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  An Eight-Hour Adventure for Tier 4 Characters.
  Optimized For: APL 18
  A Dreams of the Red Wizards Adventure
  DDAL-DRW-08
  Credits
  Credits
  Lead Designer: Greg Marks
  Designer: Carl Sibley
  Editing: Scott Fitzgerald Gray
  D&D Adventurers League Guildmaster: Chris Lindsay
  Art Director and Graphic Designer: Rich Lescouflair
  Cartography: Dyson Logos, Carl Sibley
  Interior Art: provided by Wizards of the Coast
  D&D Adventurers League Wizards Team: Adam Lee, Ari 
  Levitch, Chris Lindsay, Mike Mearls
  D&D Adventurers League Administrators: Alan Patrick, 
  Amy Lynn Dzura, Travis Woodall, Claire Hoffman, Greg 
  Marks, LaTia Jacquise, Ma’at Crook
  Playtesters: Gary Affeldt, Todd Ammerman, Richard 
  Brown, Travis Fuller, Austin Haffke, David Krolnik, 
  Sean Mittelstaedt, Daniel Oliveira, Dave Rosser, James 
  Schweiss, Ben Siekert, Phil Tobin
  THE HARROWING OF HELL
  King Hekaton’s soul is trapped in the Nine Hells—and the characters must 
  brave trials on Avernus, Acheron, and in the mind of the storm giant king to 
  win it back from the Lord of Lies. 
  Part Six of the Storm King’s Descent series of adventures.
  
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  DDAL-DRW08 The Harrowing of Hell (v1.0)
  Adventure Primer
  Adventure Primer
  Harrowing [har-oh-ing]
  1. adj. extremely disturbing or distressing; grievous
  2. n. archaic. a descent
  This adventure is designed for three to seven 17th- to 
  20th-level characters and is optimized for five characters 
  with an average party level (APL) of 18. Characters 
  outside this level range cannot participate in this adventure.
   This adventure starts off in the Nine Hells, with the 
  characters adventuring across Avernus before being 
  drawn into the mindscape of King Hekaton, pulled to 
  Asmodeus’s citadel on Nessus, and sent to the endless 
  battleground of Acheron.
  Background
  In previous adventures in the “Storm King’s Descent” 
  storyline, KING HEKATON—ruler of MAELSTROM and 
  lord of the storm giants—was assassinated by the CULT 
  OF THE DRAGON and animated into a death knight by 
  the RED WIZARDS OF THAY. The cult of the Dragon 
  also stole Hekaton’s WYRMSKULL THRONE, turning it 
  into a phylactery for the newly risen dracolich IYMRITH.
   In her father’s absence, PRINCESS SERISSA 
  assumed control of Hekaton’s court and became interim 
  queen of the storm giants. With the aid of ZEHIRA 
  DERYAN—a Turmishan noble-turned-privateer and 
  protagonist from previous Dreams of the Red Wizards 
  adventures—Serissa ordered expeditions to find her 
  father and the Wyrmskull Throne.
   Recently, Hekaton’s death knight body was either 
  captured or destroyed by Serissa’s forces. Iymrith 
  has been slain, and her soul was removed from the 
  Wyrmskull Throne when it was safely recovered (see 
  DDAL-DRWEP02 Wings of Death). Unfortunately, while 
  Hekaton’s body was on the Material Plane performing 
  evil acts as a death knight, his soul was imprisoned 
  somewhere in the NINE HELLS. While his soul remains 
  there, Hekaton cannot be resurrected, nor can he ascend 
  to STORMHOLD, the storm giant afterlife. Serissa 
  has thus summoned Zehira and a number of trusted 
  adventurers to her court in Maelstrom, tasking them with 
  finding Hekaton’s soul and giving the storm giant king the 
  redemption he deserves.
  Overview
  The adventure’s story is spread over four parts and takes 
  approximately eight hours to play. The adventure begins 
  with a “Call to Action” scene.
  Call to Action: Serissa’s Summons. At Maelstrom, 
  Princess Serissa asks the characters to find her father’s 
  soul and free it.
  Part 1: Where in the Nine Hells is Hekaton? The 
  characters journey to Avernus and pay a visit to the 
  Wandering Emporium to learn the whereabouts of 
  Hekaton’s soul. This is Story Objective A.
  Part 2: Mirror Maelstrom. The characters break into 
  Mirror Maelstrom, Hekaton’s hellish prison, where they 
  must deal with numerous threats and liberate Hekaton’s 
  soul from the fiends that guard it. This is Story 
  Objective B.
  Part 3: Parting the Clouds. The characters travel into 
  Hekaton’s mind, needing to convince him of his worth 
  after reliving pivotal moments from his life. This is Story 
  Objective C.
  Part 4: A Liar’s Bargain. Asmodeus, Lord of the Nine 
  Hells, snatches the characters away to Nessus, the 
  ninth layer of his domain. From there, he sends them to 
  Acheron for one more battle before they can leave with 
  Hekaton’s soul. This is Story Objective D.
  Wrap-Up: Coronation. Serissa becomes the new queen 
  of the giants, and appoints Zehira and any willing party 
  members to her court.
  Modular Adventure
  While this adventure has distinct parts, each section is 
  designed to be played on its own over approximately two 
  hours, if you are at a store, convention, or public event with a 
  shorter than eight-hour play time available.
  Adventure Hooks
  The Harrowing of Hell follows directly from DDAL-
  DRWEP02 Wings of Death, concluding Serissa’s quest to 
  save her father. If the characters didn’t play the previous 
  adventure or any others in the Storm King’s Descent saga, 
  the following hooks provide possible ways to involve them 
  in the scenario.
  A Trusted Ally. Characters who have met Zehira—a 
  recurring ally throughout the Dreams of the Red Wizards 
  storyline—receive a sending spell from her, asking them 
  to accompany her to the storm giant court for a special 
  mission.
  Once More into the Breach. Characters who played in the 
  Storm King’s Thunder adventure have helped Serissa 
  save Hekaton once before. Now she sends them an 
  invitation to her court to aid her and her father again.
  Adventurers of Renown. Serissa knows that rescuing her 
  father will be no easy task, so she’s asked around for the 
  toughest adventurers she can find. Trusted contacts have 
  told her impressive tales of the characters, inspiring her 
  to invite them to her court to beseech their aid. If any 
  of the characters have been to the Nine Hells before, 
  Serissa might have sought them out specifically due to 
  their familiarity with that plane.
  Relevant Story Awards
  As the capstone to the Dreams of the Red Wizards: 
  Storm King’s Descent storyline, and as a crossover with 
  NPCs from previous Adventurers League storylines, the 
  characters’ past story awards matter significantly in this 
  adventure.
   Because of how frequently this adventure calls on the 
  DM to check story awards, you might want to do so for all 
  awards before you start play.
  Dreams of the Red Wizards:  
  Storm King’s Descent
  “A Costly Ride” Legacy Event (DDAL-DRW04). This 
  affects the cost of Khynree’s spellcasting if the characters 
  choose to seek his aid in the call to action.
  
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  DDAL-DRW08 The Harrowing of Hell (v1.0)
  “Code Breaker” Legacy Event (DDAL-DRW06). 
  Characters who have spent downtime days to 
  successfully crack the code gain a new ability while in 
  Hekaton’s mindscape (part 3 of the adventure).
  “The King’s Fate” Legacy Event (DDAL-DRWEP02). If 
  the characters have destroyed death knight Hekaton’s 
  body, the encounters become more difficult in his 
  mindscape during part 3.
  Season 9: Avernus Rising
  “No Exceptions!” Story Award (Assorted Season 9 
  Adventures). Characters who have broken Mahadi’s 
  rules in previous adventures are barred from entering 
  the Wandering Emporium in part 1 of the adventure.
  “Holy Protector” Story Award (DDAL09-08). This story 
  award gives Dara her unicorn companion, Zhalruban, in 
  part 1 of the adventure.
  “Plague of Plagueshield” Story Award (DDAL09-06). 
  This story award determines Duracles the pit fiend’s 
  primary targets in part 2 of the adventure, and also 
  informs the devils of the characters’ general abilities and 
  defenses.
  “You Let Dara Die!” Story Award (Assorted Season 9 
  Adventures). This story award determines the number 
  of potions of vitality Dara can bestow upon the group in 
  part 1, and which abilities she has lost if they take her 
  along during part 2 of the adventure.
  DM Note: Running Tier 4
  Writing an adventure for tier 4 characters is as much an 
  attempt to see the future through a brick as it is an ordered 
  process with firm rules. This is made even more difficult 
  by the nature of organized play and the varied players you 
  might encounter as a DM. The authors can only guess at 
  the random assortment of abilities and magic items that 
  are most likely to be present in your game, so it falls to you 
  as the DM to make liberal use of the rule of fun. Adjust 
  the challenges as necessary so as to not overwhelm or 
  underwhelm the party. This adventure is meant to be the 
  capstone of a story that challenges and excites our most 
  invested players—so if the characters at your table fall 
  outside the bounds of the authors’ limited prognostication, 
  we trust you to do what needs to be done without changing 
  the general story.
  The Iltkazar Scepter
  Zehira Deryan is present with the characters throughout this 
  adventure, unless there’s a strong reason for her not to be. As 
  the primary quest giver and sidekick, she has a vested interest 
  in all that happens in the storyline. Zehira is also the wielder 
  of the Iltkazar (ILT-kah-zar)) Scepter—one of the ten Ruling 
  Scepters of Shanatar, forged by the dwarven gods and given 
  to the ruling houses of that ancient dwarven empire.
   The Iltkazar Scepter is an intelligent artifact-level magic 
  item that is bonded to Zehira. It takes the form of a tapered 
  mithral rod as thick and long as a dwarven forearm, with 
  a small platinum knob at the bottom and a rounded disk 
  adorned with a ring of seven tiny red gems at the top. A 
  wielder attuned to the scepter has access to these properties:
  • They gain a +3 bonus to attack and damage rolls made with 
  this scepter, which can be wielded as a magic club.
  • They can make the scepter appear nonmagical at will, as if it 
  were under the effect of the Nystul’s magic aura spell.
  • They can use the properties of the Wyrmskull Throne.
   Additionally, the scepter has 10 charges, and it regains 1d6 
  + 4 expended charges at dawn. The wielder of the scepter can 
  use these charges to access the following properties:
  • If the wielder is underground or underwater, they can use an 
  action to expend 1 charge to determine the distance to the 
  surface.
  • As an action, they can expend 2 charges to cast the sending 
  spell from the scepter.
  • As an action, they can expend 3 charges to cast the teleport 
  spell from the scepter. If the destination is within 60 feet of 
  the Wyrmskull Throne, there is no chance of a teleport error 
  or mishap occurring. (Because the teleport spell takes the 
  caster to a location, not an object, the wielder must know the 
  location of the Wyrmskull Throne in order to teleport to it.)
   The Iltkazar Scepter has additional properties that manifest 
  throughout this series of adventures.
   Though Zehira is a close ally of the characters, she does not 
  allow anyone else to use the scepter, and the scepter cannot 
  be attuned to another creature. If Zehira is incapacitated 
  or killed and the characters attempt to claim the artifact, it 
  teleports away from them, taking Zehira with it.
  
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  DDAL-DRW08 The Harrowing of Hell (v1.0)
  Estimated Duration: 20 minutes
  The adventure begins in Maelstrom, the enormous 
  underwater citadel of the storm giants. Located a few 
  hundred miles off the Sword Coast, deep in the Trackless 
  Sea, Maelstrom is home to Princess Serissa, interim ruler 
  of the storm giants. Serissa has summoned the characters 
  back to her throne room to discuss saving her father’s soul.
   The characters must teleport down to Maelstrom, either 
  from their current location or from a ship above the citadel. 
  If they do not have the means to do so, Serissa arranges for 
  a storm giant sorcerer to meet the characters’ ship.
  Maelstrom
  Leading with any of the hooks in the prior “Adventure 
  Hooks” section, or simply segueing from DDAL-DRWEP02 
  Wings of Death, the characters and Zehira start this 
  adventure in Serissa’s court.
  You’ve arrived at the royal court of Maelstrom, the 
  underwater stronghold of the storm giants. Princess 
  Serissa—interim ruler of the storm giants—sits upon the 
  newly restored Wyrmskull Throne. It is clear that a weight 
  has been lifted off her shoulders in recent days, and with 
  the throne returned, she looks much more at ease. And yet 
  she still wears a somber expression.
  Area Information
  Maelstrom’s throne room has the following features.
  Dimensions and Terrain. The throne room resembles 
  an enormous amphitheater fit for giants. The 50-foot-
  high ceiling and oversized furnishings make non-giant 
  characters look tiny by comparison.
  The Wyrmskull Throne. Serissa sits upon the Wyrmskull 
  Throne, a wondrous artifact of immense power. This 
  rune-engraved obsidian throne floats a foot off the 
  ground, its legs made of four ancient dragon skulls.
  Serissa
  By this point in the story, Serissa is no stranger to the 
  responsibilities of leading the storm giants. Between her 
  father’s disappearance in Storm King’s Thunder and his 
  death in the previous installments of the Storm King’s 
  Descent adventures, Serissa has had plenty of time to hone 
  her strengths as a ruler. While the characters speak with 
  her, she should come across as prudent and experienced.
   Serissa has a long relationship with Zehira, who is a 
  seasoned adventurer and the protagonist of earlier Dreams 
  of the Red Wizards adventures. If the characters have 
  played in any of those adventures, Zehira is a close ally. 
  Either way, she accompanies them to Maelstrom and stays 
  at their side for the rest of this adventure. Zehira should 
  act as a helpful, capable member of the party, while not 
  stealing the limelight from the characters. See the “Key 
  NPC Statistics” section toward the end of the adventure for 
  Zehira’s updated tier 4 stat block.
  Princess Serissa
  Chaotic good storm giant
  The youngest daughter and chosen successor of King 
  Hekaton, Serissa is cool and calm in her ongoing effort to 
  hold the giant court together.
  What They Want. Serissa knows deep down that the chances 
  of resurrecting her father are slim. But even if she can’t 
  return him to the world, she wants to see his soul ascend to 
  Stormhold where it belongs. She knows that her father was 
  a good and worthy figure, and will do anything to save him 
  from an afterlife of torment in the Nine Hells.
  Experienced Leader. Serissa’s previous experience ruling 
  during Hekaton’s absence (during the events of Storm 
  King’s Thunder) allows her to remain cool and levelheaded 
  in the face of extreme uncertainty. She is prudent, 
  compassionate, and optimistic, believing that all folk are 
  innately good at heart.
  Call to Action
  Following the events of DDAL-DRWEP02 Wings of Death, 
  the characters or other heroes captured (or inadvertently 
  destroyed) death knight Hekaton. Unfortunately, when the 
  Red Wizards of Thay transformed his body into a death 
  knight, they consigned his soul to imprisonment in the 
  Nine Hells.
   Princess Serissa asks the characters to find her father’s 
  soul. She hopes that he can either be brought back from 
  the dead or redeemed, so that his soul may pass on to 
  be judged by the All-Father, ascending to the storm giant 
  afterworld of Stormhold.
  Meeting with the Princess
  Serissa is pleased to see the characters and is thankful 
  for any work they did to put an end to Szass Tam’s 
  control of her father’s body, as well as any part they 
  played in returning the Wyrmskull Throne to Maelstrom. 
  Unfortunately, she has one last task still to be performed. 
  All of Serissa’s attempts to resurrect her father have proven 
  unsuccessful, and her research has told her that Hekaton’s 
  soul is currently imprisoned in the Nine Hells.
   Read or paraphrase the following at some point during 
  the characters’ conversation with Serissa:
  “I’ve done all I can to try to resurrect my father, or at least 
  to determine his soul’s whereabouts. Unfortunately, it 
  would seem that when the Red Wizards animated the king 
  into a death knight, they safeguarded his soul somewhere 
  in the Nine Hells. If we find it, we have at least a hope of 
  being able to resurrect him. But even if that fails, his soul 
  will be able to ascend to Stormhold, where the All-Father 
  can appraise him and give him the afterlife he deserves.”
  Call to Action: Serissa’s Summons
  Call to Action: Serissa’s Summons
  
  Serissa can also provide the following information to the 
  characters:
  • Following the events of the battle for the Tower of 
  Skulls in Ormath, the Red Wizards fled the cathedral 
  of Kelemvor. They have made no attempts so far to take 
  back the Wyrmskull Throne or to interfere with Serissa’s 
  attempts to resurrect her father. From what Serissa 
  gathers, their forces were greatly damaged, and they’re 
  biding their time for now.
  • If the death knight Hekaton was not destroyed during 
  Wings of Death, the undead is currently caged in 
  the lower levels of Maelstrom, heavily guarded by 
  storm giant sentinels. In his current state, he poses 
  no threat to the citadel. Unfortunately, interrogating 
  him has proven a waste of time. Magic has confirmed 
  that the death knight has almost none of Hekaton’s 
  memories and has no knowledge of the whereabouts of 
  Hekaton’s soul.
  • The information that King Hekaton’s soul is in the 
  Nine Hells comes from the Red Wizard zulkir Dar’lon 
  Ma, who knows much about the intricacies of Thayan 
  necromancy and who has been in contact with the 
  storm giant court. This information was confirmed by 
  Kelemvorite doomguide allies of Serissa, all experts in 
  the ways of death (and seen in DDAL-DRW07 Moment 
  of Peace).
   As the characters plan their excursion to the Nine Hells, 
  Zehira recommends the Wandering Emporium in Avernus 
  as a good place to start. Controlled by a rakshasa named 
  Mahadi, this traveling bazaar holds secrets of all kinds, and 
  Zehira hopes that knowledge of Hekaton’s whereabouts 
  might be found there. Serissa supports this plan, but there’s 
  not a moment to waste. From what her loremasters tell her, 
  every additional day that Hekaton’s soul spends in the Nine 
  Hells will make it that much more difficult to free him.
  If Death Knight Hekaton Was Killed
  This adventure assumes that the characters or other 
  adventurers captured death knight Hekaton during the events 
  of DDAL-DRWEP02 Wings of Death. If the characters instead 
  killed him, adjust Serissa’s dialogue accordingly. She doesn’t 
  hide her distress over the characters killing the death knight, 
  as her loremasters had warned her against that outcome. She 
  informs the characters that it should still be possible to free 
  Hekaton’s soul, but that resurrecting her father is no longer 
  possible. As well, she warns the characters that their mission 
  will be harder than if they had captured her father, since some 
  part of Hekaton’s soul is likely to remember their violent acts.
  Getting to the 
  Wandering Emporium
  Tier 4 characters most likely have the means to travel to 
  the Nine Hells using magic such as plane shift or gate. 
  However, if the party lacks such means to travel to the 
  Avernus, they have a few options.
  Planar Portal
  The storm giants of Maelstrom have discovered a planar 
  portal to Avernus a few dozen miles away, deep in the 
  thermal vents of the Trackless Sea. With the party 
  magically equipped to travel underwater, a character who 
  succeeds on a DC 20 Wisdom (Survival) check can lead 
  the group using the storm giants’ directions to locate the 
  portal. Each time the check is failed before an eventual 
  success, each character gains one level of exhaustion from 
  the time spent scouring the bottom of the ocean. A ranger 
  with the Horizon Walker subclass can use their Detect 
  Portal feature to automatically succeed on this check.
   Traveling through the portal brings the characters 
  straight to Avernus, about a mile west of the Wandering 
  Emporium.
  Khynree the Mage
  Zehira can get in touch with Khynree, a Turmishan wizard 
  friend of hers, who can cast plane shift to send Zehira and 
  the party to Avernus for 1,000 gp. If any of the characters 
  have the A Costly Ride legacy event (from DDAL-DRW04 
  Foreign Affairs), Khynree triples this price.
   Because Khynree knows little about the Wandering 
  Emporium, his casting of plane shift puts the characters 
  on Avernus but a sizable distance away from the traveling 
  bazaar. From their arrival point, the characters can 
  either use standard teleportation to get to the Wandering 
  Emporium, or they can attempt DC 20 Wisdom (Survival) 
  checks to locate it. If any character succeeds, the 
  characters locate the bazaar. For each failed check, each 
  character gains one level of exhaustion as the party deals 
  with murderous devils and harsh terrain.
  
  6
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  DDAL-DRW08 The Harrowing of Hell (v1.0)
  Estimated Duration: 1 hour 40 minutes
  On Avernus, the first layer of the Nine Hells, the characters 
  must carefully navigate the politics and intrigue of 
  Mahadi’s Wandering Emporium to learn the location of 
  King Hekaton’s soul. At the same time, they have a chance 
  to interact with some of the characters traveling with the 
  emporium, including Dara, a Chosen of Ilmater, and the 
  interplanar merchant Fai Chen.
  Story Objective
  Learning the whereabouts of Hekaton’s soul is Story Objective A.
  The Wandering Emporium
  The Wandering Emporium is a marketplace and bazaar 
  that travels constantly across Avernus, featuring gigantic 
  infernal war machines carrying its merchants and wares 
  across the blasted landscape. When the emporium’s 
  denizens find a good place to set up shop, the war machines 
  create a horseshoe-like perimeter around their many tents 
  and stalls, shielding them from Avernus’s hot winds.
  Area Information
  The Wandering Emporium has the following features:
  Terrain. The terrain of the emporium is the reddish-orange 
  heat-baked ground of Avernus, atop which colorful tents 
  and stalls are bordered by infernal war machines.
  Light. Avernus’s sky burns with a sunless light at all times, 
  creating conditions of bright light in all outdoor areas. 
  Most of the emporium’s stalls and tents have lanterns to 
  light up their dark interiors.
  Sounds and Smells. The Emporium is a place of constant 
  chatter and bartering. The smells of foods from across 
  the Nine Hells and other planes—many of them 
  revolting—pervade the air.
  Neutral Territory
  Mahadi, the rakshasa master of the Wandering Emporium, 
  strictly enforces the rules written on the banner hung over 
  the entrance to the bazaar: “All are welcome. No fighting! No 
  spellcasting! No exceptions!” Any violence or use of spells in 
  the emporium, even for benign ends, breaks these dictates 
  and brings down the wrath of Mahadi on those foolish enough 
  to tempt fate. Anyone caught fighting or casting spells (and 
  magic placed over the emporium to detect spellcasting 
  ensures that they will) is banished from the emporium by 
  Mahadi and earns the No Exceptions! story award.
   Ordinarily, those who resist Mahadi’s ban are beset by the 
  rakshasa and his forces. Of course, by tier 4, the characters 
  are likely powerful enough to sidestep anything the Wandering 
  Emporium can throw at them, and Mahadi recognizes that. 
  Characters who ignore his banishment don’t suffer any 
  immediate punishment … but take note of their transgression 
  for later. Such characters receive their comeuppance in part 4 
  of the adventure when they meet Asmodeus.
  Old Friends, New Allies
  When the characters arrive at the entrance to the 
  Wandering Emporium, read or paraphrase the following:
  Before you spreads a large horseshoe-shaped cluster 
  of infernal war machines, clusters of brightly colored 
  tents spread between them across the otherwise barren 
  landscape of Avernus. You can hear chatter, laughter, 
  and banter coming from inside the perimeter. As you 
  draw close, you notice a banner hanging across an open 
  entranceway, somehow readable in all languages:
  “No fighting! No spellcasting! No exceptions!”
  Check to see if any characters already have the No 
  Exceptions! story award from an Adventurer’s League 
  season 9 adventure. If a character with this story award 
  tries to enter the emporium, magical wards that cannot 
  be dispelled alert Mahadi, who appears and orders that 
  character to leave.
  Fai Chen’s Barter
  Shortly after they enter the Wandering Emporium, the 
  characters see a possibly familiar face.
  A smiling human in dusty monk’s robes waves at you 
  emphatically from a wooden cart, a blue faerie dragon 
  poking its tiny head out from one of his sleeves. Even his 
  draft mule seems pleased to see you.
  This friendly figure is Fai Chen, a renowned interplanar 
  merchant—or at least a clone of him (see the “Fai Chen” 
  sidebar). He remembers any characters who interacted 
  with him in any season 9 adventures, but recognizes the 
  party as powerful heroes nonetheless, welcoming them to 
  the Wandering Emporium. Fai Chen is accompanied by his 
  mule, Gary, and his blue faerie dragon, Drandeldew.
  Fai Chen
  Shou human
  A Shou man apparently in his late thirties, Fai is known for 
  the magic items and rarities he bargains and sells. He trades 
  magic items only for other magic items, but takes coin for 
  consumables and appreciates the value of soul coins (over and 
  above their worth as magic items). He is always accompanied 
  by his mule, Gary, and a blue faerie dragon, Drandeldew.
  What They Want. Fai Chen keeps an eye out for Dara, but 
  his other motivations for remaining with the Wandering 
  Emporium are less certain. He clearly enjoys bantering 
  and bartering with the emporium’s clientele, as well as his 
  contentious relationship with Mahadi.
  Mysterious and Resourceful. Fai Chen always seems to know 
  more than he’s telling, but only rarely offers to share 
  information. In a pinch, though, he’s willing to lend a hand 
  to those who need it.
  Part 1: Where in the Nine Hells Is Hekaton?
  Part 1: Where in the Nine Hells Is Hekaton?
  
