TEXT: D&D Adventure Format 
  ©2018 Wizards 
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  DDEP09-02 
   
   
   
   
   
  Hellfire Requiem 
  An Avernus Rising Epic 
   
   
   
   
   
   
   
   
   
   
   
  A Four-Hour Adventure for Tier 1 and 2 Characters. 
   
   
  
   
  Credits 
   
  Designer: Alan Patrick, Rich Lescouflair 
   
  Editing: Chris Lindsay 
  D&D Adventurers League Guildmaster: Chris Lindsay 
   
  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:  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  DDEP09-02 Hellfire Requiem v1.1 
   
   
  3 
  Background 
  For many years, the paladin KLYSANDRAL has 
  thwarted the machinations of ASMODEUS and 
  his archdevils. Time moves quickly for mortals, 
  however, and with the paladin’s blessing, the 
  church of Torm seeks to preserve the paladin’s 
  strength and dedication after death by turning 
  his remains into DIVINE RELIQUARIES. 
  Through the work of his cultists, Asmodeus 
  knows that Klysandral is dead. During the time 
  between the celebration of the paladin’s life and 
  the final commitment ceremony in the TEMPLE 
  OF TORM, the fiend plans to corrupt the remains 
  of his foe and render them useless for the 
  ceremony. He has arranged for several powerful 
  casters to be present at the funeral, promising 
  them power in exchange for their cooperation. If 
  successful, the temple, the attendees, and most 
  importantly, Klysandral’s corpse would be 
  transported permanently to AVERNUS. 
  Overview 
  The adventure’s story is spread over three parts 
  and takes approximately 4 hours to play.  
  • Part 1: Honoring the Dead. Locals and 
  visitors from afar gather in the village of 
  Torm’s Hand to celebrate the life of Klysandral. 
  To secure the area, the characters are hired by 
  the Hellriders to cleanse the surrounding area 
  of strange evil enchantments. 
  • Part 2: The Hellcyst Erupts. As the funeral 
  ceremony begins, the treacherous cultists 
  complete their spells: a massive dome of 
  fiendish origin appears and encompasses the 
  fortress. As the area within is dragged into 
  Avernus, heroes and villains alike must work 
  together to push back the invading devils. 
  • Part 3: Evacuation. With an escape route 
  identified, the mad dash begins. Be it aboard 
  the Demonwing or riding an infernal war 
  machine, freedom is on the horizon for all 
  involved. 
  Adventure Hooks 
  The following adventure hooks are suggested for 
  this adventure. 
   Random Traveler. The party passes through 
  Torm’s Hand on the way to their destination, 
  likely Baldur’s Gate or another nearby location. 
   Visiting the Local. The party is visiting a 
  friend, family member, or contact that lives in 
  the area. 
   Member of the Faith. One or more of the party 
  members are here to pay their respects to 
  Klysandral, either as a member of Torm’s church 
  or a fellow cleric or paladin. 
  A Crushing Onslaught 
  This adventure features a large number of 
  combat encounters, especially across Part 2. You 
  are free to remove, adjust, or otherwise manage 
  those as you see fit so long as the primary and 
  secondary missions are kept in-place (you can 
  adjust them, but you can’t remove them). This 
  adventure should feel like the characters have 
  been thrown into the Blood War, and the 
  potential of being destroyed by the devils of 
  Avernus should be an ever-present, visceral 
  threat. 
   That said, you are empowered and encouraged 
  to provide your players with opportunities to be 
  heroic. The appendix features a large number of 
  stat blocks, and as always you’re welcome to use 
  traps and environmental effects to make this 
  experience really shine! 
   
  
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  DDEP09-02 Hellfire Requiem v1.1 
   
   
  4 
  Honoring the Dead 
  Estimated Duration: 1 hour 
   
  In this section, the locals of Torm’s Hand hold a 
  parade and celebration in funerary honor of 
  their native son, the paladin Klysandral. This 
  section covers both Tier 1 and 2 characters. 
  The Village of Torm’s 
  Hand 
  Torm’s Hand is a small village located on the 
  outskirts of city of Baldur’s Gate. The area has 
  the following features. 
   Dimensions & Terrain. The village itself is a 
  collection of wood and stone buildings of various 
  sizes scattered about uneven terrain. Winding 
  dirt roads cut through the building patches. The 
  largest path leads up to the highest elevation at 
  the center of the village, where the temple of 
  Torm sits at the peak of a small hill. 
   Lighting. The sun shines brightly along a clear 
  blue sky. A soft breeze carries through the 
  winding streets of the village. 
   Crowds. Many groups of locals and visitors 
  alike gather along the main road with a few 
  vendors offering food and libations. 
  Pre-procession Celebration 
  While the purpose of this event is to lift the 
  spirits of the public in times of mourning, it also 
  serves as a means of passing the time while the 
  clergy and staff prepare for the funeral 
  procession and ceremony within the temple. 
  Prominent Personalities 
  Several NPCs and factions of note are in 
  attendance to the event. 
   Gogrin Hagger. Dwarf male war priest (LE) 
  and member of the Cult of the Dragon. Gogrin 
  has crossed paths with Klysandral over many 
  years, both as associate and rival. He is here 
  undercover to track down a few of his own order 
  in possession of a stolen relic. 
  About the Cult of the Dragon 
  This organization venerates and often contributes to the 
  workings of evil dragons across the Realms. They also 
  seek out relics that may be sought out by powerful evil 
  dragons or that may be used to return dead dragons to 
  unlife. 
   Vulas Bronzetree. Half-elf female champion 
  (NG) and a member of the Hellriders of Elturel. 
  Vulas did not know Klysandral personally, but he 
  served as an inspiration toward her path to 
  becoming a hellrider. She is honored to be here 
  with the rest of her contingent to safeguard the 
  ceremony. 
  About the Hellriders 
  The Hellriders are an elite group of cavalry knights that 
  operate throughout Elturgard, specifically Elturel. Each 
  one is a hardened combatant that follows a strict code 
  and creed, sworn to defend the land against threats 
  both native and otherworldly. 
   Grand Duke Ulder Ravengard. Human male 
  (LN). The Grand Duke of Baldur’s Gate, Ulder 
  Ravengard is also the marshal of the Flaming 
  Fists. Klysandral was his longtime friend and 
  ally. 
   Jahenne. Human female knight (CG). A 
  towering warrior, Jahenne is a Flaming Fist blaze 
  (major). She manages the event security and 
  patrols in the area and reports directly to the 
  Grand Duke. 
  About the Flaming Fists 
  The Flaming Fists were once a mercenary company who 
  in recent years became the primary military and police 
  force of Baldur’s Gate and its surrounding area. 
   
