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DDAL 09-20

WHERE DEVILS FEAR TO TREAD


An Avernus Rising Adventure
The commander’s soul has been cast through the portal into the Death Dells.
You must follow into the lair of Yeenoghu and rescue the commander before
the Beast of Butchery devours him!
Part Two of the Red Hunt series of adventures.

A Four to Six-Hour Adventure for 17th through 20th Level Characters.


D&D
Optimized For: APLDescent
18 into Avernus glyph, simplified

Credits Primary Secondary

Designer: Greg Marks D&D Adventurers League Administrators: Alan Patrick,


Editing: Travis Woodall, Greg Marks, Hannah Rose Amy Lynn Dzura, Travis Woodall, LaTia Jacquise, Ma’at
D&D Adventurers League Guildmaster: Chris Lindsay Crook, Claire Hoffman, Greg Marks, Shawn Merwin,
Will Doyle
Art Director and Graphic Designer: Rich Lescouflair
Interior Art: provided by Wizards of the Coast Playtesters: Gary Affeldt, Richard Brown, David Krolnik,
Ben Siekert, Phil Tobin
D&D Adventurers League Wizards Team: Adam Lee, Ari Special Thanks: Toni Winslow-Brill
Levitch, Chris Lindsay, Mike Mearls

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.
©2020 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented
by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Adventure Primer • Bonus Objective A: Belle of the Brawl. While in
the Death Dells, the party runs across another little
girl: Elisande, the Chosen of Cyric. Newly freed from
This adventure is designed for three to seven 17th- to Malbolge, she is hunting for a way home but has been
20th-level characters and is optimized for five characters attracted to this place by its murderous nature. Elisande
with an average party level (APL) of 18. Characters takes an instant dislike to weaker, more innocent Dara.
outside this level range cannot participate in this adventure. The characters interact with the two Chosen and help
This adventure occurs in the Death Dells, the 422nd them settle their differences without violence. This is
layer of the Abyss, and in Avernus, the first layer of the Nine found in Appendix 1.
Hells.
• Bonus Objective B: Demonic Duel. The hordes of

Background the Abyss have finally disrupted the balance and


awakened Yaacrou the Beast, a massive feathered
In the company of ILMATER’S chosen, the young girl monstrosity whose power rivals that of a demon lord. It
DARA, adventurers have been attempting to revive a is breaking through the infernal lines, and Yeenoghu’s
lost company of HELLRIDERS known as the BLOODY hordes threaten to take Avernus and break through to
HOOVES in order to ride to the defense of fallen Dis. If this happens, the balance of the Blood would
Elturel. Dara and her champions have successfully change forever. Do the characters assist the powers of
recovered nearly all of them, but the company’s leader, the Nine Hells by defeating the Yaacrou or suffer the
COMMANDER ROTGER DE LA REUE, was captured by possibility that the Nine Hells could fall? This is found in
one of Zariel’s lieutenants, an ice devil called GENERAL Appendix 2.
EVERBLEED, only in turn to have both of them captured
by minions of the demon lord YEENOGHU. Adventure Hooks
Recently rescued from Yeenoghu’s goristro minion
RAZEK VOWBREAKER, Everbleed told the party that the This is the second part of the Red Hunt, a two-part
demons have tossed the commander’s soul into the Death storyline of adventures. This adventure picks up directly
Dells. The Death Dells, also called the Seeping Woods, is after the events of DDAL09-19 Fang and Claw. If the
a layer of the Abyss covered in barren hills, great ravines, characters have recently played that adventure, they have
blistering savannas, and sickly yellow forests. It serves as just stepped through a portal from Avernus to the Death
Yeenoghu’s personal hunting grounds, where he plays cruel Dells. If your players are new to this campaign, use the
hunting games with mortals. Here the commander’s soul following hooks:
wanders, lost and alone. If the characters are to rally the Blood Debt. A warlock or other pact-bound character
Bloody Hooves, they must rescue him before the Demon in the group is summoned by their patron and ordered to
Lord finds him. aid a priest of Ilmater at Mahadi’s Wandering Emporium.
If they refuse, their powers are stripped and their soul is
Overview forfeit.
Divine Calling. The gods themselves, especially those
The adventure’s story is spread over three parts and takes allied with Ilmater, have summoned the characters to aid
approximately four hours to play. The adventure begins Dara on the first layer of the Nine Hells, Avernus. After
with a Call to Action scene. It also contains two optional manifesting themselves in front of the group in their
bonus objectives—each taking an additional hour to play. chosen forms, the gods open a portal to the Abyss and send
• Call to Action: Out of Hell. The adventure begins as the characters through.
Dara and the character step through the portal into Little Girl’s Plea. Having played some adventures in
the Abyss. season 9, the character is known to Dara who sends a
mental plea to the character across the planes. She is in
• Part 1: Soul of the Hunt. The characters navigate
peril and desperately needs champions. If the character
the Death Dells as the oppressive nature of the place
agrees, a gate opens and transports them directly to her.
threatens to break their psyches and turn them all
into violent, mindless killing machines. It is a race
against time to locate the commander’s soul as it moves Saving Dara
from location to location, but as the party nears him, Even though she is the Chosen of Ilmater, Dara is particularly
Yeenoghu also draws closer. Navigating the Death Dells fragile and the characters will need to do all they can to
to rescue the commander’s soul before it is consumed by protect her. Temporary hit points, buff spells, and smart
Yeenoghu is Story Objective A. tactics will all be key. If she dies and the characters return
her to life, her powers diminish, so just letting her die and
• Part 2: Blood War! Dara, the characters, and possibly bringing her back is a losing proposition. Every time Dara
Commander De La Reue return through the portal to dies, she loses one of these abilities chosen randomly: her
Avernus and find that Zariel’s forces are attacking the damage resistances, her condition immunities, her Magic
Abyssal beachhead, and an Abyssal army has grown to Resistance trait, and her Innate Spellcasting trait. If she loses
incredible proportions. The characters are dumped into all four, she has lost all of her abilities as a Chosen and may
the middle of the massive battle and must fight free. This no longer return Hellriders or angels to life.
encounter showcases the effects of all of the choices the In this adventure, if she has previously died four or more
characters have made since the beginning of season 9. times, she loses the ability to track the commander’s soul.
This is Story Objective B.

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DDAL09-20 Where Devils Fear to Tread (v1.0)
2
Adventure Flowchart
This section provides a basic understanding of not only the
flow of the adventure, but also the outline of the different
paths that your players may take in reaching their stated
objective.

Out of Hell
Call to Action

1 A
Soul of the Hunt Belle of the Brawl
Story Objective A Bonus Objective A

2
Bloodwar!
Story Objective B

B
Demonic Duel
Bonus Objective B
Call to Action: Out of Hell

Estimated Duration: 10 minutes • As the Chosen of Ilmater, Dara read from the Book of
This adventure begins with the characters having just Exalted Deeds and was granted powers and a quest to
arrived in the Abyss on the 422nd layer, known as the raise fallen angels and paladins in Avernus.
Death Dells or Yeenoghu’s Realm. If you are continuing • Originally when Elturel was pulled into the Nine Hells,
from DDAL09-19, assume that transporting to the Abyss in she was convinced Ilmater gave her this holy mission to
Dara’s company had the same effect as a long rest. help the city, but now she believes she may have another
purpose. Perhaps it is to stop the Abyss from disrupting
From your vantage point in front of the planar gate atop a
the balance of the Bloodwar and taking over the Hells?
• With the help of adventurers, a merchant named Fai
flat stone, you are faced with a massive sunbaked savanna
Chen, and the infamous Mahadi, Dara has successfully
stretching north to foreboding mountains, east to a sickly
revived several slain angels and raised up a lost
yellow forest, and west to a swampy shore and rust-colored company of Hellriders called the Bloody Hooves.
sea. The grass near the gate is trampled from the passage Unfortunately, the company’s commander was not
of many hundreds of creatures. among them and they are in disarray.
The heat is oppressive, and the smell of meat rotting in • To make matters worse, demons took his soul and threw
the sun permeates the still air. The call of a carrion bird it into Yeenoghu’s Realm as an offering for the demon
prince to hunt. If they cannot find the wandering soul in
echoes across the dry grassland.
time, she fears Yeenoghu will not only consume it but
will enter into the Abyss with the last of his forces and
attack the already weakened defenders of Avernus.
The Gathering Gate • If the demon prince himself takes the field, it is likely
The Gathering Gate, one of the few landmarks in that other lords of the Abyss will as well.
Yeenoghu’s Realm, is a massive circular portal made of • The commander’s soul looks like a vaguely humanoid-
crude stone. It can be controlled by the demon prince to shaped ball of light floating aimlessly. It is not aware of
connect to many different planes and is currently set to its surroundings and is not able to communicate. In this
allow two-way transport between Avernus and the Death form, the commander is defenseless, and the party have
Dells. Only the demon prince can alter the destination of to find him as quickly as possible.
the portal or close it. • Locating the soul before the demon prince will be
Creature Information extremely difficult.
Dara looks at the characters expectantly and recaps what
Call to Action
the party knows from their previous adventures before
Dara entreats the characters to help her rescue Commander
asking them how to find the commander.
De La Reue’s soul so she can breathe life back into it, and
then they can return to the Bloody Hooves in Avernus.

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DDAL09-20 Where Devils Fear to Tread (v1.0)
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Part 1: Soul of the Hunt

Estimated Duration: 2 hours 30 minutes Madness. If a humanoid spends at least 1 hour in the
Death Dells or sees the Beast of Butchery himself, that
The Death Dells are not a safe place. Every creature here
creature must succeed on a DC 17 Wisdom saving throw
hunts and is, in turn, hunted. The very land itself is brutal,
or descend into a madness determined by the Madness of
and the Abyssal layer twists the mind toward bloodshed. In
Yeenoghu table. A creature that succeeds on this saving
this place of trials, the characters must somehow track down
throw can’t be affected for 24 hours unless it is in the
the wandering soul of Commander Rotger De La Reue.
presence of Yeenoghu himself. Dara is immune to this effect.

Story Objective A The Wages of Sin. Whenever characters must make a


saving throw versus madness in Yeenoghu’s realm, they
The characters must navigate the Death Dells to rescue make the saving throw with a −1 penalty for every three
the commander’s soul before it is devoured by the demon soul coin charges (rounded down) that the character has
lord Yeenoghu. spent with anyone (such as Mahadi or Fai Chen) except
Dara. Remember each whole soul coin has three charges.
Setting Information
Yeenoghu’s lair is a place of blood and death, populated Madness of Yeenoghu
by gnolls, hyenas, and ghouls. There are few structures or If a creature goes mad after an hour in the Death Dells or at
signs of civilization on his layer of the Abyss. The majority the sight of the demon lord, roll on the Madness of Yeenoghu
table to determine the nature of the madness, which is a
of the land is composed of savanna and ravines which
character flaw that lasts until cured. See the Dungeon Master’s
extend to the “southern” horizon. The “north” is bound by
Guide for more on madness.
the Screaming Peaks, the “west” by the Seeping Woods,
Madness of Yeenoghu
and the “east” by a poisonous sea called the Cursewallow.
Roll a d100 to determine the flaw the creature acquires until
The following features are present on this layer of the
the madness is cured.
Abyss that the DM can use to add flavor to encounters:
Dangerous Environment: The environment itself is d100 Flaw
dangerous. It is oppressively hot with constant sun. Most 01–20 “I get caught up in the flow of anger and try to stoke
water sources are tainted with poison or disease. Sharp others around me into forming an angry mob.”
stones and spiky plants tear at clothes and skin. Everything 21–40 “The flesh of other intelligent creatures is
here wears on the body. For every two scenes completed, delicious!”
the characters must succeed on a DC 13 Constitution
41–60 “I rail against the laws and customs of civilization,
saving throw of gain a level of exhaustion. Characters who attempting to return to a more primitive time.”
are immune to poison, disease, thirst, or high temperatures
61–80 “I hunger for the deaths of others and am
gain advantage on the saving throw. One level of exhaustion
constantly starting fights in the hope of seeing
is removed after a short rest, or all can be removed when
bloodshed.”
the character completes a long rest in a cool place with
ample clean water. Resting in the Death Dells results in a 81–00 “I keep trophies from the bodies I have slain,
turning them into adornments.”
delaying encounter (see “On the Trail”).

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DDAL09-20 Where Devils Fear to Tread (v1.0)
5
Predation. Beasts in the Death Dells become unusually Scrying. The commander is particularly difficult to scry
primal. Predators kill far more than what they need for upon. He attempts to resist the spell with advantage and
food. Carcasses of prey are left to rot in an unnatural has a +19 bonus to his saving throw. Even if he is found, the
display of wasteful slaughter. Animals normally considered 10 feet of surrounding hellscape looks much like any place
prey are immediately unsettled and hard to control. Mounts else in the Death Dells.
with an Intelligence score less than 3 require a successful Tracking. The commander’s trail can be followed with
DC 15 Wisdom (Animal Handling) check to control them in a successful DC 20 Wisdom (Survival) check. There is
the presence of a predator. an odd cinnamon scent associated with the commander’s
Spikes. Large iron spikes frequently grow out of the soul, and those who have the ability to track by scent gain
ground and stone surfaces in the Death Dells. Yeenoghu advantage to follow his trail.
often impales the bodies of the slain on these spikes. Areas Other Abilities. Other spells and abilities that might
of spikes are difficult terrain. Any creature that enters an locate the commander do not work unless you deem that
area affected by spikes must also succeed on a DC 15 they are appropriate. If you are running short on time or if a
Dexterity saving throw or stop moving and take 7 (2d6) solution is particularly creative, you may choose to allow the
piercing damage. Any creature knocked prone makes this party to skip one encounter in the “On the Trail” section.
saving throw with disadvantage. Areas of spikes can be
added to any of the encounters in the Death Dells at the
DM’s discretion.
On the Trail
As the characters hunt for the commander, the parties have
Tracking the Commander encounters that either advance or delay their search. If they
advance three times before they are delayed three times,
The characters are trying to locate the commander’s soul they manage to get to the commander’s soul before it is
as quickly as possible, and doing so is very difficult. Here devoured by Yeenoghu.
are a number of possible ways the characters might try and Presented here are three advancing (A) and three
how they function in the Death Dells. delaying (D) encounters. If the characters successfully
Augury, Commune, Contact Other Plane, and have a way to track the commander’s soul coming out
Divination. On his home layer, Yeenoghu blocks other of the gate, they begin with an advancing encounter of
powerful entities from giving information about the location your choice. If the characters do not have a way to track
of his prey. the commander or fail in their attempt to track his soul,
Commune with Nature. In addition to the generally they begin with a delaying encounter of your choice. Each
unnatural nature of the surrounding lands, the commander encounter then has a resolution that tells you whether to
does not count as any of the subjects that the spell detects. proceed with a delaying or advancing encounter, again of
Dara, Divine Sense, and Detect Evil and Good. If Dara your choice. Each encounter takes 1 hour. If you are using
retains her abilities as a Chosen (see the Saving Dara Bonus Objective A, insert it after two encounters have
side bar in the Adventure Primer), she or any character occurred.
using one of these abilities can sense the ground that the
commander has walked across as a slightly cleaner path, 1A. Predators
tainted with the commander’s goodness. This gives the
characters a path to follow. For Dara to sense the path the While cutting across the Dun Savanna, the party is spotted
commander took, she must concentrate uninterrupted for 1 as they near a watering hole by a group of hunters sent out
minute. by Yeenoghu.
Locate Creature. This spell is unlikely to be useful Area Information
as the characters are unlikely to be within 1,000 feet of The area has the following features.
Commander de la Reue until they can see him. If the Dimensions and Terrain. The Dun Savanna is a wide-
characters are having a particularly hard time tracking him, open plain of tall grass which provides advantage on
you might allow them to use it to triangulate his position Dexterity (Stealth) checks. Occasional patches of the grass
between this and Dara’s sense. grow particularly thick and sharp as razors.