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  DDAL-DRW08 The Harrowing of Hell (v1.0)
  Have We Met?
  Fai Chen is an NPC from multiple adventures in season 9 of 
  the D&D Adventurer’s League and earlier. He is a friendly, 
  well-mannered, keenly perceptive, and well-traveled Shou 
  human merchant in his late thirties. As the characters interact 
  with Fai, use the following information from his background 
  to color the conversation:
  • Fai started his life as a temple monk, but soon entered into 
  indentured servitude at Mahadi’s Wandering Emporium.
  • To pay off his debt while continuing to explore the world, 
  Fai Chen studied some of the more obscure ki arts, and 
  managed to create duplicates of himself that share all his 
  memories and knowledge. Through this loophole, he was 
  able to continue his trade and pay off Mahadi’s otherwise 
  insurmountable debts. He is the only mortal to ever get out 
  of a contract with Mahadi.
  • Fai and Mahadi’s relationship is complex. The rakshasa 
  resents Fai for finding a way out from under his control, yet 
  he can’t help but admire the merchant’s resourcefulness. 
  Fai keeps at least one of his clones around the Wandering 
  Emporium for the fun of it, and to pick up on new rumors 
  or leads.
   Fai Chen can direct the characters to Mahadi if they 
  speak of their mission to locate Hekaton. He can also 
  provide the following updates on the recent state of 
  Avernus during his conversation with the characters:
  • Elturel has been returned to the Material Plane thanks 
  to the daring efforts of a group of noble adventurers.
  • The demonic army plaguing the Wandering Emporium 
  was successfully repelled.
  Sales Pitch
  Fai Chen recently acquired a chime of opening that he 
  doesn’t particularly need. He’s willing to trade it to the 
  characters if they think it might aid them in their current 
  quest, but only in exchange for a magic item of their own. 
  Fai Chen loves to barter, and he offers up his own magic in 
  exchange for one nonconsumable magic item of any rarity.
   Fai Chen has seen plenty of magic items in his time, 
  and it takes something special to really catch his eye. He’s 
  thus more in the mood to hear a winning sales pitch than 
  anything else. He wants to know what makes the magic 
  items the characters offer up really special? The more a 
  character hypes up a useless item, the more impressed Fai 
  Chen becomes—though if the item is only of common rarity, 
  a character needs a really good sales pitch.
   If the players would rather roll instead, a character must 
  succeed on a DC 30 Charisma (Deception or Persuasion) 
  check to win over Fai Chen. Decrease the difficulty by 5 for 
  each rarity category above uncommon. Characters can reroll 
  as often as they like to try to win the chime of opening, if 
  they can think of a new angle or have a new item to pitch.
  Treasure
  When a character has rolled or roleplayed a sales pitch 
  that’s appropriately convincing or grandiose, Fai Chen 
  accepts the exchange and hands over the chime of opening.
  Cheering up Dara
  At some point, any conversation with Fai steers toward 
  Dara, a human teenager who is a Chosen of Ilmater and 
  a major NPC from season 9. The characters might notice 
  Fai looking around while he’s talking to them, as if keeping 
  an eye out for somebody, or the merchant might ask them 
  specifically for help.
   Fai confides that Dara has not been herself lately, but 
  whether it’s just typical teenage broodiness or something 
  more is difficult to tell. Either way, her spirits could certainly 
  use some uplifting, and Fai thinks that her meeting the 
  characters might do the trick. He tells them that he last saw 
  Dara getting a haircut at Burney the Barber’s, and he can 
  also direct them to the young woman’s tent.
   If the characters don’t know Dara or are worried about 
  a side trek interfering with their primary mission, you can 
  raise the stakes by having Fai instead explain that Dara 
  went missing just a few hours before, and the last place he 
  saw her was Burney’s. If the characters can find Dara, Fai 
  promises to arrange a meeting for them with Mahadi.
  
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  DDAL-DRW08 The Harrowing of Hell (v1.0)
  Burney the Barber
  To most onlookers, Burney looks like a cheerful Calishite 
  woman of middle age. In truth, she is a shapechanged 
  ancient copper dragon named Balarystul, who has a 
  passion for haircutting. She’s also a barber in the medieval 
  sense of the word, performing dentistry and minor 
  surgeries for anyone in need. She charges 1 gp for most 
  services, and never accepts soul coins. Burney can also 
  provide spellcasting, though she charges more for that. 
  (The list of spells she can cast and their costs can be found 
  in the Adventurers League Dungeon Master’s Guide. 
  Burney has permission to cast these spells as part of her 
  deal with Mahadi to work in the emporium.
   If the characters ask, Burney remarks that Dara did get a 
  haircut earlier that day—a nice bob, stopping just above the 
  shoulders. She can also share the following information:
  • Dara lives in a small tent of her own, over on the far 
  side of the Wandering Emporium’s camp. (Burney can 
  provide directions to the tent.)
  • When Dara came in, she said she needed a change of 
  pace, but that a haircut would have to do. She seemed to 
  have a lot on her mind. Burney doesn’t know where Dara 
  went after the haircut.
   If Burney is familiar with any of the characters—to the 
  extent that she trusts them with knowing her true identity—
  she also adds the following information:
  • Dara asked Burney some philosophical questions 
  regarding the barber’s faith and loyalty to the god 
  Bahamut. How did Burney know the path she had 
  walked was right? How could she be sure that Bahamut 
  was proud of her, spending so much time so far removed 
  from his heavenly Upper Planes? Burney answered as 
  best she could, but couldn’t get any information from 
  Dara about why she was asking.
  Burney the Barber
  Shapechanged copper dragon
  Burney appears as a polite and friendly Calishite woman. She 
  is always happy to tell stories (often with a moral message), 
  and willing to provide cosmetic or medical treatments as well 
  as spellcasting services.
  What They Want. Burney is actually an ancient copper dragon 
  named Balarystul, and is keeping an eye on events in 
  Avernus on behalf of Bahamut. She wants to ensure that 
  any goodly folk trapped in the Nine Hells have a chance to 
  walk away with their lives and their souls, as long as she can 
  keep her cover intact. Her stories can direct good-aligned 
  characters toward help.
  Talented Healer. Burney is treated as having the Healer feat 
  and proficiency with a herbalism kit and a healer’s kit, and 
  has a +10 bonus to relevant rolls. All her non-spellcasting 
  services cost 1 gp, and she refuses to even consider soul 
  coins as payment.
  Dara, Chosen of Ilmater
  Talking with Burney can lead the characters to Dara’s 
  abode, a humble-looking gray tent out along one edge of 
  the Wandering Emporium’s camp. (Characters who know 
  Dara from any season 9 adventure recognize that the tent 
  is smaller and less grandiose than it was when Mahadi was 
  trying to tempt her.)
  Area Information
  Dara’s tent has the following features:
  Dimensions. Dara’s gray tent is 20 feet on a side and 10 
  feet tall at its highest point. Its entry flaps have been 
  painted with the symbol of Ilmater: two hands bound at 
  the wrist with red cord.
  Light. A lamp shedding heatless light from a continual 
  flame spell hangs from the tent’s pointed ceiling, bathing 
  the interior in a bright glow.
  Mattress. Dara sleeps on a plain mattress whose blankets 
  are neatly folded. A small locket set on top of her pillow 
  bears the symbol of Ilmater, and can be opened to reveal 
  a small length of red string. With a successful DC 15 
  Intelligence (Religion) check, a character recalls that all 
  accomplished clerics of Ilmater are given this red string 
  upon completion of their training, and that such clerics 
  are meant to carry the string with them at all times as a 
  reminder of their faith.
  Desk. An unassuming, collapsible writing desk stands in 
  the corner of the tent. An open journal sits atop it, along 
  with a writing quill and inkwell.
  Seeking Dara
  Dara’s journal is open to its most recently scribed page, 
  where she muses over her role as Ilmater’s chosen, then 
  speaks of needing to take a walk outside the Wandering 
  Emporium.
   The method the characters use to find Dara is up to the 
  players. Scrying might work, and if she is contacted by 
  way of a sending spell by a character she recognizes, the 
  young woman gladly divulges her location. However, the 
  characters all understand that spellcasting within Mahadi’s 
  camp is forbidden and detectable via magical wards, 
  meaning they’ll have to leave the camp’s perimeter before 
  casting. Mahadi also knows which way Dara went (see “A 
  Favor for Mahadi” below).
   Searching for Dara on foot without any kind of 
  information (for example, learning from Mahadi that 
  she went off in the direction of the River Styx) requires a 
  successful DC 15 Intelligence (Investigation) or Wisdom 
  (Survival) check. Rather than a single character leading 
  the search, multiple characters can also make this check 
  as a group check. If the characters can get a bird’s-eye 
  view of the nearby landscape, grant them advantage on the 
  check. On a failed check, the characters still end up finding 
  Dara, but they pass by the modron camp first, and might 
  get caught up with the constructs there. See “Modron 
  Bureaucracy” later on in part 1.
   “Appendix 1: Wandering Emporium Overland Map” 
  provides a DM’s view of Dara’s whereabouts in relationship 
  to the Wandering Emporium and the modron camp.
  Beside the River Styx
  Some two miles away from the Wandering Emporium, the 
  characters can find Dara sitting alongside a tributary of the 
  River Styx.
  Sitting cross-legged at the water’s edge is a young, brown-
  haired girl in her early teens. Her heavy robes seem to 
  swallow her up, wide sleeves concealing her hands. Her 
  face looks tired beyond her years as she gazes down at her 
  reflection in the shimmering surface of the water.
  
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  DDAL-DRW08 The Harrowing of Hell (v1.0)
  If the characters have the Holy Protector story award 
  (from DDAL09-08 In the Garden of Evil), Dara is also 
  accompanied by Zhalruban, her magical unicorn protector.
  Dara’s Story
  Dara is an NPC from multiple season 9 adventures. She was 
  ten years old during the events of season 9, and is now in her 
  early teens. Already wise and knowledgeable beyond her years 
  at the age of ten, she hasn’t changed in that regard.
   The following aspects of her background can help you 
  roleplay Dara:
  • Dara was raised by priests of Ilmater in Amn. She found 
  and read from the legendary artifact The Book of Exalted 
  Deeds—which bestowed upon her great wisdom and the 
  powers of a full-fledged cleric of Ilmater.
  • As a Chosen of Ilmater, she embarked on a holy mission 
  into Avernus to rescue the souls of lost angels and mortal 
  Hellriders who accompanied Zariel during her original 
  journey into the Nine Hells.
  • After accomplishing that goal, Dara spent the last few 
  years traveling with the Wandering Emporium and awaiting 
  further instructions from Ilmater. No word from the deity 
  has yet come.
   Dara was a Chosen of Ilmater who completed her 
  god’s divine mission at the age of ten (see the events of 
  Adventurer’s League season 9, and the “Dara” sidebar 
  here). A few years have passed since then, and a life 
  without purpose has led the young woman to question 
  herself and her faith.
   Dara is presently struggling with a number of issues that 
  can come up as the characters speak to her:
  • She accomplished a quest given to her by a god at ten 
  years old. Where else does she go from here? How can 
  she ever measure up to that again?
  • Ever since she accomplished Ilmater’s divine mission, 
  the god’s presence has been quieter in Dara’s mind. She 
  worries that now that he’s done with her, Ilmater will 
  discard her like a tool that has outlived its usefulness.
  • Even if Ilmater were to call upon her again, she’s not 
  sure if she would have the strength to answer. What 
  kind of a life is a life spent in service to someone 
  else’s whims?
   Dara is wise beyond her years. Though it might be 
  tempting to lean into the “angsty teen” trope while 
  portraying her, it’s better if her concerns and self-doubt 
  come across as valid and mature. (This scene should 
  foreshadow the internal struggle Hekaton feels in part 3 of 
  the adventure.)
  Dara
  Lawful good human Chosen of Ilmater
  This human in her early teens was raised by priests of Ilmater 
  in Amn. There, she found and read from the Book of Exalted 
  Deeds, triggering her transformation into a Chosen of Ilmater.
  What They Want. Having completed her holy quest to find 
  the Hellriders, Dara feels aimless now. She wants to find a 
  purpose for herself, but whether that’s a return to her faith 
  or a complete departure from it remains to be seen.
  Wise Beyond Her Years. Dara often sounds much more 
  knowledgeable and mature than her years would suggest.
   Let the characters have a conversation with Dara without 
  making any dice rolls. By the end of the conversation, she 
  should not be completely convinced one way or the other. 
  After all, troubling questions like these can’t be solved 
  overnight. But she is appreciative of the characters for 
  taking the time to talk with her and help her work through 
  her dilemmas. She asks what brings them to Avernus, 
  then offers them magical aid to help in their quest (see 
  “Treasure” below).
   Dara noticed the modron camp on her way to the River 
  Styx, and can point it out to the characters if they haven’t 
  already stopped there.
  Taking Dara
  It’s possible that the characters might try to inspire Dara by 
  encouraging her to come with them on their quest to find 
  Hekaton’s soul. Because Dara doesn’t feel a personal call to 
  action as she did when she was aiding the Hellriders, she is 
  hesitant to come along. More importantly, because she is 
  particularly weak compared to the characters, bringing her 
  along should be considered only if the party is equally weak (in 
  which case, they can make use of her for additional healing) 
  or particularly strong (in which case, you can make use of the 
  additional challenge of the characters needing to protect her).
   If you decide that Dara should come along, it’s important 
  that she not take any of the spotlight off the characters. Either 
  way, her status as a Chosen of Ilmater prevents her from 
  being pulled into Hekaton’s mind (in part 3 of the adventure) 
  or being pulled to Nessus by Asmodeus (in part 4).
  
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  DDAL-DRW08 The Harrowing of Hell (v1.0)
  Treasure
  Dara normally has three potions of vitality that she offers to 
  the party. However, if the characters have the You Let Dara 
  Die! story award from any season 9 adventure, her power 
  has waned accordingly. Subtract one potion of vitality for 
  each time Dara died. (If different characters in the party 
  have different death counts for Dara, average them.)
  A Favor For Mahadi
  If the characters don’t get the information from Fai Chen 
  or Dara, any of the patrons and vendors of the Wandering 
  Emporium can tell them where to find Mahadi at his 
  office—a small but ostentatious tent emblazoned with the 
  words “Infernal Rapture.” This restaurant and spa is one of 
  the most unusual features of the emporium.
   If you had Fai Chen promise to arrange a meeting with 
  Mahadi for the characters, he escorts them through the 
  Infernal Rapture personally. Otherwise, they can navigate it 
  on their own.
  Area Information
  The Infernal Rapture has the following features:
  Exterior. The 10-foot-square tent that bears the Infernal 
  Rapture’s sign is actually just the entrance to the 
  restaurant and spa. Mahadi’s establishment exists in its 
  own demiplane, and peering in through the tent’s entry 
  flaps reveals only a misty fog. A character who pushes 
  past the fog is instantly transported to the demiplane.
  Dimensions and Terrain. The Infernal Rapture is a 
  vast spa and restaurant with dozens of visible rooms, 
  and infinitely many more rooms that can spring into 
  existence upon Mahadi’s request. Despite the site being 
  a demiplane, Mahadi’s “No fighting! No spellcasting! No 
  exceptions!” rule remains in place here.
  Light and Ambience. The air here is warm, and a 
  refreshing mist permeates the entire establishment. All 
  rooms are dimly lit by partially covered lanterns.
  Spa Rooms. These rooms are found down hallways 
  leading off the main dining area, with each featuring 
  a pool of warm water. Attendants give backrubs and 
  manicures to various patrons within. Some of these 
  rooms are hotter than saunas, intended for fiends and 
  other creatures accustomed to dangerously warm 
  environments.
  Dining Rooms. Nine dining rooms in the Infernal 
  Rapture each feature decor based on a different layer of 
  the Nine Hells, from the bogs of Minauros to the wintry 
  climes of Cania. Waiters—many of them cambions—
  lead dining parties to sit upon pillows, cushions, and 
  divans, then take their orders. An abyssal chicken 
  platter is one of the house specialties, but all the food 
  is decadently delicious—a welcome respite from the 
  horrid quality of food consumed elsewhere in Avernus. 
  All meals on the menu grant the effect of a heroes’ feast 
  spell to those who eat them, but partaking of a meal 
  here creates a guilty feeling in the conscience of any 
  good-aligned character. Those who eat the food also 
  have disadvantage on Wisdom (Insight) checks made 
  against Mahadi.
  Payment. A meal and light spa services cost one soul coin, 
  which is collected by imp attendants. Other services can 
  be had for additional soul coins.
  Mahadi’s Office
  Characters who ask for an audience with Mahadi are led to 
  his office by imps. Read or paraphrase the following:
  On the other side of a plain door, you find a spacious, 
  high-ceilinged office. Seated at a mahogany desk is a well-
  dressed Turmishan man scrutinizing a long scroll. He gives 
  you a glance when he hears you enter.
  Mahadi is a rakshasa who serves Asmodeus, and who 
  normally takes the guise of a well-dressed Turmishan. The 
  rakshasa recognizes any characters who have interacted 
  with him before (most likely in a season 9 adventure or 
  in Baldur’s Gate: Descent into Avernus). He’s currently 
  looking over an infernal contract, but is happy to spare a 
  moment or two for the characters.
  What He Knows
  Mahadi knows the location of King Hekaton’s soul. Though 
  he didn’t oversee the soul’s confinement directly, as a 
  servant of the Lord of the Nine Hells, he hears things. 
  Apparently, a number of Thayan Red Wizards came to 
  Avernus themselves to make sure the containment job 
  was done right. Mahadi can tell the characters where King 
  Hekaton’s soul is … in exchange for a favor. If the characters 
  speak to him before seeking out Dara, Mahadi can also 
  share the general direction the young woman was heading 
  when she left the emporium.
  What He Wants
  Mahadi has had some modron auditors from the lawful 
  neutral plane of Mechanus breathing down his neck 
  recently. Yesterday, they went so far as to come to Avernus 
  and ask to see a few centuries’ worth of his infernal 
  contracts. The loss of potential souls from Asmodeus’s 
  collection is unacceptable, so the modrons must be 
  convinced to leave for at least a few years so that Mahadi 
  can come up with a better solution. The rakshasa would 
  prefer a nonviolent approach, as the modrons have a marut 
  bodyguard with them and combat could get ugly.
   Mahadi tells the characters that they can find the 
  modron squadron at their own camp about a mile from the 
  Wandering Emporium. (The modron camp’s whereabouts 
  in relationship to the Wandering Emporium and the River 
  Styx can be seen in “Appendix 1: Wandering Emporium 
  Overland Map.”) Mahadi has told the modrons to wait there 
  while he “collects the necessary documentation.” This 
  was, of course, just a bluff to stall for time, but they are 
  expecting his imminent arrival.
   Asmodeus’s Revenge. As high-powered adventurers, the 
  characters might have the means to magically extract the 
  information they need from Mahadi, or to simply beat it out 
  of him, ignoring his rules against spellcasting and violence. 
  If they choose this easy way out, let them do so—but take 
  note of it. Groups that brute-force Hekaton’s whereabouts 
  from Mahadi face consequences from his boss Asmodeus 
  in part 4 of the adventure.
  
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  DDAL-DRW08 The Harrowing of Hell (v1.0)
  Mahadi
  Lawful evil rakshasa
  Appearing as a brown-skinned Turmishan merchant lord, 
  Mahadi is a rakshasa in service to Asmodeus. He is completely 
  dedicated to, and open about, his policy of neutrality when 
  dealing with customers of the Wandering Emporium.
  What They Want. Mahadi serves his master by collecting 
  information on the Wandering Emporium’s customers—and 
  he collects plenty of souls and debts for himself while doing 
  so. The rakshasa cannot bear to relinquish a single contract 
  from his collection.
  Charismatic Host. Mahadi is more than willing to act as a 
  negotiator and broker for all kinds of creatures in Avernus 
  … except if his soul collection is involved. His adherence to 
  rules makes him appear a reasonable figure to bargain with, 
  and often endears him to those he spies on for Asmodeus.
  Modron Bureaucracy
  Following Mahadi’s directions leads the characters straight 
  to a camp of modrons spread out in the Avernian wastes. 
  The squadron consists of a pentadrone, four quadrones, 
  and a marut. When the characters arrive, the marut is 
  keeping its modron companions cool by shading them with 
  a mechanical umbrella. Seemingly useless gears on the 
  umbrella whir and tick every so often.
   When the constructs first see the characters, the 
  quadrones hop into combat formation like the well-oiled 
  machines they are. The pentadrone does most of the 
  talking—loudly—as its programming makes it the best 
  communicator in the group. Its name is A0-515.
  “GREETINGS,” says the starfish-shaped mechanical 
  creature standing before you, its five beady eyes staring 
  at you intently. “I AM A0-515. MY CHRONOLOGICAL 
  GAUGES INDICATE THAT WE WILL BE SHORTLY 
  REACHING THE END OF OUR HOST’S DESIGNATED 
  WAITING PERIOD. I MUST REQUEST THE CONTRACTS, 
  AS PER OUR PREVIOUS DISCUSSION.” The creature 
  extends one of its five appendages in a manner 
  reminiscent of an expectant hand.
  What They Know
  The modrons interacted with Mahadi (who they refer to as 
  “the host”) 2.89 hours ago, when he told them to wait in 
  their camp while he compiled the necessary documents for 
  the audit. Being modrons, they have taken his statement at 
  face value, but their patience is growing thin.
   The modrons also noticed Dara walk past a few hours 
  before, and can point the characters in her direction along 
  the River Styx if they haven’t already found her.
  What They Want
  As the wardens of law for the multiverse, the modrons want 
  to audit the last few centuries of infernal contracts held 
  by Mahadi. This involves collecting his records of those 
  contracts and bringing them back to their home plane of 
  Mechanus. The modrons will not accept any alternative 
  that goes contrary to this programming. Violence is a last 
  resort for them, but if necessary, they engage the characters 
  in combat to get their way.
   Clever characters might be able to think of ways to get 
  around the modrons’ programming, and to convince them 
  to return to Mechanus without the real contracts. Such 
  feints might include any of the following:
  • Fooling the modrons by presenting them with 
  convincing fake contracts or illusions.
  • Making use of mind-control magic.
  • Confusing their logic circuitry with legal loopholes 
  or paradoxes. Characters with the Infernal Contract 
  Lawyer background (available as a prize for donations to 
  Extra Life) have advantage on any related checks.
   Reward other creative strategies as you see fit. This area 
  is outside the laws of Mahadi’s emporium, but violence is 
  still only an absolute last resort for the modrons. If combat 
  does break out, six additional quadrones leap out of a 
  compartment in the marut’s chest during the second round 
  of combat on initiative count 20. Avoid using the marut’s 
  Justify action unless you’re willing to derail the session for a 
  while with a detour to Sigil, and unless characters not taken 
  to Sigil have the means to pursue captured comrades, and 
  then to get back to the Wandering Emporium.
  Adjusting the Scene
  Consider the following suggestions for adjusting this scene 
  depending on the relative combat strength of the party. This 
  is an optional combat, so be wary of adjustments that will 
  increase its length.
  • Very Weak: Halve the marut’s starting hit points. The 
  additional quadrones no longer leap out of the marut.
  • Weak: Halve the marut’s starting hit points.
  • Strong: The marut can use dimension door at will as a bonus 
  action.
  • Very Strong: The marut can use dimension door at will as a 
  bonus action, and its Blazing Edict action no longer needs 
  to recharge. An additional pentadrone arrives in the second 
  round with the quadrones.
  Returning to Mahadi
  When the modrons have been successfully dealt with, the 
  characters can return to Mahadi. Read or paraphrase the 
  following:
  Mahadi smiles and leans forward at his desk, interlacing 
  his fingers. “Well done. As promised, I’ll tell you where 
  Hekaton’s soul is being kept. But I must warn you … you’re 
  not going to like it.”
  Proceed to part 2 of the adventure.
  
