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  A Six-Hour Adventure for Tier 3 Characters.
  Optimized For: APL 13
  A Dreams of the Red Wizards Adventure
  DDAL-DRW-07
  Credits
  Credits
  Lead Designer: Greg Marks
  Designer: Toni Winslow-Brill
  Editing: Scott Fitzgerald Gray
  D&D Adventurers League Guildmaster: Chris Lindsay
  Art Director and Graphic Designer: Rich Lescouflair
  Cartography: Travis Woodall
  Interior Art: provided by Wizards of the Coast
  D&D Adventurers League Wizards Team: Adam Lee, Ari 
  Levitch, Chris Lindsay, Mike Mearls
  D&D Adventurers League Administrators: Alan Patrick, 
  Amy Lynn Dzura, Travis Woodall, Claire Hoffman, Greg 
  Marks, LaTia Jacquise, Ma’at Crook
  Playtesters: Gary Affeldt, Gary Brown, Richard Brown, 
  Daniel Franco, David Krolnik, Chris McGovern, Sean 
  Mittelstaedt, Daniel Oliveira, Alain Pham, Ben Siekert, 
  James Schweiss, Phil Tobin, Marcello Velazquez
  MOMENT OF PEACE
  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.
  
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  DDAL-DRW07 Moment of Peace (v1.0)
  Adventure Primer
  Adventure Primer
  No man chooses evil because it is evil; he only mistakes it for 
  happiness, the good he seeks.
  —Mary Wollstonecraft
  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 
  outside this level range cannot participate in this adventure.
   This adventure takes place in the storm giant city of 
  Maelstrom, the mountain known as Wyvernfang in the 
  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.
  Background
  In previous D&D Adventurers League adventures 
  (DRW01 through DRW03), the noble-turned-privateer 
  ZEHIRA DERYAN acquired a magic rod dedicated to 
  CLANGEDDIN SILVERBEARD, the dwarven god of war 
  and valor. This rod is the ILTKAZAR SCEPTER, one of 
  ten RULING SCEPTERS OF SHANATAR that can be 
  used to control the WYRMSKULL THRONE, an artifact 
  that is the centerpiece of KING HEKATON’S throne room 
  in the undersea storm giant citadel of MAELSTROM. 
  Zehira is intent on keeping the scepter, and so has received 
  an invitation from Hekaton to travel to Maelstrom so that 
  the scepter can be used to activate the throne.
   Recently, agents of the CULT OF THE DRAGON secretly 
  stole into Maelstrom, assassinated King Hekaton, and 
  stole the Wyrmskull Throne away with the use of powerful 
  magic. The Cult of the Dragon had previously turned the 
  corpse of the ancient blue dragon sorcerer IYMRITH into 
  a dracolich, and has since bound the Wyrmskull Throne as 
  her phylactery. Still nurturing the rage inspired by her being 
  murdered by adventurers in Storm King’s Thunder, Iymrith 
  seeks vengeance if those foes ever cross her path again.
   The RED WIZARDS OF THAY have long sought the 
  Wyrmskull Throne for themselves, and have been secretly 
  watching the activities of the Cult of the Dragon. The 
  Red Wizards had hoped to follow the cult assault force to 
  Maelstrom and overcome them after they had dealt with 
  the giants, but their agents arrived in the stronghold just 
  after the cult had spirited the throne away. Never one to let 
  an opportunity pass them by, the Thayans stole the body of 
  King Hekaton instead. Then, using powerful necromantic 
  rituals, they raised him as a death knight slave of SZASS 
  TAM, the ancient lich who rules Thay.
   With her father once again absent, PRINCESS 
  SERISSA is thrust into power, a familiar position after the 
  events that occurred in Storm King’s Thunder. Serissa still 
  possesses the KOROLNOR SCEPTER, with the Cult of 
  the Dragon having failed to claim it when the Wyrmskull 
  Throne was stolen. Her possession of the scepter has 
  helped Serissa keep control over the giant court in the 
  immediate aftermath of King Hekaton’s disappearance, 
  but her hold on power is tenuous at best. With her mother 
  dead, her sisters defeated for their previous betrayal of her 
  father, and her father missing amid signs of violence, she is 
  desperate for aid.
   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 
  Throne and spread them across Faerûn, making tracking 
  the throne nearly impossible. However, with help from a 
  mage of Candlekeep, the characters have acquired a ritual 
  that can be used to track the original throne from any of its 
  copies.
  Overview
  The adventure’s story is spread over three parts and takes 
  approximately six hours to play. The adventure begins with 
  a Call to Action scene.
  Modular Adventure
  While this adventure has distinct parts, each section is 
  designed to be played on its own over approximately two 
  hours, if you are at a store, convention, or public event with a 
  shorter than six-hour play time available.
  Call to Action: Cult to Action. The characters and Zehira 
  begin in Maelstrom, having returned to meet with 
  Princess Serissa. The characters learn that the ritual 
  acquired from Candlekeep tracks all the copies of the 
  Wyrmskull Throne and can be used to find the original 
  from any copy. Using the ritual, it is determined that the 
  closest false throne is on Wyvernfang, a mountain in the 
  Thunder Peaks. Serissa urges Zehira and the characters 
  to journey to Wyvernfang, infiltrate whatever Cult of the 
  Dragon base has been set up there, find the false throne, 
  and use it to locate and recover the real throne.
  Part 1: Clever Wyverns. On Wyvernfang, the characters 
  infiltrate an ancient dungeon site taken over by the Cult 
  of the Dragon. Getting past the cultists and the wyverns 
  that the cult is training and experimenting with reveals 
  the hiding place of the duplicate Wyrmskull Throne. 
  Finding the duplicate and using it to determine the 
  location of the real throne is Story Objective A.
  Part 2: Revenge is a Dish Best Served Dead. Traveling 
  to the Plains of Purple Dust far to the east of the Sea of 
  Fallen Stars, the characters must locate, then infiltrate 
  an ancient arcane tower that holds the Wyrmskull 
  Throne. Defeating the dracolich Iymrith and claiming the 
  throne is Story Objective B.
  Part 3: Vhaeraun and You. Though they have reclaimed 
  the Wyrmskull Throne, the characters discover that 
  they have a problem. Because the throne is Iymrith’s 
  phylactery, the dracolich’s soul goes into it when she is 
  destroyed. Destroying the throne is impossible, but if the 
  characters can’t somehow remove Iymrith’s soul from it, 
  the dracolich will constantly reform next to the throne. 
  With aid from doomguides of Kelemvor in the Tower of 
  Skulls in Ormath, the characters journey to the prison 
  plane of Carceri in search of a forgotten spell capable 
  of holding Iymrith’s soul, so as to prevent that soul from 
  inhabiting the Wyrmskull Throne. Gaining the spell that 
  can imprison the dracolich’s soul is Story Objective C.
  Wrap-Up. The characters’ mission is complete—but once 
  more, cruel fate has undone their hard work. While they 
  journeyed to Carceri, the death knight that was once 
  King Hekaton led a force to the Tower of Skulls, and has 
  stolen the Wyrmskull Throne for Szass Tam.
  
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  DDAL-DRW07 Moment of Peace (v1.0)
  Adventure Hooks
  Moment of Peace follows directly from DDAL-DRW04 
  Foreign Affairs, DDAL-DRW05 Uncertain Scrutiny, 
  and DDAL-DRW06 Thimblerigging. It assumes that the 
  characters have been assisting Zehira Deryan in the search 
  for information regarding the fate of King Hekaton and 
  the Wyrmskull Throne. If the characters didn’t play the 
  previous adventures, the following hooks provide possible 
  ways to involve them in the scenario.
  Hey, I Know You. If the characters have played any of 
  the earlier adventures in this series (DRW01 through 
  DRW06), they are already acquainted with Zehira 
  Deryan, who uses a sending spell to contact them. Zehira 
  asks for aid in recovering the Wyrmskull Throne, and 
  requests that the adventurers join her in Maelstrom to 
  meet with Serissa.
  Royal Favor. If the characters helped King Hekaton during 
  the events of Storm King’s Thunder, Serissa contacts 
  them by messenger or magical means. She explains that 
  she and her father have need of aid once more, and asks 
  that the characters take up service to Hekaton as they 
  did before.
  Legacy Events
  Before beginning play, ask the players to check their 
  logsheets for any legacy events that might effect this 
  adventure. Moment of Peace incorporates the following 
  legacy event from previous adventures in the Dreams of the 
  Red Wizards series.
  Liberator
  This optional legacy event from Uncertain Scrutiny creates 
  a connection between the characters and the Red Wizards 
  they meet in this adventure. In the wrap-up section, Trildor 
  Zihial is part of the Thayan force that steals the throne. 
  Previously rescued from the dungeons under Thaymount, 
  Zihial was actually an agent placed by Szass Tam in the 
  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.
  The Iltkazar Scepter
  Zehira Deryan is present with the characters throughout this 
  adventure, unless there’s a strong reason for her not to be. As 
  the primary quest giver and sidekick, she has a vested interest 
  in all that happens in the storyline. Zehira is also the wielder 
  of the Iltkazar Scepter—one of the ten Ruling Scepters of 
  Shanatar, forged by the dwarven gods and given to the ruling 
  houses of that ancient dwarven empire.
   The Iltkazar Scepter is an intelligent artifact-level magic 
  item that is bonded to Zehira. It takes the form of a tapered 
  mithral rod as thick and long as a dwarf’s forearm, with 
  a small platinum knob at the bottom and a rounded disk 
  adorned with a ring of seven tiny red gems at the top. A 
  wielder attuned to the scepter has access to these properties:
  • They gain a +3 bonus to attack and damage rolls made with 
  this scepter, which can be wielded as a magic club.
  • They can make the scepter appear nonmagical at will, as if it 
  were under the effect of the Nystul’s magic aura spell.
  • They can use the properties of the Wyrmskull Throne.
   Additionally, the scepter has 10 charges, and it regains 1d6 
  + 4 expended charges at dawn. The wielder of the scepter can 
  use these charges to access the following properties:
  • If the wielder is underground or underwater, they can use an 
  action to expend 1 charge to determine the distance to the 
  surface.
  • As an action, they can expend 2 charges to cast the sending 
  spell from the scepter.
  • As an action, they can expend 3 charges to cast the teleport 
  spell from the scepter. If the destination is within 60 feet of 
  the Wyrmskull Throne, there is no chance of a teleport error 
  or mishap occurring. (Because the teleport spell takes the 
  caster to a location, not an object, the wielder must know the 
  location of the Wyrmskull Throne in order to teleport to it.)
   The Iltkazar Scepter has additional properties that manifest 
  throughout this series of adventures.
   Though Zehira is a close ally of the characters, she does not 
  allow anyone else to use the scepter, and the scepter cannot 
  be attuned to another creature. If Zehira is incapacitated 
  or killed and the characters attempt to claim the artifact, it 
  teleports away from them, taking Zehira with it.
  
  Estimated Duration: 10 minutes
  The characters and Zehira Deryan begin the adventure in 
  the storm giant citadel of Maelstrom with Princess Serissa. 
  There, the characters learn that the ritual created by 
  Master Reader Alsbith in Candlekeep magically connects 
  the Wyrmskull Throne to the copies of the throne created 
  by the Cult of the Dragon. The ritual determines that the 
  closest copy is on Wyvernfang, a mountain in the Thunder 
  Peaks, east of Cormyr. The characters can be imbued with 
  the power of the ritual, so that if they make physical contact 
  with any duplicate throne, they will learn the general 
  location of all other copies—and of the real throne.
  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 
  summarizing the Call to Action rather than roleplaying the 
  meeting with Princess Serissa.
  Return to Maelstrom
  The adventure starts in Maelstrom, which lies on the floor 
  of the Trackless Sea and is the seat of power for the storm 
  giants who live there. Whether the characters are returning 
  to Maelstrom after having taken part in Foreign Affairs 
  or are journeying there for the first time, they meet with 
  Zehira and Princess Serissa in the throne room.
   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.
  Area Information
  Maelstrom lies on the floor of the Trackless Sea west of 
  Faerûn, some three thousand feet beneath the surface. The 
  undersea fortress of King Hekaton is carved into a reef. 
  Its four rocky towers covered in barnacles and coral rise 
  upward, and a large sinkhole between them descends into 
  the heart of the fortress.
  Dimensions and Terrain. The stronghold has slick, 
  rough-hewn walls. Most of its rooms have 50-foot-high 
  ceilings. The giant-sized doors are 30 feet tall and made 
  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-
  filled chambers feature shrouded wall sconces with 
  continual flame spells cast on them, or oval windows 
  of transparent crystal that allow light from the 
  bioluminescent coral reef to enter. Bioluminescent fish 
  illuminate submerged areas.
  Serissa’s Mission
  Even if the characters are meeting Serissa for the first 
  time, she stands to welcome them, forgoing the use of 
  one of the remaining thrones. If the characters have not 
  played the previous adventures in this series, Serissa and 
  Zehira provide the information given in the “Background” 
  section. The two then focus on what has been learned 
  by the storm giant wizards who have performed Master 
  Reader Alsbith’s ritual:
  Call to Action: Cult to Action
  Call to Action: Cult to Action
  
  • 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.
  
