TEXT:  
  
  Credits  
   
  Designer:	  Oracle1of7  (Robby  Jones)  
   
  Editing:	  Adam  Gruber  
  D&D		Adventurers		League		Guildmaster:	  Chris  Lindsay  
   
  Cartographer:		Juan  Aviles  
  Art		Director		&		Graphic		Design:	  Darby  Machin  
   
  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,  Ma’at  Crook,  Claire  
  Hoffman,  Greg  Marks,  LaTia  Bryant  
   
  Playtesters:	  spidercarnage85,  Bob  the  Builder  (Frederick),  Dawn  A.,  Lex,  Stats,  reddragon220,  Shadow�ire,  Neo,  Bernie,  
  TironFord  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DUNGEONS   &   DRAGONS,   D&D,   Wizards   of   the   Coast,   Forgo�en   Realms,   the   dragon   ampersand,    Player’s   Handbook,   Monster   Manual,   Dungeon   Master’s   Guide,   D&D   Adventurers   League,   all   other   Wizards  
  of   the   Coast   product   names,   and   their   respec�ve   logos   are   trademarks   of   Wizards   of   the   Coast   in   the   USA   and   other   countries.   All   characters   and   their   dis�nc�ve   likenesses   are   property   of   Wizards   of   the  
  Coast.   This   material   is   protected   under   the   copyright   laws   of   the   United   States   of   America.   Any   reproduc�on   or   unauthorized   use   of   the   material   or   artwork   contained   herein   is   prohibited   without   the  
  express   wri�en   permission   of   Wizards   of   the   Coast.  
   
  ©2019   Wizards   of   the   Coast   LLC,   PO   Box   707,   Renton,   WA   98057-0707,   USA.   Manufactured   by   Hasbro   SA,   Rue   Emile-Boéchat   31,   2800   Delémont,   CH.   Represented   by   Hasbro   Europe,   4   The   Square,  
  Stockley   Park,   Uxbridge,   Middlesex,   UB11   1ET,   UK.  
  Not  for  resale.  Permission  granted  to  print  or  photocopy  this  document  for  personal  use  only .  
   
  CCC-DWB-GNA-1   Gallery  of  the  Nightmare  Artist  v.2.3                                                                                                             Pg.  2  
  
  Adventure  Primer  
   
  This  adventure  is  designed  for  three		to		seven		
  11th		to		16th		level		characters	  and  is  optimized  
  for  �ive		characters		with		an		average		party		level		
  (APL)		of		13	.  Characters  outside  this  level  range  
  cannot  participate  in  this  adventure.  
  This  adventure  occurs  in  the  city  of  Malagard  
  on  the  seventh  layer  of  the  nine  hells,   
  Maladomini  .  
  Background  
  For  days  ,a   rash  of  mysterious  disappearances  of  
  local  citizens  has  been  pestering  the  
  GRAVELFOOT		BRIGADE	  who  keep  
  BAALZEBUL’S	  peace  in  the  city.  However,  an  
  industrious  Horned  Devil  named  SPYKNOK	 
  (Spy-Knock)  took  it  upon  himself  to  solve  these  
  disappearances  as  a   way  of  proving  himself  to  
  his  master.  Through  his  investigations,  he  
  discovered  the  source:  an  old  building  on  the  
  outskirts  of  the  city.  However  when  the  
  Gravelfoot  Brigade  went  to  investigate,  they  
  found  it  warded  against  their  entry.  After  a   few  
  experiments,  they  determined  that  non-�iends  
  could  enter.  Faced  with  a   possible  threat,  
  Spyknok  sends  for  adventurers  to  enter  and  
  eliminate  this  threat  for  them.   
     
  Overview  
  The  adventure’s  story  is  spread  over  three		parts	 
  and  takes  approximately  four	  Hours	  to  play.  The  
  adventure  begins  with  a   Call  to  Action  scene.  If  
  you’re  planning  to  play  the  entire  adventure  at  
  once,  you  only  need  to  introduce  the  Call  to  
  Action  once.  However,  if  you  plan  to  play  them  
  over  several  sessions,  you’ll  want  to  revisit  the  
  Call		to		Action	  each  time  you  play.  
  ● Part		1:		Dragged		to		the		Brigade		(Call		to		
  Action).	  The  adventurers  are  brought  to  
  Spyknok  at  the  exterior  of  the  building  in  
  question.  He  proceeds  to  give  the  adventurers  
  their  task  with  the  reward  of  release  from  this  
  level  of  the  NINE		HELLS	.  This  is  the  call		to		
  action.		
  ● Part		2:		A		Deadly		Display.	   Upon  entering  the  
  building,  The  adventures  begin  exploring  the  
  horri�ic  displays  and  trap  �illed  halls.  The  halls  
  lead  to  the  central  display  whose  pieces  come  
  to  life  and  attempt  to  eliminate  those  that  are  
  unworthy  to  experience  their  artistry.  
  ● Part		3:		An		Artist’s		Critique.	  After  surviving  the  
  main  display,  the  adventurers  discover  the  
  workshop  of  the  artist  guarded  by  an  elaborate  
  trap  that  must  be  solved  to  breach  the  artist’s  
  lair.  Upon  entering  its  workshop,  the  
  adventurers  face  the  artist  itself  who  wants  to  
  transform  them  into  his  newest  masterpiece.   
  Adventure   Hooks  
  Adventure		Hook		1.	  One  of  the  adventures  
  could  have  been  trapped  on  this  level  of  the  nine  
  hells  and  look  to  this  as  a   way  to  escape.  
  Adventure		Hook		2.	  The  adventurers  may  wish  
  to  curry  favor  with  the  Baalzebul  by  aiding  his  
  forces.  
   
   
   
  Not  for  resale.  Permission  granted  to  print  or  photocopy  this  document  for  personal  use  only .  
   
  CCC-DWB-GNA-1   Gallery  of  the  Nightmare  Artist  v.2.3                                                                                                             Pg.  3  
  
   
  Adventure  Flowchart  
  This  section  provides  a   basic  understanding  of  not  only  the  �low  of  the  adventure,  but  also  the  outline  of  
  the  different  paths  that  your  players  may  take  in  reaching  their  stated  objective.   
   
   
   
   
   
   
  Not  for  resale.  Permission  granted  to  print  or  photocopy  this  document  for  personal  use  only .  
   
  CCC-DWB-GNA-1   Gallery  of  the  Nightmare  Artist  v.2.3                                                                                                             Pg.  4  
  
  Part  1:  Dragged  to  the  Brigade 	
  Estimated		Duration:	  15  minutes  
   
  Call   to   Action  
  The  adventurers  have  been  hauled  past  a   small  
  army  of  devils  that  are  surrounding  a   large  
  building.   
   
   
  Fatalistic  Melancholy :  
  The  entire  city  of  Malagard  is  covered  in  a  
  fatalistic  melancholy  that  causes  Intelligent  
  creatures  that  spend  six  hours  or  more  in  
  Malagard  must  make  a   DC  16  Wisdom  saving  
  throw  in  order  to  perform  any  action  more  
  strenuous  than  talking.  Devils  have  advantage  
  on  this  saving  throw.  
   
  It  is  unlikely  players  will  spend  so  much  time  
  in  Malagard,  but  make  them  aware  of  the  
  intense  sadness   that  lingers  here.   This  effect  
  ends  once  the  party  reaches  Part		Two.		
   
