the Cult of the Dragon
for years.
To make it possible to travel with the Wyrmskull Throne,
the arcanists of Maelstrom augment the Iltkazar Scepter
carried by Zehira, so that she can use it to reduce the
throne to its original size (suitable to seat a dwarf). This
allows it to be brought with the characters when they use
the teleport spell to travel, or to be moved relatively easily
by nonmagical means.

Princess Serissa
Chaotic good storm giant
The youngest daughter and chosen successor of King
Hekaton, Serissa is cool and calm, even as she understands
that others in the giant court covet her position.
What They Want. To maintain peace among the giants, Serissa
must find her father and the Wyrmskull Throne, and have
those who attacked Maelstrom face justice.
Optimistic Leader. Serissa wants to believe that all folk are
innately good at heart. Reluctantly accepting the mantel of
ruler once more in her father’s stead, she is determined to
do everything she can to find King Hekaton and return the
Wyrmskull Throne to Maelstrom. She fears that her father’s
death will bring about a new rise in tensions between the
giant races and she knows that she must defuse those
tensions if she can. Serissa hopes that her father’s body can
be recovered and raised from the dead, despite the king
having been turned into a death knight in the service of Thay.

Call to Action
The characters agree to aid Serissa by working with
Zehira, and by allowing the storm giant mages to infuse
the power of the ritual into them. They will then journey
to Wyvernfang, seeking out the Cult of the Dragon’s base
there, and determine the location of the Wyrmskull Throne
from the duplicate throne. Once that location is known,
they will seek out and recover the throne if they can.
Part 1: Clever Wyverns
Estimated Duration: 1 hour 50 minutes Area Information
Making their way to Wyvernfang, the characters enter a The caves occupied by the cultists have the following
series of chambers and caverns carved out beneath the top features.
of the mountain, occupied by the Cult of the Dragon and
guarded by monstrous wyverns. Only by overcoming the Stonework. The passages and chambers of the cult lair
cultists and their wyvern servants can the characters gain have been carved out of the natural limestone of the
access to the duplicate Wyrmskull Throne hidden here, mountain. The entrance cavern and area 8 are rough
which might grant them the location of the true throne. stone, but all other areas are clean worked stone.
This encounter is a mix of a dungeon crawl and a wide- Lighting. Torch sconces line the walls of all areas, but are
open combat with aerial options. Though the cult members unlit when the characters enter unless otherwise noted.
present here are not all that noteworthy, the wyverns are
dangerous, and are led by an especially powerful creature Creature Information
known as Deathsting. In addition to the wyverns that lair above it, the base
is currently home to some dozen Cult of the Dragon
Story Objective cultists. The cultists aren’t particularly watchful except
Finding the duplicate throne and using it to determine the as noted, since few people brave the dangerous slopes of
location of the true Wyrmskull Throne is Story Objective A. Wyvernfang.

Flying Characters
Into the Thunder Peaks If the characters decide to fly to the top of the mountain and
try to enter through one of the many wyvern nests that pepper
The Thunder Peaks are a range of mountains running in the summit, you can add an encounter with six wyverns in the
a north–south line to mark the eastern edge of Cormyr. cave they choose to enter. A tunnel beyond the entrance leads
These desolate peaks are subject to severe and sudden farther into the caves, ending at a weathered iron door. The
storms all year round, but the characters thankfully have door opens to reveal area 6 beyond.
access to the magic of the storm giant court to aid them.
A storm giant sorcerer who knows the Thunder Peaks is
made available to Zehira and the party, and can use the Exploring the Cult Lair
teleport spell to take the characters to Wyvernfang. Serissa
and the sorcerer stay in touch with Zehira using sending, The locations in this section are keyed to the map in
for when the characters are ready to go to their next appendix 1.
destination. 1. West Tunnel
This tunnel is wet and dark, and extends 60 feet to end in
Setting: Wyvernfang a weathered iron door. Engraved into the door and painted
Wyvernfang is just one of the mountains of the Thunder with bright colors is an image of Tiamat in her five-headed
Peaks, and is named for the wyverns that lair there. Natural dragon aspect.
caverns dot the summit of the mountain, many of which are Sonic Door Trap. The iron door is protected by a
home to these creatures, who make their nests within. The magical trap that can be noted with a detect magic spell
wyverns of Wyvernfang are known for being stronger and or a successful DC 15 Intelligence (Arcana) check made
more intelligent than most of their kind. to carefully inspect the door. If the door is opened without
the trap being dismissed or a creature speaking a passcode
Caves of the Dragon Cult (changed daily by the cultists), the hallway fills with the
rumble of thunder and each creature in the corridor must
Using the information gleaned by the storm giants from make a DC 17 Constitution saving throw. On a failed save,
the ritual, the characters are able to easily find the caves a creature takes 55 (10d10) sonic damage and is knocked
occupied by the Cult of the Dragon. From the base of the prone. On a success, the creature takes half as much
mountain where the characters first arrive, the ascent to damage and is not knocked prone.
the caves is uneventful. The dragon cultists who reside The magic trap can be dismissed with a dispel magic
here are not particularly adept at stealth, and even the most spell (treat the trap as a 7th-level spell).
casual inspection reveals frequent foot traffic in and out of If the trap is triggered, all creatures in the complex
the cavern entrance. become aware of intruders. If not already encountered, the
The entry cavern is some 30 feet by 40 feet, and features cultists in area 4 emerge after 6 rounds to investigate and
three worked-stone passageways leading off in different search the complex.
directions. Two small benches stand against the far wall,
flanking one tunnel.

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DDAL-DRW07 Moment of Peace (v1.0)
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2. East Tunnel sounds of a rasping, rattling dragon’s roar. Each creature
This tunnel is wet and dark, and extends 60 feet to end in in the corridor is wracked with terrible pain and must
a weathered iron door. Engraved into the door and painted make a DC 15 Constitution saving throw. On a failed save,
with bright colors is an image of Tiamat in her comely a creature takes 33 (6d10) necrotic damage and gains one
humanoid form, with dark hair and dark eyes. level of exhaustion. On a success, a creature takes half as
Poison Cloud Door Trap. The iron door is protected much damage and does not gain exhaustion.
by a mechanical trap. A successful DC 16 Wisdom The magic trap can be dismissed with a dispel magic
(Perception) check reveals the trap’s mechanism embedded spell (treat the trap as a 7th-level spell).
into the frame of the door. A successful DC 22 Wisdom If the trap is triggered, all creatures in the complex
(Perception) check finds a hidden stud in the right eye become aware of intruders. If not already encountered, the
of the image of Tiamat. If the door is opened without the cultists in area 4 emerge after 6 rounds to investigate and
trap being disarmed or a creature first pressing the stud, search the complex.
holes concealed in cracks in the tunnel’s stonework fill the 4. Sleeping Room
hallway with clouds of red, black, blue, green, and white
Members of the Cult of the Dragon use this area as a
poisonous gas that extend 30 feet from the door.
common sleeping room. The chamber is brightly lit by
A creature that starts its turn in the cloud or enters
torches in sconces along the walls, and the floor is covered
the area for the first time on a turn must make a DC 17
with bedrolls. If the characters have avoided setting off any
Constitution saving throw. On a failed save, the creature
of the traps in areas 1 to 3 or triggering the altar in area 6,
takes 45 (10d8) poison damage, and if its body is made
the cultists resting in this area are still here.
of flesh, it is restrained as its flesh begins to harden. On a
Cult Forces. Ten cult fanatics and three blue
successful save, the creature takes half as much damage
dragonsouls occupy this room, and are here playing cards
and isn’t restrained. A creature restrained by the trap must
if they have not been encountered elsewhere. The cultists
make another Constitution saving throw at the end of each
who dwell in the complex know each other well, and any
of its turns. If it successfully saves against this trap three
characters not recognized are immediately attacked.
times, the spell ends. If it fails its saves three times, it turns
into an obsidian statue and is petrified. The successes and
failures don’t need to be consecutive; keep track of both
until the target collects three of a kind.
A creature is affected by the poison even if it holds its
breath or doesn’t need to breathe. The cloud lasts for 10
minutes or until a strong wind disperses it. The area of the
cloud is heavily obscured.
In addition to pressing the stud, the trap can also be
disarmed with a successful DC 16 Dexterity check using
thieves’ tools. A failed attempt to disarm the trap triggers it.
If the trap is triggered, all creatures in the complex
become aware of intruders. If not already encountered, the
cultists in area 4 emerge after 6 rounds to investigate and
search the complex.

I’m an Obsidian Statue?


A greater restoration spell reverses the petrified condition
for a character transformed into an obsidian statue, and the
effect can also be undone by a remove curse or wish spell. If
the characters don’t have access to these spells, a petrified
character can be cured in any major city for 450 gp.
If the entire party is turned into statues, the cult sells them
to an art dealer for a tidy profit. Serissa eventually recovers
the statues and has the characters returned to their normal
state, but the adventure is over for them.

3. South Tunnel
This tunnel is wet and dark, and extends 80 feet to end
in an iron door. Engraved into the door and painted with
bright colors is an image of Tiamat in the Undying Queen
aspect revered by the Cult of the Dragon—the figure of a
horrifying five-headed dracolich.
Necrotic Door Trap. The iron door is protected by a
magical trap that can be noted with a detect magic spell
or a successful DC 15 Intelligence (Arcana) check made
to carefully inspect the door. If the door is opened without
the trap being dismissed or a creature speaking a passcode
(changed daily by the cultists), the hallway fills with the

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DDAL-DRW07 Moment of Peace (v1.0)
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of what looks like burned tree bark, and details injecting
Adjusting the Scene creatures with infernal and draconic blood in an effort to
Consider the following suggestions for adjusting this scene please Tiamat. (It doesn’t explain why this should please the
depending on the relative combat strength of the party: Dragon Queen.) The third book’s cover has mostly rotted
• Very Weak. Remove two blue dragonsouls and three cult away, but it looks to at one point have been made from
fanatics. some sort of dried plant. This book details the ramblings of
• Weak. Remove one blue dragonsoul and two cult fanatics.
someone who was obsessed with faerie dragons.
• Strong. Add one blue dragonsoul.
• Very Strong. Each blue dragonsoul has 170 hit points.
The books bear other details that connect them
to the Cult of the Dragon, suggesting that the cult’s
Speeding Up This Encounter long-ago activities here were behind the unusual size
If you are running this encounter in less than the and intelligence of some of the wyverns lairing atop
recommended time, or if you find that time is running short Wyvernfang.
during your session, consider speeding up this section
by having the cultists be noncombatants who try to avoid 6. Prayer Room
interacting with the characters. The limestone walls of this room have been meticulously
carved to show giant dragon reliefs, rising to a height of 50
feet. The floor is covered with a plush tapestry depicting
5. Magical Laboratory the glories of Tiamat in all her might, leading up to an
Magical orbs are set around this room, glowing white ornately carved altar of the Dragon Queen against the back
and filling the area with bright light. The area appears old wall, its five heads rearing in a magnificent display.
and forgotten. A thick layer of dust covers everything, and Tiamat’s Fury. Coins, gems, and other treasures are
much of the equipment (aside from the orbs) is broken or spread atop the altar. These offerings are made to Tiamat,
destroyed from age. and she does not part with her treasures lightly. If a
A table stands at the center of the area, set with the creature removes any treasure from the altar, the altar
skeletal remains of a wyvern’s stinger. The skeleton of a animates to deal with the offender.
dragon wyrmling can be easily noted where it’s discarded Treat the altar as a Huge creature, but each of its five
in a corner. Both are yellowed and brittle with age. heads takes its own turn and uses the following statistics:
Legends and Lore. If the characters take the time to an iron golem (the red dragon head), three flesh golems
search the room, a successful DC 14 Wisdom (Perception) (the white, blue, and black heads), and a clay golem (the
check spots the signs of a secret compartment in the wall green head). The altar breaks away from the floor and wall
near the skeletal remains. Opening the compartment to attack, and gets one turn per active head (initially five
reveals three small books, all beginning to decay. turns per round). When a head is destroyed, the altar loses
One book is wrapped in bronze dragonskin, detailing that head’s turn. On each of the altar’s turns, it has a full
experiments and magic dedicated to trying to make wyverns compliment of actions and movement, using the speed of
more like their dragon kin. The second book is made out the active head.

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The body of the altar construct is divided into the same Death from Above. The wyverns lairing here have set
colors as the heads, so attacks against the altar can target a up rocks and boulders to drop onto intruders below. The
head of the attacker’s choice. boulders have been prepared ahead of time to fall at set
intervals, once Deathsting has triggered this defense. In
addition to the real boulders, however, the same magic
Adjusting the Scene
that fuels the main illusion can call up a number of potent
Consider the following suggestions for adjusting this scene
secondary conjuration, evocation, and illusion effects.
depending on the relative combat strength of the party:
Have the characters roll initiative as soon as the first
• Very Weak. Replace the iron golem with a crystal golem and
character moves more than 10 feet into this area. On
remove a flesh golem. This makes the black dragon head
inert. initiative count 20 each round, roll on the Deathsting’s
• Weak. Replace the iron golem with a crystal golem. Traps table to determine what happens.
• Strong. Replace one flesh golem with a fiendish flesh golem.
• Very Strong. Replace two flesh golems with a fiendish flesh Deathsting’s Traps
golem and a crystal golem. d6 Trap
1 Choose a character at random. That character must
If the characters flee the room in response to the altar succeed on a DC 15 Wisdom saving throw or be
animating, it is too large to pass through the door. Its affected by a dominate person spell as if cast by
mighty roars of rage are heard throughout the complex, Deathsting. This effect can be utilized only three times.
however, alerting all creatures within to the characters’ If you roll this result thereafter, roll again.
presence. If not already encountered, the cultists in area
2 Rocks and boulders rain down across the cavern. Each
4 emerge after 6 rounds to investigate and search the
creature in the area must make a DC 16 Dexterity
complex.
saving throw, taking 27 (6d8) bludgeoning damage on
Treasure. The altar of Tiamat holds a pile of gold coins,
a brilliantly cut ruby, a fist-sized sapphire, a gem-encrusted a failed save, or half as much damage on a successful
empty scroll case, and a bolt of green silk. one. Additionally, a random 10-foot-square section of
the cavern is left filled with large rubble and becomes
7. Storage Room difficult terrain.
This storage room sees a lot of use by the cultists, but 3 The illusion of a monstrous wyvern with two heads
its organization is haphazard at best. Boxes stand open, flies into the cavern. Each creature that can see the
random bits of cloth hang out of barrels, and a wooden illusion must succeed on a DC 17 Wisdom saving throw
crate has been stacked under a pile of moldy canvas that or become frightened for 1 minute. A creature can
looks like it might have been poorly laid out to dry. Water repeat this saving throw at the end of each of its turns,
drips from the ceiling onto a single point on the floor, from
ending the effect on itself on a success. If a creature’s
which a small limestone stalagmite is beginning to rise.
saving throw is successful or the effect ends for it, that
A note written in Draconic is tacked to the back wall,
creature is immune to this effect for the next 24 hours.
passive-aggressively trying to shame someone into cleaning
up the area. 4 A small earthquake causes a rift 20 feet across and
50 feet deep to open up in the cavern floor under one
8. Deathsting’s Lair or more characters. Each character in the area must
Torches in sconces on the walls in this area are presently succeed on a DC 15 Dexterity saving throw or fall into
lit, providing bright light throughout the cave. Stalactites the rift and take 27 (5d10) falling damage. Climbing
hang from the ceiling of this rough cavern, and the sound of out of the rift requires a successful DC 13 Strength
dripping water is constant. Of more immediate note for the (Athletics) check.
characters, however, the Wyrmskull Throne stands upon a
5 An illusory dragon cultist steps out from a wall and
large rock at the rear of the cavern.
points a finger at a random character, who must
Illusory Ceiling. This area is home to a number of
succeed on a DC 16 Wisdom saving throw or be
wyverns, including the cunning creature known as
affected by a hold person spell. The image of the cultist
Deathsting. The ceiling of the cavern is open to the sky but
covered by an illusion that makes the cavern appear whole. then disappears.
To prevent their enemies from spotting this entrance from 6 Clouds of what look like bug-sized wyverns appear,
the air, spellcasters from the Cult of the Dragon placed covering each character. Each cloud is treated as swarm
this permanent illusion, which mimics the stone of the of insects (wasps) and lasts for 1 round.
mountain but allows Deathsting and her entourage free
access in and out of this lair. Wyvern Assault. As soon as the magical barrage is
The illusory ceiling extends from wall to wall 50 feet launched, Deathsting and four wyverns from her clutch
above the floor. It fools both sight and touch, and a creature drop down from above to attack the characters. Until a
carefully examining the illusion must succeed on a DC significant number of ranged attackers are able to see
18 Intelligence (Investigation) check to see through it. A through the illusory ceiling, the wyverns swoop down
creature that discerns the illusion for what it is sees it as a to attack, then fly back up to take total cover behind the
vague image superimposed across rising rock walls and the illusion.
sky above. Dragons of any type automatically see through
it. The illusion is subject to dispel magic, and is treated as a
5th-level spell.