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DDAL09-20 Where Devils Fear to Tread (v1.0)
6
Lighting. The blazing sun bakes the Dun Savanna with What Do They Want? As minions of Yeenoghu, they
intense heat and blinding light. primarily want to slaughter the characters and devour their
Poisoned Pond. The watering hole, like most water flesh. Secondarily they are supposed to be helping their
sources in the Death Dells, is filled with disease. Any master search for a lost soul in the Death Dells, and if they
creature coming into contact with the water must remember through their bloodlust, tell him.
succeed on a DC 15 Constitution saving throw or contact What Do They Know? Rip, rend, and tear. Somewhere
sight rot. Unlike the normal disease whose effects are there is prey to hunt and the characters look like it. They
felt after the first day, the Death Dells accelerates the also know that Yeenoghu senses the taint of goodness in
incubation, and an infected creature feels its effects after his realm. It’s made him hungry and he is hunting it—a final
its first short or long rest. hunt before joining his forces that have recently landed in
Razorgrass. Whenever a creature moves, it has a 1 in Avernus. The bulk of their forces and those of other demon
6 chance of crossing a 5-foot patch of razorgrass. When a lords have already begun the attack.
creature moves through a razorgrass for the first time on
a turn, the creature must succeed on a DC 15 Dexterity
saving throw or take 8 (1d10 + 3) slashing damage. A Playing the Pillars
creature can use its reaction as it moves to pick out a safe Here are some suggestions for this encounter:
path by succeeding on a DC 15 Intelligence (Nature) or DC Combat. The rocs and their riders prefer to fight in the air,
20 Wisdom (Perception) check. If successful, the creature with the rocs either carrying victims into the air with their
notices any patches of razorgrass in its path. talons to be dropped from 100+ feet or attacking with the
reach of their beaks as they fly by and the riders strafe with
javelins. The shoosuvas try to focus their attacks on a foe that
Disease: Sight Rot is separated from the party to paralyze the foe and drag it
This painful infection causes bleeding from the eyes and away into the tall grass.
eventually blinds the victim. Exploration. The gnolls and shoosuvas recognize the
A beast or humanoid that drinks water tainted by sight poisoned water and razorgrass and try to use the terrain to
rot must succeed on a DC 15 Constitution saving throw or their advantage when possible, attempting to trap characters
become infected. One day after infection, the creature’s vision between the dangerous terrain on one side and attacks from
starts to become blurry. The creature takes a −1 penalty to the other.
attack rolls and ability checks that rely on sight. At the end Social. While the hunters are not a significant threat to the
of each long rest after the symptoms appear, the penalty characters, this fight offers to highlight the frenzied bloodlust
worsens by 1. When it reaches −5, the victim is blinded until that blazes in the hearts of Yeenoghu’s followers as well as
its sight is restored by magic such as lesser restoration or heal. how the plane affects visitors. Yeenoghu’s minions cannot be
Sight rot can be cured using a rare flower called Eyebright, reasoned with; they seek only carnage.
which grows in some swamps. In Yeenoghu’s realm, it can
only be found in the Seeping Woods (2D). Given an hour, a
character who has proficiency with an herbalism kit can turn
the flower into one dose of ointment. Applied to the eyes
Development
before a long rest, one dose of it prevents the disease from If this was not the party’s third advancing encounter, use
worsening after that rest. After three doses, the ointment these criteria to decide whether the characters advance to
cures the disease entirely. an advancing (A) or delaying (D) encounter.
Advancing. If the characters stop the scouting party
from escaping to warn Yeenoghu, choose an advancing (A)
Creature Information encounter.
The hunters are split between two groups. Two shoosuvas Delaying. If any of the scouting party escaped to warn
are sneaking through the tall grass and can be spotted Yeenoghu, choose a delaying (D) encounter.
by character with a passive Perception of 16 or better.
Meanwhile two gnoll fangs of Yeenoghu, each riding a roc, 2A. Escaped Slaves
are attempting to dive down on the characters out of the A group of five escaped slaves (commoners) are fleeing
sun and are seen by characters with a passive Perception across the savanna and catch sight of the characters from
of 20 or better. 250 feet away.
The hunters attack, intent on killing all of the characters
until only one roc remains, at which point they remember Area Information
their actual mission to scout for Yeenoghu and the The area has the following features.
remaining roc tries to flee. Dimensions and Terrain. Dry grass grows to the waist
of a Medium-sized creature, covering low rolling hills.
Lighting. The blazing sun bakes the Dun Savanna with
Adjusting the Scene intense heat and blinding light.
Here are some suggestions for adjusting this scene:
• Very Weak: Remove a gnoll fang of Yeenoghu and a Creature Information
shoosuva. The escapees’ response depends on the appearance of
• Weak: Remove a gnoll fang of Yeenoghu. the party. If the characters appear monstrous or demonic,
• Strong: Add a roc. the slaves scream and run in the opposite direction.
• Very Strong: Add a gnoll fang of Yeenoghu, a roc, and a However, if the characters appear to be possible heroes,
shoosuva. they excitedly come forward. The first to speak is a halfling
female (commoner) named Odalle, originally a sailmaker
from Luskan.

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DDAL09-20 Where Devils Fear to Tread (v1.0)
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What Do They Want? All of the commoners were Lighting. The blazing sun of the Dun Savanna is blunted
captured by cultists of Yeenoghu and cast into the Death by the foliage, offering a refuge from the sun. On the pond
Dells to serve as slaves and eventual prey for endless or out from under the foliage, the sun is as merciless as
hunts. They are crazed with fear and desperate to escape always.
the Abyss. Interesting Insects. Insects are a common sight in the
What Do They Know? They recently saw a glowing Abyss and especially in Yeenoghu’s realm. A character
human in plate armor and can give directions where the with a passive Investigation of 15 or higher notices several
soul was heading allowing the characters to cut time off the dozen beetles feasting on some of the plants along a path
search, but they only trade the information for a way out. through the oasis and nowhere else. A successful DC 15
Also, they know that there were previously vast numbers of Intelligence (Nature) check notes that the beetles should
demons, gnolls, and undead gathering on the savanna, but be carnivorous and have no interest in these plants. Closer
they are gone now. inspection and a successful DC 15 Wisdom (Perception)
check notices a few opalescent droplets on the leaves
attracting the bugs. As the character watches, one of the
Playing the Pillars beetles consumes a droplet and then rapidly begins to
Here are some suggestions for this encounter: morph into a beautiful butterfly.
Combat. The slaves are not a match for the characters and The droplets radiate magic and good. A successful DC 20
run if attacked or confronted with any violence. They do not Intelligence (Religion) check suggests it might be residue
defend each other, but instead flee, leaving others to suffer. from the commander’s soul, suggesting a path to follow.
Exploration. A successful DC 20 Intelligence (Investigation) Pond. Clean-looking water fills the 20-foot-radius
check notes that several of the slaves have leaves in their hair, pond. Unfortunately, it is not safe. Any creature drinking
and trees are not to be found in the savanna, suggesting they the water must succeed on a DC 20 Constitution saving
have come from the Seeping Woods to the west.
throw to avoid the effects. Those that fail feel fine for 1
Social. The escaped slaves are panicked and not especially
willing to negotiate. They want out now! Anyone who can
minute, after which they take 10 (3d6) poison damage at
grant that (such as by a plane shift spell) immediately gains the beginning of their turn as blood begins to ooze from
their trust and all of the details they can remember about every pore. Once characters have started taking damage,
where in the Seeping Woods they saw the commander’s soul they may attempt another saving throw at the end of each
and just how close Yeenoghu is to catching him. If necessary, round to shake off the effect. Characters with a passive
they might be convinced to take the portal to Avernus with a Perception of 16 or higher notice bones, both animal and
successful DC 20 Charisma-based skill check if the characters humanoid, in the mud. A mantrap lily (see “Creature
lead them to it. However, taking the commoners to the portal Information”) is floating in the center of the pond.
takes time that the characters don’t have, so unless the Ruins. Two ruined walls meet to form the corner of some
characters split up or use magic to transport the escapees, long-destroyed stone building. Blocks of stone with well-
the shortcut doesn’t help them. Of course, if they split up, weathered edges can be seen in the pond. Rude carvings
they don’t have all of their members for the next encounter.
deface what remains of the walls. What few words there
It is possible that the characters might trick the commoners
are have been scrawled in Abyssal and praise the brutality
into relaying the information and then renege on the deal. In
this case, they follow the characters hoping to find a way to of Yeenoghu and his brood. A character that succeeds on a
freedom, and Dara does her best to care for the poor souls. DC 15 Intelligence (Investigation) check notes that some of
the more recent scrawl appears to be vaguely reminiscent
of a map. It suggests an attempt to rapidly advance to the
Styx and from there break through to Dis and the lower
Development layers of the Nine Hells.
If this was not the party’s third advancing encounter, use Searching the ruins notes that it is a frequent campsite.
these criteria to decide whether the characters advance to Characters that succeed on a DC 15 Wisdom (Perception)
an advancing (A) or delaying (D) encounter. check find several tracks. Most are clearly from gnolls, but
Advancing. If the characters negotiate for the location some are larger, and some are not humanoid. A character
of the commander’s soul, and the entire group doesn’t that succeeds on a DC 20 Wisdom (Survival) check notes
have to travel back to the portal, choose an advancing (A) the large, flame-scarred prints were caused by a balor, and
encounter. the furrows are reminiscent of a large snake, probably
Delaying. If the characters are not able to get the several mariliths.
information and proceed without it, or if they get it but
travel back to the portal, choose a delaying (D) encounter. Creature Information
A mantrap water lily floats in the center of the pond,
3A. Watering Hole surround by dozens of normal lily pads. After the
The trail leads toward an oasis of green on the savanna characters disturb the water, or when they have been in
where the ruins of some structure pierce the greenery. The the oasis for at least three rounds, it releases its Attractive
promise of shade and fresh water is tempting. Pollen and waits for prey to come close enough to Engulf.
When engulfing a creature, it pulls itself and its prey below
Area Information the surface of the water, adding suffocation to its victim’s
The area has the following features. challenges.
Dimensions and Terrain. A few tall bushes with many
tiny leaves surround a lily-covered pond under the shade Treasure
of acacia-like trees. Woody vines snake across the ruins. Characters searching the remains of the campsite find a
Greenery is more prevalent as the oasis is close to the few coins and a carved bone idol.
Seeping Woods.
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DDAL09-20 Where Devils Fear to Tread (v1.0)
8
Development
If this was not the party’s third advancing encounter, use
these criteria to decide whether the characters advance to
an advancing (A) or delaying (D) encounter.
Advancing. If the characters find the commander’s path,
choose an advancing (A) encounter.
Delaying. If the characters do not find the commander’s
path, or if they stop to rest here, choose a delaying (D)
encounter.

1D. Doresain’s Delegation


Doresain, the King of Ghouls, is a vassal of Yeenoghu
and must occasionally offer tribute to his conqueror. His
minions are coming out of a portal in the Screaming Peaks
from the 421st layer of the Abyss, known as the White
Kingdom.
Area Information
The area has the following features.
Dimensions and Terrain. The area is filled with rocky
hills, and the plentiful large boulders offer many places to
hide. The ravine is roughly 30 feet wide.
Lighting. The sun does not extend into the deep delves
between the rocky hills, making everything here clouded
with shadow. The area is considered in dim light.
Boulders and Scree. The floor of the ravine is covered
in loose scree, making footing in some areas treacherous.
Several randomly placed, 15-foot-diameter patches of scree
are difficult terrain. In addition, there are several boulders
large enough to hide behind and gain cover.
Steep Walls. The walls of the ravine are very steep and
require a DC 15 Strength (Athletics) check to climb. The
wall on the west side is 50 feet high, while the east side is
20 feet high.
Creature Information
A nightwalker, two maurezhi, four ghasts, and eight gnoll
witherlings are leading thirty commoners that are to be Playing the Pillars
presented to Yeenoghu as tribute for his hunts. Seeing Here are some suggestions for this encounter:
more mortals, the nightwalker sees the opportunity to add Combat. During combat, the nightwalker tries to avoid
to their tribute and orders an immediate attack. being within 30 feet of the commoners so as to avoid killing
them with its annihilating aura; however, if the characters
stay at a distance, making combat difficult, it drags the
Adjusting the Scene commoners into its aura as bait and lets them die. It
Here are some suggestions for adjusting this scene: continues to do so until the characters approach to face it.
• Very Weak: Remove a maurezhi and four witherlings. Exploration. Part of the 20-foot-high wall is unstable. A
• Weak: Remove four witherlings. character who succeeds on a DC 15 Wisdom (Survival)
• Strong: Add a maurezhi. check notices that it can be brought down. Characters with
• Very Strong: Add a maurezhi and two ghasts. the Stonecunning trait may apply the benefit to this check. If
30 points of damage are done to the wall (including area-
of-effect spells), a section crumbles into the ravine, filling a
What Do They Want? The undead and demons want 30-foot-long by 15-foot-wide area with fallen rock. Creatures
only to kill or enslave mortals, complete their tasks, and in the area suffer 33 (6d10) bludgeoning damage, and if
then return to the White Kingdom so they can join the they are Large or smaller, they are restrained, half buried in
attack their demon prince has already begun on Avernus. the rubble. Those that succeed on a DC 20 Dexterity saving
throw take half damage and are not restrained. As an action,
The commoners want nothing more than to be returned to
a creature can free itself with a successful DC 15 Strength
safety on the Prime. They beg the characters to aid them.
(Athletics) or Dexterity (Acrobatics) check. Creatures can free
What Do They Know? They know nothing about the another creature with a successful Strength (Athletics) check.
commander’s missing soul, as the demons and undead Social. The maurezhi use their Assume Form ability to hide
have only just arrived. The commoners know nothing among the commoners so they can pretend to be slaves
helpful. in need of rescuing. They purposefully put themselves in
dangerous positions to lure would-be heroes in close. Until
they are discovered, they can use Raise Ghoul on the ghasts
with impunity.

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DDAL09-20 Where Devils Fear to Tread (v1.0)
9
Treasure What Do They Know? Life in Harsh is not as pastoral
The witherlings are carrying a trunk on poles that is filled as it might seem, and the energies of the Death Dells have
with coins and gems for Yeenoghu. changed its inhabitants. The group have become cannibals.
They actually know nothing about the commander, but
Development Ligach implies that she has seen him and promises to tell
Use these criteria to decide whether the characters them more if they treat her and the villagers well, starting
advance to an advancing (A) or delaying (D) encounter. with sharing a meal. Ligach tells a vague story about a lost
Advancing. If the characters bring the rescued soul heading through the Cursewallow, and also seeing
commoners with them or if they leave them to their own the Beast of Butchery out on the hunt with his gnolls. She
devices, choose an advancing (A) encounter. claims to know a shortcut, but of course, it’s all lies.
Delaying. If the characters travel back to the portal or
otherwise spend time ferrying the commoners to safety,
choose a delaying (D) encounter.
Adjusting the Scene
Here are some suggestions for adjusting this scene:
2D. Dinner Party • Very Weak: Remove one frost giant everlasting one and four
berserkers.
Under the shade of the yellow-leafed trees of the Seeping • Weak: Remove four berserkers.
Woods, a few humans eke out a passable existence in a • Strong: Add four berserkers.
tiny settlement called Harsh. Harsh survives primarily • Very Strong: Add one frost giant everlasting one and four
by logging the forest and making offers of lumber to the berserkers.
occasional gnoll that ventures into the woods.
When the characters arrive, the villagers are laying out a
midday meal on long planks balanced on logs.
Area Information Playing the Pillars
The area has the following features. Here are some suggestions for this encounter:
Dimensions and Terrain. Harsh consists of five Combat. The villagers do not want a fair fight. In fact, if the
buildings: three domiciles, a smokehouse, and a building characters decide not to stay or don’t succumb to the poison,
they let them leave. Only if they can surprise the adventurers
for the storing of tools and lumber. The village is
while they are at a disadvantage do they try to murder
surrounded by dozens of wooden carvings of ferocious
them. If they are attacked, the villagers become enraged
beasts ranging in size from that of a cat to larger than a and give themselves over to the murderous madness of the
house. Some are clearly snarling gnolls, but several are Death Dells. If forced to fight, Ligach makes liberal use of
fantastical beasts or more abstract symbols. banishment to even the odds.
Lighting. The bright sun is muted under the yellow Exploration. Any character who can surreptitiously search
canopy of the Seeping Woods, making it well-lit but much the village with a successful DC 15 Intelligence (Investigation)
more comfortable. check will find signs of the villagers’ despicable lifestyle.
Food. The food is of average quality, but after months There are human bones piled around some of the larger
in the Nine Hells for most of Dara’s companions, it likely wooden gnoll statues, like an offering. There is a partially
seems delicious. Unfortunately, the “meat” is all that butchered man in the smokehouse behind a deer carcass.
remains of few travelers, supplemented with a butchered Also, a successful DC 15 Wisdom (Medicine) check notes
that several of the villagers have strange deformities and a
hog to allay suspicion. Also, while none of the characters’
trembling disorder suggestive of a cannibalistic diet.
meals are poisoned, the cups they are given to pour water,
Social. Domelch has a second head named Domeh
ale, or wine into have been coated with oil of taggit poison. sprouting from his chest that he keeps hidden under his shirt.
After a few minutes, any character not immune to poison Domeh disagrees with everything that Domelch says or does,
must succeed on a DC 13 Constitution saving throw or and if the characters somehow manage to converse with
become poisoned for 24 hours. A poisoned creature falls Domeh, it takes very little to get the two of them arguing with
unconscious but wakes up if it takes damage. each other and potentially giving clues that the villagers are
Rest. The village is a “safe,” suitable place to rest. cannibals.