   
  You  and  your  escort  arrive  at  a  small  makeshi�  
  command  center.  Staring  out  at  the  surrounded  
  building  is  a  Horned  Devil   standing  with  his  hands  
  behind  his  back.  Without  turning,  he  waves  his  
  hand  and  dismisses  your  escort.  Eventually,  he  
  turns  and  looks  appraisingly  at  each  of   you.  “You  
  were  brought  here  to  solve  a  problem  in  the  name  
  of   my  master.”  
   
  The  Horned  Devil  introduces  himself  as  
  Spyknok	  (Spy-Knock)  a   leader  of  the  Gravelfoot		
  Brigade	  (the  ones  who  enforce  Baalzebul’s  will).  
  He  relays  the  following  information  to  the  
  adventurers:  
   
   
   
   
   
   
   
  ●
  For  several  days,  hundreds  of  individuals  
  have  been  disappearing  from  the  city,  
  which  forced  the  Gravelfoot		Brigade	  to  
  attempt  to  investigate.   
  ●
  They  investigated  and  managed  to  follow  
  the  trail  to  this  building.  He  points  at  the  
  building  across  from  the  one  you  are  
  currently  in.  
  ●
    The  brigade  attempted  to  enter  the  
  building  and  found  that  no  devil  could  
  enter  or  be  summoned  into  the  building.  
  ●
  He  informs  the  adventurers  that  they  
  know  very  little  about  the  building  
  except  that  it  was  the  former  site  of  a  
  Mind  Flayer  Colony  that  they  destroyed  
  two  years  ago  as  part  of  a   training  
  exercise.  
  ●
  Several  non-devil  “volunteers”  were  sent  
  in  to  explore  the  building.  So  far  none  
  have  returned  and  all  attempts  at  
  communication  have  failed.  
  ●
  Spyknok  asks  the  adventurers  to  go  into  
  the  building,  clear  it  of  anything,  and  
  eliminate  the  source.   
  ●
  He  offers  that  any  spoils  are  the  groups  
  to  keep  and  he  says  that  service  of  this  
  caliber  will  allow  him  to  grant  freedom  
  from  this  level  of  the  nine  hells  “to  those  
  that  return  alive.”  
   
  When  the  adventurers  agree,  Spyknok  himself  
  escorts  them  to  the  outer  edge  of  the  warded  
  area   and  wishes  them  good  luck  and  “May  the  
  blessings  of  Baalzebul  be  with  them.”  
   
   
   
   
  Not  for  resale.  Permission  granted  to  print  or  photocopy  this  document  for  personal  use  only .  
   
  CCC-DWB-GNA-1   Gallery  of  the  Nightmare  Artist  v.2.3                                                                                                             Pg.  5  
  
  Part  2:  A  Deadly  Display  
   
  Estimated		Duration:		1		Hour		45		minutes	 
   
   
  As  the  adventurers  approach  the  building,  they  
  �ind  the  doors  shut  requiring  a   DC:15  Athletics  
  check  to  open.   
   
  As  you  enter  through  the  door  of   the  building,  a  
  sense  of   deep  foreboding  ﬁlls  your  heart  as  you  
  step  into  a  long,  wide  corridor.  Dead  and  withered  
  bodies  are  sca�ered  through  the  hallway.  Massive  
  murals  are  painted  along  the  hallways  length.   
  Scene   A:   The   Entryway   
  Area   Information  
  The  area   has  the  following  features.  
  Terrain.	  The  hallway  is  40ft  wide  and  80  ft  
  long.  The  ceiling  is  30ft  high.  At  the  end  of  the  
  hallway  are  a   set  of  double  doors  made  out  of  
  polished  stone.  The  bodies  that  litter  the  hallway  
  show  signs  of  death  by  mind  �layer  with  a  
  successful  DC  15  medicine  check.  
  Lighting.	  The  hallways  are  covered  in  dim-  
  green  light  from  phosphorescent  crystals  
  mounted  to  the  wall.  
  Trap		Glyphs.	  There  are  two  Glyphs		of		Warding		
  in  this  hallway:  the  �irst  is  in  the  center  of  the  
  hallway  and  the  other  on  the  door  at  the  end  of  
  the  hall.  The  glyphs  contain  the  spell  Suggestion	 
  which  requires  a   Wisdom  saving  throw   DC  20  to  
  resist  the  command  to  admire  the  paintings  in  
  the  hall.   Each  glyph  can  be  detected  with  a   DC  
  19  passive  investigation  check,  and  can  be  
  destroyed  with  a   Dispel		Magic	  on   a   successful  DC  
  of  19.  
  Trapped		Murals.		There  are  ten  murals  which  
  are  10ft  wide  hanging  at  eye  level  around  the  
  hall.  Attempting  to  damage  one  of  the  murals  will  
  trigger  its  effect  and  destroy  the  mural.  Each  of  
  the  murals  are  trapped  with  different  effects  and  
  require  an  appropriate  save  with  a   DC  20  to  
  avoid.   
  ●
  Mural  1:  this  mural  depicts  a  �iend  removing  a  
  heart  from  a  victim.  Any  creature  examining  
  the  mural  must  make  a  Wisdom  saving  throw  
  or  gain  disadvantage  on  all  Constitution  checks  
  and  saving  throws  until  the  effect  is  dispelled  
  with  a  Remove		Curse	. 
  ●
  Mural  2:  this  mural  depicts  a  group  of  
  Will-O-Wisps  killing  a  victim.  Any  creature  
  examining  the  mural  must  make  a  Constitution  
  saving  throw  or  suffer  one  level  of  exhaustion  
  and  begin  glowing  with  a  pale  green  light  for  1  
  hour  (which  makes  it  impossible  to  gain  the  
  bene�its  of  invisibility.)  
  ●
  Mural  3:  this  mural  depicts  a  medusa  
  petrifying  a  victim.  Any  creature  examining  the  
  mural  must  make  a   Constitution  saving  throw.  
  On  a  failed  save,  the  creature  begins  to  turn  to  
  stone  and  is  restrained.  It  must  repeat  the  
  saving  throw  at  the  end  of  its  next  turn.  On  a  
  success,  the  effect  ends.  On  a  failure,  the  
  creature  is  petri�ied  until  freed  by  the  Greater		
  Restoration	  spell  or  other  magic. 
  ●
  Mural  4:  this  mural  depicts  a  Mind  Flayer  
  devouring  a  victim’s  brain.   Any  creature  
  examining  the  mural  must  make  a  Wisdom  
  saving  throw  or  gain  disadvantage  on  all  
  Intelligence  checks  and  saving  throws  until  the  
  effect  is  dispelled  with  a  Remove		Curse	.  
  ●
  Mural  5:  this  mural  depicts  a  giant  spider  
  tearing  the  eyes  out  of  a  screaming  victim.  Any  
  creature  examining  the  mural  must  make  a  
  Constitution  Saving  throw  or  be  blinded  for  1  
  minute.  
  ●
  Mural  6:  this  mural  depicts  an  Intellect  
  Devourer  bursting  from  a  victim’s  head.   Any  
  creature  examining  the  mural  must  make  a  
  Wisdom  saving  throw  or  gain  disadvantage  on  
  all  Intelligence  checks  and  saving  throws  until  
  the  effect  is  dispelled  with  a  Remove		Curse	. 
  ●
  Mural  7:  this  mural  depicts  a  shadow  choking  
  a  victim.  Any  creature  examining  the  mural  
  must  make  a   Constitution  saving  throw  or  gain  
  vulnerability  to  necrotic  damage  and  cannot  
  regain  Hit  Points  for  1  hour.  
  ●
  Mural  8:   this  mural   depicts  a  banshee  slowly  
  killing  a  victim  with  her  song.  Any  creature  
  examining  the  mural  must  make  a  Constitution  
  Saving  throw  or  be  deafened  for  1  minute.  
   