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Deathsting is the result of generations of experiments Exploration. A character who uses an action to study the
done on the wyverns of this area by the Cult of the Dragon cave notes strange discrepancies where the illusory
centuries ago. Cult mages hoped to evolve wyverns to a ceiling meets the walls. Any character made aware of
level of power and cunning closer to their true dragon kin. these discrepancies has advantage on the Intelligence
Though the experiments were abandoned, the lingering check made to see through the illusion.
effects of this manipulation still remain in many of the Social. Deathsting is highly intelligent and understands
wyverns of Wyvernfang. Common, though she isn’t capable of speech. If the
characters attempt to interact with her, it becomes
quickly clear that she is fighting to protect her lair, and
Adjusting the Scene
that she will flee if the fight appears unwinnable.
Consider the following suggestions for adjusting this scene
depending on the relative combat strength of the party: Treasure. A small alcove on the wall behind the duplicate
• Very Weak. Remove one wyvern, and give Deathsting 95 hit throne is easily found by any character inspecting the
points. throne. It contains a silver-painted scroll tube containing a
• Weak. Give Deathsting 95 hit points. spell scroll of true seeing and a few small diamonds.
• Strong. Add one wyvern.
• Very Strong. Add two wyverns. Chasing the Throne
Once the cultists and the wyverns occupying the Cult of the
Playing the Pillars. You can make use of the following Dragon’s base are defeated, any of the characters can touch
suggestions when running this encounter. the duplicate throne. The power of the ritual they channel
Combat. Deathsting is more territorial than most wyverns, draws their senses across Faerûn. As the throne melts into
especially when facing creatures not of her clutch. She is a puddle of gray shadow stuff, the characters come to know
cunning, and can stalk prey for miles. Deathsting’s goal the location of the true Wyrmskull Throne, seeing a tower
is to catch the characters unawares, using the terrain of purple stone set in a stony plain seemingly covered with
and her flyby attack to her advantage. In addition to the purple sand. Any character with proficiency in the History
boulders dropped as part of the trap, the wyverns have or Nature skills (or Zehira if no characters do) recognizes
piled caches of rocks that they can pick up and drop on the only place in Faerûn that fits this description—the
targets from above the illusory ceiling. Plains of Purple Dust, far east of the Sword Coast.
Dropped Rock. Ranged Weapon Attack: +7 to hit, range 60/240 ft.,
one target. Hit: 17 (3d8 + 4) bludgeoning damage.

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Part 2: Revenge is a Dish Best Served Dead
Estimated Duration: 2 hours trade of services. Use the following information to guide
discussions between Meoran and the characters:
The journey to the Plains of Purple Dust takes the
characters far across Faerûn, east of Mulhorand and the • The plains are a broad wasteland, but many purple
Dragonsword Mountains. The characters’ ritual vision towers resembling the one described by the characters
has made it clear that the throne is in the tower they have can be found there.
seen, though the specific location of the tower in the desert • The purple towers were left behind by the Imaskari
remains unknown. Locating the site of the throne’s hiding people, whose empire was once centered here.
place will be a daunting task. But even after the characters • Determining which specific tower is the one the
fight their way to the throne, the treachery of Iymrith the characters seek will likely require speaking to the tribe’s
blue dragon dracolich will prove an even greater challenge. scouts, all of whom are presently away.
• Like all the mongrelfolk tribes, the Leryya must keep
Story Objective moving across the Plains of Purple Dust because of the
Defeating Iymrith and recovering the Wyrmskull Throne is difficulties in finding water in a desert. Though wells are
Story Objective B. easily dug, they run dry quickly.
• Purple worms are a constant danger to the nomadic
tribes on the plains. Although the Leryya mongrelfolk
Setting: The Plains of can handle smaller worm incursions well enough, a full
pack of purple worms has recently established itself in
Purple Dust the area around the settlement’s safe ground. When the
tribe moves on, they’ll be running a deadly gauntlet of
Extending north of the Raurin Desert, the Plains of Purple purple worm attacks.
Dust are a wasteland rumored to have been created by
The Leryya tribe has many scouts, and Meoran is
the struggles of the gods. A vast, wind-scoured desert of
confident that she can obtain the information the
badlands and rocky crags, the plains are covered with
characters seek. She simply asks that they help the tribe
a purple-colored dust that still radiates faint magic long
deal with their purple worm problems first. She listens
after the ancient cataclysm that created it. The plains are
to any plans or suggestions the characters might have for
home to nomadic tribes of mongrelfolk, descended from
removing the purple worms, and offers advice as she can.
humanoids but transformed over generations by exposure
The tribe doesn’t necessarily need the worms killed, but
to the magic of the purple dust. The most notable other
they must leave the area and not return so that the Leryya
creatures in the plains are the purple worms that are a
can relocate in relative safety.
constant threat to the nomads.
Making use of the magical assistance of Serissa’s
sorcerers, the characters can teleport to the edge of the
Development
plains. As they acclimatize themselves to the strange If the characters agree to deal with the purple worm threat,
environment, they note that the sky is consistently clear go to the “Worm Hunt” section.
and bright. The sun is overly warm by day, and the open If the characters refuse to help, none of the tribesfolk
plains offer little respite from its heat. recognize the specific description of the tower and its
environs. Needing to deal with the purple worm threat on
her own, Meoran can’t afford to send her scouts back out
Speeding Up This Encounter to seek information from other tribes, and the characters
If you are running this encounter in less than the must fend for themselves.
recommended time, or if you find that time is running short A solo search for the tower takes time, and word of the
during your session, consider speeding up this section by
characters traveling across the plains reaches the cultists
having the characters know the route to the tower that holds
the Wyrmskull Throne, allowing them to skip directly to the to put them on the alert for the party’s eventual incursion.
“Iymrith’s Tower” section. Go to the “Iymrith’s Tower” section below when you are
ready for the characters to take on the cultists, but make
the following changes:
• The dragonsoul cultists in area 3 are alerted to the
The Leryya characters’ presence in the tower as soon as they arrive.
As they travel into the Plains of Purple Dust, the characters Each consumes a potion of fire resistance just before any
quickly come across one of the local mongrelfolk tribes, fight begins.
and can seek information regarding the tower seen in • When the flameskulls in area 2 are engaged, the
the ritual vision. Known as the Leryya, the folk of the dragonsouls from area 3 descend the stairs and join
tribe are welcoming to strangers, and the characters the fight.
are invited to dwell in the tribe’s small settlement by its
• Iymrith has time to enchant two additional lightning
leader, Meoran. A fierce and hardened desert explorer,
glass sculptures as guardian portraits in area 6.
she sees the characters’ quest as an opportunity for a fair

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Exploration. The sandy tunnels created by the worms’
Meoran burrowing usually collapse quickly. However, characters
Neutral good mongrelfolk who explore the area during or after the fight discover
Meoran is the leader of the Leryya tribe of the Plains of Purple one surviving tunnel where the sand is visibly wet.
Dust. Her short-cut hair is sandy blond, and fluffs up because Digging farther down in this tunnel reveals a new well
of its thickness. She wears brightly colored but lightweight that the worms have uncovered, which will allow the
clothing that protects her from the sun’s rays. Her eyes are
Leryya tribesfolk to remain in this area longer if the
overly large, lacking any white, and glow an indigo color. She
worms do not return.
exudes an easy confidence and a friendly demeanor.
What They Want. Meoran needs someone to remove a Social. Purple worms are nonintelligent, and can’t be
clutch of purple worms that threaten her tribe’s imminent communicated with. However, loud noises attract their
migration to new territory. attention, and clever characters might be able to devise a
Fierce Leader. Though Meoran comes across as kind and plan to lure all the worms from their nesting ground. The
accommodating, she can be firm and aggressive when worms have no specific attachment to this area, and will
necessary. She is fiercely loyal to her tribe, and her dedication relocate if they are drawn more than one mile away from
to her people’s wellbeing inspires those who follow her. the site.

Development
Worm Hunt When the characters have defeated or driven off the
purple worms, Meoran and her people give them a heroes’
As they prepare for the hunt, the characters are given clear
welcome back at the settlement. Meoran is able to safely
directions to the expansive area that the purple worms
send out scouts, who connect with other tribes and return
have made the center of their lair territory.
in a few days with the following information:
Area Information • A tower set within a stony plain that matches the
description of the site seen in the characters’ vision is
The area of the hunt has the following features. just a few days’ journey away.
Terrain. Violet sand dunes cover this broad area, the • Those who have passed through the area report that
center of which features an outcropping of rock 20 feet the tower has been taken over by an unknown group.
across and 15 feet high. Reports say that many of the group’s members wear
Lighting. The area is brightly lit by day, and dimly lit by purple robes—marking them as the Cult of the Dragon.
clear-skied starlight at night.
• A local mongrelfolk tribe known as the Garniel have
somehow been swayed to work for the cult, but whether
Creature Information by bribery or intimidation, Meoran doesn’t know.
The purple worms that have taken up residence here are When the characters are ready to travel to the tower,
two adults and a clutch of young that are staying close to continue with “Iymrith’s Tower.”
their parents for safety. Characters who spend some time
inspecting the area see the sand move from time to time,
and spot two purple wormlings cresting the dunes, diving
Iymrith’s Tower
down, and resurfacing again. Unknown to the characters, Using directions given to them by Meoran’s scouts, the
the dangerous pack of predators beneath the dunes also characters can make their way safely to the site of the
comprises two purple worms, a young purple worm, and tower. The structure becomes visible at a distance, and its
an additional three purple wormlings. surroundings are a clear match for those seen in the ritual
vision.
Three mongrelfolk can be seen guarding the only
Adjusting the Scene apparent entrance into the tower. The rocky ground
Consider the following suggestions for adjusting this scene provides plenty of cover for characters to get close before
depending on the relative combat strength of the party: revealing themselves.
• Very Weak. Remove one purple worm and three purple
wormlings. Area Information
• Weak. Remove one young purple worm and two purple
wormlings. The tower has the following features.
• Strong. Add one young purple worm. Dimensions. The tower is 60 feet across and stands 80
• Very Strong. Remove all the purple wormlings and add two feet high, and is shaped of smooth purple stone. Its
young purple worms. weathered condition speaks to its great age.
Interior. In contrast to its weathered exterior, the interior
of the tower has been cleaned and refurbished. Livery
Playing the Pillars celebrating Tiamat the Dragon Queen decorates the
walls in most areas.
You can make use of the following suggestions when
Lighting. Unless otherwise noted, all areas of the tower
running this encounter.
are brightly lit by magical spheres in the shape of dragon
Combat. Purple worms are ravenous creatures, and treat skulls, which shift through all the colors of the chromatic
all other creatures as prey. If all the characters are flying, dragons.
the worms burrow down below the sand, waiting until Staircases. Stairs on each level of the tower connect to the
their tremorsense detects a creature in contact with the levels above and below.
ground before they breach and attack.

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DDAL-DRW07 Moment of Peace (v1.0)
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Unwitting Defenders
The three mongrelfolk cult fanatics guarding the entrance
are a real threat, but are also part of a plan by the dracolich
Iymrith to keep the Wyrmskull Throne safe (see the “Fake
It Till You Make It” sidebar). They attack as soon as they
see intruders, and fight to the finish.
Iymrith’s Plots
To limit the information the characters might learn from
full cultists through coercion or magic, Iymrith has bought
the allegiance of these local mongrelfolk of the Garniel
tribe. These new cultists are not allowed above the ground
floor of the tower, and they know little about the cult.
If left alive and questioned, the only information these
cultists can share is that several of the cult’s leaders went
away recently with a few dozen other members of their
tribe, hoping to sway more neighboring tribes to follow the
cult. They are expected to return to the tower in half a day.
Treasure. Each mongrelfolk wears fine silk robes and a
gold necklace engraved with the holy symbol of Tiamat.