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  DDAL-DRW07 Moment of Peace (v1.0)
  Estimated Duration: 1 hour 50 minutes
  Making their way to Wyvernfang, the characters enter a 
  series of chambers and caverns carved out beneath the top 
  of the mountain, occupied by the Cult of the Dragon and 
  guarded by monstrous wyverns. Only by overcoming the 
  cultists and their wyvern servants can the characters gain 
  access to the duplicate Wyrmskull Throne hidden here, 
  which might grant them the location of the true throne.
   This encounter is a mix of a dungeon crawl and a wide-
  open combat with aerial options. Though the cult members 
  present here are not all that noteworthy, the wyverns are 
  dangerous, and are led by an especially powerful creature 
  known as Deathsting.
  Story Objective
  Finding the duplicate throne and using it to determine the 
  location of the true Wyrmskull Throne is Story Objective A.
  Into the Thunder Peaks
  The Thunder Peaks are a range of mountains running in 
  a north–south line to mark the eastern edge of Cormyr. 
  These desolate peaks are subject to severe and sudden 
  storms all year round, but the characters thankfully have 
  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 
  teleport spell to take the characters to Wyvernfang. Serissa 
  and the sorcerer stay in touch with Zehira using sending, 
  for when the characters are ready to go to their next 
  destination.
  Setting: Wyvernfang
  Wyvernfang is just one of the mountains of the Thunder 
  Peaks, and is named for the wyverns that lair there. Natural 
  caverns dot the summit of the mountain, many of which are 
  home to these creatures, who make their nests within. The 
  wyverns of Wyvernfang are known for being stronger and 
  more intelligent than most of their kind.
  Caves of the Dragon Cult
  Using the information gleaned by the storm giants from 
  the ritual, the characters are able to easily find the caves 
  occupied by the Cult of the Dragon. From the base of the 
  mountain where the characters first arrive, the ascent to 
  the caves is uneventful. The dragon cultists who reside 
  here are not particularly adept at stealth, and even the most 
  casual inspection reveals frequent foot traffic in and out of 
  the cavern entrance.
   The entry cavern is some 30 feet by 40 feet, and features 
  three worked-stone passageways leading off in different 
  directions. Two small benches stand against the far wall, 
  flanking one tunnel.
  Area Information
  The caves occupied by the cultists have the following 
  features.
  Stonework. The passages and chambers of the cult lair 
  have been carved out of the natural limestone of the 
  mountain. The entrance cavern and area 8 are rough 
  stone, but all other areas are clean worked stone.
  Lighting. Torch sconces line the walls of all areas, but are 
  unlit when the characters enter unless otherwise noted.
  Creature Information
  In addition to the wyverns that lair above it, the base 
  is currently home to some dozen Cult of the Dragon 
  cultists. The cultists aren’t particularly watchful except 
  as noted, since few people brave the dangerous slopes of 
  Wyvernfang.
  Flying Characters
  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 summit, you can add an encounter with six wyverns in the 
  cave they choose to enter. A tunnel beyond the entrance leads 
  farther into the caves, ending at a weathered iron door. The 
  door opens to reveal area 6 beyond.
  Exploring the Cult Lair
  The locations in this section are keyed to the map in 
  appendix 1.
  1. West Tunnel
  This tunnel is wet and dark, and extends 60 feet to end in 
  a weathered iron door. Engraved into the door and painted 
  with bright colors is an image of Tiamat in her five-headed 
  dragon aspect.
   Sonic 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 
  rumble of thunder and each creature in the corridor must 
  make a DC 17 Constitution saving throw. On a failed save, 
  a creature takes 55 (10d10) sonic damage and is knocked 
  prone. On a success, the creature takes half as much 
  damage and is not knocked prone.
   The magic trap can be dismissed with a dispel magic 
  spell (treat the trap as a 7th-level spell).
   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.
  Part 1: Clever Wyverns
  Part 1: Clever Wyverns
  
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  DDAL-DRW07 Moment of Peace (v1.0)
  2. East Tunnel
  This tunnel is wet and dark, and extends 60 feet to end in 
  a weathered iron door. Engraved into the door and painted 
  with bright colors is an image of Tiamat in her comely 
  humanoid form, with dark hair and dark eyes.
   Poison Cloud Door Trap. The iron door is protected 
  by a mechanical trap. A successful DC 16 Wisdom 
  (Perception) check reveals the trap’s mechanism embedded 
  into the frame of the door. A successful DC 22 Wisdom 
  (Perception) check finds a hidden stud in the right eye 
  of the image of Tiamat. If the door is opened without the 
  trap being disarmed or a creature first pressing the stud, 
  holes concealed in cracks in the tunnel’s stonework fill the 
  hallway with clouds of red, black, blue, green, and white 
  poisonous gas that extend 30 feet from the door.
   A creature that starts its turn in the cloud or enters 
  the area for the first time on a turn must make a DC 17 
  Constitution saving throw. On a failed save, the creature 
  takes 45 (10d8) poison damage, and if its body is made 
  of flesh, it is restrained as its flesh begins to harden. On a 
  successful save, the creature takes half as much damage 
  and isn’t restrained. A creature restrained by the trap must 
  make another Constitution saving throw at the end of each 
  of its turns. If it successfully saves against this trap three 
  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 
  sounds of a rasping, rattling dragon’s roar. Each creature 
  in the corridor is wracked with terrible pain and must 
  make a DC 15 Constitution saving throw. On a failed save, 
  a creature takes 33 (6d10) necrotic damage and gains one 
  level of exhaustion. On a success, a creature takes half as 
  much damage and does not gain exhaustion.
   The magic trap can be dismissed with a dispel magic 
  spell (treat the trap as a 7th-level spell).
   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.
  4. Sleeping Room
  Members of the Cult of the Dragon use this area as a 
  common sleeping room. The chamber is brightly lit by 
  torches in sconces along the walls, and the floor is covered 
  with bedrolls. If the characters have avoided setting off any 
  of the traps in areas 1 to 3 or triggering the altar in area 6, 
  the cultists resting in this area are still here.
   Cult Forces. Ten cult fanatics and three blue 
  dragonsouls occupy this room, and are here playing cards 
  if they have not been encountered elsewhere. The cultists 
  who dwell in the complex know each other well, and any 
  characters not recognized are immediately attacked.
  
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  DDAL-DRW07 Moment of Peace (v1.0)
  Adjusting the Scene
  Consider the following suggestions for adjusting this scene 
  depending on the relative combat strength of the party:
  • Very Weak. Remove two blue dragonsouls and three cult 
  fanatics.
  • Weak. Remove one blue dragonsoul and two cult fanatics.
  • Strong. Add one blue dragonsoul.
  • Very Strong. Each blue dragonsoul has 170 hit points.
  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 having the cultists be noncombatants who try to avoid 
  interacting with the characters.
  5. Magical Laboratory
  Magical orbs are set around this room, glowing white 
  and filling the area with bright light. The area appears old 
  and forgotten. A thick layer of dust covers everything, and 
  much of the equipment (aside from the orbs) is broken or 
  destroyed from age.
   A table stands at the center of the area, set with the 
  skeletal remains of a wyvern’s stinger. The skeleton of a 
  dragon wyrmling can be easily noted where it’s discarded 
  in a corner. Both are yellowed and brittle with age. 
  Legends and Lore. If the characters take the time to 
  search the room, a successful DC 14 Wisdom (Perception) 
  check spots the signs of a secret compartment in the wall 
  near the skeletal remains. Opening the compartment 
  reveals three small books, all beginning to decay.
   One book is wrapped in bronze dragonskin, detailing 
  experiments and magic dedicated to trying to make wyverns 
  more like their dragon kin. The second book is made out 
  of what looks like burned tree bark, and details injecting 
  creatures with infernal and draconic blood in an effort to 
  please Tiamat. (It doesn’t explain why this should please the 
  Dragon Queen.) The third book’s cover has mostly rotted 
  away, but it looks to at one point have been made from 
  some sort of dried plant. This book details the ramblings of 
  someone who was obsessed with faerie dragons.
   The books bear other details that connect them 
  to the Cult of the Dragon, suggesting that the cult’s 
  long-ago activities here were behind the unusual size 
  and intelligence of some of the wyverns lairing atop 
  Wyvernfang.
  6. Prayer Room
  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 
  the glories of Tiamat in all her might, leading up to an 
  ornately carved altar of the Dragon Queen against the back 
  wall, its five heads rearing in a magnificent display.
   Tiamat’s Fury. Coins, gems, and other treasures are 
  spread atop the altar. These offerings are made to Tiamat, 
  and she does not part with her treasures lightly. If a 
  creature removes any treasure from the altar, the altar 
  animates to deal with the offender.
   Treat the altar as a Huge creature, but each of its five 
  heads takes its own turn and uses the following statistics: 
  an iron golem (the red dragon head), three flesh golems 
  (the white, blue, and black heads), and a clay golem (the 
  green head). The altar breaks away from the floor and wall 
  to attack, and gets one turn per active head (initially five 
  turns per round). When a head is destroyed, the altar loses 
  that head’s turn. On each of the altar’s turns, it has a full 
  compliment of actions and movement, using the speed of 
  the active head.
  
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  DDAL-DRW07 Moment of Peace (v1.0)
   The body of the altar construct is divided into the same 
  colors as the heads, so attacks against the altar can target a 
  head of the attacker’s choice.
  Adjusting the Scene
  Consider the following suggestions for adjusting this scene 
  depending on the relative combat strength of the party:
  • Very Weak. Replace the iron golem with a crystal golem and 
  remove a flesh golem. This makes the black dragon head 
  inert.
  • Weak. Replace the iron golem with a crystal golem.
  • Strong. Replace one flesh golem with a fiendish flesh golem.
  • Very Strong. Replace two flesh golems with a fiendish flesh 
  golem and a crystal golem.
   If the characters flee the room in response to the altar 
  animating, it is too large to pass through the door. Its 
  mighty roars of rage are heard throughout the complex, 
  however, alerting all creatures within to the characters’ 
  presence. If not already encountered, the cultists in area 
  4 emerge after 6 rounds to investigate and search the 
  complex.
   Treasure. The altar of Tiamat holds a pile of gold coins, 
  a brilliantly cut ruby, a fist-sized sapphire, a gem-encrusted 
  empty scroll case, and a bolt of green silk.
  7. Storage Room
  This storage room sees a lot of use by the cultists, but 
  its organization is haphazard at best. Boxes stand open, 
  random bits of cloth hang out of barrels, and a wooden 
  crate has been stacked under a pile of moldy canvas that 
  looks like it might have been poorly laid out to dry. Water 
  drips from the ceiling onto a single point on the floor, from 
  which a small limestone stalagmite is beginning to rise.
   A note written in Draconic is tacked to the back wall, 
  passive-aggressively trying to shame someone into cleaning 
  up the area.
  8. Deathsting’s Lair
  Torches in sconces on the walls in this area are presently 
  lit, providing bright light throughout the cave. Stalactites 
  hang from the ceiling of this rough cavern, and the sound of 
  dripping water is constant. Of more immediate note for the 
  characters, however, the Wyrmskull Throne stands upon a 
  large rock at the rear of the cavern.
   Illusory Ceiling. This area is home to a number of 
  wyverns, including the cunning creature known as 
  Deathsting. The ceiling of the cavern is open to the sky but 
  covered by an illusion that makes the cavern appear whole. 
  To prevent their enemies from spotting this entrance from 
  the air, spellcasters from the Cult of the Dragon placed 
  this permanent illusion, which mimics the stone of the 
  mountain but allows Deathsting and her entourage free 
  access in and out of this lair.
   The illusory ceiling extends from wall to wall 50 feet 
  above the floor. It fools both sight and touch, and a creature 
  carefully examining the illusion must succeed on a DC 
  18 Intelligence (Investigation) check to see through it. A 
  creature that discerns the illusion for what it is sees it as a 
  vague image superimposed across rising rock walls and the 
  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.
   Death from Above. The wyverns lairing here have set 
  up rocks and boulders to drop onto intruders below. The 
  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 
  that fuels the main illusion can call up a number of potent 
  secondary conjuration, evocation, and illusion effects.
   Have the characters roll initiative as soon as the first 
  character moves more than 10 feet into this area. On 
  initiative count 20 each round, roll on the Deathsting’s 
  Traps table to determine what happens.
  Deathsting’s Traps
  d6
  Trap
  1
  Choose a character at random. That character must 
  succeed on a DC 15 Wisdom saving throw or be 
  affected by a dominate person spell as if cast by 
  Deathsting. This effect can be utilized only three times. 
  If you roll this result thereafter, roll again.
  2
  Rocks and boulders rain down across the cavern. Each 
  creature in the area must make a DC 16 Dexterity 
  saving throw, taking 27 (6d8) bludgeoning damage on 
  a failed save, or half as much damage on a successful 
  one. Additionally, a random 10-foot-square section of 
  the cavern is left filled with large rubble and becomes 
  difficult terrain.
  3
  The illusion of a monstrous wyvern with two heads 
  flies into the cavern. Each creature that can see the 
  illusion must succeed on a DC 17 Wisdom saving throw 
  or become frightened for 1 minute. A creature can 
  repeat this 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, that 
  creature is immune to this effect for the next 24 hours.
  4
  A small earthquake causes a rift 20 feet across and 
  50 feet deep to open up in the cavern floor under one 
  or more characters. Each character in the area must 
  succeed on a DC 15 Dexterity saving throw or fall into 
  the rift and take 27 (5d10) falling damage. Climbing 
  out of the rift requires a successful DC 13 Strength 
  (Athletics) check.
  5
  An illusory dragon cultist steps out from a wall and 
  points a finger at a random character, who must 
  succeed on a DC 16 Wisdom saving throw or be 
  affected by a hold person spell. The image of the cultist 
  then disappears.
  6
  Clouds of what look like bug-sized wyverns appear, 
  covering each character. Each cloud is treated as swarm 
  of insects (wasps) and lasts for 1 round.
   Wyvern Assault. As soon as the magical barrage is 
  launched, Deathsting and four wyverns from her clutch 
  drop down from above to attack the characters. Until a 
  significant number of ranged attackers are able to see 
  through the illusory ceiling, the wyverns swoop down 
  to attack, then fly back up to take total cover behind the 
  illusion.
  
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  DDAL-DRW07 Moment of Peace (v1.0)
   Deathsting is the result of generations of experiments 
  done on the wyverns of this area by the Cult of the Dragon 
  centuries ago. Cult mages hoped to evolve wyverns to a 
  level of power and cunning closer to their true dragon kin. 
  Though the experiments were abandoned, the lingering 
  effects of this manipulation still remain in many of the 
  wyverns of Wyvernfang.
  Adjusting the Scene
  Consider the following suggestions for adjusting this scene 
  depending on the relative combat strength of the party:
  • Very Weak. Remove one wyvern, and give Deathsting 95 hit 
  points.
  • Weak. Give Deathsting 95 hit points.
  • Strong. Add one wyvern.
  • Very Strong. Add two wyverns.
   Playing the Pillars. You can make use of the following 
  suggestions when running this encounter.
  Combat. Deathsting is more territorial than most wyverns, 
  especially when facing creatures not of her clutch. She is 
  cunning, and can stalk prey for miles. Deathsting’s goal 
  is to catch the characters unawares, using the terrain 
  and her flyby attack to her advantage. In addition to the 
  boulders dropped as part of the trap, the wyverns have 
  piled caches of rocks that they can pick up and drop on 
  targets from above the illusory ceiling.
  Dropped Rock. Ranged Weapon Attack: +7 to hit, range 60/240 ft., 
  one target. Hit: 17 (3d8 + 4) bludgeoning damage.
  Exploration. A character who uses an action to study the 
  cave notes strange discrepancies where the illusory 
  ceiling meets the walls. Any character made aware of 
  these discrepancies has advantage on the Intelligence 
  check made to see through the illusion.
  Social. Deathsting is highly intelligent and understands 
  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 
  that she will flee if the fight appears unwinnable.
   Treasure. A small alcove on the wall behind the duplicate 
  throne is easily found by any character inspecting the 
  throne. It contains a silver-painted scroll tube containing a 
  spell scroll of true seeing and a few small diamonds.
  Chasing the Throne
  Once the cultists and the wyverns occupying the Cult of the 
  Dragon’s base are defeated, any of the characters can touch 
  the duplicate throne. The power of the ritual they channel 
  draws their senses across Faerûn. As the throne melts into 
  a puddle of gray shadow stuff, the characters come to know 
  the location of the true Wyrmskull Throne, seeing a tower 
  of purple stone set in a stony plain seemingly covered with 
  purple sand. Any character with proficiency in the History 
  or Nature skills (or Zehira if no characters do) recognizes 
  the only place in Faerûn that fits this description—the 
  Plains of Purple Dust, far east of the Sword Coast.
  
