TEXT: D&D Descent into Avernus glyph, simpliﬁed
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  by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
  A Two-to-Four Hour Adventure for 1st through 4th Level Characters.
  Optimized For: APL 3
  An Avernus Rising Adventure
  The streets of Baldur’s Gate run red with blood. Old blood. The blood of 
  Hellriders. Someone or something is punishing the children for the sins of 
  the father and it’s time to put it to an end. Who and where is Gharizol?
  Part Three of the Betrayal is in the Blood series of adventures.
  DDAL 09-04
  Credits
  Designer: M.T. Black
  Editing: Travis Woodall, Greg Marks, Hannah Rose
  D&D Adventurers League Guildmaster: Chris Lindsay
  Art Director and Graphic Designer: Rich Lescouflair
  Interior Art: Provided by Wizards of the Coast
  Cartography: Travis Woodall
  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, Lysa Penrose, Claire 
  Hoffman, Greg Marks
  Playtesters: Gary Affeldt, Richard Brown, David Krolink, 
  Ben Siekert, Christine Weidenbach, Cyndi Kinslow, Chris 
  Klann, Austin Haffke, James Bowen, Dave Rosser Jr., 
  Jawsh Murdock, Wayne Fuller , Marcello Velazquez, 
  Dorrie Wagner, Sam Aldridge, Douglas Sklarski, Dan 
  Taylor, Atis Kleinbergs, Matt Maranda, Gregory Harris, 
  Jj Tin, Daniel Chapman, Daniel Oliveira, Matthew 
  Roderick, Travis Fuller, Kyle Turner
  DAY OF THE DEVIL
  
  2
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  DDAL09-04 Day of the Devil (v1.0)
  A Bloody Spectacle
  Call to Action
  Market Massacre
  Story Objective A
  1
  Infernal Assault
  Story Objective B
  2
  Escape the 
  Cultists
  Bonus Objective A
  A
  Refugee Rescue
  Bonus Objective B
  B
  Adventure Primer
  “The usual walls of defense about mankind have such a gap 
  made in them, that the very devils are broke in upon us, to 
  seduce the souls, torment the bodies, and consume the estates 
  of our neighbors.”
  —The Wonders of the Invisible World
  This adventure is designed for three to seven 1st- to 4th-
  level characters and is optimized for five characters with 
  an average party level (APL) of 3. Characters outside this 
  level range cannot participate in this adventure.
   This adventure occurs in Baldur’s Gate on the Sword 
  Coast of Faerûn.
  Adventure Background
  Nothing of the holy city of ELTUREL remains 
  after the archdevil ZARIEL pulled the city and its 
  residents into AVERNUS, the first layer of the NINE 
  HELLS. Some lucky refugees have found their way 
  to BALDUR’S GATE—hoping to find solace from the 
  dangers ELTUGARD faces without the protection of the 
  HELLRIDERS. Among the refugees is the young cleric 
  DARA and her two mysterious guardians.
   The Gate, however, isn’t a place of solace or safety: 
  GHARIZOL, a devil in Zariel’s service, is preying upon the 
  descendants of the Hellriders that betrayed her before her 
  fall from grace.
  Adventure Overview
  The adventure’s story is spread over three parts and takes 
  approximately two hours to play. The adventure begins 
  with a Call to Action scene. It also contains two optional 
  bonus objectives, each taking one additional hour to play.
  • Call to Action: A Bloody Spectacle. The characters 
  are in the marketplace, listening to Duke Dillard Portyr 
  warn the citizens about the mysterious Gharizol. His 
  speech is cut short by his spectacular and gory death.
  • Part 1: Market Massacre. The characters must defeat 
  the devils in the marketplace and locate the assassin. 
  This is Story Objective A.
  • Part 2: Infernal Assault. The characters go to the 
  warehouse that is housing the refugees to defend them 
  against Gharizol and a host of cultists. This is Story 
  Objective B.
  • Bonus Objective A: Devil Dash. The characters 
  are attacked by a pack of devils and must race to the 
  warehouse. This bonus objective is described in 
  Appendix 1.
  • Bonus Objective B: Refugee Rescue. During the battle, 
  a refugee is carried off by the cultists. The characters 
  must find and rescue him before it’s too late. This bonus 
  objective is described in Appendix 2.
  Adventure Hooks
  If the characters have played the previous adventures in 
  the Betrayal Is in the Blood trilogy, they arrived in Baldur’s 
  Gate along with the Eltugardian refugees. They may 
  have decided to stay in town for a few days to ensure the 
  refugees settle in, and likely extended their plans when 
  things in town started getting bloody.
   If the characters didn’t play in the previous adventures, 
  or did not form strong bonds with the refugees, use their 
  backgrounds to provide additional hooks. For example:
   Background (Acolyte). The character knows a local 
  priest who is concerned about the violence breaking out 
  all over the city and beseeches the party to help protect the 
  newly arrived refugees.
   Background (Folk Hero). There have been reports of 
  infernal activity in the area. The common folk, fearing for 
  their lives, ask the characters to do something about it.
   Background (Soldier). One of the characters was once 
  a member of the Flaming Fist before resigning to pursue 
  adventuring. A former comrade asks them to help track 
  down a murderous creature named Gharizol.
  Adventure Flowchart
  This section provides a basic understanding of not only 
  the flow of the adventure, but also the outline of the 
  different paths that your players may take in reaching 
  their stated objective.
  
  3
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  DDAL09-04 Day of the Devil (v1.0)
  Call to Action: A Bloody Spectacle
  Estimated Duration: 10 minutes
  An Explosive Meeting
  The people of Baldur’s Gate are deeply troubled by recent 
  reports of several hideous murders. To settle the populace, 
  Duke Dillard Portyr, one of the city’s rulers, has organized 
  a special meeting in the marketplace. The characters are 
  attending this meeting along with thousands of others.
  Area Information
  The famous open-air marketplace of Baldur’s Gate is 
  called the Wide and is situated in the Upper City. While it 
  is usually packed with colorful tents and stalls, today the 
  market has been cancelled and the area is full of people 
  waiting to hear from the Duke.
   Dimensions & Terrain. The Wide is triangular and 
  roughly 600 feet on each side. The dirt underfoot is tightly 
  packed down by generations of foot traffic.
   Weather. It is a dull, cloudy day.
    Sounds & Smells. The crowd chatters noisily while 
  waiting. The odor of sweat hangs in the air, mingled with 
  the occasional whiff of perfume.
   Statue. The only permanent fixture in the Wide is a 
  bronze statue depicting a powerful warrior holding a 
  hamster in his hands. It is called the Beloved Ranger.
   Temporary Stage. The Duke has arranged for a 6-foot-
  high temporary stage to be erected on the northeastern 
  side of the marketplace.
  Creature Information
  Thousands of people (a mixture of commoners and 
  nobles) are present listening to the Duke (LN male human 
  noble) speak. Four of the Duke’s personal guards stand 
  beside him protectively, while an additional dozen guards 
  of the Watch are scattered around the perimeter of the 
  Wide, alert for trouble.
   What Do They Want? Duke Portyr is here to try to 
  bolster the citizens’ confidence in the ruling council as 
  much as possible. The Duke’s guards and the Watch all 
  share a common goal—to be mindful of trouble and to keep 
  the Duke safe from harm.
   What Do They Know? The Duke knows that the 
  situation in the city is starting to spin out of control. The 
  Watch are on edge, increasingly worried about the rumors 
  of devilish activity in Baldur’s Gate.
  Call to Action: The Duke’s Speech
  The characters are standing in front of the Beloved 
  Ranger, about 150 feet from the stage. The Duke raises 
  his hands and the crowd slowly quiets. He speaks in a 
  loud, occasionally hoarse voice, and pauses often to catch 
  his breath.
   The Duke tells the crowd that the ruling council is 
  aware of the grisly murders and has learned the name of 
  the perpetrator: Gharizol. He begins assuring them that 
  all possible steps are being taken to apprehend Gharizol, 
  when he is rudely interrupted.
  A blood-red arrow, glowing with infernal light, suddenly 
  streaks from the crowd and strikes the Duke squarely in 
  the chest. He staggers, gasps, and then explodes in a 
  shower of blood and gore. Several devils climb out from 
  his putrid remains before tearing into his guards with 
  vile glee.
  Baldur’s Gate
  Baldur’s Gate is built on the steep granite bluffs that flank the 
  river Chionthar. Ruled by the Council of Four, this bustling 
  metropolis houses a little over forty thousand citizens and 
  boasts a thriving harbor. It’s a place of commerce, prosperity, 
  and danger.
   Often swathed in mist, the steep, narrow streets and tightly 
  packed tenements of the Lower City contrast sharply with the 
  wide avenues and grand houses of the Upper City. The Upper 
  City is kept secure by the Watch, while order in the Lower 
  City is maintained by the Flaming Fist, a mercenary company 
  led by one of the members of the council—Duke Ulder 
  Ravengard. However, Duke Ulder was in Elturel when it fell, 
  leaving the Flaming Fist leaderless, and the city in turmoil.
  