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  DDAL-DRW08 The Harrowing of Hell (v1.0)
  Estimated Duration: 2 hours
  In this part of the adventure, the characters must figure 
  out how to get to the resting place of Hekaton’s soul—a 
  well-defended prison at the bottom of Kostchtchie’s Maw, 
  a great chasm on Avernus now filled with the water of the 
  River Styx. Hekaton’s soul lies shackled within, guarded by 
  fiends and Red Wizards.
  Story Objective
  Reaching Hekaton and defeating the guards in his 
  containment chamber is Story Objective B.
  Hekaton’s Whereabouts
  Mahadi relates the following information about Hekaton’s 
  whereabouts to the characters:
  • The imprisoned demon lord Kostchtchie was once 
  trapped on Avernus at the bottom of an enormous chasm 
  called Kostchtchie’s Maw. This chasm has since been 
  repurposed into a special prison for Hekaton, called 
  Mirror Maelstrom. A number of Thayan Red Wizards 
  have traveled to Avernus specifically to help oversee the 
  prison’s construction.
  • The entire chasm has been filled with water from the 
  River Styx. At the bottom sits a black iron fortress built 
  in the architectural style of Maelstrom, its rooms filled 
  with breathable air. The prison is a warped mockery of 
  Hekaton’s great fortress, with the storm giant king’s soul 
  trapped inside.
  • The prison is primarily guarded by devils, along 
  with a small number of Thayan mages and yugoloth 
  mercenaries.
  • The entire fortress is under the effect of magical Thayan 
  wards that prevent teleportation or divination magic 
  from reaching into the complex from outside, though 
  such effects work normally inside the fortress.
  Mahadi allows any characters in good standing with him 
  to take a short rest in the Wandering Emporium if they 
  need it, but he cautions against taking a long rest. If the 
  characters want to save Hekaton’s soul, time is of the 
  essence.
  Getting to Mirror Maelstrom
  In exchange for the characters’ service with the modrons, 
  Mahadi lets them borrow a scavenger—an infernal war 
  machine with room for eight—to help them get to the 
  chasm. The vehicle lacks any of the weaponry of a typical 
  war machine, but is a fast and safe way to travel across 
  Avernus’s blasted wastes. If the characters are hesitant to 
  accept this gift, Mahadi promises that there are no strings 
  attached, and that the characters will be doing a service to 
  all those who don’t appreciate Thayan meddling in Avernus.
   Using the scavenger, Mahadi’s clear directions allow the 
  characters to arrive at the chasm with no complications. 
  If the characters travel to the chasm via other mundane 
  means (including going on foot), each character must make 
  a DC 20 Constitution saving throw against the effects of 
  traveling the dangerous terrain. A character takes 28 (8d6) 
  fire damage on a failed save, or half as much damage on a 
  successful one.
  Mirror Maelstrom
  Mirror Maelstrom sits at the bottom of a vast chasm filled 
  with water from the River Styx. The chasm is some 200 
  feet wide, 1,000 feet long, and 200 feet deep. However, the 
  murky water conceals its true depth, blocking all vision 
  (including darkvision) beyond 30 feet.
   See “Appendix 2: Mirror Maelstrom Map” for a map of 
  the prison.
   Zehira can cast water breathing on any characters who 
  plan to swim to the bottom of the chasm. However, this 
  does nothing to nullify the detrimental effects of the waters 
  of the River Styx on a character’s mind (see the “Swimming 
  in the Styx” sidebar). Each character swimming to the 
  bottom of the chasm on their own must also succeed on 
  a DC 20 Strength (Athletics) check or gain one level of 
  exhaustion.
  Swimming in the Styx
  Any creature other than a fiend that tastes or touches the 
  water of the River Styx must succeed on a DC 15 Intelligence 
  saving throw or be affected as if by a feeblemind spell. This 
  saving throw is repeated each turn as long as the character 
  is in contact with the water, or until the check is failed. If the 
  effect is not removed within 30 days, it becomes permanent, 
  and the creature loses all its memories. Only a wish or 
  divine intervention can restore memories lost to the river’s 
  water. Any water removed from the river—which must be 
  accompanied by a DC 17 Dexterity saving throw to avoid 
  contact—loses its potency after 24 hours.
   The players should be able to come up with a variety of 
  workarounds to help the characters pass through the Styx’s 
  treacherous waters. The mind blank spell grants immunity 
  to the Styx’s memory-altering effects, and the special bowl of 
  commanding water elementals from DDAL09-07 The Diabolical 
  Dive can be used to summon an elemental that can safely 
  carry creatures through the Styx. An apparatus of Kwalish or 
  other underwater travel device that protects the characters 
  from making contact with the water will also work.
   Teleportation magic can’t take characters into Mirror 
  Maelstrom because of the site’s magical wards. However, it 
  could potentially take them up to the front doors, mitigating 
  the amount of time they spend exposed to the Styx. 
  Additionally, two castings of the lower water spell causes the 
  Styx to drop enough that the characters can safely enter.
   Especially in some convention settings, a party’s options 
  might be limited. Don’t forget that the characters have 
  all Avernus from which to recruit or make a deal for help. 
  Ultimately, reward creativity.
  Part 2: Mirror Maelstrom
  Part 2: Mirror Maelstrom
  
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  DDAL-DRW08 The Harrowing of Hell (v1.0)
   Once the characters are close enough to see the fortress, 
  read or paraphrase the following:
  Through the murky water, a massive black iron structure 
  comes into view—a structure that looks unsettlingly 
  familiar. Barnacles made of cooled magma encrust its 
  sharp spires, and bits of black scrap metal form the 
  foundations of warped formations of coral. This fortress 
  is a twisted mockery of Maelstrom, the storm giant 
  stronghold that Hekaton once called home.
  Area Information
  Mirror Maelstrom has the following features.
  Dimensions and Terrain. Ceilings in Mirror Maelstrom 
  are 40 feet high unless otherwise stated. The floors 
  are made of solid metal, and the 3-foot-thick black iron 
  walls are encrusted with iron barnacles. These walls are 
  impervious to damage and to spells such as passwall that 
  would create passages through solid objects. The citadel 
  has no windows.
  Magic Wards. Starting at the south door to area M1 
  and extending through the rest of the fortress, Mirror 
  Maelstrom is safeguarded against any teleportation or 
  divination magic reaching into the fortress from outside. 
  The teleportation circle in area 1 is exempt from the 
  teleportation ban, but its sigil sequence is known only to 
  the Thayans.
  Light. Torches along the walls cast bright light throughout 
  all areas of the fortress.
  Doors. The doors in Mirror Maelstrom have been 
  specially reinforced against intruders. Each door is 
  airtight, has 19 AC and 180 hit points, resistance 
  to damage from spells, and immunity to poison and 
  psychic damage. A door can be broken down with a 
  successful DC 30 Strength (Athletics) check. Unless 
  otherwise stated, doors in the fortress are locked, but 
  have no keyholes. When guards need to leave their 
  stations, they call upon one of the Thayan mages to cast 
  knock for them, or have a door opened remotely from 
  the control room (area M6).
  Sounds and Smells. The entire fortress smells faintly of 
  brimstone and is mostly quiet. However, a character 
  flat up against a door might hear creatures moving or 
  speaking on the other side. Any loud noises (such as 
  getting into combat or breaking down a door) alerts the 
  fortress’s denizens to the presence of intruders.
  M1. Antechamber
  The southeast door connecting this chamber to the water 
  in Kostchtchie’s Maw is unlocked. It automatically slides 
  up to open when any creature draws within 5 feet of it. 
  After 1 round, the door slides shut and all water in the 
  room empties back out into the chasm via special drains 
  in the floor.
   The northwest door is locked. After the room has 
  drained, Lysander Sallowbone speaks to the characters 
  from the control room (area M6). See that area for details 
  on the Thayan mage, and how he sees and interacts with 
  the characters.
  As the last of the water drains away, the section of wall 
  above the door begins to twist and warp. Black iron breaks 
  apart into the semblance of a mouth, with teeth like 
  cooling lava and a red-hot magma tongue.
  Lysander demands to know what business the characters 
  have in entering Mirror Maelstrom, and tries to deny them 
  entry as a matter of course even if they have a cover story. 
  Characters disguised as devils, yugoloths, or Red Wizards 
  might be able to persuade him to unlock the northwest 
  door with suitable roleplaying and a successful DC 20 
  Charisma (Deception) check. Otherwise, Lysander laughs 
  smugly as he shouts for the guards to go on high alert 
  for intruders. As the mouth melds back into the wall, the 
  southeast door locks and the room refills with water from 
  the Styx in 1 round.
  Teleportation Circle
  A teleportation circle is set into the floor in this area. The 
  circle is exempt from Mirror Maelstrom’s wards against 
  teleportation magic, and the Red Wizards use it to enter 
  and exit Mirror Maelstrom. Only they know its sigil 
  sequence.
  Lysander’s Taunts
  As the characters travel throughout the fortress, Lysander 
  taunts and mocks them from the control room (area M6). As 
  the characters get closer to his position, his voice becomes 
  increasingly less confident. Use the following taunts for 
  Lysander, or as inspiration for taunts of your own:
  • “I daresay, who sent you lot to orchestrate a prison break? 
  My childhood nanny could’ve done this better in her sleep!”
  • “For the sake of the Nine Hells, try not to bleed on the floor. 
  I just had it buffed!”
  • “You fell for that?! Oh, you poor simpletons.”
  • “Read my lips!” (His fortress mouth then blows a 
  raspberry.)
  • “I … erm … I have to hand it to you, you’ve been quite 
  persistent. There’s no need to progress further, you’ve 
  proven your mettle.”
  • “N-no, really, I mean it! Nobody’s home. Pay no attention to 
  the person at the control desk.”
  M2. Wall of Fire
  A floor-to-ceiling wall of fire (visually identical to that 
  created by a wall of fire spell) appears to block off the 
  north end of this room. The wall is actually a permanent 
  prismatic wall spell (DC 20) disguised with high-level 
  illusion magic to look like a wall of fire. The illusion can be 
  dispelled (treat as a 9th-level spell for the purpose of dispel 
  magic), but the prismatic wall cannot be (aside from its 
  violet layer, as usual).
   Six chain devils stand guard in this room between the 
  south door and the “wall of fire.” These elite guards have 
  been outfitted with adamantine chains that modify their 
  chain attack as follows:
  Chain. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 
  Hit: 22 (4d6 + 8) slashing damage. The target is grappled (escape 
  DC 14) if the devil isn’t already grappling a creature. Until this 
  grapple ends, the target is restrained and takes 14 (14d6) piercing 
  damage at the start of each of its turns.
  
   The devils’ orders are to attack any intruders on sight. If 
  a fight breaks out, they also try to open the door to area M3 
  so that the hellfire engine stationed there can join the fray.
   Lysander has the power to deactivate the prismatic wall 
  spell from his control room, but ordinarily does so only for 
  creatures he perceives to be his allies.
  Lift
  A circular lift is set into an alcove at the north end of the 
  room, beyond the prismatic wall. It can carry four Medium 
  creatures (treat two Small creatures as one Medium 
  creature), and is mentally activated as an action to take 
  characters between this area and area M7 on the fortress’s 
  second floor.
   The east door is closed but unlocked.
  Adjusting the Scene
  Consider the following suggestions for adjusting this scene 
  depending on the relative combat strength of the party:
  • Very Weak: Remove two chain devils. The chain devils no 
  longer try to open the door to release the hellfire engine.
  • Weak: Remove two chain devils.
  • Strong: The walls are lined by six adamantine chains, each 
  of which has been animated by a chain devil.
  • Very Strong: The walls are lined with twelve adamantine 
  chains, with each chain devil controlling two.
  M3. Hellfire Hallway
  A hellfire engine sits at the east end of this hall, advancing 
  to attack intruders on sight. It has no qualms about catching 
  chain devil allies with its attacks, or running them over.
   The north and south doors are both locked.
  M4. Lava Trap
  From the control room, Lysander can lock the door into 
  this area and fill the room with lava. If the characters have 
  had trouble with the other doors in the fortress, he waits 
  until they enter this area to do so, using his fortress mouth 
  to laugh haughtily all the while. The lava pours down from 
  vents high up along the walls, filling the 15-foot-high room 
  at a rate of 5 feet per round. To escape, characters must 
  break the door down, unlock it with magic, teleport out, or 
  find some other workaround.
   A creature that starts its turn partially submerged in lava 
  takes 55 (10d10) fire damage. A creature that starts its 
  turn fully submerged in lava takes 99 (18d10) fire damage 
  and might suffocate.
   If the characters have demonstrated that they can easily 
  get through locked doors, Lysander instead fills this area 
  with lava while the party fights in area M2. He then opens 
  the door when characters are in front of it, causing lava to 
  spill out for 20 feet to a depth of 5 feet. Characters in the 
  area of the lava take damage as above, but can attempt a 
  DC 20 Dexterity saving throw. With a success, a character 
  takes only half as much damage.
  M5. Flaming Obstacle Course
  A solid path of cooled black lava crosses a bubbling pool of 
  red-hot liquid lava through this area, which fills the air with 
  smoke. Any character with a Passive Wisdom (Perception) 
  score of 23 or higher notices that the walls and ceiling are 
  dotted with small holes. Lysander can activate these holes 
  to shoot jets of lava at anyone attempting to cross the room.
   When a creature enters the room for the first time 
  on a turn or starts its turn there, it must make a DC 20 
  Dexterity saving throw to avoid the lava jets, taking 28 
  (8d6) fire damage on a failed save, and half as much 
  damage on a successful one. A creature that fails this 
  saving throw by 10 or more is also pushed by the jets into 
  the lava pool. Creatures in the lava take damage as noted 
  in area M4.
   The door to area M6 is locked.
  M6. Control Room
  A desk made of black iron spans the south wall 
  of this room, covered in buttons, levers, and 
  ruby-red gems. Panes of glass mounted to 
  the walls light up with red-tinted images 
  showing the fortress’s chambers.
       Lysander, a Red Wizard zulkir, sits 
  in a chair at the control desk. The desk 
  was made specifically for him, and 
  responds only to his influence. While 
  at the desk, he can see and hear every 
  creature in every room of the fortress’s 
  ground floor. The glass panes provide a 
  view of each room as if looked at with 
  truesight, and the ruby gems provide 
  clear audio. While seated at the control 
  desk, Lysander can also cause any 5-foot 
  
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  DDAL-DRW08 The Harrowing of Hell (v1.0)
  section of wall in areas M1 to M6 to warp into the shape of 
  a mouth, which he can speak through.
   Lysander’s canoloth companion, named Leech, sits at his 
  side like an obedient pet dog.
  Lysander the Not-So-Brave
  Lysander is a coward, and he quickly submits to the will of 
  any characters who reach the control room. If they ask, he 
  reveals that he’s in Avernus on Szass Tam’s orders. He and 
  a number of other Red Wizards worked with the devils of 
  Avernus to construct this fortress, making sure that no one 
  could ever get at Hekaton’s soul—and thereby ensuring that 
  Szass Tam’s death knight would endure forever.
   Lysander can deactivate the prismatic wall in area M2 
  for the characters, and shows them areas M1 to M6 by way 
  of the glass panes if they ask. He does not have visuals on 
  area M7 and beyond, as those rooms are under the sole 
  jurisdiction of Duracles (the pit fiend with whom Lysander 
  jointly oversees Mirror Maelstrom; see area M7). From 
  what he understands, Hekaton’s containment chamber 
  lies behind the prismatic wall, and barracks for dozens of 
  chain devil guards lie beyond that. If pressured to join the 
  party in confronting Duracles, Lysander turns against the 
  characters at the first opportune moment.
  Lysander Sallowbone
  Red Wizard Zulkir
  Lysander Sallowbone is a Thayan Red Wizard zulkir sent by 
  Szass Tam to oversee the construction of Hekaton’s prison, 
  as well as the subsequent protection of Hekaton’s soul.
  What They Want. Lysander’s orders are to guard Hekaton’s 
  prison indefinitely, and he’s become somewhat bored by 
  the task. He thus delights in lording his power over intruders 
  and those he deems less than him.
  Haughty As Can Be. Lysander comes from the upper end 
  of Thayan aristocracy, and a life of wealth and privilege 
  underlines every word he speaks.
  Treasure
  Mounted on the east wall is a bow made of blackened, 
  cooled lava, its string glowing as if red-hot. This is an 
  oathbow gifted to Lysander as a token of alliance by 
  Duracles. He cannot use the bow, but views it as a fine 
  status symbol.
  M7. Hekaton’s Prison
  An enormous chair built of twisted scrap metal hangs in the 
  center of this cavernous room, suspended from hundreds 
  of adamantine chains attached to the walls. Strapped to the 
  chair is Hekaton, the once-mighty king of the storm giants. 
  His head hangs low, and his bedraggled hair conceals his 
  face. A pool of bubbling lava simmers beneath him.
  Duracles the pit fiend uses its wings to soar through the 
  room, 30 feet off the ground. It is accompanied by two 
  chain devils, both of which stay 40 feet away from each 
  other. (Like the chain devils in area M2, these chain devils 
  have been outfitted with adamantine chains that modify 
  their chain attack as follows:
  Chain. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 
  Hit: 22 (4d6 + 8) slashing damage. The target is grappled (escape 
  DC 14) if the devil isn’t already grappling a creature. Until this 
  grapple ends, the target is restrained and takes 14 (14d6) piercing 
  damage at the start of each of its turns.
   Each chain devil has also animated four of the chains 
  along the walls. Two Red Wizard zulkirs riding two 
  canoloths stand at the south end of the room, so that any 
  intruders coming up the lift enter this area surrounded.
  
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  DDAL-DRW08 The Harrowing of Hell (v1.0)
  A sadistic smile creeps to the lips of the pit fiend as it sees 
  you rise atop the lift. “A challenge. I thought this day would 
  never come,” it muses to itself, cracking its tail like a whip. 
  “Soon you, too, will hang here like your beloved king. Let 
  us begin.”
  While Lysander is all about appearances, Duracles truly 
  means business and is raring for a fight. The pit fiend 
  attacks intruders at once, showing no mercy.
   If any of the characters have the Plague of Plagueshield 
  story award (from DDAL09-06 Infernal Insurgency), 
  Duracles addresses the characters directly, acknowledging 
  their infamous status among fiends, and focusing on those 
  characters in combat unless there are other clearly more 
  optimal targets. The devils all know the likely tactics and 
  defenses of characters who have this story award, and 
  choose their attacks accordingly.
  Duracles
  Lawful evil pit fiend
  Duracles is a pit fiend sent by Asmodeus to watch over the 
  imprisoned King Hekaton’s soul.
  What They Want. Duracles is always raring for a fight, wanting 
  nothing more than to display its strength and power.
  Devil On Hekaton’s Shoulder. Duracles has a knack for finding 
  out what gets under peoples’ skin. Since Hekaton’s soul 
  arrived in Avernus, the pit fiend has spent its time taunting 
  and mocking the storm giant king, using his every doubt and 
  insecurity against him.
  Balcony
  Metal stairs lead up from the main floor to a 20-foot-high 
  catwalk balcony that arcs around the north half of the 
  room. Three levers are mounted on the balcony, each of 
  which can be used to shut the door beneath it (see below), 
  requiring an action and a successful DC 10 Strength 
  (Athletics) check.
  Reinforcements
  Three doors open up off the north half of this area, leading 
  to chain devil barracks. On initiative count 20 each round, 
  one chain devil outfitted with adamantine chains joins the 
  fight from each of the open doors. (These chain devils do 
  not use their Animate Chains action.) Once the respective 
  lever above a door has been pulled, the door shuts and 
  chain devils cease to enter through that door. After the 
  fourth round of combat, the flow of chain devils halts 
  regardless of whether the doors were closed or not.
  Adjusting the Scene
  Consider the following suggestions for adjusting this scene 
  depending on the relative combat strength of the party:
  • Very Weak: The north doors are already closed when the 
  fight begins. Remove the canoloths. Use the archmage stat 
  block for the Red Wizard zulkirs.
  • Weak: Remove the canoloths. Use the archmage stat block 
  for the Red Wizard zulkirs.
  • Strong: Give Duracles the pit fiend three uses of Legendary 
  Resistance.
  • Very Strong: Give Duracles three uses of Legendary 
  Resistance. Add four more chain devils to the room at the 
  start.
  Threat Ended
  After Duracles’s forces have 
  been dealt with and all three 
  north doors have been closed, 
  continue to part 3 of the 
  adventure. With the doors 
  closed, the characters can 
  safely take a short rest in this 
  area, but not a long rest. The 
  reinforcements in the rest of the 
  fortress will find a way in sooner or 
  later, and time is of the essence.
  