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  DDAL-DRW07 Moment of Peace (v1.0)
  Estimated Duration: 2 hours
  The journey to the Plains of Purple Dust takes the 
  characters far across Faerûn, east of Mulhorand and the 
  Dragonsword Mountains. The characters’ ritual vision 
  has made it clear that the throne is in the tower they have 
  seen, though the specific location of the tower in the desert 
  remains unknown. Locating the site of the throne’s hiding 
  place will be a daunting task. But even after the characters 
  fight their way to the throne, the treachery of Iymrith the 
  blue dragon dracolich will prove an even greater challenge.
  Story Objective
  Defeating Iymrith and recovering the Wyrmskull Throne is 
  Story Objective B.
  Setting: The Plains of 
  Purple Dust
  Extending north of the Raurin Desert, the Plains of Purple 
  Dust are a wasteland rumored to have been created by 
  the struggles of the gods. A vast, wind-scoured desert of 
  badlands and rocky crags, the plains are covered with 
  a purple-colored dust that still radiates faint magic long 
  after the ancient cataclysm that created it. The plains are 
  home to nomadic tribes of mongrelfolk, descended from 
  humanoids but transformed over generations by exposure 
  to the magic of the purple dust. The most notable other 
  creatures in the plains are the purple worms that are a 
  constant threat to the nomads.
   Making use of the magical assistance of Serissa’s 
  sorcerers, the characters can teleport to the edge of the 
  plains. As they acclimatize themselves to the strange 
  environment, they note that the sky is consistently clear 
  and bright. The sun is overly warm by day, and the open 
  plains offer little respite from its heat.
  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 
  having the characters know the route to the tower that holds 
  the Wyrmskull Throne, allowing them to skip directly to the 
  “Iymrith’s Tower” section.
  The Leryya
  As they travel into the Plains of Purple Dust, the characters 
  quickly come across one of the local mongrelfolk tribes, 
  and can seek information regarding the tower seen in 
  the ritual vision. Known as the Leryya, the folk of the 
  tribe are welcoming to strangers, and the characters 
  are invited to dwell in the tribe’s small settlement by its 
  leader, Meoran. A fierce and hardened desert explorer, 
  she sees the characters’ quest as an opportunity for a fair 
  trade of services. Use the following information to guide 
  discussions between Meoran and the characters:
  • The plains are a broad wasteland, but many purple 
  towers resembling the one described by the characters 
  can be found there.
  • The purple towers were left behind by the Imaskari 
  people, whose empire was once centered here.
  • Determining which specific tower is the one the 
  characters seek will likely require speaking to the tribe’s 
  scouts, all of whom are presently away.
  • Like all the mongrelfolk tribes, the Leryya must keep 
  moving across the Plains of Purple Dust because of the 
  difficulties in finding water in a desert. Though wells are 
  easily dug, they run dry quickly.
  • Purple worms are a constant danger to the nomadic 
  tribes on the plains. Although the Leryya mongrelfolk 
  can handle smaller worm incursions well enough, a full 
  pack of purple worms has recently established itself in 
  the area around the settlement’s safe ground. When the 
  tribe moves on, they’ll be running a deadly gauntlet of 
  purple worm attacks.
   The Leryya tribe has many scouts, and Meoran is 
  confident that she can obtain the information the 
  characters seek. She simply asks that they help the tribe 
  deal with their purple worm problems first. She listens 
  to any plans or suggestions the characters might have for 
  removing the purple worms, and offers advice as she can. 
  The tribe doesn’t necessarily need the worms killed, but 
  they must leave the area and not return so that the Leryya 
  can relocate in relative safety.
  Development
  If the characters agree to deal with the purple worm threat, 
  go to the “Worm Hunt” section.
   If the characters refuse to help, none of the tribesfolk 
  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 
  to seek information from other tribes, and the characters 
  must fend for themselves.
   A solo search for the tower takes time, and word of the 
  characters traveling across the plains reaches the cultists 
  to put them on the alert for the party’s eventual incursion. 
  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 
  characters’ presence in the tower as soon as they arrive. 
  Each consumes a potion of fire resistance just before any 
  fight begins.
  • When the flameskulls in area 2 are engaged, the 
  dragonsouls from area 3 descend the stairs and join 
  the fight.
  • Iymrith has time to enchant two additional lightning 
  glass sculptures as guardian portraits in area 6.
  Part 2: Revenge is a Dish Best Served Dead
  Part 2: Revenge is a Dish Best Served Dead
  
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  DDAL-DRW07 Moment of Peace (v1.0)
  Meoran
  Neutral good mongrelfolk
  Meoran is the leader of the Leryya tribe of the Plains of Purple 
  Dust. Her short-cut hair is sandy blond, and fluffs up because 
  of its thickness. She wears brightly colored but lightweight 
  clothing that protects her from the sun’s rays. Her eyes are 
  overly large, lacking any white, and glow an indigo color. She 
  exudes an easy confidence and a friendly demeanor.
  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.
  Worm Hunt
  As they prepare for the hunt, the characters are given clear 
  directions to the expansive area that the purple worms 
  have made the center of their lair territory.
  Area Information
  The area of the hunt has the following features.
  Terrain. Violet sand dunes cover this broad area, the 
  center of which features an outcropping of rock 20 feet 
  across and 15 feet high.
  Lighting. The area is brightly lit by day, and dimly lit by 
  clear-skied starlight at night.
  Creature Information
  The purple worms that have taken up residence here are 
  two adults and a clutch of young that are staying close to 
  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 
  down, and resurfacing again. Unknown to the characters, 
  the dangerous pack of predators beneath the dunes also 
  comprises two purple worms, a young purple worm, and 
  an additional three purple wormlings.
  Adjusting the Scene
  Consider the following suggestions for adjusting this scene 
  depending on the relative combat strength of the party:
  • Very Weak. Remove one purple worm and three purple 
  wormlings.
  • Weak. Remove one young purple worm and two purple 
  wormlings.
  • Strong. Add one young purple worm.
  • Very Strong. Remove all the purple wormlings and add two 
  young purple worms.
  Playing the Pillars
  You can make use of the following suggestions when 
  running this encounter.
  Combat. Purple worms are ravenous creatures, and treat 
  all other creatures as prey. If all the characters are flying, 
  the worms burrow down below the sand, waiting until 
  their tremorsense detects a creature in contact with the 
  ground before they breach and attack.
  Exploration. The sandy tunnels created by the worms’ 
  burrowing usually collapse quickly. However, characters 
  who explore the area during or after the fight discover 
  one surviving tunnel where the sand is visibly wet. 
  Digging farther down in this tunnel reveals a new well 
  that the worms have uncovered, which will allow the 
  Leryya tribesfolk to remain in this area longer if the 
  worms do not return.
  Social. Purple worms are nonintelligent, and can’t be 
  communicated with. However, loud noises attract their 
  attention, and clever characters might be able to devise a 
  plan to lure all the worms from their nesting ground. The 
  worms have no specific attachment to this area, and will 
  relocate if they are drawn more than one mile away from 
  the site.
  Development
  When the characters have defeated or driven off the 
  purple worms, Meoran and her people give them a heroes’ 
  welcome back at the settlement. Meoran is able to safely 
  send out scouts, who connect with other tribes and return 
  in a few days with the following information:
  • A tower set within a stony plain that matches the 
  description of the site seen in the characters’ vision is 
  just a few days’ journey away.
  • Those who have passed through the area report that 
  the tower has been taken over by an unknown group. 
  Reports say that many of the group’s members wear 
  purple robes—marking them as the Cult of the Dragon.
  • A local mongrelfolk tribe known as the Garniel have 
  somehow been swayed to work for the cult, but whether 
  by bribery or intimidation, Meoran doesn’t know.
   When the characters are ready to travel to the tower, 
  continue with “Iymrith’s Tower.”
  Iymrith’s Tower
  Using directions given to them by Meoran’s scouts, the 
  characters can make their way safely to the site of the 
  tower. The structure becomes visible at a distance, and its 
  surroundings are a clear match for those seen in the ritual 
  vision.
   Three mongrelfolk can be seen guarding the only 
  apparent entrance into the tower. The rocky ground 
  provides plenty of cover for characters to get close before 
  revealing themselves.
  Area Information
  The tower has the following features.
  Dimensions. The tower is 60 feet across and stands 80 
  feet high, and is shaped of smooth purple stone. Its 
  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 
  celebrating Tiamat the Dragon Queen decorates the 
  walls in most areas.
  Lighting. Unless otherwise noted, all areas of the tower 
  are brightly lit by magical spheres in the shape of dragon 
  skulls, which shift through all the colors of the chromatic 
  dragons.
  Staircases. Stairs on each level of the tower connect to the 
  levels above and below.
  
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  DDAL-DRW07 Moment of Peace (v1.0)
  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 
  tower, but are rather assisting Iymrith in setting a trap for 
  Serissa’s agents when they eventually come. The cultists’ 
  goal is to allow the characters to gain entrance to the throne 
  room, putting up a fight only well enough that it won’t look 
  suspicious when Iymrith springs her trap.
  Exploring the Tower
  The locations in this section are keyed to the maps in 
  appendix 2.
  1. Foyer
  This open space features a small altar to Tiamat against 
  the rear wall.
   A detect magic spell notes abjuration magic just within 
  the entrance to this area, with a feel similar to the alarm 
  spell. Characters who note this magic can guess that 
  someone in the tower (in this case, Iymrith) was alerted to 
  their presence when they entered.
  2. Kitchen
  The second floor of the tower is a well-kept kitchen. Pots 
  and pans hang from various racks, and ingredients and 
  spices are organized neatly on shelves.
   Light ‘Em Up. The magical light spheres in this area are 
  actually ten flameskulls concealed with illusion magic. 
  These undead attack anyone not wearing the vestments 
  of the clergy of Tiamat who moves more than 10 feet into 
  the room.
   The flameskulls recognize the robes and necklaces of 
  the mongrelfolk door guards, but they know that those 
  guards are not welcome on the second floor. If any of 
  the characters have disguised themselves in the guards’ 
  livery, the flameskulls screech out threats but refrain from 
  attacking for 1 round. If the characters attack immediately, 
  the flameskulls are surprised.
  3. Barracks
  The third floor of the tower has been turned into a barracks 
  for the cultists serving Iymrith. Unless the characters 
  encountered them in the fight in area 2 (see “Development” 
  in “The Leryya” section above), four blue dragonsoul 
  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 
  walls and waiting if the characters made noise fighting the 
  flameskulls.
  4. Laboratory
  The fourth floor of the tower is the cultists’ laboratory. 
  Unlike the ordered state of the lower levels, this area is 
  quite cluttered.
   Various tables are laden with equipment, flasks, and 
  beakers, many filled with spell components and unusual-
  looking liquids. Characters who make a search of the tables 
  note several dried samples of purple worm hide, as well as 
  broken shell fragments of a purple worm egg.
   Portal Entrances. Two glowing purple portals are set 
  into the floor near the far wall, each 5 feet in diameter and 
  pulsing with shadowy light. Labels in Draconic mark the 
  portals as ‘The Hatchery’ and ‘The Throne Room.’ The 
  portals lead to areas 5 and 6—two demiplanes permanently 
  attached to the tower by the mages who built it, and which 
  have now been repurposed by the Cult of the Dragon.
  5. Purple Worm Hatchery
  This extradimensional space extends 80 feet by 60 feet, 
  its walls shedding a gray glow that fills the area with dim 
  light, so as not to disturb the incubating worms. In that 
  light, characters emerging from the portal can see twenty 
  unhatched purple worm eggs set around the room, with 
  broken shells covering the dirt floor. Of more immediate 
  note are the bloodied bodies of two cultists sprawled on 
  the floor.
  
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  DDAL-DRW07 Moment of Peace (v1.0)
   Iymrith’s Experiments. The time she’s spent in the 
  Plains of Purple Dust has inspired Iymrith to turn her 
  love of magical experimentation to raising purple worms. 
  Most of the magical enhancements she has imbued into 
  developing purple worm eggs were unsuccessful, but a few 
  have produced deadly results. Any character who takes a 
  closer look at the eggs notes that some have been bleached 
  an unhealthy white color, while others flare with a pulsing 
  black glow.
   Dying Cultists. Any inspection of the two cultists reveals 
  that they are not dead, but have been badly wounded 
  and left unconscious by the attacks of the two sadistic 
  augmented worms currently lurking beneath the floor. 
  A successful DC 15 Wisdom (Medicine) check restores 
  either cult fanatic to consciousness with 10 hit points. 
  The panicked fanatics warn the characters that they’re in 
  grave danger—whereupon the two worms beneath the floor 
  burrow up and attack. Unless convinced to fight with the 
  characters (see “Playing the Pillars” below), the cultists 
  stay away from the worms at any cost.
   Worm Attack. Two of the modified eggs have recently 
  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 
  internal organs that are a diseased white in color. One 
  black worm has been infused with the blood of an adult 
  black dragon, and pulses with a black glow. The ravenous 
  appetites of these creatures are matched only by their 
  sadistic evil natures, and they take great pleasure in 
  tormenting victims before they kill them.
   If the cultists are not revived to warn the characters, the 
  worms attack 3 rounds after the first characters enter this 
  area.
  Adjusting the Scene
  Consider the following suggestions for adjusting this scene 
  depending on the relative combat strength of the party:
  • Very Weak. Remove the black worm.
  • Weak. Replace the black worm with a second white worm.
  • Strong. Add three blue dragonfang cultists, whose job it is 
  to keep the two worms away from the other eggs, and who 
  attack the characters at once.
  • Very Strong. Add five blue dragonfang cultists to the 
  encounter.
   Playing the Pillars. You can make use of the following 
  suggestions when running this encounter.
  Combat. These augmented purple worms are as voracious 
  as their kin but are thoroughly evil. They attack until 
  destroyed, using their breath weapons to torment prey 
  before it is consumed.
  Exploration. The shell fragments of the transformed 
  purple worm eggs retain some of their magical 
  augmentations. If claimed, they could be sold or might be 
  useful for the characters’ own magical experiments.
  Social. Any cultists in this area recognize that they are 
  obligated to deal with intruders, but they also recognize 
  that the worms have become a deadly threat. If the 
  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.
   Treasure. The characters can collect a number of 
  valuable magical fragments from the purple worm 
  eggshells scattered across the floor.
  6. Iymrith’s Lair
  This massive extradimensional chamber extends 100 feet 
  by 150 feet, and has a vaulted ceiling 75 feet high. Its floor 
  is smooth, melted purple glass.A massive and elegant 
  throne room opens up beyond the portal, the violet stone 
  of its walls and floors glowing with a faint light. Magical 
  sigils flare along the walls between lush tapestries and 
  faded pieces of art, while strange sculptures dot the 
  room, seemingly shaped of glass forged by lightning-
  blasted sand.
  Across from the portal, a skeletal dracolich uncoils as 
  she rises from the floor. Humanoids in the regalia of the 
  Cult of the Dragon stand at her side, ready to fight—and to 
  protect the Wyrmskull Throne where it rises behind them.
   Iymrith’s Revenge. The blue dracolich Iymrith has been 
  awaiting the characters, and has prepared for their arrival. 
  She has the following spells already cast on her, using the 
  power of the Wyrmskull Throne: death ward, protection 
  from energy (fire and cold), protection from evil and good, 
  and shield of faith. Her servants are a warlock of the fiend 
  serving Tiamat, a war priest, and five cult fanatics.
   The ritual allowing Iymrith to use the throne as her 
  phylactery has already been completed, and her soul has 
  been moved into the artifact to grant her immortality. 
  She and her followers attack at once, and she taunts the 
  characters relentlessly, relishing in their pain and suffering 
  as she rants about how her complicated plan for vengeance 
  has finally come to fruition. She cares not for the plans 
  of the Cult of the Dragon, but hates all adventurers and 
  Serissa. If any of the characters took a part in slaying 
  Iymrith in the Storm King’s Thunder adventure, she goes 
  out of her way describe the dreams she has had about 
  torturing them.
   Iymrith has not yet had time to make this demiplane her 
  lair, and cannot use her lair actions in combat.
   Sculptures of Denial. Iymrith knows just how much 
  adventurers enjoy their magic, and she has lined this 
  room with equally magical defenses. Of the lightning glass 
  sculptures scattered across the room, eight function as 
  guardian portraits. Whenever a character attempts to cast 
  a spell, one of the sculptures casts counterspell.
   Dispel Magic Trap. The magical sigils along the walls 
  have been created by the Cult of the Dragon at the behest 
  of Iymrith. Each round on initiative count 20, losing 
  initiative ties, these sigils cast a dispel magic spell against 
  each creature in the area that is not a dragon and is not 
  wearing the regalia of the Dragon Queen. The sigils can be 
  dispelled all at once as if they were a 6th-level spell, or they 
  can be disabled with a successful DC 25 Dexterity check 
  using Thieves’ Tools.
  
