TEXT:  
   
  Ark of the Mountains 
   
  The flying galleon Thunderbound descends on Beregost, unleashing the wrath of the cloud 
  giants! To save the town from annihilation, heroes from far and wide must awaken the lost 
  machine entombed under Durlag’s Tower. Dare you board the Ark of the Mountains and do battle 
  in the burning skies? 
   
  A 4-hour Epic Adventure for 1st-16th Level Characters 
   
   
   
  Will Doyle 
  Adventure Designer 
   
  Adventure Code: DDEP05-02 
  Version: 1.2 
   
   
   
   
  Development and Editing: Claire Hoffman, Travis Woodall 
  Organized Play: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, 
  Alan Patrick 
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards 
  of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the 
  Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the 
  express written permission of Wizards of the Coast. 
   
  ©2016 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. 
   
  
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  DDEP05-02 Ark of the Mountains  
   
   
  2 
  Introduction 
  Welcome to Ark of the Mountains: a D&D Epics™ 
  adventure, part of the D&D Adventurers League™ 
  organized play system and Storm King’s Thunder 
  storyline season. This adventure supports the 
  following tiers of play: 
   1st through 4th-level characters (optimized for 
  five 3rd level characters) 
   5th through 10th-level characters (optimized 
  for five 8th level characters) 
   11th through 16th-level characters (optimized 
  for five 12th level characters) 
  Each table must seat characters of the same tier. This 
  is a special four-hour interactive adventure, 
  designed for eight or more tables playing 
  together. Guidelines for coordinating this event 
  appear in Appendix 5: “Administrator Guide”. 
  Printing this Document 
  If you’re running Ark of the Mountains as the Dungeon 
  Master, you’ll only need to print this adventure through to 
  Appendix 4: “NPC Statistics”. Administrators are advised to 
  run separate prints of Appendix 5: “Administrator Guide” for 
  each administrator on the team. Appendix 5 contains guides 
  for printing Appendix 6: “Administrator Handouts”. 
  The D&D Adventurers League 
  The D&D Adventurers League™ is the official 
  organized play system for DUNGEONS & 
  DRAGONS®. Players can create characters and 
  participate in any adventure allowed as a part of the 
  D&D Adventurers League. As they adventure, 
  players track their characters’ experience, treasure, 
  and other rewards, and can take those characters 
  through other adventures that will continue their 
  story. 
   For more information on playing, running games 
  as a Dungeon Master, and organizing games for the 
  D&D Adventurers League, please visit the D&D 
  Adventurers League home at: 
   
  www.dndadventurersleague.org 
  Preparing the Adventure 
  Before you show up to Dungeon Master this 
  adventure for a group of players, you should do the 
  following to prepare. 
   Make sure to have a copy of the most current 
  version of the D&D Basic Rules or the Player’s 
  Handbook. 
   Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  while running the adventure, such as a way you’d 
  like to portray an NPC or a tactic you’d like to use 
  in a combat. 
   Get familiar with the monster statistics in the 
  Appendix. 
   Gather together any resources you’d like to use to 
  aid you in running this adventure--such as 
  notecards, a DM screen, miniatures, and 
  battlemaps. 
   If you know the composition of the group 
  beforehand, you can make adjustments as noted 
  throughout the adventure. 
  Before Play at the Table 
  Ask the players to provide you with relevant 
  character information: 
   Character name and level 
   Character race and class 
   Passive Wisdom (Perception)—the most common 
  passive ability check 
   Anything notable as specified by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  Ensure that each player has an official adventure 
  logsheet for his or her character (if not, get one from 
  the organizer). The player fills out the adventure 
  name, session number, date, and your name and DCI 
  number (if they have one). In addition, the player 
  also fills in the starting values for experience, gold, 
  downtime, renown, and number of permanent magic 
  items. He or she fill in the other values and write 
  notes at the conclusion of the session. Each player is 
  responsible for maintaining an accurate logsheet. 
   If you have time or see the need to do so, 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 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 now. 
  Alternatively, 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 
  
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  DDEP05-02 Ark of the Mountains  
   
   
  3 
  adventure description to help give players hints 
  about what they might face. 
  Adjusting the Adventure 
  Throughout this adventure, sidebars provide 
  information to assist you in making adjustments for 
  smaller or larger groups and characters of higher or 
  lower levels than the adventure is optimized for. 
  This is typically used exclusively for combat 
  encounters. These adjustments are not required, nor 
  are you bound to the suggestions made by the 
  adventure—they are recommendations provided for 
  guidance and convenience. 
   This adventure is optimized for a party of five 
  3rd-level characters (Tier 1) and for a party of 
  five 7th-level characters (Tier 2). To figure out 
  whether you need to adjust the adventure, do the 
  following: 
   Add up the total levels of all the characters. 
   Divide the total by the number of characters. 
   Round fractions of .5 or greater up; round 
  fractions of less than .5 down. 
  You’ve now determined the average party level 
  (APL) for the adventure. To figure out the party 
  strength for the adventure, consult the following 
  table. 
  Determining Party Strength 
  Party Composition 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 
  Average party strength indicates no recommended 
  adjustments to the adventure. Each sidebar may or 
  may not offer suggestions for certain party 
  strengths. If a particular recommendation is not 
  offered for your group, you don’t have to make 
  adjustments. 
  Running the Adventure 
  As the Dungeon Master of the session, you have the 
  most important role in facilitating the enjoyment of 
  the game for the players. You help guide the 
  narrative and bring the words on these pages to life. 
  The outcome of a fun game session often creates 
  stories that live well beyond the play at the table. 
  Always follow this golden rule when you DM for a 
  group: 
   
  Make decisions and adjudications that enhance 
  the fun of the adventure when possible. 
   
  To reinforce this golden rule, keep in mind the 
  following: 
   You Are Empowered. You get to make decisions 
  about how the group interacts with the NPCs and 
  environment within this adventure. It is okay to 
  make considerable changes or engage in 
  improvisation, so long as you maintain the original 
  spirit of what’s written. 
   Challenge Your Players. Never being challenged 
  makes for a boring game, and being overwhelmed 
  makes for a frustrating game. Gauge the experience 
  level of the players (not the characters) with the 
  game, try to feel out (or ask) what they like in a 
  game, and attempt to give each of them the 
  experience they’re after when they play D&D. 
  Everyone should have the opportunity to shine.
   Mind the Time. Watch for stalling, since play loses 
  momentum when this happens. At the same time, 
  make sure that the players don’t finish too early; 
  provide them with a full play experience. Try to be 
  aware of running long or short. Adjust the pacing 
  accordingly. 
   Keep the Adventure Moving. When the game 
  starts to get bogged down, feel free to provide hints 
  and clues to your players so they can attempt to 
  solve puzzles, engage in combat, and roleplay 
  interactions without getting too frustrated over a 
  lack of information. This gives players “little 
  victories” for figuring out good choices from clues. 
  The Dungeon Master’s Guide has more information 
  on the art of running a D&D game. 
  Spellcasting Services 
  Any settlement the size of a town or larger can 
  provide some spellcasting services. Characters need 
  to be able to travel to the settlement to obtain these 
  services. 
   Spell services generally available include healing 
  and recovery spells, as well as information-gathering 
  spells. Other spell services might be available as 
  specified in the adventure. The number of spells 
  available to be cast as a service is limited to a 
  maximum of three per day total, unless otherwise 
  noted. 
  
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  DDEP05-02 Ark of the Mountains  
   
   
  4 
  Spellcasting Services  
  Spell  
   
   
   
  Cost  
  Cure wounds (1st level)  
   
  10 gp  
  Identify   
   
   
  20 gp  
  Lesser restoration  
   
  40 gp  
  Prayer of healing (2nd level)  
  40 gp  
  Remove curse  
   
   
  90 gp  
  Speak with dead   
   
  90 gp  
  Divination  
   
   
  210 gp  
  Greater restoration  
   
  450 gp  
  Raise dead  
   
   
  1,250 gp 
  Resurrection* 
   
   
  3,000 gp 
  True Resurrection* 
   
  50,000 gp 
   
  *These spells require an additional expenditure of 
  downtime days (150 for resurrection and 350 for 
  true resurrection). This cost can be reduced by 50 
  days for each faction rank above 1 that the character 
  possesses. This downtime is spent in community 
  service for the church that provided the spell in 
  question. The Acolyte Background feature does NOT 
  reduce the gp or downtime cost for either of these 
  spells. 
  Acolyte Background 
  A character possessing the acolyte background requesting 
  spellcasting services at a temple of his or her faith may 
  request one spell per day from the Spellcasting Services table 
  for free. The only cost paid for the spell is the base price for 
  the consumed material component, if any. 
   
  Acolytes can call upon spellcasting services in and around 
  the three towns as follows: 
   
  Parnast (Tier 1). Mielikki 
   
  Stagwick (Tier 2). Chauntea 
   
  Beregost (Tier 3). Lathander, Waukeen 
  Death and Recovery 
  Sometimes bad things happen, and characters get 
  die. Since you might not have the same characters 
  return from session to session, here are the rules 
  when bad things happen to characters.  
  Death  
  A character who is killed during the course of the 
  adventure has a few options at the end of the session 
  (or whenever arriving back in civilization) if no one 
  in the adventuring party has immediate access to a 
  raise dead or revivify spell, or similar magic. A 
  character subject to a raise dead spell is affected 
  negatively until all long rests have been completed 
  during an adventure. Alternatively, each downtime 
  day spent after raise dead reduces the penalty to 
  attack rolls, saving throws, and ability checks by 1, in 
  addition to any other benefits the downtime activity 
  might provide.  
   Create a New 1st-Level Character. If the dead 
  character is unwilling or unable to exercise any of 
  the other options, the player creates a new 
  character. The new character does not have any 
  items or rewards possessed by the dead character.  
   Dead Character Pays for Raise Dead. If the 
  character’s body is recoverable (it’s not missing any 
  vital organs and is mostly whole) and the player 
  would like the character to be returned to life, the 
  party can take the body back to civilization and use 
  the dead character’s funds to pay for a raise dead 
  spell. A raise dead spell cast in this manner costs the 
  character 1,250 gp.  
   Character’s Party Pays for Raise Dead. As above, 
  except that some or all of the 1,250 gp for the raise 
  dead spell is paid for by the party at the end of the 
  session. Other characters are under no obligation to 
  spend their funds to bring back a dead party 
  member.  
   Faction Charity. If the character is of level 1 to 4 
  and a member of a faction, the dead character’s body 
  can be returned to civilization and a patron from the 
  faction ensures that he or she receives a raise dead 
  spell. However, any character invoking this charity 
  forfeits all experience and rewards from that session 
  (both those earned prior to and after death during 
  that session) and cannot replay that episode or 
  adventure with that character again. Once a 
  character reaches 5th level, this option is no longer 
  available. 
   
   
  
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  DDEP05-02 Ark of the Mountains  
   
   
  5 
  Adventure Background 
  Baron Rajiram has long claimed the skies over the 
  Sea of Swords. For years, the cloud giant mage and 
  his flying galleon Thunderbound have harried ships 
  from Neverwinter to Calimport. Under the Baron’s 
  red banner, a horde of minotaurs, goblins and 
  human bandits have plied their bloody trade along 
  the Sword Coast.  
   When the Ordning collapsed, Rajiram chose to buy 
  his way into whichever order emerged from the 
  ashes. Already rich beyond compare, the self-styled 
  “Red Baron of Nelanther” set his sights on the lost 
  treasures of Sword Coast. The Baron knew of a 
  priceless artifact buried beneath Durlag’s Tower: 
  The Ark of the Mountains. In ages past, the mad 
  dwarf Durlag Trollkiller built the Ark as a weapon to 
  conquer the Celestial Planes: a steel warship that 
  “could sail through rock and sky”.  The Baron’s 
  efforts to raise the Ark were thwarted when a rival 
  band of adventurers uncovered the runestone tablet 
  needed to activate it (see DDAL05-09 Durlag’s 
  Tomb).  
   Rajiram has sworn to annihilate the nearby town 
  of Beregost unless the tablet is handed over. An 
  alliance of heroes has hastily assembled to defeat the 
  baron and save the town. Using the runestone tablet, 
  the heroes plan to raise the Ark of the Mountains 
  from its slumber and turn it against Thunderbound. 
  Your group will join them in this daring quest!  
  Rajiram, the Red Baron of Nelanther 
  Ousted from his home under threat of death, the cloud giant 
  Rajiram set his eye on the Nelanther Isles. The archipelago 
  was peopled by other outcasts looking to find their place in 
  the world—pirates. In exchange for a share of their bounty, 
  Rajiram promised them that the winds would always be in 
  their favor and storms would lash out at their enemies; a feat 
  made possible by the staff of thunder and lightning he wields. 
  Over the years, he rose to lead the pirates. 
   
  Rajiram is small for a cloud giant, which is not to say that 
  he isn’t large. Quite the contrary; he’s huge—compared to a 
  human. What he lacks in size and physical strength, he makes 
  up for in the potency of his spellcasting abilities. He is 
  intelligent, even for a cloud giant, but is also evil and even 
  more greedy.  The Baron wears no armor in battle, and hides 
  his face behind a fearsome red mask: one side of which is 
  smiling, and the other grimacing.    
   
  Quote: “Turn out your pockets so I needn’t suffer the 
  indignity of emptying them after you’ve died.”  
   
   
  
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  DDEP05-02 Ark of the Mountains  
   
   
  6 
  Adventure Overview: Rules of Play 
  Read this section carefully before beginning play.  
  War Map 
  In Ark of the Mountains, your group joins an alliance 
  of adventurers as they explore a long-lost dwarven 
  sky ship. A large war map on display at HQ shows 
  where each group is located within this “Ark”. Each 
  group has a banner to show where they’re 
  exploring. The administrators use these banners to 
  assign special events to groups.   
   Before play begins, report your table number and 
  starting sector (see “Quests”, below) to the 
  administrators so they can place a banner for your 
  group on the war map. 
   If your group enters a new sector on the war map, 
  ask the administrators to move your banner. 
  Ark Handout 
  Give your players Player Handout 1. “The Ark” 
  (see Appendix 1. “Handouts”). This handout 
  provides a reference map of the Ark and a space for 
  your players to write down the group’s name and 
  table number.  
  Group Leader 
  Ask the players to nominate one player as Group 
  Leader. If the group can’t agree on a course of action 
  during play, the Group Leader makes the decision 
  for them. The Group Leader also relays information 
  to the administrators.  
  Encounters 
  Encounters are provided for every sector onboard 
  the Ark. Multiple groups can share the same sector 
  without meeting: think of your current location as 
  one small part of a larger whole.  
   The Ark has four sectors: The Main Deck, the 
  Bridge, the Gun Deck, and the Engine Room.  
   When your group enters a new sector, run the 
  encounter described in this adventure booklet. 
  Each encounter features different opposition per 
  tier, but uses the same map (see Appendix 2: 
  “Maps”).  
   Each encounter features a different magic item 
  that is worn or wielded by the champion monster 
  (if this seems inappropriate, the item is unearthed 
  from the rubble after the encounter). Items are 
  acquired in the following order:  
  Magic Items 
  Tier 
  Encounter 1 
  Encounter 2 
  Encounter 3 
  1 
  adamantine 
  armor 
  periapt of 
  wound closure 
  +1 halberd 
  2 
  +2 longbow 
  ring of spell 
  storing 
  giant slayer 
  greatsword 
  3 
  ring of 
  shooting stars 
  animated 
  shield 
  frost brand 
  scimitar 
   
   
   
   
   When the encounter is complete, award treasure 
  as follows. The amount listed is per character. 
  Treasure 
  Tier 
  Treasure per Character 
  1 
  50 gp, 50% chance of potion of healing 
  2 
  200 gp, 50% chance of potion of greater 
  healing 
  3 
  800 gp, 50% chance of potion of supreme 
  healing 
   
   
   After receiving treasure, the group can move to 
  any sector on the map (see “Quests”, below). 
  Adjusting for Difficulty 
  Each encounter contains guidelines for adjusting to your 
  group’s level. These are just that – guidelines. The 
  adventure’s story supports adjustment on the fly: if you feel 
  your group isn’t being challenged, simply move more 
  enemies to the fray or include “Reinforcements” (see 
  Appendix 3: “Battle Events”). Conversely, add veteran allies 
  to support the characters if things go badly wrong.  
  Quests 
  Before play begins, the administrators hand out 
  quest sheets to the Dungeon Masters. These detail 
  special missions given by the alliance leaders.   
   When you receive your quest, take a few minutes 
  to read it carefully. Do not show the quest sheet 
  to your players.  
   Each quest modifies one of the sector encounters. 
  Your group starts in the sector listed on your 
  quest sheet.  
   To succeed in the quest, the players must 
  complete the quest goals described on the quest 
  sheet. Read the “Player Information” section aloud 
  to the players as you set up the encounter.   
   When the group’s quest goals are complete, ask 
  the Group Leader to fill in the “Results” section of 
  the quest and hand the sheet to the administrators 
  immediately. The players must resolve their 
  encounter and claim their treasure before 
  beginning another quest.  
  
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  DDEP05-02 Ark of the Mountains  
   
   
  7 
   New quests can arrive at your table at any 
  time. If your group has no quests available when 
  they complete their encounter, ask the Group 
  Leader to request a new quest sheet from the 
  administrators.   
   If the group retreats from their quest, the quest 
  sheet must be given to the administrators for 
  reassignment to another group.  
  Preparing for the Adventure 
  You’ll save time during the event by having your maps pre-
  drawn, miniatures selected, and other tasks associated with 
  running an encounter ready to go at the drop of a hat. It’s 
  recommended that you prepare the encounters for all four 
  sectors ahead of time (“Main Deck”, “Bridge”, “Gun Deck”, 
  and “Engine Room”). Reading the Quests in Appendix 6 is 
  also advised, even though your group will probably only play 
  three or four of them.  
  Battle Events 
  During play, the administrators provide updates on 
  the Ark’s ongoing sky battle with the rival galleon 
  Thunderbound (rules for running this battle are 
  found in Appendix 5. “Administrator Guide”). The 
  results of this battle affect multiple tables at the 
  same time.    
  Siege Damage  
  If your sector receives Siege Damage, roll on the 
  Siege Damage Table in Appendix 3. “Battle Events” 
  and apply the result immediately.   
  Breached 
  If boarders enter your sector, refer to the 
  “Reinforcements” section in Appendix 3: “Battle 
  Events”. Reinforcements enter the fray at the start of 
  the following round.      
  Legendary Villains  
  Legendary villains roam the war map and attack 
  different tables. The administrators assume the roles 
  of these villains.  
  Restrictions 
  The following restrictions apply throughout the 
  event.  
  Short and Long Rests 
  The battle plays out in just a few hours of game time. 
  Players can’t afford to take long rests, and may 
  normally take only one short rest. Opportunities to 
  earn additional short rests occur during play. Before 
  play begins, let the players know they can only take 
  one short rest.  
  Player Spellcasting 
  The alliance must act quickly to raise the Ark and 
  defeat Thunderbound.  
   There is no time to cast spells ahead of time.  
   Spells with a casting time of longer than 5 minutes 
  can only be cast if the group uses their short rest.  
   Spells with a casting time of longer than 1 hour 
  can’t be cast during the event at all. 
   Spells that affect areas over 200 feet in radius (e.g. 
  control weather) can affect other groups in the 
  same sector at the administrators’ discretion. 
  Inform your Tier Commander if one of your 
  players casts a spell with such a range. 
  Spellcasting Services 
  Between encounters, alliance clerics can use relics to 
  instantly cast any spells listed on the Adventurers 
  League spellcasting services table. Players must 
  cover the component costs for these spells, which 
  are cast instantly.   
  Requesting Aid  
  If a battle proves too difficult, your Group Leader can 
  request aid from nearby tables. Each group can 
  only request aid once per encounter. There must 
  be another group active in the same sector for the 
  request to succeed. Two types of aid are available: 
  Call for Healing 
  Players can request healing from other groups in the 
  same sector. One spellcaster from another table can 
  cast a single healing spell to aid the group. This costs 
  that spellcaster their next action. Only healing 
  spells with an instant duration are allowed.  
  Combat Support  
   If your group requests combat support, ask the 
  Group Leader to remove one enemy of his or her 
  choosing from the combat.  
   Report the request to the administrators and 
  continue the combat. They’ll find a nearby table 
  willing to provide aid, and then report back.  
   If the request is approved, the other table takes on 
  the enemy and combat continues. If the request is 
  denied, the chosen enemy returns to the combat. 
   Your players don’t earn experience points for the 
  removed enemy. If it wields a magic item, the item 
  is lost.  
  
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  DDEP05-02 Ark of the Mountains  
   
   
  8 
  Winning the Event 
  To win the event, the alliance must complete enough 
  quests to destroy the enemy galleon Thunderbound. 
  Quests allow the players to fire the Ark’s weapons, 
  outmaneuver the enemy vessel, and repair ongoing 
  damage. The administrators provide updates on the 
  ongoing sky battle as the event plays out. 
  Timekeeping 
  Every group is expected to complete three quests to win the 
  event, so budget your time accordingly. Any quests still in 
  progress after time is called must be abandoned when time is 
  called.  
   