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  DDAL09-04 Day of the Devil (v1.0)
  Part 1: Market Massacre
  Estimated Duration: 40 minutes
  A. Dealing with the Devils
  The characters must eliminate the devils that emerged 
  from the Duke’s remains. As the crowd screams and 
  scatters, ask the players to roll initiative. The characters 
  start near the base of the Beloved Ranger, about 150 feet 
  away from the stage.
  Story Objective
  Defeating the devils is Story Objective A.
  Area Information
  This encounter takes place in the Wide, described in the 
  Call to Action. Characters investigating the Duke’s body 
  learn the following.
   The Duke. The Duke’s body is a vile ruin of gore—barely 
  recognizable as a man. However, the iron arrow that struck 
  him is easily found.
   The Arrow. This pitted iron arrow is very hot and deals 
  2 (1d4) fire damage to anyone who picks it up without 
  gloves. The detect magic spell reveals that it bore strong 
  conjuration magic, although it’s now drained and no longer 
  magical.
  Creature Information
  Two imps and four nupperibo emerge from the ruins of 
  the Duke’s body. The large crowd and the Watch are thrown 
  into a screaming panic.
  Adjusting the Scene
  Here are some suggestions for adjusting this scene:
  • Very Weak: Remove the imps and two nupperibo.
  • Weak: Remove an imp and two nupperibo.
  • Strong: Add an imp.
  • Very Strong: Add an imp and two nupperibo.
   What Do They Want? The devils want to kill as many 
  people as possible before being destroyed. The crowd 
  cares for nothing more than escape—heedless of the safety 
  of others. The remaining members of the Watch flee as 
  well, except for two young recruits, Elendra and Ravek (LN 
  human guards; female and male, respectively), who stand 
  near the Beloved Ranger statue.
   What Do They Know? The imps have been summoned 
  to Baldur’s Gate to serve Gharizol. The crowd and the 
  Watch have heard rumors of infernal activity in the city, and 
  the slaughter of the Duke has confirmed it. The citizenry 
  knows that it’s better to flee than to stay.
   Complications. At the start of every round, have one 
  of the players roll a d10. Using the result, consult the 
  following table for a possible complication.
  Combat Complications
  d10
  Complication
  1
  A young child falls nearby and is in danger of being 
  trampled to death. It takes an action to help the child 
  stand up and get to safety.
  2
  The marketplace is now lightly obscured by rain, 
  and the speed of all creatures in the marketplace is 
  reduced by 10 feet.
  3
  An old man grapples (+0) a character (escape DC 
  10), screaming for help.
  4
  A swarm of insects (centipedes), conjured by the 
  infernal ambiance, crawls into the marketplace and 
  attacks the party.
  5
  A random character’s weapon is damaged. The 
  damage of attacks made with this weapon are halved 
  until the character takes a short rest to repair it.
  6
  A random character stumbles on a pothole and must 
  succeed on a DC 15 Dexterity saving throw or fall 
  prone.
  7-10
  No complication.
  
  5
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  DDAL09-04 Day of the Devil (v1.0)
  Playing the Pillars
  Here are some suggestions for this encounter:
   Combat. For the first two rounds of combat, the massive, 
  screaming crowd turns the marketplace into difficult terrain 
  and provides half cover to anyone further than 10 feet away.
   Exploration. Players might scramble up the statue, giving 
  them line of sight to every part of the Wide. From here, 
  characters can see several carts and stalls that provide 
  cover. A character atop the statue isn’t affected by combat 
  complications.
   Social. A patriotic appeal and a successful DC 12 Charisma 
  (Persuasion) check may convince Elendra and Ravek to help 
  fight the devils. Similarly, any character who succeeds on a 
  DC 14 Charisma (Intimidation) check may be able to steer 
  the crowd away from the area, removing the penalty noted in 
  “Combat,” above.
  Treasure
  Eleven guards and bystanders are killed in the chaos, 
  either by the devils or trampled to death by the crowd. 
  Searching the bodies yields a potion of healing and a few 
  gold coins (as well as some dirty glares from onlookers).
  B. The Assassin
  After defeating the devils, the characters must locate the 
  person responsible for firing upon the Duke. If Elendra 
  and Ravek helped fight the devils, they leave the party and 
  return to their barracks to report in.
  Area Information
  The area has the following features.
   The Assassin. The supposed assassin is a middle-aged 
  man wearing commoners’ clothes and an iron disk on a 
  chain tucked beneath his shirt. The disk is inscribed with 
  the word “Gharizol,” written in Infernal.
  Creature Information
  Chesserie Warden (LN human scout and a member of the 
  Flaming Fist) waves at the group to get their attention. She 
  stands over the body of a man with an iron bow near his 
  feet—purportedly the Duke’s assassin.
   What Do They Want? Chesserie has been ordered by the 
  Flaming Fist to keep an eye on the refugees from Elturel. 
  She came to the meeting to see if the Duke would mention 
  the refugee situation.
   What Do They Know? Chesserie saw the man fire the 
  enchanted arrow and she cut him down from behind. She 
  knows that Segren and Wellum (see below) are refugees 
  from Elturel, and that the remaining refugees are currently 
  holed up in a warehouse on Stormshore Street near 
  the docks. She’s won’t suggest requesting support from 
  the Watch or the Flaming Fist, since she (secretly, and 
  correctly) wagers that neither will be willing to provide 
  back-up—the city is in absolute chaos and they will 
  prioritize citizens in need over refugees.
  Treasure
  The assailant has some gold in his purse and wears an iron 
  symbol on a chain around his neck. He also carries a list of 
  names written on a neat piece of parchment (Appendix 3):
  √   Duke Dillard Portyr
       Segren Hall
       Wellum Smith
  If the characters have completed the previous adventures 
  in this series, they should realize that Gharizol has been 
  hunting the descendants of the original Hellriders. They 
  should also know that Segren and Wellum are such 
  descendants.
   If they have not played the previous adventures, 
  Chesserie can supply this information.
  Proceeding to Part 2
  The list convinces Chesserie that the refugees are in 
  danger, and she is eager to convince the party to help her 
  defend them.
   If you are using Bonus Objective A, insert it here. 
  Otherwise, proceed to Part 2.
  