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  DDAL-DRW07 Moment of Peace (v1.0)
  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 
  coins, an elixir of health, and a stonespeaker crystal—a 
  meager assortment of treasure compared to what she 
  possessed before her death.
  Vengeance!
  If the party includes characters who were present in Storm 
  King’s Thunder when Iymrith was slain, the dracolich gains the 
  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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  DDAL-DRW07 Moment of Peace (v1.0)
  Estimated Duration: 1 hour 50 minutes
  With Iymrith defeated, the characters have destroyed 
  a great evil—but only temporarily. A dracolich can be 
  permanently destroyed only if its phylactery is destroyed, 
  but Iymrith’s phylactery is the Wyrmskull Throne. As 
  an artifact, the throne is far beyond the power of the 
  characters to destroy, and the storm giants will not willingly 
  part with such an important relic. As such, it is up to the 
  characters and Serissa to end the threat of Iymrith’s return.
  Story Objective
  Gaining the knowledge of the soultheft spell, which can be 
  used to imprison Iymrith’s soul, is Story Objective C.
  The Tower of Skulls
  Having defeated Iymrith and acquired the Wyrmskull 
  Throne, the characters are able to report their success to 
  Serissa by way of sending spells. Serissa is overjoyed to 
  hear that the throne has been reclaimed, but understands 
  the implication of the throne having become the phylactery 
  of Iymrith. The throne cannot be returned to Maelstrom 
  while the threat remains that the dracolich will reform 
  alongside it. As such, the storm giant monarch charges the 
  characters with helping to ensure that the throne can be 
  cleansed of Iymrith’s soul.
   As a first step, Serissa suggests that the characters take 
  the Wyrmskull Throne to the city of Ormath in the Shining 
  Plains, where the doomguides of Kelemvor might be able 
  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 
  as evil as Iymrith’s.
   A storm giant sorcerer teleports to the characters’ 
  location when they are ready to depart the Thunder Peaks. 
  With the Wyrmskull Throne reduced in size by Zehira 
  using the power of the Iltkazar Scepter, the sorcerer can 
  then teleport the party and the throne to Ormath.
  Seeking Guidance
  The Tower of Skulls stands in the center of Ormath and 
  is easily identifiable. The site is not as gruesome as its 
  name suggests, being made not of skulls but sturdy black 
  stones. The symbol of Kelemvor hangs over the entrance. 
  Characters who enter the tower note that the shadowy 
  light within washes everything in a dreary shade of gray. An 
  acolyte welcomes them and hears their unusual request. 
  After some thought, the acolyte takes them to a doomguide 
  capable of aiding them.
   Doomguide Kroupant Shadaum reclines in a plush, 
  purple chair in a small prayer room, reading. The light in 
  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 
  their story, Kroupant is rapt with attention, constantly 
  making notes and pulling reference works from the room’s 
  bookshelves. As they converse with Kroupant, each of the 
  characters notices that the doomguide occasionally stops 
  and speaks as though talking to someone who isn’t there, 
  or moves around unseen obstacles.
   When he has all the information at hand, Kroupant 
  excitedly shares the following thoughts and information:
  • 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 
  Vhaeraun the Masked Lord using a spell called 
  soultheft, which could pull a soul out of a person 
  or object.
  • The clerics of Vhaeraun, the drow god of thieves and 
  shadow magic, used this blasphemous spell to recharge 
  spent magic items. But Kroupant believes that if the 
  secret of the soultheft spell could be obtained, it could 
  be used to draw a soul out of an object and send it to its 
  final rest.
  • The ancient spell passed from the memory of living 
  clerics long ago. To learn its secrets, the characters must 
  travel to Carceri, the desolate prison plane, whose level 
  of Colothys holds Vhaeraun’s realm of Ellaniath. There, 
  they must seek knowledge of the spell from followers of 
  the Masked Lord.
   Kroupant is able to facilitate the characters’ travel to 
  Ellaniath if they need assistance. Because Carceri is a 
  prison plane, entering it is relatively easy. However, the 
  characters will need to find their own way home again.
  Doomguide Kroupant Shadaum
  Neutral good elf priest of Kelemvor
  An elf cleric of Kelemvor, Kroupant has long, straight 
  black hair and dark blue eyes, and wears the somber gray 
  vestments of his order. A powerful spellcaster capable of the 
  lost art of elven high magic, he carries himself in a gentle, 
  fatherly way.
  What They Want. Kroupant sees himself as a kind shepherd to 
  the living and the dead. All must face the judgment of the 
  Lord of the Dead, and Kroupant’s goal is to help souls meet 
  their end with dignity and grace.
  One Too Many Seances. Due to an unfortunate surge of 
  wild magic during the casting of a speak with dead spell in 
  his earlier years, Kroupant has been blessed—or perhaps 
  cursed—with the ability to see and speak with the spirits 
  of the recently departed, allowing him to assist in ushering 
  their souls to judgment in the afterlife. Unfortunately, this 
  also causes the elf to constantly speak to spirits most others 
  can’t see. Those who know him understand the nature of 
  these seemingly crazed conversations, and those who can 
  see into the Ethereal Plane can confirm that Kroupant is 
  frequently surrounded by the dead.
  Part 3: Vhaeraun and You
  Part 3: Vhaeraun and You
  
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  DDAL-DRW07 Moment of Peace (v1.0)
  Traveling Light
  Knowing that traveling with the Wyrmskull Throne will 
  be risky in Carceri, Kroupant suggests that the characters 
  leave the throne safe within the Tower of Skulls until they 
  return. This will allow him to begin preparations for the 
  ritual, knowing that it will be only a matter of days before 
  the dracolich reestablishes her material form again. Zehira 
  is comfortable with this idea. Serissa can also direct the 
  characters to leave the throne under the protection of 
  the doomguides if the characters are worried about her 
  reaction to them doing so.
   If the characters insist on taking the Wyrmskull Throne 
  with them to Carceri, it will not end well. See “Excess 
  Baggage?” below for more information.
  Setting: Colothys
  Carceri is one of the Outer Planes—a great prison whose 
  six layers nest within each other like wooden dolls. 
  Ellaniath, Vhaeraun’s realm, is found on Colothys, the 
  fourth layer of Carceri. Its status as a prison plane means 
  that Carceri is warded against magic that would allow 
  creatures to leave the plane. Casting a spell such as 
  banishment, gate, and plane shift expends a spell slot but 
  the spell automatically fails.
  Lost Memories
  Vhaeraun has special protections on Ellaniath, so that those 
  who enter and leave that realm lose all memory of it. As such, 
  it is impossible for the characters to gain any information 
  about Ellaniath’s layout or features. No one in Faerûn has 
  access to any information about Ellaniath, and the characters 
  will lose their own memories of Vhaeraun’s realm when they 
  leave—though thankfully not the information they will take 
  with them.
  Area Information
  Colothys has the following features.
  Terrain. Colothys is a jagged and unforgiving realm of 
  rocks and mountains. Characters traveling overland 
  must contend with miles of twisting chasms and 
  canyons, and with razor-sharp outcroppings of rock. 
  Paths and trading routes makes use of cliff-face trails 
  barely wide enough for a single person, and creaking, 
  rotten wood-and-rope bridges.
  Lighting. The lighting on Colothys follows that of the 
  Material Plane, with delineated days and nights. Lighting 
  conditions are contingent upon the time of day.
  Horrid Guides. Imprisoned souls chained to rocks abound 
  across Colothys, and the characters will pass many such 
  prisoners on their journey. These souls all whisper of 
  the dread city of the Masked Lord, making it easy for the 
  characters to determine the route to Ellaniath.
  Excess Baggage?
  If the characters were foolish enough to bring the 
  Wyrmskull Throne with them into Carceri, Vhaeraun 
  senses the power of the artifact the moment they arrive. 
  An avatar of Vhaeraun comes to personally greet the 
  characters—and to take the throne from them.
   Vhaeraun makes the characters a very generous offer, 
  allowing them to trade the throne for their lives. If they 
  appear reluctant, he offers to force Iymrith’s imprisoned 
  soul out of the throne. If the offer is refused or the 
  characters are rude or insulting, Vhaeraun sends his most 
  powerful minions to retrieve the throne for him. During 
  each encounter in Carceri, two mariliths appear in the first 
  round, focused on retrieving the Wyrmskull Throne. Each 
  subsequent round after the first, an additional creature 
  appears—either an arcanaloth, a marilith, or a yagnoloth. 
  
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  DDAL-DRW07 Moment of Peace (v1.0)
  If all the enemies in an encounter are destroyed, no 
  additional enemies appear—until the next encounter. If 
  Vhaeraun’s minions succeed in recovering the throne, they 
  flee with it at once.
   If the characters are foolish enough to attack the avatar 
  of a god, Vhaeraun’s avatar uses his action to immediately 
  teleport away. No ability the characters have can challenge 
  the deity on his home plane, and killing his avatar only 
  enrages him further.
  Avatar of Vhaeraun
  Chaotic evil celestial
  Appearing as a handsome drow, Vhaeraun stands sixteen 
  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 
  they do so.
  What They Want. Vhaeraun covets power—especially power 
  gained at the expense of Lolth, his mother and rival. If the 
  Wyrmskull Throne enters into his domain, the Masked Lord 
  senses its power and potential.
  Bow Before the Drow. Arrogant, vain, and vindictive, Vhaeraun 
  believes the drow to be above all other folk, who deserve 
  no more than subjugation. In particular, he brooks no 
  disrespect from non-drow elves, and executes any elf who 
  shows impertinence.
  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.
  Dangerous Crossing
  Any creature moving more than half speed on the bridge 
  must succeed on a DC 15 Dexterity (Acrobatics) check or 
  slip over the side. A creature that slips must succeed on a 
  DC 10 Dexterity saving throw to grab onto the bridge or 
  fall, plummeting 120 feet and taking 12d6 bludgeoning 
  damage.
   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 
  is not a fiend, a construct, or an undead that enters the fog 
  for the first time on a turn or starts its turn there is treated 
  as if targeted by the feeblemind spell (DC 18).
  Adjusting the Scene
  Consider the following suggestions for adjusting this scene 
  depending on the relative combat strength of the party:
  • Very Weak. Remove the arcanaloth and one yagnoloth.
  • Weak. Remove one yagnoloth.
  • Strong. The arcanaloth has 160 hit points and each 
  yagnoloth has 210 hit points.
  • Very Strong. Add an additional arcanaloth with 160 hit 
  points.
  
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  DDAL-DRW07 Moment of Peace (v1.0)
  Playing the Pillars
  You can make use of the following suggestions when 
  running this encounter.
  Combat. The aggressive yugoloths are ready to fight. When 
  they first saw the characters, each yagnoloth drank a 
  potion of fly for maximum mobility. All these creatures 
  seek out the weakest-looking characters first, targeting 
  spellcasters if they can. However, if the characters put 
  up too much of a fight and only one yugoloth remains, it 
  flees (using its teleport ability if it can). Any arcanaloths 
  in the encounter have prepared the polymorph spell 
  instead of banishment.
  Exploration. Any character who falls into the chasm and 
  survives, or anyone who can safely explore down into the 
  fog, finds its rough, rocky floor covered by the bones of 
  thousands of humanoids.
  Social. These fiends are happy to talk to the characters, 
  but only so that they can mock and belittle them. They 
  are as arrogant as they are evil. However, they are not 
  above being bribed, and are willing to take a permanent 
  magic item of at least uncommon rarity as payment for 
  leaving the party alone.
  Drow in the Dark of Night
  The rest of the characters’ journey to Ellaniath is arduous 
  but uneventful. When they finally reach the city, they find 
  its open gates unguarded—a sign of Vhaeraun’s confidence 
  that creatures can come and go as they please, for Carceri 
  cannot be escaped.
   Read the following to set the scene:
  The stark beauty of the city of Ellaniath is built on the 
  distinctive stonework of the drow. Tall spires rise above 
  palisades of ebony. Deep shadows hang over the city, ever 
  shifting where they cover the stone and the countless folk 
  who dwell here, prisoners and jailers alike.
  Most of the city is cloaked in darkness, punctuated by the 
  light of magical flaming purple spheres or green-burning 
  torches. The shadows that cover Ellaniath shroud all 
  illumination to dim light.
  Gathering Information
  Numerous drow souls and yugoloth jailers can be found 
  in Ellaniath, and are surprisingly open to conversation. 
  (Those who dwell here assume that anyone moving 
  freely in the city is there at Vhaeraun’s invitation—or 
  that they deserve what’s coming to them when the 
  Masked Lord notices their presence.) The characters 
  can thus openly seek out information on the city itself, 
  on Vhaeraun, and on the soultheft spell by making DC 
  16 Intelligence (Investigation) checks. Characters who 
  stand out, such as good-aligned paladins or surface elves, 
  make these checks with disadvantage. On a successful 
  check, a character learns one of the following pieces of 
  information of your choice:
  • Though the entirety of Ellaniath is dedicated to 
  Vhaeraun, a concentrated center of worship stands at 
  the city’s center.
  • Information is bought and sold within Ellaniath, just 
  as in any other city. Brokering knowledge is one of the 
  primary trades here.
  • Vhaeraun is known by many names, including the 
  Masked Lord, the Masked God of the Night, the Shadow 
  Lord, and the Lord of Shadows. He is the drow god of 
  thievery, trickery, and shadow magic.
  • Skill and cunning are the only laws in Ellaniath. If 
  you can best someone without being caught, there are 
  no punishments. If you are caught, the punishment is 
  usually final.
   At the end of the characters’ search for information, they 
  learn that a drow named V’zree knows of much old and 
  ancient forgotten elven magic for sale. He has a laboratory 
  in Ellaniath that is easily found. The Knowledge of the Dead
  V’zree is a petitioner within the city, and one of its oldest 
  citizens. The drow was killed many years before by a 
  particularly spiteful arcane spellcaster of his own house, 
  named X’althoa. X’althoa spent many years working to 
  create the soultheft spell while V’zree toiled bitterly under 
  him. When X’althoa could no longer tolerate V’zree’s 
  insolence, the arcanist made up some offence he claimed 
  V’zree had committed against Lolth. After being tortured 
  for many days, V’zree was executed.
  V’zree
  Chaotic evil drow shadowblade
  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?
  Distracted Ally. V’zree has grown bored after endless years 
  of skulking around Ellaniath. Dealing with adventurers 
  kindles his interest, but he ranges from being overly excited 
  to uninterested very quickly, sometimes within the same 
  sentence.
   V’zree can be easily convinced to assist the characters, 
  and he remembers the soultheft spell in great detail from 
  the number of years he worked on it. He only asks that 
  when all is said and done, the characters find some way to 
  reach out to the soul of X’althoa and gloat. X’althoa is no 
  doubt somewhere in the Demonweb Pits in the Abyss, but 
  V’zree cannot be more specific than that.
   In exchange for their promise, V’zree gives the 
  characters a scroll detailing the workings of the ancient 
  elven spell. He then tells them of a secret exit out of 
  Carceri, found within a site in Colothys known as the 
  Garden of Malice. In the garden is a magical plant creature 
  known as the Shadow Tree. If the characters can subdue 
  it, they can force it to open a portal out of Carceri through 
  a massive knot on its side.
  