Creature Information
When they are seen, three villagers approach cautiously,
clearly ready for trouble. If the characters are open to Development
talking, Ligach (female human warlock of the fiend) Use these criteria to decide whether the characters
introduces herself and two other villagers: Domelch and advance to an advancing (A) or delaying (D) encounter.
Uid (both male humans that use the statistics of a frost Advancing. If the characters don’t stay for a short rest or
giant everlasting one but are Medium humanoids who longer, they proceed to an advancing (A) encounter.
speak Common). The other nine villagers (various ages/ Delaying. If the characters stay for a meal or a rest, they
genders, human berserkers) stay back. proceed to a delaying (D) encounter.
They invite the characters to rest and take a meal with
them so they might talk over what the party is doing here. 3D. The Prince of Teeth
What Do They Want? Ligach quickly sizes up the The 422nd layer of the Abyss has had many rulers, including
characters as adventurers and thus not a group the Bechard the Obyrith Lord of Tempests who was betrayed by
villagers of Harsh want to engage in direct combat. Instead his lieutenant Thirthralleth to the Tanari that now rule the
she tries to encourage the party to stay and rest…so Abyss. In reward for his aid, the demons tied Thirthralleth to
eventually once they have let their guard down the villagers a boulder and have been slowly killing it for millennia.
might butcher them for their next meal.
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DDAL09-20 Where Devils Fear to Tread (v1.0)
10
Thirthralleth appears as a gargantuan mass of matted If the party completed three advancing (A) encounters
fur studded with great fanged maws, all of which spew first, the commander’s soul has not yet been destroyed.
incoherent noises. They crest a low rise to see a glowing humanoid of soul
stuff wandering confused, harried by the demons and
Area Information gnolls as Yeenoghu strides forward to consume the soul.
The area has the following features. There is still a chance.
Dimensions and Terrain. Thirthralleth’s prison is a flat If the party completed three delaying (D) encounters first,
rock the size of a stable with chains thicker than a human the second wave is already present, and they arrive just as
embedded into it. Yeenoghu tears the soul into two pieces and drinks from
Lighting. The blazing sun bakes the Dun Savanna with the larger piece. The demons howl with savage glee as the
intense heat and blinding light. light of the soul fades away. The characters have failed.
Chains. Eighteen chains are anchored to the four corners
of the rock, threaded through Thirthralleth’s mouths and Area Information
intertwined with its hair. Each has a complicated lock that
can be opened with a successful DC 30 Dexterity check The area has the following features.
with proficiency in Thieves’ Tools. However, if the character Dimensions and Terrain. The characters begin on a
is not able to hover above the rock or has less than a 20- low, grass-covered rise, with the commander’s soul and
foot reach, the character will need to stand on the rock to Yeenoghu’s pack 20 feet away at the bottom of the rise.
reach the locks. To do so safely requires a successful DC There is a flat gulley 40 feet wide before another hill that
25 Dexterity saving throw. Those that fail contact one of the prevents the characters from seeing oncoming waves, but
imprisoning runes. their howls are easily heard.
Imprisoning Runes. The rock to which Thirthralleth is Lighting. The blazing sun bakes the Dun Savanna with
chained is covered in Abyssal runes that glow with obvious intense heat and blinding light.
power. A character that takes time to search the rock and Commander De La Reue. The commander’s soul cannot
makes a successful DC 15 Intelligence (Investigation) be touched by mortals, but it can be herded by using an
check can find 1,001 runes. Touching any of the runes action to block the soul’s path and direct it. A creature can
causes a creature to suffer 14 (4d6) force damage each use an action to change the soul’s path. Force effects such
round it is in contact with the rune. as a wall of force, an unbarred forcecage, or an Otiluke’s
A successful DC 15 Intelligence (Arcana) check can resilient sphere will block the soul’s path, but no physical
determine that the runes are specifically designed to cage objects do. At the end of each round the commander’s soul
an Obyrith, the demons that once ruled the Abyss before the moves 1d6 × 5 feet in a random direction if it has not been
current Tanari. Each is the equivalent of a 9th-level spell and herded. If it has been herded, it moves in the direction it
should all of them be dispelled, Thirthralleth could be freed. was last herded.
Dara. If Dara can be brought adjacent to the
Creature Information commander’s soul, she can begin the ritual to bring him
Thirthralleth, the Obyrith Prince of Teeth, has long since back. Doing so takes three rounds. Once she begins, the
ceased to be coherent. It now only whimpers and gibbers soul ceases moving. Once she finishes, the commander is
between gnashing its toothy maws at anything that comes resurrected and becomes physical. If the party is doing fine,
near. Thirthralleth speaks no languages but makes frequent he is too confused upon his resurrection to be helpful and
noises. Anyone attempting to contact it telepathically finds is still recovering until the fight is over. If the party needs
only terrifyingly incoherent thoughts and must succeed help, he immediately grabs his sword and joins the fray.
on a DC 20 Wisdom saving throw or fall unconscious for
10 minutes and gain a short-term madness. A character Creature Information
that manages to maintain their sanity can discern only two
Yeenoghu’s demonic horde is not well organized, and each
coherent thoughts: a murderous hatred for all living things
round a wave crests the opposite hill and joins the fight.
and the desire to consume.
Wave One. When the characters arrive, a gnoll fang of
Development Yeenoghu, two gnoll pack lords, and twelve gnolls have
Use these criteria to decide whether the characters surrounded the commander and are attempting to herd his
advance to an advancing (A) or delaying (D) encounter. soul up the opposite hill, toward Yeenoghu.
Advancing. If the characters do not allow themselves to Wave Two. Yeenoghu, the Beast of Butchery and demon
become distracted by Thirthralleth’s prison for more than a prince, arrives. Note that seeing the demon prince requires a
few minutes, proceed to an advancing (A) encounter. madness saving throw (see “Setting Information” in part 1).
Delaying. If the characters become distracted by Wave Three. A flind mounted on a monstrous peryton
Thirthralleth’s prison for more than 10 minutes, proceed to and four gnoll archers each under the effects of a potion
a delaying (D) encounter. of flying crest the hill. They target flying creatures first and
those avoiding melee second.
Catching the Commander Wave Four. Three maurezhi and six ghasts join the fray.
Wave Five. Crackfang and four armanites ride over
Once the characters complete either three advancing (A) or the hill. Note that Crackfang’s Aura of Hate benefits all of
three delaying (D) encounters, they successfully catch up Yeenoghu’s horde. Crackfang is riding one of the armanites.
to Commander Rotger De La Reue. Unfortunately, so has
Yeenoghu and his horde. How long the demons have been
here and the commander’s fate depends on whether the
characters completed three advancing (A) or three delaying
(D) encounters first.
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DDAL09-20 Where Devils Fear to Tread (v1.0)
11
Adjusting the Scene Playing the Pillars
Here are some suggestions for adjusting this scene: Here are some suggestions for this encounter:
• Very Weak: Remove four gnolls (wave one), two archers Combat. Crackfang smites liberally and tries to kill as many
(wave three), one maurezhi (wave four), three ghasts (wave characters as possible, reveling in the slaughter. He uses his
four), and two armanites (wave five). There is an additional Defender to increase his AC if it seems like the characters are
round between each wave. easily hit. If the table is Strong or Very Strong, he has casts aid
• Weak: Remove four gnolls (wave one), two archers (wave and aura of purity before arriving on the field. Yeenoghu stops
three), three ghasts (wave four), and one armanite (wave at nothing to kill all of the characters and never flees.
five). Exploration. The gnolls try to harry the commander’s soul
• Strong: Add two gnoll pack lords (wave one), two archers toward Yeenoghu. If the commander has not already been
(wave three), one maurezhi (wave four), and one armanite herded by an ally, any gnoll within movement range who
(wave five). is not engaged in combat moves to the commander and
• Very Strong: Add two gnoll pack lords and one marilith direct it toward Yeenoghu. If Yeenoghu is adjacent to the
(wave one), one monstrous peryton and two archers (wave commander’s soul and not being attacked, on his turn he
three), one maurezhi and three ghasts (wave four), and two uses his action to consume the soul.
armanites (wave five). Social. While it’s not likely that Yeenoghu’s horde is up
for conversation, this is a great opportunity to play up the
savage rage the gnolls feel, and how it is only amplified by the
Treasure presence of the demon prince.
Crackfang carries a defender (greatsword) and wears a crude
necklace sporting a human skull encased in gold and gems.
Death of a Demon Lord
The death of Yeenoghu on his home plane is a thing that
can change the order of the universe.

As the Gnoll Lord falls, the ground shakes. Yeenoghu’s


chest splits open and a cloud of flies bursts forth,
momentarily blotting out the sun. The demon’s still-
beating heart begins to swell, growing well beyond the
cavity that housed it. A wretched rotting stench rides
the wind as the demons look hungrily at the receptacle
of the demonic power.

Ask characters that are adjacent to Yeenoghu


what they do. Before them lies the receptacle of
all of Yeenoghu’s power and the right to control
the stuff of the Abyss. If any character moves
to touch it, Dara, if she is alive, warns them not
to touch it as it’s evil! Any character that picks
up the heart has the overwhelming urge to eat
it. They get one more chance to throw away the
pure evil, but if the character chooses not to, the
character bites into the heart and as they consume it,
the adventurer dissolves away, flowing into the ground.
The character begins the slow, painful metamorphosis
into a demon prince and the land responds. Have the
player describe what their layer of the Abyss will look
like as the land begins changing. The character gains the
Demon Prince story award, permanently retiring them
from play FOREVER. If Commander De La Reue is alive,
the player may play him for the rest of the adventure. If not,
they may play Dara (if she is alive).
Any character that possessed the story award Lost Hope
from DDAL09-19 Fang and Claw loses that story award if
the party kills Yeenoghu.
Development
When the characters are ready to flee back through
the portal into Avernus, proceed with Part 2.
Part 2: Bloodwar!

Estimated Duration: 1 hour 20 minutes protectively. Colorful pennants declare it as Mahadi’s


Following the attempt to recover the commander’s soul, Wandering Emporium.
the characters can return back through the portal and then • DC 10 (the characters DO NOT have the Ice Pact
the demonic mobile fortress known as the House of Gore story award): The demons are overwhelming the
(DDAL09-19 Fang and Claw). They exit atop the House at infernal lines. While the devils are putting forth a stout
the Maw Gate: a 30-foot-tall archway that opens into the defense, it is not adapting well to the demons’ constantly
citadel interior normally blocked by a red-hot portcullis that changing tactics.
currently stands open. From the balcony 200 feet in the air, • DC 10 (the characters DO have the Ice Pact story
the characters have an excellent view of the battlefield. The award): The demons are pressing the infernal lines, but
hordes of the Abyss are swarming the infernal lines in a they are holding for now. The devils have instituted a
terrifying battle. flexible, layered defense that is adept to adjusting for the
Allow the characters a moment to take in the battle by demons’ constantly changing tactics. You can pick out
attempting an Intelligence (History) check. Characters General Everbleed at the core of the infernal leadership.
with an appropriate martial background feature, such as • DC 15: It appears the demons’ goal is the port on
Military Rank from the soldier background, gain advantage the river. If they take it, not only will they command
on this check. the Styx, but they will have access to the armories
• DC 0: The characters are behind the demonic lines. of the Nine Hells in Dis. If they break through and
From this vantage, it is clear the abyssal forces destroy the foundry city, the diabolic forces will be
composed of demons, gnolls, and undead vastly greatly weakened.
outnumber the defenders of Avernus. The demonic • DC 20: Zariel herself is nowhere to be seen. Nothing
forces carry many banners with the heraldry of different could have kept her from defending Avernus, but the
abyssal lords, but the triple-headed flail of Yeenoghu is battle stretches beyond the horizon so it is likely that her
the most common, followed by the rotted ghoul skull attention is elsewhere—such as wherever Yeenoghu’s
of Doresain. vassal Doresain, the King of Ghouls, has taken the
• DC 5: Far on the left flank there is a group of infernal field—when it is sorely needed here. Given how trusted
hellfire engines atop some tall hills, obliterating any of General Everbleed was in her court, it is likely she trusts
the demons that move in their direction but otherwise him to defend this area.
not participating in the battle. A group of mounted
humans in white seem to be surrounding them

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DDAL09-20 Where Devils Fear to Tread (v1.0)
13
Story Objective B • Dara. Dara isn’t sure what to do but will happily side
with whatever the characters decide. She uses whatever
Survive, and change the course of the Bloodwar. powers or spells she has remaining and can accept soul
coins to grant boons as mentioned in Appendix 7.
What to Do? • Fai Chen. Fai Chen believes the right thing is to assault
Dara’s mission in Avernus has finally finished. She has no the demons, but he doesn’t have a good plan on how
ideas how to proceed. The characters have several options to do it. He can identify any items the characters have
now: found so far. If they need a ride, his cart and Gary the
• Return to Mahadi’s Wandering Emporium: This mule stand ready to help. During the fighting, Fai Chen
is where their allies are and probably a good source has a scroll of disintegrate which he can use to remove
of information and reinforcement. If the party is one forcecage or similar effect if the party is not able.
accompanied by Commander De La Reue, he believes • Gaarelmorian. The dragon knows that fighting the
their first priority should be to link up with the rest of the demons is the right choice. Once during the battle,
Bloody Hooves at the emporium. the characters can call down his breath weapon as
• Attack the demons: The party has the element of an action, causing an icy blast in a 60-foot cone. Each
surprise, and if the demons break through, it could be a creature in that area must make a DC 20 Constitution
major defeat for the Nine Hells in the Blood War, which saving throw, taking 58 (13d8) cold damage on a failed
could lead to the demons spreading their chaos to other save, or half as much damage on a successful one.
planes. This could happen before or after the characters • Sir Gidor Honorsbright. Sir Gidor is in favor of riding
visit the emporium out and attacking the devils whom he blames for
• Attack the devils: After all their time in the Nine corrupting Zariel. If the commander is present, he defers
Hells, some characters might be looking for a chance to the commander instead. Sir Gidor has been studying
at payback. This could happen before or after the the battle and can offer any of the information from the
characters visit the emporium. Intelligence (History) check at the beginning of part 2
that they characters failed to garner.
• Do nothing or leave Avernus: A bit anti-climactic, but
Dara’s mission is officially over as far as she knows. The • Glanring Ironbelly. The dwarven paladin is devoted to
commander, if present, is strongly against this. If the protecting Dara. He believes that the characters should
party chooses this route their adventure is over. take some action but has no preference as long as
something is done. He hopes to stick next to Dara on the
If you are using Bonus Objective B, it should be inserted
same mount and use his reaction to intercept any attacks
after the characters visit the emporium (if they do) but
meant for her, automatically taking any damage she
before they attack the demons or devils.
would have taken from that attack. He has 100 hit points.

Mahadi’s Emporium • Hadriel. The celestial griffon is the commander’s mount


and is happy to be reunited. If the commander is not
From the vantage of a nearby hilltop, Mahadi’s Wandering present, he will allow himself to be ridden by Glanring
Emporium and the party’s other allies are gawking at or Sir Gidor.
the spectacle of the demonic invasion, unsure how best • Horst Atheraice. Horst believes the right thing to
to proceed. The arrival of the characters is met with do is leave the Bloodwar to the Bloodwar and ride to
significant hope, which quickly turns to joy if they are in the Elturel’s aid, ignoring what is right in front of them. If
company of the commander, or despair if they are not. the commander is present, he defers to the commander
Mahadi quickly takes charge and calls a council to instead. If needed, Horst is willing to use one of his slots
determine the best way to proceed. This scene is intended to cast heal before the combat.
to be freeform, with many of the allies the characters have
• Mahadi. Mahadi is strongly in favor of helping the forces
made over their time in Avernus present and looking to
of the Nine Hells to repel the demons. He points out how
them for guidance while offering their suggestions and aid.
not only are the forces of the Nine Hells key to protecting
If the characters did not ally with any of the NPCs listed
the rest of planes from the Abyss, but the gods will not
here, feel free to remove them.
look kindly on those heroes who were in place to save all
• Commander de la Reue. The commander has learned the known worlds but walked away. Mahadi can accept
from the failure of the Hellriders’ previous ride and soul coins to grant boons as mentioned in Appendix
realizes the Bloody Hooves cannot allow the balance 7. In addition, he can grant a long rest to any character
of the Bloodwar to tip, even if it means aiding the Hells who agrees with his request to aid the Hells and does
in repelling the demons. If he is present, at one point not have the No Exceptions! story award. During the
during the upcoming combats have the Hellriders fight, describe his infernal war engines as laying down
perform an epic charge into the demon lines. Hopelessly covering fire to clear the way for the characters if the
outnumbered but screaming out to the gods of light, party chooses to attack the demons.
they willingly sacrifice themselves to do what is right.
• Raskamedies. The angel suggests a stealthy approach to
Draw one or a few enemies away from the characters
eliminate key targets among the demons. Unfortunately,
as they move to confront the Bloody Hooves (DM’s
he doesn’t want to be seen and break the agreement for
discretion as to the right amount for any given fight as
celestials to stay out of the Bloodwar. He will stay back
needed by the characters).
and protect the emporium. If the characters are not able
to get a long rest from Mahadi, he can grant all of them a
blessing that confers a short rest.