  6
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  DDAL09-04 Day of the Devil (v1.0)
  Part 2: Infernal Assault
  Estimated Duration: 70 minutes
  A. Preparing 
  for the Assault
  The refugees are staying in an old wool warehouse on 
  Stormshore Street, near the docks. They rented it from 
  the owner, a merchant, and are using it as temporary 
  accommodation.
  Area Information
  The area has the following features.
   Dimensions & Terrain. This 50-by-60-foot granite 
  warehouse has a bare earthen floor. The slate, gabled roof 
  peaks 20 feet above the ground and is supported by four 
  wood crossbeams 15 feet above the floor, each set with 
  an embedded iron hook capable of bearing 500 pounds. A 
  20-foot long rope hangs from one of the iron hooks. Two 
  10-foot-tall wooden doors are set in the south wall, though 
  they don’t lock and they have partially succumbed to rot. 
  There is a 3-foot-square window (with no panes) in the 
  north wall, set 8 feet above the ground. See Appendix 4: 
  Warehouse Map.
   Office. A 10-by-20-foot office constructed of grainy 
  hardwood is in the northeast corner of the warehouse. It 
  is 8 feet high and has no windows. The single door into 
  the office is locked but can be with a successful DC 10 
  Dexterity check using thieves’ tools (it can be re-locked 
  with the same check). Inside is a chair, a desk with a secret 
  drawer (see Treasure, below), and a stack of old account 
  records.
   Carpenters Tools. A hammer, nails, and saw, all very 
  rusty, lie beneath a pile of wood off-cuts.
   Useful Items. A 15-foot-tall wooden ladder leans against 
  the wall. There are many wooden planks, of various sizes, 
  scattered around the warehouse. There is enough wood to 
  board up the window and nail shut the front doors. 200 feet 
  of thick, coarse rope lies coiled near the office, and there is 
  a 10-by-10-foot pile of discarded wool scraps near the front 
  doors. It is highly flammable. If lit, the scraps burn for 6 
  rounds and deal 5 (2d4) fire damage to any creature that 
  enters the area or ends its turn in the area. With help from 
  the refugees, the pile can be moved.
  Creature Information
  There are twenty-four refugees (mostly commoners) 
  in the warehouse, most of whom are sick, old, or very 
  young. Among them are Segren Hall (CG male human 
  commoner), Wellum (NG male human soldier), and 
  Hastrine Leaftender (NG nonbinary elf scout).
   What Do They Want? These hapless souls fled the area 
  surrounding the city of Elturel for the safety of Baldur’s 
  Gate. Hastrine is agitated because one of their number, a 
  girl named Dara, has gone missing—although the child is 
  accompanied by her guardian, Ghorin.
   What Do They Know? Both Segren and Wellum are 
  descended from the original Hellriders, and this is common 
  knowledge amongst the refugees (and those characters 
  that participated in the previous adventures).
  Treasure
  Anyone searching the desk in the office who succeeds on 
  a DC 15 Wisdom (Perception) check finds a secret drawer 
  holding a few semi-precious gemstones.
  Time Limit
  You should allow the players no more than 20 minutes of real 
  time to explore the warehouse and set it up. Once the time 
  has expired, the assault begins.
   If the characters attempted Bonus Objective A and failed, 
  this time limit is reduced to just 5 minutes. If the characters 
  peek outside during the preparation time, they see they 
  cultists assembling in a narrow alley on the opposite side of 
  the street.
  
  7
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  DDAL09-04 Day of the Devil (v1.0)
  B. The Assault
  The forces of Gharizol attack the warehouse, seeking to 
  destroy the descendants of the original Hellriders. The 
  adventurers must defend Segren and Wellum. This is 
  Story Objective B.
  Creature Information
  The enemy forces attack in three waves:
  • Round 1. Dressed in gaudy scarlet robes and chanting 
  the name “Gharizol,” Eight cultists charge through the 
  front doors.
  • Round 2. There is a scrabbling noise outside, then four 
  cultists climb through the window. If the window is 
  boarded up, they instead come through the front doors 
  on round 3.
  • Round 3. The ground begins shaking and then Gharizol 
  (bearded devil) bursts forth in the middle of the 
  warehouse.
  Adjusting the Scene
  Here are some suggestions for adjusting this scene:
  • Very Weak: Remove three cultists from each wave and 
  replace the bearded devil with a spined devil.
  • Weak: Remove three cultists from each wave.
  • Strong: Add two cultists to each wave.
  • Very Strong: Add two cultists to each wave and replace the 
  bearded devil with a barbed devil.
   What Do They Want? Gharizol and his forces have been 
  sent here to kill Segren and Wellum. They don’t hesitate 
  to attack nearby refugees. Chesserie fights fearlessly 
  alongside the adventurers. The refugees are motivated 
  mostly by fear and self-preservation, and attempt to get as 
  far away from danger as possible.
   What Do They Know? The cultists serve Gharizol and 
  know that he is hunting the descendants of the original 
  Hellriders.
  Helps and Hindrances
  If the characters are getting overwhelmed, Wellum Smith 
  (guard) actively joins the fight (otherwise, he takes a 
  background role and focuses on protecting the refugees). 
  If you are playing Bonus Objective B, Wellum should be 
  isolated late in the fight so that the cultists can carry him 
  off. In addition, Hastrine has a potion of growth they toss to 
  one of the characters if the situation looks desperate. If the 
  characters are finding the fight too easy, an invisible imp flies 
  into the warehouse and attacks from above.
  Treasure
  Each cultist wears an iron disk similar to the assassin 
  in Part 1 and has a few pieces of silver or gold in their 
  purses. Gharizol wears a pouch that contains a single 
  soul coin, a 5-inch-wide disc of iron stamped with Infernal 
  runes. Chesserie, grateful for the adventurers’ assistance, 
  gives them her most valued possession, a periapt of 
  health, and says:
  “You’ve earned this, and I think you will need it more 
  than I will.”
  Playing the Pillars
  Here are some suggestions for this encounter:
   Combat. If the doors are nailed shut, the cultists use a 
  crowbar and force them open in 1d4 rounds. The cultists are 
  fanatics but aren’t stupid. If they suffer heavy losses in the 
  first round, they retreat until back-up arrives.
   Exploration. The characters should spend the first part of 
  this encounter thoroughly exploring the warehouse and using 
  the objects they find to prepare their defense. A good tactical 
  plan can make a great deal of difference. If the players are 
  unsure what to do, have Chesserie give them a few hints.
   Social. The refugees are scared and gladly follow the 
  instructions of anyone acting with authority. Hastrine may 
  need some convincing to hand over their potion. If the 
  characters have dealt with the refugees before, they notice 
  that Dara is missing. No one knows where she has gone.
  If you are using Bonus Objective B, it commences as soon 
  as combat finishes.
  