   
  
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  DDEP09-02 Hellfire Requiem v1.1 
   
   
  5 
  Part 1: The Celebration 
  When the players arrive, read or paraphrase the 
  following: 
  Hundreds of people, visitors and locals alike, line 
  the main road in celebratory honor of the paladin 
  Klysandral. In preparation for the upcoming parade 
  and procession, vendors and locals hold small 
  presentations, events, and games to honor the 
  town’s native son. 
  Grand Duke Ulder Ravengard gives a speech 
  welcoming everyone and thanking them for 
  coming to honor one of the greatest heroes of 
  the region. He also notes that the Flaming Fists 
  are patrolling the area to deal with any troubles 
  or concerns that arise. 
  Local Information 
  Asking around and dealing with the locals reveals the 
  following information. Any party member can obtain 
  these freely and easily. 
  • Klysandral was a heroic paladin of Torm who hailed 
  from Torm’s Hand. He faced and defeated many evils, 
  notably archdevils and their infernal followers. 
  • Though the town is in mourning, it’s their custom to 
  celebrate the life of those who passed and honor the 
  good they’ve done as their spirit moves on to the 
  heavens. 
  • This is the first time so many foreigners have been to 
  Torm’s Hand. Though it puts the locals at unease, it’s 
  also no surprise how many lives Klysandral’s deeds 
  have touched. 
  • Shortly after the celebration and parade, a funeral 
  procession is to follow along the main road into the 
  temple atop the hill. The event inside the temple is 
  reserved for special guests only. 
  Infernal Suspicions 
  After the Grand Duke’s speech, Vulas Bronzetree 
  approaches the characters, asking them for help. 
  She tells them the Hellriders have discovered 
  several infernal enchantments in some of the 
  areas surrounding the celebratory event. These 
  enchantments emit fiendish magic that twists 
  minds and corrupts the soul. 
   In return for a reward, she asks the party to 
  search the surrounding area for three of these 
  enchantments, immediately dispel any they 
  encounter, and report the location of these areas 
  to the nearest Hellrider after they’re all cleansed. 
   The Talisman. If the party agrees, Vulas gives 
  them a small bronze talisman carved with the 
  symbol of a shining shield, along with a ritual 
  incantation they can use to dispel the infernal 
  magic. 
   Finding the Enchantments. Vulas suggests the 
  party search the immediate areas around the 
  main road and look for signs of corrupted nature 
  or of people acting strangely or erratically. There 
  will likely be infernal markings on the ground or 
  on doorways nearby (a blazing fire surrounded 
  by chains). A successful DC 13 Wisdom 
  (Religion) check identifies it as the symbol of 
  Asmodeus. 
  Dealing with the Corruption 
  An infernal enchantment can be found at each of 
  areas described in the next section. Once the 
  party enters the area, they can perform the ritual 
  to rid the location of the effects of infernal 
  corruption. 
   Dispelling the Corruption. Once an 
  enchantment is found, the talisman can be used 
  to perform the cleansing ritual. The ritual takes 
  three rounds and must be performed by at least 
  four party members (or as many as there are in 
  the party if less than four). The ritual needs to be 
  performed in the afflicted area to be effective. 
  Discovering infernal markings is helpful for 
  identifying the area but not necessary to perform 
  the ritual. 
   Infernal Marks. Once the ritual is performed, 
  each party member involved must make a DC 12 
  Wisdom saving throw. On a failed save, the 
  character takes 5 (1d10) points of necrotic 
  damage. Increase the DC to 15 and the damage to 
  16 (3d10) for T2. 
  
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  DDEP09-02 Hellfire Requiem v1.1 
   
   
  6 
  Corrupted Areas 
  The following areas are afflicted with infernal 
  enchantments. They should be run in listed 
  order. 
  A Hero’s Tale 
  A minstrel is holding a small gathering near the 
  local inn, weaving together tales of Klysandral’s 
  heroism and virtue. During the event, two 
  commoners begins mumbling incoherently and 
  wandering in circles. The rest of the crowd 
  stares but avoids them. 
   Crazed Commoner. Two rounds after the 
  characters enter the area, one of the commoners 
  (a human male) shouts and launches himself at 
  one of the nearby locals. The commoner can be 
  physically subdued with a successful DC 10 
  Strength (Athletics) check. They can also be 
  talked into calming down with a successful DC 
  10 Charisma (Persuasion) check. 
   If the commoner is attacked, they run into the 
  corner of the room, cowering and babbling 
  incoherently.  
   Once the ritual is performed, the affected 
  commoners return to their senses. 
   Markings. An infernal marking is carved into 
  the wall next to the door. It can be discovered 
  with a successful DC 11 Wisdom (Perception) 
  check. 
  Dread Patch 
  The characters run into a 15-foot square garden 
  behind a small farmhouse near the main road. 
  The vegetation has decayed, and the blackened 
  soil emits wisps of smoke with a foul stench. 
  Lela, a local farmer (human female commoner) 
  lies unconscious near the edge of the patch. If 
  examined, the characters notice the farmer’s 
  skin has dark patches along her arms and legs. 
  Her breathing is extremely faint. 
   Lela’s Dilemma. The farmer’s encounter with 
  her tainted field has put her in critical physical 
  condition. She can be brought to consciousness 
  and stabilized with a successful DC 12 Wisdom 
  (Medicine) check. A cure wounds spell or any 
  similar healing effect allows her to recover 
  completely. If no medical or magical help is given 
  to her within three rounds after being examined, 
  she dies. If revived, she explains she felt sick and 
  passed out when investigating the rotten 
  vegetation. 
   The Tainted Patch. The vegetation field is 
  afflicted by the infernal corruption. To cleanse it, 
  the characters must enter the field itself. Each 
  character who enters the field must succeed on a 
  DC 11 Constitution saving throw, taking 7 (2d6) 
  damage on a failed save, or half as much on a 
  successful one (increase the DC to 13 and 
  damage to 5d6 for T2). Characters who carefully 
  examine the terrain and succeed on a successful 
  DC 14 Wisdom (Survival) check gain advantage 
  to their saving throw. 
   Markings. A 5-foot wide infernal marking is 
  faintly dug into the dirt. It can be spotted with a 
  DC 12 Wisdom (Perception) check. 
  Delusional Fears 
  The party hears growling and whimpering 
  sounds coming from a small passage between 
  two small buildings. Ardran, a local vendor 
  (human male commoner) is curled up on one 
  side of the building mumbling the word “horrors 
  among us”. Two large dogs (use wolf stats) are 
  10 feet away from him, growling threateningly. 
  Their eyes emit a deep red glow. 
   Saving Ardran. If the party does nothing 
  within the first two rounds, the afflicted dogs 
  attack Ardran. The dogs can be chased away 
  with a successful DC 12 Charisma (Intimidation) 
  check or Wisdom (Animal Handling) check. Any 
  character within 5 feet of the dog notices a 
  putrid stench that emits from the dog’s body. 
  The character must succeed on a DC 11 
  Constitution saving throw or take 4 (1d8) poison 
  damage (increase DC to 13 and damage to 4d8 
  damage for T2). A character failing their save 
  also gains one level of exhaustion. Regardless of 
  damage, both dogs flee immediately. Ardran is 
  calmer after the dogs are chased away but 
  continues to mumble incoherently. 
   Markings. A 1-foot wide infernal marking is 
  carved into the side of one of the buildings. It can 
  