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DDAL09-20 Where Devils Fear to Tread (v1.0)
14
• Verwyyr. The angel strongly believes in a direct, violent Target One: War Gnolls!
approach to the demon problem. Unfortunately, he There are four gnoll pack lords riding rocs above
doesn’t want to be seen and break the agreement for the battlefield and calling commands to the chaff and
celestials to stay out of the Bloodwar. He will stay back disposable hordes. They are staying 50 feet apart and 70
and protect the emporium. feet above the battlefield. There are also seven evil mages
• Zhalruban. The unicorn believes in attacking either the using invisibility, shadowing each of them (for a total of
devils or demons, but prefers to act as a mount for Dara twenty-eight) from the ground.
if possible or Glanring Ironbelly if not. She can use her Getting There. If the characters do not fly or teleport to
Healing Touch or Teleport to help as needed. the gnolls, they have no way to get to them but by fighting
It is up to the characters to decide how to proceed, but it is through the battle. Any character approaching the area
clear the destiny of the planes hangs in the balance. They without flying or teleportation suffers 40 – the character’s
have minutes at most before they must act. AC slashing damage fighting their way there. You might add
or subtract 5 to 15 points from the damage suffered based
Attacking the Demons on the quality of the character’s plan.
Attacking the demonic hordes might be enough to help
Avernus stand against the Abyss and stop the demons Playing the Pillars
from driving into the heart of the Nine Hells. This action
Here are some suggestions for this encounter:
is the only way to prevent one side from gaining a huge Combat. Each of the gnolls try to stay away from enemies
advantage in the Blood War and endangering all of the using their mobility unless it becomes clear that distance is
known universe. a disadvantage to them. If the characters attack one of the
Targets. Disrupting the demonic forces requires two gnolls, the others come to its aid. Rather than roll for each
strikes. First there is a group of gnoll commanders that are creature or type of creature, it is recommended that you have
leading the gnolls, undead, and minor demons from above each group act together. The gnoll uses its bow and the evil
the fray. If those commanders are destroyed, the chaff will mages use magic missile cast at 2nd level (10 force damage
turn on each other and allow the devils to focus on more each for a total of 70 force damage per pack) on the same
powerful demons. Second, the demonic leadership needs target. They try to avoid obvious arcane casters who are likely
to be defeated to leave the armies of the Abyss in disarray. to cast shield.
Exploration. There are clouds of smoke 100 feet above the
The Wages of Sin. The fury of Yeenoghu’s brood
battlefield. Flying characters and the mounted gnolls might
intensifies against those tainted by the evil of the Hells.
use it to block line of sight.
They gain a +1 bonus to hit a character for every three soul Social. None of the demonic soldiers are willing to talk.
coin charges (rounded down) that the character has spent
with anyone (such as Mahadi or Fai Chen) except Dara.
Remember each whole soul coin has three charges.

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DDAL09-20 Where Devils Fear to Tread (v1.0)
15
Target Two: Command Treasure
The leader of the Abyss’s attack ride atop a massive The balor has a pouch with a rod of the pact keeper +2,
platform of stone, carried by thousands of mortal slaves three soul coins, several gems, a spell scroll of gate, a
who lost their souls to the Abyss. potion of flying, and a potion of longevity.
Getting There. To get to the platform, the characters
might fly or teleport, or they must fight through the battle
Adjusting the Scene
as in the Target One section.
Here are some suggestions for adjusting this scene:
Dimensions and Terrain. The demon commanders are
• Very Weak: Remove one marilith.
around a stone block littered with maps on the 60-foot-
• Weak: The mariliths have 30 less hp and do not try to
square marble platform. At the corners of the platform
summon until the second round.
are 15-foot, spike-covered chains spinning rapidly. Anyone • Strong: Add one marilith.
within the area of the chains must succeed on a DC • Very Strong: Add one marilith and one balor.
20 Dexterity saving throw or suffer 27 (6d8) magical
bludgeoning damage.
Occupants. A balor and two mariliths command the
forces of the Abyss. The mariliths try to summon at the first Attacking the Devils
opportunity. Attacking the infernal lines will likely fully swing the battle
Reinforcements. If the characters are having an easy in the favor of the Abyss, potentially allowing them to drive
time assaulting the infernal leaders, each round add a deep into the heart of the Nine Hells and forever changing
mix of five ghasts, evil mages, or gnoll archers. The the face of the Blood War and endangering all of the known
reinforcements either focus on a single character or aid the universe. Very few of the party’s allies agree with the choice
attacks of their leaders. of this path, and should they choose it, they will not aid the
party. They walk this road alone.
Targets. Disrupting the infernal forces requires two
Playing the Pillars strikes. First, there are four iron towers from which signals
Here are some suggestions for this encounter: are coming to the devils. Those signal stations need to be
Combat. The demons make sure to kill unconscious cleared out. Second, the diabolical leadership needs to be
characters at the first opportunity. defeated to leave the armies of the Hells in disarray.
Exploration. The stone block is covered with Abyssal The Wages of Sin. The taint of the Hells infects the
runes which any creature can touch. Touching a rune as a characters and gives the devils power over them. Whenever
bonus action targets the creature with cure wounds (cast as
a character must make a saving throw versus an ability
a 3rd-level spell), fly, or a lightning bolt. If the creature is a
or spell originating from a devil, the character makes the
demon, it can control what spell targets them. If the creature
is not a demon, it can control the effect with a successful saving throw with a −1 penalty for every three soul coin
DC 20 Intelligence (Arcana) check. This check is made with charges (rounded down) that the character has spent
disadvantage if the creature cannot read Abyssal. On a failure, with anyone (such as Mahadi or Fai Chen) except Dara.
the spell effect is random. Remember each whole soul coin has three charges.
Social. None of the demonic soldiers are willing to talk.

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DDAL09-20 Where Devils Fear to Tread (v1.0)
16
Target One: Signal Stations they ruthlessly do everything in their power to eradicate
There are four iron towers spread across the infernal lines. the threat permanently. The ice devils try to summon at the
Each is 50 feet from the next at the corners of a square, first opportunity.
and the battle rages right below them. Every so often, a Reinforcements. If the characters are having an easy
series of colored fireworks shoot off from one of the towers, time assaulting the infernal leaders, each round add a mix
giving directions to the devilish forces. of five spined devils, evil mages, or tiefling berserkers.
Getting There. The towers have no windows or doors; The reinforcements either focus on a single character or
they are solid iron. The devils access them by flying. If aid the attacks of their leaders.
the characters do not fly or teleport to them, they have Treasure
no way to get to them but by fighting through the battle.
One of the ice devils has a pouch with a rod of the pact
Any character approaching a tower without flying or
keeper +2, three soul coins, several gems, a spell scroll of
teleportation suffers 40 – the character’s AC slashing
gate, a potion of flying, and a potion of longevity.
damage fighting their way to the tower. You might add or
subtract 5 to 15 points from the damage suffered based on
the quality of the character’s plan. Adjusting the Scene
Climbing the 100-foot-tall iron tower requires a Here are some suggestions for adjusting this scene:
successful DC 20 Strength (Athletics) check. • Very Weak: Remove one ice devil.
Dimensions and Terrain. Each tower is 40 feet in • Weak: The ice devils have 30 less hp.
diameter and placed 50 feet from the next tower. There are • Strong: Add one ice devil.
angled crenulations that offer cover from ranged attacks. • Very Strong: Add one ice devil and one abishai.
Occupants. Atop each tower is a spined devil and seven
evil mages, all mortal diabolist followers of Zariel. The evil
mages are all under the effects of invisibility. The spined
devil is huddled under a crenellation with a torch and box
of fireworks.

Playing the Pillars


Here are some suggestions for this encounter:
Combat. Each tower is in range of the occupants of the
others. If the characters attack one of the towers, the others
come to their aid. Rather than roll for each creature or type
of creature, it is recommended that you have each tower act
together. The spined devil uses its tail spines, and the evil
mages use magic missile cast at 2nd level (10 force damage
each for a total of 70 force damage per tower) on the same
target. They try to avoid obvious arcane casters who are likely
to cast shield.
Exploration. A fire effect can be used to detonate the crate
of fireworks, causing 5 fire damage to all creatures on the roof
of the tower.
Social. None of the infernal soldiers are willing to talk.

Target Two: Command


From a massive iron boat tied to a pier jutting into the Styx,
the command staff of this part of the battlefield direct the
Infernal armies.
Getting There. To get to the docks, the characters
might fly or teleport, fight through the battle, or somehow
navigate the Styx. Unless immune to the river’s effects
(such as being carried by a water elemental summoned by
the special bowl of commanding water elementals from
DDAL09-07 Diabolical Dive, a creature that touches water
from the Styx is targeted by a feeblemind spell (save DC
20) and must repeat the saving throw whenever it starts its
turn in the river, until it fails the save.
Dimensions and Terrain. The devil commanders are
around a table littered with maps on the deck of an iron
ship. Ample boxes, sails, and piles of rope provide cover or
complicate the battlefield.
Occupants. A red abishai and two ice devils command
the forces of the Nine Hells. If General Everbleed was not
slain in DDAL09-19, he is one of the ice devils. If attacked,

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DDAL09-20 Where Devils Fear to Tread (v1.0)
17
Wrap-Up
Refer to either of the following depending upon the
characters’ chosen path.

Attack the Demons


As the last of the demons falls, the legions of the Hells
rally and push forward. The hordes of the Abyss break amid
confusion and are driven forth. Several legions of devils
begin to surround you, the beleaguered champions of light:
the Chosen Dara, a handful of Hellriders, Fai Chen, and you.
Readying for the next battle, the paragons of good know
it will be their last. Then a silence falls across you and you it where you see fit. The maximum gold that you can award
are wrapped in a warm light. All of your hurts and aches a character per hour is determined by their tier, as follows:
are gone. You know you are safe and loved. Dara begins
Tier Hourly GP Award GP Limit per Level
to float above you and in a flash all of you are transported
1 20 gp 80 gp
from Avernus to Baldur’s Gate. You are filled with a sense
of fulfillment and achievement. 2 30 gp 240 gp
In the days that follow, Dara is not seen again, but you 3 200 gp 1,600 gp
know wherever she is, her painful labors have ended. 4 750 gp 6,000 gp

These characters receive the Thanks of Ilmater story


Magic Item(s)
If found during the adventure, the characters can keep
award.
the following magic items; these items are described in
Appendix 5:
Attack the Devils
• Defender (greatsword)
• Rod of the pact keeper +2
As the final leaders of Avernus fall, the demonic hordes
• Spell scroll (gate)
surge onto the docks and from there into Dis via the Styx. • Potion of flying
The forces of the Abyss have gained the upper hand in the • Potion of longevity
Blood War. It may take years, but it is likely that from here • Soul coins (3)
demons will spread across the planes slaughtering and
destroying all in their path. Soon all of reality will be blood Story Awards
If earned during the adventure, the characters receive
and pain, and you helped it happen. You are the harbingers
the following story awards; these items are described in
of the last doom. Appendix 6:
• Birth of a Demon Prince
These characters receive the Tipping the Balance story • Enemy of Elisande
award. • Thanks of Ilmater
• Tipping the Balance
Rewards
At the end of the session, the characters receive rewards Dungeon Master Rewards
based upon their accomplishments. For running this adventure, one of your characters gains a
level. That character receives gold based on their tier prior
Character Rewards to advancement:
The characters earn the following rewards:
Tier GP Earned
Advancement
1 80 gp
Upon successfully completing this adventure, each
character gains a level. At their discretion, they may choose 2 240 gp
to decline advancement. Remind your players that the 3 1,600 gp
amount of gold that their characters can earn per level is
4 6,000 gp
limited; declining advancement means that they may reach
a point where they earn no gold.
You may also complete DM Quests for running this
Gold adventure. See the Adventurers League Dungeon Master’s
Award each character gold for each hour of the session. Guide for more information.
Adventures typically features cues for this, but you can add
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL09-20 Where Devils Fear to Tread (v1.0)
18
Dramatis Personae Gaarelmorian (GARE uhl MORE ee uhn) A silver dragon
who followed his love into Avernus when a devil claimed
The following NPCs feature prominently in this adventure: her soul.
Dara (DAH-ra). Dara is a ten-year-old human girl, wise • What They Want. Gaarelmorian is currently blinded
beyond her years, who was raised by priests of Ilmater by his desire to be reunited with his love. His desire
in Amn. She found and read from the Book of Exalted has made him cautious, desperately afraid to do
Deeds—which bestowed upon her great wisdom and the anything to displease Yxxygirizeeg and risk losing
powers of a full-fledged cleric of Ilmater. Xyrianalassa forever.
• What They Want. Dara is on a holy mission into • Short Sighted. Gaarelmorian’s desire is making him
Avernus to find the souls of lost angels and mortal quick to abandon what is right, foolish, and perhaps not
Hellriders who accompanied Zariel during her decent as perceptive as he otherwise would be.
into the Nine Hells. Sir Gidor Honorsbright (gi-DOOR). Uneasy with the
• Wise Beyond Her Years. Dara is single-minded responsibilities of command suddenly thrust upon him,
about accomplishing her mission and often sounds Gidor is nevertheless dedicated to ensuring that he does all
much more knowledgeable and mature than her years that he can to keep his subordinates safe.
would suggest. • What They Want. Sir Gidor wants nothing more than to
Fai Chen (FIE CHEN). A Shou man, apparently in his late keep the Bloody Hooves safe. He tries to stay strong for
thirties, Fai is well-known for his strange travelling caravan, his troops, but he struggles to remain determined.
where he barters and sells magical items and rarities. He • Honor and Loyalty. Sir Gidor was once loyal to Zariel
only trades magic items for magic items but accepts coin but, knowing what Zariel has become, seeks a new
for consumables and appreciates the value of a soul coin cause to which to pledge his sword.
(which is a magic item). He is always accompanied by his
Glanring Ironbelly (GLAN ring). Glanring is a Hellrider
mule, Gary, and a blue faerie dragon, Drandeldew.
who came to Weatherstone seeking a way to help Zariel
• What They Want. Fai Chen is keen to sell his wares to (before her fall). He physically resembles his sister Kelda.
the Bloody Hooves before they depart for Elturel. He is a natural leader; he expects people to listen when he
• Mysterious and Resourceful. Fai Chen always seems to speaks and to follow his orders.
know more than he’s telling but never offers to share his • What He Wants. Glanring wants to serve Zariel—or at
knowledge. However, he’s willing to lend a hand to those least who she used to be, even if it means destroying her
who need it, particularly for an underdog. to redeem her legacy.
Elisande (EL-eh-Sahnd). Chosen of the god Cyric, • Listen to Me. Glanring ever seeks to be in charge of a
Elisande is a fourteen-year-old orphan human girl and given situation—even if he knows that someone else is
troublemaker from a disturbing, isolated island village in better suited.
the Stormy Bay. Her years of malnourishment make her
Horst Atheraice (HORST). The High Priest of Torm and
smaller than other children her age, and she is frequently
leader of the clerics of the Bloody Hooves.
mistaken for a younger age. She is fascinated with
outsiders still, despite several years of wandering beyond • What They Want. He believes that the needs of Elturel
her village. She has few morals and, due to her upbringing, outweigh the retrieval of the soul of the regiment’s
no true concept of right or wrong. If she wants something, commander.
it should be hers. Elisande was encountered in several • Pragmatic. Horst believes the fight against evil and
previous adventures, always managing to be wherever injustice is greater than any one person.
major events took place. Elisande has previously been Mahadi (muh HAH dee). Appearing as a brown-skinned
encountered in several season 1, 2, 3, and 7 adventures. Turmish merchant lord, Mahadi is a rakshasa in service to
She refers to those not from her island as Outsides. She Asmodeus. He is completely dedicated to, and open about,
had recently been trapped in the Hells by the night hag his policy of neutrality with customers.
Tal’Kandelagrag and escaped to wander the planes with • What They Want. Mahadi serves his master by
the help of adventurers. collecting information on customers. And he certainly
• What They Want. Elisande is all id. She wants to collects plenty of souls and debts for himself while doing
experience and is easily distracted. She especially so. He very much wants Dara’s pure and god-touched
likes goats. soul as a prize.
• You Aren’t Real. Elisande has trouble accepting • A Charismatic Host. Mahadi is more than willing to
that the feelings or desires of others have value or act as a negotiator and broker for all sorts of creatures
meaning. She’s not malicious; she just doesn’t realize in Avernus. His adherence to rules makes him a
others matter. smart choice and endears him to those he spies on
for Asmodeus.