  8
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  DDAL09-04 Day of the Devil (v1.0)
  Wrap Up: Need a Lift?
  Dara arrives wearing a clean white robe, flanked by Ghorin 
  and Clyde—who are revealed to be angels called Rinzel (a 
  planetar) and Ausuriel (a goat-legged deva).
  As you watch, Dara’s guardian and his goat companion 
  transform into angelic beings, their faces shining with 
  celestial radiance and their mighty wings protectively 
  covering the girl. One of the angels has ebon black skin 
  and wears a battered mithral breastplate and a gauntlet on 
  his right hand, while the other has dark wings and the legs 
  of a goat.
  Dara’s Mission
  Dara, sounding much older than her ten years would 
  suggest, thanks the characters for saving the refugees. 
  She explains that she has been at the shrine of Ilmater 
  undergoing a rite of anointing by the priest. She has 
  been chosen by the god to venture into Avernus on a holy 
  mission: to reclaim the souls of those slain in the eternal 
  war against evil.
   Dara doesn’t know what the soul coin is, but she recoils 
  from its touch. Both Rinzel and Ausuriel both know what it 
  is and look upon it in disgust.
  Dara’s Challenge
  Dara tells the characters that she needs brave adventurers 
  to accompany her to Avernus—will they accept the 
  challenge? If the characters agree, she smiles. As she 
  begins to ponder about how to actually travel to the Nine 
  Hells, read:
  Without warning, the back wall of the warehouse collapses, 
  revealing an old, rickety cart pulled by a mule. A Shou 
  man sits behind the mule, clutching its reins while a blue 
  pseudodragon gnaws on a piece of bread at his side. “Well 
  met! I heard you’re heading to Hell. Need a lift?”
  Rinzel, seeing the man, knits his eyebrows in angry 
  suspicion. “Fai Chen….”
  Rewards
  The characters receive rewards based upon their 
  accomplishments. These rewards can be awarded during 
  the session or at its conclusion.
  Player Rewards
  The characters can earn the following rewards:
  Milestones
  Upon completing this adventure, each character gains 
  a level. At their discretion, they may choose to decline 
  advancement. Remind those that express an interest in this 
  that they have a limit to how much gold they can earn per 
  level; declining advancement means that they may reach a 
  point where they earn no gold.
  Gold
  Award each character gold for each hour of the session. 
  Adventures typically features cues for this, but you can add 
  it where you see 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 Item(s)
  If found during the adventure, the characters can keep 
  the following magic items; these items are described in 
  Appendix 6.
  • Periapt of health
  • Potion of healing
  • Potion of growth
  • Soul coin
  Dungeon Master Rewards
  For running this adventure, you gain a DM Reward. This 
  reward can be redeemed for levels, magic items, and other 
  season-themed things. See the Adventurers League DM 
  Rewards document for more info.
  
  9
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  DDAL09-04 Day of the Devil (v1.0)
  Dramatis Personae
  The following NPCs and locations feature prominently in 
  this adventure.
  Chesserie Warden (CHEZ e REE). Chesserie is a member 
  of the Flaming Fist, which she joined as a teenager. She 
  has red hair and a scarred face.
  • What They Want. Chesserie considers the Flaming 
  Fist to be her family and she values her status in that 
  organization above all else. More than anything she 
  wants to do her duty, fulfilling whatever orders she has 
  been given.
  • Fearless to a Fault. Chesserie has a reputation for 
  fearlessness and has been known to take unwise risks 
  in battle.
  Dara (DAH ra). Dara is a ten-year-old human girl, wise 
  beyond her years, who was raised by priests of Ilmater in 
  Amn. Perhaps as a result of this upbringing, she has a calm 
  demeanor and often speaks of Ilmater’s teachings. She 
  found and read from the Book of Exalted Deeds—which 
  bestowed upon her great wisdom and the powers of a 
  full-fledged cleric of Ilmater. She travels in the company of 
  Ghorin and his goat, Clyde.
  • What They Want. Dara is on a secret mission: she is 
  searching for holy warriors willing to accompany her 
  into the Nine Hells.
  • Wise Beyond Her Years. Dara is single-minded 
  about accomplishing her mission, and often sounds 
  much more knowledgeable and mature than her years 
  would suggest.
  Duke Dillard Portyr (DIL urd pore TEER). Dillard is a 
  short, portly man in his sixties, who wears a shabby black 
  wig to cover his balding head. A prosperous merchant in 
  his youth, he was proud to be elected to the ruling council 
  but has never enjoyed the responsibility it entails.
  • What They Want. Portyr has dedicated his later years 
  to pleasure. More than anything else, he wants to 
  avoid conflict.
  • Easily Led. Portyr hates having to make decisions, 
  especially if they are controversial. He is putty in the 
  hands of the strong-willed.
  Gharizol (GARE iz OHL). This devil in the service of 
  Zariel has been dispatched to Baldur’s Gate to exact the 
  final elements of his mistress’s revenge upon the city of 
  Elturel.
  • What They Want. Gharizol has been systematically 
  hunting and killing descendants of Elturel’s Hellriders.
  • Complete Contempt. Gharizol is a megalomaniac and 
  utterly contemptuous of mortals. During combat he’s 
  prone to boastful statements such as, “Tremble, mortals, 
  for I am Gharizol!”
  Ghorin & Clyde (GORE inn). Dara’s companion is an 
  elderly, dark-skinned man nearing seventy years of age. He 
  wears dusty clothes worn thin from years of hard work. He 
  walks with a stopped gait and supports himself with a tall 
  yew staff. Despite his age, he’s still sharp as a tack and has 
  a story about everything. He’s frequently accompanied by 
  an equally old goat with grey fur, named Clyde.
  • What They Want. Ghorin lives to serve Dara and to 
  keep her safe from harm—no matter the cost. Since 
  Clyde is a constant companion to the two of them, it’s 
  safe to presume that he wants the same.
  • Grim Stoicism. Despite his apparent age, Ghorin is still 
  sharp as a tack, brooks no nonsense, and has a story 
  about everything. His keen eyes miss nothing and he 
  never lets Dara out of his sight.
  • Hastrine Leaftender (HA streen). Hastrine, a 
  nonbinary elf, is an furrier and herbalist. They were 
  travelling near Elturel when the Descent began and 
  decided to join the refugees travelling to Baldur’s Gate.
  • What They Want. Hastrine hopes their journey with the 
  refugees is their first step to discovering how they can 
  best aid all those affected by events at Elturel.
  • Cryptic Speech. Hastrine speaks in cryptic rhymes due 
  to the lingering effects of a long stint in the Feywild.
  Segren Hall (SEH gren). Segren is a refugee from Elturel 
  and the descendant of a Hellrider.  He was kicked in the 
  head by a horse in the aftermath of the Descent.
  • What They Want. Segren is fiercely protective of his 
  wife, Vasha, and follows her lead unquestioningly.
  • Recently Injured. Segren is very strong, but the 
  accident left him easily confused.
  Wellum Smith. Wellum is a refugee from Elturel and the 
  descendant of a Hellrider. He is a smith by trade and knows 
  how to use a sword.
  • What They Want. Wellum is in love with the 
  mysterious Hastrine.
  • Fond of the Drink. Wellum is a bit too fond of his drink, 
  and the lack of booze has placed him on edge. He’s 
  secretly stashed away a bottle of wine that he found.
  