  Once  the  players  reach  the  end  of  the  hallway,  
  they  �ind  the  double  doors  at  the  end  of  the  
  hallway  are  locked  and  require  a   DC18  Athletics  
  check  or  thieves’  tools  check  to  open.  
  Not  for  resale.  Permission  granted  to  print  or  photocopy  this  document  for  personal  use  only .  
   
  CCC-DWB-GNA-1   Gallery  of  the  Nightmare  Artist  v.2.3                                                                                                             Pg.  6  
  
  Scene   B:  The   Main   Gallery  
  The  double  door  opens  upon  a   beautifully  
  horri�ic  display.  
  The  room  before  you  is  a  circular  chamber  of  
  polished  black  stone  with  a  small  pool  of   purplish  
  liquid  in  the  center.  Several  painted  images  of   mind  
  ﬂayers  line  the  wall  and  a  series  of   display  cases  ﬁll  
  the  room.  In  the  center  of   the  pool  sits  a  small  
  pedestal  with  sculpture,  a  horriﬁc  depic�on  of   a  
  screaming  skull  with  gems  in  its  eyes.  As  you  enter  
  the  chamber,  the  pool  begins  to  bubble  and  an  oily  
  voice  emerges  from  it  “Welcome  to  my  gallery,  
  Dear  friends,  let  my  art  entertain  you…”  As  the  
  voice  falls  silent,  the  display  cases  ﬂy  open  and  
  emerging  from  them  are  the  severed  heads  of  
  Mind  Flayers.  The  pictures  on  the  walls  begin  to  
  move  and  shi�  and  gemstone  eyes  of   the  sculpture  
  begin  to  glow  as  it  ﬂoats  above  the  fountain.  
   
    The  �ive  paintings  on  the  wall  are  Guardian		
  Portraits	,  emerging  from  the  cases  are  �ive  Mind  
  Flayer  Heads  (  Intellect		Devourers		)  and  the  
  Gem  Sculpture  is  a   Demilich	.  All  of  them  attack  
  immediately  and  �ight  until  destroyed.  
  Area   Information  
  The  area   (Map  B)  has  the  following  features.  
  Terrain.	  The  room  is  a   circular  room  with  a  
  30ft  radius.  In  the  center  of  the  room  is  a   circular  
  small  pool  with  a   5ft  radius  that  is  30ft  deep.  
  There  are  4  display  cases  along  the  axis  of  the  
  room.  The  ceiling  is  30ft  high.   
  Lighting.	  The  room  is  covered  in  dim  green  
  light  from  glowing  crystals  mounted  to  the  wall. 	
    
   
   
   
   
   
   
   
   
  Adjusting   The   Scene:  
  Here  are  some  suggestions  for  adjusting  this  
  encounter:  
   
  Very		Weak:	  Remove  two 		Intellect		Devourers	 
  and  two 		Guardian		Portraits	 
  Weak:	  Remove  one  Intellect		Devourer	  and  
  one 		Guardian		Portrait	 
  Strong:	  Add  one  Intellect		Devourers	  and  one 	
  Guardian		Portraits		
  Very		Strong:	  Add  two 		Intellect		Devourers	,  
  and  two 		Guardian		Portraits		
   
   
  	
  Combat		
  The  Guardian		Portraits	  and  Mind  Flayer  Heads  
  (which  are  reskinned  Intellect		Devourers	)  are  
  immune  to  the  effects  of  the  Demilich’s		howl  
  and  energy  drain.  The  Guardian		Portraits		will  
  attempt  to  dominate  any  melee  focused  
  characters  while  the  Demilich	  attempts  to  keep  
  out  of  spell  range  and  to  draw  the  characters  
  deeper  into  the  room.  The  Mind  Flayer  Heads  (  
  Intellect		Devourers		)  attempt  to  kill  the  �irst  
  target  they  can  detect  with  their  detect  Sentience  
  ability.  
  	
  After  the  players  defeat  the  enemies  in  this  room,  
  they  can  investigate  this  room.  An  Investigation  
  or  Perception  check  will  discover  a   hidden  door  
  on  the  left  wall  behind  a   painting.  Opening  the  
  door  reveals  a   5  ft  wide  hallway  which  traverses  
  for  20ft  to  another  massive  room.   
   
   
   
   
   
   
   
  Not  for  resale.  Permission  granted  to  print  or  photocopy  this  document  for  personal  use  only .  
   
  CCC-DWB-GNA-1   Gallery  of  the  Nightmare  Artist  v.2.3                                                                                                             Pg.  7  
  
  Part   3:   An   Artist’s   Critique.    
  Estimated		Duration:		2		Hours	 
   
  Scene   C:   The   Mosaic  
    After  entering  the  room,  the  adventurers  
  discover  an  elaborate  trap  has  been  erected  
  around  the  artist’s  workshop.  
  As  you  exit  the  hallway,  you  observe  a  black  stone  
  tower  in  the  center  of   a  massive  mosaic  inlaid  on  
  the  ﬂoor.   The  mosaic  depicts  a  ﬂood  of   undeath  
  sweeping  over  the  Nine  Hells.  
  Area   Information  
  The  area   has  the  following  features.  
  Terrain.	  The  room  is  80ft  long  and  80ft  wide  
  with  a   35ft  ceiling.  The  tower  sits  on  a   30ft  by  
  30ft  square  on  the  far  side  of  the  room  with  a  
  �light  of  stone  stairs  leading  to  a   door  set  5ft  
  from  the  base.  
  Lighting.	  The  room  is  covered  in  dim,  green  
  light  from  glowing  crystals  mounted  into  the  
  wall.  
  Glyphed		Mosaic		Trap:	  The  mosaic  is  divided  
  into  10ft  by  10ft  tiles  each  with  a   glyph  of  
  warding  set  in  it.  Each  glyph  can  be  spotted  with  
  a   DC  19  investigation  check.  Each  of  these  glyphs  
  requires  Dispel  Magic  (DC  19)  to  destroy.  
  Whenever  a   glyph  is  triggered,  roll  on  the  table  
  below.  These  glyphs  will  trigger  if  a   humanoid  
  moves  over  them  and  their  effects  are  limited  to  
  the  tile  the  glyph  is  located.  
   