   
   
   
  
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  DDEP05-02 Ark of the Mountains  
   
   
  9 
  Beginning the Adventure 
  When everyone is ready, the administrators 
  announce the start of the event.  
  1. Intro Speech (Administrator) 
  An administrator reads the following aloud. If your 
  group misses the announcement, you can read it to 
  them yourself: 
  “Baron Rajiram of the cloud giants has issued an ultimatum: 
  hand over his runestone tablet or Beregost shall burn! With 
  each passing minute, the Baron’s flying galleon 
  Thunderbound closes on the town. You have joined a brave 
  alliance of heroes sworn to stop the Baron and save 
  Beregost!  
   
  “Two months ago, one of you uncovered the runestone 
  tablet in the dungeons beneath Durlag’s Tower. That tablet 
  has now been deciphered. Among other things, it is the 
  control key to an ancient weapon called the Ark of the 
  Mountains: a dwarven battleship that can “sail through stone 
  and sky”. We can’t allow this artifact to fall into the Baron’s 
  hands. Our plan is to raise the Ark from beneath Durlag’s 
  Tower, and use it to destroy Thunderbound!   
   
  “Together, you must seize control of the Ark and turn its 
  weapons on the enemy. Beware: Durlag Trollkiller left many 
  traps and guardians to defend his Ark. To triumph, you’ll 
  need strength, guile, unity, and more than a little luck! Our 
  captains will give each of you a special quest. If you succeed 
  in your quests, we may stand a chance of bringing down the 
  enemy galleon. The odds are against us, but together we can 
  triumph! Are you with us?”       
  Read the player’s “Rajiram’s Demand” (provided at 
  the start of this chapter). Before play begins, go 
  around the table and ask each player to provide the 
  others with a brief description of their character.  
  2. Intro Speech (Dungeon Master) 
  When everyone has described their characters, read 
  the following aloud: 
  You have joined a force of adventurers gathered outside the 
  ruins of Durlag’s Tower. In the waning light of day, the flying 
  galleon Thunderbound closes on your position. Storm clouds 
  seethe around its sails and flashes of lightning illuminate its 
  many decks. From its highest mast, the “Skull and 
  Crossbones” snaps in the wind. Baron Rajiram has come to 
  claim his prize!   
   
  As the pirate ship approaches, SEER appears on the ruined 
  battlements of Durlag’s Tower. She raises the runestone 
  tablet and speaks a single word of power. The ground shakes 
  and a colossal metal battleship bursts up from below the 
  surface! The Ark of the Mountains rises like a whale 
  breaching the sea, and then hovers before you. Ropes are 
  thrown up from below and your allies start to climb aboard. 
  As you ready your weapons, an alliance captain rides over to 
  your group and holds out a rolled parchment. 
   
  “Ho there! The alliance has chosen you for a quest of great 
  importance. Here are your orders.”  
   
   Review your quest sheet and read out the quest 
  orders to your group (if you haven’t received a 
  quest sheet, ask the administrators for one).  
   Instruct the Group Leader to report your group’s 
  table number and starting sector to the 
  administrators so they can place a banner for you 
  on the war map. 
   Begin your first encounter!  
  Inside the Ark 
  The Ark of the Mountains is a colossal battleship designed to 
  invade the Celestial Planes. In the madness of old age, the 
  dwarf hero Durlag Trollkiller built it using a combination of 
  long-lost Halruuan sorcery and wishes from imprisoned 
  genies. The Ark’s decks are filled with steam-driven 
  machinery, glaring statues of Durlag himself, thumping 
  pistons, bronze gantries, cog-shaped pillars, and moving 
  walkways. Undead dwarves and skeletal minotaurs guard its 
  secrets, overseen by a cadre of immortal azers. 
   
  It’s your job as DM to bring this epic setting to life. When 
  traveling between locations, describe the characters’ journey 
  through the Ark and the sights and sounds they experience. 
  As soon as they set foot inside the Ark, the battle with 
  Thunderbound erupts. The decks shake under the onslaught 
  of Rajiram’s artillery and enemy hang-gliders swoop past the 
  Ark’s portholes. Make this a battle to remember.  
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP05-02 Ark of the Mountains  
   
   
  10 
  Sector 1: Main Deck 
  Read the following aloud when the characters enter 
  this sector:  
  A rubble-strewn deck stretches from bow to stern, with iron 
  chains for rigging and steel-clad platforms fortifying the 
  yardarms. A giant gear encloses the base of each mast. High 
  above, a bearded, metal face is mounted on the mainmast. 
  See Appendix 2. Maps for a map of this location.  
  General Features 
  The following features are present in this area. 
   Lighting. The deck is open to the sky and brightly 
  lit by flashes of lightning. 
   Boulders. Boulders count as difficult terrain and 
  grant half-cover to creatures hiding behind them.  
   Armored Platforms. The platforms hang 40 feet 
  above the deck and are accessible from the mast or 
  rigging. The armored balustrades grant half-cover to 
  creatures sheltering on the platforms. 
   Mast and Rigging. To climb the mast or rigging, a 
  creature must succeed on DC 11 Strength (Athletics) 
  check.  
  Ark Guardians 
  The following enemies are present here: 
  Tier 
  Enemies 
  1 
  An azer riding a chariot pulled by a death dog. 
  Four dwarf skeletons guard the platforms.  
  2 
  A galeb duhr riding a chariot pulled by a giant 
  scorpion. Four azers guard the platforms. 
  3 
  A clay golem riding a chariot pulled by a 
  gorgon. Four basilisks guard the platforms. 
  Ancient War Chariot 
  The war chariot is a Large object. The rider uses the 
  Mounted Combat rules while riding the chariot (see 
  Chapter 9 of the Player’s Handbook). Due to its stout 
  shielding, the rider has half-cover against attacks. 
  The creature pulling the chariot counts as an 
  independent mount. As an action, the creature 
  pulling the chariot can perform the following attack: 
   Ram. The creature moves its speed, pulling the 
  chariot through the spaces of Medium or smaller 
  creatures. Each creature that the chariot moves into 
  is pushed aside must make a Dexterity saving throw 
  on the “Effects by Tier” table (see Appendix 3). On a 
  failed save, they take bludgeoning damage and are 
  knocked prone. 
  Giant Invaders 
  The following enemies are present here if the sector 
  has been breached by the giants: 
  Tier 
  Enemies 
  1 
  An orog pirate leading a tiger on a spiked 
  chain. Four goblins guard the platforms. 
  2 
  A cyclops pirate leading a minotaur on a spiked 
  chain. Four bandit captains guard the 
  platforms. 
  3 
  A cloud giant pirate leading a hill giant on a 
  spiked chain. Four veterans guard the 
  platforms. 
  Chained Minion 
  The pirate champion leads a lesser creature on a 
  spiked chain. This chain is an object with AC 20; 20 
  hit points per tier; resistance to piercing damage; 
  and immunity to poison and psychic damage.  While 
  the creatures remain lashed together, they can’t 
  move more than 20 feet apart. As a bonus action on 
  its turn, either creature can perform the following 
  attack:  
  Chain Trip. Melee Weapon Attack: +6 to hit; one target 
  between it and its chained ally. Hit: The target is 
  knocked prone. 
  Adjusting the Encounter 
  Use the following adjustments to balance the encounter for 
  your group. 
   If your group size is smaller or larger than 5, remove or add 
  two enemies to the platforms for each step of difference. 
   If your group’s average level is above or below the 
  recommended level, increase or reduce the number of 
  enemies on the platforms by 50% for each level of 
  difference (minimum 1 monster). 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP05-02 Ark of the Mountains  
   
   
  11 
  Sector 2: Bridge 
  Read the following aloud when the characters enter 
  this sector:  
  A glowing crystal shard hovers in the air at the heart of the 
  deckhouse. Six bronze canisters radiate around a stepped 
  dais beneath, flanked by metal control panels. Oily green gas 
  swirls over the floor.    
  See Appendix 2. “Maps” for a map of this location.  
  General Features 
  The following features are present in this area. 
   Lighting. The control crystal sheds bright light. 
   Canisters. The canisters are Large objects with AC 
  10; 20 hit points per tier; and immunity to poison and 
  psychic damage. Each canister stands 10 feet high and 
  blocks line of sight.    
   Control Panels. Each panel is a Small object with 
  AC 10; 10 hit points per tier; and immunity to poison 
  and psychic damage. The panels grant half-cover to 
  creatures sheltering behind them. 
   Command Crystal. This is a Small object with AC 
  12; 20 hit points per tier; and immunity to poison 
  and psychic damage. If destroyed, it explodes and all 
  creatures in the encounter suffer Siege Damage from 
  the magical backlash (see Appendix 3). 
  Ark Guardians 
  The following enemies are present here: 
  Tier 
  Enemies 
  1 
  A helmed horror operates the infernal 
  machinery, guarded by four dwarf skeletons. 
  Two more skeletons emerge from the canisters 
  every time the helmed horror activates a 
  control panel.  
  2 
  A clay golem operates the infernal machinery, 
  guarded by four minotaur skeletons. Two 
  more minotaur skeletons emerge from the 
  canisters every time the golem activates a 
  control panel. 
  3 
  An azer warlord operates the infernal 
  machinery, guarded by four wights. Two more 
  wights emerge from the canisters every time 
  the warlord activates a control panel. 
  Infernal Machinery 
  The machinery harnesses powerful magic to conjure 
  guardians for the Ark. The champion can activate an 
  adjacent control panel as a bonus action on its turn. 
  Each time it does so, monsters emerge from random 
  canisters and act on the following turn. Once a panel 
  is used, it deactivates until another panel is 
  activated. For further details, see “General Features”, 
  above.   
  Giant Invaders 
  The following enemies are present here if the sector 
  has been breached by the giants: 
  Tier 
  Enemies 
  1 
  A bandit captain riding a griffon. Each time the 
  captain uses the command crystal, two goblins 
  ascend the staircase. 
  2 
  A cyclops with a wyvern pet. Each time the 
  cyclops uses command crystal, two bandit 
  captains ascend the staircase. 
  3 
  A cloud giant pirate with an abominable yeti 
  pet. Each time the cloud giant uses the 
  command crystal, two veterans ascend the 
  staircase. 
  Command Crystal 
  These crystals control the Ark’s various systems. To 
  operate a crystal, a creature must first attune to it 
  (the pirate champion starts the encounter attuned). 
  As a bonus action on its turn, the pirate champion 
  can use the following defensive power if it is within 
  20 feet of the command crystal. For further details, 
  see “General Features”, above.   
   Force Lash. One creature within 40 feet of the 
  crystal must make a Constitution saving throw on 
  the “Effects by Tier” table (see Appendix 3). On a 
  failed save, they take force damage and fall prone in 
  a space of the champion’s choosing within 40 feet of 
  the crystal. 
  Adjusting the Encounter 
  Use the following adjustments to balance the encounter for 
  your group. 
   If your group only has 4 players, additional monsters can 
  only be summoned once per 2 rounds (or once per 3 
  rounds if you only have 3 players). If you have 5 or more 
  players, add two more of the lower-CR monsters for each 
  additional character.  
   If your group’s average level is above or below the 
  recommended level, increase or reduce the number of 
  “backup” enemies by 50% for each level of difference 
  (minimum 1 monster).  
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP05-02 Ark of the Mountains  
   
   
  12 
  Sector 3: Gun Deck 
  Read the following aloud when the characters enter 
  this sector:  
  Huge boar-shaped ballistas line the gun deck, with explosive-
  tipped bolts stacked next to them. Steel gantries run 
  overhead, lined with jagged crystal rods mounted on bronze 
  tripods.      
  See Appendix 2: “Maps” for a map of this location.  
  General Features 
  The following features are present in this area. 
   Lighting. Magic lanterns shed bright light 
  throughout the gun deck. 
   Ballista. Each ballista stands 10 feet high and 
  blocks line of sight. The ballistas count as difficult 
  terrain for creatures climbing on them.     
   Explosive Bolts. The bolt stacks are Medium 
  objects with AC 8; 5 hit points per tier; and immunity 
  to poison and psychic damage. If a stack is destroyed, 
  all creatures within 30 feet must make a Dexterity 
  saving throw on the “Effects by Tier” table (see 
  Appendix 3). They take the full damage as fire 
  damage on a failed save, or half that damage on a 
  successful one. The explosion also triggers the fire 
  hoses (see below).   
   Fire Hoses. The Gun Deck is warded against 
  accidental fires. If naked flames appear on deck (e.g. 
  fire spells, burning torches, or exploding bolts) a 
  deluge of water gushes from the ceiling pipes. This 
  extinguishes any ongoing fires in a 10-foot diameter 
  area around the flames. All creatures within the area 
  are soaked to the bone and must succeed on a DC 12 
  Constitution saving throw or fall prone.    
  Ark Guardians 
  The following enemies are present here: 
  Tier 
  Enemies 
  1 
  Two suits of animated armor guard the 
  ballista. Four dwarf skeletons operate the 
  lightning guns.  
  2 
  Two wights guard the ballista. Four azers 
  operate the lightning guns. 
  3 
  Two gorgons guard the ballista. Four wights 
  operate the lightning guns. 
  Lightning Guns 
  These weapons are gimbal-mounted on the gantries 
  and draw power from the Ark’s engines. A creature 
  manning a lightning gun can fire it as an action. Each 
  gun only has one charge: to recharge it, the gunner 
  must spend an action to wind the charge lever.  
   Lightning Bolt. A stroke of lightning forming a 
  line 50 feet long and 5 feet wide blasts out from the 
  gun in a direction chosen by the gunner. Each 
  creature caught in the line must make a Dexterity 
  saving throw on the “Effects by Tier” table (see 
  Appendix 3). On a failed save, they take lightning 
  damage. 
  Giant Invaders 
  The following enemies are present here if the sector 
  has been breached by the giants: 
  Tier 
  Enemies 
  1 
  Two goblin bosses wearing enchanted bracers. 
  Four goblins operate the lightning guns.  
  2 
  Two veterans wearing enchanted bracers. Four 
  bandit captains operate the lightning guns. 
  3 
  Two hill giants wearing enchanted bracers. 
  Four veterans operate the lightning guns.  
  Enchanted Bracers 
  The two pirate champions wear magic bracers 
  enchanted by Baron Rajiram. While a champion 
  remains within 50 feet of its partner, it can choose to 
  transfer any amount of damage it takes onto its 
  partner. If the partner dies because of this transfer, 
  the partner’s bracer explodes. All creatures within 
  30 feet of the partner must make a Dexterity saving 
  throw on the “Effects by Tier” table (see Appendix 
  3). They take the full damage as fire damage on a 
  failed save, or half that damage on a successful one. 
  The explosion also triggers the fire hoses (see 
  “General Features”, above).  The bracers are attuned 
  to the pirate champions and lose their magic 
  properties if they are removed from their bodies. 
  Adjusting the Encounter 
  Use the following adjustments to balance the encounter for 
  your group. 
   If your group size is smaller or larger than 5, remove or add 
  2 enemies to the lightning guns for each step of difference. 
   If your group’s average level is above or below the 
  recommended level, increase or reduce the number of 
  enemies on the lightning guns by 50% for each level of 
  difference (minimum 1 monster). 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP05-02 Ark of the Mountains  
   
   
  13 
  Sector 4: Engine Room 
  Read the following aloud when the characters enter 
  this sector:  
  Titanic engines hiss and thump throughout this chamber. A 
  steel crane looms above the machinery, mounted on a huge 
  container tank. Leather hoses run from the spigots in the 
  container tank to nozzles at the head of the crane.   
  See Appendix 2: “Maps” for a map of this location.  
  General Features 
  The following features are present in this area. 
   Lighting. Magic lanterns shed bright light 
  throughout the engine room. 
   Crane. The fuel crane stands 35 high and has a 
  ladder to assist climbers.  
   Engines. The engines are Gargantuan objects with 
  AC 8; 25 hit points per tier; and immunity to poison 
  and psychic damage. If an engine is destroyed, it 
  ruptures fuel over the area (see “Saboteurs”, above). 
  Each engine stands 25 feet high and blocks line of 
  sight. The engine count as difficult terrain for 
  creatures climbing on them.     
  Ark Guardians 
  The following enemies are present here: 
  Tier 
  Enemies 
  1 
  A gargoyle operates the fuel crane. Six dwarf 
  skeletons wearing fuel harnesses guard the 
  deck.   
  2 
  A medusa operates the fuel crane. Six azers 
  wearing fuel harnesses guard the deck. 
  3 
  A clay golem operates the fuel crane. Six 
  wights wearing fuel harnesses guard the deck. 
  Fuel Crane 
  Volatile dwarven spirits provide fuel for the Ark’s 
  combustion engines. To refuel the machinery, 
  minions strap “fuel harnesses” to their backs, 
  connected by hoses to the fuel crane.  
   Hoist Minion. As a bonus action on its turn, the 
  crane operator can rotate the crane to pick up one 
  creature wearing a fuel harness and deposit it in 
  another space within the crane’s radius. This moves 
  the crane’s arm to a new position and repositions 
  the operator.  
   Detonate Harness. Once per round, the crane 
  operator can detonate the harness of one of its 
  minions that has 1 or more hit points remaining. It 
  can perform this action at the end of any turn, 
  including its own. The chosen minion is killed, and 
  all creatures within 10 feet must make a Dexterity 
  saving throw on the “Effects by Tier” table (see 
  Appendix 3). They take the full damage as fire 
  damage on a failed save, or half that damage on a 
  successful one. This blast does not detonate the 
  harnesses of any other minions caught within it. 
  Giant Invaders 
  The following enemies are present here if the sector 
  has been breached by the giants: 
  Tier 
  Enemies 
  1 
  A berserker guards the balcony. Six goblins are 
  on the deck, sabotaging the engines.  
  2 
  A pirate mage guards the balcony. Six 
  berserkers are on deck, sabotaging the 
  engines. 
  3 
  A fire giant guards the balcony. A pirate mage 
  and four veterans are on deck, sabotaging the 
  engines.  
  Saboteurs 
  Baron Rajiram’s saboteurs have orders to flood the 
  Engine Room with spirits and then detonate it. As an 
  action, a saboteur can attempt a DC 15 Strength 
  check to smash a fuel nozzle adjacent to it. On a 
  success, the engine ruptures and dwarven spirits 
  flood the sunken area of deck beneath it. A saboteur 
  won’t perform this action if there’s fire nearby or 
  enemies attacking it. If a naked flame enters an area 
  flooded with spirit, the liquid ignites. Once lit, any 
  creature entering the area on its turn takes 
  automatic fire damage as specified on “Effects by 
  Tier” table (see Appendix 3). If all four engines are 
  set alight, the fuel tank explodes and all creatures in 
  this encounter are killed. Inform the administrators 
  that the fuel tank has exploded and ask them to 
  announce Siege Damage to the entire sector.   
  Adjusting the Encounter 
  Use the following adjustments to balance the encounter for 
  your group. 
   If your group size is smaller or larger than 5, remove or add 
  2 enemies to the deck for each step of difference. 
   If your group’s average level is above or below the 
  recommended level, increase or reduce the number of 
  enemies on the deck by 50% for each level of difference 
  (minimum 1 monster). 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP05-02 Ark of the Mountains  
   
   
  14 
  Rewards 
  Make sure the players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session.  
  Experience 
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters in the 
  combat. For non-combat experience, the rewards are 
  listed per character. Give all characters in the party 
  non-combat experience unless otherwise noted.  
  Combat Awards 
  Name of Foe 
   
  XP per foe 
  Abominable Yeti 
   
  5,000 
  Animated Armor 
   
  200 
  Azer 
   
   
  450 
   
  Bandit Captain 
   
  450 
  Basilisk 
   
   
  700 
  Berserker  
   
  450 
  Clay Golem 
   
  5,000 
  Cloud Giant 
   
  5,000 
  Cloud Giant Smiling One 
  7,200 
  Cyclops  
   
  2,300 
  Death Dog 
   
  200 
  Djinni 
   
   
  7,200 
   
   
  Fire Giant  
   
  5,000 
  Galeb Duhr 
   
  2,300 
  Gargoyle  
   
  450 
  Giant Scorpion 
   
  700 
  Goblin 
   
   
  50 
  Goblin Boss 
   
  100 
  Gorgon  
   
  1,800 
  Griffon 
   
   
  450 
  Helmed Horror 
   
  1,100 
  Hill Giant  
   
  1,800 
  Mage 
   
   
  2,300 
  Medusa  
   
  2,300 
  Minotaur  
   
  700 
  Minotaur Skeleton  
  450 
  Mouth of Grolantor 
  2,300 
  Orog 
   
   
  450 
  Skeleton  
   
  50 
  Storm Giant Quintessent 
  15,000 
  Tiger  
   
   
  200 
  Veteran  
   
  700 
  Warlord  
   
  8,400 
  Wight 
   
   
  700 
  Wyvern  
   
  2,300 
  Tier 1 
   The minimum total award for each character 
  participating in this adventure is 900 experience 
  points. 
   The maximum total award for each character 
  participating in this adventure is 1,500 experience 
  points. 
  Tier 2 
   The minimum total award for each character 
  participating in this adventure is 4,500 experience 
  points. 
   The maximum total award for each character 
  participating in this adventure is 7,500 experience 
  points. 
  Tier 3 
   The minimum total award for each character 
  participating in this adventure is 8,625 experience 
  points. 
   The maximum total award for each character 
  participating in this adventure is 14,375 experience 
  points. 
  Treasure 
  The characters receive the following treasure.  
   When the encounter is complete, award treasure 
  as follows. The amount listed is per character. 
  Treasure 
  Tier 
  Treasure per Character 
  1 
  50 gp, 50% chance of potion of healing 
  2 
  200 gp, 50% chance of potion of greater 
  healing 
  3 
  800 gp, 50% chance of potion of supreme 
  healing 
   