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  DDAL-DRW08 The Harrowing of Hell (v1.0)
  Estimated Duration: 2 hours
  To free King Hekaton from his captivity, the characters 
  must enter the storm giant’s mindscape, allowing them 
  to experience moments from his past. However, the time 
  Hekaton has spent in the Nine Hells has warped his 
  memory and self-esteem, to the point that he no longer 
  considers himself worthy of any fate other than eternal 
  damnation. The characters must convince him of his value 
  and inherent worth, giving him the strength to come back.
   If Dara was with the characters in part 2 of the adventure, 
  she does not make the transition into King Hekaton’s 
  mindscape. (What happens to Dara will be revealed at a 
  later point.)
  Story Objective
  Reliving Hekaton’s life experiences and successfully 
  convincing him of his worth is Story Objective C.
  Entering Hekaton’s Mind
  When the characters reach Hekaton in his chair, he is 
  unresponsive. His head hangs low, his eyes are glazed over, 
  and his limbs are limp. A twisted version of his former 
  crown, this one made of infernal iron, rests on his head. 
  Any character looking into his eyes sees the semblance of 
  a storm swirling there. The character then feels a slight tug 
  at their consciousness, beckoning them to touch Hekaton’s 
  crown.
   If the characters are dead set on escorting Hekaton out of 
  Mirror Maelstrom before interacting with his crown, they’re 
  free to do so, but they will have to carry the massive giant 
  king. Unfortunately, any attempts to take him from Avernus 
  (most likely using the plane shift spell or similar magic) fail, 
  as his soul isn’t willing to leave. Furthermore, Hekaton’s 
  condition seems to worsen once he is removed from Mirror 
  Maelstrom, and the characters cannot take a long rest in 
  the meantime for fear of missing their shot at helping him.
   When any of the characters touches Hekaton’s crown, 
  read or paraphrase the following:
  As soon as you make contact with the storm giant king’s 
  rough crown, a wave of energy ripples out from it, washing 
  over you like a cold stream. Hekaton’s eyes snap open, 
  glowing moon bright. The room begins to fill with white 
  light, and you feel a strange sensation that suggests you 
  are leaving this plane. Then, as the light subsides, you find 
  yourself treading water and coughing up salty ocean spray.
  Proceed to “Memory 1: Day of the Leviathan.”
  Rules of the Mindscape
  While the characters are within King Hekaton’s mind, the 
  following rules apply:
  • Characters cannot gain the benefit of a short or long rest 
  while in the mindscape.
  • Damage taken and resources expended in the mindscape 
  persist upon returning to the real world. Items and 
  creatures native to the mindscape cannot leave the 
  mindscape. (The trinkets at the end of the first and second 
  memory and the potion of storm giant strength in the third 
  memory are the only exceptions to this rule.)
  • Magical attempts to contact creatures outside the 
  mindscape fail.
  • No matter how long the characters spend in a given memory, 
  the time of day remains the same. Inhabitants of the 
  memories do not notice this abnormality, nor do they tire.
  • Characters who attempt to journey far outside the scene of 
  a memory find themselves pulled back as they walk, as if by 
  a gentle tide. It’s a disorienting feeling, which leaves them 
  back where they were before they know it.
  • Memories repair themselves in the face of significant 
  changes made by the characters. For instance, if Finback 
  village in memory 2 is destroyed by a meteor swarm spell, it 
  is reassembled minutes later, its inhabitants unaware that 
  anything happened.
  Code Breaker
  If any characters in your group have the Code Breaker 
  legacy event (from DDAL-DRW06 Thimblerigging) and spent 
  downtime days to successfully crack the code, that means 
  they’ve made a copy of a book called Death of the Mind and 
  understand its contents. Among other things, this book 
  examines techniques for manipulating minds and souls, 
  making the characters immediately recognize that they are in 
  Hekaton’s mind.
   Anytime a character or Zehira makes an attack roll, ability 
  check, or saving throw within the mindscape, a character with 
  the Code Breaker legacy event who successfully cracked the 
  code can spend three of their own hit dice to grant a single 
  reroll. This ability cannot be used more than once on the same 
  roll, and the second roll always replaces the first roll. This 
  represents the Code Breaker character uttering an incantation 
  and attempting to manipulate the mindscape to rewrite 
  whatever happened. Characters who have earned this ability 
  become aware of it as soon as they enter Hekaton’s mind.
  The King’s Fate: Death Knight Destroyed
  If any of the characters have the King’s Fate legacy event 
  from DDAL-DRWEP02 Wings of Death, check to see if the 
  count for “destroyed” exceeds the count for “captured.” If 
  so, the characters destroyed Hekaton’s death knight body in 
  that adventure instead of capturing it. A part of Hekaton’s 
  mindscape recognizes this and resists their intrusion.
   In this case, refer to the “Death Knight Destroyed” sidebars 
  for each memory. These sidebars indicate adjustments to 
  make certain moments in that memory more punishing or 
  difficult as a consequence of the characters’ folly.
  Part 3: Parting the Clouds
  Part 3: Parting the Clouds
  
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  DDAL-DRW08 The Harrowing of Hell (v1.0)
  Memory 1: Day  
  of the Leviathan
  Upon touching Hekaton’s crown, the characters and 
  Zehira immediately find themselves treading water, with 
  no sense of where they are or how they got there. Read or 
  paraphrase the following:
  Around you is nothing but ocean as far as the eye can 
  see, and a cloudy sky above. Then suddenly, the view 
  shudders and blinks. An enormous galleon appears, made 
  of coral, covered with barnacles, and flanked by a pod of 
  killer whales. The ship quickly draws close and alongside 
  you, and a rope ladder made of thick, knotted seaweed is 
  thrown over the side.
  Area Information
  This part of Hekaton’s mindscape has the following 
  features.
  Open Sea. The mindscape recreates the open expanse of 
  the Trackless Sea. There is little in the way of wind or 
  waves, making for smooth sailing.
  Hekaton’s Galleon. Hekaton’s galleon is 60 feet wide and 
  240 feet long. The main deck stands 50 feet above the 
  water’s surface. The entire ship is made of tough coral, 
  encrusted with seaweed and barnacles. Three killer 
  whales flank the ship on each side. Hekaton’s galleon has 
  the ability to travel underwater, but moves faster on the 
  surface.
  Wyrmskull Throne. The Wyrmskull Throne sits on the 
  main deck of the ship, levitating a few inches in the 
  air. Hekaton sits atop the throne, with the Korolnor 
  Scepter—the symbol of his rule—hanging around his 
  neck on a loop of braided kelp.
  Ballista. A giant-sized ballista is mounted at the ship’s 
  forecastle. See the sidebar for details.
  Ship’s Wheel. The ship’s wheel sits on the quarterdeck, 
  and is currently operated by a storm giant sailor. 
  Handling the wheel to direct the ship’s course requires a 
  successful DC 10 Strength (Athletics) check.
  Light. The exterior of the ship is brightly lit by day. The 
  lower decks of Hekaton’s galleon are dimly lit by 
  bioluminescent algae.
  Giant Ballista
  Gargantuan object
  Armor Class: 15
  Hit Points: 100
  Damage Immunities: Poison, psychic
  This giant-sized ballista is a massive crossbow that fires 
  heavy bolts. Before it can be fired, it must be loaded and 
  aimed. It takes one action to load the weapon, one action to 
  aim it, and one action to fire it. Each action requires a DC 10 
  Strength (Athletics) check.
   Bolt. Ranged Weapon Attack: +12 to hit, range 250/1,000 ft., 
  one target. Hit: 49 (9d10) piercing damage.
  Visions of the Past
  The crew of the manifested ship consists of King Hekaton, 
  his younger brother Imperator Uthor, and four sailors, 
  all of whom use the storm giant stat block. Uthor greets 
  the characters as soon as they climb aboard, saying that 
  it was he who noticed them adrift in the water and who 
  persuaded Hekaton to order the ship to rescue them. 
  Hekaton watches from the Wyrmskull Throne, seemingly 
  distrustful of the characters.
   If the characters or Zehira have met Uthor or Hekaton 
  in previous adventures, neither of them recognize the 
  characters now. Additionally, any character with a passive 
  Wisdom (Perception) score of 20 or higher notices that 
  Hekaton and Uthor both look younger than they should in 
  the present day.
   As the characters speak with them, Uthor (and 
  occasionally Hekaton) can share the following information:
  • Uthor and Hekaton are on their way back to Maelstrom 
  after a diplomatic meeting with a frost giant clan in the 
  North. Hekaton brought his Wyrmskull Throne along in 
  case the frost giants gave them any trouble. Luckily, the 
  negotiations were cordial, with the frost giants seeking 
  aid with trade shipments that Hekaton was happy 
  to provide.
  • The galleon is approximately two hundred miles from 
  Maelstrom at present. Once it draws closer to the 
  citadel, the ship will submerge for the last leg of the 
  journey. Though traveling on the surface leaves the 
  ship more vulnerable to attack, it is faster for long-
  distance journeys.
  • The year is 1401 DR. Hekaton has two young daughters 
  named Mirran and Nym. He and his wife, Neri, have a 
  third child on the way.
   Once the current year is known, one of the characters 
  might think to ask the exact date: Tarsakh 17. With a 
  successful DC 20 Intelligence (History) check, a character 
  recalls the significance of that date. (If no character thinks 
  to ask, or if no character succeeds on the check, Zehira can 
  share the following information.)
  Tarsakh 17, 1401 DR, is a day well known to the storm 
  giants. While returning to Maelstrom, Hekaton’s ship was 
  attacked by two leviathans—relics of ancient plots of an 
  evil elemental order, the Cult of the Crushing Wave. Giant 
  historians talk of how Hekaton bravely defended the ship 
  and drove the creatures away.
  If the characters share what they know in a way that 
  Hekaton can hear, the storm giant king reacts strangely.
  A look of recognition suddenly flashes in Hekaton’s eyes. 
  Then suddenly, his gaze glazes over, just as you saw it 
  in Mirror Maelstrom. His hands grip the armrests of the 
  Wyrmskull Throne, his knuckles turning white.
  If the characters don’t confide what they know to Hekaton, 
  the storm giant king slips into the same semiconscious 
  state as the galleon comes under sudden attack.
  
  A thunderous crash shakes the ship, as two huge watery 
  snake-like creatures erupt from the water, one on each 
  side. As if in response to the creatures’ appearance, the 
  sea around the ship suddenly begins to roil as if in the 
  midst of a gale.
  “It’s the leviathans!” Zehira shouts, running over to 
  Hekaton to try to wake him from his stupor. “I should be 
  able to bring him back to this memory,” Zehira says to you. 
  “But I need you to buy me some time. Hold them off!”
  King Hekaton
  Chaotic good storm giant
  The once-mighty king of the storm giants has been broken 
  by the time he’s spent in Mirror Maelstrom, subjected to 
  Duracles the pit fiend’s relentless taunts and mockery.
  What They Want. When the characters find him, Hekaton 
  appears devoid of emotion, battered to the point of 
  numbness by Duracles’ mind games. He believes he is not 
  worthy of any afterlife other than being chained up in Mirror 
  Maelstrom forever.
  Time to Pass on the Torch. Even after the characters save him, 
  Hekaton recognizes that his time on the Material Plane has 
  come to an end, and he does not seek resurrection. His time 
  has come, and he welcomes the afterlife with open arms. He 
  is sure that Serissa will make a formidable queen in his stead.
  Leviathan Battle
  This fight against the two leviathans takes place over the 
  course of three rounds. A deck plan for the ship can be 
  found in “Appendix 3: Hekaton’s Galleon Map.”
   Assume that three of the storm giant sailors are working 
  the ballista throughout the fight, performing the three 
  actions required to fire it each round. One storm giant 
  remains at the ship’s wheel, and Uthor focuses on adjusting 
  the sails to try to keep the ship from capsizing. As long as 
  the characters focus on them, the leviathans do not target 
  any of the giants.
  Death Knight Destroyed
  If the characters destroyed Hekaton’s death knight body in 
  DDAL-DRWEP02 Wings of Death, apply the following changes 
  to this fight:
  • The Strength (Athletics) check to turn the ship’s wheel is 
  DC 20 instead of DC 10.
  • The ballista breaks at the start of the fight, and the storm 
  giants waste their turns trying to unjam it instead of firing it.
  • Characters take double damage if the galleon capsizes.
   Zehira spends each of her turns next to Hekaton at his 
  throne. Trying to snap him out of his stupor takes three 
  rounds. A character can assist Zehira and decrease this 
  time with a successful DC 25 Charisma (Intimidation or 
  Persuasion) check made as an action. With a successful 
  check, Hekaton snaps out if his stupor at the end of round 
  2, and acts on an initiative count 19 in round 3 instead of at 
  the end of the round.
  Storm Warning
  On initiative count 20 of round 1, a 30-foot-high wave slams 
  against one side of the ship. Each character standing on 
  the deck must succeed on a DC 20 Strength or Dexterity 
  saving throw or be knocked prone and pushed 15 feet 
  toward the other side of the ship. If characters go into the 
  water and can’t call on magic to get back on board, you can 
  improvise ability checks to let them do so.
   On initiative count 20 of round 2, a wave rushes over 
  the quarterdeck and sweeps the storm giant at the wheel 
  overboard. The characters all understand that one of them 
  must go to the wheel to keep the ship from capsizing (or 
  Zehira can alert them). A character within 5 feet of the 
  wheel can use an action to make a Strength (Athletics) 
  check or a Strength check using proficiency with water 
  vehicles to control the wheel. On a success, the ship stays 
  righted.
   On initiative count 20 of round 3, if the wheel has not 
  been successfully attended to in the previous round, the 
  ship capsizes. Each character takes 28 (8d6) bludgeoning 
  damage and 14 (4d6) cold damage from the freezing-cold 
  waves. The capsized galleon then begins an uncontrolled 
  dive into the depths. (If the ship capsizes, whatever damage 
  Hekaton takes leaves him alive.)
  
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  DDAL-DRW08 The Harrowing of Hell (v1.0)
   At the end of round 3, Hekaton snaps out of his trance 
  and into action. If the ship has capsized, the Wyrmskull 
  Throne rises from the water in response to his mental 
  command. If both leviathans have been defeated, have 
  a third leviathan rise up from the depths as you read or 
  paraphrase the following:
  The haze disappears from Hekaton’s eyes, and the 
  Korolnor Scepter begins to glow. A controlled whirlwind 
  lifts the Wyrmskull Throne into the air with Hekaton atop it, 
  bringing him face to face with the leviathan as its snakelike 
  heads advance to devour him.
  As Hekaton focuses the power of the Wyrmskull Throne, 
  the spectral form of an ancient blue dragon shimmers 
  into existence around him. At his command, the spectral 
  dragon roars—and the leviathans retreat back into the 
  water. The storm suddenly calms, and all is quiet.
  If the ship has capsized, Hekaton descends beneath 
  the water. A short while later, the galleon breaches with 
  Hekaton at the wheel, and the characters and the giants 
  in the water can clamber on board. The storm giant king 
  thanks the characters for their aid, but focuses on the 
  welfare of the storm giant crew, tending to any injured 
  sailors himself.
   In the aftermath of the fight, the character who 
  succeeded on the Intelligence (History) check earlier (or 
  Zehira) recalls the full significance of what the characters 
  have just witnessed.
  Known among the giants as the Day of the Leviathan, 
  these events became legendary for the way King Hekaton 
  and the power of the Wyrmskull Throne stood firm against 
  the wrath of some of the Trackless Sea’s most fearsome 
  creatures. That bravery, and his dedication to helping his 
  injured crew, helped Hekaton solidify his position as lord 
  of giantkind.
  Even as the importance of the attack becomes clear, the 
  vista around the characters begins to shimmer with white 
  light. Before the scene fades away, though, the characters 
  see two trinkets appear before them: a small leviathan 
  statuette and a roll of medicinal bandages. These trinkets 
  (and the similar trinkets at the end of the next memory) 
  represent a tangible connection to Hekaton’s memories, 
  and will play a part in the characters’ final efforts to 
  convince the storm giant king of his worth. The characters 
  must choose one trinket to claim for the party, after which 
  they are whisked away to the next memory.
  Memory 2: The 
  Whalebones
  As the characters are drawn into the next memory in King 
  Hekaton’s mindscape, read or paraphrase the following:
  You stand on an empty beach, the wide ocean lapping 
  lazily against the shore. A few neighboring islands can 
  be seen out across the water. A cool ocean breeze blows, 
  and a few crabs scuttle past you. In the distance, you can 
  just barely make out a number of yellowish-white objects 
  along the sand.
  This memory takes place in the Whalebones—an 
  archipelago west of Waterdeep on the Trackless Sea.
  Area Information
  This part of Hekaton’s mindscape has the following 
  features.
  Dimensions and Terrain. The characters are on Finback 
  Island, one of the largest islands of the Whalebones at 
  ten miles across. Its sandy beaches give way to trees and 
  mountains toward the island’s center.
  Light. A perpetual midday sun casts bright light over 
  the island. (As with all the memories of Hekaton’s 
  mindscape, the time of day does not change.)
  Sounds and Smells. Seagulls squawk and waves break 
  against nearby cliffs. The ocean breeze smells of sea salt.
  Whale Skeletons. The yellow-white objects in the distance 
  are giant whale skeletons, dozens of which litter the 
  beach. With a successful DC 20 Intelligence (History) 
  check, a character seeing the skeletons can infer that 
  they must be on one of the islands of the Whalebones.
  Welcoming Committee
  Near the closest whale skeleton, two Illuskan human 
  scouts are hiding behind rocks: a blonde man and a red-
  haired woman. They reveal themselves if the characters 
  approach the skeleton, or will advance toward characters 
  who stay put on the beach, wanting to assess their threat. 
  Arth and Emfrey Brighttide have been tasked with guarding 
  the skeleton on behalf of Finback Village. They warn 
  the characters not to get any closer to “the goods,” and 
  tell them that more villagers stand guard at other whale 
  skeletons farther down the beach.
  What They Know
  Arth and Emfrey can confirm where the characters are if 
  they haven’t yet figured it out. Like most inhabitants of the 
  Whalebones, they believe that the whale skeletons littering 
  the beach bring the islands good luck, and they guard them 
  on the orders of King Branchwick, ruler of Finback Island.
   If the characters speak of King Hekaton in the course of 
  wondering why they’ve been brought to this place, Arth and 
  Emfrey don’t know that name, and they assume from his 
  title that he must be one of the many rival monarchs on the 
  other islands of the Whalebones. If they’re told Hekaton is a 
  giant, they do recall “two large gray people” emerging from 
  the water earlier that day to meet with King Branchwick at 
  Finback Village.
  What They Want
  Arth and Emfrey offer to lead the characters to Finback 
  village for a meeting with King Branchwick—but only if the 
  characters first swear fealty to the whale skeleton with a 
  ritual dance. The two execute a series of complicated dance 
  
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  DDAL-DRW08 The Harrowing of Hell (v1.0)
  steps, and the characters must succeed on a group DC 15 
  Charisma (Performance) check to replicate the moves. On 
  a success, Arth and Emfrey are convinced of the characters’ 
  good intentions and lead them to Finback village. On a 
  failure, let the players come up with an alternative method 
  for the characters to convince Arth and Emfrey, or allow 
  them to make ability checks to locate Finback village on 
  their own.
  Echo of the Past
  As the characters travel to Finback village, they see a vision 
  of what came to pass earlier that day. Hekaton and his wife 
  Neri appear as spectral forms that cannot be interacted 
  with, echoing what happened a few hours earlier. Arth, 
  Emfrey, and any other figments of Hekaton’s mindscape do 
  not perceive the echoes.
  As you walk, the translucent images of two storm giants 
  fade into view ahead of you, appearing as spectral ghosts. 
  One of the giants is instantly recognizable as Hekaton, but 
  this is a younger Hekaton, as in the earlier memory aboard 
  the galleon. The other storm giant is a woman around the 
  same age. Her hair is set into two thick braids that fall to 
  her ankles, and she walks with a regal poise.
  “Neri,” says Hekaton in an angry tone. “If you had let 
  me, I’d have struck those smallfolk dead where they stood 
  for speaking to us like that. I—“
  Neri interrupts him. “I’m well aware, Hekaton. That’s 
  why you needed to come here.”
  Then as suddenly as they appeared, the two images 
  flicker and vanish.
  A DC 15 Intelligence (History) check allows a character 
  to recall that Hekaton’s wife Neri used to visit the islands 
  of the Trackless Sea frequently, reveling in the company 
  of smallfolk. Though Hekaton initially disapproved of her 
  outings, he became more accepting over time, and even 
  reluctantly joined her on a few such excursions. The details 
  of what changed the storm giant king’s feelings for the 
  smallfolk is unknown—though it’s clear that after Neri’s 
  death, Hekaton reverted to his old ways.
  Finback Village
  Finback Village is a humble collection of log cabins 
  surrounded by gardens, located in an area of forest about 
  two miles from the water’s edge. The village is self-
  sustaining, with its folk living on what they grow locally 
  and catch from the sea. Sculpting is a great pastime here, 
  but sculpting whales is considered sacrilegious. Finback’s 
  inhabitants thus sculpt rocs instead, as the giant birds are 
  plentiful on the island’s mountains.
  King of the Island
  As the characters near the edge of the village, they see a 
  giant pile of whale bones—upon which sits a living roc 
  treating the pile of bones as a perch. A group of humans 
  are dragging a deer carcass toward the roc, under the 
  command of a balding middle-aged man wearing a gray 
  cloak and a crown of bones, and who has a wild look in his 
  eyes. This is King Branchwick (use the swashbuckler stat 
  block), the ruler of Finback Island. Branchwick’s followers 
  are currently feeding Worldeater—his grandiosely named 
  pet roc—her lunch.
   What Branchwick Wants. Branchwick is willing to talk 
  with the characters and recount his meeting with Hekaton 
  and Neri earlier that day—but only if they first prove 
  themselves to be pure of heart. He insists that his pet roc 
  can smell evil intentions as easily as rotting meat, and he 
  will speak only with a character who “gains Worldeater’s 
  approval.”
   Worldeater squawks loudly and snaps her beak at any 
  strangers who try to get too close. A character can gain the 
  roc’s approval with a successful DC 15 Wisdom (Animal 
  Handling) check, allowing them to pet or feed Worldeater, 
  and causing the roc to make a quiet cooing sound. 
  Branchwick subsequently speaks with that character—and 
  only that character. No amount of roleplaying or additional 
  Persuasion checks can convince the addled leader 
  otherwise.
   What Branchwick Knows. King Branchwick spoke 
  with Hekaton and Neri when they came to Finback Island 
  earlier that day. He’s on good terms with Neri, who often 
  emerges from the sea carrying huge oysters and handfuls 
  of seaweed for the smallfolk to feast upon, in exchange for 
  nothing more than conversation. Before her most recent 
  visit, Branchwick and his people decided to repay Neri 
  for her generosity by gifting her a crown made of sacred 
  whale bones. Neri graciously accepted the crown, though 
  her husband seemed appalled. After speaking a while with 
  the smallfolk, the two giants headed toward the Blue Cove, 
  a local landmark some four miles from Finback Village. 
  Branchwick hasn’t seen the giants since.
  King Branchwick
  Human swashbuckler
  This megalomaniac human is one of many rival “monarchs” 
  who rule over the individual islands of the archipelago known 
  as the Whalebones.
  What They Want. King Branchwick wants to assert his 
  dominance over each and every other humanoid in his 
  domain. The only creature he defers to is Worldeater, his pet 
  roc, who Branchwick legitimately believes has the power to 
  eat the world.
  King of Finback. Branchwick might seem a little off to outsiders, 
  but the villagers of Finback genuinely view him as their 
  rightful king. They see him as a genius, a hero, a leader—
  basically, believing everything he’s told them about himself.
  Queen Neri’s Kindness
  Any of Finback Island’s inhabitants gladly tell the characters 
  stories of Neri’s generosity toward them. Only Branchwick 
  knows her by name, however. The others simply refer to her 
  as “She Who Is Gray Like the Whale.” Here are some of the 
  acts of kindness that the folk of Finback can recall:
  • “One year we were in a famine, and she brought extra food 
  up from the ocean to sustain us while we waited for good 
  harvests to return.”
  • “When my daughter went missing, She Who Is Gray Like 
  the Whale went into the forest and brought her back home 
  safe and sound.”
  • “The other islands’ leaders can be ruthless. They want 
  nothing more than to steal our precious whale bones. 
  During an invasion, she not only defended us from our 
  enemies, but also helped forge a peace treaty between 
  Finback and the neighboring isles.”
  
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  DDAL-DRW08 The Harrowing of Hell (v1.0)
  Blue Cove
  Any of Finback Village’s inhabitants can give the characters 
  directions to Blue Cove. Failing that, Neri and Hekaton’s 
  giant footprints are easy to track. Blue Cove is a recessed 
  cavern facing the ocean, hollowed out of cliffs by ancient 
  erosion. As the characters enter the cove, they see another 
  echo of Hekaton and Neri, this one from just after the two 
  left Finback Village.
  Even as you enter the cove, another vision of Hekaton 
  and Neri appears before you, only more solid this time. 
  The two giants are sitting by the rocks, speaking with 
  each other.
  “You don’t plan to wear that … thing back at Maelstrom, 
  do you?” Hekaton says. “You’ll make us the laughingstock 
  of our kind, Neri. The queen of the giants, wearing 
  smallfolk craftwork for a crown. And to think you would 
  have me speak to them as equals.”
  “You still don’t understand, do you?” says Neri. “I 
  brought you here to share this world with you. These 
  people are as family to me. Their village is beautiful. Can 
  you not see that?”
  Hekaton looks off into the distance. “Beautiful? No. 
  Does it have potential? Yes. If we can find out how that 
  so-called king was able to tame that roc, every member of 
  Maelstrom’s guard could have its own flying steed.”
  “Of course,” Neri says dryly. “Hekaton the ruler, 
  Hekaton the general, Hekaton the heroic. I don’t know why 
  I expected anything else.”
  The conversation then ends abruptly, but Neri and 
  Hekaton’s images don’t fade away. Rather, they freeze in 
  place as if stopped in time, and fiendish whispers fill the air.
   The characters can easily infer that there should be more 
  to this vision, and that something is blocking Hekaton’s 
  mind from remembering it. Any character with a passive 
  Wisdom (Perception) score of 20 or higher recognizes the 
  fiendish whispers as the voice of Duracles the pit fiend, 
  offering up taunts regarding Hekaton’s heartlessness and 
  worthlessness—and contradicting Neri as the whispers 
  argue against trusting the smallfolk.
   The characters’ knowledge of Hekaton’s life means that 
  all of them understand how Hekaton and Neri’s close bond 
  was a cornerstone of his being, and that it can’t be allowed 
  to shatter. The characters must fight back to overcome 
  Duracles’s words and allow Hekaton to recall the rest of 
  this memory. Call for a DC 15 group Intelligence check. 
  If the players add to the check with effective roleplaying, 
  especially making appeals to Hekaton’s mind that are 
  focused on his love for Neri, give all characters advantage 
  on the check.
   On a failure, each character takes 28 (8d6) psychic 
  damage, but the DC for a followup check is decreased by 
  3. On a success, the characters break through to Hekaton’s 
  mind and the fiendish whispers fade away. Neri and 
  Hekaton’s spectral forms unfreeze and the scene continues.
  Death Knight Destroyed
  If the characters destroyed Hekaton’s death knight body in 
  DDAL-DRWEP02 Wings of Death, the group Intelligence check 
  starts at DC 20.A long silence passes during which Hekaton 
  considers Neri’s words, the two of them staring out to sea. 
  Then he reaches for her hand. When he speaks again, there’s 
  an earnestness in his voice.
  “Neri. I apologize. I might not understand the way 
  you feel about the smallfolk. But at the very least, I 
  can try. I wish to continue accompanying you when 
  you visit them. I want to learn.”
  As Hekaton’s words fade away, the view of the cove begins 
  to shimmer with white light. As before, two trinkets appear 
  in front of the characters: a statuette of a whale skeleton 
  and a small replica of Neri’s whale-bone crown. The players 
  must decide on one trinket for the party to claim, after 
  which the characters are spirited away to the third and final 
  memory of Hekaton’s mindscape.
  Memory 3: Neri’s Funeral
  This memory takes place in the throne room of Maelstrom. 
  Read or paraphrase the following to set the scene.
  You find yourselves in the throne room of Maelstrom—but 
  not as you have most recently seen it. The walls are hung 
  with dark shrouds, and an open coffin stands at the center 
  of the room. A dozen storm giants are in attendance, all 
  somberly dressed. King Hekaton sits on the Wyrmskull 
  Throne, three younger giants beside him. His face is set 
  with anguish and rage.
  