  10
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  DDAL09-04 Day of the Devil (v1.0)
  Creature Statistics
  The following creatures are encountered in this adventure.
  Barbed Devil
  Medium fiend (devil), lawful evil
  Armor Class 15 (natural armor)
  Hit Points 110 (13d8 + 52)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  17 (+3) 
  18 (+4) 
  12 (+1) 
  14 (+2) 
  14 (+2)
  Saving Throws Str +6, Con +7, Wis +5, Cha +5
  Skills Deception +5, Insight +5, Perception +8
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks not made with silvered weapons
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 18
  Languages Infernal, telepathy 120 ft.
  Challenge 5 (1,800 XP)
  Barbed Hide. At the start of each of its turns, the barbed devil 
  deals 5 (1d10) piercing damage to any creature grappling it.
  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 three melee attacks: one with 
  its tail and two with its claws. Alternatively, it can use Hurl 
  Flame twice.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage.
  Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) piercing damage.
  Hurl Flame. Ranged Spell Attack: +5 to hit, range 150 
  ft., one target. Hit: 10 (3d6) fire damage. If the target 
  is a flammable object that isn’t being worn or carried, it also 
  catches fire.
  
  11
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  DDAL09-04 Day of the Devil (v1.0)
  Bearded Devil
  Medium fiend (devil), lawful evil
  Armor Class 13 (natural armor)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  15 (+2) 
  15 (+2) 
  9 (−1) 
  11 (+0) 
  11 (+0)
  Saving Throws Str +5, Con +4, Wis +2
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks not made with silvered weapons
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages Infernal, telepathy 120 ft.
  Challenge 3 (700 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.
  Steadfast. The devil can’t be frightened while it can see an allied 
  creature within 30 feet of it.
  Actions
  Multiattack. The devil makes two attacks: one with its beard and 
  one with its glaive.
  Beard. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 
  Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on 
  a DC 12 Constitution saving throw or be poisoned for 1 minute. 
  While poisoned in this way, the target can’t regain hit points. The 
  target can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success.
  Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 
  Hit: 8 (1d10 + 3) slashing damage. If the target is a creature 
  other than an undead or a construct, it must succeed on a DC 
  12 Constitution saving throw or lose 5 (1d10) hit points at the 
  start of each of its turns due to an infernal wound. Each time 
  the devil hits the wounded target with this attack, the damage 
  dealt by the wound increases by 5 (1d10). Any creature can take 
  an action to stanch the wound with a successful DC 12 Wisdom 
  (Medicine) check. The wound also closes if the target receives 
  magical healing.
  Commoner
  Medium humanoid (any race), any alignment
  Armor Class 10
  Hit Points 4 (1d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0)
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 0 (10 XP)
  Actions
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 
  (1d4) bludgeoning damage.
  Cultist
  Medium humanoid (any race), any non-good alignment
  Armor Class 12 (leather armor)
  Hit Points 9 (2d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
  10 (+0)
  Skills Deception +2, Religion +2
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 1/8 (25 XP)
  Dark Devotion. The cultist has advantage on saving throws 
  against being charmed or frightened.
  Actions
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 
  Hit: 4 (1d6 + 1) slashing damage.
  Guard
  Medium humanoid (any race), any alignment
  Armor Class 16 (chain shirt, shield)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  11 (+0) 
  10 (+0)
  Skills Perception +2
  Senses passive Perception 12
  Languages any one language (usually Common)
  Challenge 1/8 (25 XP)
  Actions
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 
  5 (1d8 + 1) piercing damage if used with two hands to make a 
  melee attack.
  
  12
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  DDAL09-04 Day of the Devil (v1.0)
  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 not made with silvered weapons
  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.
  Nupperibo
  Medium fiend (devil), lawful evil
  Armor Class 13 (natural armor)
  Hit Points 11 (2d8 + 2)
  Speed 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16(+3) 
  11(+0) 
  13(+1) 
  3(−4) 
  8(−1) 
  1(−5)
  Skills Perception +1
  Damage Resistances acid, cold; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t silvered
  Damage Immunities fire, poison
  Condition Immunities blinded, charmed, frightened, poisoned
  Senses blindsight 10 ft. (blind beyond this radius),
  passive Perception 11
  Languages understands Infernal but can’t speak
  Challenge 1/2 (100 XP)
  Cloud of Vermin. Any creature, other than a devil, that starts 
  its turn within 20 feet of the nupperibo must make a DC 11 
  Constitution saving throw. A creature within the areas of two or 
  more nupperibos makes the saving throw with disadvantage. On 
  a failure, the creature takes 2 (1d4) piercing damage.
  Hunger-Driven. In the Nine Hells, the nupperibos can flawlessly 
  track any creature that has taken damage from any nupperibo’s 
  Cloud of Vermin within the previous 24 hours.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 
  (1d6 + 3) piercing damage.
  
  13
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  DDAL09-04 Day of the Devil (v1.0)
  Swarm of Insects (Centipedes)
  Medium swarm of Tiny beasts, unaligned
  Armor Class 12 (natural armor)
  Hit Points 22 (5d8)
  Speed 20 ft., climb 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   3 (−4) 
  13 (+1) 
  10 (+0) 
  1 (−5) 
  7 (−2) 
  1 (−5)
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, grappled, paralyzed, 
  petrified, prone, restrained, stunned
  Senses blindsight 10 ft., passive Perception 8
  Languages —
  Challenge 1/2 (100 XP)
  Swarm. The swarm can occupy another creature’s space and 
  vice versa, and the swarm can move through any opening large 
  enough for a Tiny insect. The swarm can’t regain hit points or 
  gain temporary hit points.
  Swarm of Centipedes. A creature reduced to 0 hit points by a 
  swarm of centipedes is stable but poisoned for 1 hour, even after 
  regaining hit points, and paralyzed while poisoned in this way.
  Actions
  Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the 
  swarm’s space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing 
  damage if the swarm has half of its hit points or fewer.
  Spined Devil
  Small fiend (devil), lawful evil
  Armor Class 13 (natural armor)
  Hit Points 22 (5d6 + 5)
  Speed 20 ft., fly 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  15 (+2) 
  12 (+1) 
  11 (+0) 
  14 (+2) 
  8 (−1)
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks not made with silvered weapons
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 12
  Languages Infernal, telepathy 120 ft.
  Challenge 2 (450 XP)
  Devil’s Sight. Magical darkness doesn’t impede the devil’s 
  darkvision.
  Flyby. The devil doesn’t provoke an opportunity attack when it 
  flies out of an enemy’s reach.
  Limited Spines. The devil has twelve tail spines. Used spines 
  regrow by the time the devil finishes a long rest.
  Magic Resistance. The devil has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The devil makes two attacks: one with its bite and 
  one with its fork or two with its tail spines.
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 
  (2d4) slashing damage.
  Fork. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 
  (1d6) piercing damage.
  Tail Spine. Ranged Weapon Attack: +4 to hit, range 20/80 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage plus 3 (1d6) fire damage.
  