Fake It Till You Make It


The Cult of the Dragon knows of the characters’ successful
infiltration of the Shadowed Tower in Thimblerigging. With the
knowledge the characters gained there, the cult’s leaders fully
expect that Princess Serissa and her agents will eventually
locate the Wyrmskull Throne. They are thus not attempting
to protect the throne where it is held within Iymrith’s 3. Barracks
tower, but are rather assisting Iymrith in setting a trap for The third floor of the tower has been turned into a barracks
Serissa’s agents when they eventually come. The cultists’ for the cultists serving Iymrith. Unless the characters
goal is to allow the characters to gain entrance to the throne encountered them in the fight in area 2 (see “Development”
room, putting up a fight only well enough that it won’t look
in “The Leryya” section above), four blue dragonsoul
suspicious when Iymrith springs her trap.
cultists are here. Cultists in this area are either resting
on the beds (if the characters somehow made no noise
coming through area 2) or are pressed back along the
Exploring the Tower walls and waiting if the characters made noise fighting the
The locations in this section are keyed to the maps in flameskulls.
appendix 2. 4. Laboratory
1. Foyer The fourth floor of the tower is the cultists’ laboratory.
This open space features a small altar to Tiamat against Unlike the ordered state of the lower levels, this area is
the rear wall. quite cluttered.
A detect magic spell notes abjuration magic just within Various tables are laden with equipment, flasks, and
the entrance to this area, with a feel similar to the alarm beakers, many filled with spell components and unusual-
spell. Characters who note this magic can guess that looking liquids. Characters who make a search of the tables
someone in the tower (in this case, Iymrith) was alerted to note several dried samples of purple worm hide, as well as
their presence when they entered. broken shell fragments of a purple worm egg.
Portal Entrances. Two glowing purple portals are set
2. Kitchen into the floor near the far wall, each 5 feet in diameter and
The second floor of the tower is a well-kept kitchen. Pots pulsing with shadowy light. Labels in Draconic mark the
and pans hang from various racks, and ingredients and portals as ‘The Hatchery’ and ‘The Throne Room.’ The
spices are organized neatly on shelves. portals lead to areas 5 and 6—two demiplanes permanently
Light ‘Em Up. The magical light spheres in this area are attached to the tower by the mages who built it, and which
actually ten flameskulls concealed with illusion magic. have now been repurposed by the Cult of the Dragon.
These undead attack anyone not wearing the vestments
of the clergy of Tiamat who moves more than 10 feet into 5. Purple Worm Hatchery
the room. This extradimensional space extends 80 feet by 60 feet,
The flameskulls recognize the robes and necklaces of its walls shedding a gray glow that fills the area with dim
the mongrelfolk door guards, but they know that those light, so as not to disturb the incubating worms. In that
guards are not welcome on the second floor. If any of light, characters emerging from the portal can see twenty
the characters have disguised themselves in the guards’ unhatched purple worm eggs set around the room, with
livery, the flameskulls screech out threats but refrain from broken shells covering the dirt floor. Of more immediate
attacking for 1 round. If the characters attack immediately, note are the bloodied bodies of two cultists sprawled on
the flameskulls are surprised. the floor.

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DDAL-DRW07 Moment of Peace (v1.0)
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Iymrith’s Experiments. The time she’s spent in the Treasure. The characters can collect a number of
Plains of Purple Dust has inspired Iymrith to turn her valuable magical fragments from the purple worm
love of magical experimentation to raising purple worms. eggshells scattered across the floor.
Most of the magical enhancements she has imbued into
developing purple worm eggs were unsuccessful, but a few 6. Iymrith’s Lair
have produced deadly results. Any character who takes a
closer look at the eggs notes that some have been bleached This massive extradimensional chamber extends 100 feet
an unhealthy white color, while others flare with a pulsing by 150 feet, and has a vaulted ceiling 75 feet high. Its floor
black glow. is smooth, melted purple glass.A massive and elegant
Dying Cultists. Any inspection of the two cultists reveals
throne room opens up beyond the portal, the violet stone
that they are not dead, but have been badly wounded
and left unconscious by the attacks of the two sadistic of its walls and floors glowing with a faint light. Magical
augmented worms currently lurking beneath the floor. sigils flare along the walls between lush tapestries and
A successful DC 15 Wisdom (Medicine) check restores faded pieces of art, while strange sculptures dot the
either cult fanatic to consciousness with 10 hit points. room, seemingly shaped of glass forged by lightning-
The panicked fanatics warn the characters that they’re in
blasted sand.
grave danger—whereupon the two worms beneath the floor
burrow up and attack. Unless convinced to fight with the Across from the portal, a skeletal dracolich uncoils as
characters (see “Playing the Pillars” below), the cultists she rises from the floor. Humanoids in the regalia of the
stay away from the worms at any cost. Cult of the Dragon stand at her side, ready to fight—and to
Worm Attack. Two of the modified eggs have recently protect the Wyrmskull Throne where it rises behind them.
hatched into two purple worm variants of different colors.
One white worm has been infused with the blood of a
young white dragon. It has translucent skin revealing Iymrith’s Revenge. The blue dracolich Iymrith has been
internal organs that are a diseased white in color. One awaiting the characters, and has prepared for their arrival.
black worm has been infused with the blood of an adult She has the following spells already cast on her, using the
black dragon, and pulses with a black glow. The ravenous power of the Wyrmskull Throne: death ward, protection
appetites of these creatures are matched only by their from energy (fire and cold), protection from evil and good,
sadistic evil natures, and they take great pleasure in and shield of faith. Her servants are a warlock of the fiend
tormenting victims before they kill them. serving Tiamat, a war priest, and five cult fanatics.
If the cultists are not revived to warn the characters, the The ritual allowing Iymrith to use the throne as her
worms attack 3 rounds after the first characters enter this phylactery has already been completed, and her soul has
area. been moved into the artifact to grant her immortality.
She and her followers attack at once, and she taunts the
Adjusting the Scene characters relentlessly, relishing in their pain and suffering
Consider the following suggestions for adjusting this scene as she rants about how her complicated plan for vengeance
depending on the relative combat strength of the party: has finally come to fruition. She cares not for the plans
• Very Weak. Remove the black worm. of the Cult of the Dragon, but hates all adventurers and
• Weak. Replace the black worm with a second white worm. Serissa. If any of the characters took a part in slaying
• Strong. Add three blue dragonfang cultists, whose job it is Iymrith in the Storm King’s Thunder adventure, she goes
to keep the two worms away from the other eggs, and who out of her way describe the dreams she has had about
attack the characters at once. torturing them.
• Very Strong. Add five blue dragonfang cultists to the Iymrith has not yet had time to make this demiplane her
encounter. lair, and cannot use her lair actions in combat.
Sculptures of Denial. Iymrith knows just how much
Playing the Pillars. You can make use of the following adventurers enjoy their magic, and she has lined this
suggestions when running this encounter. room with equally magical defenses. Of the lightning glass
sculptures scattered across the room, eight function as
Combat. These augmented purple worms are as voracious guardian portraits. Whenever a character attempts to cast
as their kin but are thoroughly evil. They attack until a spell, one of the sculptures casts counterspell.
destroyed, using their breath weapons to torment prey Dispel Magic Trap. The magical sigils along the walls
before it is consumed. have been created by the Cult of the Dragon at the behest
Exploration. The shell fragments of the transformed of Iymrith. Each round on initiative count 20, losing
purple worm eggs retain some of their magical initiative ties, these sigils cast a dispel magic spell against
augmentations. If claimed, they could be sold or might be each creature in the area that is not a dragon and is not
useful for the characters’ own magical experiments. wearing the regalia of the Dragon Queen. The sigils can be
Social. Any cultists in this area recognize that they are dispelled all at once as if they were a 6th-level spell, or they
obligated to deal with intruders, but they also recognize can be disabled with a successful DC 25 Dexterity check
that the worms have become a deadly threat. If the using Thieves’ Tools.
characters offer a truce to the cultists, they join with
the characters to attack the worms, then allow the
characters to leave this area as long as they promise not
to report their actions to Iymrith.

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DDAL-DRW07 Moment of Peace (v1.0)
14
Iymrith
Lawful evil blue dracolich
Iymrith is an ancient blue dragon turned dracolich,
sometimes called the “Doom of the Desert” or “Dragon of
Statues.” Blue dragon scales hang from her skeletal body, and
her eyes glow yellow with hate.
What They Want. Since she was killed at the hands of heroes,
Iymrith has bent her considerable intellect toward taking
vengeance on every group of adventurers she can.
Never Let a Good Grudge Die. An excessively cruel dragon
in life, the undead Iymrith nurtures a dark hatred of all
adventurers after having been killed by adventurers in Storm
King’s Thunder. If fortune has it that any of the characters in
the party are the same characters who killed her, Iymrith’s
rage is rewarded by Tiamat and she gains the benefits noted
in the “Vengeance!” sidebar.
Adjusting the Scene
Consider the following suggestions for adjusting this scene
depending on the relative combat strength of the party:
• Very Weak. Only three of the desert sculptures function, and
the dispel magic sigils target only two characters per round.
• Weak. Only six of the desert sculptures function, and the
dispel magic sigils target only three characters per round.
• Strong. Add three cult fanatics to the dracolich’s
followers. Iymrith has 275 hit points and has had time
to make this demiplane her lair, giving her access to
her lair actions.
• Very Strong. Add a warlock of the fiend to the dracolich’s
followers. Iymrith has 325 hit points and has had time to
make this demiplane her lair, giving her access to her
lair actions.

Playing the Pillars. You can make use of the


following suggestions when running this encounter.
Combat. To nurture her plans for revenge, Iymrith
plots constantly to ambush adventurers, and
works with the Cult of the Dragon to aid her in
that goal. The Wyrmskull Throne allows her to
maintain concentration on multiple spells, but if
she must make a Constitution saving throw to maintain
concentration, she must do so for each spell she is
concentrating on. Iymrith fights to the death, as she
knows that she will reform next to her phylactery in just
a few days.
Exploration. Exploration of the room reveals Iymrith’s
modest hoard hidden beneath the Wyrmskull Throne.
Social. Iymrith cannot be reasoned with, and she mocks
the weakness and stupidity of any adventurers who try to
treat with or challenge her. If the characters engage with
her, she gleefully informs them that she has completed
the necessary ritual to make the Wyrmskull Throne her
phylactery.
Treasure. Iymrith’s small hoard consists of a pile of Vengeance!
coins, an elixir of health, and a stonespeaker crystal—a If the party includes characters who were present in Storm
meager assortment of treasure compared to what she King’s Thunder when Iymrith was slain, the dracolich gains the
possessed before her death. following blessings from Tiamat:
• She automatically goes first in the initiative order.
• As a legendary action that costs 3 actions, Iymrith recharges
her breath weapon and uses it.
• All of Iymrith’s followers in this encounter are protected by
the death ward spell.

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Part 3: Vhaeraun and You
Estimated Duration: 1 hour 50 minutes their story, Kroupant is rapt with attention, constantly
making notes and pulling reference works from the room’s
With Iymrith defeated, the characters have destroyed
bookshelves. As they converse with Kroupant, each of the
a great evil—but only temporarily. A dracolich can be
characters notices that the doomguide occasionally stops
permanently destroyed only if its phylactery is destroyed,
and speaks as though talking to someone who isn’t there,
but Iymrith’s phylactery is the Wyrmskull Throne. As
or moves around unseen obstacles.
an artifact, the throne is far beyond the power of the
When he has all the information at hand, Kroupant
characters to destroy, and the storm giants will not willingly
excitedly shares the following thoughts and information:
part with such an important relic. As such, it is up to the
characters and Serissa to end the threat of Iymrith’s return. • He believes that it should be possible to remove the
dracolich’s soul from the Wyrmskull Throne.
• Old legends speak of the clerics of the drow god
Story Objective
Vhaeraun the Masked Lord using a spell called
Gaining the knowledge of the soultheft spell, which can be
soultheft, which could pull a soul out of a person
used to imprison Iymrith’s soul, is Story Objective C.
or object.
• The clerics of Vhaeraun, the drow god of thieves and
shadow magic, used this blasphemous spell to recharge
The Tower of Skulls spent magic items. But Kroupant believes that if the
Having defeated Iymrith and acquired the Wyrmskull secret of the soultheft spell could be obtained, it could
Throne, the characters are able to report their success to be used to draw a soul out of an object and send it to its
Serissa by way of sending spells. Serissa is overjoyed to final rest.
hear that the throne has been reclaimed, but understands • The ancient spell passed from the memory of living
the implication of the throne having become the phylactery clerics long ago. To learn its secrets, the characters must
of Iymrith. The throne cannot be returned to Maelstrom travel to Carceri, the desolate prison plane, whose level
while the threat remains that the dracolich will reform of Colothys holds Vhaeraun’s realm of Ellaniath. There,
alongside it. As such, the storm giant monarch charges the they must seek knowledge of the spell from followers of
characters with helping to ensure that the throne can be the Masked Lord.
cleansed of Iymrith’s soul. Kroupant is able to facilitate the characters’ travel to
As a first step, Serissa suggests that the characters take Ellaniath if they need assistance. Because Carceri is a
the Wyrmskull Throne to the city of Ormath in the Shining prison plane, entering it is relatively easy. However, the
Plains, where the doomguides of Kelemvor might be able characters will need to find their own way home again.
to help. The Tower of Skulls in Ormath is a major temple to
Kelemvor, and Serissa hopes that the servants of the Lord
of the Dead might have insight into how to deal with a soul Doomguide Kroupant Shadaum
as evil as Iymrith’s. Neutral good elf priest of Kelemvor
A storm giant sorcerer teleports to the characters’ An elf cleric of Kelemvor, Kroupant has long, straight
location when they are ready to depart the Thunder Peaks. black hair and dark blue eyes, and wears the somber gray
With the Wyrmskull Throne reduced in size by Zehira vestments of his order. A powerful spellcaster capable of the
lost art of elven high magic, he carries himself in a gentle,
using the power of the Iltkazar Scepter, the sorcerer can
fatherly way.
then teleport the party and the throne to Ormath.
What They Want. Kroupant sees himself as a kind shepherd to
the living and the dead. All must face the judgment of the
Seeking Guidance Lord of the Dead, and Kroupant’s goal is to help souls meet
The Tower of Skulls stands in the center of Ormath and their end with dignity and grace.
is easily identifiable. The site is not as gruesome as its One Too Many Seances. Due to an unfortunate surge of
name suggests, being made not of skulls but sturdy black wild magic during the casting of a speak with dead spell in
stones. The symbol of Kelemvor hangs over the entrance. his earlier years, Kroupant has been blessed—or perhaps
Characters who enter the tower note that the shadowy cursed—with the ability to see and speak with the spirits
of the recently departed, allowing him to assist in ushering
light within washes everything in a dreary shade of gray. An
their souls to judgment in the afterlife. Unfortunately, this
acolyte welcomes them and hears their unusual request.
also causes the elf to constantly speak to spirits most others
After some thought, the acolyte takes them to a doomguide
can’t see. Those who know him understand the nature of
capable of aiding them. these seemingly crazed conversations, and those who can
Doomguide Kroupant Shadaum reclines in a plush, see into the Ethereal Plane can confirm that Kroupant is
purple chair in a small prayer room, reading. The light in frequently surrounded by the dead.
the reading room is brighter, making for a more pleasant
meeting. Kroupant welcomes the characters as guests
of the Tower of Skulls. As Zehira and the characters tell

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Traveling Light Area Information
Knowing that traveling with the Wyrmskull Throne will Colothys has the following features.
be risky in Carceri, Kroupant suggests that the characters Terrain. Colothys is a jagged and unforgiving realm of
leave the throne safe within the Tower of Skulls until they rocks and mountains. Characters traveling overland
return. This will allow him to begin preparations for the must contend with miles of twisting chasms and
ritual, knowing that it will be only a matter of days before canyons, and with razor-sharp outcroppings of rock.
the dracolich reestablishes her material form again. Zehira Paths and trading routes makes use of cliff-face trails
is comfortable with this idea. Serissa can also direct the barely wide enough for a single person, and creaking,
characters to leave the throne under the protection of rotten wood-and-rope bridges.
the doomguides if the characters are worried about her Lighting. The lighting on Colothys follows that of the
reaction to them doing so. Material Plane, with delineated days and nights. Lighting
If the characters insist on taking the Wyrmskull Throne conditions are contingent upon the time of day.
with them to Carceri, it will not end well. See “Excess Horrid Guides. Imprisoned souls chained to rocks abound
Baggage?” below for more information. across Colothys, and the characters will pass many such
prisoners on their journey. These souls all whisper of
Setting: Colothys the dread city of the Masked Lord, making it easy for the
Carceri is one of the Outer Planes—a great prison whose characters to determine the route to Ellaniath.
six layers nest within each other like wooden dolls.
Ellaniath, Vhaeraun’s realm, is found on Colothys, the Excess Baggage?
fourth layer of Carceri. Its status as a prison plane means If the characters were foolish enough to bring the
that Carceri is warded against magic that would allow Wyrmskull Throne with them into Carceri, Vhaeraun
creatures to leave the plane. Casting a spell such as senses the power of the artifact the moment they arrive.
banishment, gate, and plane shift expends a spell slot but An avatar of Vhaeraun comes to personally greet the
the spell automatically fails. characters—and to take the throne from them.
Vhaeraun makes the characters a very generous offer,
Lost Memories allowing them to trade the throne for their lives. If they
Vhaeraun has special protections on Ellaniath, so that those appear reluctant, he offers to force Iymrith’s imprisoned
who enter and leave that realm lose all memory of it. As such, soul out of the throne. If the offer is refused or the
it is impossible for the characters to gain any information characters are rude or insulting, Vhaeraun sends his most
about Ellaniath’s layout or features. No one in Faerûn has powerful minions to retrieve the throne for him. During
access to any information about Ellaniath, and the characters each encounter in Carceri, two mariliths appear in the first
will lose their own memories of Vhaeraun’s realm when they round, focused on retrieving the Wyrmskull Throne. Each
leave—though thankfully not the information they will take subsequent round after the first, an additional creature
with them. appears—either an arcanaloth, a marilith, or a yagnoloth.