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  DDAL-DRW08 The Harrowing of Hell (v1.0)
  Area Information
  This part of Hekaton’s mindscape has the following 
  features.
  Dimensions and Terrain. The throne room resembles 
  an enormous amphitheater fit for giants. The 50-foot-
  high ceiling and oversized furnishings make non-giant 
  characters look tiny by comparison.
  Sounds. Though the characters can speak to each other, 
  this scene is completely absent of sound.
  The Wyrmskull Throne. Hekaton sits upon the Wyrmskull 
  Throne. His two eldest daughters, Mirran and Nym, sit 
  on smaller thrones made of coral and giant seashells. 
  Serissa stands beside her father.
  Coffin. The coffin at the center of the room is open, but the 
  characters need to move closer to it to see what’s inside.
  Mourners
  None of the giants in this memory notice the characters, 
  nor can the characters hear what the giants are saying 
  as they speak among themselves. If the characters try 
  to interact with any of the mourners in this dream, they 
  simply phase through each other like ghosts.
  Imperator Uthor. Looking much closer to his current age 
  than he did in the first memory, Hekaton’s brother Uthor 
  stands next to the coffin. He appears to be delivering a 
  eulogy to the audience, his expression pained.
  Hekaton. The king of the storm giants sits on the 
  Wyrmskull Throne. He stares straight ahead at the 
  coffin, his teeth gritted.
  Mirran and Nym. Hekaton’s eldest daughters sit on smaller 
  thrones on either side of him. Mirran is in tears, and 
  even Nym’s usual stony countenance seems unsettled.
  Serissa. Hekaton’s youngest daughter stands at his side, 
  her eyes puffy and red.
  Other Giants. The other mourners are all storm giants, 
  mostly members of Maelstrom’s court. Hestia and 
  Thellan—Serissa’s current advisors, though merely 
  Hekaton’s wards at this point in history—are among them.
  Prayers for Neri
  The players likely already have an idea of what the 
  characters will find in the coffin. Any character who 
  approaches sees Neri’s body, wrapped up to the neck in 
  black kelp and adorned with beautiful jewelry.
   Each character understands instinctively that offering 
  prayers or performing quick rites for Neri will help 
  strengthen their connection to this memory. The first 
  character to succeed on a DC 15 Intelligence (Religion) 
  check for doing so feels something appear in their pocket 
  suddenly—a potion of storm giant strength. Apart from 
  the trinkets at the end of the previous memories, this 
  is the only item the characters can take from Hekaton’s 
  mindscape back into the real world. (A subsequent 
  successful check still makes for a perfectly acceptable 
  prayer, but does not earn additional potions.)
  Death Knight Destroyed
  If the characters destroyed Hekaton’s death knight body in 
  DDAL-DRWEP02 Wings of Death, the Intelligence (Religion) 
  check to offer rites for Neri is DC 25.
   A character who played in the Storm King’s Thunder 
  adventure, or who succeeds on a DC 15 Intelligence 
  (History) check, understands the significance of this event. 
  Neri’s death at the hands of smallfolk caused Hekaton to 
  fly into a rage, and rumors speak of how he came close to 
  declaring war on the entire Sword Coast. But Serissa was 
  able to calm her father down, persuading him to investigate 
  Neri’s death more closely. It was eventually revealed that 
  the Kraken Society—a secret order of smugglers, slavers, 
  and assassins—had killed Queen Neri, and Hekaton’s 
  retribution was stayed.
  Hekaton’s Rage
  At a point of your choosing, the scene around the 
  characters changes. Read or paraphrase the following:
  The view around you suddenly shifts, Neri’s coffin and the 
  mourners fading away. A whirlpool of shadow has formed 
  around you, Hekaton standing alone at its center, his fists 
  clenched with unbridled fury.
  Serissa is there, pushing her way into the whirlpool 
  to stand next to her father. She speaks to him earnestly 
  for a moment, and he listens. The whirlpool slows from 
  a furious flow to a lazy spiral as Hekaton nods, his fists 
  slowly unclenching. Then Serissa flickers away.
  The storm giant king turns to all of you, as if noticing you 
  for the first time. His eyes are hazy again.
  “You came all this way to find me,” he says quietly, his 
  voice almost numb. “But it’s no use. Just leave me here.”
  Convincing Hekaton
  The characters face their most difficult challenge. They 
  must convince Hekaton of his inherent value and worth, so 
  that he can leave the Nine Hells and ascend to the storm 
  giant afterlife.
  What Hekaton Believes
  King Hekaton believes that he is unworthy of any afterlife 
  besides eternal damnation. Duracles the pit fiend has spent 
  uncounted days torturing and mocking him, using the 
  king’s every doubt and insecurity against him. As a result, 
  Hekaton is now consumed by his own worst fears.
   Use the following points as guidelines for roleplaying 
  King Hekaton in this section:
  • Hekaton always considered himself to be a wise and just 
  king, but he never had a connection with the smallfolk 
  the way Neri did.
  • When Neri died, Hekaton felt real rage. Not just anger, 
  but a pure, seething hatred. His brother Uthor was 
  the one who found Neri’s body on a cluster of rocky 
  islands known as the Purple Rocks, clearly murdered 
  by smallfolk. After Neri’s funeral, Hekaton wanted to 
  declare war on the entire Sword Coast. Luckily, his 
  daughter Serissa was there to talk him back to his 
  senses, but the rage Hekaton felt in that moment haunts 
  him to this day.
  
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  • When Annam the All-Father shattered the ordning, it 
  was because of the giants’ own complacency in the face 
  of Tiamat. So many lives were lost in the subsequent 
  fighting, and Hekaton believes he could have prevented it 
  all if he had just confronted Tiamat, as the king of giants 
  should have.
  Putting the Pieces Together
  No one piece of evidence in favor of Hekaton’s worth will be 
  enough to sway the storm giant king on its own. Instead, the 
  characters must spend time presenting different arguments 
  and debating Hekaton from different angles, using any 
  approach the players come up with. Characters who played 
  Storm King’s Thunder can also leverage any knowledge 
  gleaned from their interactions with Hekaton during 
  that adventure. If such a character succeeds on a DC 15 
  Wisdom (Insight) check, feel free to offer them specific hints 
  on how to move forward (see “The Ordning” sidebar).
   You can decide whether to run this part of the adventure 
  as straight roleplaying, or to have the characters make 
  Charisma checks at key points. The approach the 
  characters take while engaging with Hekaton might include 
  any of the following:
   Hekaton’s Bravery. As king of the storm giants, Hekaton 
  was known for his bravery. The characters can help him 
  focus on this by recalling how he bravely faced the ocean’s 
  most powerful creatures during the Day of the Leviathan, 
  putting his own life on the line to save his crew.
   Hekaton’s Compassion. Though lauded for his bravery, 
  Hekaton was known as a caring ruler as well. The 
  characters can help him remember how he tended to the 
  crew of the galleon in the wake of the leviathans’ attack.
   Hekaton’s Family. Hekaton was a loving husband and 
  father, and the rage he felt after Neri’s death was borne 
  of his love for her. The characters might try to convince 
  Hekaton that his true character lies not in the emotions 
  he felt, but in the restraint he subsequently demonstrated. 
  Furthermore, his connection to family is as strong as 
  ever. His daughter Serissa wholeheartedly believes in his 
  worth and goodness, and wants to see him either return 
  to the world or ascend to the storm giant afterlife of 
  Stormhold.
   Hekaton’s Faith. The characters might decide that they 
  don’t have the authority to convince Hekaton whether he’s 
  a worthwhile person or not. They might not even believe it 
  themselves. But at the very least, they can make the case 
  that he should ask for judgment from Annam the All-Father. 
  After all, it would be presumptuous for Hekaton to assume 
  he knows his worth better than the god of giants.
  Roleplaying Hekaton
  Be sure to roleplay Hekaton with care during this section. 
  His internal struggle should come with gravitas, in the 
  same manner as Dara’s struggle in part 1. Rather than 
  depicting the storm giant king as whiney or mopey, try 
  playing him as numb to emotion. His memories are 
  shattered, and his esteem has been beaten down by abuse 
  at the hands of Duracles. He has nothing left to feel. Then, 
  as the characters remind him of his past, he can start to 
  come across as more lifelike.
  Trinkets
  Presenting the trinkets claimed at the end of the first and 
  second memories in this section can help the characters 
  focus Hekaton on the lessons of his past. The leviathan 
  statuette and the medicinal bandages can symbolize 
  Hekaton’s bravery and selflessness. He sees the whale 
  skeleton statuette and Neri’s crown as reminders of how 
  Neri was a better person than he, and how she tried to 
  change him.
  
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  The Ordning
  Some of Hekaton’s self-doubt has to do with the events 
  leading up to Storm King’s Thunder. If the players want to lean 
  into those events but you’re unfamiliar with that book, here 
  are a few things to keep in mind:
  • Giants adhere to a divine social structure called the 
  ordning, passed down from Annam the All-Father. Storm 
  giants sit at the top of this ordning, and must rule over and 
  protect the other giants.
  • Some years ago, the Cult of the Dragon threatened to 
  release Tiamat upon the world. Giantkind and dragonkind 
  have long been enemies, and yet Hekaton and the other 
  giants were too busy dealing with internal affairs to take on 
  Tiamat’s threat.
  • Angry with the giants’ complacency, Annam broke the 
  ordning and sent giantkind into chaos. They wreaked havoc 
  across the Sword Coast, and Hekaton was kidnapped by 
  servants of a cult called the Kraken Society. Luckily, a group 
  of adventurers rescued him and helped put an end to the 
  chaos, restoring him to his throne.
  Restoring Hekaton
  Each time a character brings up a memory or a personality 
  from Hekaton’s past, he blinks and some of the haze starts 
  to disappear from his eyes. By reminding him of the past 
  and persuading him of his virtues, Hekaton slowly begins 
  to remember himself once more.
   When you determine that the characters have done 
  enough to restore Hekaton’s mind, the haze clears from 
  his eyes and the flow of the shadow whirlpool around him 
  and the characters slows to a halt. Hekaton thanks the 
  characters for not giving up on him, and agrees to take 
  them out of his mindscape and back to Mirror Maelstrom 
  so that they can free him from his chains and help him 
  ascend to Stormhold.
   If any discussion of being resurrected is made, Hekaton 
  is thoughtful but declines. He can tell that his time on the 
  Material Plane has come to an end, and the All-Father 
  beckons him. He has full faith in Serissa to rule the giants 
  wisely in his stead.
  Not So Fast!
  As Hekaton touches his crown, the world around the 
  characters is transformed to white light again. But the fate 
  of the storm giant king is not settled yet.
  A thudding sound surrounds you, and the white ground 
  beneath you shifts. Hekaton looks around in confusion. 
  The sound grows louder, the shifting of the ground 
  threatening to knock you off your feet. Suddenly, a 
  gargantuan crimson hand with black fingernails bursts up 
  from below you, closing around Hekaton like the storm 
  giant king might be a doll in its clutches. Then the hand 
  drags Hekaton down into the hole it has ripped through 
  the storm king’s own memory—a chasm filled with red-
  hot flame and unearthly screams.
  If the characters don’t follow Hekaton at once, they are 
  quickly drawn toward the hole by some unseen force. Any 
  character with proficiency in the Religion skill recognizes 
  that Asmodeus is the entity behind the storm king’s 
  capture, as does any character with extensive knowledge of 
  the Lord of the Nine Hells. No power or magic available to 
  the characters can stop them from following Hekaton now.
  As you plunge into the rift, the screams grow louder, and 
  scouring flame rushes past you in a blur. You are seemingly 
  in free fall, dropping ever deeper, faster and faster. Then 
  everything goes black.
  Proceed to part 4 of the adventure.
  
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  Estimated Duration: 2 hours
  Hekaton and the characters have been drawn to Nessus, 
  the ninth and lowermost level of the Nine Hells. There, they 
  must parley with Asmodeus, lord of that fearsome realm,
  for the freedom of Hekaton’s soul—and enter into an 
  infernal bargain that might cost them everything.
  Story Objective
  Earning Asmodeus’s favor and winning back Hekaton is Story 
  Objective D.
  Malsheem, Citadel of 
  Nessus
  Malsheem is Asmodeus’s pride and glory—an enormous 
  stronghold resembling a gigantic hollowed-out stalagmite 
  that rises from one of the deepest trenches of Nessus. The 
  largest known citadel in all the Outer Planes, Malsheem’s 
  highest spires stretch miles above the ground. The citadel 
  is home to Asmodeus and his infernal court, but millions 
  of lesser devils reside here as well—waiting to fulfil some 
  purpose known only to the Lord of the Nine Hells.
  Area Information
  Malsheem has the following features.
  Dimensions. The citadel is many miles wide and just as 
  tall, but its fiendish nature defies accurate measurement. 
  Even visual estimates from those who have seen 
  Malsheem vary wildly, but the site is the largest citadel in 
  all the Outer Planes by far.
  Interior. The halls and chambers within Malsheem are 
  a testament to Asmodeus’s penchant for luxury. Every 
  area of the citadel sparkles with decadent gold, and the 
  staggering number of rooms in the place make mapping 
  it a nigh-impossible task.
  Light. Wall lanterns and chandeliers bathe all areas of 
  Malsheem in bright golden light.
  Sounds. Dozens of empty rooms separate most of 
  Malsheem’s points of interest from each other, and 
  these empty chambers are eerily silent. But if one 
  stands perfectly still and listens attentively to that 
  silence, the faint wails of countless imprisoned souls 
  can always be heard.
  Teleportation and Scrying. No creature can teleport into, 
  out of, or within Malsheem, nor can any creature be 
  scried upon inside its walls, unless Asmodeus wills it.
  Golden Lounge
  When the characters wake up, they find themselves lying 
  comfortably on soft divans in a lavish waiting room. Zehira 
  is with them, but Hekaton is not. The characters have 
  an instinctive understanding that they are no longer in 
  Hekaton’s mindscape, but are back in the Nine Hells.
  Decorative marble moldings inlaid with gold line this 
  room’s high ceiling. There’s no shortage of intricately 
  crafted furniture and low tables, each sofa and divan more 
  comfortable than the last. Shimmery curtains made of 
  gold chiffon are drawn across tall windows, rippling gently. 
  Imps flit around the room, carrying bunches of grapes and 
  goblets of wine.
  The six imps offer grapes and wine to the characters, to help 
  pass the time while they wait for “their appointment.” Both 
  are delicious, but eating or drinking here creates a guilty 
  feeling in the conscience of any good-aligned character.
  Waiting Game
  The imps know where the characters are, but enjoy being 
  coy. They do not refer to Asmodeus by name, but only as 
  “His Lordliness.” According to the imps, the characters 
  have one hour until their appointment. Until then, they 
  want nothing more than for the characters to make 
  themselves feel at home.
   In the hour before their appointment, the characters can 
  take a short rest. (If the party is particularly weak or low on 
  resources, you can allow them to take a long rest instead.)
  Doors and Windows
  The room features a set of tall, locked double doors, which 
  cannot be broken down or opened by any means without 
  Asmodeus’s consent. The walls are impervious to damage, 
  and no creatures can pass beyond the windows. Characters 
  who part the curtains can see the cracked maroon plains of 
  Nessus extending in all directions, as well as the rift from 
  which the citadel rises, which fades into darkness below.
  The Appointed Time
  When the hour has elapsed, the double doors swing open 
  to reveal a well-dressed amnizu valet. The devil graciously 
  escorts the characters down a long hall lined with exquisite 
  paintings of the Nine Hells’ various archdevils. They then 
  stop before another set of double doors, respectfully 
  informing the characters that they should kneel when they 
  meet His Lordliness, and stand up again only when told 
  to do so. Without further ado, the amnizu pushes open the 
  double doors and beckons the characters into Asmodeus’s 
  throne room.
  Asmodeus’s Throne Room
  The walls of this dizzyingly tall chamber are lined with 
  hundreds of portraits, showing fiends and mortals alike. 
  An enormous chandelier hangs from the ceiling, with 
  hundreds of imps clinging to it like bats, crawling around 
  and peering down at you with leering grins.
  Part 4: A Liar’s Bargain
  Part 4: A Liar’s Bargain
  
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  Sitting upon a gilded throne at the end of the room is 
  a large crimson-skinned figure. His face is handsome, 
  his goatee neatly trimmed. He wears a cloak encrusted 
  with obsidian and ruby gems, and one of his hands holds 
  a skull-tipped rod seemingly carved of solid ruby. Two 
  curved horns adorn his forehead, and he has cloven 
  hooves for feet.
  “A pleasure to make your acquaintances,” Asmodeus 
  says in a smooth, sultry voice. His subtle smile reveals 
  teeth sharp enough to pierce flesh. “I trust you have 
  enjoyed my hospitality.”
  Asmodeus expects the characters to kneel before him as 
  they introduce themselves, then beckons them to stand 
  afterward. He cocks an eyebrow at any character who 
  refuses to kneel, and asks why they do so. Any response 
  elicits a cruel smile from the archdevil, but he simply notes 
  the character’s impudence.
  What Asmodeus Knows
  Over the course of their conversation with Asmodeus, the 
  characters can confirm and learn the following:
  • It was Asmodeus who snatched Hekaton and the 
  characters from Hekaton’s mind and brought them to 
  Nessus. The characters are no longer in Hekaton’s mind. 
  Everything happening around them is very, very real.
  • Asmodeus has been watching the characters’ exploits 
  on the Nine Hells. He’s impressed, and commends 
  them for their tenacity. However, he informs them that 
  they have punishment owed them if they mistreated 
  Mahadi in part 1 of the adventure (see the “Actions Have 
  Consequences” sidebar).
  • Asmodeus describes the characters as “rather arrogant,” 
  in having assumed they could leave the Nine Hells with 
  such a high-profile soul as Hekaton without having to 
  seek his leave first.
  • Hekaton is currently safe in one of Malsheem’s many 
  rooms. If the characters demand proof, Asmodeus snaps 
  his fingers and one of the portraits on the wall changes 
  to depict a magical image of Hekaton. The storm giant 
  king is in a room not unlike the one the characters just 
  left, slamming his fists futilely against the windows and 
  screaming in silence.
  • All the recent events surrounding Hekaton have been 
  connected. The theft of the Wyrmskull Throne at the 
  hands of the Cult of the Dragon. The storm king’s 
  reanimation as a death knight by the Red Wizards of 
  Thay. Iymrith’s resurrection. The fact that these events 
  occurred so closely in tandem with each other was no 
  coincidence.
  • Asmodeus is willing to both release Hekaton’s soul and 
  reveal to characters the common thread that connects 
  the actions of the Cult of The Dragon and the Red 
  Wizards of Thay … but they’ll have to prove themselves 
  to him first.
  Asmodeus
  Lawful evil archdevil
  Lord of the Nine Hells, God of Indulgence—whatever name 
  he is known by, the archdevil Asmodeus is a force to be 
  reckoned with.
  What They Want. Asmodeus’s intentions surpass any mortal’s 
  understanding, including the characters as they’re caught 
  up in his plots. In truth, he doesn’t really care whether the 
  characters free Hekaton or not. He simply wants to see them 
  earn it. All of Asmodeus’s dealings are but part of a larger 
  contract, the details of which he keeps hidden.
  Consummate Politician. Asmodeus is cool, collected, and 
  always well spoken. Those who deal with him find it 
  impossible to ever get a good read on him, as he seems 
  always to be telling the honest truth. Asmodeus can make 
  even the most dangerous plan of action sound like a joyride.
  Asmodeus’s Power
  Asmodeus isn’t just any archdevil: he’s also the lawful evil 
  god of indulgence. As such, he has deific powers that far 
  exceed those of even the most heroic mortals. Trying to fight 
  him is futile—especially here in Nessus, where his powers are 
  strongest.
   In truth, the entity the characters interact with in this 
  adventure is only an avatar of Asmodeus. His true form 
  resides even deeper in Nessus, far from Malsheem. Still, any 
  Insight check made against him or any attempt to read his 
  mind with magic comes up unclear.
  Deal with a Devil
  Asmodeus has a little favor that he needs taken care of. 
  He tells the characters that despite the claims of those he 
  describes as “religious charlatans on the Material Plane,” he 
  always seeks to keep the multiverse’s best interests in mind. 
  Law and balance are important to him, as he explains:
  • Each of the Outer Planes serves a purpose, including the 
  Infinite Battlefield of Acheron. On this plane, the spirits of 
  fallen warriors clash in endless wars. Acheron is a realm 
  where order reigns supreme, so that no matter how well 
  each army fights, none ever gains ground on the others.
  • Enter Ygorl, the slaad lord of entropy. Ygorl’s realm is the 
  chaotic plane of Limbo, and the slaad lord is destruction 
  incarnate.
  • Ygorl has managed to invade Acheron with an army of 
  slaadi, and is leaking Limbo’s chaos into that lawful 
  plane by using magic from a fragment broken off from 
  the Spawning Stone that first gave rise to the slaadi.
   Asmodeus asks that the characters travel to Acheron 
  and put a stop to Ygorl’s rampage, thereby restoring law 
  to the Infinite Battlefield. Destroying the fragment of the 
  Spawning Stone should stop the slaad lord from creating 
  more slaadi in Acheron. If the characters ask for time to 
  take another rest, short or long, or ask for additional aid 
  from Asmodeus, he simply laughs.
   As the characters watch, the Lord of the Nine Hells 
  conjures up a large scroll with the terms of the agreement, 
  and one of his imps delivers it to the characters with a quill 
  for their signatures. Any Investigation check reveals that 
  the terms of the contract appear to be in order, and contain 
  no dangerous hidden clauses. Once the characters sign the 
  scroll, Asmodeus thanks them, answers any last questions, 
  then snaps his fingers and teleports the party directly to 
  Acheron. Proceed to “Battle for Acheron” below.
  