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  DDAL-DRW07 Moment of Peace (v1.0)
  The Garden of Malice
  The journey to the Garden of Malice is long but uneventful. 
  This sprawling area of sheer slopes and cliff faces extends 
  some 300 feet across, and is covered with thick vines and 
  bright flowers.
  Eternal Vines
  The Garden of Malice is actually a single massive organism 
  that has been growing for eons. Every so often, its vines 
  release tiny tufted seeds into the air, which are carried 
  away on the wind. As the characters enter the garden, they 
  are witness to this site—and might well succumb to it.
   Each creature in the Garden of Malice when the tiny 
  seeds are released must succeed on a DC 17 Constitution 
  saving throw or inhale the seeds. A creature that inhales 
  the seeds begins coughing and is wracked with pain as the 
  seeds attempt to take root inside them. The creature takes 
  33 (6d10) piercing damage and must roll on the following 
  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.
  d4
  Seed Effect
  1
  The creature takes 33 (6d10) piercing damage each 
  round at the start of their turn as the vines grow thicker 
  and burrow deeper under the skin. The creature can 
  make a DC 17 Constitution saving throw at the end of 
  each of its turns, ending the effect on itself on a success.
  2
  The creature’s skin begins to harden to a bark-like 
  consistency, making it difficult to move. The creature is 
  treated as if affected by a slow spell.
  3
  Pus begins to seep out the creature’s eyes, nose, and 
  ears, and its body becomes rampant with infection. The 
  creature has disadvantage on Strength checks, Strength 
  saving throws, and attack rolls that use Strength.
  4
  The creature’s thoughts become unclear, and they can 
  no longer tell friend from foe. While in combat, the 
  creature makes a melee attack against a random target 
  other than itself, or moves toward the nearest target if it 
  can’t attack.
  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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  DDAL-DRW07 Moment of Peace (v1.0)
   Like all the vegetation in the Garden of Malice, the 
  shadow tree is hungry. It has fed on many unfortunate 
  souls seeking to escape from the prison plane, and hopes 
  to now make a meal of the characters. The secret portal 
  that can take the characters back to the Material Plane is 
  found within a knot in the massive tree, about 40 feet off 
  the ground. Anyone approaching within 10 feet of the tree 
  causes it to lash out. The shadow tree’s lashing branches 
  function as two shadow tree limbs.
  Adjusting the Scene
  Consider the following suggestions for adjusting this scene 
  depending on the relative combat strength of the party:
  • Very Weak or Weak. Remove one shadow tree limb.
  • Strong. All shadow tree limbs have 260 hit points.
  • Very Strong. Add one shadow tree limb, and all shadow tree 
  limbs have 260 hit points.
  Playing the Pillars
  You can make use of the following suggestions when 
  running this encounter.
  Combat. The Shadow Tree is voracious and hungers 
  endlessly. It screams in rage when injured and fights 
  until destroyed.
  Exploration. Characters who examine the tree find a body 
  hidden beneath black moss at its base (see “Treasure” 
  below), and note that the black moss hanging from the 
  tree is woven through ancient bones.
  Social. Although it has cunning, the shadow tree is not 
  truly intelligent, and thinks only about its unending 
  hunger. As such, the adventurers can distract the tree 
  while they gain access to the portal by feeding it other 
  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 
  ways to dupe the tree into thinking it is being fed.
   Once the shadow tree is defeated, the characters can 
  climb it with successful DC 15 Strength (Athletics) checks 
  and reach the portal. The portal allows them to return to 
  the material world as if subject to a plane shift spell, leaving 
  the prison plane Carceri behind.
   Treasure. The bones of a drow adventurer are covered 
  in moss at the base of the Shadow Tree. In addition to 
  a pouch full of coins, the drow carried a spell scroll of 
  passwall and a dancing longsword.
  Wrap-Up
  Estimated Duration: 10 minutes
  The characters have completed their mission to Carceri. 
  With the knowledge of the soultheft spell, the mission to 
  reclaim the Wyrmskull Throne appears to be at an end. 
  But when the characters return to the Tower of Skulls, 
  they find that the forces of Thay have caught up to them—
  with dire results.
   The tower has been attacked and now lies in ruin. 
  Doomguide Kroupant and the other leaders of the temple 
  have been slain. A force of Red Wizards and liches led 
  by a storm giant death knight attacked shortly after the 
  characters departed for Carceri—and have taken the 
  Wyrmskull Throne. One Red Wizard was left for dead, then 
  revived and taken prisoner.
   If the characters have the Liberator legacy event, the 
  prisoner is Trildor Zihial from DDAL-DRW05 Uncertain 
  Scrutiny. Trildor reveals that when the characters met 
  him under Thaymount, his exile to the dungeons was just 
  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 
  location of the Wyrmskull Throne. With his memories and 
  his allegiance to Szass Tam now restored, Trildor mocks 
  the characters mercilessly, pointing out that it is their fault 
  that the Red Wizards were able to take the Wyrmskull 
  Throne and kill the doomguides. If the characters do not 
  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.
   The captive confirms that the leader of the raid is the 
  death knight raised from the slain King Hekaton. The death 
  knight’s plan is to deliver the Wyrmskull Throne to Szass 
  Tam—but if the characters hurry, they might still catch him.
  Playing Catch-Up
  If the characters took the Wyrmskull Throne to Carceri and 
  had it taken from them, you’ll need to adjust this scene so 
  that the Thayans came to the Tower of Skulls looking for the 
  throne, then killed all those here in a fury when it could not be 
  found. The characters hear how the Red Wizards learned that 
  the throne was taken to Carceri, and talked about plans for a 
  raid to retrieve it. Before the next adventure, the death knight 
  King Hekaton and the Thayans will have retrieved the throne, 
  which the characters must steal back.
  Paying Back the Dead
  To make good on their promise to V’zree, the characters 
  must find a way to mock X’althoa. Three options present 
  themselves.
  Doomguide Kroupant. All the slain doomguides have 
  had their hearts removed, to prevent raise dead from 
  working on them. If the characters are capable of casting 
  or acquiring the resurrection spell, they can restore 
  Doomguide Kroupant to life. He is capable of calling up 
  X’althoa’s spirit and communicating V’zree’s message, 
  fulfilling the characters’ promise.
  Soul Hunt. If the characters are unable or unwilling to 
  return Doomguide Kroupant to life, they can travel to 
  the Demonweb Pits in search of X’althoa’s spirit. The 
  harrowing journey takes each character 100 downtime 
  days, but fulfills their promise in the end.
  Ignoring the Debt. The characters might simply refuse 
  to follow through on their promise, thinking that 
  V’zree’s options for retribution are somewhat limited 
  while the drow remains trapped as a soul in Carceri. 
  However, following this path gives each character the 
  Oathbreaker legacy event.
  
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  DDAL-DRW07 Moment of Peace (v1.0)
  Rewards
  At the end of the session, the characters receive rewards 
  based upon their accomplishments.
  Character Rewards
  The characters earn the following rewards.
  Advancement
  A character participating in this adventure gains one level. 
  Players must tick the box to show this reward has been 
  claimed.
  Optional: Declining Advancement
  Each player can decline advancement if they so choose, 
  gaining potential benefits. It’s possible that a player might 
  want their character to not advance outside of an adventure’s 
  level range, meaning that they’d be unable to play the 
  adventure as planned. Similarly, advancing too quickly means 
  that a character won’t earn as much gold as their peers.
   Conversely, remind the players that the amount of gold 
  their characters can earn per level is limited. Characters 
  declining advancement might reach a point where they no 
  longer earn gold.
  Gold
  Award each character gold for each hour of the session. 
  Adventures typically feature cues for where this treasure 
  appears, but you can add it wherever you see fit. The 
  maximum gold that you can award a character per hour is 
  determined by their tier, as follows:
  Tier
  Hourly GP Award
  GP Limit per Level
  1
  20 gp
  80 gp
  2
  30 gp
  240 gp
  3
  200 gp
  1,600 gp
  4
  750 gp
  6,000 gp
  Magic Items
  The characters can keep the following magic items 
  (described in “Appendix 3: Character Rewards”) if they are 
  found during the adventure:
  • Dancing longsword
  • Elixir of health
  • Spell scroll of passwall
  • Spell scroll of true seeing
  • Stonespeaker crystal
  Legacy Events
  The characters can gain the following legacy event in this 
  adventure.
  Oathbreaker. Whether by choice or by circumstance, 
  you have failed to fulfill your promise to V’zree of 
  reaching out to the soul of the drow arcanist X’althoa, 
  then gloating about how V’zree shared the secret of the 
  soultheft spell. But with V’zree trapped in Carceri, surely 
  there will be no consequences.
  Dungeon Master Rewards
  For running this adventure, you earn a DM Reward. See 
  the Adventurers League Dungeon Master’s Guide for more 
  information.
  Dramatis Personae
  The following NPCs feature prominently in this adventure.
  Avatar of Vhaeraun
  (vay-RAWN)
  Appearing as a handsome drow, Vhaeraun stands sixteen 
  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 they do so.
  What They Want. Vhaeraun covets power—especially 
  power gained at the expense of Lolth, his mother and 
  rival. If the Wyrmskull Throne enters into his domain, 
  the Masked Lord senses its power and potential.
  Bow Before the Drow. Arrogant, vain, and vindictive, 
  Vhaeraun believes the drow to be above all other folk, 
  who deserve no more than subjugation. In particular, he 
  brooks no disrespect from non-drow elves, and executes 
  any elf who shows impertinence.
  Doomguide Kroupant Shadaum
  (KROU-pant SHAD-um)
  An elf cleric of Kelemvor, Kroupant has long, straight 
  black hair and dark blue eyes, and wears the somber gray 
  vestments of his order. A powerful spellcaster capable of 
  the lost art of elven high magic, he carries himself in a 
  gentle, fatherly way.
  What They Want. Kroupant sees himself as a kind 
  shepherd to the living and the dead. All must face the 
  judgment of the Lord of the Dead, and Kroupant’s goal is 
  help souls meet their end with dignity and grace.
  One Too Many Seances. Due to an unfortunately surge 
  of wild magic during the casting of a speak with dead 
  spell in his earlier years, Kroupant has been blessed—or 
  perhaps cursed—with the ability to see and speak with 
  the spirits of the recently departed, allowing him to 
  assist in ushering their souls to judgment in the afterlife. 
  Unfortunately, this also causes the elf to constantly 
  speak to spirits most others can’t see. Those who 
  know him understand the nature of these seemingly 
  crazed conversations, and those who can see into the 
  Ethereal Plane can confirm that Kroupant is frequently 
  surrounded by the dead.
  Iymrith
  (eyem-rith)
  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 extra benefits as she takes her revenge.
  Meoran
  (ME-or-an)
  Meoran is the leader of the Leryya tribe of the Plains of 
  Purple Dust. Her short-cut hair is sandy blond, and fluffs 
  up because of its thickness. She wears brightly colored but 
  lightweight clothing that protects her from the sun’s rays. 
  Her eyes are overly large, lacking any white, and glow an 
  indigo color. She exudes an easy confidence and a friendly 
  demeanor.
  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?
  Distracted Ally. V’zree has grown bored after endless 
  years of skulking around Ellaniath. Dealing with 
  adventurers kindles his interest, but he ranges from 
  being overly excited to uninterested very quickly, 
  sometimes within the same sentence.
  Zehira Deryan
  (zeh-HEER-uh DAIR-yuhn)
  Zehira is an experienced privateer, once the daughter of 
  Turmishan merchants. She has keen dark eyes, olive skin, 
  and black hair that she keeps in a tight braid.
  What They Want. Zehira possesses the Iltkazar Scepter 
  and wants to make sure that this powerful relic does 
  not fall into the wrong hands. She aspires to protect the 
  greater good.
  Reckless at Heart. Zehira is intelligent and kind but can be 
  a little reckless in her pursuit of adventure.
  
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  DDAL-DRW07 Moment of Peace (v1.0)
  Creature Statistics
  The following creatures appear in this adventure.
  Avatar of Vhaeruan (Graz’zt)
  Avatar of Vhaeruan (Graz’zt)
  Large fiend (demon, shapechanger), chaotic evil
  Amor Class 20 (natural armor)
  Hit Points 346 (33d10 + 165)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   22 (+6) 
  15 (+2) 
  21 (+5) 
  23 (+6) 
  21 (+5) 
  26 (+8)
  Saving Throws Dex +9, Con + 12, Wis +12
  Skills Deception +15, Insight +12, Perception +12, Persuasion +15
  Damage Resistances cold, fire, lightning
  Damage Immunities poison, bludgeoning, piercing and slashing 
  from nonmagical attacks.
  Condition Immunities charmed, exhaustion, frightened, poisoned
  Senses truesight 120 ft., passive Perception 22
  Languages all, telepathy 120 ft.
  Challenge 24 (62,000 XP)
  Shape Changer. Vhaeruan can use his action to polymorph into 
  a form that resembles a medium humanoid, or back into his true 
  form. Aside from his size, his statistics are the same in each form. 
  Any equipment he is wearing or carrying isn’t transformed.
  Innate Spellcasting. Vhaeruan’s spellcasting ability is Charisma 
  (spell save DC 23). He can innately cast the following spells, 
  requiring no material components.
  At will: charm person, crown of madness, detect magic, dispel magic, 
  dissonant whispers
  3/day each: counterspell, darkness, dominate person, sanctuary, 
  telekinesis, teleport
  1/day each: dominate monster, greater invisibility
  Legendary Resistance (3/Day). If Vhaeruan fails a saving throw, he 
  can choose to succeed instead.
  Magic Resistance. Vhaeruan has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. Vhaeruan’s weapon attacks are magical.
  Actions
  Multiattack. Vhaeruan attacks twice with the Wave of Sorrow.
  Wave of Sorrow (Greatsword). Melee Weapon Attack: +13 to hit, 
  reach 10 ft., one target. Hit: 20 (4d6 + 6) slashing damage plus 10 
  (3d6) acid damage.
  Teleport. Vhaeruan magically teleports, along with any equipment 
  it is wearing or carrying, up to 120 feet to an unoccupied space 
  he can see.
  Legendary Actions
  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 
  regains spent legendary actions at the start of its turn.
  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.
  Arcanaloth
  Arcanaloth
  Medium fiend (yugoloth), neutral evil
  Amor Class 17 (natural armor)
  Hit Points 104 (16d8 + 32)
  Speed 30 ft., fly 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   20 (+5) 
  11 (+0) 
  19 (+4) 
  12 (+1) 
  10 (+0) 
  15 (+2)
  Saving Throws Dex +5, Int +9, Wis +7, Cha +7
  Skills Arcana +13, Deception +9, Insight +9, Perception +7
  Damage Resistances cold, fire, lightning; bludgeoning, piercing, 
  and slashing from nonmagical weapons
  Damage Immunities acid, poison
  Condition Immunities charmed, poisoned
  Senses truesight 120 ft., passive Perception 17
  Languages all, telepathy 60 ft.
  Challenge 12 (8,400 XP)
  Innate Spellcasting. The arcanaloth’s innate spellcasting ability is 
  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), 
  magic missile
  Magic Resistance. The arcanaloth has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The arcanaloth’s weapon attacks are magical.
  Spellcasting. The arcanaloth is a 16th-level spellcaster. His 
  spellcasting ability is Intelligence (spell save DC 17, +9 to hit 
  with spell attacks). The arcanaloth has the following wizard 
  spells prepared:
  Cantrips (at will): fire bolt, mage hand, minor illusion, 
  prestidigitation
  1st level (4 slots): detect magic, identify, shield, Tenser’s 
  floating disk
  2nd level (3 slots): detect thoughts, mirror image, phantasmal 
  force, suggestion
  3rd level (3 slots): counterspell, fear, fireball
  4th level (3 slots): banishment, greater invisibility
  5th level (3 slots): contact other plane, hold monster
  6th level (1 slot): chain lightning
  7th level (1 slot): finger of death
  8th level (1 slot): mind blank
  Actions
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 8 (2d4 + 3) slashing damage. The target must make a DC 14 
  Constitution saving throw, taking 10 (3d6) poison damage on a 
  failed save, or half as much damage on a successful one.
  Teleport. The arcanaloth magically teleports, along with 
  any equipment it is wearing or carrying, up to 60 feet to an 
  unoccupied space it can see.
  Arcanaloths of Carceri
  Since banishment automatically fails in Carceri, arcanaloths 
  in Carceri instead prepare polymorph.
  