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Wily Watchers
To reach Ellaniath, the characters must make their way
along the jagged cliffs and dangerous trails of Colothys. But
as they do, they discover that the creatures watching over
this layer of Carceri are more dangerous by far.

The trail you’ve been following suddenly ends at a broad


chasm filled with a swirling, unnatural red fog. A five-foot-
wide rickety bridge lashed together from wood and rope
extends across the chasm, its bottom just barely clearly the
fog, which obscures the chasm’s depth.

The chasm is 50 feet wide and 120 feet deep. For


characters unable to fly, the bridge is the only option to get
across—but it is guarded by a trio of swaggering fiends.
Two yagnoloths and an arcanaloth lingering near
the bridge have decided they do not like the looks of the
characters. These yugoloths conduct themselves with the
confidence of those who are used to others doing their
bidding. They make a show of insulting and belittling the
characters as an entry point into combat.

Speeding Up This Encounter


If you are running this encounter in less than the
recommended time, or if you find that time is running short
during your session, consider speeding up this section
by allowing the characters to avoid the yugoloths. If the
party is particularly strong, the yugoloths might then follow
the characters to the Garden of Malice, attacking as the
characters try to defeat the Shadow Tree.

If all the enemies in an encounter are destroyed, no Dangerous Crossing


additional enemies appear—until the next encounter. If
Vhaeraun’s minions succeed in recovering the throne, they Any creature moving more than half speed on the bridge
flee with it at once. must succeed on a DC 15 Dexterity (Acrobatics) check or
If the characters are foolish enough to attack the avatar slip over the side. A creature that slips must succeed on a
of a god, Vhaeraun’s avatar uses his action to immediately DC 10 Dexterity saving throw to grab onto the bridge or
teleport away. No ability the characters have can challenge fall, plummeting 120 feet and taking 12d6 bludgeoning
the deity on his home plane, and killing his avatar only damage.
enrages him further. Any creature that slips over the side, even if they catch
the bridge, comes into contact with the red fog, which saps
away the intelligence of mortal creatures. Any creature that
Avatar of Vhaeraun is not a fiend, a construct, or an undead that enters the fog
Chaotic evil celestial for the first time on a turn or starts its turn there is treated
Appearing as a handsome drow, Vhaeraun stands sixteen as if targeted by the feeblemind spell (DC 18).
feet tall and is slender, graceful, and fit. His eyes shift in color
depending on his mood, while shadows seem to form and
vanish around him, his body disappearing and reappearing as Adjusting the Scene
they do so. Consider the following suggestions for adjusting this scene
What They Want. Vhaeraun covets power—especially power depending on the relative combat strength of the party:
gained at the expense of Lolth, his mother and rival. If the • Very Weak. Remove the arcanaloth and one yagnoloth.
Wyrmskull Throne enters into his domain, the Masked Lord • Weak. Remove one yagnoloth.
senses its power and potential. • Strong. The arcanaloth has 160 hit points and each
Bow Before the Drow. Arrogant, vain, and vindictive, Vhaeraun yagnoloth has 210 hit points.
believes the drow to be above all other folk, who deserve • Very Strong. Add an additional arcanaloth with 160 hit
no more than subjugation. In particular, he brooks no points.
disrespect from non-drow elves, and executes any elf who
shows impertinence.

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18
Playing the Pillars • Though the entirety of Ellaniath is dedicated to
Vhaeraun, a concentrated center of worship stands at
You can make use of the following suggestions when the city’s center.
running this encounter.
• Information is bought and sold within Ellaniath, just
Combat. The aggressive yugoloths are ready to fight. When as in any other city. Brokering knowledge is one of the
they first saw the characters, each yagnoloth drank a primary trades here.
potion of fly for maximum mobility. All these creatures • Vhaeraun is known by many names, including the
seek out the weakest-looking characters first, targeting Masked Lord, the Masked God of the Night, the Shadow
spellcasters if they can. However, if the characters put Lord, and the Lord of Shadows. He is the drow god of
up too much of a fight and only one yugoloth remains, it thievery, trickery, and shadow magic.
flees (using its teleport ability if it can). Any arcanaloths
• Skill and cunning are the only laws in Ellaniath. If
in the encounter have prepared the polymorph spell
instead of banishment. you can best someone without being caught, there are
Exploration. Any character who falls into the chasm and no punishments. If you are caught, the punishment is
survives, or anyone who can safely explore down into the usually final.
fog, finds its rough, rocky floor covered by the bones of At the end of the characters’ search for information, they
thousands of humanoids. learn that a drow named V’zree knows of much old and
Social. These fiends are happy to talk to the characters, ancient forgotten elven magic for sale. He has a laboratory
but only so that they can mock and belittle them. They in Ellaniath that is easily found. The Knowledge of the Dead
are as arrogant as they are evil. However, they are not V’zree is a petitioner within the city, and one of its oldest
above being bribed, and are willing to take a permanent citizens. The drow was killed many years before by a
magic item of at least uncommon rarity as payment for particularly spiteful arcane spellcaster of his own house,
leaving the party alone. named X’althoa. X’althoa spent many years working to
create the soultheft spell while V’zree toiled bitterly under

Drow in the Dark of Night him. When X’althoa could no longer tolerate V’zree’s
insolence, the arcanist made up some offence he claimed
The rest of the characters’ journey to Ellaniath is arduous V’zree had committed against Lolth. After being tortured
but uneventful. When they finally reach the city, they find for many days, V’zree was executed.
its open gates unguarded—a sign of Vhaeraun’s confidence
that creatures can come and go as they please, for Carceri V’zree
cannot be escaped. Chaotic evil drow shadowblade
Read the following to set the scene:
V’zree is a small, lanky drow with the nervous habit of
constantly biting his bottom lip. A large scar runs down
The stark beauty of the city of Ellaniath is built on the the center of his face from a long-forgotten fight, his white
distinctive stonework of the drow. Tall spires rise above hair stands straight up, and his clothing is well kept but
nondescript.
palisades of ebony. Deep shadows hang over the city, ever
What They Want. V’zree wants revenge on X’althoa, who was
shifting where they cover the stone and the countless folk responsible for his death many years before. And what
who dwell here, prisoners and jailers alike. better way to do so than to give X’althoa’s life’s work to
some do-gooder surface dwellers?
Distracted Ally. V’zree has grown bored after endless years
Most of the city is cloaked in darkness, punctuated by the of skulking around Ellaniath. Dealing with adventurers
light of magical flaming purple spheres or green-burning kindles his interest, but he ranges from being overly excited
torches. The shadows that cover Ellaniath shroud all to uninterested very quickly, sometimes within the same
illumination to dim light. sentence.

Gathering Information V’zree can be easily convinced to assist the characters,


Numerous drow souls and yugoloth jailers can be found and he remembers the soultheft spell in great detail from
in Ellaniath, and are surprisingly open to conversation. the number of years he worked on it. He only asks that
(Those who dwell here assume that anyone moving when all is said and done, the characters find some way to
freely in the city is there at Vhaeraun’s invitation—or reach out to the soul of X’althoa and gloat. X’althoa is no
that they deserve what’s coming to them when the doubt somewhere in the Demonweb Pits in the Abyss, but
Masked Lord notices their presence.) The characters V’zree cannot be more specific than that.
can thus openly seek out information on the city itself, In exchange for their promise, V’zree gives the
on Vhaeraun, and on the soultheft spell by making DC characters a scroll detailing the workings of the ancient
16 Intelligence (Investigation) checks. Characters who elven spell. He then tells them of a secret exit out of
stand out, such as good-aligned paladins or surface elves, Carceri, found within a site in Colothys known as the
make these checks with disadvantage. On a successful Garden of Malice. In the garden is a magical plant creature
check, a character learns one of the following pieces of known as the Shadow Tree. If the characters can subdue
information of your choice: it, they can force it to open a portal out of Carceri through
a massive knot on its side.

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The Garden of Malice d4 Seed Effect
1 The creature takes 33 (6d10) piercing damage each
The journey to the Garden of Malice is long but uneventful.
round at the start of their turn as the vines grow thicker
This sprawling area of sheer slopes and cliff faces extends
and burrow deeper under the skin. The creature can
some 300 feet across, and is covered with thick vines and
make a DC 17 Constitution saving throw at the end of
bright flowers.
each of its turns, ending the effect on itself on a success.
Eternal Vines 2 The creature’s skin begins to harden to a bark-like
consistency, making it difficult to move. The creature is
The Garden of Malice is actually a single massive organism
treated as if affected by a slow spell.
that has been growing for eons. Every so often, its vines
release tiny tufted seeds into the air, which are carried 3 Pus begins to seep out the creature’s eyes, nose, and
away on the wind. As the characters enter the garden, they ears, and its body becomes rampant with infection. The
are witness to this site—and might well succumb to it. creature has disadvantage on Strength checks, Strength
Each creature in the Garden of Malice when the tiny saving throws, and attack rolls that use Strength.
seeds are released must succeed on a DC 17 Constitution 4 The creature’s thoughts become unclear, and they can
saving throw or inhale the seeds. A creature that inhales no longer tell friend from foe. While in combat, the
the seeds begins coughing and is wracked with pain as the creature makes a melee attack against a random target
seeds attempt to take root inside them. The creature takes other than itself, or moves toward the nearest target if it
33 (6d10) piercing damage and must roll on the following can’t attack.
table for an additional effect. Any non-damage effects
remain until an affected creature leaves the Gardens of
Malice or is treated with a heal spell or similar effect. Gather Round the Shadow Tree
This enormous black tree stands out from the other
foliage in the Garden of Malice, marking it clearly as the
characters’ objective. Standing seventy feet tall and with a
trunk twenty feet wide, the tree has a full canopy of rich,
shining black leaves, with beautiful flowers of all colors
sprinkled among its mighty branches. A curtain
of soft, black moss hangs down from the tree,
waving in the faint breeze.

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20
Like all the vegetation in the Garden of Malice, the by a storm giant death knight attacked shortly after the
shadow tree is hungry. It has fed on many unfortunate characters departed for Carceri—and have taken the
souls seeking to escape from the prison plane, and hopes Wyrmskull Throne. One Red Wizard was left for dead, then
to now make a meal of the characters. The secret portal revived and taken prisoner.
that can take the characters back to the Material Plane is If the characters have the Liberator legacy event, the
found within a knot in the massive tree, about 40 feet off prisoner is Trildor Zihial from DDAL-DRW05 Uncertain
the ground. Anyone approaching within 10 feet of the tree Scrutiny. Trildor reveals that when the characters met
causes it to lash out. The shadow tree’s lashing branches him under Thaymount, his exile to the dungeons was just
function as two shadow tree limbs. one of Szass Tam’s plans. With his memories corrupted,
the Red Wizard was able to get close to the characters to
learn what they and the storm giant court knew about the
Adjusting the Scene
location of the Wyrmskull Throne. With his memories and
Consider the following suggestions for adjusting this scene
his allegiance to Szass Tam now restored, Trildor mocks
depending on the relative combat strength of the party:
the characters mercilessly, pointing out that it is their fault
• Very Weak or Weak. Remove one shadow tree limb.
that the Red Wizards were able to take the Wyrmskull
• Strong. All shadow tree limbs have 260 hit points.
• Very Strong. Add one shadow tree limb, and all shadow tree Throne and kill the doomguides. If the characters do not
limbs have 260 hit points. have the legacy event, change the name and description
of the captive, but the information revealed is the same.
Trildor will return in a future adventure.
Playing the Pillars The captive confirms that the leader of the raid is the
You can make use of the following suggestions when death knight raised from the slain King Hekaton. The death
running this encounter. knight’s plan is to deliver the Wyrmskull Throne to Szass
Tam—but if the characters hurry, they might still catch him.
Combat. The Shadow Tree is voracious and hungers
endlessly. It screams in rage when injured and fights
until destroyed. Playing Catch-Up
Exploration. Characters who examine the tree find a body If the characters took the Wyrmskull Throne to Carceri and
hidden beneath black moss at its base (see “Treasure” had it taken from them, you’ll need to adjust this scene so
below), and note that the black moss hanging from the that the Thayans came to the Tower of Skulls looking for the
tree is woven through ancient bones. throne, then killed all those here in a fury when it could not be
found. The characters hear how the Red Wizards learned that
Social. Although it has cunning, the shadow tree is not
the throne was taken to Carceri, and talked about plans for a
truly intelligent, and thinks only about its unending raid to retrieve it. Before the next adventure, the death knight
hunger. As such, the adventurers can distract the tree King Hekaton and the Thayans will have retrieved the throne,
while they gain access to the portal by feeding it other which the characters must steal back.
living creatures. The tree ignores dead creatures,
undead, and constructs, but stops fighting for 1d4 rounds
to feast on a Medium or larger creature of any other type.
With a little ingenuity, the characters might also think of Paying Back the Dead
ways to dupe the tree into thinking it is being fed. To make good on their promise to V’zree, the characters
Once the shadow tree is defeated, the characters can must find a way to mock X’althoa. Three options present
climb it with successful DC 15 Strength (Athletics) checks themselves.
and reach the portal. The portal allows them to return to Doomguide Kroupant. All the slain doomguides have
the material world as if subject to a plane shift spell, leaving had their hearts removed, to prevent raise dead from
the prison plane Carceri behind. working on them. If the characters are capable of casting
Treasure. The bones of a drow adventurer are covered or acquiring the resurrection spell, they can restore
in moss at the base of the Shadow Tree. In addition to Doomguide Kroupant to life. He is capable of calling up
a pouch full of coins, the drow carried a spell scroll of X’althoa’s spirit and communicating V’zree’s message,
passwall and a dancing longsword. fulfilling the characters’ promise.
Soul Hunt. If the characters are unable or unwilling to
Wrap-Up return Doomguide Kroupant to life, they can travel to
Estimated Duration: 10 minutes the Demonweb Pits in search of X’althoa’s spirit. The
harrowing journey takes each character 100 downtime
The characters have completed their mission to Carceri. days, but fulfills their promise in the end.
With the knowledge of the soultheft spell, the mission to Ignoring the Debt. The characters might simply refuse
reclaim the Wyrmskull Throne appears to be at an end. to follow through on their promise, thinking that
But when the characters return to the Tower of Skulls, V’zree’s options for retribution are somewhat limited
they find that the forces of Thay have caught up to them— while the drow remains trapped as a soul in Carceri.
with dire results. However, following this path gives each character the
The tower has been attacked and now lies in ruin. Oathbreaker legacy event.
Doomguide Kroupant and the other leaders of the temple
have been slain. A force of Red Wizards and liches led