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   If the characters refuse the terms of Asmodeus’s contract, 
  he threatens to have their souls and Hekaton’s made into 
  soul coins and fed into an infernal war machine’s engines, 
  thereby destroying their souls forever. It should be made 
  clear to the players that trying to fight Asmodeus in his 
  heavily guarded fortress will unequivocally result in the 
  characters’ deaths. If the characters refuse regardless, 
  Asmodeus obliterates them, they gain the Burn, Baby, 
  Burn story award, and the adventure ends.
  Roleplaying Asmodeus
  Asmodeus is the definition of a silver-tongued speaker. 
  He never raises his voice, and always comes across as 
  calm, charming, and charismatic. Around the characters, 
  he behaves like an amused cat playing with a mouse. The 
  characters should feel as though they’re barely worth his time, 
  even as powerful as they are.
   Roleplaying any deity with the proper gravitas—especially 
  a smooth-talking one like Asmodeus—can be a challenge for 
  even the most seasoned DM. If you need some dialogue to 
  fall back on while roleplaying the Lord of the Nine Hells, feel 
  free to utilize any of the following.
  • “Come, now. Would I lie to you? A devil’s only as good as 
  his word.”
  • “Petulance will get you nowhere. Let’s try to have a civil 
  discourse, shall we?”
  • “Ah, of course you distrust me. Mortals always do. But with 
  time, they always come to realize that I only want what’s 
  best for the both of us.”
  • “You’re quite the eloquent orator. I do believe I see a bit of 
  myself in you.”
  Actions Have Consequences
  If the characters didn’t play nicely with Mahadi in part 1 of 
  the adventure—ignoring a banishment order, extracting 
  Hekaton’s location from the rakshasa with magic or force, 
  and so forth—Asmodeus takes them to task during his 
  conversation with them. He understands why they did what 
  they did, but unfortunately, Mahadi is one of his most loyal 
  servants—and actions have consequences.
   Asmodeus points his ruby rod at all the characters (Zehira 
  included) and momentarily envelops them in heatless 
  black flames. Each character loses 35 (10d6) hit points, and 
  each character who can cast spells has their three highest 
  remaining spell slots expended.
  Battle for Acheron
  When Asmodeus teleports the characters to Acheron, read 
  or paraphrase the following:
  The dull roar of battle surrounds you where you stand on a 
  small island set in a lake of iridescent liquid. Other islands 
  spread before you, along with a wide chunk of crystal 
  half submerged in the middle of the lake, pulsing with 
  purple light.
  Along the lake’s perimeter, hordes of warriors clash with 
  armies of hulking toad-like entities—the slaadi—upon 
  an endless expanse of smooth, polished obsidian. The 
  flatness of the ground seems strange—until you glance 
  up to see the dark sky filled with hundreds of enormous 
  cubes. Some look smooth and barren, while others appear 
  to be pockmarked with terrain, mountains—even cities. All 
  are drifting slowly, just like the cube you stand on.
  See “Appendix 4: Spawning Pool Map” for a map of the 
  battlefield.
   The lake surrounding the characters is a spawning 
  pool—a byproduct of Ygorl’s newfound influence on 
  Acheron. With the fragment of the Spawning Stone 
  brought here from Limbo, Ygorl is creating new slaadi from 
  the bodies of those who fall in Acheron’s endless battles. 
  Cadaver collectors on this cube are native to Acheron, but 
  Ygorl’s presence has twisted their programming, forcing 
  them to bring any corpses they acquire straight to the 
  spawning pool.
   When the characters teleport onto the scene, split them 
  randomly into three groups, with each group arriving on a 
  different starting island in the spawning pool.
   As the characters orient themselves, three cadaver 
  collectors emerge from the battle near the starting islands 
  and wade into the water, corpses impaled on their spiky 
  backs. Each shrugs off two corpses that slip beneath the 
  iridescent liquid, instantly transforming them into six 
  death slaadi that immediately race toward the characters.
  Slaadi Fight
  Death slaadi who reach the characters on their islands lay 
  into them with bite, claw, and greatsword attacks. While 
  approaching an island, or if prevented from reaching it, 
  they make use of fireball and cloudkill to attack from range.
  
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   On each of its turns, a cadaver collector shrugs one more 
  corpse into the spawning pool, which turns into a slaadi 
  and rises from the pool at the end of the round. Each 
  cadaver collector holds three corpses (not counting the 
  ones shrugged off at the start of combat), which they dump 
  into the pool over three rounds.
  Spawning Pool
  The spawning pool resembles a gigantic iridescent oil 
  slick. It’s 4 feet deep and counts as difficult terrain. Any 
  creature that is not Ygorl or a slaad that enters the pool 
  or starts its turn there takes 28 (8d6) psychic damage and 
  must make a DC 15 Constitution saving throw. On a failed 
  save, the creature suffers a flesh-warping effect from the 
  Flesh Warping table (see appendix 5). This effect lasts 
  for 10 minutes, during which time an affected creature 
  automatically succeeds on saving throws against the lake’s 
  effect. Any effect that removes a curse ends all warping 
  effects on a creature.
   If you want to add an extra level of challenge to this 
  battle, consider having some of the islands crumble. A 
  crumbling island begins to shake on initiative count 20 of 
  one round, and disappears into the iridescent liquid on 
  initiative count 20 of the following round.
  Ygorl’s Wrath
  On initiative count 20 of round 2, read or paraphrase the 
  following:
  A crescent-shaped rift suddenly appears in the air above 
  the crystal at the center of the lake, as if reality had 
  been torn open by a massive scythe. A large frog-like 
  creature seemingly made of shadow crawls out of the 
  rift, which closes behind it. The creature looks at you as 
  it wields a scythe in its hands, its wicked grin stretching 
  impossibly wide.
  This is Ygorl, Lord of Entropy, who attacks the characters 
  on sight. While the spawning stone is intact (see below), 
  Ygorl has advantage on attack rolls.
  Ygorl
  Chaotic neutral slaad lord
  Ygorl was one of the first slaadi created after Primus 
  unleashed the Spawning Stone upon Limbo. A powerful being 
  suffused with entropic power, the Lord of Entropy delights in 
  the act of unmaking and bringing chaos to any realm it visits.
  What They Want. Ygorl doesn’t desire anything in the 
  traditional sense. It is simply driven to unmake, so that the 
  resulting base elements of reality can fuel the multiverse’s 
  endless cycles of creation and destruction.
  Slaad of Few Words. Ygorl typically does not speak at all. If it 
  absolutely has to, it usually croaks out one-word absolute 
  commands, such as “UNRAVEL,” “DISSOLVE,” and “UNDO.”
  Spawning Stone Fragment
  The spawning stone fragment is what allows the spawning 
  pool to create new slaadi, and it must be destroyed for 
  the characters to fulfil their bargain with Asmodeus. 
  Characters can easily stand on the stone, or can attack 
  it from a distance. The stone has AC 18 and 300 hit 
  points, resistance to damage from nonmagical attacks, 
  and immunity to poison and psychic damage. It makes all 
  saving throws with a +10 bonus. As it takes damage, small 
  cracks begin to appear on the stone’s surface.
   When the stone is reduced to 150 hit points, it pulses 
  with chaotic psychic energy. Each creature within 1 mile of 
  the stone except Ygorl, the slaadi, and the tainted cadaver 
  collectors must make a DC 15 Intelligence saving throw, 
  taking 70 (20d6) psychic damage on a failed save, or half as 
  much damage on a successful one. Lawful characters have 
  disadvantage on this saving throw. A creature that fails the 
  save also falls under the effect of a confusion spell (save DC 
  15). The glow of the stone then shifts from purple to gray, 
  and large cracks begin to appear on its surface.
   When the spawning stone fragment is reduced to 0 
  hit points, it explodes into shards. Each creature within 
  100 feet of it must make a DC 20 Dexterity saving throw, 
  taking 35 (10d6) slashing damage on a failed save, or half 
  as much damage on a successful one. The spawning pool 
  dries up instantly, and any surviving cadaver collectors 
  stumble away from the fight, no longer under Ygorl’s 
  influence. Destroying the stone also ends any lingering 
  confusion effects.
  The Endless War
  Across the face of the cube, warring humanoids and lesser 
  slaadi fight as far as the eye can see, all the way up to the 
  edge of the lake. Any creature except a cadaver collector 
  that leaves the lake takes 70 (20d6) bludgeoning damage at 
  the start of each of its turns as it’s overwhelmed by the fray. 
  Flying above the fight does not protect a creature from this 
  damage, as arrows and projectiles fill the air. Trying to fight 
  through the fray in an attempt to clear out a safe space is 
  futile, as more warriors instantly push forward to fill in the 
  gap.
  Endgame
  To win this battle, the characters must rout Ygorl and the 
  remaining death slaadi at the spawning pool, and dry 
  up the spawning pool by destroying the spawning stone 
  fragment. Once they do so, they feel themselves drawn 
  back to the Nine Hells by Asmodeus’s magic.
  Adjusting the Scene
  Consider the following suggestions for adjusting this scene 
  depending on the relative combat strength of the party:
  • Very Weak: Remove three death slaadi from the start of 
  combat. The spawning stone has only 200 hit points, and 
  does not trigger the psychic blast or the final explosion as 
  its hit points are reduced.
  • Weak: The spawning stone has only 200 hit points, and 
  does not explode when destroyed.
  • Strong: Ygorl can cast one spell on its turn in addition to 
  taking any of its normal actions. Each death slaad can cast 
  fireball at will.
  • Very Strong: Ygorl can cast one spell on its turn in addition 
  to taking any of its normal actions. Its “Call the Void” ability 
  costs only 2 legendary actions. Each death slaad can cast 
  fireball at will.
  
  Return to Avernus
  After the characters finish their fight on Acheron, 
  Asmodeus transports them back to the Nine Hells. But 
  when the characters arrive there, they find themselves not 
  in Nessus but back on Avernus, overlooking the Styx-filled 
  chasm that holds Mirror Maelstrom. Asmodeus stands 
  before them, with a shackled Hekaton at his side.
   Asmodeus holds up his end of the bargain, and informs 
  the characters of the following as he hands over the soul of 
  the storm giant king:
  • At the behest of another entity, Asmodeus’s agents 
  were the ones who revealed the coordinates of the 
  teleportation circle in Maelstrom to the Cult of the 
  Dragon and Szass Tam, allowing the cultists and the 
  Red Wizards access to the fortress.
  • It was also Asmodeus—again, at the behest of another—
  who inspired the arcanaloth Zexmanthass to create the 
  phylactery-shifting ritual, and who gave Szass Tam’s 
  forces the ritual that allowed them to bring back Iymrith.
   Asmodeus cannot reveal the entity for whom he 
  performed these deeds, as his contract with that entity 
  prevents him from sharing any more details. But the 
  characters should now be aware that the storm king’s 
  descent was but the first chapter in a much longer story.
  With a gesture, Asmodeus orders his imp attendants to 
  free Hekaton from his shackles. As they unlock the storm 
  giant king, a heavenly beam of light begins to shine down 
  on him, tearing down through Avernus’s hellish sky from 
  somewhere high above.
  Asmodeus breathes a deep, exaggerated sigh. “I do 
  despise seeing hard-won souls go to waste,” he says. 
  “Though this was our bargain. Still, it doesn’t mean I have 
  to watch.” With a whirl of his cape, the Lord of the Nine 
  Hells is enveloped by a bonfire of black flame and is gone.
  Hekaton and the characters have time to share a few last 
  words before he ascends to Stormhold. As before, he has 
  no desire to be resurrected, and can hear the All-Father’s 
  call within the light that seeks him. His time on the Material 
  Plane has come to an end, and he’s at peace with that.
   Hekaton thanks the characters for defending the Sword 
  Coast in his absence, and for not giving up on him even 
  when he thought all was lost. He then asks them to tell 
  Serissa that he loves her, and that she will be a queen that 
  both he and Neri can take pride in.  With that, the storm 
  giant king rises into the air and travels along the beam 
  of light. He looks upward with hope in his eyes, quickly 
  vanishing from sight beyond the Avernian sky.
  
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  DDAL-DRW08 The Harrowing of Hell (v1.0)
  Wrap-Up: Coronation
  With their bargain fulfilled, the characters can return to 
  Maelstrom using the plane shift spell or similar means. (If 
  they do not have that spell available to them, Asmodeus 
  can offer them one use of the spell as part of their bargain.) 
  Upon their arrival, they are able to tell Serissa of their 
  adventure, and can assure her that her father is with 
  Annam the All-Father now.
  Storm Queen’s Ascent
  In the days that follow, the storm giants prepare to officially 
  crown Serissa as their new queen, and the characters are 
  to be guests of honor at the ceremony. Read or paraphrase 
  the following to set the scene:
  As the day of Serissa’s coronation arrives, Maelstrom has 
  been decorated as you’ve never seen it before. Garlands of 
  white shells hang from every arch, and giants of all kinds 
  are gathered for the event—along with many smallfolk.
  The ceremony is an emotional affair, as all the assembled 
  giants swear their fealty to Serissa, and pledges of 
  peace and understanding are shared between giants 
  and smallfolk. Then, even as the ceremony ends, Queen 
  Serissa approaches all of you. She wears a crown of whale 
  bones, fashioned after her mother’s, as if it has always 
  belonged atop her head. And as her first act as queen, 
  Serissa makes you a surprising offer. She asks you all if you 
  would join the storm giant court as her sworn emissaries 
  and defenders. In her eyes, there are no folk more capable, 
  and no folk she trusts more deeply.
  Zehira immediately accepts Serissa’s offer. Any other 
  characters who do so gain the Knight of the Giant Queen 
  legacy event. The players should feel free to come up with 
  courtly titles for their characters if they so desire. And 
  whether they accept Serissa’s offer or decide to go their 
  own way, the characters can all rest easy knowing that the 
  Sword Coast is safe … for now.
  Treasure
  In addition to an award of gold, Serissa gifts the party with 
  a magic necklace as a token of her eternal gratitude.
  The kelp necklace features a crab-shaped medallion made 
  of coral, and functions as a scarab of protection.
  Rewards
  At the end of the session, the characters receive rewards 
  based upon their accomplishments.
  Character Rewards
  The characters earn the following rewards:
  Advancement
  A character participating in this adventure gains one level. 
  Players must tick the box to show this reward has been 
  claimed.
  Optional: Declining Advancement
  Each player can decline advancement if they so choose, 
  gaining potential benefits. It’s possible that a player might 
  want their character to not advance outside of an adventure’s 
  level range, meaning that they’d be unable to play the 
  adventure as planned. Similarly, advancing too quickly means 
  that a character won’t earn as much gold as their peers.
   Conversely, remind the players that the amount of gold 
  their characters can earn per level is limited. Characters 
  declining advancement might reach a point where they no 
  longer earn gold.
  Gold
  Award each character gold for each hour of the session. 
  Adventures typically feature cues for where this treasure 
  appears, but you can add it wherever you see fit. The 
  maximum gold that you can award a character per hour is 
  determined by their tier, as follows:
  Tier
  Hourly GP Award
  GP Limit per Level
  1
  20 gp
  80 gp
  2
  30 gp
  240 gp
  3
  200 gp
  1,600 gp
  4
  750 gp
  6,000 gp
  Magic Items
  The characters can keep the following magic items 
  (described in “Appendix 6: Character Rewards”) if they are 
  found during the adventure:
  • Chime of opening
  • Oathbow
  • Potion of storm giant strength
  • Potion of vitality (up to three)
  • Scarab of protection
  Legacy Events
  The characters can gain the following legacy events in this 
  adventure.
  Burn, Baby, Burn. Asmodeus has imprisoned your soul 
  within a soul coin and fed it to an infernal war machine’s 
  engine, destroying your soul instantly. Not even divine 
  intervention can resurrect you now. Your character is 
  permanently retired.
  No Exceptions! You’ve broken one of Mahadi’s rules for the 
  Wandering Emporium: “No fighting! No spellcasting! No 
  exceptions!” You’ve been kicked out of the emporium, 
  and are banned from ever entering it again.
  Knight of the Giant Queen. You have sworn allegiance 
  to Serissa, the storm giant queen, and have joined her 
  court at Maelstrom. The vow you have sworn to her 
  supersedes all other oaths.
  Dungeon Master Rewards
  For running this adventure, you earn a DM Reward. See 
  the Adventurers League Dungeon Master’s Guide for more 
  information.
  
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  DDAL-DRW08 The Harrowing of Hell (v1.0)
  Dramatis Personae
  The following NPCs feature prominently in this adventure.
  Asmodeus
  (az-MOH-dee-us) or (az-moh-DAY-us)
  Lord of the Nine Hells, God of Indulgence—whatever name 
  he is known by, the archdevil Asmodeus is a force to be 
  reckoned with.
  What They Want. Asmodeus’s intentions surpass any 
  mortal’s understanding, including the characters as 
  they’re caught up in his plots. In truth, he doesn’t really 
  care whether the characters free Hekaton or not. He 
  simply wants to see them earn it. All of Asmodeus’s 
  dealings are but part of a larger contract, the details of 
  which he keeps hidden.
  Consummate Politician. Asmodeus is cool, collected, and 
  always well spoken. Those who deal with him find it 
  impossible to ever get a good read on him, as he seems 
  always to be telling the honest truth. Asmodeus can 
  make even the most dangerous plan of action sound like 
  a joyride.
  Burney the Barber
  (BUR-nee)
  Burney appears as a polite and friendly Calishite woman. 
  She is always happy to tell stories (often with a moral 
  message), and willing to provide cosmetic or medical 
  treatments as well as spellcasting services.
  What They Want. Burney is actually an ancient copper 
  dragon named Balarystul, and is keeping an eye on 
  events in Avernus on behalf of Bahamut. She wants to 
  ensure that any goodly folk trapped in the Nine Hells 
  have a chance to walk away with their lives and their 
  souls, as long as she can keep her cover intact. Her 
  stories can direct good-aligned characters toward help.
  Talented Healer. Burney is treated as having the Healer 
  feat and proficiency with a herbalism kit and a healer’s 
  kit, and has a +10 bonus to relevant rolls. All of her non-
  spellcasting services cost 1 gp, and she refuses to even 
  consider soul coins as payment.
  Dara
  (DAH-ruh)
  This human in her early teens was raised by priests of 
  Ilmater in Amn. There, she found and read from the Book 
  of Exalted Deeds, triggering her transformation into a 
  Chosen of Ilmater.
  What They Want. Having completed her holy quest to find 
  the Hellriders, Dara feels aimless now. She wants to find 
  a purpose for herself, but whether that’s a return to her 
  faith or a complete departure from it remains to be seen.
  Wise Beyond Her Years. Dara often sounds much more 
  knowledgeable and mature than her years would 
  suggest.
  Duracles
  (DUHR-uh-cleez)
  Duracles is a pit fiend sent by Asmodeus to watch over the 
  imprisoned King Hekaton’s soul.
  What They Want. Duracles is always raring for a fight, 
  wanting nothing more than to display its strength and 
  power.
  Devil On Hekaton’s Shoulder. Duracles has a knack 
  for finding out what gets under peoples’ skin. Since 
  Hekaton’s soul arrived in Avernus, the pit fiend has spent 
  its time taunting and mocking the storm giant king, using 
  his every doubt and insecurity against him.
  Fai Chen
  (fie chen)
  A Shou man apparently in his late thirties, Fai is known 
  for the magic items and rarities he bargains and sells. He 
  trades magic items only for other magic items, but takes 
  coin for consumables and appreciates the value of soul 
  coins (over and above their worth as magic items). He is 
  always accompanied by his mule, Gary, and a blue faerie 
  dragon, Drandeldew.
  What They Want. Fai Chen keeps an eye out for Dara, but 
  his other motivations for remaining with the Wandering 
  Emporium are less certain. He clearly enjoys bantering 
  and bartering with the emporium’s clientele, as well as 
  his contentious relationship with Mahadi.
  Mysterious and Resourceful. Fai Chen always seems 
  to know more than he’s telling, but only rarely offers to 
  share information. In a pinch, though, he’s willing to lend 
  a hand to those who need it.
  King Branchwick
  This megalomaniac human is one of many rival 
  “monarchs” who rule over the individual islands of the 
  archipelago known as the Whalebones.
  What They Want. King Branchwick wants to assert his 
  dominance over each and every other humanoid in his 
  domain. The only creature he defers to is Worldeater, his 
  pet roc, who Branchwick legitimately believes has the 
  power to eat the world.
  King of Finback. Branchwick might seem a little off to 
  outsiders, but the villagers of Finback genuinely view 
  him as their rightful king. They see him as a genius, a 
  hero, a leader—basically, believing everything he’s told 
  them about himself.
  
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  DDAL-DRW08 The Harrowing of Hell (v1.0)
  King Hekaton
  (HECK-uh-tawn)
  The once-mighty king of the storm giants has been broken 
  by the time he’s spent in Mirror Maelstrom, subjected to 
  Duracles the pit fiend’s relentless taunts and mockery.
  What They Want. When the characters find him, Hekaton 
  appears devoid of emotion, battered to the point of 
  numbness by Duracles’ mind games. He believes he is 
  not worthy of any afterlife other than being chained up in 
  Mirror Maelstrom forever.
  Time to Pass on the Torch. Even after the characters 
  save him, Hekaton recognizes that his time on the 
  Material Plane has come to an end, and he does not 
  seek resurrection. His time has come, and he welcomes 
  the afterlife with open arms. He is sure that Serissa will 
  make a formidable queen in his stead.
  Lysander Sallowbone
  (lie-SAN-duhr)
  Lysander Sallowbone is a Thayan Red Wizard zulkir sent 
  by Szass Tam to oversee the construction of Hekaton’s 
  prison, as well as the subsequent protection of Hekaton’s 
  soul.
  What They Want. Lysander’s orders are to guard Hekaton’s 
  prison indefinitely, and he’s become somewhat bored 
  by the task. He thus delights in lording his power over 
  intruders and those he deems less than him.
  Haughty As Can Be. Lysander comes from the upper end 
  of Thayan aristocracy, and a life of wealth and privilege 
  underlines every word he speaks.
  Mahadi
  (muh-HAH-dee)
  Appearing as a brown-skinned Turmishan merchant 
  lord, Mahadi is a rakshasa in service to Asmodeus. He 
  is completely dedicated to, and open about, his policy of 
  neutrality when dealing with customers of the Wandering 
  Emporium.
  What They Want. Mahadi serves his master by collecting 
  information on the Wandering Emporium’s customers—
  and he collects plenty of souls and debts for himself 
  while doing so. The rakshasa cannot bear to relinquish a 
  single contract from his collection.
  Charismatic Host. Mahadi is more than willing to act 
  as a negotiator and broker for all kinds of creatures in 
  Avernus … except if his soul collection is involved. His 
  adherence to rules makes him appear a reasonable 
  figure to bargain with, and often endears him to those he 
  spies on for Asmodeus.
  Princess Serissa
  (SAH-riss-ah)
  The youngest daughter and chosen successor of King 
  Hekaton, Serissa is cool and calm in her ongoing effort to 
  hold the giant court together.
  What They Want. Serissa knows deep down that the 
  chances of resurrecting her father are slim. But even if 
  she can’t return him to the world, she wants to see his 
  soul ascend to Stormhold where it belongs. She knows 
  that her father was a good and worthy figure, and will do 
  anything to save him from an afterlife of torment in the 
  Nine Hells.
  Experienced Leader. Serissa’s previous experience 
  ruling during Hekaton’s absence (during the events of 
  Storm King’s Thunder) allows her to remain cool and 
  level-headed in the face of extreme uncertainty. She is 
  prudent, compassionate, and optimistic, believing that all 
  folk are innately good at heart.
  Zehira Deryan
  (zeh-HEER-uh DAIR-yuhn)
  Zehira is an experienced privateer, once the daughter of 
  Turmishan merchants. She has keen dark eyes, olive skin, 
  and black hair that she keeps in a tight braid.
  What They Want. Zehira possesses the Iltkazar Scepter, 
  and wants to make sure that this powerful relic does not 
  fall into the wrong hands. She recognizes and respects 
  Serissa, holder of the Korolnor Scepter, and seeks to aid 
  her and the greater good.
  Reckless at Heart. Zehira is intelligent and kind, but can 
  be a little reckless in her pursuit of adventure.
  Ygorl
  (ee-GORL)
  Ygorl was one of the first slaadi created after Primus 
  unleashed the Spawning Stone upon Limbo. A powerful 
  being suffused with entropic power, the Lord of Entropy 
  delights in the act of unmaking and bringing chaos to any 
  realm it visits.
  What They Want. Ygorl doesn’t desire anything in the 
  traditional sense. It is simply driven to unmake, so 
  that the resulting base elements of reality can fuel the 
  multiverse’s endless cycles of creation and destruction.
  Slaad of Few Words. Ygorl typically does not speak at all. 
  If it absolutely has to, it usually croaks out one-word 
  absolute commands, such as “UNRAVEL,” “DISSOLVE,” 
  and “UNDO.”
  