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  DDAL-DRW07 Moment of Peace (v1.0)
  Black Worm
  Black Worm
  Large monstrosity, chaotic evil
  Armor Class 19 (natural armor)
  Hit Points 195 (17d12 + 85)
  Speed 40 ft., burrow 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   23 (+6) 
  14 (+2) 
  21 (+5) 
  1 (-5) 
  13 (+1) 
  17 (+3)
  Saving Throws Dex +7, Con +10, Wis +6, Cha +8
  Skills Perception +11, Stealth +7
  Damage Immunities acid
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21
  Languages —
  Challenge 14 (11,500 XP)
  Legendary Resistance (3/day). If the black worm fails a saving 
  throw, it can choose to succeed instead.
  Tunneler. worm can burrow through solid rock at half its burrow 
  speed and leaves a 10-foot-diameter tunnel in its wake.
  Actions
  Multiattack. The black worm can make three attacks: one with its 
  bite and two with tail stinger.
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 
  17 (2d10 + 6) piercing damage plus 4 (1d8) acid. If the target is a 
  Large or smaller creature, it must succeed on a DC 19 Dexterity 
  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.
  Cult Fanatic
  Cult Fanatic
  Medium humanoid (any race), any non-good alignment
  Armor Class 13 (leather armor)
  Hit Points 33 (6d8 + 6)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  13 (+1) 
  14 (+2)
  Skills Deception +4, Persuasion +4, Religion +2
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 2 (450 XP)
  Dark Devotion. The fanatic has advantage on saving throws 
  against being charmed or frightened.
  Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). 
  The fanatic has the following cleric spells prepared:
  Cantrips (at will): light, sacred flame, thaumaturgy
  1st level (4 slots): command, inflict wounds, shield of faith
  2nd level (3 slots): hold person, spiritual weapon
  Actions
  Multiattack. The fanatic makes two melee attacks.
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
  
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  DDAL-DRW07 Moment of Peace (v1.0)
  Deathsting (Improved Wyvern)
  Deathsting (Improved Wyvern)
  Large dragon, neutral evil
  Armor Class 17 (natural armor)
  Hit Points 110 (13d10 + 39)
  Speed 20 ft., fly 80 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  10 (+0) 
  16 (+3) 
  10 (+0) 
  12 (+1) 
  6 (−2)
  Skills Perception +4
  Damage Immunities lightning, poison
  Condition Immunities poisoned
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
  Languages understands Common, but can’t speak
  Challenge 6 (2,300 XP)
  Flyby. Deathsting doesn’t provoke opportunity attacks when she 
  flies out of an enemy’s reach.
  Legendary Resistance (3/day). If Deathsting fails a saving throw, 
  he can choose to succeed instead.
  Pounce. If Deathsting moves at least 20 feet toward a creature 
  and then hits with an attack on the same turn, the target must 
  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.
  Actions
  Multiattack. The wyvern makes two attacks: one with its bite and 
  one with its stinger. While flying, it can use its claws or repulsion 
  breath in place of one other attack.
  Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. 
  Hit: 11 (2d6 + 4) piercing damage.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  13 (2d8 + 4) slashing damage.
  Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. 
  Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 15 
  Constitution saving throw, taking 24 (7d6) poison damage on a 
  failed save, or half as much damage on a successful one.
  Repulsion Breath (Recharge 5–6). Deathsting exhales repulsion 
  energy in a 30-foot cone. Each creature in that area must succeed 
  on a DC 15 Strength saving throw. On a failed save, the creature is 
  pushed 40 feet away from the wyvern.
  Dragonfang, Blue
  Dragonfang, Blue
  Medium humanoid (human), neutral evil
  Armor Class 15 (studded leather armor)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  16 (+3) 
  14 (+2) 
  12 (+1) 
  12 (+1) 
  14 (+2)
  Saving Throws Wis +4
  Skills Deception +4, Stealth +5
  Damage Resistance lightning
  Senses passive Perception 11
  Languages Common, Draconic, Infernal
  Challenge 5 (1,800 XP)
  Dragon Fanatic. The dragonfang has advantage on saving throws 
  against being charmed or frightened. While the dragonfang can 
  see a dragon or higher-ranking Cult of the Dragon cultist friendly 
  to it, the dragonfang ignores the effects of being charmed or 
  frightened.
  Fanatic Advantage. Once per turn, if the dragonfang makes a 
  weapon attack with advantage on the attack roll and hits, the 
  target takes an extra 10 (3d6) damage.
  Limited Flight. The dragonfang can use a bonus action to gain a 
  flying speed of 30 feet until the end of its turn.
  Pack Tactics. The dragonfang has advantage on an attack roll 
  against a creature if at least one of the dragonfang’s allies is 
  within 5 feet of the creature and the ally isn’t incapacitated.
  Actions
  Multiattack. The dragonfang attacks twice with its shortsword.
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) damage of 
  the type to which the dragonfang has damage resistance.
  Orb of Dragon’s Breath (2/Day). Ranged Spell Attack: +5 to hit, 
  range 90 ft., one target. Hit: 22 (5d8) damage of the type to which 
  the dragonsoul has damage resistance.
  Dragonsoul, Blue
  Dragonsoul, Blue
  Medium humanoid (human), neutral evil
  Armor Class 16 (studded leather armor)
  Hit Points 110 (17d8 + 34)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  18 (+4) 
  14 (+2) 
  13 (+1) 
  12 (+1) 
  16 (+3)
  Saving Throws Wis +4
  Skills Deception +6, Stealth +7
  Damage Resistance lightning
  Senses passive Perception 11
  Languages Common, Draconic, Infernal
  Challenge 7 (2,900 XP)
  Dragon Fanatic. The dragonsoul has advantage on saving throws 
  against being charmed or frightened. While the dragonsoul can see 
  a dragon or higher-ranking Cult of the Dragon cultist friendly to it, 
  the dragonsoul ignores the effects of being charmed or frightened.
  Fanatic Advantage. Once per turn, if the dragonsoul makes a 
  weapon attack with advantage on the attack roll and hits, the 
  target takes an extra 10 (3d6) damage.
  Limited Flight. The dragonsoul can use a bonus action to gain a 
  flying speed of 30 feet until the end of its turn.
  Pack Tactics. The dragonsoul has advantage on an attack roll 
  against a creature if at least one of the dragonsoul’s allies is 
  within 5 feet of the creature and the ally isn’t incapacitated.
  Actions
  Multiattack. The dragonsoul attacks twice with its shortsword.
  Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) damage of the type 
  to which the dragonsoul has damage resistance.
  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.
  
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  DDAL-DRW07 Moment of Peace (v1.0)
  Drow Shadowblade
  Drow Shadowblade
  Medium humanoid (elf), neutral evil
  Armor Class 17 (studded leather)
  Hit Points 150 (20d8 + 60)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  21 (+5) 
  16 (+3) 
  12 (+1) 
  14 (+2) 
  13 (+1)
  Saving Throws Dex +9, Con +7, Wis +6
  Skills Perception +6, Stealth +9
  Senses darkvision 120 ft., passive Perception 16
  Languages Elvish, Undercommon
  Challenge 11 (7,200 XP)
  Fey Ancestry. The drow has advantage on saving throws against 
  being charmed, and magic can’t put the drow to sleep.
  Innate Spellcasting. The drow’s spellcasting ability is Charisma 
  (spell DC 12). It can innately cast the following spells, requiring 
  no material components.
  At will: dancing lights
  1/day each: darkness, faerie fire, levitate (self only)
  Shadow Step. While in dim light or darkness, the drow can 
  teleport as a bonus action up to 60 feet to an unoccupied space it 
  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.
  Sunlight Sensitivity. While in sunlight, the drow has disadvantage 
  on attack rolls, as well as on Wisdom (Perception) checks that 
  rely on sight.
  Actions
  Multiattack. The drow makes two attacks with its shadow sword. 
  If either attack hits and the target is within 10 feet of a 5-foot cute 
  of darkness created by the shadow sword on a previous turn, the 
  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.
  Flameskull
  Flameskull
  Tiny undead, neutral evil
  Armor Class 13
  Hit Points 40 (9d4 + 18)
  Speed 0 ft., fly 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   1 (−5) 
  17 (+3) 
  14 (+2) 
  16 (+3) 
  10 (+0) 
  11 (+0)
  Skills Arcana +5, Perception +2
  Damage Resistances lightning, necrotic, piercing
  Damage Immunities cold, fire, poison
  Condition Immunities charmed, frightened, paralyzed, poisoned
  Senses darkvision 60 ft., passive Perception 12
  Languages Common
  Challenge 4 (1,100 XP)
  Illumination. The flameskull sheds either dim light in a 15-foot 
  radius, or bright light in a 15-foot radius and dim light for an 
  additional 15 feet. It can switch between the options as an action.
  Magic Resistance. The flameskull has advantage on saving throws 
  against spells and other magical effects.
  Rejuvenation. If the flameskull is destroyed, it regains all its hit 
  points in 1 hour unless holy water is sprinkled on its remains or a 
  dispel magic or remove curse spell is cast on them.
  Spellcasting. The flameskull is a 5th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 13, +5 to hit with 
  spell attacks). It requires no somatic or material components 
  to cast its spells. The flameskull has the following wizard 
  spells prepared:
  Cantrip (at will): mage hand
  1st level (3 slots): magic missile, shield
  2nd level (2 slots): blur, flaming sphere
  3rd level (1 slot): fireball
  
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  DDAL-DRW07 Moment of Peace (v1.0)
  Golem, Clay
  Golem, Clay
  Large construct, unaligned
  Armor Class 14 (natural armor)
  Hit Points 133 (14d10 + 56)
  Speed 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   20 (+5) 
  9 (-1) 
  18 (+4) 
  3 (-4) 
  8 (-1) 
  1 (-5)
  Damage Immunities acid, poison, psychic; bludgeoning, piercing, 
  and slashing from nonmagical weapons that aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages understands the languages of its creator but can’t 
  speak
  Challenge 9 (5,000 XP)
  Acid Absorption. Whenever the golem is subjected to acid 
  damage, it takes no damage and instead regains a number of hit 
  points equal to the acid damage dealt.
  Berserk. Whenever the golem starts its turn with 60 hit points 
  or fewer, roll a d6. On a 6, the golem goes berserk. On each of 
  its turns while berserk, the golem attacks the nearest creature it 
  can see. If no creature is near enough to move to and attack, the 
  golem attacks an object with preference for an object smaller 
  than itself. Once the golem goes berserk, it continues to do so 
  until it is destroyed or regains all its hit points.
  Immutable Form. The golem is immune to any spell or effect that 
  would alter its form.
  Magic Resistance. The golem has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Actions
  Multiattack. The golem makes two slam attacks.
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 
  16 (2d10 + 5) bludgeoning damage. If the target is a creature, it 
  must succeed on a DC 15 Constitution saving throw or have its 
  hit point maximum reduced by an amount equal to the damage 
  taken. The target dies if this attack reduces its hit point maximum 
  to 0. The reduction lasts until removed by the greater restoration 
  spell or other magic.
  Haste (Recharge 5–6). Until the end of its next turn, the golem 
  magically gains a +2 bonus to its AC, has advantage on Dexterity 
  saving throws, and can use its slam attack as a bonus action.
  Golem, Crystal
  Golem, Crystal
  Large construct, unaligned
  Armor Class 17 (natural armor)
  Hit Points 178 (17d10 + 85)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   22 (+6) 
  9 (-1) 
  20 (+5) 
  3 (-4) 
  11 (+0) 
  1 (-5)
  Damage Immunities poison, psychic; bludgeoning, piercing, and 
  slashing from nonmagical weapons that aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages understands the languages of its creator but can’t 
  speak
  Challenge 10 (5,900 XP)
  Immutable Form. The golem is immune to any spell or effect that 
  would alter its form.
  Magic Resistance. The golem has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Illumination. The golem magically sheds bright light in a 30-foot 
  radius and dim light for an additional 30 feet. This light goes out 
  when the golem is destroyed.
  Light Intensity. Any creature that start its turn within 10 feet of 
  the illuminated golem and can see the golem must succeed on 
  a DC 17 Wisdom saving throw or be blinded until the start of the 
  creature’s next turn.
  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 
  the start of its next turn, when it can avert its eyes again. If the 
  creature looks at the golem in the meantime, it must immediately 
  make the save.
  Actions
  Multiattack. The golem makes two slam attacks.
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 
  19 (3d8 + 6) bludgeoning damage.
  Slow (Recharge 5–6). The golem targets one or more creatures 
  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 
  target can’t use reactions, its speed is halved, and it can’t make 
  more than one attack on its turn. In addition, the target can 
  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.
  