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Rewards Dungeon Master Rewards
At the end of the session, the characters receive rewards For running this adventure, you earn a DM Reward. See
based upon their accomplishments. the Adventurers League Dungeon Master’s Guide for more
information.
Character Rewards
The characters earn the following rewards.
Dramatis Personae
The following NPCs feature prominently in this adventure.
Advancement
A character participating in this adventure gains one level. Avatar of Vhaeraun
Players must tick the box to show this reward has been
claimed. (vay-RAWN)
Appearing as a handsome drow, Vhaeraun stands sixteen
Optional: Declining Advancement feet tall and is slender, graceful, and fit. His eyes shift in
Each player can decline advancement if they so choose,
color depending on his mood, while shadows seem to
gaining potential benefits. It’s possible that a player might form and vanish around him, his body disappearing and
want their character to not advance outside of an adventure’s reappearing as they do so.
level range, meaning that they’d be unable to play the What They Want. Vhaeraun covets power—especially
adventure as planned. Similarly, advancing too quickly means power gained at the expense of Lolth, his mother and
that a character won’t earn as much gold as their peers. rival. If the Wyrmskull Throne enters into his domain,
Conversely, remind the players that the amount of gold the Masked Lord senses its power and potential.
their characters can earn per level is limited. Characters
Bow Before the Drow. Arrogant, vain, and vindictive,
declining advancement might reach a point where they no
Vhaeraun believes the drow to be above all other folk,
longer earn gold.
who deserve no more than subjugation. In particular, he
brooks no disrespect from non-drow elves, and executes
any elf who shows impertinence.
Gold
Award each character gold for each hour of the session.
Adventures typically feature cues for where this treasure Doomguide Kroupant Shadaum
appears, but you can add it wherever you see fit. The (KROU-pant SHAD-um)
maximum gold that you can award a character per hour is
An elf cleric of Kelemvor, Kroupant has long, straight
determined by their tier, as follows:
black hair and dark blue eyes, and wears the somber gray
vestments of his order. A powerful spellcaster capable of
Tier Hourly GP Award GP Limit per Level the lost art of elven high magic, he carries himself in a
1 20 gp 80 gp gentle, fatherly way.
2 30 gp 240 gp What They Want. Kroupant sees himself as a kind
3 200 gp 1,600 gp shepherd to the living and the dead. All must face the
judgment of the Lord of the Dead, and Kroupant’s goal is
4 750 gp 6,000 gp help souls meet their end with dignity and grace.
One Too Many Seances. Due to an unfortunately surge
Magic Items of wild magic during the casting of a speak with dead
The characters can keep the following magic items spell in his earlier years, Kroupant has been blessed—or
(described in “Appendix 3: Character Rewards”) if they are perhaps cursed—with the ability to see and speak with
found during the adventure: the spirits of the recently departed, allowing him to
• Dancing longsword assist in ushering their souls to judgment in the afterlife.
Unfortunately, this also causes the elf to constantly
• Elixir of health
speak to spirits most others can’t see. Those who
• Spell scroll of passwall know him understand the nature of these seemingly
• Spell scroll of true seeing crazed conversations, and those who can see into the
• Stonespeaker crystal Ethereal Plane can confirm that Kroupant is frequently
surrounded by the dead.
Legacy Events
The characters can gain the following legacy event in this Iymrith
adventure.
(eyem-rith)
Oathbreaker. Whether by choice or by circumstance,
you have failed to fulfill your promise to V’zree of Iymrith is an ancient blue dragon turned dracolich,
reaching out to the soul of the drow arcanist X’althoa, sometimes called the “Doom of the Desert” or “Dragon of
then gloating about how V’zree shared the secret of the Statues.” Blue dragon scales hang from her skeletal body,
soultheft spell. But with V’zree trapped in Carceri, surely and her eyes glow yellow with hate.
there will be no consequences. What They Want. Since she was killed at the hands of
heroes, Iymrith has bent her considerable intellect
toward taking vengeance on every group of adventurers
she can.

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DDAL-DRW07 Moment of Peace (v1.0)
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Never Let a Good Grudge Die. An excessively cruel dragon Distracted Ally. V’zree has grown bored after endless
in life, the undead Iymrith nurtures a dark hatred of all years of skulking around Ellaniath. Dealing with
adventurers after having been killed by adventurers in adventurers kindles his interest, but he ranges from
Storm King’s Thunder. If fortune has it that any of the being overly excited to uninterested very quickly,
characters in the party are the same characters who sometimes within the same sentence.
killed her, Iymrith’s rage is rewarded by Tiamat and she
gains extra benefits as she takes her revenge. Zehira Deryan
(zeh-HEER-uh DAIR-yuhn)
Meoran
Zehira is an experienced privateer, once the daughter of
(ME-or-an)
Turmishan merchants. She has keen dark eyes, olive skin,
Meoran is the leader of the Leryya tribe of the Plains of and black hair that she keeps in a tight braid.
Purple Dust. Her short-cut hair is sandy blond, and fluffs What They Want. Zehira possesses the Iltkazar Scepter
up because of its thickness. She wears brightly colored but and wants to make sure that this powerful relic does
lightweight clothing that protects her from the sun’s rays. not fall into the wrong hands. She aspires to protect the
Her eyes are overly large, lacking any white, and glow an greater good.
indigo color. She exudes an easy confidence and a friendly Reckless at Heart. Zehira is intelligent and kind but can be
demeanor. a little reckless in her pursuit of adventure.
What They Want. Meoran needs someone to remove
a clutch of purple worms that threaten her tribe’s
imminent migration to new territory.
Fierce Leader. Though Meoran comes across as kind and
accommodating, she can be firm and aggressive when
necessary. She is fiercely loyal to her tribe, and her
dedication to her people’s wellbeing inspires those who
follow her.

Princess Serissa
(SAH-riss-ah)
The youngest daughter and chosen successor of King
Hekaton, Serissa is cool and calm, even as she understands
that others in the giant court covet her position.
What They Want. To maintain peace among the giants,
Serissa must find her father and the Wyrmskull Throne,
and have those who attacked Maelstrom face justice.
Optimistic Leader. Serissa wants to believe that all
folk are innately good at heart. Reluctantly accepting
the mantel of ruler once more in her father’s stead,
she is determined to do everything she can to find
King Hekaton and return the Wyrmskull Throne to
Maelstrom. She fears that her father’s death will bring
about a new rise in tensions between the giant races
and she knows that she must defuse those tensions if
she can. Serissa hopes that her father’s body can be
recovered and raised from the dead, despite the king
having reportedly been turned into a death knight in the
service of Thay.

V’zree
(va-za-REE)
V’zree is a small, lanky drow with the nervous habit of
constantly biting his bottom lip. A large scar runs down
the center of his face from a long-forgotten fight, his white
hair stands straight up, and his clothing is well kept but
nondescript.
What They Want. V’zree wants revenge on X’althoa, who
was responsible for his death many years before. And
what better way to do so than to give X’althoa’s life’s work
to some do-gooder surface dwellers?
Creature Statistics Arcanaloth
Medium fiend (yugoloth), neutral evil
The following creatures appear in this adventure.
Amor Class 17 (natural armor)
Avatar of Vhaeruan (Graz’zt) Hit Points 104 (16d8 + 32)
Large fiend (demon, shapechanger), chaotic evil Speed 30 ft., fly 30 ft.

Amor Class 20 (natural armor) STR DEX CON INT WIS CHA
Hit Points 346 (33d10 + 165) 20 (+5) 11 (+0) 19 (+4) 12 (+1) 10 (+0) 15 (+2)
Speed 40 ft.
Saving Throws Dex +5, Int +9, Wis +7, Cha +7
STR DEX CON INT WIS CHA Skills Arcana +13, Deception +9, Insight +9, Perception +7
22 (+6) 15 (+2) 21 (+5) 23 (+6) 21 (+5) 26 (+8) Damage Resistances cold, fire, lightning; bludgeoning, piercing,
and slashing from nonmagical weapons
Saving Throws Dex +9, Con + 12, Wis +12 Damage Immunities acid, poison
Skills Deception +15, Insight +12, Perception +12, Persuasion +15 Condition Immunities charmed, poisoned
Damage Resistances cold, fire, lightning Senses truesight 120 ft., passive Perception 17
Damage Immunities poison, bludgeoning, piercing and slashing Languages all, telepathy 60 ft.
from nonmagical attacks. Challenge 12 (8,400 XP)
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 22
Innate Spellcasting. The arcanaloth’s innate spellcasting ability is
Languages all, telepathy 120 ft.
Challenge 24 (62,000 XP) Charisma (spell save DC 15). The arcanaloth can innately cast the
following spells, requiring no material components.
At will: alter self, darkness, heat metal, invisibility (self only),
Shape Changer. Vhaeruan can use his action to polymorph into
magic missile
a form that resembles a medium humanoid, or back into his true
Magic Resistance. The arcanaloth has advantage on saving throws
form. Aside from his size, his statistics are the same in each form.
against spells and other magical effects.
Any equipment he is wearing or carrying isn’t transformed.
Magic Weapons. The arcanaloth’s weapon attacks are magical.
Innate Spellcasting. Vhaeruan’s spellcasting ability is Charisma
(spell save DC 23). He can innately cast the following spells, Spellcasting. The arcanaloth is a 16th-level spellcaster. His
requiring no material components. spellcasting ability is Intelligence (spell save DC 17, +9 to hit
with spell attacks). The arcanaloth has the following wizard
At will: charm person, crown of madness, detect magic, dispel magic,
spells prepared:
dissonant whispers
3/day each: counterspell, darkness, dominate person, sanctuary, Cantrips (at will): fire bolt, mage hand, minor illusion,
telekinesis, teleport prestidigitation
1/day each: dominate monster, greater invisibility 1st level (4 slots): detect magic, identify, shield, Tenser’s
floating disk
Legendary Resistance (3/Day). If Vhaeruan fails a saving throw, he
2nd level (3 slots): detect thoughts, mirror image, phantasmal
can choose to succeed instead. force, suggestion
Magic Resistance. Vhaeruan has advantage on saving throws 3rd level (3 slots): counterspell, fear, fireball
against spells and other magical effects. 4th level (3 slots): banishment, greater invisibility
5th level (3 slots): contact other plane, hold monster
Magic Weapons. Vhaeruan’s weapon attacks are magical. 6th level (1 slot): chain lightning
7th level (1 slot): finger of death
Actions 8th level (1 slot): mind blank
Multiattack. Vhaeruan attacks twice with the Wave of Sorrow.
Wave of Sorrow (Greatsword). Melee Weapon Attack: +13 to hit,
Actions
reach 10 ft., one target. Hit: 20 (4d6 + 6) slashing damage plus 10 Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
(3d6) acid damage. Hit: 8 (2d4 + 3) slashing damage. The target must make a DC 14
Constitution saving throw, taking 10 (3d6) poison damage on a
Teleport. Vhaeruan magically teleports, along with any equipment failed save, or half as much damage on a successful one.
it is wearing or carrying, up to 120 feet to an unoccupied space
he can see. Teleport. The arcanaloth magically teleports, along with
any equipment it is wearing or carrying, up to 60 feet to an
Legendary Actions unoccupied space it can see.
Vhaeruan can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at
a time and only at the end of another creature’s turn. The dragon Arcanaloths of Carceri
regains spent legendary actions at the start of its turn. Since banishment automatically fails in Carceri, arcanaloths
in Carceri instead prepare polymorph.
Attack. Vhaeruan attacks once with the Wave of Sorrow.
Dance, My Puppet! One creature charmed by Vhaeruan that
Vhaeruan can see must use its reaction to move up to its speed
as Vhaeruan directs.
Sow Discord. Vhaeruan uses crown of madness or
dissonant whispers.
Teleport. Vhaeruan uses his Teleport action.

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DDAL-DRW07 Moment of Peace (v1.0)
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Black Worm Cult Fanatic
Large monstrosity, chaotic evil Medium humanoid (any race), any non-good alignment

Armor Class 19 (natural armor) Armor Class 13 (leather armor)


Hit Points 195 (17d12 + 85) Hit Points 33 (6d8 + 6)
Speed 40 ft., burrow 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
23 (+6) 14 (+2) 21 (+5) 1 (-5) 13 (+1) 17 (+3) 11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2)

Saving Throws Dex +7, Con +10, Wis +6, Cha +8 Skills Deception +4, Persuasion +4, Religion +2
Skills Perception +11, Stealth +7 Senses passive Perception 10
Damage Immunities acid Languages any one language (usually Common)
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21 Challenge 2 (450 XP)
Languages —
Challenge 14 (11,500 XP)
Dark Devotion. The fanatic has advantage on saving throws
against being charmed or frightened.
Legendary Resistance (3/day). If the black worm fails a saving
Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting
throw, it can choose to succeed instead.
ability is Wisdom (spell save DC 11, +3 to hit with spell attacks).
Tunneler. worm can burrow through solid rock at half its burrow The fanatic has the following cleric spells prepared:
speed and leaves a 10-foot-diameter tunnel in its wake.
Cantrips (at will): light, sacred flame, thaumaturgy
Actions 1st level (4 slots): command, inflict wounds, shield of faith
2nd level (3 slots): hold person, spiritual weapon
Multiattack. The black worm can make three attacks: one with its
bite and two with tail stinger. Actions
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: Multiattack. The fanatic makes two melee attacks.
17 (2d10 + 6) piercing damage plus 4 (1d8) acid. If the target is a Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
Large or smaller creature, it must succeed on a DC 19 Dexterity range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
saving throw or be swallowed by the black worm. A swallowed
creature is blinded and restrained, has total cover against attacks
and other effects outside the worm, and takes 21 (6d6) acid
damage at the start of each of the black worm’s turns.
If the black purple worm takes 30 damage or more on a single
turn from a creature inside it, the black purple worm must
succeed on a DC 21 Constitution saving throw at the end of that
turn or regurgitate all swallowed creatures, which fall prone in
a space within 10 feet of the worm. If the black worm dies, a
swallowed creature is no longer restrained by it and can escape
from the corpse using 20 feet of movement, exiting prone.
Tail Stinger. Melee Weapon Attack: +11 to hit, reach 10 ft., one
target. Hit: 15 (2d8 + 6) piercing damage, and the target must
make a DC 19 Constitution saving throw, taking 42 (12d6)
poison damage on a failed save, or half as much damage on a
successful one.
Acid Breath (Recharge 5–6). The black worm exhales acid in a 60-
foot line that is 5 feet wide. Each creature in that line must make a
DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a
failed save, or half as much damage on a successful one.