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  DDAL-DRW08 The Harrowing of Hell (v1.0)
  Creature Statistics
  The following creatures appear in this adventure.
  Amnizu
  Amnizu
  Medium fiend (devil), lawful evil
  Armor Class 21 (natural armor)
  Hit Points 202 (27d8 + 81)
  Speed 30 ft., fly 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  13 (+1) 
  16 (+3) 
  20 (+5) 
  12 (+1) 
  18 (+4)
  Saving throws Dex +7, Con +9, Wis +7, Cha +10
  Skills Perception +7
  Damage Resistance cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren't silvered
  Damage Immunities Fire, Poison
  Condition Immunities Charmed, Poisoned
  Senses Darkvision 120 ft., passive Perception 17
  Languages Infernal, Telepathy 1,000 ft.
  Challenge 18 (20,000 XP)
  Devil’s Sight. Magical darkness doesn’t impede the devil’s 
  darkvision.
  Innate Spellcasting. The amnizu’s innate spellcasting ability 
  is Intelligence (spell save 19, +11 to hit with spell attacks). The 
  amnizu can innately cast the following spells, requiring no 
  material components:
  At will: charm person, command
  3/day each: dominate person, fireball
  1/day each: dominate monster, feeblemind
  Magic Resistance. The devil has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The amnizu uses Poison Mind. It also makes two 
  attacks: one with its whip and one with its Disruptive Touch.
  Taskmaster Whip. Melee Weapon Attack: +11 to hit, reach 10 ft., 
  one target. Hit: 10 (2d4 + 5) slashing damage plus 33 (6d10) 
  force damage.
  Disruptive Touch. Melee Spell Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 44 (8d10) necrotic damage.
  Poison Mind. The amnizu targets one or two creatures that it 
  can see within 60 feet of it. Each target must succeed on a DC 19 
  Wisdom saving throw or take 26 (4d12) necrotic damage and be 
  blinded until the start of the amnizu’s next turn.
  Forgetfulness (Recharge 6). The amnizu targets one creature it 
  can see within 60 feet of it. That creature must succeed on a DC 
  18 Intelligence saving throw or become stunned for 1 minute. 
  A stunned creature repeats the saving throw at the end of each 
  of its turns, ending the effect on itself on a success. If the target 
  is stunned for the full minute, it forgets everything it sensed, 
  experienced, and learned during the last 5 hours.
  Reactions
  Instinctive Charm. When a creature within 60 feet of the amnizu 
  makes an attack roll against it, and another creature is within the 
  attack’s range, the attacker must make a DC 19 Wisdom saving 
  throw. On a failed save, the attacker must target the creature 
  that is closest to it, not including the amnizu or itself. If multiple 
  creatures are closest, the attacker chooses which one to target. 
  If the saving throw is successful, the attacker is immune to the 
  amnizu’s Instinctive Charm for 24 hours.
  Archmage
  Archmage
  Medium humanoid (any race), any alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 99 (18d8 + 18)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (0) 
  14 (+2) 
  12 (+1) 
  20 (+5) 
  15 (+2) 
  16 (+3)
  Saving Throws Int +9, Wis +6
  Skills Arcana +13, History +13
  Damage Resistances damage from spells; nonmagical 
  bludgeoning, piercing, and slashing (from stoneskin)
  Senses passive Perception 12
  Languages Any six languages
  Challenge 12 (8,400 XP)
  Magic Resistance. The archmage has advantage on saving throws 
  against spells and other magical effects.
  Spellcasting. The archmage is an 18th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 17, +9 to hit with 
  spell attacks). The archmage can cast disguise self and invisibility 
  at will and has the following wizard spells prepared:
  Cantrips (at will): fire bolt, light, mage hand, prestidigitation, 
  shocking grasp
  1st level (4 slots): detect magic, identify, mage armor,* 
  magic missile
  2nd level (3 slots): detect thoughts, mirror image, misty step
  3rd level (3 slots): counterspell, fly, lightning bolt
  4th level (3 slots): banishment, fire shield, stoneskin*
  5th level (3 slots): cone of cold, scrying, wall of force
  6th level (1 slot): globe of invulnerability
  7th level (1 slot): teleport
  8th level (1 slot): mind blank*
  9th level (1 slot): time stop
  *The archmage casts these spells on itself before combat.
  Actions
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  
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  DDAL-DRW08 The Harrowing of Hell (v1.0)
  Cadaver Collector
  Cadaver Collector
  Large construct, lawful evil
  Armor Class 17 (Natural)
  Hit Points 189 (18d10 + 90)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   21 (+5) 
  14 (+2) 
  20 (+5) 
  5 (-3) 
  11 (+0) 
  8 (-1)
  Damage Immunities necrotic, poison, psychic; bludgeoning, 
  piercing, and slashing from nonmagical attacks that aren’t 
  adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands all languages but can't speak
  Challenge 14 (11,500 XP)
  Magic Resistance. The cadaver collector has advantage on saving 
  throws against spells and other magical effects.
  Summon Specters (Recharges after a Short or Long Rest). As a 
  bonus action, the cadaver collector calls up the enslaved spirits of 
  those it has slain; 1d6 specters (without Sunlight Sensitivity) arise 
  in unoccupied spaces within 15 feet of the cadaver collector. The 
  specters act right after the cadaver collector on the same initiative 
  count and fight until they’re destroyed. They disappear when the 
  cadaver collector is destroyed.
  Actions
  Multiattack. The cadaver collector makes two slam attacks.
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 18 (3d8 + 5) bludgeoning damage plus 16 (3d10) 
  necrotic damage.
  Paralyzing Breath (Recharge 5–6). The cadaver collector releases 
  paralyzing gas in a 30-foot cone. Each creature in that area 
  must make a successful DC 18 Constitution saving throw or be 
  paralyzed for 1 minute. A paralyzed creature repeats the saving 
  throw at the end of each of its turns, ending the effect on itself 
  with a success.
  Canoloth
  Canoloth
  Medium fiend (yugoloth), neutral evil
  Armor Class 16 (Natural Armor)
  Hit Points 120 (16d8 + 48)
  Speed 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  10 (+0) 
  17 (+3) 
  5 (-3) 
  17 (+3) 
  12 (+1)
  Skills Investigation +3, Perception +9
  Damage Resistances cold, fire, lightning; bludgeoning, piercing, 
  and slashing from nonmagical attacks
  Damage Immunities acid, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., truesight 120 ft., passive Perception 19
  Languages Abyssal, Infernal, Telepathy 60 ft.
  Challenge 8 (3,900 XP)
  Devil’s Sight. Magical darkness doesn’t impede the abishai’s 
  darkvision.
  Dimensional Lock. Other creatures can’t teleport to or from 
  a space within 60 feet of the canoloth. Any attempt to do so 
  is wasted.
  Magic Resistance. The canoloth has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The canoloth’s weapon attacks are magical.
  Uncanny Senses. The canoloth can’t be surprised while it isn’t 
  incapacitated.
  Actions
  Multiattack. The canoloth makes two attacks: one with its tongue 
  or its bite and one with its claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  25 (6d6 + 4) piercing damage.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  15 (2d10 + 4) slashing damage.
  Tongue. Ranged Weapon Attack: +7 to hit, range 30 ft., one target. 
  Hit: 17 (2d12 + 4) piercing damage. If the target is Medium or 
  smaller, it is grappled (escape DC 15), pulled up to 30 feet toward 
  the canoloth, and restrained until the grapple ends. The canoloth 
  can grapple one target at a time with its tongue.
  
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  DDAL-DRW08 The Harrowing of Hell (v1.0)
  Chain Devil
  Chain Devil
  Medium fiend (devil), lawful evil
  Armor Class 16 (natural armor)
  Hit Points 85 (10d8 + 40)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  15 (+2) 
  18 (+4) 
  11 (+0) 
  12 (+1) 
  14 (+2)
  Saving throws Con +7, Wis +4, Cha +5
  Damage Resistance cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t silvered
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 11
  Languages Infernal, telepathy 120 ft.
  Challenge 8 (3,900 XP)
  Devil’s Sight. Magical darkness doesn’t impede the devil’s 
  darkvision.
  Magic Resistance. The devil has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The devil makes two attacks with its chains.
  Chain. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 
  Hit: 11 (2d6 + 4) slashing damage. The target is grappled (escape 
  DC 14) if the devil isn’t already grappling a creature. Until this 
  grapple ends, the target is restrained and takes 7 (2d6) piercing 
  damage at the start of each of its turns.
  Animate Chains (Recharges after a Short or Long Rest). Up to four 
  chains the devil can see within 60 feet of it magically sprout razor-
  edged barbs and animate under the devil’s control, provided that 
  the chains aren’t being worn or carried.
   Each animated chain is an object with AC 20, 20 hit points, 
  resistance to piercing damage, and immunity to psychic and 
  thunder damage. When the devil uses multiattack on its turn, 
  it can use each animated chain to make one additional chain 
  attack. An animated chain can grapple one creature of its own but 
  can’t make attacks while grappling. An animated chain reverts 
  to its inanimate state if reduced to 0 hit points or if the devil is 
  incapacitated or dies.
  Reactions
  Unnerving Mask. When a creature the devil can see starts its 
  turn within 30 feet of the devil, the devil can create the illusion 
  that it looks like one of the creature’s departed loved ones or 
  bitter enemies. If the creature can see the devil, it must succeed 
  on a DC 14 Wisdom saving throw or be frightened until the end 
  of its turn.
  Elite Chain Devil Prison Guards
  The elite chain devils that serve as guards in Mirror 
  Maelstrom wield adamantine chains that modify their chain 
  attack as follows:
  Chain. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 
  Hit: 22 (4d6 + 8) slashing damage. The target is grappled 
  (escape DC 14) if the devil isn’t already grappling a creature. 
  Until this grapple ends, the target is restrained and takes 14 
  (14d6) piercing damage at the start of each of its turns.
  Death Slaad
  Death Slaad
  Medium aberration (shapechanger), chaotic neutral
  Armor Class 18 (natural armor)
  Hit Points 170 (20d8 + 51)
  Speed 30 ft.
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA
   20 (+5) 
  15 (+2) 
  19 (+4) 
  15 (+2) 
  10 (+0) 
  16 (+3)
  Skills Arcana +6, Perception +8
  Damage Resistances acid, cold, fire, lightning, thunder
  Senses blindsight 60 ft., darkvision 60 ft., passive Perception 18
  Languages Slaad, telepathy 60 ft.
  Challenge 10 (5,900 XP)
  Shapechanger. The slaad can use its action to polymorph into 
  a Small or Medium humanoid, or back into its true form. Its 
  statistics, other than its size, are the same in each form. Any 
  equipment it is wearing or carrying isn’t transformed. It reverts to 
  its true form if it dies.
  Magic Resistance. The slaad has advantage on saving throws 
  against spells and other magical effects.
  Regeneration. The slaad regains 10 hit points at the start of its 
  turn if it has at least 1 hit point.
  Innate Spellcasting. The slaad’s spellcasting ability is Charisma 
  (spell save DC 15, +7 to hit with spell attacks). The slaad 
  can innately cast the following spells, requiring no material 
  components:
  At will: detect magic, detect thoughts, invisibility (self only), mage 
  hand, minor image
  2/day each: fear, fly, fireball, tongues
  1/day each: cloudkill, plane shift (self only)
  Actions
  Multiattack. The slaad makes three attacks: one with its bite and 
  two with its claws or greatsword.
  Bite (Slaad Form Only). Melee Weapon Attack: +9 to hit, reach 5 
  ft., one target. Hit: 9 (1d8 + 5) piercing damage.
  Claws (Slaad Form Only). Melee Weapon Attack: +9 to hit, reach 5 
  ft., one target. Hit: 10 (1d10 + 5) slashing damage.
  Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 5) slashing damage.
  
  37
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL-DRW08 The Harrowing of Hell (v1.0)
  Hellfire Engine
  Hellfire Engine
  Huge construct, lawful evil
  Armor Class 18 (natural armor)
  Hit Points 216 (16d12 + 112)
  Speed 40 ft.
    STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   20 (+5) 
  16 (+3) 
  24 (+7) 
  2 (−4) 
  10 (+0) 
  1 (−5)
  Saving Throws Dex +8, Wis +5, Cha +0
  Damage Resistances cold, psychic; bludgeoning, piercing, and 
  slashing from nonmagical weapons that aren’t silvered
  Damage Immunities fire, poison
  Condition Immunities charmed, deafened, exhaustion, frightened, 
  paralyzed, poisoned, unconscious
  Senses darkvision 120 ft., passive Perception 10
  Languages understands Infernal but can’t speak
  Challenge 16 (15,000 XP)
  Immutable Form. The hellfire engine is immune to any spell or 
  effect that would alter its form.
  Magic Resistance. The hellfire engine has advantage on saving 
  throws against spells and other magical effects.
  Actions
  Flesh-Crushing Stride. The hellfire engine moves up to its 
  speed in a straight line. During this move, it can enter Large or 
  smaller creatures’ spaces. A creature whose space the hellfire 
  engine enters must make a DC 18 Dexterity saving throw. On a 
  successful save, the creature is pushed 5 feet to the nearest space 
  out of the hellfire engine’s path. On a failed save, the creature falls 
  prone and takes 28 (8d6) bludgeoning damage.
   If the hellfire engine remains in the prone creature’s space, the 
  creature is also restrained until it’s no longer in the same space 
  as the hellfire engine. While restrained in this way, the creature, 
  or another creature within 5 feet of it, can make a DC 18 Strength 
  check. On a success, the creature is shunted to an unoccupied 
  space of its choice within 5 feet of the hellfire engine and is no 
  longer restrained.
  Hellfire Weapons. The hellfire engine uses one of the 
  following options:
  Bonemelt Sprayer. The hellfire engine spews acidic flame in a 
  60-foot cone. Each creature in the cone must make a DC 20 
  Dexterity saving throw, taking 11 (2d10) fire damage plus 18 
  (4d8) acid damage on a failed save, or half as much damage 
  on a successful one. Creatures that fail the saving throw are 
  drenched in burning acid and take 5 (1d10) fire damage plus 
  9 (2d8) acid damage at the end of their turns. An affected 
  creature or another creature within 5 feet of it can take an action 
  to scrape off the burning fuel.
  Lightning Flail. Melee Weapon Attack: +11 to hit, reach 15 ft., one 
  creature. Hit: 18 (3d8 + 5) bludgeoning damage plus 22 (5d8) 
  lightning damage. Up to three other creatures of the hellfire 
  engine’s choice that it can see within 30 feet of the target must 
  each make a DC 20 Dexterity saving throw, taking 22 (5d8) 
  lightning damage on a failed save, or half as much damage on a 
  successful one.
  Thunder Cannon. The hellfire engine targets a point within 120 
  feet of it that it can see. Each creature within 30 feet of that 
  point must make a DC 20 Dexterity saving throw, taking 27 
  (5d10) bludgeoning damage plus 13 (2d12) thunder damage on 
  a failed save, or half as much damage on a successful one.
  Imp
  Imp
  Tiny fiend (devil, shapechanger), lawful evil
  Armor Class 13
  Hit Points 10 (3d4 + 3)
  Speed 20 ft., fly 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   6 (−2) 
  17 (+3) 
  13 (+1) 
  11 (+0) 
  12 (+1) 
  14 (+2)
  Skills Deception +4, Insight +3, Persuasion +4, Stealth +5
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t silvered
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 11
  Languages Infernal, Common
  Challenge 1 (200 XP)
  Shapechanger. The imp can use its action to polymorph into a 
  beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 
  60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. 
  Its statistics are the same in each form, except for the speed 
  changes noted. Any equipment it is wearing or carrying isn’t 
  transformed. It reverts to its true form if it dies.
  Devil’s Sight. Magical darkness doesn’t impede the imp’s 
  darkvision.
  Magic Resistance. The imp has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target 
  must make a DC 11 Constitution saving throw, taking 10 (3d6) 
  poison damage on a failed save, or half as much damage on a 
  successful one.
  Invisibility. The imp magically turns invisible until it attacks or 
  until its concentration ends (as if concentrating on a spell). Any 
  equipment the imp wears or carries is invisible with it.
  
  38
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL-DRW08 The Harrowing of Hell (v1.0)
  Leviathan
  Leviathan
  Gargantuan elemental, neutral
  Armor Class 17
  Hit Points 328 (16d20 + 160)
  Speed 40 ft., swim 120 ft.
    STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   30 (+10) 
  24 (+7) 
  30 (+10) 
  2 (−4) 
  18 (+4) 
  17 (+3)
  Saving Throws Wis +10, Cha +9
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Damage Immunities acid, poison
  Condition Immunities exhaustion, grappled, paralyzed, petrified, 
  poisoned, prone, restrained, stunned
  Senses darkvision 60 ft., passive Perception 14
  Languages —
  Challenge 20 (25,000 XP)
  Legendary Resistance (3/Day). If the leviathan fails a saving throw, 
  it can choose to succeed instead.
  Partial Freeze. If the leviathan takes 50 cold damage or more 
  during a single turn, the leviathan partially freezes; until the end 
  of its next turn, its speeds are reduced to 20 feet, and it makes 
  attack rolls with disadvantage.
  Siege Monster. The leviathan deals double damage to objects and 
  structures (included in Tidal Wave).
  Water Form. The leviathan can enter a hostile creature’s space 
  and stop there. It can move through a space as narrow as 1 inch 
  wide without squeezing.
  Actions
  Multiattack. The leviathan makes two attacks: one with its slam 
  and one with its tail.
  Slam. Melee Weapon Attack: +16 to hit, reach 20 ft., one 
  target. Hit: 15 (1d10 + 10) bludgeoning damage plus 5 (1d10) 
  acid damage.
  Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 
  16 (1d12 + 10) bludgeoning damage plus 5 (1d10) acid damage.
  Tidal Wave (Recharge 6). While submerged, the leviathan 
  magically creates a wall of water centered on itself. The wall is up 
  250 feet long, up to 250 feet high, and up to 50 feet thick.
   When the wall appears, all other creatures within its area must 
  each make a DC 24 Strength saving throw. A creature takes 33 
  (6d10) bludgeoning damage on a failed save, or half as much 
  damage on a successful one.
   At the start of each of the leviathan’s turns after the wall 
  appears, the wall, along with any other creatures in it, moves 
  50 feet away from the leviathan. Any Huge or smaller creature 
  inside the wall or whose space the wall enters when it moves 
  must succeed on a DC 24 Strength saving throw or take 27 (5d10) 
  bludgeoning damage. A creature takes this damage no more than 
  once on a turn. At the end of each turn the wall moves, the wall’s 
  height is reduced by 50 feet, and the damage creatures take from 
  the wall on subsequent rounds is reduced by 1d10. When the wall 
  reaches 0 feet in height, the effect ends.
   A creature caught in the wall can move by swimming. Because 
  of the force of the wave, though, the creature must make a 
  successful DC 24 Strength (Athletics) check to swim at all during 
  that turn.
  Legendary Actions
  The leviathan can take 3 legendary actions, choosing from the 
  options below. Only one legendary action option can be used at a 
  time and only at the end of another creature’s turn. The leviathan 
  regains spent legendary actions at the start of its turn.
  Slam (Costs 2 Actions). The leviathan makes one slam attack.
  Move. The leviathan moves up to its speed.
  Marut
  Marut
  Large construct (inevitable), lawful neutral
  Armor Class 22 (natural armor)
  Hit Points 432 (32d10 + 256)
  Speed 40 ft., fly 30 ft. (hover)
    STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   28 (+9) 
  12 (+1) 
  26 (+8) 
  19 (+4) 
  15 (+2) 
  18 (+4)
  Saving Throws Int +12, Wis +10, Cha +12
  Skills Insight +10, Intimidation +12, Perception +10
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Damage Immunities poison
  Condition Immunities charmed, frightened, paralyzed, poisoned, 
  unconscious
  Senses darkvision 60 ft., passive Perception 20
  Languages all but rarely speaks
  Challenge 25 (75,000 XP)
  Immutable Form. The marut is immune to any spell or effect that 
  would alter its form.
  Innate Spellcasting. The marut’s innate spellcasting ability is 
  Intelligence (spell save DC 20). The marut can innately cast the 
  following spell, requiring no material components.
  At will: plane shift (self only)
  Legendary Resistance (3/Day). If the marut fails a saving throw, it 
  can choose to succeed instead.
  Magic Resistance. The marut has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The marut makes two slam attacks.
  Unerring Slam. Melee Weapon Attack: automatic hit, reach 5 ft., 
  one target. Hit: 60 force damage, and the target is pushed up to 5 
  feet away from the marut if it is Huge or smaller.
  Blazing Edict (Recharge 5–6). Arcane energy emanates from the 
  marut’s chest in a 60-foot cube. Every creature in that area takes 
  45 radiant damage. Each creature that takes any of this damage 
  must succeed on a DC 20 Wisdom saving throw or be stunned 
  until the end of the marut’s next turn.
  Justify. The marut targets up to two creatures it can see within 
  60 feet of it. Each target must succeed on a DC 20 Charisma 
  saving throw or be teleported to a teleportation circle in the 
  Hall of Concordance in Sigil. A target fails automatically if it is 
  incapacitated. If either target is teleported in this way, the marut 
  teleports with it to the circle.
   After teleporting in this way, the marut can’t use this action 
  again until it finishes a short or long rest.
  