  Roll  1d8  
  Triggered  Spell  (Save  DC  20  )  
  1 
  Immolation 
  2 
  Negative  Energy  Flood 
  3 
  In�lict  Wounds 
  4 
  Synaptic  Static 
  5 
  Psychic  Scream  
  6 
  Reverse  Gravity  
  7 
  Feeblemind 
  8 
  Flame  Strike  
   
  Once  the  adventurers  bypass  the  mosaic  trap  and  
  reach  the  tower,  they  �ind  that  the  door  to  the  
  tower  opens  at  their  approach.  
  Scene   D:   The   Tower   Interior  
  The  door  opens  as  you  climb  the  black  stone  stairs,  
  beckoning  you  forward.   The  room  beyond  is  small,  
  but  simple  and  has  an  old,  wooden  ﬂoor  with  a  
  hole  in  the  corner  of   the  room.  A  noise  draws  your  
  a�en�on  and  as  you  look  up  you  see  a  decayed  and  
  ro�ng  Mind  Flayer  glaring  down  at  you.  You  hear  
  the  same  voice  from  before  only  the  voice  is  inside  
  your  mind.   “Welcome  my  friends,  you  will  be  
  perfect  material  for  my  next  masterpieces.”  As  the  
  creature  begins  cackling  madly  a  number  of  
  horrifying,  ghostly  mind  ﬂayers  raise  up  through  
  the  ﬂoor.   
  The  artist  is  an  Illithilich	  and  is  accompanied  by  
  3  Banshees	.  
  Area   Information  
  The  area   has  the  following  features.  
  Terrain.	  The  room  in  the  tower  is  20ft  long  
  and  20ft  wide  with  a   25ft  ceiling  and  a   5ft  wide  
  hole  in  the  back  of  the  room.  A  ledge  sits  15  feet  
  above  the  �loor.  
  Lighting.	  The  room  is  brightly  lit  by  a   green  
  chandler  set  into  the  ceiling.  
  Spell		Glyphs	.  While  inside  the  tower  on  
  initiative  count  20  (losing  ties)  The  Artist  can  
  trigger  one  of  8  glyphs  painted  into  the  walls  of  
  the  tower  (see  list  below).  They  affect  any  target  
  he  chooses  and  do  not  require  that  he  maintain  
  concentration.  Each  of  these  glyphs  requires  
  Dispel  Magic  (DC  15)  to  destroy.  
   
   
   
   
   
   
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  Roll  1d8  
  Triggered  Spell  
  1 
  Bless 
  2 
  Blade  Ward 
  3 
  Armor  of  Agathys  (5th  level  spell)  
  4 
  Stoneskin  
  5 
  Blur 
  6 
  Haste  
  7 
  Dispel  Magic 
  8 
  Heroism  
   
  Creature   Information  
  The  Illithilich	  simply  calls  himself  “The  Artist”.   
  Objectives		&		Goals.	  “The  Artist”  wants  to  
  continue  making  “art”  out  of  living  beings.   He  
  wants  to  kill  any  that  would  interrupt  him  and  
  use  them  as  materials  for  his  next  exhibit.  
  What		Do		They		Know?	   “The  Artist  has  no  idea  
  that  an  army  of  �iends  is  outside  nor  does  he  
  care.  His  art  is  all  he  can  remember  and  all  he  
  cares  about.   
    
   
  Adjusting   The   Scene:  
  Very		Weak:		Replace  the  Illithilich	  with  an  
  Alhoon		and  remove  two  Banshees		
  Weak:		Remove  one  Banshee		
  Strong:		Add  one  Banshee		
  Very		Strong:		Add  two  Banshees			
  	
   
   
  Treasure  
  After  The		Artist	  has  been  defeated,  a   search  of  
  his  person  yields  two  spell  scrolls,  one  for  
  Forbiddance	  and  one  for  Creation	,   stuffed  in  his  
  pocket  covered  in  multicolored  inks.  The		
  Artist’s	  journal,  which  can  be  found  within  his  
  work  area,  informs  the  adventurers  that  the  
  tower  itself  is  a   Daern’s		Instant		Fortress		(See		
  Appendix		B		)	  and  how  to  claim  it.  Any  glyphs  
  that  have  not  been  triggered  vanish  once  The		
  Artist	  dies.  
  Wrap-Up  
  Once  the  players  have  defeated  The  Artist  and  
  exited  the  building,  they  are  greeted  by  Spyknok  
  who  takes  possession  of  the  building  but  allows  
  the  adventurers  to  keep  the  tower.  Spyknok  pays  
  the  adventurers  and  makes  good  on  his  promise  
  to  liberate  them  from  this  level  of  the  Nine  Hells  
  with  the  stipulation  that  they  never  return.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Rewards  
  At  the  end		of		the		session	,  the  characters  receive  
  rewards  based  upon  their  accomplishments.  
   
   
  Character   Rewards  
  The  characters  earn  the  following  rewards:  
  Advancement  
  Upon  completing  this  adventure,  each  character  
  gains  a   level.  At  their  discretion,  they  may  choose  
  to  decline  advancement.  Remind  your  players  
  that  the  amount  of  gold  that  their  characters  can  
  earn  per  level  is  limited;  declining  advancement  
  means  that  they  may  reach  a   point  where  they  
  earn  no  gold.  
  Gold  
  Award  each  character  gold  for  each  hour  of  the  
  session.  Adventures  typically  features  cues  for  
  this,  but  you  can  add  it  where  you  see  �it.  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   Item(s)  
  If  found  during  the  adventure,  the  characters  can  
  keep  the  following  magic  items;  these  items  are  
  described  in  Appendix		B	:  
  ● Spell		Scroll:		Creation		
  ● Spell		Scroll:		Forbiddance		
  ● Daern’s		Instant		Fortress		
  	
  Dungeon   Master   Rewards  
  For  running  this  adventure,  you  gain  a   DM		
  Reward.		  This  reward  can  be  redeemed  for  levels,  
  magic  items,  and  other  season-themed  things.  
  See  the  Adventurers  League  DM  Rewards  
  document  for  more  info.  
   
  Story   Award  
  				Banned:		Maladomini.		  Maladomini’s  prevailing  
  theme  is  truth,  and  the  truth  is…  you’ve  violated  
  the  laws  of  this  place.  Whether  you’ve  done  so  
  knowingly  or  not,  Baalzebul,  lord  of  the  seventh  
  layer  of  the  Nine  Hells,  has  deemed  you  guilty  of  
  this  transgression  and  has  banned  you  from  ever  
  returning.  You  can’t  participate  in  further  
  adventures  in  this  place.   
       A  character  with  this  story  award  may  visit  
  other  areas  of  the  Nine  Hells  but  has  been  
  banned  from  Maladomin i.  
   
   
   
   
   
   
   
   
   
   
   
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  Dramatis  Personae  
   
  The  following  NPCs  and  locations  feature  
  prominently  in  this  adventure.   
  Spyknok		(Spy-Knock).	  A  scheming  Horned  Devil  
  and  member  of  the  Gravelfoot  Brigade,  Spyknock  
  is  sel�ish  and  self-serving.   
  ●
  Personality:		My  service  will  elevate  me.  
  ●
  Ideal:	  My  loyalty  is  only  to  me.  
  ●
  Bond:	  I  treat  those  who  can  help  me  with  
  care.  
  ●
  Flaw:		My  loyalty  is  not  more  important  
  than  my  life.  
  	
  “The		Artist”.	  A  rogue  Illithilich  that  has  been  
  driven  mad  by  the  destruction  of  his  colony.  
  ●
  Personality:		My  obsession  with  my  art  is  
  all  consuming.  
  ●
  Ideal:		I  would  rather  die  than  allow  my  
  art  to  be  destroyed.  
  ●
  Bond:	  I  will  make  them  see  my  
  greatness!  
  ●
  Flaw:	  I  treat  negative  criticism  of  my  art  
  as  a   deadly  insult.  
   