  14
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  DDAL09-04 Day of the Devil (v1.0)
  Estimated Duration: 1 hour
  During Part 1, the characters discovered the assassin of 
  Duke Portyr and realized that Gharizol is probably looking 
  for Wellum and Segren next.
  Bonus Objective A
  Getting to the refugee’s warehouse as quickly as possible 
  while being pursued by cultists is Bonus Objective A. The 
  characters can pursue this bonus objective once they have 
  completed Part 1, but before proceeding to Part 2.
  Area Information
  This chase takes place across the entire city, beginning 
  in the Wide and ending at the refugees’ warehouse on 
  Stormshore Street in the Lower City.
  Creature Information
  Dressed in gaudy scarlet robes, twelve cultists appear at 
  an alley about 100 feet away. One points at the characters 
  and cries out, “Stop them!” and the entire group begins 
  running toward them. Noise from the alley suggests there 
  are more cultists coming—and perhaps even devils.
   What Do They Want? The cultists want to kill the 
  characters, to prevent them from interfering further in the 
  cult’s plans. Chesserie wants the characters to follow her 
  to the refugees’ warehouse as quickly as possible.
   What Do They Know? The cultists serve Gharizol and 
  know that he is hunting the descendants of the original 
  Hellriders. Chesserie believes that the refugees will be in 
  peril unless they can get to them soon.
  Playing the Pillars
  Here are some suggestions for this encounter:
   Combat. The objective is for the characters to flee the 
  cultists and get to the warehouse as quickly as possible to 
  prepare for the assault. If the party choose to fight instead, 
  note that they see more cultists in the distance and perhaps 
  some imps. If they stay and fight, they fail this bonus objective 
  even if they win the combat. Proceed to Part 2 as normal.
   Exploration. The landmarks provide an opportunity to 
  introduce the players to some locations and businesses in 
  Baldur’s Gate.
   Social. If the characters do not immediately run, Chesserie 
  insists that they must get to the warehouse as soon as 
  possible. If they refuse, she sets off on her own and leaves 
  them to face the cultists alone.
  The Chase
  Chesserie leads the characters out of the Wide, heading 
  toward the refugee’s warehouse. Use the Chase rules in 
  chapter 8 of the Dungeon Master’s Guide. The cultists are 
  100 feet behind the characters when the chase starts.
   Use the table below, which applies to each character 
  involved in the chase. The specified ability checks are just 
  suggestions; work with the characters if they want to do 
  something else, and reward creativity accordingly.
  Appendix 1: Escape the Cultists 
  (Bonus Objective A)
  
  15
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  DDAL09-04 Day of the Devil (v1.0)
  Chase Complications
  d20
  Complication
  1
  A column of Flaming Fist soldiers comes marching up 
  the street, forcing everyone else to the side. Make a DC 
  15 Dexterity (Acrobatics) to avoid them. On a failed 
  check, the crowd counts as 10 feet of difficult terrain.
  2
  A maze of handcarts blocks the intersection ahead. 
  Make a DC 10 Intelligence check to navigate the 
  maze. On a failed check, the maze counts as 10 feet 
  of difficult terrain.
  3
  A street vendor’s cooking fire belches out a huge 
  gout of smoke. Make a DC 10 Constitution saving 
  throw. On a failed save, you are blinded by the smoke 
  until the end of your turn. While blinded in this way, 
  your speed is halved.
  4
  An artist creating a complex chalk drawing on the 
  street blocks your way. Make a DC 10 Dexterity 
  (Acrobatics) to slip past the artist. You succeed 
  automatically if you toss the artist a gold coin. On 
  a failed check, the artist counts as 5 feet of difficult 
  terrain.
  5
  The street is slippery from last night’s rain. Make a 
  DC 10 Dexterity saving throw. On a failed save, you 
  fall prone.
  6
  A marriage procession blocks your way. Make a 
  DC 15 Dexterity (Acrobatics) check to get past the 
  procession. On a failed check, the procession counts 
  as 10 feet of difficult terrain.
  7
  The road ahead is under repair. Make a DC 10 
  Dexterity (Acrobatics) check to navigate the area. 
  On a failed check, the area counts as 10 feet of 
  difficult terrain.
  8
  A member of the Watch or the Flaming Fist (a guard) 
  orders you to halt. If you move 20 feet or more on 
  your turn, the guard makes an opportunity attack 
  against you with a spear (+3 to hit; 1d6 + 1 piercing 
  damage on a hit). The guard doesn’t give chase, 
  figuring you have learned your lesson.
  9
  You come upon several dozen cats fighting over 
  food. Make a DC 10 Dexterity (Acrobatics) check to 
  get through the pack unimpeded. On a failed check, 
  you are bitten and take 1d4 slashing damage, and 
  the cats count as 5 feet of difficult terrain.
  10
  A vegetable merchant pushing a large cart of beets 
  blocks your way. Make a DC 10 Dexterity (Acrobatics) 
  to avoid them. On a failed check, the merchant throws 
  a beet at you, dealing 2 (1d4) bludgeoning damage.
  11-18
  No complication.
  19-20
  You pass a landmark (see below).
  Landmarks
  The characters pass several landmarks while running from 
  the Wide to the warehouse. Each time they roll 19 or 20 on 
  the table above, they pass one of the landmarks on this list, 
  in order:
  • Heap Gate. This gate pierces the Old Wall and leads 
  from the Upper City to the Lower. It’s currently 
  unguarded, since the guards were called away due to the 
  crisis in the Wide.
  • The Blushing Mermaid. This noisy tavern is formed of 
  several odd-shaped wings. There are iron bars on the 
  windows, and there is a brawl in progress within.
  • The Splurging Sturgeon. The delicious smell of fried 
  fish wafts out from this freshly painted, crowded, 
  upmarket tavern.
  • Baldur’s Mouth. This is a narrow, five-story building 
  with the words “Baldur’s Mouth” painted vertically down 
  the front. It is the city’s news carrier. Broadsheets are 
  sold from a stand, while a crier declares, “Extra! Extra! 
  Massacre in the Wide! Read all about it in this evening’s 
  broadsheet!”
  • Harbormaster’s Office. This tiny stone building has 
  thick walls, barred windows, and is situated near 
  the docks.
  • Warehouse. The refugees’ warehouse is described 
  in Part 2. When the characters arrive here, the 
  chase is over.
  Ending the Chase
  Conditions for ending a chase are described chapter 8 of 
  the Dungeon Master’s Guide. If the characters evade the 
  cultists, they have successfully achieved the bonus objective.
   If the cultists catch up to the characters, or if the 
  characters pass all the landmarks and arrive at the 
  warehouse with the cultists still in pursuit, they have failed 
  the bonus objective. Tell the players that they’ve entered the 
  warehouse and slammed the door shut with the cultists hot 
  on their heels.
   Whether the characters succeed or fail, proceed to Part 2.
  