   
   Each encounter features a different magic item 
  that is worn or wielded by the champion monster. 
  Permanent magic items are distributed per the 
  rules detailed in the sidebar.  Permanent items 
  are acquired in the following order:  
  Magic Items 
  Tier 
  Encounter 1 
  Encounter 2 
  Encounter 3 
  1 
  adamantine 
  armor 
  periapt of 
  wound closure 
  +1 halberd 
  2 
  +2 longbow 
  ring of spell 
  storing 
  giant slayer 
  greatsword 
  3 
  ring of 
  shooting stars 
  animated 
  shield 
  frost brand 
  scimitar 
   
   
   
   
  DM NOTE: The staff of thunder and lightning detailed  
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP05-02 Ark of the Mountains  
   
   
  15 
  below is only awarded to a group that defeats Baron 
  Rajiram himself.  
  Permanent Magic Item Distribution 
  D&D Adventurers League has a system in place to determine 
  who is awarded permanent magic items at the end of a 
  session. Each character’s log sheet contains a column to 
  record permanent magic items for ease of reference. 
   If the players at the table agree on one character taking 
  possession of a permanent magic item, that character gets 
  the item.  
   In the event that one or more character indicate an 
  interest in possessing a permanent magic item, the 
  character that possesses the fewest permanent magic 
  items gets the item. If there is a tie in the total number of 
  permanent magic items owned by contesting characters, 
  the item’s owner is determined randomly by the DM. 
  Tier 1 Only Items 
  Adamantine Chain Shirt 
  Armor (chain shirt), uncommon 
  This glittering chain shirt is composed of 
  interlocking adamantine rings. When the wearer 
  moves, the shirt emits the faint sound of waves 
  lapping at the shore. This item can be found in the 
  Dungeon Master’s Guide. 
  Periapt of Wound Closure 
  Wondrous item, uncommon (requires attunement) 
  This wide, leather choker is set with a blood-red 
  stone the size of a man’s fist. The stone glows with a 
  faint red light that pulses in time with the wearer’s 
  heartbeat. This item can be found in the Dungeon 
  Master’s Guide. 
  +1 Halberd 
  Wondrous item, uncommon 
  This slender piece of white wood is polished to a 
  high shine and tipped with a silver-and-gold filigree 
  blade. This item never gets dirty. This item can be 
  found in the Dungeon Master’s Guide. 
  Tier 2 Only Items 
  +2 Longbow 
  Weapon (longbow), rare 
  The shaft of this exquisite longbow is patterned with 
  maps of famous rivers that pass through the 
  Moonshae Isles. If the names of one of these rivers 
  are said aloud, the bow issues forth the sound of 
  rushing water when an arrow is loosed. This item 
  can be found in the Dungeon Master’s Guide. 
  Giant Slayer Greatsword 
  Wondrous item, rare 
  This immense weapon is fashioned from crudely-
  forged black iron with an unfinished, translucent 
  white stone set in the pommel—engraved with the 
  rune Dod (death). This item can be found in the 
  Dungeon Master’s Guide. 
  Ring of Spell Storing 
  Ring, rare (requires attunement) 
  The head of this ring is fashioned like a lidded 
  dwarven tankard. The wearer can use their thumb to 
  lift the tankard’s hinged lid, unleashing the magic 
  bound within. This item can be found in the Dungeon 
  Master’s Guide. 
  Tier 3 Only Items 
  Animated Shield 
  Armor (shield), very rare (requires attunement) 
  The enormous shield is etched with images of 
  Annam the All-Father holding court over the gods of 
  the “lesser races”. While you’re attuned to the shield, 
  you cannot tell lies. This item can be found in the 
  Dungeon Master’s Guide. 
  Frost Brand Scimitar 
  Weapon (scimitar), very rare (requires attunement) 
  The Red Baron of Nelanther awarded these rime-
  coated scimitars to his most favored pirates. This 
  item can be found in the Dungeon Master’s Guide. 
  Ring of Shooting Stars 
  Ring, very rare (requires attunement outdoors at 
  night) 
  This ring appears to be made of pure light with 
  motes of twinkling radiance dancing around within. 
  When used, rainbow-colored sparks dance around 
  the wearer’s hand. This item can be found in the 
  Dungeon Master’s Guide. 
  Staff of Thunder and Lightning 
  Staff, very rare (requires attunement) 
  This giant-sized quarterstaff is shaped like a bolt of 
  lightning, and automatically resizes to fit the hands 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP05-02 Ark of the Mountains  
   
   
  16 
  of its wielder. This item can be found in the Dungeon 
  Master’s Guide.  
  Renown 
  All faction members earn one renown point for 
  participating in the adventure.  
  Downtime 
  Each character receives ten downtime days after 
  this adventure.  
  DM Rewards 
  You receive ten downtime days for running this 
  session. In addition, you gain XP and gp determined 
  by the adventure’s tier: 
  DM Rewards by Tier 
  Tier 
  XP Reward 
  GP Reward 
  1  
  300 
   
  150 
  2  
  1,500 
   
  750 
  3  
  2,875 
   
  1,437 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP05-02 Ark of the Mountains  
   
   
  17 
  Appendix 1. Handouts 
  Handout 1. Ark Map 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP05-02 Ark of the Mountains  
   
   
  18 
  Appendix 2. Maps 
  Map 1. Main Deck 
  One Square = 5 feet 
   
  
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  Map 2. Bridge 
  One Square = 5 feet  
   
  
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  Map 3. Gun Deck 
  One Square = 5 feet  
   
  
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  Map 4. Engine Room 
   
  One Square = 5 feet 
   
   
   
   
  
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  Appendix 3. Battle Events 
  The following events are triggered by the ongoing 
  combat between the battleships.  
  Siege Damage 
  If your sector receives Siege Damage, ask each 
  player to roll on the following table and apply result 
  immediately.  Enemy combatants must make a 
  Dexterity saving throw on the “Effects by Tier” table 
  instead (see “Effects by Tier”, below). If they fail the 
  save, they take bludgeoning damage as listed. If this 
  kills an enemy, the players still gain experience 
  points for defeating it. 
  Siege Damage Table 
  d100 
  Effect 
  01 
  Immolated. A gout of magma ruptures from a 
  nearby pipe. You must make a DC 15 Dexterity 
  saving throw, taking 27 (5d10) fire damage per 
  tier on a failed save, or half as much damage on 
  a successful one. If you drop to 0 hit points 
  because of this damage, the heat reduces you to 
  a pile of ash.   
  02-03 
  Aflame. A spray of burning oil ignites your 
  clothing and hair. While you remain on fire, you 
  take 5 (1d10) fire damage per tier at the start of 
  each of your turns. At the end of each of your 
  turns, you can make a DC 15 Constitution saving 
  throw to quell the flames.   
  04-05 
  Aftershock. At the end of your next turn, all 
  creatures in the combat must succeed on a DC 
  12 Dexterity saving throw or fall prone.   
  06-07 
  Ball lightning. The Ark’s machinery unleashes a 
  ball of lightning into your space. Any creature 
  that enters the ball’s space on a turn or starts its 
  turn within 5 feet of it takes 5 (1d10) lightning 
  damage per tier. At the end of each of your 
  turns, the ball leaps to another floor space 1d6 x 
  5 feet in a random direction.  
  08-09 
  Blasted. An explosion blasts your space. All 
  creatures within a 10-foot-radius of you must 
  make a DC 10 Dexterity saving throw, taking 11 
  (2d10) fire damage per tier on a failed save, or 
  half as much damage on a successful one. 
  10-11 
  Blinded. A gout of caustic steam hisses into your 
  face. You must succeed on a DC 10 Constitution 
  saving throw or be blinded until the end of your 
  next turn. 
  12-16 
  Bludgeoned. Wreckage slams into you, dealing 5 
  (1d10) bludgeoning damage per tier.  
  17-18 
  Buried. A pile of wreckage buries you beneath it. 
  Until freed, you are prone, restrained and 
  blinded. To break free, you or an adjacent ally 
  must take an action and succeed on a DC 15 
  Strength (Athletics) check. The wreckage counts 
  as difficult terrain.      
  19-20 
  Collapse. The balcony or gantry you’re standing 
  on collapses. If you’re not standing on a balcony 
  or gantry, the structure nearest to you collapses.  
  All creatures standing on or below the structure 
  take 11 (2d10) bludgeoning damage per tier and 
  count as buried (see above).  
  21-22 
  Confused. A chunk of wreckage strikes you in the 
  back of the head, dealing 5 (1d10) bludgeoning 
  damage per tier. At the start of your next turn, 
  you move half your speed in a random direction.  
  23-24 
  Coughing. Dust chokes you. Until the end of 
  your next turn, you can’t talk or cast spells with 
  the verbal component.  
  25-26 
  Deafened. An explosion deafens you until the 
  end of your next turn.  
  27-28 
  Delayed blast. A chunk of sparking machinery 
  lands at your feet, clearly about to explode. At 
  the end of your next turn, all creatures within 20 
  feet of the machinery must make a DC 15 
  Dexterity saving throw, taking 16 (3d10) fire 
  damage per tier on a failed save, and half as 
  much damage on a successful one.   
  29-30 
  Gassed. A 10-foot-radius sphere of gas swirls up 
  around you. The gas persists until a wind of 
  moderate or greater speed (at least 10 miles per 
  hour) disperses it. Any creature that enters the 
  gas for the first time on a turn or starts its turn 
  inside it must succeed on a DC 12 Constitution 
  saving throw or take 5 (1d10) poison damage per 
  tier.  
  30-34 
  Impaled. A spear of shrapnel plunges into you, 
  dealing 5 (1d10) piercing damage per tier. 
  35-36 
  Inferno. Burning oil spills over the floor in a 10-
  foot-radius around you. Any creature that enters 
  the area for the first time on a turn or starts its 
  turn inside it must succeed on a DC 12 Dexterity 
  saving throw or take 16 (3d10) fire damage.   
  37-38 
  Mutilated. A chunk of shrapnel tears into you, 
  dealing 16 (3d10) slashing damage per tier and 
  inflicting a random lingering injury (see “Injuries” 
  in chapter 9 of the Dungeon Master’s Guide).  
  39-40 
  Oil spill. Oil spills over the floor in a 10-foot-
  radius around you. Any creature that traverses 
  more than 5 feet of the oily floor in single turn 
  must make a DC 12 Dexterity saving throw or fall 
  prone. If the oil is exposed to naked flames, it 
  becomes an inferno (see above).   
  41-42 
  Paralyzed. An electrified hunk of wreckage 
  slams into you, dealing 5 (1d10) lightning 
  damage per tier and paralyzing you until the end 
  of your next turn.  
  
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  43-44 
  Petrified. A gout of magical gas ruptures from a 
  nearby pipe. Make a DC 14 Constitution saving 
  throw: if you fail by 5 or more, you are instantly 
  petrified. Otherwise, if you fail the save you 
  begin to turn to stone and are restrained. Repeat 
  the same saving throw at the end of each of your 
  turns until you succeed or turn to stone.  
  45-46 
  Pinned. A falling girder pins you beneath it. Until 
  freed, you are prone and restrained. To break 
  free, you or an adjacent ally must take an action 
  and succeed on a DC 10 Strength (Athletics) 
  check.  
  47-48 
  Poisoned. Caustic fumes erupt around you. All 
  creatures within a 10-foot-radius of you must 
  succeed on a DC 10 Constitution saving throw or 
  become poisoned until the end of their next 
  turn. 
  49-50 
  Rift. The deck tears open beneath you, creating 
  a rift that stretches in a 5-foot-wide line for 1d6 
  x 5 feet in a random direction. Any creature 
  standing over the rift when it opens must 
  succeed on a DC 10 Dexterity saving throw to 
  leap to safety. Creatures that fall into the rift 
  tumble into a wrecked chamber 40 feet below. 
  51-52 
  Rubble. Rubble clatters over the deck, creating 
  difficult terrain in a 10-foot-radius around you. 
  53-54 
  Scalded. A gout of steam hisses into your face. 
  You must succeed on a DC 10 Constitution saving 
  throw or take 5 (1d10) fire damage per tier.  
  55-59 
  Severely Bludgeoned. Wreckage slams into you, 
  dealing 11 (2d10) bludgeoning damage per tier. 
  60-64 
  Severely Impaled. A spear of shrapnel plunges 
  into you, dealing 11 (2d10) piercing damage per 
  tier. 
  65-69 
  Severely Slashed. Shrapnel tears into you, 
  dealing 11 (2d10) slashing damage per tier. 
  70-74 
  Slashed. Shrapnel tears into you, dealing 6 
  (1d10) slashing damage per tier. 
  75-76 
  Slowed. A chunk of wreckage cracks into your 
  knee, reducing your speed by half until the end 
  of your next turn. 
  77-78 
  Smoke. A 20-foot-radius sphere of thick smoke 
  swirls up around you, heavily obscuring the area. 
  The cloud persists until a wind of moderate or 
  greater speed (at least 10 miles per hour) 
  disperses it 
  79-80 
  Stunned. A chunk of wreckage strikes you in the 
  back of the head, dealing 5 (1d10) bludgeoning 
  damage per tier and stunning you until the end 
  of your next turn. 
  81-82 
  Tangled. A knot of chains and wires entangles 
  you. Until freed, your speed is halved and you 
  take disadvantage on attacks and ability checks. 
  To disentangle yourself, you or an adjacent ally 
  must take an action and succeed on a DC 10 
  Strength (Athletics) check.   
  83-84 
  Teleported. With a crack of magical energy, the 
  Ark teleports you to a random space on the 
  battlefield.  
  85-86 
  Thrown. A shock wave hurls you and any 
  creature within 5 feet of you 1d10 x 5 feet in a 
  random direction. If you strike a solid object, you 
  take damage as though you had fallen.  
  87-95 
  Tripped. A shockwave knocks you prone, along 
  with any creatures with 5 feet of you. 
  96-97 
  Unconscious. A chunk of wreckage hits you in 
  the back of the head and you drop to 0 hit 
  points. 
  98-99 
  Double damage. Roll twice on this table and 
  apply both results (ignoring rolls of 98-00). 
  00 
  Triple damage. Roll three time on this table and 
  apply all results (ignoring rolls of 98-00). 
  Effects by Tier 
  Many hazards within the Ark direct players to roll on 
  the following table. The difficulty of the saving throw 
  required is as follows:  
  Saving Throw DC by Tier 
  Tier 
  Difficulty Class 
  1-4 
  DC 12 
  5-10 
  DC 15  
  11-16 
  DC 17 
  Damage by Tier 
  Tier 
  Damage 
  1-4 
  4 (1d8) damage. 
  5-10 
  9 (2d8) damage.  
  11-16 
  22 (6d8) damage. 
   
  For each level of APL above or below the optimized 
  level (i.e. 3/8/12), add or remove one die of damage 
  (minimum 1).  
  Reinforcements 
  If your sector is breached during an encounter, the 
  following enemies join the battle at the start of the 
  next round: 
  Enemy Boarders 
  Tier 
  Reinforcements 
  1-4 
  Four goblins. 
  5-10 
  Four bandit captains. 
  11-16 
  One pirate mage and four veterans. 
   
   
   
   
   
   
  
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  If “elite boarders” target your group, use the 
  following enemies instead: 
  Elite Boarders 
  Tier 
  Reinforcements 
  1-4 
  One hill giant. 
  5-10 
  One fire giant. 
  11-16 
  Two cloud giants. 
   
  Combat between monsters 
  Enemy boarders target Ark Guardians as well as player 
  characters (and vice versa)! When resolving conflicts 
  between rival monsters, assume each attack hits and apply 
  damage automatically.    
  Legendary Villains  
  Legendary villains roam the war map and attack 
  different tables. The administrators assume the roles 
  of these villains.  
    If a villain arrives at your table, the administrator 
  immediately resolves an attack against one or 
  more characters. This action interrupts any turn 
  currently in play.  
   If you’re using miniatures, the administrator 
  places their villain anywhere on the battle map.  
   After resolving the villain’s attacks, the 
  administrator can use its Legendary Action at the 
  end of any turn to retreat from the combat.   
   
   
  
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  Appendix 4. Monster/NPC Statistics 
   
  Abominable Yeti 
  Huge monstrosity, chaotic evil 
  Armor Class 15 (natural armor) 
  Hit Points 137 (11d12 + 66) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   24 (+7) 
  10 (+0) 
  22 (+6) 
  9 (−1) 
  13 (+1) 
  9 (−1) 
    
  Skills Perception +5, Stealth +4 
  Damage Immunities cold 
  Senses darkvision 60ft., passive Perception 15 
  Languages Yeti 
  Challenge 9 (5,000 XP) 
  Fear of Fire. If the yeti takes fire damage, it has 
  disadvantage on attack rolls and ability checks until the 
  end of its next turn. 
  Keen Smell. The yeti has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Snow Camouflage. The yeti has advantage on Dexterity 
  (Stealth) checks made to hide in snowy terrain. 
  Actions 
  Multiattack. The yeti can use its Chilling Gaze and 
  makes two claw attacks. 
  Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., 
  one target. Hit: 14 (2d6 + 7) slashing damage plus 7 
  (2d6) cold damage. 
  Chilling Gaze. The yeti targets one creature it can see 
  within 30 feet of it. If the target can see the yeti, the 
  target must succeed on a DC 18 Constitution saving 
  throw against this magic or take 21 (6d6) cold damage 
  and then be paralyzed for 1 minute, unless it is 
  immune to cold damage. The target can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success. If the target’s saving throw 
  is successful, or if the effect ends on it, the target is 
  immune to this yeti’s gaze for 1 hour. 
  Cold Breath (Recharge 6). The yeti exhales a 30-foot 
  cone of frigid air. Each creature in that area must make 
  a DC 18 Constitution saving throw, taking 45 (10d8) 
  cold damage on a failed save, or half as much damage 
  on a successful one. 
   
  Animated Armor 
  Medium construct, unaligned 
  Armor Class 18 (natural armor) 
  Hit Points 33 (6d8 + 6) 
  Speed 25 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  11 (+0) 
  13 (+1) 
  1 (−5) 
  3 (−4) 
  1 (−5) 
    
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, 
  poisoned 
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 6 
  Languages — 
  Challenge 1 (200 XP) 
  Antimagic Susceptibility. The armor is incapacitated 
  while in the area of an antimagic field. If targeted by 
  dispel magic, the armor must succeed on a 
  Constitution saving throw against the caster’s spell 
  save DC or fall unconscious for 1 minute. 
  False Appearance. While the armor remains 
  motionless, it is indistinguishable from a normal suit of 
  armor. 
  Actions 
  Multiattack. The armor makes two melee attacks. 
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) bludgeoning damage. 
   
  
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  Azer 
  Medium elemental, lawful neutral 
  Armor Class 17 (natural armor, shield) 
  Hit Points 39 (6d8 + 12) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  12 (+1) 
  15 (+2) 
  12 (+1) 
  13 (+1) 
  10 (+0) 
   
  Saving Throws Con +4 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses passive Perception 11 
  Languages Ignan 
  Challenge 2 (450 XP) 
  Heated Body. A creature that touches the azer or hits it 
  with a melee attack while within 5 feet of it takes 5 
  (1d10) fire damage. 
  Heated Weapons. When the azer hits with a metal 
  melee weapon, it deals an extra 3 (1d6) fire damage 
  (included in the attack). 
  Illumination. The azer sheds bright light in a 10-foot 
  radius and dim light for an additional 10 feet. 
  Actions 
  Warhammer. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 
  8 (1d10 + 3) bludgeoning damage if used with two 
  hands to make a melee attack, plus 3 (1d6) fire 
  damage. 
   
  Bandit Captain 
  Medium humanoid (any race), any non-lawful 
  alignment 
  Armor Class 15 (studded leather) 
  Hit Points 65 (10d8 + 20) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  16 (+3) 
  14 (+2) 
  14 (+2) 
  11 (+0) 
  14 (+2) 
   
  Saving Throws Str +4, Dex +5, Wis +2 
  Skills Athletics +4, Deception +4 
  Senses passive Perception 10 
  Languages any two languages 
  Challenge 2 (450 XP) 
  Actions 
  Multiattack. The captain makes three melee attacks: 
  two with its scimitar and one with its dagger. Or the 
  captain makes two ranged attacks with its daggers. 
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) slashing damage. 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 
  3) piercing damage. 
  Reactions 
  Parry. The captain adds 2 to its AC against one melee 
  attack that would hit it. To do so, the captain must see 
  the attacker and be wielding a melee weapon. 
   
  
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  Basilisk 
  Medium monstrosity, unaligned 
  Armor Class 15 (natural armor) 
  Hit Points 52 (8d8 + 16) 
  Speed 20 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  8 (−1) 
  15 (+2) 
  2 (−4) 
  8 (−1) 
  7 (−2) 
    
  Senses darkvision 60 ft., passive Perception 9 
  Languages — 
  Challenge 3 (700 XP) 
  Petrifying Gaze. If a creature starts its turn within 30 
  feet of the basilisk and the two of them can see each 
  other, the basilisk can force the creature to make a DC 
  12 Constitution saving throw if the basilisk isn’t 
  incapacitated. On a failed save, the creature magically 
  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 
  petrified until freed by the greater restoration spell or 
  other magic. 
   A creature that isn’t surprised can avert its eyes to 
  avoid the saving throw at the start of its turn. If it does 
  so, it can’t see the basilisk until the start of its next 
  turn, when it can avert its eyes again. If it looks at the 
  basilisk in the meantime, it must immediately make the 
  save. 
   If the basilisk sees its reflection within 30 feet of it in 
  bright light, it mistakes itself for a rival and targets 
  itself with its gaze. 
  Actions 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) 
  poison damage. 
   