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  DDEP09-02 Hellfire Requiem v1.1 
   
   
  7 
  be spotted with a DC 12 Wisdom (Perception) 
  check. 
   The Hidden Cultist. After performing the 
  cleansing ritual, a character with a passive 
  Perception of 13 or higher notices a black-robed 
  figure (cult fanatic if T1 or master thief if T2) 
  watching from the corner of a vendor cart 30 
  feet away. This is a member of the diabolical cult 
  hiding in the area. Even if unnoticed, Ardran 
  points directly toward the figure and shouts, 
  “They’re among us!” In either case, as soon as 
  they’re noticed, the robed figure flees toward the 
  nearby crowd. 
  The Chase Begins 
  If the party gives chase, roll for initiative and use 
  the following rules modified from the chase rules 
  provided for in chapter 8 of the Dungeon 
  Master’s Guide. Situational adjustments to these 
  can be made at the DMs discretion. 
  • Each character that pursues the robed figure 
  through the crowd must succeed on a DC 13 
  Wisdom (Perception) check (increase the DC 
  to 15 for T2). On a successful check, they 
  manage to keep sight of, and close distance on 
  the robed figure. 
  • If a character makes three successful checks 
  before they make three failed checks, they 
  catch the robed figure. Otherwise, the robed 
  figure loses them in the crowd and the chase 
  ends. 
  • Characters with 1 or more levels of exhaustion 
  make their checks with disadvantage. 
  • If a character uses an action to attack or cast a 
  spell at the robed figure, an attack that hits 
  automatically counts as if the character made a 
  successful check. An attack that misses counts 
  as if the character failed its check. The robed 
  figure takes damage as normal. 
  • If the robed figure is affected by a spell or 
  effect that limits its movement such as hold 
  person or web, the entire party automatically 
  catches up with the figure. 
  • Calling out for help to a member of the Flaming 
  Fists gives the character advantage to their 
  next Wisdom (Perception) check. This can only 
  be used once. 
   Chase Complications. At the end of each 
  round, each character makes a roll on the Chase 
  Complications table. 
  Chase Complications 
  d8 
  Complication 
  1 
  The figure jumps behind a nearby fence. Make 
  a DC 15 Dexterity (Acrobatics) check to get 
  past the fence. On a failed check, your next 
  chase check is made with disadvantage. 
  2 
  The figure weaves through a large crowd. 
  Make a DC 10 Strength (Athletics) or Dexterity 
  (Acrobatics) check (your choice) to make your 
  way through the crowd unimpeded. On a failed 
  check, your next chase check is made with 
  disadvantage. 
  3 
  The ground beneath your feet is slippery with 
  rain, spilled oil, or some other liquid. Make a 
  DC 10 Dexterity saving throw. On a failed save, 
  you fall prone and automatically fail your next 
  chase check. 
  4 
  You are forced to make a sharp turn to avoid 
  colliding with something impassable. Make a 
  DC 10 Dexterity saving throw to navigate the 
  turn. On a failed save, your next chase check is 
  made with disadvantage. On a successful save, 
  you gain advantage on your next chase check. 
  5-8 
  No complications. 
   
  Ending the Chase 
  The chase ends when the robed figure is caught, 
  the characters lose the robed figure, or the robed 
  figure is reduced to 0 hit points. If the robed 
  figure is reduced to 0 hit points, proceed 
  immediately to the Conclusion. 
   Ending Area. If the chase ends and the robed 
  figure is still alive, the characters end up in a 30-
  foot wide clearing on the side of a large building. 
  This sets things up for the next encounter. 
  The Final Conflict 
  If caught, the robed figure immediately attacks. If 
  the party loses the robed figure, it attempts to 
  ambush the party, surprising any party member 
  
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  DDEP09-02 Hellfire Requiem v1.1 
   
   
  8 
  with a passive Perception of less than 12. 
  Regardless of how the combat starts, the robed 
  figure is joined by one cultist for each character 
  (for T2, a single war priest of Asmodeus also 
  joins). 
   During the combat, if the robed figure is hit by 
  an attack that brings its current hit points to less 
  than 10, they immediately surrender. Continue 
  to the Conclusion. 
  Adjusting for Time 
  Use the following advice to keep within the time 
  constraints. 
   Timing the Chase. The chase should be fast paced and 
  take no more than 5-10 minutes to resolve. If you’re 
  running short on time, you can end the chase by having 
  the robed figure trip over an obstacle or just have them 
  disappear around a building corner. 
   The Final Conflict.  If you’re running short on time, 
  you can have the cultists surrender early or the combat 
  can be interrupted by either the Hellriders or the 
  Flaming Fists. 
  Conclusion 
  At the end of the combat, Jahenne arrives with a 
  contingent of Flaming Fists. If the robed figure or 
  any of the cultists are still alive, one of them 
  shouts, “You’re too late! Hell comes for you all!” 
   Regardless of the outcome, Jahenne thanks the 
  party for their heroism. She tells them there are 
  more groups of these cultists that have been 
  arrested in the area. But for now, the area is safe 
  and they’re free to watch the funeral procession 
  in peace. 
   
   
  
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  DDEP09-02 Hellfire Requiem v1.1 
   
   
  9 
  Interlude: The Procession 
  Estimated Duration: 5 minutes 
   
  After the events of Part 1, the public gathers for 
  the funeral procession. Tier 1 characters join the 
  crowd along the main road, while Tier 2 
  characters are gathered at the base of the path 
  leading up onto the temple grounds. 
  Interactive Opportunity 
  If your event features LARP-like interactions or if you 
  have many attendees in costume, your Commander may 
  decide to run this interlude as a physical event, with the 
  procession winding through the event space. If this 
  happens, the boxed text will be handled by the 
  Commander. 
  When the procession starts, read or paraphrase 
  the following: 
  Silence falls over the area as a parade of mounted 
  knights slowly trot along the main road leading 
  toward the temple of Torm. Flowing colorful 
  banners are carried along the front, bearing the 
  standards of the local regions. The rear cavalry, led 
  by Grand Duke Ulder Ravengard flanks a pulled 
  wagon, atop of which sits a finely crafted casket 
  draped with a pall emblazoned with the symbol of 
  Torm. Soft music carries along the wind from the 
  base of the temple. 
  Most of the escort breaks to the sides of the main 
  path once they reach the temple grounds, while a 
  few carry Klysandral’s casket into the temple.  
   