  29
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  DDAL-DRW07 Moment of Peace (v1.0)
  Golem, Fiendish Flesh
  Golem, Fiendish Flesh
  Large construct, neutral
  Armor Class 12 (natural armor)
  Hit Points 210 (20d10 + 100)
  Speed 30 ft., fly 30 ft. (hover)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   20 (+5) 
  9 (-1) 
  20 (+5) 
  7 (-2) 
  10 (+0) 
  5 (-3)
  Damage Resistances cold, fire
  Damage Immunities lightning, poison; bludgeoning, piercing, and 
  slashing from nonmagical weapons that aren’t adamantine or 
  silvered
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands the languages of its creator but can’t 
  speak
  Challenge 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 
  its turns while berserk, the golem attacks the nearest creature it 
  can see. If no creature is near enough to move to and attack, the 
  golem attacks an object with preference for an object smaller 
  than itself. Once the golem goes berserk, it continues to do so 
  until it is destroyed or regains all its hit points.
   The golem’s creator, if within 60 feet of the berserk golem, can 
  try to calm it by speaking firmly and persuasively. The golem must 
  be able to hear its creator, who must take an action to make a DC 
  15 Charisma (Persuasion) check. If the check succeeds, the golem 
  ceases being berserk. If it takes damage while still at 40 hit points 
  or fewer, the golem might go berserk again.
  Immutable Form. The golem is immune to any spell or effect that 
  would alter its form.
  Lightning Absorption. Whenever the golem is subjected to 
  lightning damage, it takes no damage and instead regains a 
  number of hit points equal to the lightning damage dealt.
  Magic Resistance. The golem has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Actions
  Multiattack. The golem makes two slam attacks.
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 
  16 (2d10 + 5) bludgeoning damage.
  Golem, Flesh
  Golem, Flesh
  Medium construct, neutral
  Armor Class 9
  Hit Points 93 (11d8 + 44)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  9 (-1) 
  18 (+4) 
  6 (-2) 
  10 (+0) 
  5 (-3)
  Damage Immunities lightning, poison; bludgeoning, piercing, and 
  slashing from nonmagical weapons that aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands the languages of its creator but can’t 
  speak
  Challenge 5 (1,800 XP)
  Berserk. Whenever the golem starts its turn with 40 hit points 
  or fewer, roll a d6. On a 6, the golem goes berserk. On each of 
  its turns while berserk, the golem attacks the nearest creature it 
  can see. If no creature is near enough to move to and attack, the 
  golem attacks an object with preference for an object smaller 
  than itself. Once the golem goes berserk, it continues to do so 
  until it is destroyed or regains all its hit points.
   The golem’s creator, if within 60 feet of the berserk golem, can 
  try to calm it by speaking firmly and persuasively. The golem must 
  be able to hear its creator, who must take an action to make a DC 
  15 Charisma (Persuasion) check. If the check succeeds, the golem 
  ceases being berserk. If it takes damage while still at 40 hit points 
  or fewer, the golem might go berserk again.
  Aversion of Fire. If the golem takes fire damage, it has 
  disadvantage on attack rolls and ability checks until the end of its 
  next turn.
  Immutable Form. The golem is immune to any spell or effect that 
  would alter its form.
  Lightning Absorption. Whenever the golem is subjected to 
  lightning damage, it takes no damage and instead regains a 
  number of hit points equal to the lightning damage dealt.
  Magic Resistance. The golem has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Actions
  Multiattack. The golem makes two slam attacks.
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  13 (2d8 + 4) bludgeoning damage.
  
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  DDAL-DRW07 Moment of Peace (v1.0)
  Golem, Iron
  Golem, Iron
  Large construct, unaligned
  Armor Class 20 (natural armor)
  Hit Points 210 (20d10 + 100)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   24 (+7) 
  9 (-1) 
  20 (+5) 
  3 (-4) 
  11 (+0) 
  1 (-5)
  Damage Immunities fire, poison, psychic; bludgeoning, piercing, 
  and slashing from nonmagical weapons that aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages understands the languages of its creator but can’t 
  speak
  Challenge 16 (15,000 XP)
  Fire Absorption. Whenever the golem is subjected to fire damage, 
  it takes no damage and instead regains a number of hit points 
  equal to the fire damage dealt.
  Immutable Form. The golem is immune to any spell or effect that 
  would alter its form.
  Magic Resistance. The golem has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Actions
  Multiattack. The golem makes two melee attacks.
  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.
  Guardian Portrait
  Guardian Portrait
  Medium construct, unaligned
  Amor Class 5 (natural armor)
  Hit Points 22 (5d8)
  Speed 0 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   1 (-5) 
  1 (-5) 
  10 (+0) 
  14 (+2) 
  10 (+0) 
  10 (+0)
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, grappled, 
  paralyzed, petrified, poisoned, restrained
  Senses darkvision 60 ft., passive Perception 10
  Languages Common plus up to two other languages
  Challenge 1 (200 XP)
  Antimagic Susceptibility. The portrait is incapacitated while in the 
  area of an antimagic field. If targeted by dispel magic, the portrait 
  must succeed on a Constitution saving throw against the caster’s 
  spell save DC or become unconscious for 1 minute.
  Innate Spellcasting. The portrait’s innate spellcasting ability is 
  Intelligence (spell save DC 12). The portrait can innately cast the 
  following spells, requiring no material components:
  At will: counterspell, crown of madness, hypnotic pattern, telekinesis
  3/day each: counterspell, darkness, dominate person, sanctuary, 
  telekinesis, teleport
  1/day each: dominate monster, greater invisibility
  False Appearance. While the figure in the portrait remains 
  motionless, the portrait is indistinguishable from a 
  normal painting.
  
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  DDAL-DRW07 Moment of Peace (v1.0)
  Iymrith
  Iymrith
  Huge undead, lawful evil
  Armor Class 19 (natural armor)
  Hit Points 225 (18d12 + 108)
  Speed 40 ft., climb 40 ft., fly 80 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   25 (+7) 
  10 (+0) 
  23 (+6) 
  16 (+3) 
  15 (+2) 
  19 (+4)
  Saving Throws Dex +6, Con +12, Wis +8, Cha +10
  Skills Deception +14, Stealth +6
  Damage Resistances necrotic
  Damage Immunities lightning, poison
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24
  Languages Common, Draconic
  Challenge 17 (18,000 XP)
  Legendary Resistance (3/Day). If the dracolich fails a saving throw, 
  it can choose to succeed instead.
  Magic Resistance. The dracolich has advantage on saving throws 
  against spells and other magical effects.
  Innate Spellcasting. Iymrith’s spellcasting ability is Charisma 
  (spell save DC 19). She can innately cast the following spells, 
  requiring no material components:
  1/day each: counterspell, detect magic, ice storm, stone 
  shape, teleport
  When she casts her stone shape spell, Iymrith can shape the 
  targeted stone into a living gargoyle instead of altering the stone 
  as described in the spell’s description. This transformation is 
  permanent and can’t be reversed or dispelled.
  Actions
  Multiattack. The dracolich can use its Frightful Presence. It then 
  makes three attacks: one with its bite and two with its claws.
  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.
  Legendary Actions
  The dracolich 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 dracolich 
  regains spent legendary actions at the start of its turn.
  Detect. The dracolich makes a Wisdom (Perception) check.
  Tail Attack. The dracolich makes a tail attack.
  Wing Attack (Costs 2 Actions). The dracolich beats its tattered 
  wings. Each creature within 10 feet of the dracolich must 
  succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) 
  bludgeoning damage and be knocked prone. After beating its 
  wings this way, the dracolich can fly up to half its flying speed.
  Lair Actions
  On initiative count 20 (losing initiative ties), the dragon takes a 
  lair action to cause one of the following effects: the dragon can’t 
  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.
  • Part of the ceiling collapses above one creature that the dragon 
  can see within 120 feet of it. The creature must succeed on a 
  DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning 
  damage and be knocked prone and buried. The buried target 
  is restrained and unable to breathe or stand up. A creature can 
  take an action to make a DC 10 Strength check, ending the 
  buried state on a success.
  • A cloud of sand swirls about in a 20-foot-radius sphere centered 
  on a point the dragon can see within 120 feet of it. The cloud 
  spreads around corners. Each creature in the cloud must 
  succeed on a DC 15 Constitution saving throw or be blinded 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.
  • Lightning arcs, forming a 5-foot-wide line between two of the 
  lair’s solid surfaces that the dragon can see. They must be 
  within 120 feet of the dragon and 120 feet of each other. Each 
  creature in that line must succeed on a DC 15 Dexterity saving 
  throw or take 10 (3d6) lightning damage.
  
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  DDAL-DRW07 Moment of Peace (v1.0)
  Marilith
  Marilith
  Large fiend (demon), chaotic evil
  Armor Class 18 (natural)
  Hit Points 189 (18d10 + 90)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  20 (+5) 
  20 (+5) 
  18 (+4) 
  16 (+3) 
  20 (+5)
  Saving Throws Str +9, Con +10, Wis +8, Cha +10
  Damage Resistances cold, fire, lightning, poison; bludgeoning, 
  piercing, and slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities poisoned
  Senses truesight 120 ft., passive Perception 13
  Languages Abyssal, Telepathy 120 ft.
  Challenge 16 (15,000 XP) 
  Magic Resistance. The marilith has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The marilith’s weapon attacks are magical.
  Reactive. The marilith can take one reaction on every turn 
  in combat.
  Actions
  Multiattack. The marilith makes seven melee attacks: six with its 
  longsword and one with its tail.
  Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) slashing damage.
  Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. 
  Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium 
  or smaller, it is grappled (escape DC 19). Until this grapple ends, 
  the target is restrained, the marilith can automatically hit the 
  target with its tail, and the marilith can’t make tail attacks against 
  other targets.
  Teleport. The marilith magically teleports, along with any 
  equipment it is wearing or carrying, up to 120 feet to an 
  unoccupied space it can see.
  Mongrelfolk
  Mongrelfolk
  Medium humanoid, any alignment
  Armor Class 11 (natural armor)
  Hit Points 26 (4d8 + 8)
  Speed 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+1) 
  9 (-1) 
  15 (+2) 
  9 (−1) 
  10 (+0) 
  6 (−2)
  Skills Deception +2, Perception +2. Stealth +3
  Senses passive Perception 12
  Languages Common
  Challenge 1/4 (50 XP)
  Keen Sight and Smell. The owlbear has advantage on Wisdom 
  (Perception) checks that rely on sight or smell.
  Actions
  Extraordinary Feature. The mongrelfolk has one of the following 
  extraordinary features, determined randomly by rolling a d20 or 
  chosen by the DM:
  1–3: Amphibious. The mongrelfolk can breathe air and water.
  4–9: Darkvision. The mongrelfolk has darkvision out to a range 
  of 60 feet.
  10: Flight. The mongrelfolk has leathery wings and a flying speed 
  of 40 feet.
  11–15: Keen Hearing and Smell. The mongrelfolk has advantage 
  on Wisdom (Perception) checks that rely on hearing or smell.
  16–17: Spider Climb. The mongrelfolk can climb difficult surfaces, 
  including upside down on ceilings without needing to make an 
  ability check.
  18–19: Standing Leap. The mongrelfolk’s long jump is up to 
  20 feet and its high jump is up to 10 feet, with or without a 
  running start.
  20: Two-Headed. The mongrelfolk has advantage on Wisdom 
  (Perception) checks and on saving throws against being 
  blinded, charmed, deafened, frightened, stunned, or knocked 
  unconscious.
  Mimicry. The mongrelfolk can mimic any sounds it has heard, 
  including voices. A creature that hears the sounds can tell they are 
  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.
  
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  DDAL-DRW07 Moment of Peace (v1.0)
  Purple Worm
  Purple Worm
  Gargantuan monstrosity, unaligned
  Armor Class 18 (natural armor)
  Hit Points 247 (15d20 + 90)
  Speed 50 ft., burrow 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   28 (+9) 
  7 (-2) 
  22 (+6) 
  1 (-5) 
  8 (-1) 
  4 (-3)
  Saving Throws Con +11, Wis +4
  Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 9
  Languages —
  Challenge 15 (13,000 XP)
  Tunneler. The worm can burrow through solid rock at half its 
  burrow speed and leaves a 10-foot-diameter tunnel in its wake.
  Actions
  Multiattack. The purple worm makes two attacks: one with its 
  bite and one with its stinger.
  Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 
  22 (3d8 + 9) piercing damage. If the target is a Large or smaller 
  creature, it must succeed on a DC 19 Dexterity saving throw 
  or be swallowed by the 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 worm’s turns.
    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 
  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 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: +14 to hit, reach 10 ft., one 
  target. Hit: 19 (3d6 + 9) 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.
  Purple Wormling
  Purple Wormling
  Large monstrosity, unaligned
  Armor Class 12 (natural armor)
  Hit Points 42 (5d10 + 15)
  Speed 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  7 (-2) 
  16 (+3) 
  1 (-5) 
  6 (-2) 
  2 (-4)
  Senses blindsight 30 ft., tremorsense 30 ft., passive Perception 8
  Languages —
  Challenge 2 (450 XP)
  Actions
  Multiattack. The purple wormling makes two attacks: one with its 
  bite and one with its stinger.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  7 (1d8 + 3) piercing damage. If the target is a Small or smaller 
  creature, it must succeed on a DC 13 Dexterity saving throw or 
  be swallowed by the wormling. A swallowed creature is blinded 
  and restrained, has total cover against attacks and other effects 
  outside the worm, and takes 3 (1d6) acid damage at the start of 
  each of the worm’s turns.
   If the worm takes 10 damage or more on a single turn from 
  a creature inside it, the wormling 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 wormling. If the wormling dies, a swallowed creature is no 
  longer restrained by it and can escape from the corpse using 5 
  feet of movement, exiting prone.
  Tail Stinger. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) piercing damage, and the target must 
  make a DC 13 Constitution saving throw, taking 10 (3d6) 
  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)
  Shadow Tree Limb
  Shadow Tree Limb
  Medium fiend (demon), chaotic evil
  Armor Class 18 (natural)
  Hit Points 190 (20d8 + 100)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   22 (+6) 
  14 (+2) 
  21 (+5) 
  14 (+2) 
  15 (+2) 
  17 (+3)
  Saving Throws Str +11, Dex +7
  Skills Perception +7
  Damage Resistances cold, fire, necrotic; bludgeoning, piercing, 
  and slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 17
  Languages Abyssal, Telepathy 120 ft.
  Challenge 15 (13,000 XP)
  Demonic Shadows. The shadow tree limb darkens the area around 
  its body in a 10-foot-radius. Nonmagical light can’t illuminate this 
  area of dim light.
  Devour Soul. The shadow tree limb can eat the soul of a creature 
  it has killed within the last hour, provided that creature is either 
  a construct nor undead. The devouring requires the shadow tree 
  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.
  Swarm of Insects
  Swarm of Insects
  Medium swarm of Tiny beasts, unaligned
  Armor Class 12 (natural armor)
  Hit Points 22 (5d8)
  Speed 20 ft., climb 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   3 (−4) 
  13 (+1) 
  10 (+0) 
  1 (−5) 
  7 (−2) 
  1 (−5)
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, paralyzed, petrified, 
  prone, restrained, stunned
  Senses blindsight 10 ft., passive Perception 8
  Languages —
  Challenge 1/2 (100 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 
  gain temporary hit points.
  Actions
  Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the 
  swarm’s space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing 
  damage if the swarm has half of its hit points or fewer.
  