  	
  	
  	
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  Creature  Statistics  
   
  Demilich		
  Tiny		undead,		neutral		evil			
  Armor		Class	  20  (natural  armor)  
  Hit		Points	  80  (20d4) 
  Speed	  0  ft.,  �ly  30  ft.  (hover)  
   
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	 
  1  (+0) 20  (+5) 10  (+0) 20  (+5) 17  (+3) 20  (+5) 	
  Saving		Throws	  Con  +6,  Int  +  11,  Wis  +9,  Cha  +  11 
  Damage		Resistances	  bludgeoning,  piercing,  and  
  slashing  from  magic  weapons  
  Damage		Immunities	  necrotic,  poison,  psychic,  
  bludgeoning,  piercing,  and  slashing  from  non  magical  
  weapons  
  Condition		Immunities	  charmed,  deafened,  exhaustion,  
  frightened,  paralyzed,  petri�ied,  poisoned,  prone,  
  stunned 
  Senses	  truesight  120  ft.,  passive  Perception  13  
  Languages	  - 
  Challenge	  21  (33,000  XP) 
   
  Avoidance.	  If  the  demilich  is  subjected  to  an  effect  that  
  allows  it  to  make  a  saving  throw  to  take  only  half  
  damage,  it  instead  takes  no  damage  if  it  succeeds  on  the  
  saving  throw,  and  only  half  damage  if  it  fails.  
  	
  Legendary		Resistance		(3/Day).			If  the  demilich  fails  a  
  saving  throw,  it  can  choose  to  succeed  instead.  
  	
  Turn		Immunity	.		The  demilich  is  immune  to  effects  
  that  turn  undead. 
  	
  Actions		
  Howl		(Recharge		5-6).		The  demilich  emits  a 
  bloodcurdling  howl.  Each  creature  within  30  feet  of  the  
  demilich  that  can  hear  the  howl  must  succeed  on  a  DC  
  15  Constitution  saving  throw  or  drop  to  0  hit  points.  On  
  a  successful  save,  the  creature  is  frightened  until  the  
  end  of  its  next  turn.  
   
  Life		Drain.		The  demilich  targets  up  to  three  creatures  
  that  it  can  see  within  10  feet  of  it.  Each  target  must  
  succeed  on  a  DC:19  Constitution  saving  throw  or  take  
  21  (6d6)  necrotic  damage,  and  the  demilich  regains  hit  
  points  equal  to  the  total  damage  dealt  to  all  targets.  
   
  Trap		Soul	.  The  demilich  targets  one  creature  that  it  can  
  within  30  feet  of  it.  The  target  must  make  a  DC  19  
  Charisma  saving  throw.  On  a  failed  save,  the  target's  
  soul  is  magically  trapped  inside  one  of  the  demilich's  
  gems.  While  the  soul  is  trapped,  the  target's  body  and  
  all  the  equipment  it  is  carrying  cease  to  exist.  On  a  
  successful  save,  the  target  takes  24  (7d6)  necrotic  
  damage,  and  if  this  damage  reduces  the  target  to  0  hit  
  points,  its  soul  is  trapped  as  if  it  failed  the  saving  
  throw.  A  soul  trapped  in  a  gem  for  24  hours  is  devoured  
  and  ceases  to  exist.  
   
  If  the  demilich  drops  to  0  hit  points,  it  is  destroyed  and  
  turns  to  powder,  leaving  behind  its  gems.  Crushing  a  
  gem  releases  any  soul  trapped  within,  at  which  point  
  the  target's  body  reforms  in  an  unoccupied  space  
  nearest  to  the  gem  and  in  the  same  state  as  when  it  was  
  trapped.  
   
  Legendary		Actions		
  The  demilich  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  demilich  regains  spent  
  legendary  actions  at  the  start  of  its  turn. 
  	
  Flight.			The  demilich  �lies  up  to  half  its  �lying  speed.  
   
  Cloud		of		Dust.			The  demilich  magically  swirls  its  dusty  
  remains.  Each  creature  within  10  feet  of  the  demilich,  
  including  around  
  a  corner,  must  succeed  on  a  DC  15  Constitution  saving  
  throw  or  be  blinded  until  the  end  of  the  demilich's  next  
  turn.  A  creature  that  succeeds  on  the  saving  throw  is  
  immune  to  this  effect  until  the  end  of  the  demilich's  
  next  turn.  
   
  Energy		Drain		(Costs		2		Actions).			Each  creature  within  
  30  feet  of  the  demilich  must  make  a  DC  15  Constitution  
  saving  throw.  On  a  failed  save,  the  creature's  hit  point  
  maximum  is  magically  reduced  by  10  (3d6).  If  a  
  creature's  hit  point  maximum  is  reduced  to  0  by  this  
  effect,  the  creature  dies.  A  creature's  hit  point  maximum  
  can  be  restored  with  the  greater		restoration		spell  or 
  similar  magic. 
   
  Vile		Curse		(Costs		3		Actions).			The  demilich  targets  one  
  creature  it  can  see  within  30  feet  of  it.  The  target  must  
  succeed  on  a  DC  15  Wisdom  saving  throw  or  be  
  magically  cursed.  Until  the  curse  ends,  the  target  has  
  disadvantage  on  attack  rolls  and  saving  throws.  The  
  target  can  repeat  the  saving  throw  at  the  end  of  each  of  
  its  turns,  ending  the  curse  on  a  success. 
  Not  for  resale.  Permission  granted  to  print  or  photocopy  this  document  for  personal  use  only .  
   
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  Mind		Flayer		Head		(Reskinned		
  Intellect		Devourer)	 
  Tiny		aberration,		lawful		evil		
  Armor		Class		12 
  Hit		Points			21  (6d4  +  6) 
  Speed		40ft.  
   
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	 
  6  (-2) 
  14  (+2) 13  (+1) 12  (+1) 11  (+0) 10  (+0) 	
   
  Skills	  Perception  +2,  Stealth  +4  
  Damage		Resistances	  bludgeoning,  piercing,  and  
  slashing  from  non  magical  weapons  
  Condition		Immunities	  blinded 
  Senses	  blindsight  60ft.  (blind  beyond  this  radius),  
  passive  Perception  12  
  Languages	  understands  Deep  Speech  but  can  't  speak, 
  telepathy  60ft.  
  Challenge	  2  (450  XP) 
   
  Detect		Sentience	.		The  intellect  devourer  can  sense  the  
  presence  and  location  of  any  creature  within  300  feet  of  
  it  that  has  an  Intelligence  of  3  or  higher,  regardless  of  
  interposing  barriers,  unless  the  creature  is  protected  by  
  a  mind  blank  spell. 
  	
  Actions		
  Multiattack.			The  intellect  devourer  makes  one  attack  
  with  its  claws  and  uses  Devour  Intellect.  
  	
  Claws.			Melee  Weapon  Attack:  +4  to  hit,  reach  5  ft.,  one  
  target.  Hit:  7  (2d4  +  2)  slashing  damage.  
  	
  Devour		Intellect.			The  intellect  devourer  targets  one  
  creature  it  can  see  within  10  feet  of  it  that  has  a  brain.  
  The  target  must  succeed  on  a  DC  12  Intelligence  saving  
  throw  against  this  magic  or  take  11  (2d10)  psychic  
  damage.  Also  on  a  failure,  roll  3d6:  If  the  total  equals  or  
  exceeds  the  target's  Intelligence  score,  that  score  is  
  reduced  to  0.  The  target  is  stunned  until  it  regains  at  
  least  one  point  of  Intelligence.  
  	