  Berserker 
  Medium humanoid (any race), any chaotic alignment 
  Armor Class 13 (hide armor) 
  Hit Points 67 (9d8 + 27) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  12 (+1) 
  17 (+3) 
  9 (−1) 
  11 (+0) 
  9 (−1) 
    
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 2 (450 XP) 
  Reckless. At the start of its turn, the berserker can gain 
  advantage on all melee weapon attack rolls during that 
  turn, but attack rolls against it have advantage until the 
  start of its next turn. 
  Actions 
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 9 (1d12 + 3) slashing damage. 
   
  
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  Clay Golem 
  Large construct, unaligned 
  Armor Class 14 (natural armor) 
  Hit Points 133 (14d10 + 56) 
  Speed 20ft. 
   
   
  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 60ft., 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. 
   
  Cloud Giant 
  Huge giant, neutral good (50%) or neutral evil (50%) 
  Armor Class 14 (natural armor) 
  Hit Points 200 (16d12 + 96) 
  Speed 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   27 (+8) 
  10 (+0) 
  22 (+6) 
  12 (+1) 
  16 (+3) 
  16 (+3) 
   
  Saving Throws Con +9, Wis +7, Cha +7 
  Skills Insight +7, Perception +7 
  Senses passive Perception 17 
  Languages Common, Giant 
  Challenge 9 (5,000 XP) 
  Keen Smell. The giant has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Innate Spellcasting. The giant’s innate spellcasting 
  ability is Charisma. It can innately cast the following 
  spells, requiring no material components: 
  At will: detect magic, fog cloud, light 
  3/day each: feather fall, fly, misty step, telekinesis 
  1/day each: control weather, gaseous form 
  Actions 
  Multiattack. The giant makes two morningstar attacks. 
  Morningstar. Melee Weapon Attack: +12 to hit, reach 
  10 ft., one target. Hit: 21 (3d8 + 8) piercing damage. 
  Rock. Ranged Weapon Attack: +12 to hit, range 60/240 
  ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. 
   
  
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  Cloud Giant Smiling One 
  Huge giant (cloud giant), neutral evil 
  Armor Class 15 (natural armor) 
  Hit Points 262 (21d12 + 126) 
  Speed 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   26 (+8) 
  12 (+1) 
  22 (+6) 
  15 (+2) 
  16 (+3) 
  17 (+3) 
   
  Saving Throws Con +10, Int +6, Cha +7 
  Skills Deception +11, Insight +7, Perception +7, Sleight 
  of Hand +9 
  Senses passive Perception 17 
  Languages Common, Giant 
  Challenge 11 (7,200 XP) 
  Keen Smell. The giant has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Innate Spellcasting. The giant’s innate spellcasting 
  ability is Charisma (spell save DC 15). It can innately 
  cast the following spells, requiring no material 
  components: 
   
  At will: detect magic, fog cloud, light 
  3/day each: feather fall, fly, misty step, telekinesis 
  1/day each: control weather, gaseous form 
  Spellcasting. The giant is a 5th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 15, +7 to 
  hit with spell attacks). The giant has the following bard 
  spells prepared: 
   
  Cantrips (at will): minor illusion, prestidigitation, vicious 
  mockery 
  1st level (4 slots): cure wounds, disguise self, silent 
  image, Tasha’s hideous laughter 
  2nd level (3 slots): invisibility, suggestion 
  3rd level (2 slots): major image, tongues 
  Actions 
  Multiattack. The giant makes two attacks with its 
  morningstar. 
  Morningstar. Melee Weapon Attack: +12 to hit, reach 
  10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning 
  damage. The attack deals an extra 14 (4d6) damage if 
  the giant has advantage on the attack roll. 
  Rock. Ranged Weapon Attack: +12 to hit, range 60/240 
  ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. 
  The attack deals an extra 14 (4d6) damage if the giant 
  has advantage on the attack roll. 
  Change Shape. The giant magically polymorphs into a 
  beast or humanoid it has seen, or back into its true 
  form. Any equipment the giant is wearing or carrying is 
  absorbed by the new form. Its statistics, other than its 
  size, are the same in each form. It reverts to its true 
  form if it dies. 
   
  Cyclops 
  Huge giant, chaotic neutral 
  Armor Class 14 (natural armor) 
  Hit Points 138 (12d12 + 60) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   22 (+6) 
  11 (+0) 
  20 (+5) 
  8 (−1) 
  6 (−2) 
  10 (+0) 
    
  Senses passive Perception 8 
  Languages Giant 
  Challenge 6 (2,300 XP) 
  Poor Depth Perception. The cyclops has disadvantage 
  on any attack roll against a target more than 30 feet 
  away. 
  Actions 
  Multiattack. The cyclops makes two greatclub attacks. 
  Greatclub. Melee Weapon Attack: +9 to hit, reach 10 
  ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +9 to hit, range 30/120 
  ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP05-02 Ark of the Mountains  
   
   
  30 
  Death Dog 
  Medium monstrosity, neutral evil 
  Armor Class 12 
  Hit Points 39 (6d8 + 12) 
  Speed 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  14 (+2) 
  14 (+2) 
  3 (−4) 
  13 (+1) 
  6 (−2) 
    
  Skills Perception +5, Stealth +4 
  Senses darkvision 120 ft., passive Perception 15 
  Languages — 
  Challenge 1 (200 XP) 
  Two-Headed. The dog has advantage on Wisdom 
  (Perception) checks and on saving throws against being 
  blinded, charmed, deafened, frightened, stunned, or 
  knocked unconscious. 
  Actions 
  Multiattack. The dog makes two bite attacks. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. If the target is 
  a creature, it must succeed on a DC 12 Constitution 
  saving throw against disease or become poisoned until 
  the disease is cured. Every 24 hours that elapse, the 
  creature must repeat the saving throw, reducing its hit 
  point maximum by 5 (1d10) on a failure. This reduction 
  lasts until the disease is cured. The creature dies if the 
  disease reduces its hit point maximum to 0. 
   
  Djinni 
  Large elemental, chaotic good 
  Armor Class 17 (natural armor)  
  Hit Points 161 (14d10 + 84) 
  Speed 30 ft., fly 90 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   21 (+5) 
  15 (+2) 
  22 (+6) 
  15 (+2) 
  16 (+3) 
  20 (+5) 
   
  Saving Throws Dex +6, Wis +7, Cha +9 
  Damage Immunities lightning, thunder 
  Senses darkvision 120 ft., passive Perception 16 
  Languages Auran 
  Challenge 11 (7,200 XP) 
  Elemental Demise. If the djinni dies, its body 
  disintegrates into a warm breeze, leaving behind only 
  equipment the djinni was wearing or carrying. 
  Innate Spellcasting. The djinni's innate spellcasting 
  ability is Charisma (spell save DC 17, +9 to hit with spell 
  attacks).  It can innately cast the following spells, 
  requiring no material components: 
   
  At will: detect evil and good, detect magic, 
  thunderwave 
  3/day each: create food and water (can create wine 
  instead of water), tongues, wind walk 
  1/day each: conjure elemental (air elemental only), 
  creation, gaseous form, invisibility, major image, 
  plane shift 
  Actions 
  Multiattack. The djinni makes three scimitar attacks. 
  Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one target. Hit: 12 (2d6 + 5) slashing damage plus 3 
  (1d6) lightning or thunder damage (djinni's choice).  
  Create Whirlwind. A 5-foot-radius, 30-foot-tall cylinder 
  of swirling air magically forms on a point the djinni can 
  see within 120 feet of it.  The whirlwind lasts as long as 
  the djinni maintains concentrating (as if concentrating 
  on a spell).  Any creature but the djinni that enters the 
  whirlwind must succeed on a DC 18 Strength saving 
  throw or be restrained by It.  The djinni can move the 
  whirlwind up to 60 feet as an action, and creatures 
  restrained by the whirlwind move with it.  The 
  whirlwind ends if the djinni loses sight of it. 
   A creature can use it’s action to free a creature 
  restrained by the whirlwind, including itself, by 
  succeeding on a DC 18 Strength check.  If the check 
  succeeds, the creature is no longer restrained and 
  moves to the nearest space outside the whirlwind. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
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  31 
  Fire Giant 
  Huge giant, lawful evil  
  Armor Class 18 (plate) 
  Hit Points 162 (13d12 + 78) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   25 (+7) 
  9 (−1) 
  23 (+6) 
  10 (+0) 
  14 (+2) 
  13 (+1) 
   
  Saving Throws Dex +3, Con +10, Cha +5 
  Skills Athletics +11, Perception +6 
  Damage Immunities fire 
  Senses passive Perception 16 
  Languages Giant 
  Challenge 9 (5,000 XP) 
  Actions 
  Multiattack. The giant makes two greatsword attacks. 
  Greatsword. Melee Weapon Attack: +11 to hit, reach 
  10 ft., one target. Hit: 28 (6d6 + 7) slashing damage. 
  Rock. Ranged Weapon Attack: +11 to hit, range 60/240 
  ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage 
   
  Galeb Duhr 
  Medium elemental, neutral 
    
  Armor Class 16 (natural armor) 
  Hit Points 85 (9d8 + 45) 
  Speed 15 ft. (30 ft. when rolling, 60 ft. rolling downhill) 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  14 (+2) 
  20 (+5) 
  11 (+0) 
  12 (+1) 
  11 (+0) 
   
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical weapons 
  Damage Immunities poison 
  Condition Immunities exhaustion, paralyzed, poisoned, 
  petrified 
  Senses darkvision 60 ft., tremorsense 60 ft., 
  passive Perception 11 
  Languages Terran 
  Challenge 6 (2,300 XP) 
  False Appearance. While the galeb duhr remains 
  motionless, it is indistinguishable from a normal 
  boulder. 
  Rolling Charge. If the galeb duhr rolls at least 20 feet 
  straight toward a target and then hits it with a slam 
  attack on the same turn, the target takes an extra 7 
  (2d6) bludgeoning damage. If the target is a creature, it 
  must succeed on a DC 16 Strength saving throw or be 
  knocked prone. 
  Actions 
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 5) bludgeoning damage. 
  Animate Boulders (1/Day). The galeb duhr magically 
  animates  
  up to two boulders it can see within 60 feet of it. A 
  boulder has statistics like those of a galeb duhr, except 
  it has Intelligence 1 and Charisma 1, it can’t be 
  charmed or frightened, and it lacks this action option. 
  A boulder remains animated as long as the galeb duhr 
  maintains concentration, up to 1 minute (as if 
  concentrating on a spell). 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP05-02 Ark of the Mountains  
   
   
  32 
  Gargoyle 
  Medium elemental, chaotic evil 
  Armor Class 15 (natural armor) 
  Hit Points 52 (7d8 + 21) 
  Speed 30 ft., fly 60 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  11 (+0) 
  16 (+3) 
  6 (−2) 
  11 (+0) 
  7 (−2) 
    
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical weapons that aren’t 
  adamantine 
  Damage Immunities poison 
  Condition Immunities exhaustion, petrified, poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Terran 
  Challenge 2 (450 XP) 
  False Appearance. While the gargoyle remains 
  motionless, it is indistinguishable from an inanimate 
  statue. 
  Actions 
  Multiattack. The gargoyle makes two attacks: one with 
  its bite and one with its claws. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) slashing damage. 
   
  Giant Scorpion 
  Large beast, unaligned 
  Armor Class 15 (natural armor) 
  Hit Points 52 (7d10 + 14) 
  Speed 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  13 (+1) 
  15 (+2) 
  1 (−5) 
  9 (-1) 
  3 (−4) 
    
  Senses blindsight 60 ft., passive Perception 9 
  Languages -- 
  Challenge 3 (700 XP) 
  Actions 
  Multiattack. The scorpion makes three attacks: two 
  with its claws and one with its sting. 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) bludgeoning damage, and the 
  target is grappled (escape DC 12). The scorpion has two 
  sets of claws, each of which can grapple only one 
  target. 
  Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (1d10 + 2) piercing damage, and the 
  target must make a DC 12 constitution saving throw, 
  taking 22 (4d10) poison damage on a failed save, or 
  half as much on a successful one. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP05-02 Ark of the Mountains  
   
   
  33 
  Goblin 
  Small humanoid (goblinoid), neutral evil 
  Armor Class 15 (leather armor, shield) 
  Hit Points 7 (2d6) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   8 (−1) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  8 (−1) 
  8 (−1) 
    
  Skills Stealth +6 
  Senses darkvision 60 ft., passive Perception 9 
  Languages Common, Goblin 
  Challenge 1/4 (50 XP) 
  Nimble Escape. The goblin can take the Disengage or 
  Hide action as a bonus action on each of its turns. 
  Actions 
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) slashing damage. 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
   
  Goblin Boss 
  Small humanoid (goblinoid), lawful evil 
  Armor Class 11 (leather armor) 
  Hit Points 32 (5d8 + 10) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  11 (+0) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
   
  Skills Intimidation +2 
  Senses passive Perception 10 
  Languages Goblin, Common 
  Challenge 1/2 (100 XP) 
  Pack Tactics. The boss has advantage on an attack roll 
  against a creature if at least one of the boss’s allies is 
  within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  Actions 
  Multiattack. The boss makes two melee attacks. 
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6 + 2) bludgeoning damage. 
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage. 
   
  Gorgon 
  Large monstrosity, unaligned 
  Armor Class 19 (natural armor) 
  Hit Points 114 (12d10 + 48) 
  Speed 40 ft.  
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   20 (+5) 
  11 (+0) 
  18 (+4) 
  2 (-4) 
  12 (+1) 
  7 (-2) 
   
  Skills Perception +4 
  Condition Immunities petrified 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Common, Terran 
  Challenge 5 (1,800 XP) 
  Trampling Charge. If the gorgon moves at least 20 feet 
  straight toward a creature and then hits it with a gore 
  attack on the same turn, that target must succeed on a 
  DC 16 Strength saving throw or be knocked prone. If 
  the target is prone, the gorgon can make one attack 
  with its hooves against it as a bonus action. 
  Actions 
  Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 18 (2d12 + 5) piercing damage. 
  Hooves. Melee Weapon Attack: +8 to hit, reach 10 ft., 
  one target. Hit: 16 (2d10 + 5) bludgeoning damage. 
  Petrifying Breath (Recharge 5-6). The gorgon exhales 
  petrifying gas in a 30-foot-cone. Each creature in that 
  area must succeed on a DC 13 Constitution saving 
  throw. On a failed save, a target begins to turn to stone 
  and is restrained. The restrained target must repeat 
  the saving throw at the end of its next turn. On a 
  success, the effect ends on the target. On a failure, the 
  target is petrified until freed by the greater restoration 
  spell or other magic. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP05-02 Ark of the Mountains  
   
   
  34 
  Griffon 
  Large monstrosity, unaligned 
  Armor Class 12 
  Hit Points 59 (7d10 + 21) 
  Speed 30 ft., fly 80 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  15 (+2) 
  16 (+3) 
  2 (−4) 
  13 (+1) 
  8 (−1) 
    
  Skills Perception +5 
  Senses darkvision 60 ft., passive Perception 15 
  Languages -- 
  Challenge 2 (450 XP) 
  Keen Sight. The griffon has advantage on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Multiattack. The griffon makes two attacks: one with 
  its beak and one with its claws. 
  Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) piercing damage. 
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage. 
   
  Helmed Horror 
  Medium construct, neutral 
  Armor Class 20 (plate, shield) 
  Hit Points 60 (8d8 + 24) 
  Speed 30 ft., fly 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  13 (+1) 
  16 (+3) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
   
  Skills Perception +4 
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical weapons that aren’t 
  adamantine 
  Damage Immunities force, necrotic, poison 
  Condition Immunities blinded, charmed, deafened, 
  frightened, paralyzed, petrified, poisoned, stunned 
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 14 
  Languages understands the languages of its creator but 
  can’t speak 
  Challenge 4 (1,100 XP) 
  Magic Resistance. The helmed horror has advantage 
  on saving throws against spells and other magical 
  effects. 
  Spell Immunity. The helmed horror is immune to three 
  spells chosen by its creator. Typical immunities include 
  fireball, heat metal, and lightning bolt. 
  Actions 
  Multiattack. The helmed horror makes two longsword 
  attacks. 
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 
  (1d10 + 4) slashing damage if used with two hands. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP05-02 Ark of the Mountains  
   
   
  35 
  Hill Giant 
  Huge giant, chaotic evil 
  Armor Class 13 (natural armor) 
  Hit Points 105 (10d12 + 40) 
  Speed 40ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
       21 (+5)      8 (- 1)     19 (+4)       5 (- 3)       9 (- 1)          6 (-2) 
   
  Skills Perception +2 
  Senses passive Perception 12 
  Languages Giant 
  Challenge 5 (1,800 XP) 
  Actions 
  Multiattack. The giant makes two greatclub attacks. 
  Greatclub. Melee Weapon Attack: +8 to hit, reach 10 
  ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +8 to hit, range 60/240 
  ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage. 
   
  Mage 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (15 with mage armor) 
  Hit Points 40 (9d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (−1) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
   
  Saving Throws Int +6, Wis +4 
  Skills Arcana +6, History +6 
  Senses passive Perception 11 
  Languages any four languages 
  Challenge 6 (2,300 XP) 
  Spellcasting. The mage is a 9th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 14, +6 
  to hit with spell attacks). The mage has the following 
  wizard spells prepared: 
  Cantrips (at will): fire bolt, light, mage hand, 
  prestidigitation 
  1st level (4 slots): detect magic, mage armor, magic 
  missile, shield 
  2nd level (3 slots): misty step, suggestion 
  3rd level (3 slots): counterspell, fireball, fly 
  4th level (3 slots): greater invisibility, ice storm 
  5th level (1 slot): cone of cold 
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 
  2) piercing damage. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP05-02 Ark of the Mountains  
   
   
  36 
  Medusa 
  Medium monstrosity, lawful evil 
  Armor Class 15 (natural armor) 
  Hit Points 127 (17d8 + 51) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  15 (+2) 
  16 (+3) 
  12 (+1) 
  13 (+1) 
  15 (+2) 
   
  Skills Deception +5, Insight +4, Perception +4, Stealth 
  +5 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Common 
  Challenge 6 (2,300 XP) 
  Petrifying Gaze. When a creature that can see the 
  medusa’s eyes starts its turn within 30 feet of the 
  medusa, the medusa can force it to make a DC 14 
  Constitution saving throw if the medusa isn’t 
  incapacitated and can see the creature. If the saving 
  throw fails by 5 or more, the creature is instantly 
  petrified. Otherwise, a creature that fails the save 
  begins to turn to stone and is restrained. The 
  restrained creature must repeat the saving throw at 
  the end of its next turn, becoming petrified on a failure 
  or ending the effect on a success. The petrification lasts 
  until the creature is freed by the greater restoration 
  spell or other magic. 
   Unless surprised, 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 medusa until the start 
  of its next turn, when it can avert its eyes again. If the 
  creature looks at the medusa in the meantime, it must 
  immediately make the save. 
   If the medusa sees itself reflected on a polished 
  surface within 30 feet of it and in an area of bright 
  light, the medusa is, due to its curse, affected by its 
  own gaze. 
  Actions 
  Multiattack. The medusa makes either three melee 
  attacks—one with its snake hair and two with its 
  shortsword—or two ranged attacks with its longbow. 
  Snake Hair. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 
  14 (4d6) poison damage. 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Longbow. Ranged Weapon Attack: +5 to hit, range 
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing 
  damage plus 7 (2d6) poison damage. 
   