  Hell Breaks Loose 
  All the characters a few moments to engage with 
  each other or travel up the hill and into the 
  fortress. Once they have, read or paraphrase the 
  following: 
  Moments after the procession, the sun’s radiance 
  is engulfed by darkness as a grotesque curved wall 
  bursts from the ground. The wall dominates your 
  field of vision, and in short order the entire area is 
  encapsulated in a magical dome.  
   The ground shakes violently as huge chains burst 
  forth from the ground and snake across the 
  interior of the dome. The sky has disappeared and 
  the earth buckles as a sense of falling begins to 
  overtake everyone present—the land dips and 
  shifts as strange red rocks and debris jut up at 
  strange angles. The gathered attendees begin to 
  scatter, and an army of fiendish creatures starts to 
  phase into the fields nearby. 
   Duke Ulder Ravengard’s booming voice can be 
  plainly heard, calling for all present to retreat into 
  the Fortress. 
  Allow the characters a moment to react and 
  prepare themselves as they fall back into the 
  Fortress. Characters that choose to remain 
  outside should be encouraged to return; if they 
  insist, permit them to stay outside and they will 
  be partaking in Part 2a: Fortress Grounds after 
  this Interlude concludes. 
   
   
  
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  DDEP09-02 Hellfire Requiem v1.1 
   
   
  10 
  Part 2: The Hellcyst Erupts 
  Estimated Duration: 2 hours (120 minutes) 
  The celebrations and ruminations are cut short 
  as a vile hellcyst swallows the temple whole, and 
  devils and worse have infiltrated the levels 
  beneath the temple of Torm. Hellrider relics are 
  at risk of being destroyed, and Emirikol’s vessel 
  The Demonwing is among their targets! 
  Security Through Obscurity 
  Emirikol the Chaotic has crafted magical 
  protections, but as his name implies, they’ve had 
  some unexpected complications: 
  • Each level of the Fortress below the temple are 
  now treated as their own demiplane, wholly 
  contained within Avernus 
  • Each table of adventurers initially only has 
  access to a single level of the crypts; your table 
  captain must check in with the head Dungeon 
  Master to discover which one this is 
   
  Read or paraphrase the following as Part 2 
  begins: 
  Inside the fortress, most of mourners are panic-
  stricken. A few are shouting orders; these are 
  clearly Hellriders or members of the Flaming Fist. 
  One individual, a wizard with a crazy eye and a halo 
  of fluttering hair, thrashes and spasms as he begins 
  channeling a massive influx of energy from the 
  Weave. His form seemingly shatters and reforms as 
  the air in the temple swirls and takes on vaguely 
  troubling colors. With an ear-blasting pop, his form 
  returns to normal and he opens his eyes. 
   “Huh. Well that wasn’t supposed to happen… but 
  it may buy us time. There are barriers in place now; 
  they won’t hold forever but they should delay the 
  devils just long enough for you to recover any 
  survivors and secure passage to the Demonwing.” 
  Emirikol explains that his spell has fractured the 
  areas below the fortress of Torm’s Hand as being 
  split in “well, basically private demiplanes. Sort 
  of. It works, for now!” He then goes on to 
  describe the Demonwing as his personal vessel, 
  capable of flight and plane shifting, and also as 
  possessing “deeply personal, er, impactful” 
  weaponry. If pressed for further information, he 
  adds the following: 
  • It can easily hold all people in attendance 
  • Due to “reasons”, the ship is permanently 
  barred from entering the Material Plane (he 
  scoffs at this and mutters about “a 
  misunderstanding between Asmodeus”) 
   “My vessel can easily hold the people present 
  here. If you can get to it—it’s in the lowest reaches 
  of the crypts, because I secretly added a rift from 
  the River Styx on Avernus to this very facility—I am 
  confident that we can use it to, at a minimum, 
  escape our current predicament. The Demonwing 
  can’t get back to the Material Plane but it’s safe 
  enough in Avernus, and with it we can get to 
  another portal, Mahadi, or even Fai Chen if 
  needed.” 
   Duke Ulder Ravengard interjects: “We can worry 
  about escape later. We have more immediate 
  concerns: the lower levels are overrun with fiends, 
  the Fortress grounds are awash with devils, and we 
  need brave souls to step forward and take out 
  those chains!” 
  The characters need to determine which tasks 
  they wish to pursue: 
  • Tier 1. Fortress Grounds or The Temple 
  • Tier 2. The Catacombs or The Caverns 
  The Commander will ask for up to six volunteers 
  to act as the strike force for Special Quest 1: 
  Dire Gears. 
  
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  Area Information 
  Episode Two is split into multiple areas: the 
  lower levels and the temple grounds. 
  The Temple Grounds 
  The temple and its grounds are entirely 
  contained within a hellcyst, a gruesome blight 
  that has erupted from Avernus itself to swallow 
  this place whole. The interior is laced with 
  chains, which lead to massive dire gears. Tier 2 
  characters can venture forth and attack the 
  gears; in so doing, they grant advantages to their 
  allies in the levels below. 
   Light. The temple grounds are bathed in the 
  red light of Avernus. 
  The Lower Levels 
  The lower levels of the Fortress (the Temple, the 
  Catacombs, and the Caverns) have been overrun 
  by devils, and Emirikol’s protection spell has 
  split those levels into many duplicates—this has 
  the benefit of delaying the devils from reaching 
  the main floor, but also requires more 
  adventurers to enter those areas and take them 
  back by force! 
   Composition. The lower levels are comprised 
  of the Catacombs, the Caverns, and the Temple.  
   Light. The lower levels have no light sources 
  now that the devils have invaded. 
   Layout. The maps indicate all needed layout 
  information. Except where noted, all ceilings are 
  10 feet above the floor. 
  Creatures/NPCs 
  Two dozen Hellriders are in attendance, as well 
  as dozens of mourners from all over the Realms. 
  Several notable individuals are present: 
  • Emirikol the Chaotic. A valued ally of 
  Klysandral’s, Emirikol (human male chaotic 
  neutral sorcerer) is a powerful arcanist. His 
  exploits with Klysandral are nothing short of 
  the stuff of legend, and he is rumored to have 
  acquired the eye of Vecna and at least one orb 
  of dragonkind. His history is widely varied and 
  subject to change; feel free to craft 
  astonishingly heroic stories as you see fit. 
  • Visarya Sijella. Visarya (half-elf female lawful 
  neutral bard) makes no secret of her allegiance 
  to the Cult of the Dragon. She is attending 
  because of her great respect for Klysandral; 
  although their views were not aligned, she 
  says that the paladin’s devotion to Torm and 
  the Hellriders is something “that we should all 
  respect”. She is friendly, though greed and 
  pride underscore her dialogue. She is overly 
  fond of her scarlet robes. 
  • Gogrin Hagger 
  • Duke Ulder Ravengard 
  • Vulas Bronzetree 
   
  Villains at the Funeral?! 
  Klysandral’s impact as a champion of Torm is significant. 
  Many of those here were among his friends and allies, 
  but even some villains, such as the Cult of the Dragon 
  may wish to pay their respects. Their plans did not run 
  afoul of the Hellriders, and this fortress is blessed by 
  Torm himself to protect those that approach with pure 
  intentions. 
   