  16
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  DDAL09-04 Day of the Devil (v1.0)
  Estimated Duration: 1 hour
  During Part 2: Infernal Assault, the characters defeated 
  the devils who besieged the refugee warehouse. However, 
  one of the surviving refugees tells them that, during the 
  battle, Wellum Smith was carried off by cultists while 
  attempting to escape.
  Bonus Objective B
  Finding and rescuing Wellum Smith is Bonus Objective B. 
  The characters can pursue this bonus objective once they 
  have completed the fight in Part 2: Infernal Assault but 
  before the Wrap Up scene.
  A. Stormshore Street
  The characters presumably leave the warehouse to look for 
  Wellum, and find themselves on Stormshore Street.
  Area Information
  The area has the following features.
   Dimensions and Terrain. This is one of the longest 
  streets in the city. The cobblestones underfoot are worn 
  and still a little slippery from the morning fog. Narrow 
  tenements and squat warehouses rise on either side, all 
  built from dull yellow stone. The docks are close by.
  Creature Information
  The busy street full of commoners going about their 
  business, some pushing small handcarts. There are more 
  than a few sailors nearby.
   Follow the Cultists. The characters see a group of 
  scarlet-robed cultists disappearing around a bend in the 
  street, about 150 feet away. If they immediately run after 
  them, have everyone make a DC 15 Constitution check. On 
  a success, the character gets to the bend in time to see the 
  cultists disappear down Chalk Alley.
   Idle Observer. A local idler, Agathe Appledown, is 
  leaning against the wall and watching this scene play out 
  with great interest. If the characters don’t see where the 
  cultists went, she offers to tell them for 3d6 gold pieces. 
  She shares the information for free with a successful DC 
  15 Charisma (Intimidation) check.
  B. Chalk Alley
  The cultists ran down Chalk Alley, dragging the hapless 
  Wellum with them.
  Area Information
  The area has the following features.
   Dimensions and Terrain. Chalk Alley is 10 feet wide and 
  40 feet long. Tall warehouses rise on either side and another 
  one blocks the far end. There are no visible doors. The 
  alley is filthy, filled with spiders and rats crawling over piles 
  of litter, scraps of food, and discarded heaps of wood and 
  Appendix 2: Refugee Rescue 
  (Bonus Objective B)
  masonry. The air stinks of rotting garbage and human waste.
   Tracks. Anyone looking for tracks who succeeds on 
  DC 12 Wisdom (Survival) check notes many fresh tracks 
  leading up to the dead end and stopping there.
   Secret Door. Anyone searching the end of the alley who 
  succeeds on a DC 12 Wisdom (Perception) check finds 
  a loose piece of masonry behind which is a door handle. 
  Tugging on the handle opens a secret door, revealing a set 
  of stone stairs that lead down to the cultists’ cave (area C 
  below).
   Glyph of Warding. Opening the secret door without 
  saying “Praise Gharizol” triggers a glyph of warding spell, 
  which targets all creatures in a 20-foot-radius sphere 
  centered on the door. The sphere spreads around corners. 
  Each creature in the area must make a DC 15 Dexterity 
  saving throw, taking 11 (2d10) fire damage on a failed save, 
  or half as much damage on a successful one. The triggering 
  glyph is shaped like an infernal “G” and is a few inches 
  below the door handle. It can be found with a successful 
  DC 15 Intelligence (Investigation) check.
  Creature Information
  10 feet into the ally, a very drunk Margritte (CN female 
  human commoner) lies beneath a pile of old blankets and 
  newspapers lies, and is upset at having been disturbed 
  from her sleep by the cultists’ passage. As the characters 
  pass, she emerges from her filthy bed and begins swinging 
  clumsy punches at them. There is no one else in the alley.
   What Do They Want? The drunk thinks she is under 
  attack and is trying to defend herself.
   What Do They Know? Margritte doesn’t usually sleep in 
  this alley. She is quite drunk and was only vaguely aware 
  of the cultists running past her, yammering on “hailin’ 
  Gammer-goal” or some such nonsense.
  Treasure
  Margritte has a handful of coppers and half a skin of fairly 
  terrible wine.
  C. Cultists’ Cave
  This is one of several hideouts the cultists have, scattered 
  throughout the city. They use them to conduct meetings, 
  perform rituals, and hold their prisoners. A map of the cave 
  can be found in Appendix 5: Cave Map.
  Area Information
  The hideout is in a natural cave that lies a few feet beneath 
  an old warehouse in the Lower City. The only entrance is 
  the secret door in Chalk Alley. The area has the following 
  features.
   Dimensions & Terrain. The cave has rough granite 
  walls, covered with damp, yellow-green moss. The floor is 
  a mixture of exposed granite, small pebbles, and sand. The 
  ceiling varies in height from 10 to 15 feet and is covered in 
  gnarled stalactites. The staircase leading from the secret 
  entrance down into the main area is crudely hewn from the 
  rock and descends 20 feet.
  
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  DDAL09-04 Day of the Devil (v1.0)
   Lighting. The cave is dimly lit by several old lanterns 
  secured to the stone walls with iron pegs.
   Sounds & Smells. The air is stale and smells of smoke 
  and wet stone. From the staircase, the characters can hear 
  a man screaming above the sound of multiple chanting 
  voices.
   Furniture. A score of straw pallets lie scattered around 
  the main area of the cave (area C1). A sandy pit containing 
  a smoldering cooking fire is near the southern wall, and 
  there are a dozen battered mess kits nearby. There is 
  also a bulky wooden trunk near the northern wall, as well 
  as a small iron strongbox buried in the sandy floor (see 
  Treasure).
   Pit and Pentagram. In the western cave (area C2), 
  an 8-foot wide pentagram is inscribed on the stony floor. 
  Nearby is a natural pit, about 3 feet wide and 7 feet deep.
  Creature Information
  There are ten cultists standing around the pentagram, 
  chanting in Infernal. There are two invisible imps lurking 
  amongst the stalactites in area C1.
   Wellum Smith has been placed in the pit in area C2. 
  Another cultist stands above him with a large wooden tub 
  containing a swarm of insects (centipedes). The cultist 
  tips the centipedes over Wellum just as the characters 
  arrive in area C2. The creatures immediately attack the 
  poor man, rendering him unconscious after 1 round, and 
  killing him after 4 rounds.
  Adjusting the Scene
  Here are some suggestions for adjusting this scene:
  • Very Weak: Remove three cultists and both imps.
  • Weak: Remove three cultists and one imp.
  • Strong: Add one imp.
  • Very Strong: Add two imps.
   What Do They Want? The cultists, obeying the orders 
  given them by Gharizol, want to kill Wellum. The imps 
  want to protect the hideout from intruders.
   What Do They Know? The cultists serve Gharizol and 
  know that he is hunting the descendants of the original 
  Hellriders. The imps have been summoned to Baldur’s 
  Gate to serve Gharizol and assist the cultists.
  Treasure
  There is a large wooden trunk near the northern wall, 
  containing an assortment of trousers, smocks, shirts, 
  dresses, and so on. Three sets of cultist robes are folded 
  neatly in the bottom.
   A successful DC 18 Wisdom (Perception) check locates 
  a small iron strongbox buried in the sand in area C1. It is 
  locked and the iron key is not in the cave. Picking the lock 
  requires a successful DC 15 Dexterity check using thieves’ 
  tools. Inside are many silver and gold coins, as well as a 
  few semi-precious stones.
  Playing the Pillars
  Here are some suggestions for this encounter:
   Combat. The imps on the ceiling remain invisible until the 
  characters pass through area C1. They fly down and attack 
  from the rear once combat begins.
   Exploration. The imps are invisible but not especially 
  quiet. Anyone listening carefully in area C1 who succeeds 
  on a DC 15 Wisdom (Perception) check hears fluttering and 
  scampering sounds from above.
   Social. Margritte does not have any real information to share 
  with the characters, but talking to her in a gentle way may 
  calm her down and save them the trouble of subduing her.
  Proceeding to Wrap Up
  Once the characters have finished fighting the cultists and 
  either rescued Wellum Smith or recovered his body, they 
  should return to the warehouse for the Wrap Up scene in 
  Part 2.
  