  Body		Thief.			The  intellect  devourer  initiates  an  
  Intelligence  contest  with  an  incapacitated  humanoid  
  within  5  feet  of  it.  If  it  wins  the  contest,  the  intellect  
  devourer  magically  consumes  the  target's  brain,  
  teleports  into  the  target's  skull,  and  takes  control  of  the  
  target's  body.  While  inside  a  creature,  the  intellect  
  devourer  has  total  cover  against  attacks  and  other  
  effects  originating  outside  its  host.  The  intellect  
  devourer  retains  its  Intelligence,  Wisdom,  and  
  Charisma  scores,  as  well  as  its  understanding  of  Deep  
  Speech,  its  telepathy,  and  its  traits.  It  otherwise  adopts  
  the  target's  statistics.  It  knows  everything  the  creature  
  knew,  including  spells  and  languages.  If  the  host  body  
  drops  to  0  hit  points,  the  intellect  devourer  must  leave  
  it.  A  protection  from  evil  and  good  spell  cast  on  the  
  body  drives  the  intellect  devourer  out.  The  intellect  
  devourer  is  also  forced  out  if  the  target  regains  its  
  devoured  brain  by  means  of  a  wish.  By  spending  5  feet  
  of  its  movement,  the  intellect  devourer  can  voluntarily  
  leave  the  body,  teleporting  to  the  nearest  unoccupied  
  space  within  5  feet  of  it.  The  body  then  dies,  unless  its  
  brain  is  restored  within  1  round.  
   
  Banshee		
  Medium		undead,		chaotic		evil		
  Armor		Class	  12 
  Hit		Points			58		(13d8)		
  Speed		0		ft.,		�ly		40ft.		(hover)		
   
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	 
  6  (-2) 
  14  (+2) 14  (+2) 
  4  (-3) 
  7  (-2) 
  2  (-4) 	
  	
  Saving		Throws	  Wis  +2,  Cha  +4 
  Damage		Resistances	  acid,  �ire,  lightning,  thunder;  
  bludgeoning,  piercing,  and  slashing  from  non  magical  
  weapons  
  Damage		Immunities	  cold,  necrotic,  poison  
  Condition  Immunities  charmed,  exhaustion,  frightened,  
  grappled,  paralyzed,  petri�ied,  poisoned,  prone,  
  restrained  
  Senses	  darkvision  60ft.,  passive  Perception  10  
  Languages	  Common,  Elvish  
  Challenge	  4  (1,100  XP) 
   
  Detect		Life.	  The  banshee  can  magically  sense  the  
  presence  of  living  creatures  up  to  5  miles  away.  She  
  knows  the  general  direction  they're  in  but  not  their  
  exact  locations.  
   
  Incorporeal		Movement	.  The  banshee  can  move  
  through  other  creatures  and  objects  as  if  they  were  
  dif�icult  terrain.  She  takes  5  (1d10)  force  damage  if  she  
  ends  her  turn  inside  an  object.  
   
  Actions		
  Corrupting		Touch	.		Melee  Spell  Attack:  +4  to  hit,  reach  
  5  ft.,  one  target.  Hit:  12  (3d6  +  2)  necrotic  damage.  
  	
  Horrifying		Visage.		Each  non-undead  creature  within  
  60  feet  of  the  banshee  that  can  see  her  must  succeed  on  
  a  DC  13  Wisdom  saving  throw  or  be  frightened  for  1  
  minute.  A  frightened  target  can  repeat  the  saving  throw  
  at  the  end  of  each  of  its  turns,  with  disadvantage  if  the  
  Not  for  resale.  Permission  granted  to  print  or  photocopy  this  document  for  personal  use  only .  
   
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  banshee  is  within  line  of  sight,  ending  the  effect  on  
  itself  on  a  success.  If  a  target's  saving  throw  is  
  successful  or  the  effect  ends  for  it,  the  target  is  immune  
  to  the  banshee's  Horrifying  Visage  for  the  next  24  
  hours. 
   
  Wail		(1/Day).		The  banshee  releases  a  mournful  wail,  
  provided  that  she  isn't  in  sunlight.  This  wail  has  no  
  effect  on  constructs  and  undead.  All  other  creatures  
  within  30  feet  of  her  that  can  hear  her  must  make  a  DC  
  13  Constitution  saving  throw.  On  a  failure,  a  creature  
  drops  to  0  hit  points.  On  a  success,  a  creature  takes  10  
  (3d6)  psychic  damage. 	
   
  “The		Artist”		(Illithilich)		
  Medium		undead,		Chaotic		Evil		
  Armor		Class	  17  (natural  armor)  
  Hit		Points	  135  (1  8d8  +54) 
  Speed		30ft.  
   
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	 
  11  (+0) 16  (+3) 16  (+3) 20  (+5) 14  (+2) 16  (+3) 	
  	
  Saving		Throws		Con  +10,  lnt  +12,  Wis  +9 	
  Skills		Arcana  +18,  History  +12,  Insight  +9,  Perception  
  +9 	
  Damage		Resistances		cold,  lightning,  necrotic 	
  Damage		Immunities		poison;  bludgeoning,  piercing,  
  and  slashing  from  nonmagical  weapons  
  Condition		Immunities		charmed,  exhaustion,  
  frightened,  paralyzed,  poisoned  
  Senses		truesight  120  ft.,  passive  Perception  19 	
  Languages		Deep  Speech,  
  Challenge		22  (41,000  XP) 
   
  Legendary		Resistance		(3/Day).			If  the  lich  fails  a  
  saving  throw,  it  can  choose  to  succeed  instead.   
   
  Rejuvenation.			If  it  has  a  phylactery,  a  destroyed  lich  
  gains  a  new  body  in  1d10  days,  regaining  all  its  hit  
  points  and  becoming  active  again.  The  new  body  
  appears  within  5  feet  of  the  phylactery.  
  	
  Spellcasting.			The  lich  is  an  18th-level  spellcaster.  Its  
  spellcasting  ability  is  Intelligence  (spell  save  DC  20,  
  +12  to  hit  with  spell  attacks).  The  lich  has  the  following  
  wizard  spells  prepared:  
  Cantrips  (at  will): 		mage		hand,		prestidigitation,		Chill		
  Touch		
  1st  level  (4  slots): 		detect		magic,		magic		missile,		shield,		
  thunderwave		
  2nd  level  (3  slots): 		detect		thoughts,		invisibility,		Melf's		
  acid		arrow,		mirror		image		
  3rd  level  (3  slots): 		animate		dead,		counterspell,		dispel	
  magic,		�ireball		
  4th  level  (3  slots) :		blight,		dimension		door		
  5th  level  (3  slots) :		cloudkill,		scrying		
  6th  level  (1  s  lot) :		disintegrate,		globe		of		invulnerability		
  7th  level  (1  slot): 		�inger		of		death,		plane		shift		
  8th  level  (1  slot) :		dominate		monster,		power		word		stun	
  9th  level  (1  slot): 		Psychic		Scream		
  	
  Turn		Resistance	.		The  lich  has  advantage  on  saving  
  throws  against  any  effect  that  turns  undead.  
  	
  Magic		Resistance.			The  lich  has  advantage  on  saving  
  throws  against  spells  and  other  magical  effects.  
  	
  Innate		Spellcasting		(Psionics).			The  lich's  innate  
  spellcasting  ability  is  Intelligence  (spell  save  DC  20).  It  
  can  innately  cast  the  following  spells*  requiring  no  
  components. 	
  At  will: 		detect		thoughts,		levitate		
  1  /day  each ;	  dominate		monster,		plane		shift		(self		only)		
  	
  Actions		
  Tentacles	.  Melee  Weapon  Attack:  +  12  to  hit;  reach  5  ft.,  
  one  creature.  Hit:  21  , (3d10  +  5)  psychic  damage.  If  the  
  target  is  Large  or  smaller,  it  is  grappled  {escape  DC  15)  
  and  must  succeed  on  a  DC  20  Intelligence  saving  throw  
  or  be  stunned  until  this  grapple  ends.  
   