  Minotaur 
  Large monstrosity, chaotic evil 
  Armor Class 14 (natural armor) 
  Hit Points 76 (9d10 + 27) 
  Speed 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  11 (+0) 
  16 (+3) 
  6 (−2) 
  16 (+3) 
  9 (−1) 
    
  Skills Perception +7 
  Senses darkvision 60 ft., passive Perception 17 
  Languages Abyssal 
  Challenge 3 (700 XP) 
  Charge. If the minotaur moves at least 10 feet straight 
  toward a target and then hits it with a gore attack on 
  the same turn, the target takes an extra 9 (2d8) 
  piercing damage. If the target is a creature, it must 
  succeed on a DC 14 Strength saving throw or be 
  pushed up to 10 feet away and knocked prone. 
  Labyrinthine Recall. The minotaur can perfectly recall 
  any path it has traveled. 
  Reckless. At the start of its turn, the minotaur can gain 
  advantage on all melee weapon attack rolls it makes 
  during that turn, but attack rolls against it have 
  advantage until the start of its next turn. 
  Actions 
  Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) bludgeoning damage. 
  Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) piercing damage. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP05-02 Ark of the Mountains  
   
   
  37 
  Minotaur Skeleton 
  Large undead, lawful evil 
  Armor Class 12 (natural armor) 
  Hit Points 67 (9d10 + 18) 
  Speed 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  11 (+0) 
  15 (+2) 
  6 (−2) 
  8 (−1) 
  5 (−3) 
    
  Damage Vulnerabilities bludgeoning 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Languages understands Abyssal but can’t speak 
  Challenge 2 (450 XP) 
  Charge. If the skeleton moves at least 10 feet straight 
  toward a target and then hits it with a gore attack on 
  the same turn, the target takes an extra 9 (2d8) 
  piercing damage. If the target is a creature, it must 
  succeed on a DC 14 Strength saving throw or be 
  pushed up to 10 feet away and knocked prone. 
  Actions 
  Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 17 (2d12 + 4) slashing damage. 
  Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) piercing damage. 
   Mouth of Grolantor 
  Huge giant (hill giant), chaotic evil 
  Armor Class 14 (natural armor) 
  Hit Points 105 (10d12 + 40) 
  Speed 50 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   21 (+5)  
  10 (+0)  
  18 (+4)  
  5 (−3)  
  7 (−2)  
  5 (−3) 
   
  Skills Perception +1 
  Condition Immunities frightened 
  Senses passive Perception 11 
  Languages Giant 
  Challenge 6 (2,300 XP) 
  Mouth of Madness. The giant is immune to confusion 
  spells and similar magic. 
   On each of its turns, the giant uses all its movement 
  to move toward the nearest creature or whatever else 
  it might perceive as food. Roll a d10 at the start of each 
  of the giant’s turns to determine its action for that 
  turn: 
  1–3. The giant makes three attacks with its fists against 
  one random target within its reach. If no other 
  creatures are within its reach, the giant flies into a 
  rage and gains advantage on all attack rolls until the 
  end of its next turn. 
  4–5. The giant makes one attack with its fist against 
  every creature within its reach. If no other creatures 
  are within its reach, the giant makes one fist attack 
  against itself. 
  6–7. The giant makes one attack with its bite against 
  one random target within its reach. If no other 
  creatures are within its reach, its eyes glaze over and 
  it becomes stunned until the start of its next turn. 
  8–10. The giant makes three attacks against one 
  random target within its reach: one attack with its 
  bite and two with its fists. If no other creatures are 
  within its reach, the giant flies into a rage and gains 
  advantage on all attack rolls until the end of its next 
  turn. 
  Actions 
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  creature. Hit: 15 (3d6 + 5) piercing damage, and the 
  giant magically regains hit points equal to the damage 
  dealt. 
  Fist. Melee Weapon Attack: +8 to hit, reach 10 ft., one 
  target. Hit: 18 (3d8 + 5) bludgeoning damage. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP05-02 Ark of the Mountains  
   
   
  38 
  Orog 
  Medium humanoid (orc), chaotic evil 
  Armor Class 18 (plate) 
  Hit Points 42 (5d8 + 20) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  12 (+1) 
  18 (+4) 
  12 (+1) 
  11 (+0) 
  12 (+1) 
   
  Skills Intimidation +5, Survival +2 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Orc 
  Challenge 2 (450 XP) 
  Aggressive. As a bonus action, the orog can move up to 
  its speed toward a hostile creature that it can see. 
  Actions 
  Multiattack. The orog makes two greataxe attacks. 
  Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 10 (1d12 + 4) slashing damage. 
  Javelin. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 
  4) piercing damage. 
   
  Skeleton 
  Medium undead, lawful evil 
  Armor Class 13 (armor scraps) 
  Hit Points 13 (2d8 + 4) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  14 (+2) 
  15 (+2) 
  6 (−2) 
  8 (−1) 
  5 (−3) 
    
  Damage Vulnerabilities bludgeoning 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Languages understands all languages it knew in life but 
  can’t speak 
  Challenge 1/4 (50 XP) 
  Actions 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
   
  Storm Giant Quintessent 
  Huge giant (storm giant), chaotic good 
  Armor Class 12 
  Hit Points 230 (20d12 + 100) 
  Speed 50 ft., fly 50 ft. (hover), swim 50 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   29 (+9)  
  14 (+2)  
  20 (+5)  
  17 (+3)  
  20 (+5)  
  19 (+4) 
   
  Saving Throws Str +14, Con +10, Wis +10, Cha +9 
  Skills Arcana +8, History +8, Perception +10 
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing 
  from nonmagical attacks 
  Damage Immunities lightning, thunder 
  Senses truesight 60 ft., passive Perception 20 
  Languages Common, Giant 
  Challenge 16 (15,000 XP) 
  Amphibious. The giant can breathe air and water. 
  Actions 
  Multiattack. The giant makes two Lightning Sword 
  attacks or uses Wind Javelin twice. 
  Lightning Sword. Melee Weapon Attack: +14 to hit, 
  reach 15 ft., one target. Hit: 40 (9d6 + 9) lightning 
  damage. 
  Wind Javelin. The giant coalesces wind into a javelin-
  like form and hurls it at a creature it can see within 600 
  feet of it. The javelin is considered a magic weapon and 
  deals 19 (3d6 + 9) piercing damage to the target, 
  striking unerringly. The javelin disappears after it hits. 
  Legendary Actions 
  The giant 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 giant regains spent legendary 
  actions at the start of its turn. 
  Gust. The giant targets a creature it can see within 60 
  feet of it and creates a magical gust of wind around it. 
  The target must succeed on a DC 18 Strength saving 
  throw or be pushed up to 20 feet in any horizontal 
  direction the giant chooses. 
  Thunderbolt (2 Actions). The giant hurls a thunderbolt 
  at a creature it can see within 600 feet of it. The target 
  must make a DC 18 Dexterity saving throw, taking 22 
  (4d10) thunder damage on a failed save, or half as 
  much damage on a successful one. 
  
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  DDEP05-02 Ark of the Mountains  
   
   
  39 
  One with the Storm (3 Actions). The giant vanishes, 
  dispersing itself into the storm surrounding its lair. The 
  giant can end this effect at the start of any of its turns, 
  becoming a giant once more and appearing in any 
  location it chooses within its lair. While dispersed, the 
  giant can’t take any actions other than lair actions, and 
  it can’t be targeted by attacks, spells, or other effects. 
  The giant can’t use this ability outside its lair, nor can it 
  use this ability if another creature is using a control 
  weather spell or similar magic to quell the storm. 
  Tiger 
  Large beast, unaligned 
  Armor Class 12 
  Hit Points 37 (5d10 + 10) 
  Speed 40ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  15 (+2) 
  14 (+2) 
  3 (- 4) 
  12 (+1) 
  8 (-1) 
   
  Skills Perception +3, Stealth +6 
  Senses darkvision 60ft., passive Perception 13 
  Languages -- 
  Challenge 1 (200 XP) 
  Keen Smell. The tiger has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Pounce. If the tiger moves at least 20 feet straight 
  toward a creature and then hits it with a claw attack on 
  the same turn, that target must succeed on a DC 13 
  Strength saving throw or be knocked prone. If the 
  target is prone, the tiger can make one bite attack 
  against it as a bonus action. 
  Actions 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 8 (1d10 + 3) piercing damage. 
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) slashing damage. 
  
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  Veteran 
  Medium humanoid (any race), any alignment 
  Armor Class 17 (splint) 
  Hit Points 58 (9d8 + 18) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  13 (+1) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Skills Athletics +5, Perception +2 
  Senses passive Perception 12 
  Languages any one language (usually Common) 
  Challenge 3 (700 XP) 
  Actions 
  Multiattack. The veteran makes two longsword 
  attacks. If it has a shortsword drawn, it can also make a 
  shortsword attack. 
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 
  (1d10 + 3) slashing damage if used with two hands. 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) piercing damage. 
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage. 
   
  Warlord 
  Medium humanoid (any race), any alignment 
  Armor Class 18 (plate) 
  Hit Points 229 (27d8 + 108) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   20 (+5)  
  16 (+3)  
  18 (+4)  
  12 (+1)  
  12 (+1)  
  18 (+4) 
   
  Saving Throws Str +9, Dex +7, Con +8 
  Skills Athletics +9, Intimidation +8, Perception +5, 
  Persuasion +8 
  Senses passive Perception 15 
  Languages any two languages 
  Challenge 12 (8,400 XP) 
  Indomitable (3/Day). The warlord can reroll a saving 
  throw it fails. It must use the new roll. 
  Survivor. The warlord regains 10 hit points at the start 
  of its turn if it has at least 1 hit point but fewer hit 
  points than half its hit point maximum. 
  Actions 
  Multiattack. The warlord makes two weapon attacks. 
  Greatsword. Melee Weapon Attack: +9 to hit, reach 5 
  ft., one target. Hit: 12 (2d6 + 5) slashing damage. 
  Shortbow. Ranged Weapon Attack: +7 to hit, range 
  80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. 
  Legendary Actions 
  The warlord 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 warlord regains spent 
  legendary actions at the start of its turn. 
  Weapon Attack. The warlord makes a weapon attack. 
  Command Ally. The warlord targets one ally it can see 
  within 30 feet of it. If the target can see and hear the 
  warlord, the target can make one weapon attack as a 
  reaction and gains advantage on the attack roll. 
  Frighten Foe (Costs 2 Actions). The warlord targets one 
  enemy it can see within 30 feet of it. If the target can 
  see and hear it, the target must succeed on a DC 16 
  Wisdom saving throw or be frightened until the end of 
  warlord’s next turn. 
  
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  DDEP05-02 Ark of the Mountains  
   
   
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  Wight 
  Medium undead, neutral evil 
  Armor Class 14 (studded leather) 
  Hit Points 45 (6d8 + 18) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  14 (+2) 
  16 (+3) 
  10 (+0) 
  13 (+1) 
  15 (+2) 
   
  Skills Perception +3, Stealth +4 
  Damage Resistances necrotic; bludgeoning, piercing, 
  and slashing from nonmagical attacks that aren’t 
  silvered 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 13 
  Languages the languages it knew in life 
  Challenge 3 (700 XP) 
  Sunlight Sensitivity. While in sunlight, the wight has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Multiattack. The wight makes two longsword attacks 
  or two longbow attacks. It can use its Life Drain in place 
  of one longsword attack. 
  Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one creature. Hit: 5 (1d6 + 2) necrotic damage. The 
  target must succeed on a DC 13 Constitution saving 
  throw or its hit point maximum is reduced by an 
  amount equal to the damage taken. This reduction 
  lasts until the target finishes a long rest. The target dies 
  if this effect reduces its hit point maximum to 0. 
   A humanoid slain by this attack rises 24 hours later 
  as a zombie under the wight’s control, unless the 
  humanoid is restored to life or its body is destroyed. 
  The wight can have no more than twelve zombies 
  under its control at one time. 
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 
  (1d10 + 2) slashing damage if used with two hands. 
  Longbow. Ranged Weapon Attack: +4 to hit, range 
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing 
  damage. 
   
  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) 
  5 (−3) 
  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. 
   
   
   
  
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  DDEP05-02 Ark of the Mountains  
   
   
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  Appendix 5. Administrator Guide 
  The section provides guidance on running Ark of the 
  Mountains as a D&D Epics™ event for your game day 
  or convention. 
  Participants 
  The adventure requires the following participants to 
  run smoothly. 
  8 or more Groups 
  A minimum of eight groups is required to run the 
  adventure. 
   Each group needs 3-7 players. All players in a 
  group must belong to the same tier (i.e. level 1-4, 
  level 5-10, or level 11-16).  
   There’s no limit to how many groups can 
  participate (see “Adjustments for Event Size” 
  below).  
   Groups can belong to any tier and not all tiers 
  need to be represented.  
  Dungeon Masters (one per Group) 
  Each table has one Dungeon Master.  
   Dungeon Masters should read the adventure 
  beforehand and prepare an encounter for each of 
  the four sectors (“Main Deck”, “Bridge”, “Gun 
  Deck” and “Engine Room”).  
  Group Leaders (one per Group) 
  Each table has one player who’s responsible for 
  reporting events to the Tier Commanders. 
   Players chose their Group Leader once the group 
  has mustered. 
   The Group Leader is responsible for delivering 
  completed quest sheets to headquarters or to the 
  nearest Tier Commander.  
  1+ Tier Commanders 
  Each section has a Tier Commander who adjudicates 
  interactive events and answers questions posed by 
  DMs. 
   Tier Commanders assign quest sheets to Dungeon 
  Masters in their section.  
   Tier Commanders assume the role of legendary 
  monsters as needed. 
   Tier Commanders liaise between tables to 
  adjudicate the “Request Aid” action and other 
  interactive events. 
  General 
  The General oversees the whole event. In Ark of the 
  Mountains it’s vital that players can hear the 
  General’s announcements.   
   The General compiles a battle log from completed 
  quest sheets and announces important events in 
  the ongoing sky battle.    
   The General tracks the victory pile and 
  adjudicates the success or failure of the overall 
  adventure goal.  
  Setup 
  The following steps are important for ensuring the 
  event runs smoothly.  
  Step 1. Prepare Headquarters 
  Headquarters (or “HQ”) is an area set aside for the 
  administrative staff. The following important 
  elements are on display here: 
   War Map. The war map from Appendix 6 shows a 
  view of Thunderbound and spaces representing 
  sectors within the Ark of the Mountains. During 
  play, the Tier Commanders place banners to the 
  war map to show where each group is fighting on 
  the Ark. If projector equipment is available, the 
  war map can be projected onto a large screen.    
   Critical quests. Quest sheets 1-8 from Appendix 6 
  are placed in a pile at HQ and assigned to the first 
  eight Dungeon Masters who muster. 
   Hidden quests. Quest sheets 9-16 are placed in a 
  second pile. These quests are unlocked by the 
  completion of the critical quests.  
   Sector Quests. Quest sheets 17-20 are printed 
  multiple times and placed in four separate piles 
  (see “Adjustments for Event Size”, below). These 
  quests are assigned if more than eight groups 
  muster or existing groups run out of quests.   
   Victory Pile. Completed quest sheets are added to 
  the victory pile.   
  Step 2. Prepare Tables 
  One table is required for each group.  
   Each table must have a table number displayed 
  prominently on its surface, so administrators can 
  locate specific tables during the event.   
   All tables need a good view of HQ so they can see 
  and hear the General’s updates.  
  
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  DDEP05-02 Ark of the Mountains  
   
   
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  Step 3. Muster Groups 
  During muster, each Dungeon Master receives a 
  quest sheet from Headquarters. 
   The eight critical quests (numbered 1-8) are 
  assigned first.  
   When the critical quests are gone, the Tier 
  Commanders assign sector quests to the 
  remaining groups. Tier Commanders should 
  spread the quests evenly between groups. 
   Tier Commanders note the table numbers and 
  starting sectors of the groups in their section and 
  place banners for them on the war map. 
  Step 4. Count Groups 
  To calculate victories, the administrators need to 
  know how many groups are playing (see 
  “Adjustments for Event Size”, below).  
   Count the banners on the war map, and check they 
  match the number of active tables. 
  Step 5. Prepare Enemy Actions  
  The General secretly picks two enemy actions for 
  Thunderbound (see “Battle Updates”, below).   
  Step 6. Play!  
  When play begins, the General reads the briefing 
  aloud to the assembled players (see “Beginning the 
  Adventure”). 
  Adjustments for Event Size 
  To destroy Thunderbound, each group must triumph 
  in three quests. Therefore, the number of groups 
  present determines how many quests sheets must 
  be added to the victory pile for the players to win. 
  Victory Pile 
  Groups 
  25% 
  50% 
  75% 
  100% 
  8 
  6 
  12 
  18 
  24 
  9 
  6 
  13 
  20 
  27 
  10 
  7 
  15 
  22 
  30 
  11 
  8 
  16 
  24 
  33 
  12 
  9 
  18 
  27 
  36 
  13+ 
  Round down 
  +3 per group 
  Printing Quests 
  Quests for Dungeon Masters are provided in 
  Appendix 6: “Administrator Handouts”. 
   No matter how many groups are present, quest 
  sheets 1-16 are only printed once. 
   Print two runs of quest sheets 17-20 for every 
  group present and arrange them into four piles. 
  For example, if eight groups were present, each 
  quest would have sixteen copies.  
  Core Rules 
  Banners 
  Whenever a group moves to a new sector on the 
  map, the Group Leader announces the move to their 
  nearest Tier Commander. The Tier Commander 
  moves the group’s banner to the new sector on the 
  war map. 
  Quests 
  Each group receives its own quest. The quest sheet 
  provides the DM with instructions for play. 
  Administrator Handout 2: “Quest Summary” 
  summarizes the quests available. 
   When the group’s quest goals are complete, the 
  Group Leader delivers the completed quest sheet 
  to the nearest Tier Commander.  
   The Tier Commander hands the quest sheet to the 
  General so he or she can prepare the next battle 
  update (see “Battle Updates”, below). 
   Critical quests unlock hidden quests. When this 
  occurs, the General uses the war map to assign the 
  specified hidden quest to a valid group. The group 
  must be active in one of the sectors specified on 
  the hidden quest sheet.  
   Critical quests and hidden quests both trigger 
  battle events. The General notes which events 
  have occurred and incorporates them into his or 
  her next battle update (see “Battle Updates”, 
  below). 
   If a group runs out of quests, the group must move 
  to a new sector and request a sector quest from 
  the nearest Tier Commander. 
  Quest Example 
  1. Table 3 completes critical quest 3: “Summon the Iron 
  Archers”. Their Group Leader delivers the completed quest 
  sheet to their nearest Tier Commander. 
  2. The Tier Commander hands the completed quest sheet to 
  the General, who checks the “Quest Results” sections and 
  sees that this quest unlocks hidden quest 13 and triggers 
  the “Iron Archers” battle event. 
  3. The General incorporates the “Iron Archers” battle event 
  into her next battle update. 
  4. The General takes locked quest 13 from the pile and 
  checks the “Quest Assignment” section. Using the war 
  map, the General assigns the quest to a group on the Main 
  Deck, Bridge or Gun Deck.  
  
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  DDEP05-02 Ark of the Mountains  
   
   
  44 
  5. A Tier Commander delivers the quest sheet to the 
  Dungeon Master of that group. When the group’s current 
  encounter is resolved, they begin the new quest. 
  Victory Conditions 
  The success or failure of the event is determined by 
  quests.  
   Completed quest sheets are added to the victory 
  pile.  
   The number of quests needed to win depends on 
  how many groups are playing (see “Adjustments 
  for Event Size”, above). 
   As the victory pile accrues quest sheets, the 
  General announces victory events in the next 
  battle update (see “Battle Updates”, below). 
  If the mission succeeds, Thunderbound is destroyed! 
  The Ark of the Mountains is permanently crippled by 
  the battle, but the players have saved Beregost!  
  Mission Failure 
  If the players fail to amass enough completed quest 
  sheets by the end of the final phase, the General 
  offers them a challenge: one character must take 
  hold of the “Gale Wheel” and ram the Ark into 
  Thunderbound while the other heroes evacuate. As it 
  strikes, the pilot must self-destruct the Ark’s Engine 
  Room and blow both vessels to pieces. Nothing but a 
  wish spell can bring the sacrificed character back to 
  life! 
  Battle Updates 
  The event plays out over eight phases, each lasting 
  30 minutes. After each phase, the General delivers a 
  battle update to the assembled players.  
   The General composes a battle update on a piece 
  of paper. This paper is called the battle logsheet. 
   At the start of the phase, the General secretly picks 
  two enemy actions from the list below. The 
  General can’t pick actions from locations 
  destroyed by quest events.     
   As completed quest sheets are handed in, the 
  General summarizes the quests on the battle 
  logsheet. All quest events that took place during 
  that phase must be recorded.  
   Some quest events cancel out enemy actions (e.g. 
  “Ark Shields” prevents “Rock Throwers”, 
  “Catapults” or “Dragon Harpoon”). The General 
  narrates these clashes on the battle logsheet.  
   The General adds completed quest sheets to the 
  victory pile. Any notable victory events are 
  incorporated into the battle logsheet. 
   At the end of the phase, the General reads the 
  battle update to the assembled players, and then 
  begins the process anew.  
  Battle Update Example 
  1. The phase begins, and the General secretly selects the 
  “Catapults” and “Hang Gliders” enemy actions.  
  2. During the phase, the players hand in five completed quest 
  sheets. This results in one quest event: “Ark Shields”.  
  3. Using the quest sheets, the General jots down the basic 
  narrative of each completed quest on her battle log, 
  shining the spotlight on different groups and characters.  
  4. The “Ark Shields” event cancels “Catapults”, so the 
  General adds a line to describe how the Ark’s shields thud 
  into place just as the catapult barrage rains down. The 
  “Hang Gliders” event makes it through, causing one of the 
  Ark’s sectors to be breached by enemy pirates. 
  5. With eight groups playing, the completed quests trigger 
  the 25% complete victory event. The General adds a line to 
  narrate this.  
  6. At the end of the phase, the General reads her battle 
  update to the assembled players. The General places a 
  breached marker on the war map to indicate the sector 
  that has fallen to enemy boarders.   
  Enemy Actions 
  At the start of each phase, the General picks two 
  enemy actions for Baron Rajiram. The General can’t 
  pick actions from locations that have been destroyed 
  by quest events.  
   Catapults. Giant-sized catapults barrage the Ark 
  with boulders. Choose one of the Ark’s sectors. All 
  groups present in that sector suffer “Battle Damage” 
  (see Appendix 3: “Battle Events”). 
   Dragon Harpoon. The giants fire Thunderbound’s 
  dragon harpoon, hurling a 20-foot long adamantine 
  spear through the Ark’s hull. Choose a group at 
  random: one random character in that group must 
  succeed on a DC 20 Dexterity saving throw or take 
  130 (20d12) piercing damage.   
   Hang Gliders. Rajiram’s pirates use hang-gliders 
  sewn from dragon skin to infiltrate the Ark.  Choose 
  one of the Ark’s sectors: that sector is now 
  “Breached” (see Appendix 3: “Battle Events”). Place a 
  breach marker on the Ark map to indicate this to 
  the DMs.  
   Rock Throwers. Hill giants gathered on 
  Thunderbound’s deck bombard the Ark with thrown 
  boulders. Choose one of the Ark’s sectors. All groups 
  present in that sector suffer “Battle Damage” (see 
  Appendix 3: “Battle Events”). 
   Roc Riders. Rocs airdrop troops onto the Ark.  
  Choose one of the Ark’s sectors: that sector is now 
  “Breached” by Elite Boarders (see Appendix 3: 
  