  35
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL-DRW07 Moment of Peace (v1.0)
  War Priest
  War Priest
  Medium humanoid (any race), any alignment
  Armor Class 18 (plate)
  Hit Points 117 (18d8 + 36)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  10 (+0) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  13 (+1)
  Saving Throws Con +6, Wis +7
  Skills Intimidation +5, Religion +4
  Senses passive Perception 13
  Languages any two languages
  Challenge 9 (5,000 XP)
  Spellcasting. The priest is a 9th-level spellcaster. Its spellcasting 
  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
  1st level (4 slots): divine favor, guiding bolt, healing word, 
  shield of faith
  2nd level (3 slots): lesser restoration, magic weapon, prayer of 
  healing, silence, spiritual weapon
  3rd level (3 slots): beacon of hope, crusader’s mantle, prayer of 
  healing, silence, spiritual weapon
  4th level (3 slots): banishment, freedom of movement, guardian of 
  faith, stoneskin
  5th level (1 slot): flame strike, mass cure wounds, hold monster
  Actions
  Multiattack. The priest makes two melee attacks.
  Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  10 (2d6 + 3) bludgeoning damage.
  Reactions
  Guided Strike (Recharges after a Short or Long Rest). The priest 
  grants a +10 bonus to an attack roll made by itself or another 
  creature within 30 feet of it. The priest can make this choice after 
  the roll is made but before it hits or misses.
  Warlock of the Fiend
  Warlock of the Fiend
  Medium humanoid (any race), any alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  14 (+2) 
  15 (+2) 
  12 (+1) 
  12 (+1) 
  18 (+4)
  Saving Throws Wis +4, Cha +7
  Skills Arcana +4, Deception +7, Persuasion +7, Religion +4
  Damage Resistances slashing damage from nonmagical attacks 
  not made with silvered weapons
  Senses darkvision 60 ft., passive Perception 11
  Languages any two languages (usually Abyssal or Infernal)
  Challenge 7 (2,900 XP)
  Innate Spellcasting. The warlock’s innate spellcasting ability is 
  Charisma. It can innately cast the following spells (spell save DC 
  15), requiring no material components:
  At will: alter self, false life, levitate (self only), mage armor (self only), 
  silent image
  Spellcasting. The warlock is a 17th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 15, +7 to hit with 
  spell attacks). It regains expended spell slots when it finishes a 
  short or long rest. It knows the following warlock spells:
  Cantrips (at will): eldritch blast, fire bolt, friends, mage hand, minor 
  illusion, prestidigitation, shocking grasp
  1st-5th level (4 5th-level slots): banishment, burning hands, flame 
  strike, hellish rebuke, magic circle, scorching ray, scrying, stinking 
  cloud, suggestion, wall of fire
  Dark One’s Own Luck (Recharges after a Short of Long Rest). 
  When the warlock makes an ability check or saving throw, it can 
  add a d10 to the roll. It can do this after the roll is made but 
  before any of the roll’s effects occur.
  Actions
  Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 
  3 (1d6 + 3) bludgeoning damage plus 10 (3d6) fire damage.
  White Worm
  White Worm
  Large monstrosity, chaotic evil
  Armor Class 17 (natural armor)
  Hit Points 133 (14d10 + 56)
  Speed 40 ft., burrow 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  10 (+0) 
  18 (+4) 
  1 (-5) 
  11 (+0) 
  12 (+1)
  Saving Throws Dex +3, Con +7, Wis +3, Cha +4
  Skills Perception +6, Stealth +3
  Damage Immunities cold
  Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
  Languages —
  Challenge 6 (2,300 XP)
  Actions
  Multiattack. The white worm can make three attacks: one with its 
  bite and two with tail stinger.
  Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 
  Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage. 
  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 
  worm. A swallowed creature is blinded and restrained, has total 
  cover against attacks and other effects outside the white worm, 
  and takes 21 (6d6) acid damage at the start of each of the white 
  worm’s turns.
    If the white worm takes 30 damage or more on a single turn 
  from a creature inside it, the white 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 white 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: +7 to hit, reach 10 ft., one 
  target. Hit: 11 (2d6 + 4) 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.
  Cold Breath (Recharge 5–6). The white worm exhales an icy blast 
  in a 30-foot cone. Each creature in that area must make a DC 15 
  Constitution saving throw, taking 45 (10d8) cold damage on a 
  failed save, or half as much damage on a successful one.
  
  36
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  DDAL-DRW07 Moment of Peace (v1.0)
  Wyvern
  Wyvern
  Large dragon, unaligned
  Armor Class 13 (natural armor)
  Hit Points 110 (13d10 + 39)
  Speed 20 ft., fly 80 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  10 (+0) 
  16 (+3) 
  7 (-2) 
  12 (+1) 
  6 (−2)
  Skills Perception +4
  Senses darkvision 60 ft., passive Perception 14
  Languages —
  Challenge 6 (2,300 XP)
  Actions
  Multiattack. The wyvern makes two attacks: one with its bite and 
  one with its stinger. While flying, it can use its claws in place of 
  one other attack.
  Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. 
  Hit: 11 (2d6 + 4) piercing damage.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  13 (2d8 + 4) slashing damage.
  Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. 
  Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 15 
  Constitution saving throw, taking 24 (7d6) poison damage on a 
  failed save, or half as much damage on a successful one.
  Yagnoloth
  Yagnoloth
  Large fiend (yugoloth), neutral evil
  Armor Class 17 (natural armor)
  Hit Points 147 (14d10 + 70)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  14 (+2) 
  21 (+5) 
  16 (+3) 
  15 (+2) 
  18 (+4)
  Saving Throws Dex +6, Int +7, Wis +6, Cha +8
  Skills Deception + 8, Insight +6, Perception +6, Persuasion +8
  Damage Resistances cold, fire, lightning; bludgeoning, piercing, 
  and slashing from nonmagical attacks.
  Damage Immunities acid, poison
  Condition Immunities poisoned
  Senses blindsight 60 ft., darkvision 60 ft., passive Perception 16
  Languages Abyssal, Infernal, Telepathy 60 ft.
  Challenge 11 (7,200 XP)
  Innate Spellcasting. The yagnoloth’s innate spellcasting ability 
  is Charisma (spell save DC 16). It can innately cast the following 
  spells, requiring no material components:
  At will: darkness, detect magic, dispel magic, invisibility (self only), 
  suggestion
  3/day each: lightning bolt
  Magic Resistance. The yagnoloth has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The yagnoloth’s weapon attacks are magical.
  Actions
  Multiattack. The yagnoloth makes 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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  DDAL-DRW07 Moment of Peace (v1.0)
  Young Purple Worm
  Young Purple Worm
  Gargantuan monstrosity, unaligned
  Armor Class 18 (natural armor)
  Hit Points 184 (15d20 + 9)
  Speed 50 ft., burrow 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   28 (+9) 
  7 (-2) 
  22 (+6) 
  1 (-5) 
  8 (-1) 
  4 (-3)
  Saving Throws Con +11, Wis +4
  Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 9
  Languages —
  Challenge 13 (10,000 XP)
  Tunneler. The worm can burrow through solid rock at half its 
  burrow speed and leaves a 10-foot-diameter tunnel in its wake.
  Actions
  Multiattack. The young purple worm makes two attacks: one with 
  its bite and one with its stinger.
  Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 
  22 (3d8 + 9) piercing damage. If the target is a Large or smaller 
  creature, it must succeed on a DC 19 Dexterity saving throw 
  or be swallowed by the 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 worm’s turns.
   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 
  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 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: +14 to hit, reach 10 ft., one 
  target. Hit: 19 (3d6 + 9) 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.
  Zehira Deryan
  Zehira Deryan
  Medium humanoid (human), neutral good
  Armor Class 19 (mariner’s studded leather, shield +1)
  Hit Points 90 (12d10 + 24)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+2) 
  18 (+4) 
  14 (+2) 
  11 (+0) 
  16 (+3) 
  14 (+2)
  Saving Throws Dex +9, Int +5
  Skills Acrobatics +9, Athletics +12, Insight +8, Perception +8, 
  Persuasion +12, Stealth +9, Survival +8
  Senses passive Perception 18
  Languages Common, Elvish, Infernal, Primordial, Sahuagin, 
  thieves’ cant
  Challenge 13 (10,000 XP)
  Cunning Action. Zehira can take a bonus action on each of her 
  turns to take the Dash, Disengage, or Hide action.
  Fancy Footwork. During her turn, if Zehira makes a melee attack 
  against a creature, that creature can’t make opportunity attacks 
  against her for the rest of her turn.
  Rakish Audacity. Zehira adds her Charisma modifier (+2) to her 
  initiative rolls. She doesn’t need advantage on the attack roll 
  to use Sneak Attack against a creature if she is within 5 ft. of it, 
  no other creatures are within 5 ft. of her, and she doesn’t have 
  disadvantage on the attack roll.
  Sneak Attack (1/Turn). Zehira deals an extra 7 (2d6) damage 
  when she hits a target with a weapon attack and has advantage 
  on the attack roll, or when the target is within 5 feet of an ally that 
  isn’t incapacitated and Zehira doesn’t have disadvantage on the 
  attack roll. Also see Rakish Audacity.
  Spellcasting. Zehira is a 12th-level spellcaster. Her spellcasting 
  ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). 
  Zehira has the following ranger spells prepared:
  1st level (4 slots): cure wounds, goodberry, zephyr strike
  2nd level (3 slots): darkvision, lesser restoration
  3rd level (2 slots): water breathing
  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.
  
  38
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL-DRW07 Moment of Peace (v1.0)
  Appendix 1: Dragon Cult Base Map
  Appendix 1: Dragon Cult Base Map
  
  39
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL-DRW07 Moment of Peace (v1.0)
  Imrith’s Tower
  Appendix 2: Iymrith’s Tower Maps
  Appendix 2: Iymrith’s Tower Maps
  
  40
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL-DRW07 Moment of Peace (v1.0)
  Purple Worm Hatchery
  
  41
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL-DRW07 Moment of Peace (v1.0)
  Imrith’s Lair
  
  42
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL-DRW07 Moment of Peace (v1.0)
  Appendix 3: Character Rewards
  Appendix 3: Character Rewards
  The characters can keep the following magic items if they 
  are found during the adventure. It is suggested that you 
  print off enough copies of this page to be able to give one 
  to each of your players, crossing out rewards they didn’t 
  receive during the session.
  Dancing Longsword
  Weapon (longsword), very rare (requires attunement)
  You can use a bonus action to toss this magic sword into 
  the air and speak the command word. When you do so, the 
  sword begins to hover, flies up to 30 feet, and attacks one 
  creature of your choice within 5 feet of it. The sword uses 
  your attack roll and ability score modifier to damage rolls.
   While the sword hovers, you can use a bonus action to 
  cause it to fly up to 30 feet to another spot within 30 feet of 
  you. As part of the same bonus action, you can cause the 
  sword to attack one creature within 5 feet of it.
   After the hovering sword attacks for the fourth time, it flies 
  up to 30 feet and tries to return to your hand. If you have 
  no hand free, it falls to the ground at your feet. If the sword 
  has no unobstructed path to you, it moves as close to you as 
  it can and then falls to the ground. It also ceases to hover if 
  you grasp it or move more than 30 feet away from it.
  Elixir of Health
  Potion, rare
  When you drink this potion, it cures any disease afflicting 
  you, and it removes the blinded, deafened, paralyzed, and 
  poisoned conditions. The clear red liquid has tiny bubbles 
  of light in it.
  Spell Scroll of Passwall
  Scroll, rare
  A passage appears at a point of your choice that you can 
  see on a wooden, plaster, or stone surface (such as a wall, 
  a ceiling, or a floor) within 30 feet and lasts for 1 hour. You 
  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.
  Spell Scroll of True Seeing
  Consumable, very rare
  This spell gives one willing creature you touch the ability 
  to see things as they actually are. For the duration, the 
  creature has truesight, notices secret doors hidden by 
  magic, and can see into the Ethereal Plane, all out to a 
  range of 120 feet.
  Stonespeaker Crystal
  Wondrous item, rare (requires attunement)
  This nineteen-inch-long shard of quartz grants you 
  advantage on Intelligence (Investigation) checks while it is 
  on your person.
   The crystal has 10 charges. While holding it, you can use 
  an action to expend some of its charges to cast one of the 
  following spells from it: speak with animals (2 charges), 
  speak with dead (4 charges), or speak with plants (3 
  charges).
   When you cast a divination spell, you can use the crystal 
  in place of one material component that would normally be 
  consumed by the spell, at a cost of 1 charge per level of the 
  spell. The crystal is not consumed when used in this way.
   The crystal regains 1d6 + 4 expended charges daily at 
  dawn. If you expend the crystal’s last charge, roll a d20. On 
  a 1, the crystal vanishes, lost forever.
  Story Awards
  The characters might earn the following story award in this 
  adventure.
  Legacy Event: Oathbreaker
  Whether by choice or by circumstance, you have failed to 
  fulfill your promise to V’zree of reaching out to the soul of 
  the drow arcanist X’althoa, then gloating about how V’zree 
  shared the secret of the soultheft spell. But with V’zree 
  trapped in Carceri, surely there will be no consequences.
  
  43
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL-DRW07 Moment of Peace (v1.0)
  Appendix 4. Dungeon Master Tips
  Appendix 4. Dungeon Master Tips
  To run an adventure as a DM, you must have three to 
  seven players, each with their own character within the 
  adventure’s level range (see the “Adventure Primer” section 
  at the start of the adventure).
  New to D&D Adventurers League?
  http://dnd.wizards.com/playevents/organized-play
  New to the Annual Storyline?
  You can find out more about the Dreams of the Red 
  Wizards storyline here:
  http://dndadventurersleague.org/storyline-seasons/
  dreamsof-the-red-wizards/
  Preparing the Adventure
  Before you start play, consider the following:
  • Read through the adventure, taking notes of anything 
  you’d like to highlight or remind yourself of while 
  running it, such as a way you’d like to portray an NPC 
  or a tactic you’d like to use in a combat. Familiarize 
  yourself with the adventure’s appendices and handouts.
  • Gather any resources you’d like to use to aid you in 
  running the adventure, such as notecards, a DM screen, 
  miniatures, and battle maps.
  • Ask the players to provide you with relevant character 
  information, such as name, race, class, and level; passive 
  Wisdom (Perception) score; and anything the adventure 
  specifies as notable (such as backgrounds, traits, 
  and flaws).
   Players can play an adventure they previously played 
  as a player or Dungeon Master, but can do so only once 
  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.
   Point players to the D&D Adventurers League Player’s 
  Guide for reference. If players wish to spend downtime 
  days and it’s the beginning of an adventure or episode, they 
  can declare their activity and spend the days immediately, 
  or they can do so at the end of the adventure or episode. 
  Players should select their characters’ spells and other 
  daily options prior to the start of the adventure, unless 
  the adventure specifies otherwise. Feel free to reread the 
  adventure description to help give players hints about what 
  they might face.
  Adjusting This Adventure
  To determine whether you should consider adjusting the 
  adventure, add up the total levels of all the characters and 
  divide the result by the number of characters (rounding .5 
  or greater up; .4 or less down). This is the group’s average 
  party level (APL). To approximate the party strength for 
  the adventure, consult the table below.
  Determining Party Strength
  Party Composition Party 
  Party Strength
  3-4 characters, APL less than 
  Very weak
  3-4 characters, APL equivalent 
  Weak
  3-4 characters, APL greater than 
  Average
  5 characters, APL less than 
  Weak
  5 characters, APL equivalent 
  Average
  5 characters, APL greater than 
  Strong
  6-7 characters, APL less than 
  Average
  6-7 characters, APL equivalent 
  Strong
  6-7 characters, APL greater than 
  Very strong
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/DDAL-DRW07 - Moment of Peace.pdf