  Extract		Brain	.  Melee  Weapon  Attack:  +  12  to  hit,  reach  
  5  ft.1  one  incapacitated  humanoid  grappled  by  the  lich.  
  Hit:  55  (10d10)  piercing.damage.  If  this  damage  reduces  
  the  target  to  0  hit  points,  the  lich  kills  the  target  by  
  extracting  and  devouring  its  brain.  
   
  Mind		Blast		(Recharge		5-6).		The  lich  magically  emits  
  psychic  energy  in  a  60-foot  cone.  Each  creature  in  that  
  area  must  succeed  on  a  DC  18  intelLigence  saving  
  throw  or  take  27  (5d8  +  5)  psychic  damage  and  be  
  stunned  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 .		
   
  Legendary		Action		
  The  lich  gains  the  following  legendary  action  options,  
  which  replace  all  of  the  lich's  legendary  actions.  
   
  Tentacles	.  The  lich  makes  one  attack  with  its  tentacles.  
   
  Extract		Brain		(Costs		2		Actions).	  The  lich  uses  Extract  
  Brain.  
   
  Not  for  resale.  Permission  granted  to  print  or  photocopy  this  document  for  personal  use  only .  
   
  CCC-DWB-GNA-1   Gallery  of  the  Nightmare  Artist  v.2.3                                                                                                             Pg.  14  
  
  Mind		Blast		(Costs		3		Actions).	  The  lich  recharges  its  
  Mind  Blast  and  uses  it.  
   
  Cast		Spell		(Costs		1-3		Actions).		The  lich  uses  a  spell 
  slot  to  cast  a  1st-,  2nd-,  or  3rd-level  spell  that  it  has  
  prepared.  Doing  so  costs  l  legendary  action  per  level  of  
  the  spell. 
   
  Guardian		Portrait		
  Medium		construct,		unaligned		
  Armor		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,  petri�ied,  poisoned,  
  prone,  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  �ield.  If  targeted  by  
  dispel  magic,  the  portrait  must  succeed  on  a  
  Constitution  saving  throw  against  the  caster’s  spell  save  
  DC  or  fall  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: 	
  3/day  each:  counterspell,  Hold  Person,  hypnotic  
  pattern,  Dominate  Person  
  	
  False		Appearance.		While  the  �igure  in  the  portrait  
  remains  motionless,  it  is  indistinguishable  from  a  
  normal  painting. 
  	
  Alhoon		
  Medium		Undead,		any		evil		alignment		
  Armor		Class	  15  (naturaJ  armor)  
  Hit		Points	  120  (16d8  +  48) 
  Speed	  30  ft.  
   
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	 
  11  (+0) 12  (+1) 16  (+3) 19  (+4) 17  (+3) 17  (+3) 	
  	
  Saving		Throws		Con  +7,  Int  +8,  Wis  +7,  Cha  +7 	
  Skills		Arcana  +8,  Deception  +7,  History  +8,  Insight  +7,  
  Perception  +7,  Stealth  +5 	
  Damage		Resistances		cold,  lightning,  necrotic 	
  Damage		Immunities		poison;  bludgeoning,  piercing,  
  and  slashing  from  nonmagical  attacks  
  Condition		Immunities		charmed,  exhaustion, 
  frightened,  paralyzed,  poisoned 	
  Senses		truesight  120  ft.,  passive  Perception  17 	
  languages		Deep  Speech,  Undercommon,  telepathy  120  
  ft. 	
  Challenge		10  (5,900  XP) 	
  Magic		Resistance.		The  alhoon  has  advantage  on  saving  
  throws  against  spells  and  other  magical  effects.  
  	
  Innate		Spellcasting		(Psionics).		The  alhoon's  innate  
  spellcasting  ability  is  Intelligence  (spell  save  DC  16).  It  
  can  innately  cast  the  following  spells,  requiring  no  
  components: 	
  	
  At		will:		detect  thoughts,  levitate 	
  1/day		each:		dominate  monster,  plane  shift  (self  only) 	
  	
  Spellcasting.		The  alhoon  is  a  12th-level  spellcaster.  Its  
  spellcasting  ability  is  Intelligence  (spell  save  DC  16,  +8  
  to  hit  with  spell  attacks).  The  alhoon  has  the  following  
  wizard  spells  prepared: 	
  Cantrips  (at  will):  chill		touch,		dancing		lights,		mage		
  hand,		prestidigitation,		shocking		grasp		
  1st  level  (4  slots):  detect		magic,		disguise		self.		magic		
  missile,		shield		
  2nd  level  (3  slots):  invisibility,		mirror		image,		scorching		
  ray		
  3rd  level  (3  slots): 		counterspell,		�ly,		lightning		bolt		
  4th  level  (3  slots):  confusion,		Evard's		black		tentacles,		
  phantasmal		killer		
  5th  level  (2  slots):  modify		memory,		wall		of		force		
  6th  level  (1  slot): 		disintegrate,		globe		of		invulnerability		
  	
  Turn		Resistance.		The  alhoon  has  advantage  on  saving  
  throws  against  any  effect  that  turns  undead. 	
  	
  Actions		
  Chilling		Grasp.		Melee  Spell  Attack:  +8  to  hit.  reach  5  ft.,  
  one  target.  Hit:  10  (3d6)  cold  damage. 	
  	
  Mind		Blast		(Recharge		5-6	).  The  alhoon  magically  
  emits  psychic  energy  in  a  60-foot  cone.  Each  creature  in  
  that  area  must  succeed  on  a  DC  16  Intelligence  saving  
  throw  or  take  22  (4d8  +  4)  psychic  damage  and  be  
  stμnned  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.  
  Not  for  resale.  Permission  granted  to  print  or  photocopy  this  document  for  personal  use  only .  
   
  CCC-DWB-GNA-1   Gallery  of  the  Nightmare  Artist  v.2.3                                                                                                             Pg.  15  
  
  Appendix  A:  Map  
   
  This  appendix  includes  a   keyed  map  for  the  DMs  
  reference.  A  blank,  colored  one  has  also  been  
  included  with  your  purchase.   
   
   
   
   
   
  Not  for  resale.  Permission  granted  to  print  or  photocopy  this  document  for  personal  use  only .  
   
  CCC-DWB-GNA-1   Gallery  of  the  Nightmare  Artist  v.2.3                                                                                                             Pg.  16  
  
   
   
  Appendix  B:  Character  Rewards  
   
  Daerun’s   Instant   Fortress  
  Wondrous		item,		rare  
   
  You  can  use  an  action  to  place  this  l-inch  
  metal  cube  on  the  ground  and  speak  its  
  command  word.  The  cub e   rapidly  grows  into  a  
  fortress  that  remains  until  you  us e   an  action  to  
  speak  the  command  word  (The  command  word  
  is  Inspiration.)  that  dismisses  it  which  works  
  only  if  the  fortress  is  empty.  
  The  fortress  is  a   square  tower ,  20  feet  on  
  a   side  and  30  feet  high,  with  arrow  slits  on  all  
  sides  and  a   battlement  atop  it.  Its  interior  is  
  divided  into  two  �loors   with  a   ladder  running  
  along  one  wall  to  connect  them .   The  ladder  ends  
  at  a   trapdoor  leading  to  the  roof.  Whe n   activated,  
  the  tower  has  a   small  door  on  the  side  facing  you.  
  The  door  opens  only  at  your  command,  which  
  you  can  speak  as  a   bonus  action.  It  is  immune  to  
  the  knock		spell  and  similar  magic,  such  as  that  of  
  a   chime		of		opening.	 
  Each  creature  in  the  area   where  the  
  fortress  appears  must  make  a   DC  15  Dexterity  
  saving  throw,  taking   10d10  bludgeoning  damage  
  on  a   failed  save,  or  half   as  much  damage  on  a  
  successful  one.  In  either  case,  the  creature  is  
  pushed  to  an  unoccupied  space  outside   but  next  
  to  the  fortress.  Objects  in  the  area   that  aren't  
  being  worn  or  carried  take  this  damage  and  are  
  pushe d  automatically  
   