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  DDEP05-02 Ark of the Mountains  
   
   
  45 
  “Battle Events”). Place a breach marker on the Ark 
  map to indicate this to the DMs. 
   Shaman. Baron Rajiram’s cloud giant shaman 
  weaves powerful magic to bolster his allies. Choose 
  one “Breached” sector. The most powerful enemy 
  facing each group in that sector is healed to 
  maximum hit points. 
   Skull Totem. The evil totem on Thunderbound’s 
  quarterdeck flares with malign energy. Choose one 
  sector: all groups in that sector can’t use healing 
  spells or healing potions for the duration of the next 
  phase (i.e. 30 minutes). 
  Quest Events 
  Quest events are triggered by completing core and 
  locked quests. Unless specified otherwise, each quest 
  event can only occur once during the sky battle. If an 
  event has no effect, save it for a later phase.  
   Iron Archers (Quest 3). The Ark’s guardians rain 
  hell on the Baron’s invading forces. This event 
  cancels one “Hang Gliders” or “Roc Riders” enemy 
  action, or removes one breach marker from the Ark 
  map. 
   Ark Shields (Quest 4). Adamantine shields thud 
  into place around the Ark’s hull, shielding it from 
  attack.  This event cancels one “Rock Throwers”, 
  “Catapults” or “Dragon Harpoon” enemy action.    
   Ark Maneuver (Quest 9). The pilot takes evasive 
  action to steer the Ark away from harm.  This event 
  cancels one enemy action of any type. 
   Broadside (Quest 11). The Ark’s ballistas hurl 
  explosive bolts into Thunderbound. destroying the 
  location specified by the group on their quest sheet. 
  Place a destroyed marker on the war map to indicate 
  this.  
   Fortify Shields (Quest 15). This event grants a 
  second use of the “Ark Shields” event.  
   Fuel Burn (Quest 12). Dwarven spirits are 
  pumped into the Ark’s engines, giving it a boost of 
  speed. This event cancels one “Rock Riders” or 
  “Hang Gliders” enemy action.     
   Reload (Quest 13). This event grants a second 
  use of the “Broadside” event. The General must ask 
  the assembled players to shout out a target location 
  for the attack.   
   Ram Thunderbound (Quest 16). The Ark plunges 
  its spinning ram into Thunderbound’s hull, 
  destroying the location specified by the group on 
  their quest sheet. Place a destroyed marker on the 
  war map to indicate this. In addition, all sectors on 
  the Ark suffer “Battle Damage”. 
   Stone Cannon (Quest 10). The Ark’s mighty stone 
  cannon destroys the location specified by the group 
  on their quest sheet. Place a destroyed marker on 
  the war map to indicate this. 
   Storm Thunderbound (Quest 14) Heroes 
  infiltrate Thunderbound and destroy the location 
  specified by the group on their quest sheet. Place a 
  destroyed marker over it on the war map to indicate 
  this.  
  Victory Events 
   25% Complete. With the battle in full swing, 
  Thunderbound swoops alongside the Ark and 
  Rajiram’s pirates swarm onboard.  All groups in the 
  event must fight “Reinforcements” (see Appendix 3: 
  “Battle Events”). No sectors count as breached.  
   50% Complete. Both vessels are now aflame. 
  Baron Rajiram sends his legendary villains into the 
  fray (see “Legendary Villains” below).   
   75% Complete. Thunderbound starts to list 
  dangerous, and explosions ripple across its decks. 
  The alliance forces cheer! All characters gain the 
  benefit of a short rest.   
   100% Complete. Thunderbound explodes and 
  crashes to the ground in pieces. The alliance has 
  won! If this event occurs before the final phase, the 
  General should delay it until the end of the event. 
  Legendary Villains  
  Legendary villains roam the war map and attack 
  different tables. The Tier Commanders assume the 
  roles of these villains.  
   Each tier has its own villain, as described below. If 
  there are no groups in that tier, the villain doesn’t 
  appear.  
   The villains come into play when the victory pile 
  reaches 50% complete. This is likely to occur 
  during the second hour of the event.  
   When a villain comes into play, the Tier 
  Commander playing the villain notes down all the 
  tables in that villain’s tier. 
   The Tier Commander then moves from table-to-
  table, attacking different groups (see below).  
   If the villain is killed, the Tier Commander notes 
  down the name of the character who landed the 
  killing blow and reports back to the General, who 
  incorporates the story into his or her next battle 
  update.   
  Villain Attacks 
   When the Tier Commander arrives at a table, the 
  villain enters the battle and immediately takes an 
  action. This interrupts any turn currently in play.  
  
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   If the group is using miniatures, the administrator 
  places the villain anywhere on the edge of the 
  battle map.  
   After resolving the villain’s action, play resumes as 
  normal. After one full round, the Tier Commander 
  can use the villain’s Legendary Action at the end of 
  any turn to retreat from the combat. The Tier 
  Commander stays at the table for however long 
  seems right.     
  Tier 1-4 Villain: Boff Badcrack 
  Boff Badcrack is a famished and disease-ridden hill 
  giant mouth of Grolantor, who Baron Rajiram 
  keeps in a cage hanging from Thunderbound’s prow. 
  When his enemies defy him, the Red Baron releases 
  Boff to sow chaos through their lands.  
   Boff has the following legendary powers: 
   Boff has the Legendary Resistance trait (three 
  times a day, he can choose to succeed on a failed 
  saving throw). 
   Boff can take 3 Legendary actions per round, 
  which he can use at the end of another creature’s 
  turn. He can use these actions to use Bite or Fist, 
  or to escape from combat.  If the APL is 1 or 2, 
  these attacks deal minimum damage and instead 
  knock the character prone. 
   Boff has hit points equal to 25 multiplied by the 
  number of tables participating in Track 1 
  (minimum 144 hit points). For example, if ten 
  tables participate, Boff has 250 hit points. 
  Tier 5-10 Villain: Baron Rajiram 
  Baron Rajiram is a cloud giant smiling one. The 
  Baron wears no armor in battle, and hides his face 
  behind a fearsome red mask: one side of which is 
  smiling, and the other grimacing.    
   Baron Rajiram wields a staff of thunder and 
  lightning and has the following legendary powers: 
   The Baron has the Legendary Resistance trait 
  (three times a day, he can choose to succeed on a 
  failed saving throw). 
   The Baron can take 3 Legendary actions per 
  round, which he can use at the end of another 
  creature’s turn. He can use these actions to cast a 
  spell, use the staff of thunder and lightning, or 
  escape from combat. 
   Baron Rajiram has hit points equal to 60 
  multiplied by the number of tables participating in 
  Track 2 (minimum 200 hit points). For example, if 
  five tables participate, Rajiram has 300 hit points. 
   If he is killed, the group who defeated him can 
  claim the staff from his corpse.  
  Tier 11-16 Villain: Sláturhaust 
  The dying storm giant Sláturhaust conjures the 
  howling storm that surrounds Thunderbound. 
  Sláturhaust is a storm giant quintessent who 
  wields weapons and armor crafted from lightning 
  and ice. Sláturhaust craves nothing less than a death 
  worthy of the chronicles.  
   Sláturhaust has the legendary powers listed under 
  the storm giant quintessent stat block. In addition:  
   Sláturhaust has the Legendary Resistance trait 
  (three times a day, she can choose to succeed on a 
  failed saving throw). 
   Sláturhaust has hit points equal to 80 multiplied 
  by the number of tables participating in Track 3 
  (minimum 400 hit points). For example, if five 
  tables participate, Sláturhaust has 400 hit points. 
  
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  Appendix 6. Administrator Handouts 
  Administrator Handout 1: War Map 
   
   
  
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  Administrator Handout 2. Quest Summary 
   
   
   
  CRITICAL QUEST 1: WAKE THE GALE HEAD 
  Location: Main Deck 
  Result: Unlock Quest 9 
  CRITICAL QUEST 2: ARM THE FIRING KEY 
  Location: Bridge 
  Result: Unlock Quest 11 
  CRITICAL QUEST 3: SUMMON THE IRON ARCHERS 
  Location: Gun Deck 
  Result: Iron Archers Event + Unlock Quest 13 
  CRITICAL QUEST 4: RAISE THE SHIELDS 
  Location: Engine Room 
  Result: Ark Shields Event + Unlock Quest 15 
  CRITICAL QUEST 5: IGNITE EYE OF THE STORM 
  Location: Main Deck 
  Result: Unlock Quest 10 
  CRITICAL QUEST 6: ENGAGE THE SPIRIT PUMP 
  Location: Bridge 
  Result: Unlock Quest 12 
  CRITICAL QUEST 7: FIRE THE GRAPPLING HOOK 
  Location: Gun Deck 
  Result: Unlock Quest 14 
  CRITICAL QUEST 8: SPIN THE RAMMING SPIKE 
  Location: Engine Room 
  Result: Unlock Quest 16 
  HIDDEN QUEST 9: SEIZE THE GALE WHEEL 
  Location: Bridge (assign to any other sector) 
  Result: Ark Maneuver event 
  HIDDEN QUEST 10: FIRE THE STONE CANNON 
  Location: Gun Deck (assign to any other sector) 
  Result: Stone Cannon event 
  HIDDEN QUEST 11: PREPARE THE BROADSIDE 
  Location: Gun Deck (assign to any other sector) 
  Result: Broadside event 
  HIDDEN QUEST 12: PRIME THE FUEL BURNER 
  Location: Engine Rm. (assign to any other sector) 
  Result: Fuel Burn event 
  HIDDEN QUEST 13: ENGAGE THE BOLT LOADERS 
  Location: Engine Rm. (assign to any other sector) 
  Result: Reload event 
  HIDDEN QUEST 14: STORM THUNDERBOUND 
  Location: Main Deck (assign to any other sector) 
  Result: Storm Thunderbound event 
  HIDDEN QUEST 15: FORTIFY SHIELDS 
  Location: Main Deck (assign to any other sector) 
  Result: Fortify Shields event 
  HIDDEN QUEST 16: FORTIFY SHIELDS 
  Location: Bridge (assign to any other sector) 
  Result: Ram Thunderbound event 
  SECTOR QUEST 17: FORTIFY AREA 
  Location: Any 
  Result: cure wounds to all allies in sector 
  SECTOR QUEST 18: SLAY CHAMPION 
  Location: Any 
  Result: Grant Inspiration to one group in sector 
  SECTOR QUEST 19: RESCUE HEROES 
  Location: Any 
  Result: Damage to all enemies in sector 
  SECTOR QUEST 20: REPAIR CREW 
  Location: Any 
  Result: One group in sector ignores Siege Damage 
  
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  Map Markers (Banners) 
  Tier 1-4 Banners. 
   
   
  
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  Tier 5-10 Banners. 
   
   
   
  
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  Tier 11-16 Banners. 
   
   
   
   
   
  
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  Map Markers (Battle Events) 
   
   
  
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  Critical Quest 1. Wake the Gale Head 
  Start sector 
  Main Deck  
  Player Information 
  Your orders are to wake the “Gale Head”: the carved face on 
  the mainmast that supplies wind to the mainsail. If you 
  whisper the correct words into its ear, the Gale Head will 
  bend to our will. If all goes well, we can then steer the Ark 
  from the bridge. The runestone tablet has revealed the 
  command words as MARNAG LIEBZ MORNIT. 
  DM Information 
  The group must complete the following objectives to 
  succeed in the quest:  
  1. Start the Main Deck encounter.  
  2. One character must climb to the central armored 
  platform and whisper the command words in the 
  Gale Head’s ear (“MARNAG LIEBZ MORNIT”). 
  3. When the Gale Head awakens, the group must 
  answer its riddle to bind it to the Alliance’s service 
  (see “The Riddle”, below).  
  When all quest goals are complete, ask the Group 
  Leader to fill in the “Quest Results” section below 
  and take this form to the administrators.  The group 
  must finish their encounter before beginning 
  another quest.  
  The Riddle 
  When a character whispers the command words into 
  the Gale Head’s ear, read:  
  The Gate Head’s eyes grind open. It yawns – almost blowing 
  you from the balcony! - and then speaks in a voice that 
  makes your insides shake.  
   
  “You’re not Durlag! In that case, you must prove your 
  worth by whispering the answer to my riddle in my ear. Think 
  carefully: if your words don’t ring true, I’ll blow you away like 
  a feather! 
   
  “What breaks when you speak its name?”  
  The correct answer is “silence”. If a character 
  whispers this into the Gale Head’s ear, the Gale Head 
  pledges its aid to the Alliance and the characters 
  complete their quest!  
   Incorrect answers. If the wrong answer is given, 
  the Gale Head roars and a vortex of wind billows 
  from its maw. All creatures on the armored platform 
  must succeed on a DC 15 Constitution saving throw 
  or be blown from the platform to tumble off the Ark! 
  Unless they can fly, they crash into the ground 150 
  feet below. Creatures that succeed on the save are 
  knocked prone on the platform. The characters can 
  try to answer the riddle again: with the same penalty 
  for failure!   
  Requesting Help 
  If the players are stumped by the riddle, the Group Leader 
  can visit another table to see if they can guess the answer.  
  Quest Results 
  Fill in the following section when this quest is 
  complete. 
  Quest Report 
  Group Name:  
  This group awoke the mighty “Gale Head” on the 
  mainsail, allowing the Alliance to steer the ship from 
  the Bridge!   
   
  Character Name:  
  This character solved the riddle to awaken the Gale 
  Head!  
   
  Character Name:   
  These characters perished during the mission. 
  General Guidance 
   Assign “Quest 9: Seize the Gale Wheel”. This 
  hidden quest can’t be assigned to the group 
  listed above.    
   Add this quest to the victory pile. 
   
   
   
   
   
   
   
   
  
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  Critical Quest 2. Arm the Firing Key 
  Start sector 
  Bridge 
  Player Information 
  Your orders are to seize the Bridge and recover Durlag’s firing 
  key. The runestone tablet hints that one of the Ark’s 
  immortal guardians carries the key. When you have it, you 
  must turn it in one of the control panels on the Bridge. If you 
  succeed, we’ll be able to call in an artillery broadside from 
  the Gun Deck.   
  DM Information 
  The group must complete the following objectives to 
  succeed in the quest:  
  1. Start the Bridge encounter. The guardian 
  champion has the firing key on a chain around its 
  neck. None of the control panels have visible 
  keyholes.   
  2. Kill the guardian champion and retrieve the firing 
  key from its body (see “The Firing Key”, below). 
  3. Turn the key in the keyhole of the correct control 
  panel (see “The Firing Key”, below). 
  When all quest goals are complete, ask the Group 
  Leader to fill in the “Quest Results” section below 
  and take this form to the administrators.  The group 
  must finish their encounter before beginning 
  another quest.  
  The Firing Key 
  When a character takes the firing key from the 
  champion’s body, read:  
  This bronze key has a tiny crystal lens set into its bow and 
  teeth crafted in a complex pattern. Etched into its tongue is 
  the following phrase “Count your way to victory”.  
  Copy the symbol below and give it to your players: 
  this is the shape of the key’s teeth.  
   
  If a character looks at the room through the lens, 
  read the following: 
  Looking through the lens, you see glowing numeric symbols 
  hovering above the control panels and ghostly keyholes set 
  into their metalwork. The symbols are 15, 17, 20, 26, 27, and 
  30. 
  If they turn the key in control panel 27, the other 
  control panels descend into the floor and a booming 
  voice says “Preparing Broadside”. The characters 
  have completed their quest!  
   Wrong Keyhole: If a character turns the key in any 
  other keyhole, monsters emerge from the canisters 
  (see below). This happens each time the key is 
  turned in an incorrect keyhole. 
   Tier 1-4: Three dwarf skeletons. 
   Tier 5-10: Three minotaur skeletons. 
   Tier 11-16: Three wights. 
   
  Requesting Help 
  If the players are stumped by the puzzle, the Group Leader 
  can fetch a player from another table to see if they can help 
  figure it out.  
  Quest Results 
  Fill in the following section when this quest is 
  complete. 
  Quest Report 
  Group Name:  
  This group recovered Durlag’s firing key from the 
  Ark’s bridge. The Alliance can now prepare a mighty 
  artillery broadside from the Gun Deck!  
   
  Character Name:  
  This character solved the puzzle to turn the firing 
  key. 
   
  Character Name:   
  These characters perished during the mission. 
  General Guidance 
   Assign “Quest 11: Prepare the Broadside”. This 
  hidden quest can’t be assigned to the group 
  listed above.    
   Add this quest to the victory pile. 
   
   
  
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  Critical Quest 3. Summon the Iron Archers 
  Start sector 
  Gun Deck 
  Player Information 
  Your orders are to summon the Iron Archers from their 
  compartments under the Ark’s gun deck. To rouse them from 
  their slumber, you must pull a secret lever hidden under one 
  of the artillery pieces on the gun deck. If you succeed, the 
  archers will rain hell on the Thunderbound!  
  DM Information 
  The group must complete the following objectives to 
  succeed in the quest:  
  1. Start the Gun Deck encounter.  
  2. One character must pull the lever hidden under 
  the central ballista. To find it, a character must 
  succeed on a DC 10 Intelligence (Investigation) 
  check.  
  3. When the archers appear, the group must deal 
  lightning damage to subdue an archer and then 
  hijack its metal brain (see “Iron Archers”, below).    
  When all quest goals are complete, ask the Group 
  Leader to fill in the “Quest Results” section below 
  and take this form to the administrators.  The group 
  must finish their encounter before beginning 
  another quest.  
  Iron Archers 
  When a character pulls the lever on the ballista, 
  read:  
  Hatches in the ceiling grind open and a battalion of iron 
  soldiers descends on chains from above. They look like 
  armored dwarves clutching crossbows, with arcane sigils 
  embossed on their foreheads. As they emerge, the archers 
  turn their crossbows on your fellow heroes! Something is 
  wrong!     
  The Iron Archers are helmed horrors that wield 
  arcane crossbows instead of longswords (+6 to hit, 
  1d10 + 4 piercing damage). An archer’s Multiattack 
  power applies to its crossbow. The number of Iron 
  Archers present in the group’s area is determined by 
  their tier: 
   Tier 1-4: One helmed horror. 
   Tier 5-10: Three helmed horrors. 
   Tier 11-16: Eight helmed horrors.  
  The archers roll Initiative and attack as soon as they 
  emerge. 
   Character who succeed on a DC 10 Intelligence 
  (Arcana) check decipher the sigils on the Iron 
  Archers as “Lightning”. Each time an Iron Archer 
  takes lightning damage, it kneels and a hatch pops 
  open in the back of its head.  
  A complex mechanism of gears and pistons fills the Iron 
  Archer’s head cavity, with a bronze cable plugged into a 
  socket marked “JOUSVEFS”. Three nearby sockets are marked 
  “CFUSBZ”, “TVJDJEF” and “EJTBSN”.  
  If a character reconnects the plug, the hatch snaps 
  shut and the Iron Archers are reprogrammed: 
   CFUSBZ terminal: The archers target the Ark 
  Guardians and the players complete their quest!   
   TVJDJEF terminal: The archers target the 
  explosive bolts to destroy the Ark. 
   EJTBSN terminal: The archers return to their 
  compartments. The group must pull the lever 
  again to summon them. 
  Quest Results 
  Fill in the following section when this quest is 
  complete.  
  Quest Report 
  Group Name:  
  This group awoke the Iron Archers from their 
  compartments under Gun Deck!   
   
  Character Name:  
  This character reprogrammed the Iron Archers to 
  join the battle on our side!  
   
  Character Name:   
  These characters perished during the mission. 
  General Guidance 
   Prepare the “Iron Archers” quest event. 
   Assign “Quest 13: Engage the Bolt Loaders”. 
  This hidden quest can’t be assigned to the 
  group listed above.   
   Add this quest to the victory pile. 
   