   
  
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  Wandering Villains & 
  Interactive Elements 
  The following interactive elements are in-effect 
  for the duration of Episode Two: 
   Cult of the Dragon. When enough groups 
  successfully rescue the Cult of the Dragon 
  prisoners from the Temple and the dagger is 
  recovered in Part 2a, Special Quest 2: 
  Negotiate with the Cult of the Dragon becomes 
  available. Only one group may attempt it, and 
  this attempt must be completed before the end 
  of Part 2; should the group prove successful, the 
  Cult fights alongside the characters in Part 3. 
   Klysandral’s Ghost. Klysandral is not yet 
  ready to move to his final reward. His ghost 
  roams the halls in the Catacombs, and the DM 
  has instructions on how to introduce the ghost 
  where needed during the exploration of that 
  level. However, when enough groups 
  successfully rescue his remains, the ghost 
  becomes a powerful ally in Part 3. 
   The Demonwing. Emirikol’s ship is moored in 
  the River Styx, in the Caverns far below the 
  temple. Once the ship is rescued, there is a 
  chance that one or more ice devils may be 
  introduced to the temple grounds. 
  Running Part 2 
  Summarized, Part 2 is intended to be run as-
  follows. That said, you are empowered to adjust 
  encounters to ensure that the characters have a 
  challenging and rewarding experience. 
  The Fortress Grounds 
  The grounds surrounding the Fortress are 
  intended as a tier 1 experience. 
  The Temple 
  The first sublevel of the Fortress is intended as a 
  tier 1 experience. These chambers serve as both 
  a place of worship and a place of martial 
  practice.  
  The Catacombs 
  The second sublevel of the Fortress is intended 
  as a tier 2 experience. The honored dead of the 
  Hellriders are kept here. 
  The Caverns 
  The third sublevel of the Fortress is intended as 
  a tier 2 experience. Emirikol has moored his ship 
  the Demonwing here, as the barrier between the 
  Forgotten Realms and the River Styx is 
  extremely weak. 
  Wrong Tiers, Right Choices 
  If your characters are of the wrong tier, be ready to 
  swap out the listed monsters for other options. The 
  missions can’t change, but the monster appendix 
  provides plenty of flexibility in this regard! 
  When you’re ready to proceed, send the Table 
  Captain to inform the Commander which path 
  your group is taking and delve into the danger! 
   
  Finishing Early 
  If the characters destroy all of the dire gears and 
  secure access to Emirikol’s vessel before time 
  has expired, then you can feel free to ask them to 
  take on the challenges of any other unfinished 
  task, or to defend the grounds outside by 
  crafting a few additional encounters from the 
  monsters present. Chain devils and nupperibo 
  shock troops are good for this. Alternately, they 
  may just want to take a short break before 
  Episode Three begins. 
  Managing Time in Episode 2 
  Part 2 lasts for 2 hours (120 minutes), and the 
  action of the episode may be interrupted a few 
  times for announcements and choices. 
   It is important to help your players remain 
  focused during the episode. When there are 
  interruptions, make sure the players are paying 
  attention to what is happening in the overall 
  story – and when the interruptions end, get them 
  back into their missions quickly. 
   
  
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  Part 2a: The Fortress Grounds 
  Allotted Time: 120 minutes 
  Intended Tier: 1 
   
  The devils coming out from the hellcyst split off 
  into various groups. Packs of lower devils swarm 
  the temple grounds while a horde of devils 
  charge into the temple fortress. 
  Battle for Torm’s Hand 
  The scene outside the fortress is dire, and the 
  Duke Ravengard doesn’t mince words: 
  “The journey that you embark upon is one that will 
  cement your legend in the annals of history. 
  Friends, today you ride to glory—and, Torm willing, 
  you will cut down those fiendish bastards before 
  they can compromise this facility!” 
   Jahenne nods in agreement. “I will be leading the 
  Flaming Fist as you rally the Hellriders, champions. 
  Godspeed!” 
  As the characters prepare to depart the fortress 
  for the grounds outside, Gogrin Hagger calls for 
  them and asks for a few private moments. If they 
  agree to listen, he has the following to share: 
  • He fears that a splinter group of members of 
  the Cult of the Dragon have ignored the peace 
  that he issued for the duration of the funeral 
  • These renegade Cultists are likely allied with 
  the Red Wizards of Thay. He believes that 
  several of them can be found out in the 
  grounds, working with the devils to spring this 
  trap. 
  • He would like them to be eradicated, and for 
  any significant items of power to be brought 
  back to him for review. “I won’t keep them, but 
  I know that I can use them to discover who’s 
  calling the shots in that horrible group.” 
  Gogrin makes no secret of his allegiance to the 
  Cult of the Dragon, and a DC 10 Wisdom 
  (Insight) check confirms that he is being truthful 
  in these statements. 
  Missions 
  The Fortress Grounds contains both a primary and a 
  secondary mission. 
  • Primary Mission. Locate and destroy the renegade 
  members of the Cult of the Dragon. 
  • Secondary Mission. Return the dagger to Gogrin. 
  Holding the Line 
  When the chaos ensues, the Hellriders take to 
  the air to face the flying forces. Jahenne rallies 
  the Flaming Fists, requesting everyone on the 
  ground to push back against the wave of devils 
  making their way up onto the temple grounds.  
  Hell Bombers 
  For the duration of the “Holding the Line” event, 
  flying devils drop firebombs onto the battlefield. 
  At the beginning of each character’s turn, they 
  must roll a d20. On a roll of 5 or less, they must 
  succeed on a DC 12 Dexterity saving throw or 
  take 5 (2d6) fire damage as they are hit by a 
  firebomb. For every three characters that avoid a 
  firebomb by rolling 6 or higher, one random 
  character is targeted by an additional firebomb 
  on initiative count 1.  
  Interactive Opportunity 
  If your event has enough administrators, the 
  Commander may occasionally send someone to your 
  table to drop a firebomb. If this happens, your 
  Commander will tell you before the game begins and 
  you do not need to roll for the firebomb effect yourself. 
  First Wave 
  Each party faces a wave of one nupperibo for 
  every 2 party members (rounded down) and 3 
  lemures for each party member. Due to the 
  sheer number of nupperibos in the area, the 
  party members are at disadvantage against their 
  Cloud of Vermin feature. 
  