  39
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL-DRW08 The Harrowing of Hell (v1.0)
  Pentadrone
  Pentadrone
  Large construct, lawful neutral
  Armor Class 16 (natural armor)
  Hit Points 32 (5d10 + 5)
  Speed 40 ft.
    STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  13 (+1)
  Skills Perception +4
  Senses truesight 120 ft., passive Perception 14
  Languages Modron
  Challenge 2 (450 XP)
  Axiomatic Mind. The pentadrone can’t be compelled to act in a 
  manner contrary to its nature or its instructions.
  Disintegration. If the pentadrone dies, its body disintegrates 
  into dust, leaving behind its weapons and anything else it 
  was carrying.
  Actions
  Multiattack. The pentadrone makes five arm attacks.
  Arm. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 
  (1d6 + 2) bludgeoning damage.
  Paralysis Gas (Recharge 5–6). The pentadrone exhales a 30-foot 
  cone of gas. Each creature in that area must succeed on a DC 11 
  Constitution saving throw or be paralyzed for 1 minute. A creature 
  can repeat the saving throw at the end of each of its turns, ending 
  the effect on itself on a success.
  Pit Fiend
  Pit Fiend
  Large fiend (devil), lawful evil
  Armor Class 19 (natural armor)
  Hit Points 300 (24d10 + 168)
  Speed 30 ft., fly 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   26 (+8) 
  14 (+2) 
  24 (+7) 
  22 (+6) 
  18 (+4) 
  24 (+7)
  Saving throws Dex +8, Con +13, Wis +10
  Damage Resistance cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t silvered
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses truesight 120 ft., passive Perception 14
  Languages Infernal, telepathy 120 ft.
  Challenge 20 (25,000 XP)
  Fear Aura. Any creature hostile to the pit fiend that starts its turn 
  within 20 feet of the pit fiend must make a DC 21 Wisdom saving 
  throw, unless the pit fiend is incapacitated. On a failed save, the 
  creature is frightened until the start of its next turn. If a creature’s 
  saving throw is successful, the creature is immune to the pit 
  fiend’s Fear Aura for the next 24 hours.
  Magic Resistance. The pit fiend has advantage on saving throws 
  against spells and other magical effects.
  Innate Spellcasting. The pit fiend’s spellcasting ability is Charisma 
  (spell save DC 21). The pit fiend can innately cast the following 
  spells, requiring no material components:
  At will: detect magic, fireball
  3/day each: hold monster, wall of fire
  Actions
  Multiattack. The pit fiend makes four attacks: one with its bite, 
  one with its claw, one with its mace, and one with its tail.
  Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 
  Hit: 22 (4d6 + 8) piercing damage. The target must succeed on 
  a DC 21 Constitution saving throw or become poisoned. While 
  poisoned in this way, the target can’t regain hit points, and it 
  takes 21 (6d6) poison damage at the start of each of its turns. The 
  poisoned target can repeat the saving throw at the end of each of 
  its turns, ending the effect on itself on a success.
  Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 
  Hit: 17 (2d8 + 8) slashing damage.
  Mace. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 
  Hit: 15 (2d8 + 8) bludgeoning damage plus 21 (6d6) fire damage.
  Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 
  24 (3d10 + 8) bludgeoning damage.
  Quadrone
  Quadrone
  Medium construct, lawful neutral
  Armor Class 16 (natural armor)
  Hit Points 22 (4d8 + 4)
  Speed 30 ft., fly 30 ft.
    STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+1) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  11 (+0)
  Skills Perception +2
  Senses truesight 120 ft., passive Perception 12
  Languages Modron
  Challenge 1 (200 XP)
  Axiomatic Mind. The quadrone can’t be compelled to act in a 
  manner contrary to its nature or its instructions.
  Disintegration. If the quadrone dies, its body disintegrates 
  into dust, leaving behind its weapons and anything else it 
  was carrying.
  Actions
  Multiattack. The quadrone makes two fist attacks or four 
  shortbow attacks.
  Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 
  (1d4 + 1) bludgeoning damage.
  Slam. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  
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  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL-DRW08 The Harrowing of Hell (v1.0)
  Red Wizard Zulkir
  Red Wizard Zulkir
  Medium humanoid (any race), any alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 99 (18d8 + 18)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  14 (+2) 
  12 (+1) 
  20 (+5) 
  15 (+2) 
  16 (+3)
  Saving Throws Int +9, Wis +6
  Skills Arcana +13, History +13
  Senses passive Perception 12
  Languages Common, Draconic, Elvish, Abyssal, Celestial, Infernal
  Challenge 12 (8,400 XP)
  Magic Resistance. The zulkir has advantage on saving throws 
  against spells and other magical effects.
  Legendary Resistance (3/Day). If a zulkir fail a saving throw, they 
  can choose to succeed instead.
  Spell Secrets. When a zulkir cast a spell with a spell slot that 
  deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder 
  damage, the zulkir can substitute that damage type with one 
  other type from that list.
  Spellcasting. The zulkir is an 18th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 17, +9 to hit with 
  spell attacks). The zulkir can cast disguise self and invisibility at will 
  and has the following wizard spells prepared:
  Cantrips (at will): fire bolt, light, mage hand, prestidigitation, 
  shocking grasp
  1st level (4 slots): detect magic, shield, mage armor*, 
  magic  missile
  2nd level (3 slots): blindness/deafness, mirror image, misty step
  3rd level (3 slots): counterspell, fireball, lightning bolt
  4th level (3 slots): banishment, fire shield, ice storm
  5th level (3 slots): cone of cold, dominate person, wall of force
  6th level (1 slot): true seeing*
  7th level (1 slot): teleport
  8th level (1 slot): mind blank*
  9th level (1 slot): meteor swarm
  *The zulkir casts mage armor, true seeing, and mind blank on itself 
  before combat
  Tattoos of Absorption. A Red Wizard zulkir can use a reaction to 
  absorb a spell that is targeting only the zulkir and not with an area 
  of effect. The absorbed spell’s effect is canceled, and the spell’s 
  energy—not the spell itself—is stored in the zulkir’s magical 
  tattoos. The energy has the same level as the spell when it was 
  cast. The magical tattoos can absorb and store up to 20 levels. 
  The zulkir’s can cast spells using spell levels stored in this way.
  Actions
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  Legendary Actions
  The Red Wizard zulkir can take 3 legendary actions, choosing 
  from the options below. Only one legendary action option can 
  be used at a time and only at the end of another creature’s turn. 
  The Red Wizard zulkir regains spent legendary actions at the start 
  of its turn.
  Cantrip (Costs 1 Action). The zulkir casts a cantrip.
  First-level spell (Costs 1 Action). The zulkir casts a first-level spell.
  Second-level spell (Costs 2 Actions). The zulkir casts a second-
  level spell.
  Third-level spell (Costs 3 Actions). The zulkir casts a third-
  level spell.
  Roc
  Roc
  Gargantuan monstrosity, unaligned
  Armor Class 15 (natural armor)
  Hit Points 248 (16d20 + 80)
  Speed 20 ft., fly 120 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   28 (+9) 
  10 (+0) 
  20 (+5) 
  3 (-4) 
  10 (+0) 
  9 (-1)
  Saving Throws Dex +4, Con +9, Wis +4, Cha +3
  Skills Perception +4
  Senses passive Perception 14
  Languages —
  Challenge 11 (7,200 XP)
  Keen Sight. The roc has advantage on Wisdom (Perception) 
  checks that rely on sight.
  Actions
  Multiattack. The roc makes two attacks: one with its beak and 
  one with its talons.
  Beak. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 
  Hit: 27 (4d8 + 9) piercing damage.
  Talons. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 
  Hit: 23 (4d6 + 9) slashing damage, and the target is grappled 
  (escape DC 19). Until this grapple ends, the target is restrained, 
  and the roc can’t use its talons on another target.
  
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  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL-DRW08 The Harrowing of Hell (v1.0)
  Scout
  Scout
  Medium humanoid (any race), any alignment
  Armor Class 13 (leather armor)
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  14 (+2) 
  12 (+1) 
  11 (+0) 
  13 (+1) 
  11 (+0) 
  Skills Nature +4, Perception +5, Stealth +6, Survival +5
  Senses passive Perception 15
  Languages any one language (usually Common)
  Challenge 1/2 (100 XP)
  Keen Hearing and Sight. The scout has advantage on Wisdom 
  (Perception) checks that rely on hearing or sight.
  Actions
  Multiattack. The scout makes two melee attacks or two 
  ranged attacks.
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., 
  one target. Hit: 6 (1d8 + 2) piercing damage.
  Storm Giant
  Storm Giant
  Huge giant, chaotic good
  Armor Class 16 (scale mail)
  Hit Points 230 (20d12 + 100)
  Speed 50 ft., swim 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   29(+9) 
  14(+2) 
  20(+5) 
  16(+3) 
  18(+4) 
  18(+4)
  Saving Throws Str +14, Con +10, Wis +9, Cha +9
  Skills Arcana +8, Athletics +14, History +8, Perception +9
  Damage Resistances cold
  Damage Immunities lightning, thunder
  Senses passive Perception 19
  Languages Common, Giant
  Challenge 13 (10,000 XP)
  Amphibious. The giant can breathe air and water.
  Innate Spellcasting. The giant’s innate spellcasting ability is 
  Charisma (spell save DC 17). It can innately cast the following 
  spells, requiring no material components:
  At will: detect magic, feather fall, levitate, light
  3/day each: control weather, water breathing
  Actions
  Multiattack. The giant makes two greatsword attacks.
  Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one 
  target. Hit: 30 (6d6 + 9) slashing damage.
  Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one 
  target. Hit: 35 (4d12 + 9) bludgeoning damage.
  Lightning Strike (Recharge 5–6). The giant hurls a magical 
  lightning bolt at a point it can see within 500 feet of it. Each 
  creature within 10 feet of that point must make a DC 17 Dexterity 
  saving throw, taking 54 (12d8) lightning damage on a failed save, 
  or half as much damage on a successful one.
  Swashbuckler
  Swashbuckler
  Medium humanoid (any race), any non-lawful alignment
  Armor Class 17 (leather armor)
  Hit Points 66 (12d8 + 12)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+1) 
  18 (+4) 
  12 (+1) 
  14 (+2) 
  11 (+0) 
  15 (+2)
  Skills Acrobatics +8, Athletics +5, Persuasion +6
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 3 (700 XP)
  Lightfooted. The swashbuckler can take the Dash or Disengage 
  action as a bonus action on each of its turns.
  Suave Defense. While the swashbuckler is wearing light 
  or no armor and wielding no shield, its AC includes its 
  Charisma modifier.
  Actions
  Multiattack. The swashbuckler makes three attacks: one with a 
  dagger and two with its rapier.
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) piercing damage.
  
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  DDAL-DRW08 The Harrowing of Hell (v1.0)
  Ygorl, Lord of Entropy
  Ygorl, Lord of Entropy
  Large aberration, chaotic neutral
  Armor Class 20 (natural armor)
  Hit Points 325 (26d10 + 182)
  Speed 40 ft., climb 40 ft., swim 40 ft.
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA
   24 (+7) 
  18 (+4) 
  24 (+7) 
  20 (+5) 
  16 (+3) 
  26 (+8)
  Saving Throws Str +14, Con +14, Wis +10
  Skills Arcana +6, Perception +8
  Damage Resistances acid, cold, fire, lightning, thunder
  Damage immunities necrotic, poison; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Senses passive Perception 13
  Languages all, telepathy 120 ft.
  Challenge 13 (50,000 XP)
  Entropic Aura. Each creature that is not a construct or undead 
  that ends its turn within 15 feet of Ygorl takes 14 (4d6) 
  necrotic damage.
  Legendary Resistance (3/Day). If Ygorl fails a saving throw, it can 
  choose to succeed instead.
  Magic Resistance. Ygorl has advantage on saving throws against 
  spells and other magical effects.
  Innate Spellcasting. Ygorl’s innate spellcasting ability is Charisma 
  (spell save DC 23, +15 to hit with spell attacks). It can innately 
  cast the following spells, requiring no material components:
  At will: blight, blink, chaos bolt,* darkness, detect magic, fly, shield
  3/day each: circle of death, enervation,* phantasmal killer, symbol 
  (discord only)
  2/day each: finger of death, harm, mental prison,* power word pain*
  1/day each: power word kill, power word stun, symbol (death 
  only), weird
  * Spell from Xanathar’s Guide to Everything
  Actions
  Multiattack. Ygorl makes three attacks: two with its scythe, and 
  one with its Entropic Touch.
  Scythe. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 
  Hit: 18 (2d10 + 7) slashing damage plus 19 (3d12) necrotic 
  damage. Any creature reduced to 0 hit points by this attack dies, 
  with its body and everything it is wearing and carrying, except 
  magic items, exploding into a cloud of ash. The creature can be 
  restored to life only by means of a wish spell.
  Entropic Touch. Melee Weapon Attack: +14 to hit, reach 5 ft., one 
  target. Hit: 16 (2d8 + 7) necrotic damage, and the target must 
  succeed on a DC 22 Constitution saving throw or gain one level of 
  exhaustion.
  Summon Slaadi (1/Day). Ygorl summons 1d4 + 1 death slaadi. 
  A summoned slaad appears in an unoccupied space within 60 
  feet of Ygorl, acts as an ally of Ygorl, and can’t summon other 
  slaadi. It remains for 1 minute, until it or Ygorl dies, or until Ygorl 
  dismisses it as an action.
  Teleport. Ygorl teleports, along with any equipment it is wearing 
  or carrying, up to 120 feet to an unoccupied space it can see.
  Legendary Actions
  Ygorl can take 3 legendary actions, choosing from the options 
  below. It can take only one legendary action at a time and only at 
  the end of another creature’s turn. Ygorl regains spent legendary 
  actions at the start of its turn.
  Scythe. Ygorl makes one attack with its scythe.
  Teleport. Ygorl uses its Teleport action.
  Call the Void (Costs 3 Actions). Each creature that is not a 
  construct or undead within 30 feet of Ygorl must make a DC 22 
  Constitution saving throw against the lord of entropy’s attempt 
  to unmake life, taking 42 (12d6) necrotic damage on a failed 
  save, or half as much damage on a successful one. Ygorl then 
  regains a number of hit points equal to half the total damage 
  taken by all affected creatures.
  
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  DDAL-DRW08 The Harrowing of Hell (v1.0)
  Key NPC Statistics
  The following NPCs appear in this adventure.
  Dara, Chosen of Ilmater
  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.
  Saving Dara
  Even though she is a Chosen of Ilmater, Dara is particularly 
  fragile, and characters who take her along for the excursion 
  into Mirror Maelstrom will need to do all they can to protect 
  her. Temporary hit points, buff spells, and smart tactics are 
  all key. If Dara dies and the characters return her to life, her 
  powers diminish, so deciding to not protect her in favor of 
  simply bringing her back is a losing proposition.
   Each time Dara dies, she loses one of the following features 
  chosen randomly:
  • Her damage resistances
  • Her condition immunities
  • Her Magic Resistance trait
  • Her Innate Spellcasting trait
   If she loses all four features, she no longer has any of her 
  abilities as a Chosen.
   If one or more characters have allowed Dara to die in a 
  previous adventure, average the number of You Let Dara Die! 
  story awards that the characters have to determine how many 
  abilities Dara is missing at the beginning of this adventure.
  Zehira Deryan
  Zehira Deryan
  Medium humanoid (human), neutral good
  Armor Class 19 (mariner’s studded leather, shield +1)
  Hit Points 113 (15d10 + 30)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+2) 
  18 (+4) 
  14 (+2) 
  11 (+0) 
  16 (+3) 
  14 (+2)
  Saving Throws Dex +10, Int +6
  Skills Acrobatics +10, Athletics +13, Insight +9, Perception +9, 
  Persuasion +13, Stealth +10, Survival +9
  Senses passive Perception 19
  Languages Common, Elvish, Infernal, Primordial, Sahuagin, 
  thieves’ cant
  Cunning Action. Zehira can take a bonus action on each of her 
  turns to take the Dash, Disengage, or Hide action.
  Fancy Footwork. During her turn, if Zehira makes a melee attack 
  against a creature, that creature can’t make opportunity attacks 
  against her for the rest of her turn.
  Rakish Audacity. Zehira adds her Charisma modifier (+2) to her 
  initiative rolls. She doesn’t need advantage on the attack roll 
  to use Sneak Attack against a creature if she is within 5 ft. of it, 
  no other creatures are within 5 ft. of her, and she doesn’t have 
  disadvantage on the attack roll.
  Sneak Attack (1/Turn). Zehira deals an extra 14 (4d6) damage 
  when she hits a target with a weapon attack and has advantage 
  on the attack roll, or when the target is within 5 feet of an ally that 
  isn’t incapacitated and Zehira doesn’t have disadvantage on the 
  attack roll. Also see Rakish Audacity.
  Spellcasting. Zehira is a 12th–level spellcaster. Her spellcasting 
  ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). 
  Zehira has the following ranger spells prepared:
  1st level (4 slots): cure wounds, goodberry, zephyr strike
  2nd level (3 slots): darkvision, lesser restoration
  3rd level (3 slots): water breathing
  4th level (1 slot): freedom of movement
  Actions
  Multiattack. Zehira makes three attacks with either her club, 
  dagger, or rapier.
  Club +3. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 
  Hit: 9 (1d4 + 7) bludgeoning damage.
  Dagger. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage.
  Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 10 (1d8 + 6) piercing damage.
  Reaction
  Uncanny Dodge. Zehira halves the damage that she takes from an 
  attack that hits her. She must be able to see the attacker.
  Mariner’s Studded Leather
  While wearing this armor, Zehira has a swimming speed 
  equal to her walking speed. In addition, whenever she starts 
  her turn underwater with 0 hit points, the armor causes her to 
  rise 60 feet toward the surface. The armor is decorated with 
  fish and shell motifs.
  
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  DDAL-DRW08 The Harrowing of Hell (v1.0)
  Appendix 1:  
  Appendix 1:  
  Wandering Emporium Overland Map
  Wandering Emporium Overland Map
  
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  DDAL-DRW08 The Harrowing of Hell (v1.0)
  Appendix 2: Mirror Maelstrom Map
  Appendix 2: Mirror Maelstrom Map
  
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  DDAL-DRW08 The Harrowing of Hell (v1.0)
  Appendix 3: Hekaton’s Galleon Map
  Appendix 3: Hekaton’s Galleon Map
  
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  DDAL-DRW08 The Harrowing of Hell (v1.0)
  Appendix 4: Spawning Pool Map
  Appendix 4: Spawning Pool Map
  
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  DDAL-DRW08 The Harrowing of Hell (v1.0)
  Flesh Warping
  d100
  Effect
  01–05
  The color of the target’s hair, eyes, and skin becomes blue, red, yellow, or patterned.
  06–10
  The target’s eyes push out of its head on the end of stalks.
  11–15
  The target’s hands grow claws, which can be used as daggers.
  16–20
  One of the target’s legs grows longer than the other, reducing its walking speed by 10 feet.
  21–25
  The target’s eyes become beacons, filling a 15-foot cone with dim light when they are open.
  26–30
  A pair of wings, either feathered or leathery, sprout from the target’s back, granting it a flying speed of 30 feet.
  31–35
  The target’s ears tear free from its head and scurry away, leaving the target deafened.
  36–40
  Two of the target’s teeth turn into tusks.
  41–45
  The target’s skin becomes scabby, granting it a +1 bonus to Armor Class but reducing its Charisma by 2 (to a minimum of 
  1).
  46–50
  The target’s arms and legs switch places, preventing the target from moving unless it crawls.
  51–55
  The target’s arms become tentacles with fingers on the ends, increasing its reach by 5 feet.
  56–60
  The target’s legs grow incredibly long and springy, increasing its walking speed by 10 feet.
  61–65
  The target grows a whiplike tail, which it can use as a whip.
  66–70
  The target’s eyes turn black, and it gains darkvision out to a range of 120 feet.
  71–75
  The target swells, tripling its weight.
  76–80
  The target becomes thin and skeletal, reducing its weight by half.
  81–85
  The target’s head doubles in size.
  86–90
  The target’s ears become wings, giving it a flying speed of 5 feet.
  91–95
  The target’s body becomes unusually brittle, giving it vulnerability to bludgeoning, piercing, and slashing damage.
  96–00
  The target grows another head, causing it to have advantage on saving throws against being charmed, frightened, or 
  stunned.
  Appendix 5: Flesh-Warping Table
  Appendix 5: Flesh-Warping Table
  
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  DDAL-DRW08 The Harrowing of Hell (v1.0)
  The characters can keep the following magic items if they 
  are found during the adventure. It is suggested that you 
  print off enough copies of this page to be able to give one 
  to each of your players, crossing out rewards they didn’t 
  receive during the session.
  Chime of Opening
  Wondrous item, rare
  This hollow metal tube measures about 1 foot long and 
  weighs 1 pound. You can strike it as an action, pointing it at 
  an object within 120 feet of you that can be opened, such 
  as a door, lid, or lock. The chime issues a clear tone, and 
  one lock or latch on the object opens unless the sound can’t 
  reach the object. If no locks or latches remain, the object 
  itself opens.
   The chime can be used ten times. After the tenth time, it 
  cracks and becomes useless.
  Potion of Vitality
  Potion, very rare
  When you drink this potion, it removes any exhaustion you 
  are suffering and cures any disease or poison affecting you. 
  For the next 24 hours, you regain the maximum number of 
  hit points for any Hit Die you spend. The potion’s crimson 
  liquid regularly pulses with a dull light, calling to mind a 
  heartbeat.
  Oathbow
  Weapon (longbow), very rare (requires attunement)
  When you nock an arrow on this bow, it whispers in 
  Infernal, “Swift defeat to my enemies.” When you use this 
  weapon to make a ranged attack, you can, as a command 
  phrase, say “Swift death to you who have wronged me.” 
  The target of your attack becomes your sworn enemy until 
  it dies or until dawn seven days later. You can have only one 
  such sworn enemy at a time. When your sworn enemy dies, 
  you can choose a new one after the next dawn.
   When you make a ranged attack roll with this weapon 
  against your sworn enemy, you have advantage on the roll. 
  In addition, your target gains no benefit from cover, other 
  than total cover, and you suffer no disadvantage due to long 
  range. If the attack hits, your sworn enemy takes an extra 
  3d6 piercing damage.
   While your sworn enemy lives, you have disadvantage on 
  attack rolls with all other weapons.
   This particular oathbow is made of blackened, cooled 
  lava, its string glowing as if red-hot.
  Potion of Storm Giant Strength
  Potion, legendary
  When you drink this potion, your Strength score changes 
  to 29 for 1 hour. The potion has no effect on you if your 
  Strength is equal to or greater than that score. This potion’s 
  transparent liquid has floating in it a sliver of fingernail 
  from a storm giant.
  Scarab of Protection
  Wondrous item, legendary (requires attunement)
  If you hold this medallion in your hand for 1 round, an 
  inscription appears on its surface revealing its magical 
  nature. It provides two benefits while it is on your person:
  • You have advantage on saving throws against spells.
  • The scarab has 12 charges. If you fail a saving throw 
  against a necromancy spell or a harmful effect 
  originating from an undead creature, you can use your 
  reaction to expend 1 charge and turn the failed save into 
  a successful one. The scarab crumbles into powder and 
  is destroyed when its last charge is expended.
   This particular medallion is made of coral and shaped 
  like a crab. It hangs on a kelp necklace.
  Legacy Events
  The characters might earn the following legacy events in 
  this adventure.
  Burn, Baby, Burn
  Asmodeus has imprisoned your soul within a soul coin and 
  fed it to an infernal war machine’s engine, destroying your 
  soul instantly. Not even divine intervention can resurrect 
  you now. Your character is permanently retired.
  No Exceptions!
  You’ve broken one of Mahadi’s rules for the Wandering 
  Emporium: “No fighting! No spellcasting! No exceptions!” 
  You’ve been kicked out of the emporium, and are banned 
  from ever entering it again.
  Knight of the Giant Queen
  You have sworn allegiance to Serissa, the storm giant 
  queen, and have joined her court at Maelstrom. The vow 
  you have sworn to her supersedes all other oaths.
  Appendix 6: Character Rewards
  Appendix 6: Character Rewards
  
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  DDAL-DRW08 The Harrowing of Hell (v1.0)
  To run an adventure as a DM, you must have three to 
  seven players, each with their own character within the 
  adventure’s level range (see the “Adventure Primer” section 
  at the start of the adventure).
  New to D&D Adventurers League?
  http://dnd.wizards.com/playevents/organized-play
  New to the Annual Storyline?
  You can find out more about the Dreams of the Red 
  Wizards storyline here:
  http://dndadventurersleague.org/storyline-seasons/
  dreamsof-the-red-wizards/
  Preparing the Adventure
  Before you start play, consider the following:
  • Read through the adventure, taking notes of anything 
  you’d like to highlight or remind yourself of while 
  running it, such as a way you’d like to portray an NPC 
  or a tactic you’d like to use in a combat. Familiarize 
  yourself with the adventure’s appendices and handouts.
  • Gather any resources you’d like to use to aid you in 
  running the adventure, such as notecards, a DM screen, 
  miniatures, and battle maps.
  • Ask the players to provide you with relevant character 
  information, such as name, race, class, and level; passive 
  Wisdom (Perception) score; and anything the adventure 
  specifies as notable (such as backgrounds, traits, 
  and flaws).
   Players can play an adventure they previously played 
  as a player or Dungeon Master, but can do so only once 
  with a specific character. Ensure that each player has 
  their character’s adventure logsheet (if not, get one from 
  the organizer) with their starting values for level, magic 
  items, gold, and downtime days. These are updated at the 
  conclusion of the session. The adventure information and 
  your information are added at the end of the adventure 
  session—whether the character completed the adventure or 
  not.
   Each player is responsible for maintaining an accurate 
  logsheet. If you have time, you can do a quick scan of a 
  player’s character sheet to ensure nothing looks out of 
  order. If you see magic items of very high rarities or strange 
  arrays of ability scores, you can ask players to provide 
  documentation for the irregularities. If they cannot, feel 
  free to restrict item use or ask them to use a standard 
  ability score array.
  Appendix 7: Dungeon Master Tips
  Appendix 7: Dungeon Master Tips
   Point players to the D&D Adventurers League Player’s 
  Guide for reference. If players wish to spend downtime 
  days and it’s the beginning of an adventure or episode, they 
  can declare their activity and spend the days immediately, 
  or they can do so at the end of the adventure or episode. 
  Players should select their characters’ spells and other 
  daily options prior to the start of the adventure, unless 
  the adventure specifies otherwise. Feel free to reread the 
  adventure description to help give players hints about what 
  they might face.
  Adjusting This Adventure
  To determine whether you should consider adjusting the 
  adventure, add up the total levels of all the characters and 
  divide the result by the number of characters (rounding .5 
  or greater up; .4 or less down). This is the group’s average 
  party level (APL). To approximate the party strength for 
  the adventure, consult the table below.
  Determining Party Strength
  Party Composition Party 
  Party Strength
  3-4 characters, APL less than 
  Very weak
  3-4 characters, APL equivalent 
  Weak
  3-4 characters, APL greater than 
  Average
  5 characters, APL less than 
  Weak
  5 characters, APL equivalent 
  Average
  5 characters, APL greater than 
  Strong
  6-7 characters, APL less than 
  Average
  6-7 characters, APL equivalent 
  Strong
  6-7 characters, APL greater than 
  Very strong
  
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