   
  
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  Critical Quest 4. Raise the Shields 
  Start sector 
  Engine Room 
  Player Information 
  Your orders are to break into the Engine Room and power up 
  the Ark’s shields. To do so, you must highjack a fuel crane 
  and use it to flood dwarven spirits into the drive mechanism. 
  The runestone tablet hints that this engine is embossed with 
  a dwarf’s head. If you succeed, adamantine shields will 
  emerge from the Ark’s hull and shelter us from 
  Thunderbound’s attacks.  
  DM Information 
  The group must complete the following objectives to 
  succeed in the quest:  
  1. Start the Engine Room encounter.  
  2. One character must use the control panel at the 
  rear of the fuel crane to reposition the arm and 
  begin pumping fuel into the drive mechanism (see 
  “Fuel Crane”, below).  
  3. The group must defend the crane for 3 rounds 
  until fuel has finished pumping.  
  When all quest goals are complete, ask the Group 
  Leader to fill in the “Quest Results” section below 
  and take this form to the administrators.  The group 
  must finish their encounter before beginning 
  another quest.  
  Fuel Crane 
  A character manning the control panel can 
  understand how to operate it with a successful DC 
  10 Intelligence (Arcana) check. Using their action, 
  they can swing the arm into position and start 
  pumping fuel into the drive mechanism. It takes 3 
  full rounds to fill the mechanism with dwarven 
  spirits. At the start of each round of pumping, Ark 
  Guardians emerge from secret hatches in the 
  engines and attempt to recapture the fuel crane: 
   Tier 1-4: Two dwarf skeletons. 
   Tier 5-10: Two azers. 
   Tier 11-16: Two wights.  
  The reinforcements roll Initiative and attack as soon 
  as they emerge. After 3 rounds, the drive mechanism 
  is fully fueled and the reinforcements stop. To raise 
  the shields, a character must pull the lever on the 
  drive mechanism: 
  The engine thunders into life. Throughout the Ark, you hear 
  cogs and gears thump into action as the adamantine shields 
  are hoisted into position!  
  This action completes the quest!  
  Quest Results 
  Fill in the following section when this quest is 
  complete. 
  Quest Report 
  Group Name:  
  This group broke into the Engine Room and raised 
  the Ark’s adamantine shields!    
   
  Character Name:  
  This character operated the fuel crane to refuel the 
  shield drive.   
   
  Character Name:   
  These characters perished during the mission. 
  General Guidance 
   Prepare the “Ark Shields” event. 
   Assign “Quest 15: Fortify Shields”. This hidden 
  quest can’t be assigned to the group listed 
  above.   
   Add this quest to the victory pile. 
   
   
   
  
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  Critical Quest 5. Ignite the Eye of the Storm 
  Start sector 
  Main Deck 
  Player Information 
  Your orders are to light the “Eye of the Storm”: an arcane 
  searchlight situated on the top of the foremast. The 
  runestone tablet hints that four magic lanterns must be lit to 
  ignite the Eye. If you succeed, you can use the Eye to pinpoint 
  targets for the Ark’s powerful Stone Cannon. Good luck!  
  DM Information 
  The group must complete the following objectives to 
  succeed in the quest:  
  1. Start the Main Deck encounter. 
  2. Light the four lanterns in the correct order (see 
  “Magic Lanterns”, below). 
  When all quest goals are complete, ask the Group 
  Leader to fill in the “Quest Results” section below 
  and take this form to the administrators.  The group 
  must finish their encounter before beginning 
  another quest.  
  Magic Lanterns 
  The magic lanterns hang from lamp posts around the 
  deck, in the positions shown on the map. Each 
  lantern has a different creature etched into its 
  casing:  
   Aft: “Fly” 
   Stern: “Spider” 
   Port: “Bird” 
   Starboard: “Cat”  
  A lantern magically ignites if its command phrase is 
  spoken aloud by a character within 5 feet of it. When 
  the fourth lantern is lit, the Eye of the Storm ignites 
  if the lanterns were lit in the order shown above. 
  The group completes their quest!  
  With a bright flash, the huge bronze eye at the top of the 
  foremast blazes with green flame. A beam of light cuts 
  through the storm, painting the way for the Ark’s weapons!    
   Wrong order: If a lantern is lit out of sequence, all 
  the lanterns are extinguished. A wave of necrotic 
  energy washes from the lanterns and all creatures 
  within 10 feet must make a Constitution saving 
  throw on the “Effects by Tier” table (Appendix 3). On 
  a failure, they take necrotic damage as listed. To 
  ignite the Eye of the Storm, the characters must 
  relight the lanterns in the correct order.   
  Requesting Help 
  If the players are stumped by the puzzle, the Group Leader 
  can fetch a player from another table to see if they can help 
  figure it out.  
  Quest Results 
  Fill in the following section when this quest is 
  complete. 
  Quest Report 
  Group Name:  
  This group lit the Eye of the Storm: the arcane 
  searchlight situated at the top of the foremast.  
   
  Character Name:  
  This character figured out the correct method to 
  light the Eye of the Storm. 
   
  Character Name:   
  These characters perished during the mission. 
  General Guidance 
   Assign “Quest 10: Fire the Stone Cannon”. This 
  hidden quest can’t be assigned to the group 
  listed above.    
   Add this quest to the victory pile. 
   
   
  
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  Critical Quest 6. Engage the Spirit Pump 
  Start sector 
  Bridge 
  Player Information 
  Your group has been chosen to seize the Bridge and engage 
  the “Spirit Pump”. The runestone tablet hints that this will 
  flood the Ark’s engines with dwarven spirits and boost its 
  speed. It’s dangerous, but could help us get an edge over 
  Thunderbound! Just look for a lever carved like a tankard. If 
  you succeed, our forces can ready the burner in the engine 
  room and carry out the maneuver on your orders.       
  DM Information 
  The group must complete the following objectives to 
  succeed in the quest:  
  1. Start the Bridge encounter. 
  2. Pull the tankard-shaped lever. 
  3. Activate the correct control panel (see “Spirit 
  Pump”, below). 
  When all quest goals are complete, ask the Group 
  Leader to fill in the “Quest Results” section below 
  and take this form to the administrators.  The group 
  must finish their encounter before beginning 
  another quest.  
  Spirit Pump 
  If a character examines the tankard-shaped lever 
  and succeeds on a DC 12 Wisdom (Perception) 
  check, they find a message etched onto it: 
   
  You’ve found the spirit, now find the pump. 
   
  When a character pulls the tankard-shaped lever, 
  read:  
  As you pull the lever, glowing numeric symbols appear in the 
  air above the control panels. It seems your work is not yet 
  done – another step is needed. Clockwise from the north, the 
  numbers are 8, 16, 21, 9, 13, and 4. 
  To engage the spirit pump, the characters must 
  activate the control panels in the following order: 16, 
  21, 13, 16 (if numbers are substituted for letters, this 
  spells “pump”). When the characters complete the 
  sequence, the control panels descend into the floor 
  and a booming voice announces “Spirit Pump 
  Engaged”. The characters have completed their 
  quest!  
   Wrong Order: If a character operate a control 
  panel out of sequence, monsters emerges from the 
  canisters (see below). This happens each time a 
  control panel is operated out of sequence.  
   Tier 1-4: Three dwarf skeletons. 
   Tier 5-10: Three minotaur skeletons. 
   Tier 11-16: Three wights. 
  Requesting Help 
  If the players are stumped by the puzzle, the Group Leader 
  can take fetch a player from another table to see if they can 
  help figure it out.  
  Quest Results 
  Fill in the following section when this quest is 
  complete. 
  Quest Report 
  Group Name:  
  This group broke into the Bridge and flooded the 
  engines with dwarven spirits. Another group must 
  now light the burner in the Engine Room to boost 
  the Ark’s speed!   
   
  Character Name:  
  This character figured out how to flood the engines 
  with dwarven spirits.  
   
  Character Name:   
  These characters perished during the mission. 
  General Guidance 
   Assign “Quest 12: Prime the Fuel Burner”. This 
  hidden quest can’t be assigned to the group 
  listed above.    
   Add this quest to the victory pile. 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP05-02 Ark of the Mountains  
   
   
  59 
  Critical Quest 7. Fire the Grappling Hook 
  Start sector 
  Gun Deck 
  Player Information 
  Your orders are to strike Thunderbound with a grappling hook 
  fired from one of the Gun Deck ballistas. If you succeed, your 
  allies on the Main Deck can use the line to mount a daring 
  raid on the enemy vessel!     
  DM Information 
  The group must complete the following objectives to 
  succeed in the quest:  
  1. Start the Gun Deck encounter. 
  2. Mount the grappling hook onto a ballista (see 
  “Grappling Hook”, below).  
  3. Fire the grappling hook at Thunderbound.  
  When all quest goals are complete, ask the Group 
  Leader to fill in the “Quest Results” section below 
  and take this form to the administrators.  The group 
  must finish their encounter before beginning 
  another quest.  
  Grappling Hook  
  The grappling hook is fixed to a mighty chain 
  wrapped around one of the Gun Deck pillars (as 
  shown on the sector map). It’s magically heavy: 
  when a creature unfastens it from its hook, it thumps 
  to the deck and can’t be moved by any amount of 
  force. Etched into the hook is the following 
  inscription:  
   
  When I rest, I am like a looking glass. 
  When I run, I can cut through stone.  
   
  If a character splashes water on the hook, it sparkles 
  with magical light and can be moved with ease. 
  Firing the hook from the ballista completes the 
  quest!   
  Requesting Help 
  If the players are stumped by the riddle, the Group Leader 
  can fetch a player from another table to see if they can help 
  figure it out.  
  Quest Results 
  Fill in the following section when this quest is 
  complete. 
  Quest Report 
  Group Name:  
  This group fired a grappling line over to 
  Thunderbound. hooking the Ark onto to the enemy 
  vessel! Our forces are now preparing a boarding 
  action!  
   
  Character Name:  
  This character solved the riddle to release the 
  grappling hook.  
   
  Character Name:   
  These characters perished during the mission. 
  General Guidance 
   Assign “Quest 14: Storm Thunderbound”. This 
  hidden quest can’t be assigned to the group 
  listed above.    
   Add this quest to the victory pile. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP05-02 Ark of the Mountains  
   
   
  60 
  Critical Quest 8. Spin the Ramming Spike 
  Start sector 
  Engine Room 
  Player Information 
  Your orders are to break into the engine room and power up 
  the ramming spike on the Ark’s prow. The runestone tablet 
  tells us that the engine you’re looking for can be identified by 
  a medusa’s head embossed on its surface. If you succeed, our 
  allies on the bridge can steer the Ark into a devastating 
  ramming action on the enemy vessel!  
  DM Information 
  The group must complete the following objectives to 
  succeed in the quest:  
  1. Start the Engine Room encounter.  
  2. One or more characters must crank the engine to 
  fire it up (see “Turning the Crank”, below).  
  When all quest goals are complete, ask the Group 
  Leader to fill in the “Quest Results” section below 
  and take this form to the administrators.  The group 
  must finish their encounter before beginning 
  another quest.  
  Turning the Crank 
  A heavy iron crank protrudes from the side of the 
  engine. To engage the motor, this crank must be 
  turned for five successive rounds by one or more 
  creatures with a combined Strength of at least 12. 
  Only two creatures can operate the crank at a time, 
  and it takes both hands to turn. As an action, a 
  creature turning the crank can attempt a DC 15 
  Strength check to reduce the time remaining by an 
  extra round (i.e. two rounds instead of one). If they 
  fail the check, they turn the crank at the normal 
  speed.     
   If a creature holding the crank takes damage, it 
  must succeed on a Strength saving throw to hold 
  onto the crank. The DC of this check equals 5 plus 
  the damage dealt. If the creature fails the save, it lets 
  go and the crank spins back to its starting position.  
   Engaging the engine completes the group’s quest. 
  When the characters engage the engine, read: 
  The engine thunders to life. A huge flywheel turns underfoot, 
  rotating a colossal axle shaft that runs the length of the deck. 
  At the prow of the Ark, the figurehead’s elongated beard 
  begins to spin.   
  Quest Results 
  Fill in the following section when this quest is 
  complete. 
  Quest Report 
  Group Name:  
  This group activated the engine that spins the 
  ramming spike at the prow of the Ark. Our forces on 
  the bridge can now steer the Ark on a devastating 
  ramming action!  
   
  Character Name:  
  These characters turned the iron crank to spin the 
  ramming spike. 
   
  Character Name:   
  These characters perished during the mission. 
  General Guidance 
   Assign “Quest 16: Ram Thunderbound”. This 
  hidden quest can’t be assigned to the group 
  listed above.    
   Add this quest to the victory pile. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP05-02 Ark of the Mountains  
   
   
  61 
  Hidden Quest 9. Seize the Gale Wheel 
  Quest Location 
  Bridge 
  Quest Assignment 
   This quest is triggered by the completion of Quest 
  1: “Wake the Gale Head”.  
   Assign this quest to a group present in the Main 
  Deck, Gun Deck, or Engine Room. It can’t be 
  assigned to the same group that completed the 
  quest mentioned above.  
  Player Information 
  Your allies on the Main Deck have awoken the “Gale Head” 
  on the mainmast, and it’s now ready to blow wind into the 
  Ark’s sails. The alliance has chosen your group to seize the 
  Gale Wheel on the Ark’s Bridge and steer the Ark into battle! 
  DM Information 
  The group must complete the following objectives to 
  succeed in the quest:  
  1. Go to the Bridge and start that encounter.  
  2. Deal with the Genie that appears when the Gale 
  Wheel is touched (see “Gale Wheel”, below).  
  When all quest goals are complete, ask the Group 
  Leader to fill in the “Quest Results” section below 
  and take this form to the administrators.  The group 
  must finish their encounter before beginning 
  another quest.  
  Gale Wheel  
  Place the Gale Wheel next to the command crystal. It 
  is a large, upright ship’s wheel with the embossed 
  head of a dwarf in its center. When a character 
  touches the Gale Wheel, read:   
  As you grip the wheel, a rippling projection of the view 
  outside the Ark appears in the air before you. The Ark is now 
  under your control! Before you can act, the green gas swirls 
  around you and materializes into a tall, turbaned man 
  clutching a scimitar. The figure looks at you with scorn.  
   
  “Tell me. Why should I let a mere mortal control Durlag’s 
  wondrous machine?”  
  The djinn was imprisoned in the wheel centuries 
  ago, tasked with guarding the Ark’s controls. With 
  Durlag dead, the spells binding the genie to the Ark 
  have weakened and it may not stand in the 
  character’s way if he or she impresses it. Roleplay 
  the encounter, bearing in mind the following 
  personality traits: 
   The genie is incredibly vain. It appreciates 
  compliments and doesn’t take kindly to insults or 
  threats. 
   The genie is bored after centuries of 
  imprisonment. If the characters provide some 
  amusement, it looks kindly on them.   
   The genie is keen on gambling. It’s more than 
  happy to participate in a wager and may even 
  suggest one (e.g. a duel with a single character, or 
  a game of dice).  
  If the genie tires of the characters, it attacks the 
  group. The Ark guardians avoid attacking the genie.   
  Requesting Help 
  A hostile djinn can easily overwhelm a lower tier party. If 
  combat ensues, the Group Leader can request help from a 
  higher tier group. If they’re willing, one or two players from 
  that group can join the table for the duration of the combat. 
  Alternatively, the djinn could kill one or two characters and 
  then offer a wager for the lives of the rest. 
  Quest Results 
  Fill in the following section when this quest is 
  complete. 
  Quest Report 
  Group Name:  
  This group fought their way onto the Bridge and 
  seized the ship’s wheel. The Ark is now under the 
  alliance’s control!   
   
  Character Name:  
  This character overcame the genie that guarded the 
  ship’s wheel. 
   
  Character Name:   
  These characters perished during the mission. 
  General Guidance 
   Prepare the “Ark Maneuver” quest event. 
   Add this quest to the victory pile. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP05-02 Ark of the Mountains  
   
   
  62 
  Hidden Quest 10. Fire the Stone Cannon 
  Quest Location 
  Gun Deck 
  Quest Assignment 
   This quest is triggered by the completion of Quest 
  5: “Ignite the Eye of the Storm”.  
   Assign this quest to a group present in the Main 
  Deck, Bridge, or Engine Room. 
  Player Information 
  Your allies on the Main Deck have activated the “Eye of the 
  Storm”, and its searchlight has pinpointed a target for the 
  Ark’s weapons. Your orders are to break into the Gun Deck 
  and fire the “Stone Cannon”: a devastating magic weapon 
  that petrifies its targets. Durlag laid traps to protect his 
  cannon, so tread carefully! 
  DM Information 
  The group must complete the following objectives to 
  succeed in the quest:  
  1. Go to the Gun Deck and start that encounter. The 
  central ballista shown on the map is the magical 
  Stone Cannon.  
  2. Survive the traps surrounding the Stone Cannon 
  (see “Petrification Puzzle”, below). 
  3. Fire the Stone Cannon. 
  When all quest goals are complete, ask the Group 
  Leader to fill in the “Quest Results” section below 
  and take this form to the administrators.  The group 
  must finish their encounter before beginning 
  another quest.  
  Petrification Puzzle 
  The Stone Cannon looks like a giant bronze cannon 
  with the head of a medusa. The medusa’s eyes are 
  closed and won’t open until the following puzzle is 
  solved. Until then, the weapon cannot fire.  
   Four urns surround the Stone Cannon, smoking 
  with green vapors. The urns are spaced in a 
  square formation. If a creature steps onto the floor 
  within this square, they must succeed on a DC 15 
  Constitution saving throw or be petrified. 
   If an urn is removed from the floor, the trap’s 
  magic is dispelled until the urn is replaced. 
  Characters can change the area of the trap by 
  shifting the urns, but the urns must remain in 
  square formation. The urn’s magic doesn’t work 
  outside this location.   
   If a creature examines the urns and succeeds on a 
  DC 10 Wisdom (Perception) check, they discover 
  the same phrase etched in tiny writing around 
  their bases: “Three points shape our future”. If one 
  urn is removed and the remaining three are 
  arranged as an equilateral triangle around the 
  Stone Cannon, the medusa’s eyes open and the 
  weapon can be fired.    
  Requesting Help 
  If the players are stumped by the puzzle, the Group Leader 
  can fetch a player from another table to see if they can help 
  figure it out.  
  Quest Results 
  Fill in the following section when this quest is 
  complete. 
  Quest Report 
  Group Name:  
  This group fired the “Stone Cannon”: an arcane 
  weapon that turns its targets to stone.  
   
  Location Targeted:  
  The group chose this location to destroy.   
   
  Character Name:  
  This character solved the petrification puzzle to arm 
  the Stone Cannon. 
   
  Character Name:   
  These characters perished during the mission. 
  General Guidance 
   Prepare the “Stone Cannon” quest event. 
   Add this quest to the victory pile. 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP05-02 Ark of the Mountains  
   
   
  63 
  Hidden Quest 11. Prepare the Broadside 
  Quest Location 
  Gun Deck 
  Quest Assignment 
   This quest is triggered by the completion of Quest 
  2: “Arm the Firing Key”.  
   Assign this quest to a group present in the Main 
  Deck, Bridge, or Engine Room. 
  Player Information 
  Your allies on the Bridge have turned Durlag’s firing key, 
  arming the ballistas on the Ark’s Gun Deck. Your orders are to 
  seize the deck and prepare an artillery broadside. To fire the 
  ballistas, you must recover a magic horn from one of the 
  Ark’s guardians and blow it three times. Good luck!   
  DM Information 
  The group must complete the following objectives to 
  succeed in the quest:  
  1. Go to the Gun Deck and start that encounter.  
  2. Recover the magic horn from the champion’s body 
  (if the sector has been breached, the pirate 
  champion has claimed the horn). 
  3. Blow the horn three times to trigger the broadside 
  (see “Magic Horn”, below). 
  When all quest goals are complete, ask the Group 
  Leader to fill in the “Quest Results” section below 
  and take this form to the administrators.  The group 
  must finish their encounter before beginning 
  another quest.  
  Magic Horn 
  The magic horn is crafted from bronze, and has the 
  following inscription etched around it in dwarven: 
   
  Strong of body, strong of magic, fleet of foot. 
   
  Blowing the horn takes an action.  
   The first time the horn is blown, the wielder must 
  succeed on a DC 18 Constitution saving throw or 
  take 11 (2d10) thunder damage per tier.  
   On the second blow, the wielder is drained of an 
  unused spell slot of the highest level they have 
  available. If they have no spell slots available, they 
  take 16 (3d10) necrotic damage per tier.   
   On the third blow, a 25-ft radius sphere of rippling 
  energy surrounds the wielder. All spaces within 
  the sphere count as difficult terrain. The air inside 
  the sphere rapidly heats up: if the character hasn’t 
  escaped the area by the end of their turn, they take 
  automatic necrotic damage as listed on the 
  “Effects by Tier” table (Appendix 3). The sphere 
  disappears after it deals damage.    
  Quest Results 
  Fill in the following section when this quest is 
  complete. 
  Quest Report 
  Group Name:  
  This group fired the broadside from the Ark’s Gun 
  Deck.  
   
  Location Targeted:  
  The group chose this location to destroy.   
   
  Character Name:  
  These characters blew the magic horn to launch the 
  broadside.  
   