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DDAL09-20 Where Devils Fear to Tread (v1.0)
19
Raskamedies (RASS kuh mee dees). This celestial deva
looks like a squat human with ivory skin, with the exception
that his head resembles that of an owl.
• What They Want. Nervous and a little hesitant,
Raskamedies is a wise advisor and strategist. His only
goal is to protect Dara.
• Awkwardly Scholastic. While much more reserved
than Verwyyr, Raskamedies is able to see things in
the varying shades of gray that exist beyond Verwyyr’s
black-and-white worldview. He is clumsy in social
situations and loath to be put in the spotlight.
Commander Rotger de la Reue (Roat-gar day la Roo).
The commander is a devout believer in the duty of good to
spread light throughout the planes. He is the commander
of the Bloody Hooves, and his word was only second to the
angel Zariel.
• What They Want. The Commander seeks to take an
active role in doing good and will gladly lead the Bloody
Hooves back into the struggle. Better they should die
heroes than flee home as cowards.
• Charismatic Leader. The commander’s faith is strong
as iron and, he is the kind of person a soldier would
follow to the Nine Hells—literally.
Verwyyr (VER weer). This celestial deva looks like a tall
human with deep brown skin, with the exception that his
head resembles that of a great hound.
• What They Want. Impatient and a little rash, Verwyyr
would love kill every fiend in Avernus, but his main goal
is to protect Dara.
• Jovially Menacing. Verwyyr suffers no evil in his
presence. However, he is otherwise pleasant-natured
and quick with a joke.
Zhalruban (ZALL roo bann). This pious and good-hearted
unicorn served her mistress, Shalrel, who fought at the
behest of Zariel before she fell. Zhalruban has reluctantly
embraced her captivity and sought to make Bloodroot
Grove as dreadful as possible to dissuade anyone from
discovering her failure.
• What They Want. Part of Zhalruban wants the chance
to be at the vanguard of the armies of good once more,
but she is weighed down by her desire to hide her failure
and protect her fallen mistress.
• Undisclosed Desires. After a century and a half spent
imprisoned in and corrupted by Bloodroot Grove, a
small part of Zhalruban has come to enjoy the dominion
and power she holds over the corrupted forest.
Creature Statistics Armanite
Large fiend (demon), chaotic evil
The following creatures appear in this adventure.
Armor Class 16 (natural armor)
Archer Hit Points 84 (8d10 + 40)
Medium humanoid (any race), any alignment Speed 60 ft.

Armor Class 16 (studded leather armor) STR DEX CON INT WIS CHA
Hit Points 75 (10d8 + 30) 21 (+5) 18 (+4) 21 (+5) 8 (-1) 12 (+1) 13 (+1)
Speed 30 ft.
Damage Resistances cold, fire, lightning
STR DEX CON INT WIS CHA Damage Immunities poison
11 (+0) 18 (+4) 16 (+3) 11 (+0) 13 (+1) 10 (+0) Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
Skills Acrobatics +6, Perception +5 Languages Abyssal, Telepathy 120 ft.
Languages any one language (usually Common) Challenge 7 (2,900 XP)
Challenge 3 (700 XP)
Magic Resistance. The armanite has advantage on saving throws
Archer’s Eye. As a bonus action, the archer can add 1d10 to its against spells and other magical effects.
next attack or damage roll with a longbow or shortbow. Magic Weapons. The armanite’s weapon attacks are magical.
Actions Actions
Multiattack. The archer makes two attacks with its longbow. Multiattack. The armanite makes three attacks: one with its
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one hooves, one with its claws, and one with its serrated tail.
target. Hit: 7 (1d6 + 4) piercing damage. Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Longbow. Ranged Weapon Attack: +6 to hit, ranged 150/600 ft., Hit: 12 (2d4 + 5) bludgeoning damage.
one target. Hit: 8 (1d8 + 4) piercing damage. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
10 (2d4 + 5) slashing damage
Stat Block Modifications Serrated Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one
The archers has the following modifications: target. Hit: 16 (2d10 + 5) slashing damage
• The archers are chaotic evil gnolls who speak Abyssal and Lightning Lance (Recharge 5-6). The armanite looses a bolt of
Gnoll. lightning in a line 60 feet long and 10 feet wide. Each creature
in the line must make a DC 15 Dexterity saving throw, taking 27
(6d8) lightning damage on a failed save or half as much damage
on a successful one.

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DDAL09-20 Where Devils Fear to Tread (v1.0)
21
Balor (Summoner Variant) Berserker
Huge fiend (demon), chaotic evil Medium humanoid (any race), any chaotic alignment

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


Hit Points 262 (21d12 + 126) Hit Points 67 (9d8 + 27)
Speed 40 ft., fly 80 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
26 (+8) 15 (+2) 22 (+6) 20 (+5) 16 (+3) 22 (+6) 16 (+3) 12 (+1) 17 (+3) 9 (−1) 11 (+0) 9 (−1)

Saving Throws Str + 14, Con +12, Wis +9, Cha +12 Senses passive Perception 10
Damage Resistances cold, lightning; bludgeoning, piercing, and Languages any one language (usually Common)
slashing from nonmagical attacks Challenge 2 (450 XP)
Damage Immunities fire, poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 13 Reckless. At the start of its turn, the berserker can gain advantage
Languages Abyssal, Telepathy 120 ft. on all melee weapon attack rolls during that turn, but attack rolls
Challenge 19 (22,000 XP) against it have advantage until the start of its next turn.

Actions
Death Throes. When the balor dies, it explodes, and each creature Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
within 30 feet of it must make a DC Dexterity saving throw, taking Hit: 9 (1d12 + 3) slashing damage.
70 (20D6) fire damage on a failed save, or half as much damage
on a successful one. The explosion ignites flammable objects
in the area that aren’t being worn or carried, and it destroys the Commoner
balor’s weapons. Medium humanoid (any race), any alignment
Fire Aura. At the start of each of the balor’s turns, each creature
Armor Class 10
within 5 feet of it takes 10 (3d6) fire damage, and flammable
Hit Points 4 (1d8)
objects in the aura that aren’t being worn or carried ignite. A Speed 30 ft.
creature that touches the balor or hits it with a melee attack while
within 5 feet of it takes 10 (3d6) fire damage. STR DEX CON INT WIS CHA
Magic Resistance. The balor has advantage on saving throws 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
against spells and other magical effects.
Senses passive Perception 10
Magic Weapons. The balor’s weapon attacks are magical.
Languages Any one language (usually Common)
Actions Challenge 0 (10 XP)

Multiattack. The balor makes two attacks: one with its longsword
and one with its whip. Action
Longsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one Club. Melee Weapon Attack: +2 to hit, range 5 ft., one target. Hit:
target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning 2 (1d4) bludgeoning damage.
damage. If the balor scores a critical hit, it rolls damage dice three
times, instead of twice.
Whip. Melee Weapon Attack: +14 to hit, reach 30 ft., one target.
Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and
the target must succeed on a DC 20 Strength saving throw or be
pulled up to 25 feet towards the balor.
Teleport. The balor magically teleports, along with any equipment
it is wearing or carrying, up to 120 feet to an unoccupied space
it can see.
Summon Demon (1/Day) The demon chooses what to summon
and attempts a magical summoning.
A balor has a 50 percent chance of summoning 1d8 vrocks,
1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or
one goristro.
A summoned demon appears in an unoccupied space within 60
feet of its summoner, acts as if an ally of its summoner, and can’t
summon other demons. It remains for 1 minute, until it or its
summoner dies, or until its summoner dismisses it as an action.

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DDAL09-20 Where Devils Fear to Tread (v1.0)
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Crackfang Magic Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 16 (2d8 + 7) slashing damage or 18 (2d10 + 7)
Medium humanoid (gnoll), chaotic evil
slashing damage if used with two hands and an extra 14 (4d6)
fire damage.
Armor Class 13 (leather armor)
Hit Points 136 (16d8 + 64) Vengeful Glare. Crackfang targets one creature it can see within
Speed 30 ft. 30 feet of it and against which it has sworn vengeance. The target
must make a DC 15 Wisdom saving throw. On a failure, the
STR DEX CON INT WIS CHA target is paralyzed until he deals damage to it, or until the end of
18 (+4) 14 (+2) 18 (+4) 13 (+1) 16 (+3) 18 (+4) his next turn. When the paralysis ends, the target is frightened
of Crackfang for 1 minute. The frightened target can repeat the
Saving Throws Str +7, Con +7, Wis +6, Cha +7 saving throw at the end of each of its turn, with disadvantage if it
Damage Resistances necrotic, psychic can see Crackfang, ending the frightened condition on itself on
Damage Immunities poison a success.
Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned, stunned
Senses darkvision 60 ft., passive Perception 13 Evil Mage
Languages Abyssal, Common, Gnoll Medium humanoid, lawful evil
Challenge 6 (2,300 XP)
Armor Class 12
Hit Points 22 (5d8)
Aura of Hate. While Crackfang isn’t incapacitated, he and all
Speed 30 ft.
allied gnolls, fiends, and undead within 30 feet of him deal 4 extra
damage whenever they hit with a melee weapon attack (already
STR DEX CON INT WIS CHA
factored into Crackfang’s attacks). This extra damage is of the 9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)
same type as the weapon’s damage type.
Defender. Each turn Crackfang may choose decrease his bonus to Saving Throws Int +5, Wis +3
hit and damage with his longsword by +1, +2, or +3 to increase his Skills Arcana +5, History +5
AC by the same amount. Senses passive Perception 11
Languages Common, Draconic, Dwarvish, Elvish
Divine Smite. When Crackfang hits with a melee weapon attack, Challenge 1 (200 XP)
he can expend one 1st-level spell slot to deal an extra 9 (2d8)
necrotic damage to the target, in addition to the weapon’s
damage. The extra damage increases 1d8 for each spell level Spellcasting. The mage is a 4th-level spellcaster that uses
higher than 1st. Intelligence as its spellcasting ability (spell save DC 13; +5 to hit
with spell attacks). The mage knows the following spells from the
Rampage. When Crackfang reduces a creature to 0 hit points with
wizard’s spell list:
a melee attack on its turn, the gnoll can take a bonus action to
move up to half its speed and make a bite attack. Cantrips (at will): light, mage hand, shocking grasp
1st level (4 slots): charm person, magic missile
Regeneration. Crackfang regains 10 hit points at the start of his 2nd level (3 slots): hold person, misty step
turn. If he takes fire or radiant damage, this trait doesn’t function
at the start of his next turn. His body is destroyed only if he starts Actions
its turn with 0 hit points and doesn’t regenerate. Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one
Spell Casting. Crackfang is a 16th-level spellcaster. His target. Hit: 3 (1d8 - 1) bludgeoning damage.
spellcasting ability is Charisma (spell save DC 15). Crackfang has
the following paladin spells prepared:
Stat Block Modifications
1st level (4 slots): command, detect magic, divine favor, thun-
derous smite The evil mage has the following modifications:
2nd level (3 slots): aid, branding smite, magic weapon • They are tieflings that speak Abyssal and Infernal instead of
3rd level (3 slots): blinding smite, dispel magic, remove curse Dwarvish and Elvish.
4th level (2 slots): aura of purity, staggering smite • They are resistant to fire damage.

Actions
Multiattack. Crackfang makes two fist attacks or two attacks with
his longsword.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on
a DC 15 Constitution saving throw or take 7 (2d6) poison damage.
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
11 (2d6 + 4) bludgeoning damage. If the target is a creature
against which Crackfang has sworn vengeance, the target takes an
extra 14 (4d6) bludgeoning damage. Instead of dealing damage,
Crackfang can grapple the target (escape DC 14) provided the
target is Large or smaller.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL09-20 Where Devils Fear to Tread (v1.0)
23
Flind Frost Giant Everlasting One
Medium humanoid (gnoll), chaotic evil Huge giant (frost giant), chaotic evil

Armor Class 16 (chain mail) Armor Class 13 (patchwork armor)


Hit Points 127 (15d8 + 60) Hit Points 189 (14d12 + 98)
Speed 30 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 19 (+4) 11 (+0) 13 (+1) 12 (+1) 25 (+7) 9 (-1) 24 (+7) 9 (-1) 10 (+0) 12 (+1)

Saving Throws Con +8, Wis +5 Saving Throws Str +11, Con +11, Wis +4
Skills Intimidation +5, Perception +5 Skills Athletics +11, Perception +4
Senses darkvision 60 ft., passive Perception 15 Damage Immunities cold
Languages Abyssal, Gnoll Senses darkvision 60 ft., passive Perception 14
Challenge 9 (5,000 XP) Languages Giant
Challenge 12 (8,400 XP)
Aura of Blood Thirst. If the flind isn’t incapacitated, any creature
with the Rampage trait can make a bite attack as a bonus action Extra Heads. The giant has a 25 percent chance of having more
while within 10 feet of the flind. than one head. If it has more than one, it has advantage on
Wisdom (Perception) checks and on saving throws against being
Actions blinded, charmed, deafened, frightened, stunned, or knocked
Multiattack. The flind makes three attacks: one with each of its unconscious.
different flail attacks or three with its longbow. Regeneration. The giant regains 10 hit points at the start of its
Flail of Madness. Melee Weapon Attack: +9 to hit, reach 5 ft., one turn. If the giant takes acid or fire damage, this trait doesn’t
target. Hit: 10 (1d10 + 5) bludgeoning damage, and the target function at the start of its next turn. The giant dies only if it starts
must make a DC 16 Wisdom saving throw. On a failed save, the its turn with 0 hit points and doesn’t regenerate.
target must make a melee attack against a random target within Vaprak’s Rage (Recharges after a short or long rest). As a bonus
its reach on its next turn. If it has no targets within its reach even action, the giant can enter a rage at the start of its turn. The rage
after moving, it loses its action on that turn. lasts for 1 minute or until the giant is incapacitate. While raging,
Flail of Pain. Melee Weapon Attack: +9 to hit, reach 5 ft., one the giant against the following benefits:
target. Hit: 10 (1d10 + 5) bludgeoning damage plus 22 (4d10) • The giant has advantage on Strength checks and Strength sav-
psychic damage. ing throws.
Flail of Paralysis. Melee Weapon Attack: +9 to hit, reach 5 ft., • When it makes a melee weapon attack, the giant gains a +4 bo-
one target. Hit: 10 (1d10 + 5) bludgeoning damage, and the nus to the damage roll.
target must succeed on a DC 16 Constitution saving throw or be • The giant has resistance to bludgeoning, piercing, and slash-
paralyzed until the end of its next turn. ing damage.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one Actions
target. Hit: 4 (1d8) piercing damage.
Multiattack. The giant makes two attacks with its greataxe.
Greataxe. Melee Weapon Attack: +11 to hit, reach 10 ft., one
target. Hit: 26 (3d12 + 7) slashing damage, or 30 (3d12 + 11)
slashing damage when raging.
Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one
target. Hit: 29 (4d10 + 7) bludgeoning damage.

Stat Block Modifications


The frost giant everlasting ones have the following
modifications:
• They are Medium sized humanoids (human).
• They speak Common instead of Giant.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL09-20 Where Devils Fear to Tread (v1.0)
24
Ghast Gnoll
Medium undead, chaotic evil Medium humanoid (gnoll), chaotic evil

Armor Class 13 Armor Class 15 (hide armor, shield)


Hit Points 36 (8d8) Hit Points 22 (5d8)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (−1) 14 (+2) 12 (+1) 11 (+0) 6 (-2) 10 (+0) 7 (-2)

Damage Resistances necrotic Senses darkvision 60 ft., passive Perception 10


Damage Immunities poison Languages Gnoll
Condition Immunities charmed, exhaustion, poisoned Challenge 1/2 (100 XP)
Senses darkvision 60 ft., passive Perception 10
Languages Common
Challenge 2 (450 XP) Rampage. When the gnoll reduces a creature to 0 hit points with
a melee attack on its turn, the gnoll can take a bonus action to
move up to half its speed and make a bite attack.
Stench. Any creature that starts its turn within 5 feet of the
ghast must succeed on a DC 10 Constitution saving throw or be Actions
poisoned until the start of its next turn. On a successful saving Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4
throw, the creature is immune to the ghast’s Stench for 24 hours. (1d4 + 2) piercing damage.
Turning Defiance. The ghast and any ghouls within 30 feet Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft., or
of it have advantage on saving throws against effects that range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or
turn undead. 6 (1d8 + 2) piercing damage if used with two hands to make a
melee attack.
Actions
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit:
target. Hit: 5 (1d8 + 1) piercing damage.
12 (2d8 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
10 (2d6 + 3) slashing damage. If the target is a creature other than Gnoll Fang of Yeenoghu
an undead, it must succeed on a DC 10 Constitution saving throw Medium fiend (gnoll), chaotic evil
or be paralyzed for 1 minute. The target can repeat the saving
throw at the end of each of its turns, ending the effect on itself on Armor Class 14 (hide armor)
a success. Hit Points 65 (10d8 + 20)
Speed 30 ft.

STR DEX CON INT WIS CHA


17 (+3) 15 (+2) 15 (+2) 10 (+0) 11 (+0) 13 (+1)

Saving Throws Con +4, Wis +2, Cha +3


Senses darkvision 60 ft., passive Perception 10
Languages Abyssal, Gnoll
Challenge 4 (1,100 XP)

Rampage. When the gnoll reduces a creature to 0 hit points with


a melee attack on its turn, the gnoll can take a bonus action to
move up to half its speed and make a bite attack.