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   Flaming Fists. So long as the characters didn’t 
  antagonize the Flaming Fists in part 1, they 
  provide additional support to the party. Reduce 
  the number of lemures by 1 per party member 
  and characters make their saves normally 
  against the nupperibo’s Cloud of Vermin. 
  Second Wave 
  After fighting down the first wave, the party has 
  one round to recover before the second wave 
  pushes onto the temple grounds. This set has 
  one spined devil and two nupperibo (replace 
  the nupperibo with lemures if the party’s APL is 
  less than 2). 
  Temple Ward 
  After the second wave is defeated, Emirikol the 
  Chaotic erects a new ward over the temple, 
  sealing it off to the outside. Read or paraphrase 
  the following. 
  A globe of light bursts forth from the center of the 
  temple itself, engulfing the entire building in a 
  semi-translucent dome of energy. The surface of 
  the dome resembles packed shards of broken 
  glass, reflecting fractured images of the temple 
  beyond. Meanwhile, the temple grounds upon 
  which you stand has been severed from the rest of 
  the village, slowly being drawn into the hell-
  spawned rupture surrounding it. 
   Rewards. One of the horse-mounted Hellriders 
  charges through and drops a leather bag to the 
  characters. Inside are three potions of healing. 
  Searching the Grounds 
  Vulas suspects the devils are here to claim 
  Klysandral’s soul, and those that opened the 
  hellcyst must be somewhere in the vicinity. She 
  asks the characters to explore the temple 
  grounds report back to the Hellriders with any 
  clues. The entirety of the grounds has been 
  affected by the aura of the strange ward erected 
  over the temple itself. The southern path along 
  the side of the temple is a treacherous row of 
  shifting earth, while the northern path appears 
  as a maze of duplicate buildings. Both lead to the 
  rear of the temple fortress. 
   Allow the party to choose a starting path, then 
  continue accordingly. 
  North Path 
  This entire area has been fractured into multiple 
  dimensions due to the chaotic ward placed upon 
  the area by Emirikol the Chaotic. 
  Several stone buildings are scattered along the 
  area running along the north side of the temple 
  proper. The air around the garden shimmers with a 
  strange light, that appears to the naked eye as 
  multiple duplicates of the same stretch of land. 
  Each creature moving through this area must 
  make a DC 12 Constitution saving throw. On a 
  failed save, the creature is dazed by the magic of 
  the warped region, and has disadvantage on 
  Dexterity and Wisdom ability checks and saving 
  throws. 
  Shaky Ground 
  Halfway through the area, the ground shakes and 
  splits beneath the party’s feet. Each party 
  member must succeed on a DC 12 Dexterity 
  saving throw or fall into the newly formed crack, 
  taking 7 (2d6) bludgeoning damage. Climbing 
  out of the fissure requires a successful DC 11 
  Strength (Athletics) or Dexterity (Acrobatics) 
  check. This check automatically succeeds if 
  assisted by other party members using a rope or 
  similar tools. 
  Marked Building 
  The party hears cries for help coming from one 
  of the larger buildings. A successful DC 11 
  Wisdom (Perception) check allows them to 
  notice a 2-foot wide infernal carving over the 
  doorway. The carvings are like the ones 
  encountered in Part 1. 
   Bigger on the Inside. The building appears to 
  be 10 feet wide from the outside, however, the 
  
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  interior is a 30-foot square space. A young half-
  elf guard is against the wall opposite the door. 
  The guard has no weapons or armor. A hell 
  hound is in the middle of the area, growling 
  menacingly at the guard. He appears scared, 
  though when the party arrives, he does his best 
  to put on a brave face. If the party’s APL is less 
  than 2, use giant hyena stats for the hell hound. 
  If none of the characters react within two rounds 
  of entering the building, the hell hound kills the 
  commoner. 
   Treacherous Combat. The ground in this area 
  is constantly shifting. At the end of every combat 
  round, each character must succeed on a DC 12 
  Dexterity saving throw or fall prone. 
   Dead Bodies. There are three dead bodies 
  here, all wearing sigils of the Cult of the Dragon. 
  They possess no treasure, but their heads are all 
  shaved and one of them has faint blue tattoos. 
   Saving Thalan. If the guard survives, he 
  introduces himself as Thalan, a Flaming Fist 
  trainee. Once the hell hound is defeated, Thalan 
  thanks the party and rewards them with a potion 
  of greater healing, but only after consuming one 
  himself.  
   Thalan says that he found these cultists 
  engaged in a ritual, so he attacked without 
  warning. He slayed them but not before they set 
  the hell hound upon him. A DC 18 Wisdom 
  (Insight) check reveals that he isn’t being 
  entirely truthful, and if questioned he simply 
  recants and says that they were dead when he 
  got here “but this sounded more heroic, right?” If 
  intimidated, he tries to flee as he doesn’t trust 
  the characters. 
   Treasure. If Thalan is killed, the characters 
  can take his dagger. It has Infernal runes along 
  the blade, and the pommel is that of a devil’s 
  leering face. 
  End of the Path 
  Beyond the maze of buildings is a solid 20-foot 
  wide platform next to a gate that leads to the 
  rear gardens. 
  South Path 
  The path south of the temple proper has been 
  divided into strips of dangerously twisting and 
  shifting landmasses. 
  Along the south side of the temple, the ground has 
  split in many places, unevenly skewing the path, 
  which leads toward the rear of the temple fortress. 
  The ground here is actively shifting, making it 
  difficult to cross. 
  The path runs 120 feet from the front of the 
  temple area to the rear. 
   Treacherous Path. Each time a character 
  moves along the path, they must make a DC 12 
  Dexterity saving throw. On a failed save, they fall 
  prone into the shifting earth. If they fail their 
  saving throw by 5 or more, they also take 3 
  (1d6) bludgeoning damage. A saving throw is 
  not required to stand up from prone. After 120 
  feet, they reach a solid 20-foot wide platform 
  next to a gate that leads to the rear gardens. 
   Devil’s Flight. A spined devil attacks the party 
  from the air as they make their way across the 
  path (use lesser spined devil if the party’s APL 
  is 1). 
   Chanting Cultists. In a clearing, cultists (one 
  per character) are deep in the throes of a 
  sonorous chant. A successful DC 12 Intelligence 
  (Arcana) check confirms they are part of the 
  group responsible for the current situation, and 
  they are clearly wearing sigils of the Cult of the 
  Dragon. One of them has faint blue tattoos on her 
  head, but her hair is hiding most of them. 
   