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  DDAL09-04 Day of the Devil (v1.0)
  √ Duke Dillard Portyr
     Segren Hall
     Wellum Smith
  Appendix 3: Player Handout
  This list is found on the body of the Duke’s assassin in Part 1:
  
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  DDAL09-04 Day of the Devil (v1.0)
  Appendix 4: Warehouse Map
  This is a map of the location described in Part 2: Infernal Assault.
  
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  DDAL09-04 Day of the Devil (v1.0)
  This is a map of the location described in Appendix 2: Refugee Rescue (Bonus Objective B)
  Appendix 5: Cave Map
  
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  DDAL09-04 Day of the Devil (v1.0)
  If found during the adventure, the characters can keep 
  the following magic items; it’s suggested that you print off 
  enough copies of this page to be able to give one to each of 
  your players (crossing off rewards they didn’t receive during 
  the session):
  Periapt of Health
  Wondrous Item, uncommon
  This charm consists of an irregularly shaped emerald 
  hanging from a thick silver chain. While wearing it, you 
  are immune to contracting any disease while you wear 
  this pendant. If you are already infected with a disease, 
  the effects of the disease are suppressed you while you 
  wear the pendant. This item can be found in the Dungeon 
  Master’s Guide.
  Potion of Healing
  Potion, common
  You regain 2d4 + 2 hit points when you drink this potion. 
  This item can be found in the Player’s Handbook. The 
  potion's red liquid glimmers when agitated.
  Potion of Growth
  Potion, uncommon
  When you drink this potion, you gain the “enlarge" 
  effect of the enlarge/reduce spell for 1d4 hours (no 
  concentration required). The red in the potion's liquid 
  continuously expands from a tiny bead to color the clear 
  liquid around it and then contracts. Shaking the bottle 
  fails to interrupt this process. This item can be found in 
  the Dungeon Master’s Guide.
  Soul Coin
  Wondrous item, uncommon
  Soul coins are about 5 inches across and about an inch 
  thick, minted from infernal iron. Each coin weighs 1-third 
  of a pound and is inscribed with Infernal writing and a spell 
  that magically binds a single soul to the coin. Because each 
  soul coin has a unique soul trapped within it, each has a 
  story. A creature might have been imprisoned as a result of 
  defaulting on a deal, while another might be the victim of a 
  night hag’s curse.
  Appendix 6: Character Rewards
   Carrying Soul Coins. To hold a soul coin is to feel the 
  soul bound within it—overcome with rage or fraught with 
  despair. An evil creature can carry as many soul coins as it 
  wishes (up to its maximum weight allowance). A non-evil 
  creature can carry a number of soul coins equal to or less 
  than its Constitution modifier without penalty. A non-evil 
  creature carrying a number of soul coins greater than its 
  Constitution modifier has disadvantage on its attack rolls, 
  ability checks, and saving throws.
   Using a Soul Coin. A soul coin has 3 charges. A creature 
  carrying the coin can use its action to expend 1 charge 
  from a soul coin and use it to do one of the following:
  • Drain Life. You siphon away some of the soul’s essence 
  and gain 1d10 temporary hit points.
  • Query. You telepathically ask the soul a question and 
  receive a brief telepathic response, which you can 
  understand. The soul knows only what it knew in life, 
  but it must answer you truthfully and to the best of its 
  ability. The answer is no more than a sentence or two 
  and might be cryptic.
   Freeing a Soul. Casting a spell that removes a curse 
  on a soul coin frees the soul trapped within it, as does 
  expending all of the coin’s charges. The coin itself rusts 
  from within and is destroyed once the soul is released. A 
  soul can also be freed by destroying the coin that contains 
  it. A soul coin has AC 19, 1 hit point for each charge it has 
  remaining, and immunity to all damage except that which 
  is dealt by a hellfire weapon or an infernal war machine’s 
  furnace. Freeing a soul from a soul coin is considered a 
  good act, even if the soul belongs to an evil creature.
  
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  DDAL09-04 Day of the Devil (v1.0)
  To DM an adventure, you must have 3 to 7 players—each 
  with their own character within the adventure’s level range 
  (see Adventure Primer). Characters playing in a hardcover 
  adventure may continue to play to but if they play a different 
  hardcover adventure, they can’t return to the first if outside 
  its level range.
  New to D&D Adventurers League?
  http://dnd.wizards.com/playevents/organized-play
  New to the Annual Storyline?
  http://dndadventurersleague.org/storyline-seasons/descent-
  into-avernus/
  Preparing the Adventure
  Before you start play, consider the following:
  • Read through the adventure, taking notes of anything 
  you’d like to highlight or remind yourself of while 
  running the adventure, such as a way you’d like to 
  portray an NPC or a tactic you’d like to use in a combat. 
  Familiar yourself with the adventure’s appendices 
  and handouts.
  • Gather any resources you’d like to use to aid you in 
  running this adventure--such as notecards, a DM screen, 
  miniatures, and battlemaps.
  • Ask the players to provide you with relevant character 
  information, such as name, race, class, and level; passive 
  Perception score, and anything the adventures specifies 
  as notable (such as backgrounds, traits, flaws, etc.)
   Players can play an adventure they previously played as 
  a Player or Dungeon Master but may only play it once with 
  a given character. Ensure each player has their character’s 
  adventure logsheet (if not, get one from the organizer) 
  with their starting values for level, magic items, gold and 
  downtime days. These are updated at the conclusion of the 
  session. The adventure information and your information 
  are added at the end of the adventure session—whether the 
  completed the adventure or not.
   Each player is responsible for maintaining an accurate 
  logsheet. If you have time, you can do a quick scan of a 
  player’s character sheet to ensure that nothing looks out 
  of order. If you see magic items of very high rarities or 
  strange arrays of ability scores, you can ask players to 
  provide documentation for the irregularities. If they cannot, 
  feel free to restrict item use or ask them to use a standard 
  ability score array.
   Point players to the D&D Adventurers League Players 
  Guide for reference. If players wish to spend downtime 
  days and it’s the beginning of an adventure or episode, 
  they can declare their activity and spend the days now, 
  or they can do so at the end of the adventure or episode. 
  Players should select their characters’ spells and other 
  daily options prior to the start of the adventure, unless 
  the adventure 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
  Appendix 7: Dungeon Master Tips
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S09 - Descent - Inglorious Redemption/DDAL09-04 - The Day of the Devil.pdf