Actions
Multiattack. The gnoll makes three attacks: one with its bite and
two with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit:
6 (1d6 + 3) piercing damage, and the target must succeed on a
DC 12 Constitution saving throw or take 7 (2d6) poison damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
7 (1d8 + 3) slashing damage.

Stat Block Modifications


This Gnoll Fang of Yeenoghu has the following modifications:
• Multiattack. The gnoll makes three attacks: one with its bite
and two with its claws, or three attacks with its javelins.
• Javelins. Ranged Weapon Attack: +4 to hit, range 30/120 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL09-20 Where Devils Fear to Tread (v1.0)
25
Gnoll Pack Lord Gnoll Witherling
Medium humanoid (gnoll), chaotic evil Medium undead, chaotic evil

Armor Class 15 (chain shirt) Armor Class 12 (natural armor)


Hit Points 49 (9d8 + 9) Hit Points 11 (2d8 + 2)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 13 (+1) 8 (-1) 11 (+0) 9 (-1) 14 (+2) 8 (-1) 12 (+1) 5 (-3) 5 (-3) 5 (-3)

Senses darkvision 60 ft., passive Perception 10 Damage Immunities poison


Languages Gnoll Condition Immunities exhaustion, poisoned
Challenge 2 (450 XP) Senses darkvision 60 ft., passive Perception 7
Languages Gnoll understands but can’t speak
Challenge 1/4 (50 XP)
Rampage. When the gnoll reduces a creature to 0 hit points with
a melee attack on its turn, the gnoll can take a bonus action to
move up to half its speed and make a bite attack. Rampage. When the witherling reduces a creature to 0 hit points
with a melee attack on its turn, it can take a bonus action to move
Actions up to half its speed and make a bite attack.
Multiattack. The gnoll makes two attacks, either with its glaive or
its longbow and uses its Incite Rampage if it can.
Actions
Multiattack. The witherling makes two attacks: one with its bite
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5
and one with its club, or two with its club.
(1d4 + 3) piercing damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4
Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
(1d4 + 2) piercing damage.
Hit: 8 (1d10 + 3) slashing damage.
Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one
4 (1d4 + 2) bludgeoning damage.
target. Hit: 6 (1d8 + 2) piercing damage.
Incite Rampage (Recharge 5-6). One creature the gnoll can see Reactions
within 30 feet of it can use its reaction to make a melee attack if it Vengeful Strike. In response to a gnoll being reduced to 0 hit
can hear the gnoll and has the Rampage trait. points within 30 feet of the witherling, the witherling makes a
melee attack.

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DDAL09-20 Where Devils Fear to Tread (v1.0)
26
Ice Devil (Summoner Variant) Summon Devil (1/Day) The devil chooses what to summon and
attempts a magical summoning. An ice devil has a 60 percent
Large fiend (devil), lawful evil
chance of summoning one ice devil.
A summoned devil appears in an unoccupied space within
Armor Class 18 (natural armor)
60 feet of its summoner, acts as if an ally of its summoner, and
Hit Points 180 (19d10 + 76)
can’t summon other devils. It remains for 1 minute, until it or its
Speed 40 ft.
summoner dies, or until its summoner dismisses it as an action.
STR DEX CON INT WIS CHA
21 (+5) 14 (+2) 18 (+4) 18 (+4) 15 (+2) 18 (+4) Marilith (Summoner Variant)
Large fiend (demon), chaotic evil
Saving Throws Dex +7, Con +9, Wis +7, Cha +9
Damage Resistances bludgeoning, piercing, and slashing from Armor Class 18 (natural armor)
nonmagical attacks Hit Points 189 (18d10 + 90)
Damage Immunities cold, fire, poison Speed 40 ft.
Condition Immunities poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 12
STR DEX CON INT WIS CHA
Languages Abyssal, Telepathy 120 ft.
18 (+4) 20 (+5) 20 (+5) 18 (+4) 16 (+3) 20 (+5)
Challenge 14 (11,500 XP)
Saving Throws Str +9, Con +10, Wis +8, Cha +10
Devil’s Sight. Magical darkness doesn’t impede the devil’s Damage Resistances cold, fire, lightning; bludgeoning, piercing,
darkvision. and slashing from nonmagical attacks
Damage Immunities poison
Magic Resistance. The marilith has advantage on saving throws Condition Immunities poisoned
against spells and other magical effects. Senses truesight 120 ft., passive Perception 13
Languages Abyssal, Telepathy 120 ft.
Actions Challenge 16 (15,000 XP)
Multiattack. The devil makes three attacks: one with its bite, one
with its claws, and one with its tail, or two attacks: one with its
spear and one with its tail. Magic Resistance. The marilith has advantage on saving throws
against spells and other magical effects.
Ice Spear. Melee Weapon Attack: +10 to hit, reach 10 ft., one
target. Hit: 14 (2d8 + 5) piercing damage plus 10 (3d6) cold Magic Weapons. The marilith’s weapon attacks are magical.
damage. If the target is a creature, it must succeed on a DC 15 Reactive. The marilith can take one reaction on every turn
Constitution saving throw, or for 1 minute, its speed is reduced in combat.
by 10 feet; it can take either an action or a bonus action on each
of its turns, not both; and it can’t take reactions. The target can Actions
repeat the saving throw at the end of each of its turns, ending the Multiattack. The marilith makes seven attacks: six with its
effect on itself on a success. longsword and one with its tail.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: Longsword. Melee Weapon Attack: +9 to hit, reach 10 ft., one
12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage. creature. Hit: 13 (2d8 + 4) slashing damage.
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature.
Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: smaller, it is grappled (escape DC 19). Until this grapple ends, the
12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage. target is restrained, the marilith can’t make tail attacks against
other targets.
Wall of Ice (Recharge 6). The devil magically forms an opaque wall
of ice on a solid surface it can see within 60 feet of it. The wall Teleport. The marilith magically teleports, along with any
is 1 foot thick and up to 30 feet long and 10 feet high, or it’s a equipment it is wearing or carrying, up to 120 feet to an
hemispherical dome up to 20 feet in diameter. unoccupied space it can see.
When the wall appears, each creature in its space is pushed Summon Demon (1/Day) The demon chooses what to summon
out of it by the shortest route. The creature chooses which side and attempts a magical summoning. A marilith has a 50 percent
of the wall to end up on, unless the creature is incapacitated. The chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus,
creature then makes a DC 17 Dexterity saving throw, taking 35 1d3 nalfeshnees, 1d2 mariliths, or one goristro. A summoned
(10d6) cold damage on a failed save, or half as much damage on demon appears in an unoccupied space within 60 feet of its
a successful one. summoner, acts as if an ally of its summoner, and can’t summon
The wall lasts for 1 minute or until the devil is incapacitated other demons. It remains for 1 minute, until it or its summoner
or dies. The wall can be damaged and breached; each 10 foot- dies, or until its summoner dismisses it as an action.
section has AC 5, 30 hit points, vulnerability to fire damage, and
immunity to acid, cold, necrotic, poison, and psychic damage. Reactions
If a section is destroyed, it leaves behind a sheet of frigid air Parry. The marilith adds 5 to its AC against one melee attack that
in the space the wall occupied. Whenever a creature finishes would hit it. To do so, the marilith must see the attacker and be
moving through the frigid air on a turn, willingly or otherwise, the wielding a melee weapon.
creature must make a DC 17 Constitution saving throw, taking
17 (5d6) cold damage on a failed save, or half as much damage
on a successful one. The frigid air dissipates when the rest of the
wall vanishes.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL09-20 Where Devils Fear to Tread (v1.0)
27
Mantrap Maurezhi
Large plant, unaligned Medium fiend (demon), chaotic evil

Armor Class 12 Armor Class 15 (natural armor)


Hit Points 45 (7d10 + 10) Hit Points 88 (16d8 + 16)
Speed 5 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 12 (+1) 1 (-5) 10 (+0) 2 (-4) 14 (+2) 17 (+3) 12 (+1) 11 (+0) 12 (+1) 15 (+2)

Condition Immunities blinded, deafened, exhaustion, Skills Deception +5


prone Damage Resistances cold, fire, lightning, necrotic;
Senses tremorsense 30 ft., passive Perception 10 bludgeoning, piercing, and slashing from nonmagical
Languages -- attacks
Challenge 1 (200 XP) Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 120 ft., passive Perception 11
Attractive Pollen (1/Day). When the mantrap detects any Languages Abyssal, Elvish, Telepathy 120 ft.
creatures nearby, it can use its reaction to release pollen out to Challenge 7 (2,900 XP)
a radius of 30 feet. Any beast or humanoid within the area must
succeed on a DC 11 Wisdom saving throw or be forced to use
all its movement on its turn to get as close to the mantrap as Assume Form. The maurezhi can assume the appearance of any
possible. An affected target can repeat the saving throw at the medium humanoid it has eaten. It remains in this form for 1d6
end of each of its turns, ending the effect on itself on a success. days, during which time the form gradually decays until, when the
effect ends, the form sloughs from the demon’s body.
False Appearance. While the mantrap remains motionless, it is
indistinguishable from an ordinary tropical plant. Magic Resistance. The maurezhi makes two attacks: one with its
bite and one with its claws.
Actions
Engulf. Melee Weapon Attack: +4 to hit, reach 5 ft., one medium
Actions
or smaller creature. Hit: The target is trapped inside the Multiattack. The maurezhi makes two attacks: one with its bite
mantrap’s leafy jaws. While trapped in this way, the target is and one with its claws.
blinded and restrained, has total cover from attacks and other Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
effects outside the mantrap, and takes 14 (4d6) acid damage at 14 (2d10 + 3) piercing damage. If the target is humanoid, its
the start of each of the target’s turns. If the mantrap dies, the Charisma score is reduced by 1d4. This reduction lasts until the
creature inside it is no longer restrained by it. A mantrap can target finishes a short or long rest. The target dies if this reduces
engulf only one creature at a time. its Charisma to 0. It rises 24 hours later as a ghoul, unless it has
been revived or its corpse has been destroyed.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
12 (2d8 + 3) slashing damage. If the target is a creature other than
an undead, it must succeed on a DC 12 Constitution saving throw
or be paralyzed for 1 minute. The target can repeat the saving
throw at the end of each of its turns, ending the effect on itself on
a success.
Raise Ghoul (Recharge 5-6). The maurezhi targets one dead ghoul
or ghast it can see within 30 feet of it. The target is revived with all
its hit points.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL09-20 Where Devils Fear to Tread (v1.0)
28
Monstrous Peryton Nightwalker
Large monstrosity, chaotic evil Huge undead, chaotic evil

Armor Class 14 (natural armor) Armor Class 14


Hit Points 144 (17d10 + 51) Hit Points 297 (22d12 + 154)
Speed 20 ft., fly 60 ft. Speed 40 ft., fly 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 16 (+3) 9 (-1) 14 (+2) 10 (+0) 22 (+6) 19 (+4) 24 (+7) 6 (-2) 9 (-1) 8 (-1)

Saving Throws Str +8, Dex +6, Wis +6 Saving Throws Con +13
Skills Perception +6 Damage Resistances acid, cold, fire, lightning, thunder;
Senses darkvision 60 ft., passive Perception 16 bludgeoning, piercing, and slashing from nonmagical
Languages understands Common and Elvish but can’t attacks
speak. Damage Immunities necrotic, poison
Challenge 11 (7,200 XP) Condition Immunities exhaustion, frightened, grappled,
paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 120 ft., passive Perception 9
Flyby. The peryton doesn’t provoke opportunity attacks when it Languages --
flies out of an enemy’s reach. Challenge 20 (25,000 XP)
Keen Sight and Smell. The peryton has advantage on Wisdom
(Perception) checks that rely on sight or smell. Annihilating Aura. Any creature that starts its turn within 30
Legendary Resistance (3/day). If the peryton fails a saving throw, feet of the nightwalker must succeed on a DC 21 Constitution
it can choose to succeed instead. saving throw or take 14 (4d6) necrotic damage and grants the
nightwalker advantage on attack roles against it until the start of
Actions the creature’s next turn. Undead are immune to this aura.
Multiattack. The peryton makes two attacks: one with its gore Life Eater. A creature reduced to 0 hit points from damage dealt
and one with its talons. by the nightwalker dies and can’t be revived by any means short
Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: of a wish spell.
12 (2d6 + 5) piercing damage.
Actions
Talons. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Multiattack. The nightwalker uses Enervating Focus twice or uses
Hit: 16 (2d10 + 5) slashing damage.
Enervating Focus and Finger of Doom, if available.
Warp Shadow. The peryton chooses up to three creatures within
Enervating Focus. Melee Weapon Attack: +12 to hit, reach 15 ft.,
60 feet of it that it can see. Each creature must succeed on a
one target. Hit: 28 (5d8 + 6) necrotic damage. The target must
DC 14 Wisdom saving throw or become cursed. While cursed,
succeed on a DC 21 Constitution saving throw or its hit point
whenever the creature makes an attack roll, an ability check, or a
maximum is reduced by an amount equal to the necrotic damage
saving throw, it must roll d4 and subtract that number from the
taken. This reduction lasts until the target finishes a long rest.
roll. A cursed creature can repeat this saving throw at the end
of each of its turns, ending the effect on itself with a success. Finger of Doom (Recharge 6). The nightwalker points at one
A creature that succeed on this saving throw is immune to this creature it can see within 300 feet of it. The target must
peryton’s Warp Shadow for 24 hours. succeed on a DC 21 Wisdom saving throw or take 26 (4d12)
necrotic damage and become frightened until the end of the
Legendary Actions nightwalker’s next turn. While frightened in this way, the creature
The peryton can take 3 legendary actions, choosing from the is also paralyzed. If a target’s saving throw is successful, the
options below. Only one legendary action option can be used at target is immune to the nightwalker’s Finger of Doom for the
a time and only at the end of another creature’s turn. The peryton next 24 hours.
regains spent legendary actions at the start of its turn.
• Detect. The peryton makes a Wisdom (Perception) check.
• Talons Attack. The peryton makes one attack with its talons.
• Dive Attack (Costs 2 Actions). The peryton moves up to its
speed toward one target of its choosing. It then makes a gore
attack that deals an extra 9 (2d8) piercing damage on a hit.

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DDAL09-20 Where Devils Fear to Tread (v1.0)
29
Red Abishai Roc
Medium fiend (devil), lawful evil Gargantuan monstrosity, unaligned

Armor Class 22 (natural armor) Armor Class 15 (natural armor)


Hit Points 225 (30d8 + 120) Hit Points 248 (16d20 + 80)
Speed 30 ft., fly 50 ft. Speed 20 ft., fly 120 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
23 (+6) 16 (+3) 19 (+4) 14 (+2) 15 (+2) 19 (+4) 28 (+9) 10 (+0) 20 (+5) 3 (-4) 10 (+0) 9 (-1)

Saving Throws Str +12, Con +10, Wis +8 Saving Throws Dex +4, Con +9, Wis +4, Cha +3
Skills Intimidation +10, Perception +8 Skills Perception +4
Damage Resistances cold; bludgeoning, piercing, and slashing Senses passive Perception 14
from nonmagical attacks that aren’t silvered. Languages —
Damage Immunities fire, poison Challenge 11 (7,200 XP)
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 18
Languages Draconic, Infernal Telepathy 120 ft. Keen Sight. The roc has advantage on Wisdom (Perception)
Challenge 19 (22,000 XP) checks that rely on sight.

Actions
Devil’s Sight. Magical darkness doesn’t impede the abishai’s Multiattack. The roc makes two attacks: one with its beak and
darkvision. one with its talons.
Magic Resistance. The abishai has advantage on saving throws Beak. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
against spells and other magical effects. Hit: 27 (4d8 + 9) piercing damage.
Magic Weapons. The abishai’s weapon attacks are magical. Talons. Melee Weapon Attack: +13 to hit, reach 5 ft., one target.
Hit: 23 (4d6 + 9) slashing damage, and the target is grappled
Actions (escape DC 19). Until this grapple ends, the target is restrained,
Multiattack. The abishai can use its Frightful Presence. It also and the roc can’t use its talons on another target.
makes three attacks: one with its Morningstar, one with its claw,
and one with its bite.
Morningstar. Melee Weapon Attack: +12 to hit, reach 5 ft., one
Shoosuva
Large fiend (demon), chaotic evil
target. Hit: 10 (2d10 + 6) slashing damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: Armor Class 14 (natural armor)
17 (2d10 + 6) slashing damage. Hit Points 110 (13d10 + 39)
Speed 40 ft.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit:
22 (3d10 + 6) piercing damage plus 38 (7d10) fire damage.
STR DEX CON INT WIS CHA
Frightful Presence. Each creature of the abishai’s choice that is 18 (+4) 13 (+1) 17 (+3) 7 (-2) 14 (+2) 9 (-1)
within 120 feet and aware of it must succeed on a DC 18 Wisdom
saving throw or become frightened of it for 1 minute. A creature Saving Throws Dex +4, Con +6, Wis + 5
can repeat the saving throw at the end of each of its turns, ending Damage Resistances cold, fire, lightning; bludgeoning,
the effect on itself on a success. If a creature’s saving throw is piercing, and slashing from nonmagical attacks
successful or the effect ends for it, the creature is immune to the Damage Immunities poison
abishai’s Frightful Presence for the next 24 hours. Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Perception 12
Incite Fanaticism. The abishai chooses up to four of its allies Languages Abyssal, Gnoll, Telepathy 120 ft.
within 60 feet of it that it can see. For 1 minute, each of those Challenge 8 (3,900 XP)
allies makes attack rolls with advantage and can’t be frightened.
Power of the Dragon Queen. The abishai targets one dragon it can Rampage. When it reduces a creature to 0 hit points with a melee
see within 120 feet of it. The dragon must make a DC 18 Charisma attack on its turn, the shoosuva can take a bonus action to move
saving throw. A chromatic dragon makes this save disadvantage. up to half its speed and make a bite attack.
On a successful save, the target is immune to the abishai’s Power
of the Dragon Queen for 1 har. One a failed save, the target is Actions
charmed by the abishai for 1 hour. While charmed in this way, the Multiattack. The shoosuva makes two attacks: one with its bite
target regards the abishai as a trusted friend to be heeded and and one with its tail stinger.
protected. This effect ends if the abishai or its companions deal
damage to the target. Bite: Melee Weapon Attack: +7 to hit, reach 15 ft., one creature.
Hit: 13 (2d8 + 4) piercing damage, and the target must succeed
on a DC 14 Constitution saving throw or become poisoned. While
poisoned, the target is also paralyzed. The target can repeat the
saving throw at the end of each of its turns, ending the effect on
itself on a success.