   
  
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  Rear Temple Gardens 
  This 60-foot by 40-foot area covers the entire 
  rear section behind the temple fortress. 
  Once an area decorated with statues of heroes and 
  guardians, the grounds are littered with ravaged 
  flora and stone debris. A 20-foot wide training 
  circle is set in the center of the area. A large 
  symbol of a blazing fire surrounded by a circle of 
  chains is carved into the dirt. On the western end 
  of the field, the torn ground ramps downward to 
  an outcropping below. 
  Cultists (one per character) are here along with 
  a recently summoned lesser bearded devil (see 
  stat block—replace with two nupperibo if party 
  APL is 1). They do not immediately notice the 
  party.  
   Treasure. Each cultist carries a soul coin, and 
  they all bear sigils of the Cult of the Dragon and 
  possess a handful of Thayan coins. 
  Returning to the Fortress 
  After the three zones are cleared and the cultists 
  are defeated, the characters can return to the 
  Fortress. As they travel, a swarm of flying devils 
  rise from the edge of the hellcyst and wing to 
  their location.  
   Bel’s Offer. As the devils descend, the voice of 
  Bel, one of the archdevils of Avernus, echoes 
  through their minds:  
  “You are clearly capable of good things, but if you 
  desire great things… simply tell my children. 
  Promise to them that you will accept my gift, and I 
  shall empower you. Think quickly, and answer in 
  unison!” 
  If the characters accept (this must be 
  unanimous), the devils don’t attack, and each 
  character earns the Marked by Bel story award. 
  A DC 18 Wisdom (Insight) check reveals that 
  Thalan doesn’t answer Bel; if pressed, he simply 
  says that he didn’t hear the voice and doesn’t 
  know what they’re talking about. He seems 
  shaken but honest in this. 
   If the characters refuse, four lesser spined 
  devils and two nupperibos attack. If Thalan is 
  with the characters he fights by their side 
  against the devils. 
   Once combat is resolved (or avoided), the 
  characters can return to the Fortress 
  unimpeded. 
  Balancing the Battle 
  If the DM feels the party is severely overwhelmed or if 
  you’re running short on time before the next section, 
  Vulas can arrive early with a cavalry of four knights, 
  ending the battle very quickly. 
  Primary Mission 
  If the renegade members of the Cult of the Dragon were 
  located and destroyed, the characters have successfully 
  completed the primary mission. Report this to HQ! 
  Secondary Mission 
  If the characters returned the dagger to Gogrin, they 
  have successfully completed the secondary mission. 
  Report this to HQ! 
   
   
  
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  Part 2b: The Temple 
  Allotted Time: 120 minutes 
  Intended Tier: 1 
  The temple portion of the cathedral is as much a 
  training ground as it is a place of worship for the 
  Hellriders that call this place home. 
  Missions 
  The Temple contains both a primary and a secondary 
  mission. This place largely serves as a training ground 
  for members of the Hellriders. 
  • Primary Mission. Rescue the Cult of the Dragon 
  prisoners. 
  • Secondary Mission. Recover as many Hellrider badges 
  as possible. 
  Infernal Chains 
  Several areas of the Temple have been cut off from the 
  rest of the area. For this level, the passages going north 
  from Area 8 and east from Area 11 are affected. The 
  chains are immune to damage and effects until the dire 
  gears are destroyed, and they can’t be moved as they 
  are piercing the floors, walls, and ceilings in such a way 
  that they simply don’t budge. 
  • Areas 7a, 7b, 8. These chains are removed when the 
  first dire gear is destroyed. 
  • Area 11. These chains are removed when the second 
  dire gear is destroyed. The passage returns the 
  characters to the Fortress. 
  Creatures that wish to push through the sharp chains 
  may do so; tiny and small creatures may pass freely but 
  medium creatures take 26 (5d10) points of magical 
  slashing damage if they try to squeeze through. A DC 18 
  Dexterity saving throw reduces this damage by half. 
  Larger creatures cannot pass through the chains. Unless 
  otherwise noted in an area description, all bars on the 
  maps have been replaced with these infernal chains. 
  Slain Hellriders 
  Several rooms on this level contain the body of a 
  slain Hellrider. These Hellriders can’t be raised 
  from the dead as their souls have been harvested 
  and turned into soul coins.  
  Area 1. Vestibule 
  Two statues of Torm riding an angry-looking 
  warhorse are here. A few steps rise to the north, 
  where a marble basin of holy water can be seen. 
  This holy water functions as per normal for the 
  first minute that it is removed from the basin; 
  after this time, it no longer has its effect. 
  Area 1a. Censer 
  A brass censer hangs here. As the characters 
  reach the intersection, read the following: 
  The battered censer that hangs from the ceiling 
  emits a thick, oily smoke. In the blink of an eye, 
  several devilish forms take shape and shriek in your 
  direction! 
  Four imps take shape from the smoke and, for 
  strong and very strong groups, one of the 
  statues of Torm in Area 1 also animate as it is 
  replaced by a merregon, who arrives at the 
  beginning of round 2.  
  Area 2. Long Hallway 
  The walls and ceiling of this hallway are painted 
  with highly detailed scenes of Hellriders 
  destroying demons, devils, and various undead. 
  Area 2a, 2b, 2c. 
  These closets and pantries are filled with dry 
  goods, foodstuffs, and cleaning supplies.  
  Area 3. Mess Hall 
  Two invisible imps flit about this room and 
  throw sharp knives at the characters after 
  they’ve entered the area. When combat turns 
  against them, they’re not above begging, 
  pleading, and delivering empty promises if it 
  helps them to escape. 
  
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  Area 3a, 3b. Purging Chamber 
  The foul stench of the purging chambers if barely 
  contained by the doors. Upon entering this place, 
  creatures that breathe make Perception checks 
  at disadvantage and can’t concentrate on spells. 
  If the doors are held open, Area 3 is also affected.  
   Slain Hellrider. A lone member of the 
  Hellriders hid herself away in Area 3b. She 
  eventually succumbed to her injuries from the 
  swarm of imps in area 3, and her badge is 
  clutched in her hand. 
  Area 4. Training Room 
  This place is routinely used for melee weapons 
  practice. Heavily damaged dummies line the 
  walls, and several broken hammers, maces, and 
  greatswords have been piled by the door.  
  Area 5. Lecture Hall 
  Broken chairs and desks have been scattered 
  across the floor, rendering the entire area as 
  difficult terrain. A badly damaged lectern stands 
  between the eastern doors, and textbooks have 
  been torn asunder and cast aside. 
  Area 5a, 5b. Study Rooms 
  These study rooms feature a desk, chair, and 
  scroll rack. The doors can be barricaded from 
  inside—ostensibly for privacy while studying. 
   Slain Hellrider. Area 5a contains the body of a 
  slain Hellrider. This Hellrider locked the door 
  from the inside, but it can be battered in with a 
  DC 15 Strength (Athletics) check. He clutches his 
  badge as if in prayer, but his wounds overtook 
  him. It can be easily seen that this Hellrider took 
  a significant amount of damage before dying. 
   Locked Doors. The door to Area 5a is locked 
  and barricaded from the eastern side. The lock 
  can be picked with a DC 16 check, but the iron 
  barricade bar on the eastern side requires a DC 
  20 Strength (Athletics) check. Alternately, the 
  wooden door can be broken down by spells or 
  weapons, but this causes an encounter to take 
  place 1d6 rounds later. 
   Treasure. The scroll rack in Area 5a contains a 
  spell scroll of lesser restoration, and a potion of 
  healing has been abandoned in Area 5b. 
  Area 6. Administration 
  The walls here were once lined with scrolls, 
  journals, and tomes. Now they’re all scattered 
  across the floor, as if the devils couldn’t find 
  whatever they were looking for. No encounter 
  takes place here. 
   Treasure. A DC 16 Intelligence (Investigation) 
  or a passive Perception of 16 or above results in 
  the discovery of a box containing two antique 
  Hellrider badges. 
  Area 6a. Headmaster’s Desk 
  The devils have already trashed and upended the 
  headmaster’s desk. While there is no encounter 
  here, they have left a parting gift on the back 
  wall: a Wisdom (Perception) or Intelligence 
  (Investigation) check of DC 14 or above reveals a 
  glyph. When read, it targets the two closest 
  characters with a DC 16 blindness/deafness spell 
  (50% chance of either effect). 
  Area 7a, 7b. Statues of Torm 
  Two statues of Torm, each mounted on 
  horseback and wielding wicked-looking 
  polearms, face each other across this wide-open 
  chamber. They’ve been scratched and gouged 
  but appear stable. Benches line the walls, and 
  each wing includes a pair of parallel pews. 
  Area 8. Glowing Symbol 
  A large holy symbol of Torm hovers a few feet off 
  the floor. It gives off a softly tumbling blue and 
  white glow. Non-evil creatures feel safe here, 
  and once per day, may spend 5 minutes basking 
  in the glow; if they do, they receive the effects of 
  a short rest. While there is initially no encounter 
  in this area, spending more than 5 minutes here 
  results in a guaranteed encounter.  
   Passage North. The hall to the north is 
  blocked by a mass of infernal chains. When the 
  first dire gear is removed, this passage opens.  
  