Legendary Actions
The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at
a time and only at the end of another creature’s turn. The dragon
regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Stinger Attack. The dragon makes a tail attack.
Acid Breath (Costs 3 Actions). The black worm breath weapon
recharges and it immediately uses it.

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DDAL-DRW07 Moment of Peace (v1.0)
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Deathsting (Improved Wyvern) Dragon Fanatic. The dragonfang has advantage on saving throws
against being charmed or frightened. While the dragonfang can
Large dragon, neutral evil
see a dragon or higher-ranking Cult of the Dragon cultist friendly
to it, the dragonfang ignores the effects of being charmed or
Armor Class 17 (natural armor)
frightened.
Hit Points 110 (13d10 + 39)
Speed 20 ft., fly 80 ft. Fanatic Advantage. Once per turn, if the dragonfang makes a
weapon attack with advantage on the attack roll and hits, the
STR DEX CON INT WIS CHA target takes an extra 10 (3d6) damage.
19 (+4) 10 (+0) 16 (+3) 10 (+0) 12 (+1) 6 (−2)
Limited Flight. The dragonfang can use a bonus action to gain a
flying speed of 30 feet until the end of its turn.
Skills Perception +4
Damage Immunities lightning, poison Pack Tactics. The dragonfang has advantage on an attack roll
Condition Immunities poisoned against a creature if at least one of the dragonfang’s allies is
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 within 5 feet of the creature and the ally isn’t incapacitated.
Languages understands Common, but can’t speak
Challenge 6 (2,300 XP) Actions
Multiattack. The dragonfang attacks twice with its shortsword.
Flyby. Deathsting doesn’t provoke opportunity attacks when she Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
flies out of an enemy’s reach. target. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) damage of
Legendary Resistance (3/day). If Deathsting fails a saving throw, the type to which the dragonfang has damage resistance.
he can choose to succeed instead. Orb of Dragon’s Breath (2/Day). Ranged Spell Attack: +5 to hit,
Pounce. If Deathsting moves at least 20 feet toward a creature range 90 ft., one target. Hit: 22 (5d8) damage of the type to which
and then hits with an attack on the same turn, the target must the dragonsoul has damage resistance.
succeed on a DC 15 Strength saving throw or be knocked prone. If
the target is prone, Deathsting can make a stinger attack against
it as a bonus action.
Dragonsoul, Blue
Medium humanoid (human), neutral evil
Actions
Armor Class 16 (studded leather armor)
Multiattack. The wyvern makes two attacks: one with its bite and Hit Points 110 (17d8 + 34)
one with its stinger. While flying, it can use its claws or repulsion Speed 30 ft.
breath in place of one other attack.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. STR DEX CON INT WIS CHA
Hit: 11 (2d6 + 4) piercing damage. 11 (+0) 18 (+4) 14 (+2) 13 (+1) 12 (+1) 16 (+3)

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: Saving Throws Wis +4
13 (2d8 + 4) slashing damage. Skills Deception +6, Stealth +7
Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Damage Resistance lightning
Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 15 Senses passive Perception 11
Constitution saving throw, taking 24 (7d6) poison damage on a Languages Common, Draconic, Infernal
failed save, or half as much damage on a successful one. Challenge 7 (2,900 XP)

Repulsion Breath (Recharge 5–6). Deathsting exhales repulsion


energy in a 30-foot cone. Each creature in that area must succeed Dragon Fanatic. The dragonsoul has advantage on saving throws
on a DC 15 Strength saving throw. On a failed save, the creature is against being charmed or frightened. While the dragonsoul can see
pushed 40 feet away from the wyvern. a dragon or higher-ranking Cult of the Dragon cultist friendly to it,
the dragonsoul ignores the effects of being charmed or frightened.

Dragonfang, Blue Fanatic Advantage. Once per turn, if the dragonsoul makes a
weapon attack with advantage on the attack roll and hits, the
Medium humanoid (human), neutral evil
target takes an extra 10 (3d6) damage.
Armor Class 15 (studded leather armor) Limited Flight. The dragonsoul can use a bonus action to gain a
Hit Points 78 (12d8 + 24) flying speed of 30 feet until the end of its turn.
Speed 30 ft.
Pack Tactics. The dragonsoul has advantage on an attack roll
against a creature if at least one of the dragonsoul’s allies is
STR DEX CON INT WIS CHA
within 5 feet of the creature and the ally isn’t incapacitated.
11 (+0) 16 (+3) 14 (+2) 12 (+1) 12 (+1) 14 (+2)
Actions
Saving Throws Wis +4
Multiattack. The dragonsoul attacks twice with its shortsword.
Skills Deception +4, Stealth +5
Damage Resistance lightning Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Senses passive Perception 11 Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) damage of the type
Languages Common, Draconic, Infernal to which the dragonsoul has damage resistance.
Challenge 5 (1,800 XP)
Orb of Dragon’s Breath (3/Day). Ranged Spell Attack: +7 to hit,
range 90 ft., one target. Hit: 27 (6d8) damage of the type to which
the dragonsoul has damage resistance.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL-DRW07 Moment of Peace (v1.0)
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Drow Shadowblade Flameskull
Medium humanoid (elf ), neutral evil Tiny undead, neutral evil

Armor Class 17 (studded leather) Armor Class 13


Hit Points 150 (20d8 + 60) Hit Points 40 (9d4 + 18)
Speed 30 ft. Speed 0 ft., fly 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 21 (+5) 16 (+3) 12 (+1) 14 (+2) 13 (+1) 1 (−5) 17 (+3) 14 (+2) 16 (+3) 10 (+0) 11 (+0)

Saving Throws Dex +9, Con +7, Wis +6 Skills Arcana +5, Perception +2
Skills Perception +6, Stealth +9 Damage Resistances lightning, necrotic, piercing
Senses darkvision 120 ft., passive Perception 16 Damage Immunities cold, fire, poison
Languages Elvish, Undercommon Condition Immunities charmed, frightened, paralyzed, poisoned
Challenge 11 (7,200 XP) Senses darkvision 60 ft., passive Perception 12
Languages Common
Challenge 4 (1,100 XP)
Fey Ancestry. The drow has advantage on saving throws against
being charmed, and magic can’t put the drow to sleep.
Illumination. The flameskull sheds either dim light in a 15-foot
Innate Spellcasting. The drow’s spellcasting ability is Charisma
radius, or bright light in a 15-foot radius and dim light for an
(spell DC 12). It can innately cast the following spells, requiring
additional 15 feet. It can switch between the options as an action.
no material components.
Magic Resistance. The flameskull has advantage on saving throws
At will: dancing lights
against spells and other magical effects.
1/day each: darkness, faerie fire, levitate (self only)
Rejuvenation. If the flameskull is destroyed, it regains all its hit
Shadow Step. While in dim light or darkness, the drow can
points in 1 hour unless holy water is sprinkled on its remains or a
teleport as a bonus action up to 60 feet to an unoccupied space it
dispel magic or remove curse spell is cast on them.
can see that is also in dim light or darkness. It then has advantage
on the first melee attack it makes before the end of the turn. Spellcasting. The flameskull is a 5th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 13, +5 to hit with
Sunlight Sensitivity. While in sunlight, the drow has disadvantage
spell attacks). It requires no somatic or material components
on attack rolls, as well as on Wisdom (Perception) checks that
to cast its spells. The flameskull has the following wizard
rely on sight.
spells prepared:
Actions Cantrip (at will): mage hand
Multiattack. The drow makes two attacks with its shadow sword. 1st level (3 slots): magic missile, shield
If either attack hits and the target is within 10 feet of a 5-foot cute 2nd level (2 slots): blur, flaming sphere
of darkness created by the shadow sword on a previous turn, the 3rd level (1 slot): fireball
drow can dismiss that darkness and cause the target to take 21
(6d6) necrotic damage. The drow can dismiss darkness in this
way no more than once per turn.
Shadowsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 8 (1d6 + 5) piercing damage plus 10 (3d6) necrotic
damage and 10 (3d6) poison damage. The drow can then fill an
unoccupied 5-foot cube within 5 feet of the target with magical
darkness, which remains for 1 minute.
Hand Crossbow. Ranged Weapon Attack: +9 to hit, range 30/120
ft., one creature. Hit: 8 (1d6 + 5) piercing damage, and the
target must succeed on a DC 13 Constitution saving throw or be
poisoned for 1 hour. If the saving throw fails by 5 or more, the
target is also unconscious while poisoned in this way. The target
wakes up if it takes damage or if another creature takes an action
to shake it awake.

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DDAL-DRW07 Moment of Peace (v1.0)
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Golem, Clay Golem, Crystal
Large construct, unaligned Large construct, unaligned

Armor Class 14 (natural armor) Armor Class 17 (natural armor)


Hit Points 133 (14d10 + 56) Hit Points 178 (17d10 + 85)
Speed 20 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 9 (-1) 18 (+4) 3 (-4) 8 (-1) 1 (-5) 22 (+6) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5)

Damage Immunities acid, poison, psychic; bludgeoning, piercing, Damage Immunities poison, psychic; bludgeoning, piercing, and
and slashing from nonmagical weapons that aren’t adamantine slashing from nonmagical weapons that aren’t adamantine
Condition Immunities charmed, exhaustion, frightened, Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 9 Senses darkvision 120 ft., passive Perception 10
Languages understands the languages of its creator but can’t Languages understands the languages of its creator but can’t
speak speak
Challenge 9 (5,000 XP) Challenge 10 (5,900 XP)

Acid Absorption. Whenever the golem is subjected to acid Immutable Form. The golem is immune to any spell or effect that
damage, it takes no damage and instead regains a number of hit would alter its form.
points equal to the acid damage dealt.
Magic Resistance. The golem has advantage on saving throws
Berserk. Whenever the golem starts its turn with 60 hit points against spells and other magical effects.
or fewer, roll a d6. On a 6, the golem goes berserk. On each of
Magic Weapons. The golem’s weapon attacks are magical.
its turns while berserk, the golem attacks the nearest creature it
can see. If no creature is near enough to move to and attack, the Illumination. The golem magically sheds bright light in a 30-foot
golem attacks an object with preference for an object smaller radius and dim light for an additional 30 feet. This light goes out
than itself. Once the golem goes berserk, it continues to do so when the golem is destroyed.
until it is destroyed or regains all its hit points. Light Intensity. Any creature that start its turn within 10 feet of
Immutable Form. The golem is immune to any spell or effect that the illuminated golem and can see the golem must succeed on
would alter its form. a DC 17 Wisdom saving throw or be blinded until the start of the
creature’s next turn.
Magic Resistance. The golem has advantage on saving throws
against spells and other magical effects. A creature can avert its eyes to avoid the saving throw at the start
of its turn. If the creature does so, it can’t see the golem until
Magic Weapons. The golem’s weapon attacks are magical.
the start of its next turn, when it can avert its eyes again. If the
Actions creature looks at the golem in the meantime, it must immediately
make the save.
Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: Actions
16 (2d10 + 5) bludgeoning damage. If the target is a creature, it Multiattack. The golem makes two slam attacks.
must succeed on a DC 15 Constitution saving throw or have its
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit:
hit point maximum reduced by an amount equal to the damage
19 (3d8 + 6) bludgeoning damage.
taken. The target dies if this attack reduces its hit point maximum
to 0. The reduction lasts until removed by the greater restoration Slow (Recharge 5–6). The golem targets one or more creatures
spell or other magic. it can see within 10 feet of it. Each target must make a DC 17
Wisdom saving throw against this magic. On a failed save, a
Haste (Recharge 5–6). Until the end of its next turn, the golem
target can’t use reactions, its speed is halved, and it can’t make
magically gains a +2 bonus to its AC, has advantage on Dexterity
more than one attack on its turn. In addition, the target can
saving throws, and can use its slam attack as a bonus action.
either take an action or a bonus action on its turn, not both.
These effects last for 1 minute. A 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-DRW07 Moment of Peace (v1.0)
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Golem, Fiendish Flesh Golem, Flesh
Large construct, neutral Medium construct, neutral

Armor Class 12 (natural armor) Armor Class 9


Hit Points 210 (20d10 + 100) Hit Points 93 (11d8 + 44)
Speed 30 ft., fly 30 ft. (hover) Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 9 (-1) 20 (+5) 7 (-2) 10 (+0) 5 (-3) 19 (+4) 9 (-1) 18 (+4) 6 (-2) 10 (+0) 5 (-3)

Damage Resistances cold, fire Damage Immunities lightning, poison; bludgeoning, piercing, and
Damage Immunities lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine
slashing from nonmagical weapons that aren’t adamantine or Condition Immunities charmed, exhaustion, frightened,
silvered paralyzed, petrified, poisoned
Condition Immunities charmed, exhaustion, frightened, Senses darkvision 60 ft., passive Perception 10
paralyzed, petrified, poisoned Languages understands the languages of its creator but can’t
Senses darkvision 60 ft., passive Perception 10 speak
Languages understands the languages of its creator but can’t Challenge 5 (1,800 XP)
speak
Challenge 8 (3,900 XP)
Berserk. Whenever the golem starts its turn with 40 hit points
or fewer, roll a d6. On a 6, the golem goes berserk. On each of
Berserk. Whenever the golem starts its turn with 40 hit points its turns while berserk, the golem attacks the nearest creature it
or fewer, roll a d6. On a 6, the golem goes berserk. On each of can see. If no creature is near enough to move to and attack, the
its turns while berserk, the golem attacks the nearest creature it golem attacks an object with preference for an object smaller
can see. If no creature is near enough to move to and attack, the than itself. Once the golem goes berserk, it continues to do so
golem attacks an object with preference for an object smaller until it is destroyed or regains all its hit points.
than itself. Once the golem goes berserk, it continues to do so The golem’s creator, if within 60 feet of the berserk golem, can
until it is destroyed or regains all its hit points. try to calm it by speaking firmly and persuasively. The golem must
The golem’s creator, if within 60 feet of the berserk golem, can be able to hear its creator, who must take an action to make a DC
try to calm it by speaking firmly and persuasively. The golem must 15 Charisma (Persuasion) check. If the check succeeds, the golem
be able to hear its creator, who must take an action to make a DC ceases being berserk. If it takes damage while still at 40 hit points
15 Charisma (Persuasion) check. If the check succeeds, the golem or fewer, the golem might go berserk again.
ceases being berserk. If it takes damage while still at 40 hit points
Aversion of Fire. If the golem takes fire damage, it has
or fewer, the golem might go berserk again.
disadvantage on attack rolls and ability checks until the end of its
Immutable Form. The golem is immune to any spell or effect that next turn.
would alter its form.
Immutable Form. The golem is immune to any spell or effect that
Lightning Absorption. Whenever the golem is subjected to would alter its form.
lightning damage, it takes no damage and instead regains a
Lightning Absorption. Whenever the golem is subjected to
number of hit points equal to the lightning damage dealt.
lightning damage, it takes no damage and instead regains a
Magic Resistance. The golem has advantage on saving throws number of hit points equal to the lightning damage dealt.
against spells and other magical effects.
Magic Resistance. The golem has advantage on saving throws
Magic Weapons. The golem’s weapon attacks are magical. against spells and other magical effects.
Actions Magic Weapons. The golem’s weapon attacks are magical.
Multiattack. The golem makes two slam attacks. Actions
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: Multiattack. The golem makes two slam attacks.
16 (2d10 + 5) bludgeoning damage.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
13 (2d8 + 4) bludgeoning damage.