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DDAL09-20 Where Devils Fear to Tread (v1.0)
30
Spined Devil Innate Spellcasting. Yaacrou’s spellcasting ability is Charisma
(spell save DC 25). It can innately cast the following spells,
Small fiend (devil), lawful evil
requiring no material components:
Armor Class 13 (natural armor) At will: detect evil and good, invisibility
Hit Points 22 (5d6 + 5) 3/day each: blade barrier, dispel evil and good, forcecage
Speed 20 ft., fly 40 ft. 1/day each: commune, control weather
Magic Resistance. Yaacrou has advantage on saving throws
STR DEX CON INT WIS CHA against spells and other magical effects.
10(+0) 15(+2) 12(+1) 11(+0) 14(+2) 8(−1)
Actions
Damage Resistances cold; bludgeoning, piercing, and slashing Multiattack. Yaacrou makes two attacks with its claws or
from nonmagical attacks that aren’t silvered
steel feathers.
Damage Immunities fire, poison
Condition Immunities poisoned Claws: Melee Weapon Attack: +15 to hit, range 150/600 ft.,
Senses darkvision 120 ft., passive Perception 12 one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8)
Languages Infernal, telepathy 120 ft. necrotic damage.
Challenge 2 (450 XP)
Steel Feathers: Ranged Weapon Attack: +13 to hit, range 150/600
ft., one creature. Hit: 15 (2d8 + 6) piercing damage plus 27
Devil’s Sight. Magical darkness doesn’t impede the devil’s (6d8) necrotic damage. If the target is a creature that has 100 hit
darkvision. points or fewer, it must succeed on a DC 15 Constitution saving
throw or die.
Flyby. The devil doesn’t provoke an opportunity attack when it
flies out of an enemy’s reach. Feather Storm: Yaacrou releases a swirling mass of feathers to
hover magically in an unoccupied space within 5 feet of it. If
Limited Spines. The devil has twelve tail spines. Used spines
Yaacrou can see the feathers, Yaacrou can mentally command
regrow by the time the devil finishes a long rest.
them as a bonus action to fly up to 50 feet and either make one
Magic Resistance. The devil has advantage on saving throws attack against a target or return to Yaacrou. If the feathers are
against spells and other magical effects. targeted by any effect, Yaacrou is considered to be holding it. The
feathers fall if Yaacrou dies.
Actions
Healing Touch (4/day): The Yaacrou touches another creature or
Multiattack. The devil makes two attacks: one with its bite and
itself. The target magically regains 40 (8d8 + 4) hit points and is
one with its fork or two with its tail spines.
freed from any curse, disease, poison, blindness, or deafness.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit:
5 (2d4) slashing damage. Legendary Actions
Fork. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 Yaacrou can take 3 legendary actions, choosing from the options
(1d6) piercing damage. below. Only one legendary action option can be used at a time
and only at the end of another creature’s turn. Yaacrou regains
Tail Spine. Ranged Weapon Attack: +4 to hit, range 20/80 ft., one spent legendary actions at the start of its turn.
target. Hit: 4 (1d4 + 2) piercing damage plus 3 (1d6) fire damage.
• Teleport. Yaacrou magically teleports, along with any equipment
it is wearing or carrying, up to 120 feet to an unoccupied space
Yaacrou the Beast it can see.
Large fiend (demon), chaotic evil • Searing Burst (Costs 2 Actions). The Yaacrou emits a magical,
chaotic energy. Each creature of its choice in a 10-foot radius
Armor Class 21 (natural armor) must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire
Hit Points 243 (18d10 + 144) damage plus 14 (4d6) necrotic damage on a failed save, or half
Speed 50 ft., fly 150 ft. as much damage on a successful one.
• Summon Shoosuva. After being injured on another creature’s
STR DEX CON INT WIS CHA turn, Yaacrou summons a shoosuva from the ichor seeping
26 (+8) 22 (+6) 26 (+8) 25 (+7) 25 (+7) 30 (+10) from the wound.

Saving Throws Int +14, Wis + 14, Cha +17


Skills Deception + 17, Intimidation + 17, Perception + 14
Damage Resistances cold, fire, lightning; bludgeoning, piercing,
and slashing from non-magical attacks.
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened,
poisoned
Senses truesight 120 ft., passive Perception 24
Languages All, Telepathy 120 ft.
Challenge 21 (33,000 XP)

Demonic Weapons. Yaacrou’s weapon attacks are magical. When


Yaacrou hits with any weapon, the weapon deals an extra 6d8
necrotic damage (included in the attack).

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DDAL09-20 Where Devils Fear to Tread (v1.0)
31
Yeenoghu • Savage (Costs 2 Actions). Yeenoghu makes a bite attack against
each creature within 10 feet of him.
Huge fiend (demon), chaotic evil
Lair Actions
Armor Class 20 (natural armor) On initiative count 20 (losing initiative ties), Yeenoghu can take a
Hit Points 333 (23d12 + 184) lair action to cause one of the following effects; he can’t use the
Speed 50 ft. same effect two rounds in a row.

STR DEX CON INT WIS CHA • Yeenoghu causes an iron spike—5 feet tall and 1 inch in diam-
29 (+9) 16 (+3) 26 (+8) 16 (+3) 24 (+7) 15 (+2) eter—to burst from the ground at a point he can see within 100
feet of him. Any creature in the space where the spike emerges
Saving Throws Dex +10, Con +15, Wis + 14 must make a DC 24 Dexterity saving throw. On a failed save,
Skills Intimidation + 9, Perception + 14 the creature takes 27 (6d8) piercing damage and is restrained
Damage Resistances cold, fire, lightning by being impaled on the spike. A creature can use an action to
Damage Immunities poison, bludgeoning, piercing, and remove itself (or a creature it can reach) from the spike, ending
slashing from nonmagical attacks. the restrained condition.
Condition Immunities charmed, exhaustion, frightened, • Each gnoll or hyena that Yeenoghu can see can use its reaction
poisoned to move up to its speed.
Senses truesight 120 ft., passive Perception 24 • Until the next initiative count 20, all gnolls and hyenas within
Languages All, Telepathy 120 ft. the lair are enraged, causing them to have advantage on melee
Challenge 24 (62,000 XP) weapon attack rolls and causing attack rolls to have advantage
against them.
Innate Spellcasting. Yeenoghu’s spellcasting ability is Charisma
(spell save DC 17, +9 to hit with spell attacks). He can innately Warlock of the Fiend
cast the following spells, requiring no material components: Medium humanoid (any race), any alignment

At will: detect magic, spiritual weapon (8th-level spell, 4d8 +2 force


Armor Class 12 (15 with mage armor)
damage on a hit, appears as a flail)
Hit Points 78 (12d8 + 24)
3/day each: dispel magic, fear, invisibility
Speed 30 ft.
1/day each: teleport
Legendary Resistance (3/day). If Yeenoghu fails a saving throw, he STR DEX CON INT WIS CHA
can choose to succeed instead. 10 (+0) 14 (+2) 15 (+2) 12 (+1) 12 (+1) 18 (+4)
Magic Resistance. Yeenoghu has advantage on saving throws
Saving Throws Wis +4, Cha +7
against spells and other magical effects.
Skills Arcana +4, Deception +7, Persuasion +7, Religion +4
Magic Weapons. Yeenoghu’s weapon attacks are magical. Damage Resistances slashing damage from nonmagical attacks
not made with silvered weapons
Rampage. When Yeenoghu reduces a creature to 0 hit points with
Senses darkvision 60 ft., passive Perception 11
a melee attack on its turn, Yeenoghu can take a bonus action to
Languages any two languages (usually Abyssal or Infernal)
move up to half its speed and make a bite attack.
Challenge 7 (2,900 XP)
Actions
Multiattack. Yeenoghu makes three flail attacks. If an attack hits, Innate Spellcasting. The warlock’s innate spellcasting ability is
he can cause it to create an additional effect of his choice or at Charisma. It can innately cast the following spells (spell save DC
random (each effect can be used only once per multiattack): 15), requiring no material components:
1. The attack deals an extra 13 (2d12) bludgeoning damage. At will: alter self, false life, levitate (self only), mage armor (self only),
2. The target must succeed on a DC 17 Constitution saving throw silent image
or be paralyzed until the start of Yeenoghu’s next turn. Spellcasting. The warlock is a 17th-level spellcaster. Its
3. The target must succeed on a DC 17 Wisdom saving throw or
spellcasting ability is Charisma (spell save DC 15, +7 to hit with
be affected by the confusion spell until the start of Yeenoghu’s
spell attacks). It regains expended spell slots when it finishes a
next turn.
short or long rest. It knows the following warlock spells:
Flail. Melee Weapon Attack: +16 to hit, reach 15 ft., one target.
Cantrips (at will): eldritch blast, fire bolt, friends, mage hand, minor
Hit: 15 (1d12 + 9) bludgeoning damage.
illusion, prestidigitation, shocking grasp
Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 1 st-5th level (4 5th-level slots): banishment, burning hands, flame
14 (1d10 + 9) piercing damage. strike, hellish rebuke, magic circle, scorching ray, scrying, stinking
cloud, suggestion, wall of fire
Legendary Actions
Dark One’s Own Luck (Recharges after a Short of Long Rest).
Yeenoghu can take 3 legendary actions, choosing from the When the warlock makes an ability check or saving throw, it can
options below. Only one legendary action option can be used at add a d10 to the roll. It can do this after the roll is made but
a time and only at the end of another creature’s turn. Yeenoghu before any of the roll’s effects occur.
regains spent legendary actions at the start of his turn.
• Charge. Yeenoghu moves up to his speed.
Actions
• Swat Away. Yeenoghu makes a flail attack. If the attack hits, the Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
target must succeed on a DC 24 Strength saving throw or be 3 (1d6 + 3) bludgeoning damage plus 10 (3d6) fire damage.
pushed 15 feet in a straight line away from Yeenoghu. If the sav-
ing throw fails by 5 or more, the target falls prone.

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DDAL09-20 Where Devils Fear to Tread (v1.0)
32
Appendix 1: Belle of the Brawl
(Bonus Objective A)
Estimated Duration: 60 minutes
After the characters complete two scenes in Part 1, you
may choose to insert this additional encounter.

Wandering the landscape, you spot a thin, young girl, hair


wild and face smeared with mud. Two knives are slipped
into a rope belt tied over her ragged dress. Seeing you, she
pads over with bare feet. “Greets Outsides. You loss and
gone toos.”

Elisande recently acquired a very large Chultan goat


(events of DDAL07-18 Turn Back the Endless Night) and
wandered into the Hells. While there, she was tricked, lost
her goat, and was trapped in Malbolge by the Night Hag
Tal’Kandelagrag before eventually escaping to wander the
planes with the help of adventurers (DDAL00-11 Pipyap’s characters must successfully achieve three successes on a
Guide to All of the Nine Hells). Not really having a way to DC 20 Charisma (Persuasion) check before achieving three
get home, she has wandered from the Hells into the Abyss. failures. Dara is no help. The DM is encouraged to roleplay
Characters who have never met Elisande but succeed on the interactions rather than just allow a few dice rolls.
a DC 15 Intelligence (History) check have heard of her. She Things Elisande Likes: Elisande responds positively
frequently appears at moments of great import, and some to any of the following, and good ideas involving these
say she is one of the Chosen. Those that have met her likely should receive advantage to their check. A character with a
know that she is the Chosen of Cyric, the Black Sun, and passive Insight of 15 or higher can tell that these areas of
she is quite deadly when provoked. persuasion are working when tried (before rolling).
• Encouraging her to direct her violence by killing lots and
Bonus Objective A lots of difficult prey, like demons.
Convince Elisande not to murder Dara. • Telling the truth to her. She always knows when you lie.
• Appealing to their past friendship.
Girls Will Be Girls • Suggesting that Dara, like the characters, are part of her
While Elisande is happy to see the characters, the moment pack or tribe and so she should protect her. When others
she notices Dara, she takes an instant dislike to the try to harm Dara, it is a sign of them trying to show
younger girl. She has begun to succumb to the taint of the dominance over Elisande.
Death Dells, and her vicious side is becoming even less • Giving Elisande a gift, especially if it’s a goat or
controllable. She encourages the characters to abandon goat related.
Dara and travel with her instead. If they mention their Things Elisande Hates: Elisande responds negatively
quest, she even offers to help, if Dara is left behind. to any of the following, and ideas involving these should
For her part, Dara is confused by the older girl, who is receive disadvantage to their check. A character with a
no bigger than herself and much less educated. She bears passive Insight of 15 or higher can tell that these areas of
Elisande no ill will and at first tries to be friends before persuasion are not working well when tried (before rolling).
giving up in the face of hostility. • Praising her or using flattery in a way not described in
It is clear by Elisande’s violent personality that she has her “likes” list.
succumbed to the Madness of Yeenoghu and is likely to • Telling her that she should protect the weak, be gentle,
escalate from insults to violence against Dara if she does
or otherwise look out for Dara for any selfless reason.
not get her way or is not convinced otherwise. As the
Chosen of Cyric, Elisande offers bullying threats and lies • Attempting to use Deception. She always knows
while Dara, the Chosen of Ilmater, quietly endures. when you lie.
• Attempting to use Intimidation. Her affinity for murder
Defusing the Situation is further heightened by threats due to the taint
of Yeenoghu.
It falls to the characters to find a way to defuse the
situation without an escalation. While Dara is fairly weak, • Telling her to do good or do the right thing with no
Elisande is more than the equal of any one character. The expectation of reward or entertainment.

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DDAL09-20 Where Devils Fear to Tread (v1.0)
33
Successes and Failures Elisande’s Surprise
Each time a character makes an attempt to sway Elisande, Multiattack. Elisande makes four attacks with her daggers,
her mood changes as follows: one of which may be a Death Attack. Elisande’s weapon
attacks score critical hits on a roll of 19 or 20.
• One Success: Elisande calms and begins to listen to the
characters. Dragonbone Dagger. Melee Weapon Attack: +16 to hit,
reach 5 ft., one target. Hit: 8 (1d4 + 6) piercing damage
• Two Successes: Elisande shyly looks away, not feeling plus 7 (2d6) acid damage. If Elisande has advantage on the
guilty, but hoping to please the characters. attack roll or if one of her allies is adjacent to her target and
• Three Successes: Elisande agrees to either go away or not incapacitated, the attack deals an additional 21 (6d6)
accompany the characters on their mission, based on the piercing damage.
argument the characters were making. Death Attack (1/Turn). When Elisande attacks and hits
• One Failure: Elisande begins fingering one of her a creature that is surprised, it must succeed on a DC 20
knives and eyeing Dara with ill-disguised hatred. Constitution saving throw or take double damage from her
attack.
• Two Failures: Elisande pushes Dara to the ground to
show how weak Dara is.
• Three Failures: Elisande quickly strikes Dara for 35
points of damage, potentially killing her. If Dara does not Bringing Elisande
die and the characters do not attack Elisande, she walks If the characters convince Elisande to accompany them,
away from them in disgust. she does so, serving as a capable scout that is nearly
impossible to spot. In combat, the DM should use her only
Attacking Elisande?! as necessary and never take the spotlight away from the
players. She might kill a minion and then easily become
It is possible that some character may try to subdue distracted mutilating the body, or she could run off to steal
Elisande. Doing so is foolhardy, but sometimes Tymora something shiny. She is not good at following plans. If the
rewards fools. Assume Elisande resists any spell as if she characters are in over their heads, she might perform a
used Legendary Resistance, and any attack only wounds her. Multiattack on a significant threat. If they are doing well,
Once attacked, she responds to the character that attacked she might only kill a few gnolls. The DM should use her in
her. She steps out of the offending character’s shadow, part 2 with appropriate discretion.
surprising them, and attacks them before teleporting away
as a bonus action. Dara is saved, but the offending character
earns the Enemy of Elisande story award.