  The  tower  is  made  of  adamantin e,  a nd  
  it's  magic  prevents  it  from  being  tipped  ove r.  Th e  
  roof,  the  door ,   and  the  walls  each  have  100  hit  
  points ,  immunity  to  damage  from  nonmagical  
  weapons  excluding  sieg e   w eapons,  and  
  resistance  to  all  other  damage.  Only  a    w	ish		spell  
  can  repair  the  fortress  (this  use  of  the  spell  
  c ounts  as  replicating  a   spell  of  8th  level  or  
  lower).  Each  c asting  of  wish		causes  the  roof,  the  
  door ,  or  one  wall  to  re gain  50  hit  points .  
   
   
  This  item  has  the  appearance  of  black  stone  
  and  anyone  who  knows  of  this  item’s  past  with  
  The  Artist  is  likely  to  view  it  and  its  owner  with  
  suspicion   
   
  This  item  can  be  found  on  Magic  Item  Table  G  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Not  for  resale.  Permission  granted  to  print  or  photocopy  this  document  for  personal  use  only .  
   
  CCC-DWB-GNA-1   Gallery  of  the  Nightmare  Artist  v.2.3                                                                                                             Pg.  17  
  
   
   
  Appendix  C:  Story  Awards   
   
  During  this  adventure,  the  characters  may  earn  the  following  story  awards:  
   
  Banned:   Maladomini  
  Maladomini’s  prevailing  theme  is  truth,  and  the  truth  is…  you’ve  violated  the  laws  of  this  place.  Whether  
  you’ve  done  so  knowingly  or  not,  Baalzebul,  lord  of  the  seventh  layer  of  the  Nine  Hells,  has  deemed  you  
  guilty  of  this  transgression  and  has  banned  you  from  ever  returning.  You  can’t  participate  in  further  
  adventures  in  this  place.   
       A  character  with  this  story  award  may  visit  other  areas  of  the  Nine  Hells  but  has  been  banned  from  
  Maladomin i.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Not  for  resale.  Permission  granted  to  print  or  photocopy  this  document  for  personal  use  only .  
   
  CCC-DWB-GNA-1   Gallery  of  the  Nightmare  Artist  v.2.3                                                                                                             Pg.  18  
  
  Appendix  D:  Dungeon  Master  Tips  
   
  To  DM  an  adventure,  you  must	  have  3  to  7  
  players—each  with  their  own  character  within  
  the  adventure’s  level  range  (see  Adventure  
  Primer).  Characters  playing  in  a   hardcover	 
  adventure  may  continue  to  play  but  if  they  play  
  a   different  hardcover 		adventure,  they  can’t		
  return	  to  the  �irst  if  outside  its  level  range.  
  New   to   D&D   Adventurers   League?  
  h�p://dnd.wizards.com/playevents/organized-play  
   
  New   to   the   Annual   Storyline?  
  h�p://dnd.wizards.com/story/waterdeep  
   
  h�p://dndadventurersleague.org/storyline-seasons/wa 
  terdeep-adventures/  
  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  the  adventure,  such  as  a  way  you’d  like  to  
  portray  an  NPC  or  a  tactic  you’d  like  to  use  in  
  combat.  Familiar  yourself  with  the  adventure’s  
  appendices  and  handouts. 
  ● Gather  any  resources  you’d  like  to  use  to  aid  you  in  
  running  this  adventure--such  as  notecards,  a  DM  
  screen,  miniatures,  and  battlemaps.  
  ● Ask  the  players  to  provide  you  with  relevant  
  character  information,  such  as  name,  race,  class,  and  
  level;  passive  Wisdom  (Perception),  and  anything  
  speci�ied  as  notable  by  the  adventure  (such  as  
  backgrounds,  traits,  �laws,  etc.)  
  Players  can  play  an  adventure  they  previously  
  played  as  a   Player  or  Dungeon  Master  but  may  
  only  play  it  once  with  a   given  character.  Ensure  
  each  player  has  their  character’s  adventure  
  logsheet  (if  not,  get  one  from  the  organizer)  
  with  their  starting  values  for  advancement  and  
  treasure  checkpoints,  downtime  days,  and  
  renown.  These  are  updated  at  the  conclusion  of  
  the  session.  The  adventure  information  and  
  your  information  is  added  at  the  end  of  the  
  adventure  session—whether  they  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  that  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  
  Players  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  now,  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  speci�ies  
  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   Composi�on   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  
   
  Not  for  resale.  Permission  granted  to  print  or  photocopy  this  document  for  personal  use  only .  
   
  CCC-DWB-GNA-1   Gallery  of  the  Nightmare  Artist  v.2.3                                                                                                             Pg.  19  
  
  Appendix  E:  DWB  D&D  
   
  What   is   DWB   D&D?  
   
  We  are  an  online  community  based  around  a  
  mutual  love  of  D&D  and  one  of  the  largest  
  online  groups  for  Adventurers  League  play.   
   
  We  like  to  provide  access  and  opportunity  for  
  anyone  interested  in  participating  in  this  
  wonderful  hobby  of  ours  so  they  can  connect  
  with  others  and  play  regardless  of  barriers.   We  
  are  an  inclusive  and  accommodating  group  and  
  we  specialize  in  helping  people  learn  to  play  
  and  use  the  tools  available  for  online  play.   
   
   
  How   to   Get   Involved?   
   
  The  best  way  to  get  involved  is  to  join  us  on  
  discord!  We  have  games  everyday,  a   team  of  
  mentors  ready  to  answer  your  questions  and  
  assist  you,  and  a   library  of  prepared  games  to  
  save  you  time  preparing  them  yourself.   
   
  Join  the  discord  at:  https://discord.gg/yJdzGmR  
   
  Or  you  can  contact  me  directly!   
  Twitter:  twitter.com/Daddywarrbuxx  
  Facebook:  facebook . com/Daddywarrbux  
  Email:  daddywarrbuxx@gmail.com  
   
   
  Please		reach		out		to		me!			
  One  of  the  things  we  are  hoping  to  do  is  enable  
  more  writers  an  opportunity  to  share  their  
  work.   We  (try)  to  host  an  epic  every  three  
  months,  so  if  you  are  looking  for  an  event  to  
  submit  a   CCC  on  or  would  like  to  create  an  
  adventure  using  the  premade  bundles  let  me  
  know!   
   
   
   
   
   
   
   
   
  Not  for  resale.  Permission  granted  to  print  or  photocopy  this  document  for  personal  use  only .  
   
  CCC-DWB-GNA-1   Gallery  of  the  Nightmare  Artist  v.2.3                                                                                                             Pg.  20  
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/CCC-DWB-GNA-1_Gallery_of_the_Nightmare_Artist_-_Print_Friendly.pdf