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DDAL-DRW07 Moment of Peace (v1.0)
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Golem, Iron Guardian Portrait
Large construct, unaligned Medium construct, unaligned

Armor Class 20 (natural armor) Amor Class 5 (natural armor)


Hit Points 210 (20d10 + 100) Hit Points 22 (5d8)
Speed 30 ft. Speed 0 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
24 (+7) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5) 1 (-5) 1 (-5) 10 (+0) 14 (+2) 10 (+0) 10 (+0)

Damage Immunities fire, poison, psychic; bludgeoning, piercing, Damage Immunities poison
and slashing from nonmagical weapons that aren’t adamantine Condition Immunities charmed, exhaustion, frightened, grappled,
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, restrained
paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 10
Senses darkvision 120 ft., passive Perception 10 Languages Common plus up to two other languages
Languages understands the languages of its creator but can’t Challenge 1 (200 XP)
speak
Challenge 16 (15,000 XP)
Antimagic Susceptibility. The portrait is incapacitated while in the
area of an antimagic field. If targeted by dispel magic, the portrait
Fire Absorption. Whenever the golem is subjected to fire damage, must succeed on a Constitution saving throw against the caster’s
it takes no damage and instead regains a number of hit points spell save DC or become unconscious for 1 minute.
equal to the fire damage dealt.
Innate Spellcasting. The portrait’s innate spellcasting ability is
Immutable Form. The golem is immune to any spell or effect that Intelligence (spell save DC 12). The portrait can innately cast the
would alter its form. following spells, requiring no material components:
Magic Resistance. The golem has advantage on saving throws At will: counterspell, crown of madness, hypnotic pattern, telekinesis
against spells and other magical effects. 3/day each: counterspell, darkness, dominate person, sanctuary,
telekinesis, teleport
Magic Weapons. The golem’s weapon attacks are magical.
1/day each: dominate monster, greater invisibility
Actions False Appearance. While the figure in the portrait remains
Multiattack. The golem makes two melee attacks. motionless, the portrait is indistinguishable from a
normal painting.
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 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-DRW07 Moment of Peace (v1.0)
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Iymrith Legendary Actions
Huge undead, lawful evil The dracolich can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at a
Armor Class 19 (natural armor) time and only at the end of another creature’s turn. The dracolich
Hit Points 225 (18d12 + 108) regains spent legendary actions at the start of its turn.
Speed 40 ft., climb 40 ft., fly 80 ft.
Detect. The dracolich makes a Wisdom (Perception) check.
STR DEX CON INT WIS CHA Tail Attack. The dracolich makes a tail attack.
25 (+7) 10 (+0) 23 (+6) 16 (+3) 15 (+2) 19 (+4)
Wing Attack (Costs 2 Actions). The dracolich beats its tattered
wings. Each creature within 10 feet of the dracolich must
Saving Throws Dex +6, Con +12, Wis +8, Cha +10
succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7)
Skills Deception +14, Stealth +6
Damage Resistances necrotic bludgeoning damage and be knocked prone. After beating its
Damage Immunities lightning, poison wings this way, the dracolich can fly up to half its flying speed.
Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned
Lair Actions
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24 On initiative count 20 (losing initiative ties), the dragon takes a
Languages Common, Draconic lair action to cause one of the following effects: the dragon can’t
Challenge 17 (18,000 XP) use the same effect two rounds in a row:
DM Note: Iymrith only has access to her Lair Actions for parties
that are Strong or Very Strong.
Legendary Resistance (3/Day). If the dracolich fails a saving throw,
it can choose to succeed instead. • Part of the ceiling collapses above one creature that the dragon
can see within 120 feet of it. The creature must succeed on a
Magic Resistance. The dracolich has advantage on saving throws
DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning
against spells and other magical effects.
damage and be knocked prone and buried. The buried target
Innate Spellcasting. Iymrith’s spellcasting ability is Charisma is restrained and unable to breathe or stand up. A creature can
(spell save DC 19). She can innately cast the following spells, take an action to make a DC 10 Strength check, ending the
requiring no material components: buried state on a success.
• A cloud of sand swirls about in a 20-foot-radius sphere centered
1/day each: counterspell, detect magic, ice storm, stone
on a point the dragon can see within 120 feet of it. The cloud
shape, teleport
spreads around corners. Each creature in the cloud must
When she casts her stone shape spell, Iymrith can shape the succeed on a DC 15 Constitution saving throw or be blinded for
targeted stone into a living gargoyle instead of altering the stone 1 minute. A creature can repeat the saving throw at the end of
as described in the spell’s description. This transformation is each of its turns, ending the effect on itself on a success.
permanent and can’t be reversed or dispelled. • Lightning arcs, forming a 5-foot-wide line between two of the
lair’s solid surfaces that the dragon can see. They must be
Actions within 120 feet of the dragon and 120 feet of each other. Each
Multiattack. The dracolich can use its Frightful Presence. It then creature in that line must succeed on a DC 15 Dexterity saving
makes three attacks: one with its bite and two with its claws. throw or take 10 (3d6) lightning damage.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit:
18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit:
14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit:
16 (2d8 + 7) bludgeoning damage.
Frightful Presence. Each creature of the dracolich’s choice that
is within 120 feet of the dracolich and aware of it must succeed
on a DC 18 Wisdom saving throw or become frightened for 1
minute. A creature can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success. If a creature’s
saving throw is successful or the effect ends for it, the creature is
immune to the dragon’s Frightful Presence for the next 24 hours.
Lightning Breath (Recharge 5–6). The dracolich exhales lightning
in a 90-foot line that is 5 feet wide. Each creature in that area
must make a DC 20 Dexterity saving throw, taking 66 (12d10)
lightning damage on a failed save, or half as much damage on a
successful one.

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DDAL-DRW07 Moment of Peace (v1.0)
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Marilith Mongrelfolk
Large fiend (demon), chaotic evil Medium humanoid, any alignment

Armor Class 18 (natural) Armor Class 11 (natural armor)


Hit Points 189 (18d10 + 90) Hit Points 26 (4d8 + 8)
Speed 40 ft. Speed 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 20 (+5) 18 (+4) 16 (+3) 20 (+5) 12 (+1) 9 (-1) 15 (+2) 9 (−1) 10 (+0) 6 (−2)

Saving Throws Str +9, Con +10, Wis +8, Cha +10 Skills Deception +2, Perception +2. Stealth +3
Damage Resistances cold, fire, lightning, poison; bludgeoning, Senses passive Perception 12
piercing, and slashing from nonmagical attacks Languages Common
Damage Immunities poison Challenge 1/4 (50 XP)
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 13
Languages Abyssal, Telepathy 120 ft. Keen Sight and Smell. The owlbear has advantage on Wisdom
Challenge 16 (15,000 XP) (Perception) checks that rely on sight or smell.

Actions
Magic Resistance. The marilith has advantage on saving throws Extraordinary Feature. The mongrelfolk has one of the following
against spells and other magical effects. extraordinary features, determined randomly by rolling a d20 or
Magic Weapons. The marilith’s weapon attacks are magical. chosen by the DM:

Reactive. The marilith can take one reaction on every turn 1–3: Amphibious. The mongrelfolk can breathe air and water.
in combat. 4–9: Darkvision. The mongrelfolk has darkvision out to a range
of 60 feet.
Actions 10: Flight. The mongrelfolk has leathery wings and a flying speed
of 40 feet.
Multiattack. The marilith makes seven melee attacks: six with its 11–15: Keen Hearing and Smell. The mongrelfolk has advantage
longsword and one with its tail. on Wisdom (Perception) checks that rely on hearing or smell.
Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 16–17: Spider Climb. The mongrelfolk can climb difficult surfaces,
Hit: 13 (2d8 + 4) slashing damage. including upside down on ceilings without needing to make an
ability check.
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. 18–19: Standing Leap. The mongrelfolk’s long jump is up to
Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium 20 feet and its high jump is up to 10 feet, with or without a
or smaller, it is grappled (escape DC 19). Until this grapple ends, running start.
the target is restrained, the marilith can automatically hit the 20: Two-Headed. The mongrelfolk has advantage on Wisdom
target with its tail, and the marilith can’t make tail attacks against (Perception) checks and on saving throws against being
other targets. blinded, charmed, deafened, frightened, stunned, or knocked
unconscious.
Teleport. The marilith magically teleports, along with any
Mimicry. The mongrelfolk can mimic any sounds it has heard,
equipment it is wearing or carrying, up to 120 feet to an
including voices. A creature that hears the sounds can tell they are
unoccupied space it can see.
imitations with a successful DC 12 Wisdom (Insight) check.

Actions
Multiattack. The mongrelfolk makes two attacks: one with its bite
and one with its claw or dagger.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3
(1d4 + 1) piercing damage.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
3 (1d4 + 1) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL-DRW07 Moment of Peace (v1.0)
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Purple Worm Purple Wormling
Gargantuan monstrosity, unaligned Large monstrosity, unaligned

Armor Class 18 (natural armor) Armor Class 12 (natural armor)


Hit Points 247 (15d20 + 90) Hit Points 42 (5d10 + 15)
Speed 50 ft., burrow 30 ft. Speed 20 ft.

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

Saving Throws Con +11, Wis +4 Senses blindsight 30 ft., tremorsense 30 ft., passive Perception 8
Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 9 Languages —
Languages — Challenge 2 (450 XP)
Challenge 15 (13,000 XP)

Actions
Tunneler. The worm can burrow through solid rock at half its
burrow speed and leaves a 10-foot-diameter tunnel in its wake. Multiattack. The purple wormling makes two attacks: one with its
bite and one with its stinger.
Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
Multiattack. The purple worm makes two attacks: one with its 7 (1d8 + 3) piercing damage. If the target is a Small or smaller
bite and one with its stinger. creature, it must succeed on a DC 13 Dexterity saving throw or
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: be swallowed by the wormling. A swallowed creature is blinded
22 (3d8 + 9) piercing damage. If the target is a Large or smaller and restrained, has total cover against attacks and other effects
creature, it must succeed on a DC 19 Dexterity saving throw outside the worm, and takes 3 (1d6) acid damage at the start of
or be swallowed by the worm. A swallowed creature is blinded each of the worm’s turns.
and restrained, has total cover against attacks and other effects If the worm takes 10 damage or more on a single turn from
outside the worm, and takes 21 (6d6) acid damage at the start of a creature inside it, the wormling must succeed on a DC 21
each of the worm’s turns. Constitution saving throw at the end of that turn or regurgitate
If the worm takes 30 damage or more on a single turn all swallowed creatures, which fall prone in a space within 10 feet
from a creature inside it, the worm must succeed on a DC 21 of the wormling. If the wormling dies, a swallowed creature is no
Constitution saving throw at the end of that turn or regurgitate longer restrained by it and can escape from the corpse using 5
all swallowed creatures, which fall prone in a space within 10 feet feet of movement, exiting prone.
of the worm. If the worm dies, a swallowed creature is no longer Tail Stinger. Melee Weapon Attack: +5 to hit, reach 5 ft., one
restrained by it and can escape from the corpse using 20 feet of target. Hit: 5 (1d4 + 3) piercing damage, and the target must
movement, exiting prone. make a DC 13 Constitution saving throw, taking 10 (3d6)
Tail Stinger. Melee Weapon Attack: +14 to hit, reach 10 ft., one poison damage on a failed save, or half as much damage on a
target. Hit: 19 (3d6 + 9) piercing damage, and the target must successful one.
make a DC 19 Constitution saving throw, taking 42 (12d6)
poison damage on a failed save, or half as much damage on a
successful one.

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DDAL-DRW07 Moment of Peace (v1.0)
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Shadow Tree Limb Swarm of Insects
Medium fiend (demon), chaotic evil Medium swarm of Tiny beasts, unaligned

Armor Class 18 (natural) Armor Class 12 (natural armor)


Hit Points 190 (20d8 + 100) Hit Points 22 (5d8)
Speed 40 ft. Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 21 (+5) 14 (+2) 15 (+2) 17 (+3) 3 (−4) 13 (+1) 10 (+0) 1 (−5) 7 (−2) 1 (−5)

Saving Throws Str +11, Dex +7 Damage Resistances bludgeoning, piercing, slashing
Skills Perception +7 Condition Immunities charmed, frightened, paralyzed, petrified,
Damage Resistances cold, fire, necrotic; bludgeoning, piercing, prone, restrained, stunned
and slashing from nonmagical attacks Senses blindsight 10 ft., passive Perception 8
Damage Immunities poison Languages —
Condition Immunities poisoned Challenge 1/2 (100 XP)
Senses darkvision 60 ft., passive Perception 17
Languages Abyssal, Telepathy 120 ft.
Challenge 15 (13,000 XP) Swarm. The swarm can occupy another creature’s space and
vice versa, and the swarm can move through any opening large
enough for a Tiny insect. The swarm can’t regain hit points or
Demonic Shadows. The shadow tree limb darkens the area around gain temporary hit points.
its body in a 10-foot-radius. Nonmagical light can’t illuminate this
area of dim light. Actions
Devour Soul. The shadow tree limb can eat the soul of a creature Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the
it has killed within the last hour, provided that creature is either swarm’s space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing
a construct nor undead. The devouring requires the shadow tree damage if the swarm has half of its hit points or fewer.
limb to be within 5 feet of the corpse for at least 10 minutes,
after which it gains a number of Hit Dice (d8’s) equal to half
the creature’s original number of Hit Dice. Roll those dice, and
increase the shadow tree limb’s hit points by the numbers rolled.
For every 4 Hit Dice the shadow tree limb gains in this way, its
attacks deal an extra 3 (1d6) damage on a hit. The shadow tree
limb retains these benefits for 6 days. A creature devoured by a
shadow tree limb can be restored to life only by a wish spell.
Magic Resistance. The shadow tree limb has advantage on saving
throws against spells and other magical effects.
Magic Weapons. The shadow tree limb weapon attacks
are magical.