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DDAL09-20 Where Devils Fear to Tread (v1.0)
34
Appendix 2: Demonic Duel
(Bonus Objective B)
Estimated Duration: 60 minutes of Plagueshield Point remember their debt. She offers
the characters the blessing of Lolth (as bless that lasts
As the characters are moving through the battlefield, they
for the duration of this encounter) and a vial of enchanted
witness the power of the abyssal armies. Yaacrou the Beast
unicorn’s blood, enough for one weapon. When applied to a
is tearing through the infernal lines in search of worthy foes.
weapon, for the next 5 minutes, demons hit by the weapon
take an additional 6d6 radiant damage. The effect wears off
The creature is a true horror. A gale stirs from its before the next combat.
thousand-feathered wings. Dozens of spiked, insectile
spears impale foes, feeding the devilish corpses into Adjusting the Scene
a gargantuan maw at its fur-covered center. Its shape Here are some suggestions for adjusting this scene:
constantly shifts and warps to create a new nightmare. It • Very Weak: Summon shoosuva takes 3 legendary actions.
• Weak: Summon shoosuva takes 2 legendary actions.
is clear that the devils have no answer for this horror and • Strong: Yaacrou can use Healing Touch as a legendary
their lines are quickly being decimated. Soon their center action.
will crumble, and with it any hope to repel the demons. • Very Strong: Yaacrou can cast a spell or use Healing Touch
as a legendary action.
A sibilant voice whispers across the battlefield, “Who dare
faces Yaacrou?” The same throat then screams deeper than
a volcano, “Who would duel the Beast? I challenge you!”

Playing the Pillars


The demon, of course, hopes to lure out those foolish Here are some suggestions for this encounter:
enough to fight it in single combat. It has no intention of Combat. If not immediately attacked, Yaacrou always
fighting fair, but should anyone present themselves, in a summons a Feather Storm before the combat starts. Yaacrou
hundred different voices it orders the other demons to makes an effort to damage other characters with its Searing
make room for the hero’s death. Of course, any sense of fair Burst or by sending its shoosuvas to attack them.
play will be revealed as a lie quickly enough. Exploration. A crowd of demons quickly gathers to watch
the duel. The characters might try to use the crowd to gain

Bonus Objective B cover or concealment.


Social. Yaacrou is a creature of chaos and slaughter. It
Defeat Yaacrou the Beast. taunts its intended victims constantly.

A Dishonorable Duel
Yaacrou the Beast is pushing across the battlefield, with
two shoosuva demons harrying those who try to escape the
Beast’s slaughter. Yaacrou, speaking in many different voices,
calls for foes to face it in single combat. The characters are
welcome to simply attack the demon, but if one of them
steps forward as champion, it makes a show of an honorable
duel. The shoosuvas move near a different character and
growl, but they do not attack while Yaacrou moves to face off
with the champion of the Hells. Unfortunately, it is a ruse—
as soon as given an advantageous opportunity, the demons
betray their word and attack the party.
Ice Pact Story Award. If the characters possess the Ice
Pact story award from DDAL09-19 Fang and Claw and have
allied with General Everbleed, the General and a second ice
devil arrive to witness the duel, expecting treachery. When
the demons betray the party, the devils engage one of the
shoosuvas and eventually defeat it for the party. They may
provide additional aid at the DM’s discretion.
Savior of My Enemy’s Enemy Story Award. If the
characters have the Savior of My Enemy’s Enemy story
award from DDAL09-07 The Diabolical Dive where they
rescued a group of drow from infernal captivity, a yochlol
demon in the form of a drow woman approaches one of
the characters, appearing out of the haze of battle. She
warns the character that the duel is a trap, but the drow
Appendix 3: Dara
Dara, Chosen of Ilmater
Medium humanoid (human), lawful good
Armor Class 11
Hit Points 20 (3d8 + 6)
Speed 30 ft.
STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 14 (+2) 10 (+0) 17 (+3) 12 (+1)
Damage Resistances radiant; bludgeoning, piercing, and slashing
from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened
Skills Medicine +4, Religion +2
Senses passive Perception 10
Languages Celestial, Common
Magic Resistance. Dara has advantage on saving throws against
spells and other magical effects.
Innate Spellcasting. Dara’s spellcasting ability is Wisdom (spell
save DC 13). Dara can innately cast the following spells, requiring
no material components:
1/day: aid, commune, healing word, lesser restoration
1/week: true resurrection
Spellcasting. Dara is a 2nd-level spellcaster. Her spellcasting
ability is Wisdom (spell save DC 13, +5 to hit with spell attacks).
Dara has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (3 slots): bless, cure wounds, sanctuary
Actions
Club. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1
(1d4-1) bludgeoning damage.

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DDAL09-20 Where Devils Fear to Tread (v1.0)
36
Appendix 4: Commander de la Reue
Commander Rotger de la Reue
Medium humanoid (human), lawful good
Armor Class 17 (breastplate, shield)
Hit Points 120 (16d8 + 48)
Speed 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 17 (+3) 14 (+2) 16 (+3) 19 (+4)
Saving Throws Wis +6, Cha +7
Skills Athletics +5, Medicine +6, Persuasion +7
Senses passive Perception 13
Languages Common
Divine Health. Commander de la Reue is immune to disease.
Lay on Hands. Commander de la Reue has a pool of healing
power that can restore up 40 hit points. As an action, he you
can touch a creature and restore a number of hit points to that
creature, up to the maximum amount remaining in the pool.
Alternatively, he can expend 5 hit points from the pool to cure the
target of one disease or neutralize one poison affecting it.
Magic Resistance Aura. While holding his sword, Commander de
la Reue creates an aura in a 10-foot radius around him. While this
aura is active, Commander de la Reue and all creatures friendly to
him in the aura have advantage on saving throws against spells
and other magical effects.

Actions
Multiattack. Commander de la Reue makes two melee
weapon attacks.
Magic longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing
damage when used with two hands. If the target is a fiend or an
undead, it takes an extra 11 (2d10) radiant damage.
Command Ally. Commander de la Reue targets one ally it can
see within 30 feet of it. If the target can see and hear him, both
Commander de la Reue and the target can make one weapon
attack as a reaction and gain advantage on the attack roll.
Sense Alignment. Commander de la Reue chooses one creature
he can see within 60 feet of him and determines it alignment, as
long as the creature isn’t hidden from divination magic by a spell
or other magical effect.

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DDAL09-20 Where Devils Fear to Tread (v1.0)
37
Appendix 5: Character Rewards
If found during the adventure, the characters can keep the Soul Coin
following magic items: Wondrous item, uncommon
Deathshield (Defender) Soul coins are about 5 inches across and about an inch
Weapon (greatsword), legendary (requires attunement) thick, minted from infernal iron. Each coin weighs one-
You gain a +3 bonus to attack and damage rolls made with third of a pound and is inscribed with Infernal writing
this magic weapon. and a spell that magically binds a single soul to the coin.
The first time you attack with the sword on each of your Because each soul coin has a unique soul trapped within it,
turns, you can transfer some or all of the sword’s bonus each has a story. A creature might have been imprisoned as
to your Armor Class, instead of using the bonus on any a result of defaulting on a deal, while another might be the
attacks that turn. For example, you could reduce the bonus victim of a night hag’s curse.
to your attack and damage rolls to +1 and gain a +2 bonus Carrying Soul Coins. To hold a soul coin is to feel the
to AC. The adjusted bonuses remain in effect until the start soul bound within it, overcome with rage or fraught with
of your next turn, although you must hold the sword to gain despair. An evil creature can carry as many soul coins as it
a bonus to AC from it. This item is found in the Dungeon wishes (up to its maximum weight allowance). A non-evil
Master’s Guide. creature can carry a number of soul coins equal to or less
This defender is a greatsword and is made out of crude than its Constitution modifier without penalty. A non-evil
black iron. Inscribed upon the blade in Abyssal is the name creature carrying a number of soul coins greater than its
Deathshield. Constitution modifier has disadvantage on its attack rolls,
ability checks, and saving throws.
Rod of the Pact Keeper +2 Using a Soul Coin. A soul coin has 3 charges. A creature
Rod, rare (requires attunement by a warlock) carrying the coin can use its action to expend 1 charge
While holding this rod, you gain a +2 bonus to spell attack from a soul coin and do one of the following:
rolls and to the saving throw DCs of your warlock spells. Drain Life. You siphon away some of the soul’s essence and
In addition, you can regain one warlock spell slot as an gain 1d10 temporary hit points.
action while holding the rod. You can’t use this property Query. You telepathically ask the soul a question and receive
again until you finish a long rest. This item is found in the a brief telepathic response, which you can understand. The
Dungeon Master’s Guide. soul knows only what it knew in life, but it must answer
This rod has an opal carved like a clawed fist clutching a you truthfully and to the best of its ability. The answer is
skull at its tip. The haft is covered in the names of angels, no more than a sentence or two and might be cryptic.
written backwards in Infernal.
Freeing a Soul. Casting a spell that removes a curse
Potion of Flying on a soul coin frees the soul trapped within it, as does
Potion, very rare expending all of the coin’s charges. The coin itself rusts
When you drink this potion, you gain a flying speed equal from within and is destroyed once the soul is released. A
to your walking speed for 1 hour and can hover. If you’re soul can also be freed by destroying the coin that contains
in the air when the potion wears off, you fall unless you it. A soul coin has AC 19, 1 hit point for each charge it has
have some other means of staying aloft. This potion’s clear remaining, and immunity to all damage except that which
liquid floats at the top of its container and has cloudy white is dealt by a hellfire weapon or an infernal war machine’s
impurities drifting in it. This item is found in the Dungeon furnace. Freeing a soul from a soul coin is considered a
Master’s Guide. good act, even if the soul belongs to an evil creature.
Potion of Longevity Spell Scroll (gate)
Potion, very rare Scroll, legendary
When you drink this potion, your physical age is reduced A spell scroll bears the words of a single spell, written
by 1d6 + 6 years, to a minimum of 13 years. Each time in a mystical cipher. If the spell is on your class’s spell
you subsequently drink a potion of longevity, there is a 10 list, you can read the scroll and cast its spell without
percent cumulative chance that you instead age by 1d6 + 6 providing any material components. Otherwise, the scroll
years. Suspended in this amber liquid are a scorpion’s tail, is unintelligible. Casting the spell by reading the scroll
an adder’s fang, a dead spider, and a tiny heart that, against requires the spell’s normal casting time. Once the spell is
all reason, is still beating. The ingredients vanish when cast, the words on the scroll fade, and it crumbles to dust.
the potion is opened. This item is found in the Dungeon If the casting is interrupted, the scroll is not lost.
Master’s Guide. If the spell is on your class’s spell list but of a higher level
than you can normally cast, you must make an ability check
using your spellcasting ability to determine whether you
cast it successfully. The DC equals 19. On a failed check,
the spell disappears from the scroll with no other effect.
This item is found in the Dungeon Master’s Guide.
This scroll is inscribed with the spell gate.

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Appendix 6: Story Awards
The characters may earn the following story awards during
the adventure:

Birth of a Demon Prince


Against all advice and sanity, you have consumed the
essence of the Demon Prince Yeenoghu on his home plane:
the 422nd layer of the Abyss. Raw chaos and incarnate
evil flows through your body, warping it into the monster
that your nightmares feared might dwell within. As you
change, the layer responds to suit your whims, twisting
with newfound corruption. You are forever retired from
D&D Adventurers League play and you cannot be returned
by any means. This character’s story has ended for you, but
your friends have gained a powerful new enemy who knows
them all too well.

Enemy of Elisande
You have attempted to solve a problem with Elisande by
using violence against her. The Chosen of Cyric will not
forget.

Thanks of Ilmater
You have worked the will of the gods of light to maintain
the balance of the Blood War. If you are 20th level (or
upon achieving 20th level) you may select the boon of
immortality or the boon of planar travel from the Dungeon
Master’s Guide. If you select the boon of planar travel, it
takes you to the Brightwater: the realm of Ilmater and Sune
in the Seven Heavens of Celestia.

Tipping the Balance


You have drastically altered the balance of the Blood War,
potentially bringing about the end of reality. All devils
bare you a grudge and you make all Charisma checks
against fiends at disadvantage. In addition, they no longer
answer your call. All spells or abilities that summon a devil
automatically fail.

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Appendix 7: Spending Soul Coins
In season 9 adventures, characters have begun to collect The following table lists what Mahadi and Dara are willing
soul coins. This infernal currency made from evil souls has to give you based on the number of charges on a coin
a value to some fiends. Beyond the magical abilities that that you trade to them. All spellcasting services may be
can be activated by spending 1 of the 3 charges each coin acquired at the beginning or end of an adventure, or during
has, characters of tier 2 or higher have the opportunity the adventure if the NPC is present.
to spend these coins in Avernus. In addition to specific • Limits Are Limits. Bonus gold from Mahadi is subject to
opportunities that present themselves in adventures, two the maximum gold for your level.
individuals are willing to accept these coins. • A Stain Upon Your Soul. Redeeming soul coins with
• Mahadi, master of the Wandering Emporium, is willing Mahadi or Fai Chen requires that you note the number
to barter goods and services for them. of Soul Coin Charges Used on your character’s logsheet.
• Dara, Chosen of Ilmater, seeks to destroy them and free You do not need to track charges spent with Dara.
the trapped souls within.

Charges Mahadi Dara


1 Free spellcasting service from ALDMG (100 gp or less) Free spellcasting service from ALDMG (40 gp or less)
1 Aid cast on targets you designate
3 Free spellcasting service from ALDMG (1,000 gp or less) Free spellcasting service from ALDMG (100 gp or less)
3 Heroes’ feast Potion of greater healing
3 100 gp
3 Gain a level
6 Free spellcasting service from ALDMG (3,000 gp or less) Free spellcasting service from ALDMG (1,000 gp or less)
6 Yugoloth charm (as summon greater demon, but you get a Gain a level
merrenoloth)
9 Conjure celestial charm (you get a pegasus)
9 500 gp Commune
27 5,000 gp True resurrection

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Appendix 8: Dungeon Master Tips
To DM an adventure, you must have 3 to 7 players—each Point players to the D&D Adventurers League Players
with their own character within the adventure’s level range Guide for reference. If players wish to spend downtime
(see Adventure Primer). Characters playing in a hardcover days and it’s the beginning of an adventure or episode,
adventure may continue to play to but if they play a different they can declare their activity and spend the days now,
hardcover adventure, they can’t return to the first if outside or they can do so at the end of the adventure or episode.
its level range. 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
New to D&D Adventurers League?
adventure description to help give players hints about what
http://dnd.wizards.com/playevents/organized-play
they might face.
New to the Annual Storyline?
http://dndadventurersleague.org/storyline-seasons/descent-
Adjusting This Adventure
into-avernus/ To determine whether you should consider adjusting the
adventure, add up the total levels of all the characters and
divide the result by the number of characters (rounding .5
or greater up; .4 or less down). This is the group’s average
Preparing the Adventure party level (APL). To approximate the party strength for
Before you start play, consider the following: the adventure, consult the table below.
• Read through the adventure, taking notes of anything
you’d like to highlight or remind yourself of while Determining Party Strength
running the adventure, such as a way you’d like to Party Composition Party Party Strength
portray an NPC or a tactic you’d like to use in a combat.
Familiar yourself with the adventure’s appendices 3-4 characters, APL less than Very weak
and handouts. 3-4 characters, APL equivalent Weak
• Gather any resources you’d like to use to aid you in 3-4 characters, APL greater than Average
running this adventure--such as notecards, a DM screen, 5 characters, APL less than Weak
miniatures, and battlemaps.
5 characters, APL equivalent Average
• Ask the players to provide you with relevant character
information, such as name, race, class, and level; passive 5 characters, APL greater than Strong
Perception score, and anything the adventures specifies 6-7 characters, APL less than Average
as notable (such as backgrounds, traits, flaws, etc.) 6-7 characters, APL equivalent Strong
Players can play an adventure they previously played as
6-7 characters, APL greater than Very strong
a Player or Dungeon Master but may only play it once with
a given character. Ensure each player has their character’s
adventure logsheet (if not, get one from the organizer)
with their starting values for level, magic items, gold and
downtime days. These are updated at the conclusion of the
session. The adventure information and your information
are added at the end of the adventure session—whether the
completed the adventure or not.
Each player is responsible for maintaining an accurate
logsheet. If you have time, you can do a quick scan of a
player’s character sheet to ensure that nothing looks out
of order. If you see magic items of very high rarities or
strange arrays of ability scores, you can ask players to
provide documentation for the irregularities. If they cannot,
feel free to restrict item use or ask them to use a standard
ability score array.

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