  Character Name:   
  These characters perished during the mission. 
  General Guidance 
   Prepare the “Broadside” quest event. 
   Add this quest to the victory pile. 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP05-02 Ark of the Mountains  
   
   
  64 
  Hidden Quest 12. Prime the Fuel Burner 
  Quest Location 
  Engine Room 
  Quest Assignment 
   This quest is triggered by the completion of Quest 
  6: “Engage the Spirit Pump”.  
   Assign this quest to a group present in the Main 
  Deck, Bridge, or Gun Deck. 
  Player Information 
  Your allies on the Bridge have engaged the Spirit Pump, 
  flooding the Ark’s engines with dwarven spirits. Your orders 
  are to break into the Engine Room and prime the fuel burner 
  so the Ark’s pilot can summon a burst of speed. According 
  the runestone tablet, you must “ignite the pilot light on the 
  fuel crane”. Good luck!   
  DM Information 
  The group must complete the following objectives to 
  succeed in the quest:  
  1. Go to the Engine Room and start that encounter.  
  2. One character must climb onto the fuel crane and 
  pour alcohol into the mouth of the pilot light (see 
  “Pilot Light”, below).  
  3. When the pilot light has been sated, the group 
  must ignite its breath with a naked flame.  
  When all quest goals are complete, ask the Group 
  Leader to fill in the “Quest Results” section below 
  and take this form to the administrators.  The group 
  must finish their encounter before beginning 
  another quest.  
  Pilot Light 
  The engraved head of a dwarf wearing a miner’s 
  helmet peers out from the end of the crane’s arm. If a 
  creature climbs onto the crane and approaches 
  within 5 feet of the head, it springs to life:  
  The metal head at the end of the crane comes to life and licks 
  its lips. “Sure am thirsty”, it says.  
  The pilot light is a form of magic mouth that is only 
  programmed to utter this one phrase. As an action, a 
  character at the end of the arm can pour liquid into 
  the dwarf’s mouth. If the liquid is nonalcoholic, the 
  dwarf spits it out in disgust and shakes its head 
  violently. All creatures standing on the crane must 
  succeed on a DC 15 Dexterity saving throw or fall to 
  the ground below. If alcohol is poured into the 
  dwarf’s mouth, it utters a satisfied belch and then 
  starts to blow out a stinking, flammable gas. If a 
  naked flame is held to the dwarf’s lips within one 
  round, the gas ignites as a steady flame. If the gas is 
  lit any later that that, an explosion deals 5 (1d10) 
  fire damage to all creatures in the room for each 
  round of delay, but the pilot light remains lit.  
  Quest Results 
  Fill in the following section when this quest is 
  complete. 
  Quest Report 
  Group Name:  
  This group primed the fuel burner in the Engine 
  Room, allowing the Ark to call forth a burst of speed. 
   
  Character Name:  
  This character lit the pilot light on the fuel burner. 
   
  Character Name:   
  These characters perished during the mission. 
  General Guidance 
   Prepare the “Fuel Burn” event quest event. 
   Add this quest to the victory pile. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP05-02 Ark of the Mountains  
   
   
  65 
  Hidden Quest 13. Engage the Bolt Loaders 
  Quest Location 
  Engine Room 
  Quest Assignment 
   This quest is triggered by the completion of Quest 
  3: “Summon the Iron Archers”.  
   Assign this quest to a group present in the Main 
  Deck, Bridge, or Gun Deck. 
  Player Information 
  Your allies on the Gun Deck have summoned the Iron Archers 
  to defend the Ark. Your orders are to break into the Engine 
  Room and engage the “Bolt Loaders”. These machines supply 
  ammunition for the Iron Archers to load onto the ballistas. 
  The runestone tablet suggests that four cranks must be 
  turned in the correct sequence to trigger the Bolt Loaders. 
  Durlag left us a mysterious clue: “The answer is amid the 
  machines”. Good luck!   
  DM Information 
  The group must complete the following objectives to 
  succeed in the quest:  
  1. Go to the Engine Room and start that encounter.  
  2. Turn the four cranks in the correct order (see 
  “Control Cranks”, below).  
  When all quest goals are complete, ask the Group 
  Leader to fill in the “Quest Results” section below 
  and take this form to the administrators.  The group 
  must finish their encounter before beginning 
  another quest.  
  Control Cranks 
  Each engine has a crank protruding from its side and 
  a different creature embossed on its surface: an 
  Azer, a Medusa, an Intellect Devourer and a Dwarf. If 
  the cranks are turned in that order, the bolt loaders 
  thunder to life and the group completes their quest 
  (the first letter of each monster’s name combine to 
  spell “amid”).  
   Wrong order. If a crank is turned out of sequence, 
  hatches open in the sides of the machines and Ark 
  Guardians emerge to attack the intruders. This 
  happens every time a crank is turned out of 
  sequence.     
   Tier 1-4: Two dwarf skeletons. 
   Tier 5-10: Two azers. 
   Tier 11-16: Two wights.  
  Requesting Help 
  If the players are stumped by the puzzle, the Group Leader 
  can fetch a player from another table to see if they can help 
  figure it out.  
  Quest Results 
  Fill in the following section when this quest is 
  complete. 
  Quest Report 
  Group Name:  
  This group fought their way into the Engine Room 
  and engaged the “Bolt Loaders”. These ancient 
  machines supply ammunition to the gun deck.  
   
  Character Name:  
  This character solved the puzzle to engage the bolt 
  loaders.  
   
  Character Name:   
  These characters perished during the mission. 
  General Guidance 
   Prepare the “Reload” event. 
   Add this quest to the victory pile. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP05-02 Ark of the Mountains  
   
   
  66 
  Hidden Quest 14. Storm Thunderbound 
  Quest Location 
  Main Deck 
  Quest Assignment 
   This quest is triggered by the completion of Quest 
  7: “Fire the Grappling Hook”.  
   Assign this quest to a group present in the Bridge, 
  Gun Deck, or Engine Room. 
  Player Information 
  Your allies on the Gun Deck have fired a grappling line over to 
  Thunderbound! Your orders are to use this line to cross over 
  to the enemy galleon and plant a bomb. This quest is 
  exceptionally dangerous. Only accept it if you aren’t afraid to 
  die for the Alliance!  
  DM Information 
  The group must complete the following objectives to 
  succeed in the quest:  
  1. Go to the Main Deck and start that encounter. The 
  Group Leader is given a keg of smokepowder to 
  plant on the enemy vessel. 
  2. Kill the enemies to secure the area.  
  3. Climb to the northern armored platform and cross 
  over to Thunderbound on the zipline (see “Zipline”, 
  below). 
  4. Kill the enemies on deck (see “Raid”, below). 
  5. Plant the smokepowder keg and escape. 
  When all quest goals are complete, ask the Group 
  Leader to fill in the “Quest Results” section below 
  and take this form to the administrators.  The group 
  must finish their encounter before beginning 
  another quest.  
  Zipline 
  Characters who choose to fly instead of using the 
  zipline risk being attacked by rocs. When the 
  characters mount the zipline, read:  
  Hooking yourself onto the line, you leap out into the sky. 
  Your harness screeches as you hurtle towards the enemy 
  galleon: swooping past hang-gliders, boulders, rocs, and 
  explosions!   
  Each character on the line must succeed on a DC 8 
  Dexterity (Acrobatics) check to dodge past the 
  explosions. On a failure, they must succeed on a DC 
  15 Dexterity saving throw or their harness breaks 
  and they plunge to the ground 300 feet below.  
  Raid 
  When the characters touch down on Thunderbound, 
  read: 
  You land on one of Thunderbound’s many decks. Horns 
  bellow around you, and the ground shakes with the footfalls 
  of giants!  
  The battle takes place on an empty section of deck. 
  The group must kill the following enemies and then 
  plant the smokepowder keg. Once the fuse is lit, the 
  characters can cut the grappling line and swing back 
  to the Ark.  
  Tier 
  Enemies 
  1-4 
  A hill giant and two berserkers.  
  5-10 
  A fire giant, a pirate mage, and two veterans. 
  11-16 
  Two fire giants, two pirate mages, and two 
  veterans. 
  Quest Results 
  Fill in the following section when this quest is 
  complete. 
  Quest Report 
   
  Group Name:  
  This group infiltrated Thunderbound on the 
  grappling line and carried out a devastating raid.  
   
  Location Targeted:  
  The group chose this location to destroy.   
   
  Character Name:  
  This character planted the smokepowder keg to 
  destroy the location.  
   
  Character Name:   
  These characters perished during the mission. 
  General Guidance 
   Prepare the “Storm Thunderbound” quest 
  event. 
   Add this quest to the victory pile. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP05-02 Ark of the Mountains  
   
   
  67 
  Hidden Quest 15. Fortify Shields  
  Quest Location 
  Main Deck 
  Quest Assignment 
   This quest is triggered by the completion of Quest 
  4: “Raise the Shields”.  
   Assign this quest to a group present in the Bridge, 
  Gun Deck, or Engine Room. 
  Player Information 
  Your allies in the Engine Room have deployed the Ark’s 
  adamantine shields, but the shields protecting the Main Deck 
  are falling fast under enemy fire. Your orders are to fight your 
  way onto the Main Deck and carry out field repairs on the 
  shields. Good luck!   
  DM Information 
  The group must complete the following objectives to 
  succeed in the quest:  
  1. Go to the Main Deck and start that encounter.  
  2. Repair all five shields (see “Shield Repairs”, 
  below).  
   
  When all quest goals are complete, ask the Group 
  Leader to fill in the “Quest Results” section below 
  and take this form to the administrators.  The group 
  must finish their encounter before beginning 
  another quest.  
  Shield Repairs 
  Five shields are spaced along the edge of the deck. 
  Each shield is fifteen-feet-wide, twenty-feet-high and 
  blocks line of sight. If you’re using a battle map, 
  sketch the shields along one side of the map. 
   When the encounter begins, each character is 
  handed a set of mason’s tools and told to repair the 
  shields. To carry out a shield repair, the character 
  must spend an action to make a DC 10 Strength 
  (Mason’s Tools) check. On a success, the shield 
  regains 11 (2d10) hit points. Each shield starts with 
  15 hit points out of 30. When all the shields have 
  been repaired, the group succeeds in their quest. 
   Until the shields have been repaired, pirates land 
  via hang-glider at the start of each round.   
   Tier 1-4: One goblin. 
   Tier 5-10: One veteran. 
   Tier 11-16: One bandit captain. 
  Quest Results 
  Fill in the following section when this quest is 
  complete. 
  Quest Report 
  Group Name:  
  This group repaired the Ark’s adamantine shields.  
   
  Character Name:  
  This character repaired the most shields.  
   
  Character Name:   
  These characters perished during the mission. 
  General Guidance 
   Prepare the “Fortify Shields” quest event. 
   Add this quest to the victory pile.  
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP05-02 Ark of the Mountains  
   
   
  68 
  Hidden Quest 16. Ram Thunderbound 
  Quest Location 
  Bridge 
  Quest Assignment 
   This quest is triggered by the completion of Quest 
  8: “Spin the Ramming Spike”.  
   Assign this quest to a group present in the Main 
  Deck, Gun Deck, or Engine Room. 
  Player Information 
  Your allies in the Engine Room have spun up the ramming 
  spike on the prow of the Ark. Your orders are to break into 
  the bridge and steer the Ark on a collision course with 
  Thunderbound. To carry out the maneuver, the runestone 
  tablet hints that we must first disable the Ark’s built-in 
  countermeasures via a command crystal.  
  DM Information 
  The group must complete the following objectives to 
  succeed in the quest:  
  1. Go to the Bridge and start that encounter. 
  2. One character must grasp hold of the command 
  crystal to receive a vision (see “Command Crystal”, 
  below).   
  3. An elf, a dwarf, a halfling and a human must each 
  operate the crystal in turn to disable the 
  countermeasures.  
  When all quest goals are complete, ask the Group 
  Leader to fill in the “Quest Results” section below 
  and take this form to the administrators.  The group 
  must finish their encounter before beginning 
  another quest.  
  Command Crystal 
  When a creature grips the command crystal, they 
  receive the following vision: 
  Your vision clouds and grey mist swirls around you. Four 
  figures emerge from the haze, dressed in the attire of ancient 
  mariners: an elf, a dwarf, a halfling, and a human. The figures 
  stare at you inscrutably.  
  These are the spirits of four of Durlag’s crew. If the 
  character holding the crystal shares the same race as 
  any of the figures, that figure bows solemnly and 
  disappears. To disable the countermeasures, 
  creatures of all four races must handle the command 
  crystal in turn. If the crystal is left for more than a 
  round without being touched, the sequence resets 
  itself.  
   When a character ends his or her turn holding the 
  command crystal, an Ark Guardian emerges from the 
  canisters. 
   Tier 1-4: One dwarf skeleton. 
   Tier 5-10: One minotaur skeleton. 
   Tier 11-16: One wight. 
  Requesting Help 
  If the group doesn’t contain characters of the required races, 
  the Group Leader can seek out characters from other tables. 
  These players join the table until their duty is complete.  
  Quest Results 
  Fill in the following section when this quest is 
  complete. 
  Quest Report 
  Group Name:  
  This group broke into the Bridge and steered the Ark 
  into a collision course to ram Thunderbound!  
   
  Character Name:  
  These characters disabled the countermeasures to 
  enable the ramming action.  
   
  Character Name:   
  These characters perished during the mission. 
  General Guidance 
   Prepare the “Ram Thunderbound” quest event. 
   Add this quest to the victory pile.  
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP05-02 Ark of the Mountains  
   
   
  69 
  Sector Quest 17. Fortify Area 
  Quest Location 
  Any 
  Quest Assignment 
   Assign this quest to a group present in any sector. 
   Each group can play this quest multiple times.  
  Player Information 
  If this is the first time the group has played this 
  quest, read: 
  Your orders are to fortify this location against enemy attack. 
  Be prepared for enemy reinforcements! If you succeed, allied 
  healers can move up to tend to the wounded.  
  If this is the second time the group has played this 
  quest, read: 
  The Baron’s forces have infiltrated this location and are using 
  it as a bridgehead for reinforcements. Your orders are to 
  wipe them out and fortify the area so our healers can tend to 
  the wounded.  
  DM Information 
  The group must complete the following objectives to 
  succeed in the quest:  
  1. Complete an encounter in any sector. If the group 
  is replaying the quest, the sector counts as 
  “Breached” for this encounter.  
  2. Defeat the elite reinforcements (see 
  “Reinforcements”, below).    
  When all quest goals are complete, ask the Group 
  Leader to fill in the “Quest Results” section below 
  and take this form to the administrators.   
  Reinforcements 
  When all enemies are dead, an elite squad of pirates 
  is airlifted into the area on the backs of rocs. To 
  triumph in their quest, the group must defeat one 
  group of elite boarders (see Appendix 3: “Battle 
  Events”).   
  Quest Results 
  Fill in the following section when this quest is 
  complete. 
  Quest Report 
  Group Name:  
  This group fortified the Ark from enemy attack, 
  allowing allied healers to tend to the wounded. 
   
  Sector Name: 
  This sector was fortified. 
   
  Character Name:   
  These characters perished during the mission. 
  General Guidance 
   Send a Tier Commander to announce that all 
  characters in this sector (including the table 
  that accomplishes this quest) receive one 
  casting of the cure wounds spell (1d8 per tier).  
   Add this quest to the victory pile. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP05-02 Ark of the Mountains  
   
   
  70 
  Quest 18. Slay Champion 
  Quest Location 
  Any 
  Quest Assignment 
   Assign this quest to a group present in any sector. 
   Each group can play this quest multiple times.  
  Player Information 
  If this is the first time the group has played this 
  quest, read: 
  Your orders are to slay an enemy champion. If you succeed, 
  you’ll boost the morale of your allies!  
  If this is the second time the group has played this 
  quest, read:  
  Baron Rajiram has sent one of his greatest champions to 
  secure this area. Following your earlier success in such 
  matters, your orders are to slay this champion.   
  DM Information 
  The group must complete the following objectives to 
  succeed in the quest:  
  1. Start an encounter in any sector. If the group is 
  replaying the quest, the sector counts as 
  “Breached” for this encounter. 
  2. Kill the champion present in that encounter (see 
  “Champion”, below).  
  When all quest goals are complete, ask the Group 
  Leader to fill in the “Quest Results” section below 
  and take this form to the administrators.  The group 
  must finish their encounter before beginning 
  another quest.  
  Champion 
  The champion in this encounter has the maximum 
  hit points available and advantage on saving throws 
  versus spells.  
  Quest Results 
  Fill in the following section when this quest is 
  complete. 
  Quest Report 
  Group Name:  
  This group defeated an enemy champion onboard 
  the Ark. 
   
  Character Name: 
  This character landed the killing blow on the 
  champion.   
   
  Sector Name: 
  The champion was killed in this sector. 
   
  Character Name:   
  These characters perished during the mission. 
  General Guidance 
   Send a Tier Commander to another group in 
  the sector where the champion was slain. All 
  characters in that group gain inspiration.   
   Add this quest to the victory pile. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP05-02 Ark of the Mountains  
   
   
  71 
  Quest 19. Rescue Heroes 
  Quest Location 
  Any 
  Quest Assignment 
   Assign this quest to a group present in any sector. 
   Each group can play this quest multiple times.  
  Player Information 
  If this is the first time the group has played this 
  quest, read: 
  A unit of alliance soldiers has stumbled into some serious 
  trouble. Your orders are to reinforce them and pull them out.  
  If this is the second time the group has played this 
  quest, read: 
  Baron Rajiram’s pirates have boarded the Ark and captured a 
  unit of alliance soldiers. They’re threatening to execute the 
  soldiers if we advance on them. Your orders are to infiltrate 
  the area and rescue the soldiers.  
  DM Information 
  The group must complete the following objectives to 
  succeed in the quest:  
  1. Start an encounter in any sector. If the group is 
  replaying the quest, the sector counts as 
  “Breached” for this encounter. 
  2. Attempt to rescue the allied veteran(s) present in 
  that encounter (see “Allies”, below).  
  When all quest goals are complete, ask the Group 
  Leader to fill in the “Quest Results” section below 
  and take this form to the administrators.  The group 
  must finish their encounter before beginning 
  another quest.  
  Allies 
  Place one or more injured veterans anywhere within 
  the area (one per tier). Each veteran is prone, at half 
  hit points, and too injured to perform any action 
  other than the Dodge action.   
   If the group is replaying the encounter, the 
  captives are restrained by heavy chains and can’t 
  take any attacks. Baron Rajiram’s champion is 
  poised to attack a captive if he or she spots the 
  characters approaching. The group starts out of 
  sight, and can attempt to sneak into position.  
  Quest Results 
  Fill in the following section when this quest is 
  complete. 
  Quest Report 
  Group Name:  
  This group fought hard to rescue a unit of allied 
  soldiers in trouble. 
   
  Sector Name: 
  The veterans were rescued from this sector. 
   
  Character Name:   
  These characters perished during the mission. 
  General Guidance 
   If one or more veterans were rescued, send a 
  Tier Commander to another group in the same 
  sector. All enemies in that encounter take 
  automatic damage from the “Effects by Tier” 
  table (Appendix 3).  
   Add this quest to the victory pile. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP05-02 Ark of the Mountains  
   
   
  72 
  Quest 20. Repair Crew  
  Quest Location 
  Any 
  Quest Assignment 
   Assign this quest to a group present in any sector. 
   Each group can play this quest multiple times.  
  Player Information 
  If this is the first time the group has played this 
  quest, read: 
  Durlag Trollkiller created a set of magical caskets to repair his 
  Ark from extraplanar damage. When opened, these caskets 
  cast mending spells over the Ark’s machinery. Your orders are 
  to plant an open casket in this location and ensure it doesn’t 
  fall into enemy hands.    
  If this is the second time the group has played this 
  quest, read: 
  One of our repair caskets is malfunctioning and looks like it’s 
  going to explode! Your orders are to disable it before the Ark 
  takes damage.  
  DM Information 
  The group must complete the following objectives to 
  succeed in the quest:  
  1. Start an encounter in any sector.  
  2. Keep the repair casket open for five rounds OR 
  disable the repair casket within five rounds (see 
  “Repair Casket”, below). 
  When all quest goals are complete, ask the Group 
  Leader to fill in the “Quest Results” section below 
  and take this form to the administrators.  The group 
  must finish their encounter before beginning 
  another quest.  
  Repair Casket 
  The casket is an ornate bronze box fitted with 
  carrying handles. When opened, weird green light 
  swirls out of it, creating a 40-foot-diameter sphere. 
  Any Ark Guardians that start their turn within the 
  sphere of green light heal 5 (1d10) hit points per 
  tier. A creature or creatures with a combined 
  Strength score of 15 or greater can carry the casket, 
  but they move at half speed while doing so. The 
  casket is a Medium object with AC 8, 50 hit points, 
  and immunity to poison and psychic damage.  
   If the casket is reduced to 0 hit points, it starts to 
  malfunction (this is how the casket begins if the 
  group replays this quest). After 5 rounds, the casket 
  explodes and all creatures within 30 feet of it must 
  make a DC 15 Dexterity saving throw, taking 11 
  (2d10) fire damage per tier on a failed save, and half 
  as much damage on a successful one. In addition, all 
  creatures in the encounter suffer Battle Damage (see 
  Appendix 3).   
   To disable the casket before it explodes, the group 
  must succeed on three consecutive DC 12 
  Intelligence (Arcana) or Dexterity (Thieves’ Tools) 
  checks. The character making the check must be 
  adjacent to the casket to perform the action. If they 
  fail the check by 5 or more, the casket explodes. 
  Quest Results 
  Fill in the following section when this quest is 
  complete. 
  Quest Report 
  Group Name:  
  This group carried out essential repairs on the Ark.  
   
  Character Name:  
  These characters handled one of Durlag’s magic 
  caskets to carry out the repairs.  
   
  Character Name:   
  These characters perished during the mission. 
  General Guidance 
   Send a Tier Commander to another group in 
  the sector where the champion was slain. That 
  group ignores the next Siege Damage effect 
  they receive.    
   Add this quest to the victory pile. 
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S05 - Storm Kings Thunder/DDEP05-02 - Ark of the Mountains.pdf