Actions
Multiattack. The shadow tree limb uses it Soul-Stealing Gaze and
makes two attacks: one with its claws and one with its bite.
Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 17 (2d10 + 6) slashing damage.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature.
Hit: 32 (4d12 + 6) piercing damage.
Soul-Stealing Gaze. The shadow tree limb targets one creature
it can see within 30 feet of it. If the target can see the shadow
tree limb and isn’t a construct or undead, it must succeed on a
DC 16 Charisma saving throw or reduce its hit point maximum
by 13 (2d12) and give the shadow tree limb an equal number of
temporary hit points. This reduction lasts until the target finishes
a short or long rest. The target dies if its hit point maximum is
reduced to 0, and if the target is a humanoid, it immediately rises
as a ghoul under the shadow tree limb’s control.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL-DRW07 Moment of Peace (v1.0)
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War Priest Spellcasting. The warlock is a 17th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 15, +7 to hit with
Medium humanoid (any race), any alignment
spell attacks). It regains expended spell slots when it finishes a
short or long rest. It knows the following warlock spells:
Armor Class 18 (plate)
Hit Points 117 (18d8 + 36) Cantrips (at will): eldritch blast, fire bolt, friends, mage hand, minor
Speed 30 ft. illusion, prestidigitation, shocking grasp
1st-5th level (4 5th-level slots): banishment, burning hands, flame
STR DEX CON INT WIS CHA strike, hellish rebuke, magic circle, scorching ray, scrying, stinking
16 (+3) 10 (+0) 14 (+2) 11 (+0) 17 (+3) 13 (+1) cloud, suggestion, wall of fire
Dark One’s Own Luck (Recharges after a Short of Long Rest).
Saving Throws Con +6, Wis +7 When the warlock makes an ability check or saving throw, it can
Skills Intimidation +5, Religion +4 add a d10 to the roll. It can do this after the roll is made but
Senses passive Perception 13 before any of the roll’s effects occur.
Languages any two languages
Challenge 9 (5,000 XP) Actions
Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
Spellcasting. The priest is a 9th-level spellcaster. Its spellcasting 3 (1d6 + 3) bludgeoning damage plus 10 (3d6) fire damage.
ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It
has the following wizard spells prepared:
Cantrips (at will): light, mending, sacred flame, spare the dying
White Worm
Large monstrosity, chaotic evil
1st level (4 slots): divine favor, guiding bolt, healing word,
shield of faith Armor Class 17 (natural armor)
2nd level (3 slots): lesser restoration, magic weapon, prayer of Hit Points 133 (14d10 + 56)
healing, silence, spiritual weapon Speed 40 ft., burrow 30 ft.
3rd level (3 slots): beacon of hope, crusader’s mantle, prayer of
healing, silence, spiritual weapon
STR DEX CON INT WIS CHA
4th level (3 slots): banishment, freedom of movement, guardian of
18 (+4) 10 (+0) 18 (+4) 1 (-5) 11 (+0) 12 (+1)
faith, stoneskin
5th level (1 slot): flame strike, mass cure wounds, hold monster
Saving Throws Dex +3, Con +7, Wis +3, Cha +4
Actions Skills Perception +6, Stealth +3
Damage Immunities cold
Multiattack. The priest makes two melee attacks. Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: Languages —
10 (2d6 + 3) bludgeoning damage. Challenge 6 (2,300 XP)

Reactions
Guided Strike (Recharges after a Short or Long Rest). The priest
Actions
grants a +10 bonus to an attack roll made by itself or another Multiattack. The white worm can make three attacks: one with its
creature within 30 feet of it. The priest can make this choice after bite and two with tail stinger.
the roll is made but before it hits or misses. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage.
Warlock of the Fiend If the target is a Large or smaller creature, it must succeed on
a DC 19 Dexterity saving throw or be swallowed by the white
Medium humanoid (any race), any alignment
worm. A swallowed creature is blinded and restrained, has total
Armor Class 12 (15 with mage armor) cover against attacks and other effects outside the white worm,
Hit Points 78 (12d8 + 24) and takes 21 (6d6) acid damage at the start of each of the white
Speed 30 ft. worm’s turns.
If the white worm takes 30 damage or more on a single turn
STR DEX CON INT WIS CHA from a creature inside it, the white worm must succeed on a DC
10 (+0) 14 (+2) 15 (+2) 12 (+1) 12 (+1) 18 (+4) 21 Constitution saving throw at the end of that turn or regurgitate
all swallowed creatures, which fall prone in a space within 10 feet
Saving Throws Wis +4, Cha +7 of the worm. If the white worm dies, a swallowed creature is no
Skills Arcana +4, Deception +7, Persuasion +7, Religion +4 longer restrained by it and can escape from the corpse using 20
Damage Resistances slashing damage from nonmagical attacks feet of movement, exiting prone.
not made with silvered weapons Tail Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one
Senses darkvision 60 ft., passive Perception 11
target. Hit: 11 (2d6 + 4) piercing damage, and the target must
Languages any two languages (usually Abyssal or Infernal)
make a DC 19 Constitution saving throw, taking 42 (12d6)
Challenge 7 (2,900 XP)
poison damage on a failed save, or half as much damage on a
successful one.
Innate Spellcasting. The warlock’s innate spellcasting ability is
Cold Breath (Recharge 5–6). The white worm exhales an icy blast
Charisma. It can innately cast the following spells (spell save DC
in a 30-foot cone. Each creature in that area must make a DC 15
15), requiring no material components:
Constitution saving throw, taking 45 (10d8) cold damage on a
At will: alter self, false life, levitate (self only), mage armor (self only), failed save, or half as much damage on a successful one.
silent image

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DDAL-DRW07 Moment of Peace (v1.0)
35
Wyvern Yagnoloth
Large dragon, unaligned Large fiend (yugoloth), neutral evil

Armor Class 13 (natural armor) Armor Class 17 (natural armor)


Hit Points 110 (13d10 + 39) Hit Points 147 (14d10 + 70)
Speed 20 ft., fly 80 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 16 (+3) 7 (-2) 12 (+1) 6 (−2) 19 (+4) 14 (+2) 21 (+5) 16 (+3) 15 (+2) 18 (+4)

Skills Perception +4 Saving Throws Dex +6, Int +7, Wis +6, Cha +8
Senses darkvision 60 ft., passive Perception 14 Skills Deception + 8, Insight +6, Perception +6, Persuasion +8
Languages — Damage Resistances cold, fire, lightning; bludgeoning, piercing,
Challenge 6 (2,300 XP) and slashing from nonmagical attacks.
Damage Immunities acid, poison
Condition Immunities poisoned
Actions Senses blindsight 60 ft., darkvision 60 ft., passive Perception 16
Multiattack. The wyvern makes two attacks: one with its bite and Languages Abyssal, Infernal, Telepathy 60 ft.
one with its stinger. While flying, it can use its claws in place of Challenge 11 (7,200 XP)
one other attack.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Innate Spellcasting. The yagnoloth’s innate spellcasting ability
Hit: 11 (2d6 + 4) piercing damage. is Charisma (spell save DC 16). It can innately cast the following
spells, requiring no material components:
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
13 (2d8 + 4) slashing damage. At will: darkness, detect magic, dispel magic, invisibility (self only),
suggestion
Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. 3/day each: lightning bolt
Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 15
Magic Resistance. The yagnoloth has advantage on saving throws
Constitution saving throw, taking 24 (7d6) poison damage on a
against spells and other magical effects.
failed save, or half as much damage on a successful one.
Magic Weapons. The yagnoloth’s weapon attacks are magical.

Actions
Multiattack. The yagnoloth makes on 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
become 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. The 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.

Yagnoloths of Colothys
Each yagnoloth has consumed a potion of flying, gaining a fly
speed of 40 feet.

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Young Purple Worm Zehira Deryan
Gargantuan monstrosity, unaligned Medium humanoid (human), neutral good

Armor Class 18 (natural armor) Armor Class 19 (mariner’s studded leather, shield +1)
Hit Points 184 (15d20 + 9) Hit Points 90 (12d10 + 24)
Speed 50 ft., burrow 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
28 (+9) 7 (-2) 22 (+6) 1 (-5) 8 (-1) 4 (-3) 12 (+2) 18 (+4) 14 (+2) 11 (+0) 16 (+3) 14 (+2)

Saving Throws Con +11, Wis +4 Saving Throws Dex +9, Int +5
Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 9 Skills Acrobatics +9, Athletics +12, Insight +8, Perception +8,
Languages — Persuasion +12, Stealth +9, Survival +8
Challenge 13 (10,000 XP) Senses passive Perception 18
Languages Common, Elvish, Infernal, Primordial, Sahuagin,
thieves’ cant
Tunneler. The worm can burrow through solid rock at half its Challenge 13 (10,000 XP)
burrow speed and leaves a 10-foot-diameter tunnel in its wake.

Actions Cunning Action. Zehira can take a bonus action on each of her
Multiattack. The young purple worm makes two attacks: one with turns to take the Dash, Disengage, or Hide action.
its bite and one with its stinger. Fancy Footwork. During her turn, if Zehira makes a melee attack
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: against a creature, that creature can’t make opportunity attacks
22 (3d8 + 9) piercing damage. If the target is a Large or smaller against her for the rest of her turn.
creature, it must succeed on a DC 19 Dexterity saving throw Rakish Audacity. Zehira adds her Charisma modifier (+2) to her
or be swallowed by the worm. A swallowed creature is blinded initiative rolls. She doesn’t need advantage on the attack roll
and restrained, has total cover against attacks and other effects to use Sneak Attack against a creature if she is within 5 ft. of it,
outside the worm, and takes 21 (6d6) acid damage at the start of no other creatures are within 5 ft. of her, and she doesn’t have
each of the worm’s turns. disadvantage on the attack roll.
If the worm takes 30 damage or more on a single turn
from a creature inside it, the worm must succeed on a DC 21 Sneak Attack (1/Turn). Zehira deals an extra 7 (2d6) damage
Constitution saving throw at the end of that turn or regurgitate when she hits a target with a weapon attack and has advantage
all swallowed creatures, which fall prone in a space within 10 feet on the attack roll, or when the target is within 5 feet of an ally that
of the worm. If the worm dies, a swallowed creature is no longer isn’t incapacitated and Zehira doesn’t have disadvantage on the
restrained by it and can escape from the corpse using 20 feet of attack roll. Also see Rakish Audacity.
movement, exiting prone. Spellcasting. Zehira is a 12th-level spellcaster. Her spellcasting
Tail Stinger. Melee Weapon Attack: +14 to hit, reach 10 ft., one ability is Wisdom (spell save DC 16, +8 to hit with spell attacks).
target. Hit: 19 (3d6 + 9) piercing damage, and the target must Zehira has the following ranger spells prepared:
make a DC 19 Constitution saving throw, taking 42 (12d6) 1st level (4 slots): cure wounds, goodberry, zephyr strike
poison damage on a failed save, or half as much damage on a 2nd level (3 slots): darkvision, lesser restoration
successful one. 3rd level (2 slots): water breathing

Actions
Multiattack. Zehira makes two attacks with either her club,
dagger, or rapier.
Club +3. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 9 (1d4 + 7) bludgeoning damage.
Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage.
Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 10 (1d8 + 6) piercing damage.

Mariner’s Studded Leather


While wearing this armor, Zehira has a swimming speed
equal to her walking speed. In addition, whenever she starts
her turn underwater with 0 hit points, the armor causes her to
rise 60 feet toward the surface. The armor is decorated with
fish and shell motifs.

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Appendix 1: Dragon Cult Base Map

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Appendix 2: Iymrith’s Tower Maps

Imrith’s Tower

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Purple Worm Hatchery

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Imrith’s Lair

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Appendix 3: Character Rewards
The characters can keep the following magic items if they Spell Scroll of True Seeing
are found during the adventure. It is suggested that you Consumable, very rare
print off enough copies of this page to be able to give one
to each of your players, crossing out rewards they didn’t This spell gives one willing creature you touch the ability
receive during the session. to see things as they actually are. For the duration, the
creature has truesight, notices secret doors hidden by
Dancing Longsword magic, and can see into the Ethereal Plane, all out to a
Weapon (longsword), very rare (requires attunement) range of 120 feet.
You can use a bonus action to toss this magic sword into Stonespeaker Crystal
the air and speak the command word. When you do so, the Wondrous item, rare (requires attunement)
sword begins to hover, flies up to 30 feet, and attacks one
creature of your choice within 5 feet of it. The sword uses This nineteen-inch-long shard of quartz grants you
your attack roll and ability score modifier to damage rolls. advantage on Intelligence (Investigation) checks while it is
While the sword hovers, you can use a bonus action to on your person.
cause it to fly up to 30 feet to another spot within 30 feet of The crystal has 10 charges. While holding it, you can use
you. As part of the same bonus action, you can cause the an action to expend some of its charges to cast one of the
sword to attack one creature within 5 feet of it. following spells from it: speak with animals (2 charges),
After the hovering sword attacks for the fourth time, it flies speak with dead (4 charges), or speak with plants (3
up to 30 feet and tries to return to your hand. If you have charges).
no hand free, it falls to the ground at your feet. If the sword When you cast a divination spell, you can use the crystal
has no unobstructed path to you, it moves as close to you as in place of one material component that would normally be
it can and then falls to the ground. It also ceases to hover if consumed by the spell, at a cost of 1 charge per level of the
you grasp it or move more than 30 feet away from it. spell. The crystal is not consumed when used in this way.
The crystal regains 1d6 + 4 expended charges daily at
Elixir of Health dawn. If you expend the crystal’s last charge, roll a d20. On
Potion, rare a 1, the crystal vanishes, lost forever.
When you drink this potion, it cures any disease afflicting
you, and it removes the blinded, deafened, paralyzed, and
Story Awards
poisoned conditions. The clear red liquid has tiny bubbles The characters might earn the following story award in this
of light in it. adventure.
Spell Scroll of Passwall Legacy Event: Oathbreaker
Scroll, rare Whether by choice or by circumstance, you have failed to
fulfill your promise to V’zree of reaching out to the soul of
A passage appears at a point of your choice that you can
the drow arcanist X’althoa, then gloating about how V’zree
see on a wooden, plaster, or stone surface (such as a wall,
shared the secret of the soultheft spell. But with V’zree
a ceiling, or a floor) within 30 feet and lasts for 1 hour. You
trapped in Carceri, surely there will be no consequences.
choose the opening’s dimensions: up to 5 feet wide, 8 feet
tall, and 20 feet deep. The passage creates no instability in
a structure surrounding it.
When the opening disappears, any creatures or objects
still in the passage created by the spell are safely ejected to
an unoccupied space nearest to the surface on which you
cast the spell.

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

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