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  Area 9a, 9b, 9c, 9d, 9e. Quarters 
  The Hellriders that live in the temple keep these 
  chambers for sleeping and meditation. It’s clear 
  that the devils have already come through, as 
  deep gouges line the walls and terribly graffiti 
  written in Infernal can be spied here and there 
  (often referring to the resident’s parentage or 
  level of education). 
   Censer. A bronze censer hangs from the end of 
  the hallway. It is mundane and pine-scented 
  incense tumbles out of it. 
   Treasure. Each room contains a single 
  Hellrider badge that has somehow been 
  untouched by the devils. This badge is on the 
  interior of the door. 
  Area 9f, 9g. Dybbuk Boxes 
  Little effort is required to open these rooms, as 
  the doors are heavily damaged by claws and 
  infernal weapons. Inside each are one smashed 
  dozen boxes, surrounded by broken chains and 
  destroyed holy symbols of Torm.  
   Dybbuk Boxes. The boxes are covered in runes 
  and warnings in various scripts, all giving 
  warnings about dark undead spirits contained 
  inside. The characters can easily deduce that the 
  invading devils broke the doors, realized what 
  the boxes contained, and then broke those as 
  well. A successful DC 14 Intelligence (Religion) 
  check confirms that these boxes once held 
  dybbuks, vile undead spirits that seek out 
  corpses. There is no sign of where the spirits 
  may have gone (though mechanically, they’ve 
  traveled to the Catacombs and have taken over 
  corpses there). 
  Area 10. Storage 
  This room is bare. 
  Area 11. Fountain of Reflection 
  This large space features a shallow fountain in 
  the center. It is surrounded by four statues of 
  Torm on horseback, each projecting water from 
  the mouth of the horse in a gentle arc into the 
  pool’s basin. Despite the streaming liquid, the 
  surface of the water is almost still; clearly there 
  is magic at play here. 
   Passage East. The hallway to the east is 
  blocked until the second dire gear is removed. 
  Area 12. Cloak Room 
  Several traveling cloaks hang from pegs on these 
  walls. This appears to be a cloak room with 
  simply an adjoining hallway. 
  Area 13. Signs of a Scuffle 
  There are signs of a scuffle here. The blood 
  splatter along the walls indicates that whomever 
  was here is now gravely injured, or worse. The 
  blood trail heads north, beyond the closed door. 
  Area 14. Sparring Yard 
  The stones underfoot transform into illusory 
  grasses and flowers a few rounds after the 
  characters arrive here. They can hear the 
  neighing of horses, and they witness spectral 
  horses phase into existence. Should they mount 
  these steeds, they immediately hear the 
  battlecries of two merregon as they leap from 
  Areas 14a and 14b. If the strength of the party is 
  very strong, the merregon land atop spectral 
  nightmares. 
   Mounted Combat & Sparring. This place 
  provides the Hellriders with a protect place to 
  practice their mounted combat skills. Characters 
  that can detect magic sense that the devils and 
  their steeds are magic and nothing more than 
  illusions. Knowing this allows characters to 
  disbelieve these creatures without making any 
  kind of saving throw.  
   The devils and their mounts won’t leave Area 
  14 and can only be interacted with by creatures 
  in this same area—for example, anyone in the 
  balcony would simply see characters engaging in 
  an elaborate shadowboxing match. 
   Treasure. Defeating the devils by any means 
  other than disbelieving them results in a ghostly, 
  glowing chest that rises from the floor at the end 
  of combat. Contained inside are Hellrider badges 
  equal to the number of characters present. This 
  chest only appears once per day.  
  
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  Area 14a, 14b. Observation 
  Platforms 
  These platforms overlook the recessed space of 
  the sparring yard below. The railings are low, 
  and the stairs are a sharp ten-foot drop. 
   14a. There is a trail of blood leading from Area 
  13 to the door of Area 17. 
   14b. The double doors to the east are closed 
  and bear the emblem of the Hellriders on each 
  face. They are unlocked and open inwards 
  toward Area 18. 
  Area 15. Test of Faith 
  This space includes murals of Torm and his holy 
  symbols throughout the centuries. 1 round after 
  the first character enters, sigils alight on the 
  interior of the doors and a voice intones:  
  “So begins the Test of Faith. Your first answers are 
  the most important ones.” 
   Torm’s Wisdom. These short interactions are 
  intended as a way for the characters to roleplay 
  a bit. Allow them to creatively use Wisdom 
  (Insight), spells, and dialogue as needed, but the 
  first answer they provide is the one the voice of 
  Torm accepts: 
  • Wrong Answers. If the characters provide a 
  wrong answer, the Test immediately 
  concludes, and it can’t be restarted.  All 
  characters in this group have disadvantage on 
  attack rolls or saving throws (they choose) 
  until they complete a long rest. 
  • Correct Answers. Each round allows for a 
  single answer to be given, and the voice 
  provides no additional insight beyond what is 
  presented. Each correct answer allows the 
  Test to proceed, and successfully completing 
  all three rounds results in a boon for all 
  characters across the Epic! 
  • Leaving the Test. Some characters may wish 
  to leave, and that’s fine. If anyone leaves the 
  room, the Test immediately concludes, and it 
  can’t restart. There is no cost or penalty for 
  leaving, nor is there any barrier preventing the 
  characters from doing so. 
   Round One. Three translucent images coalesce 
  and hang in the air. The first is an empty plate 
  mail gauntlet, the second is a brass disk 
  emblazoned with a symbol of the sun, and the 
  last is a shield emblazoned with a pair of crossed 
  hammers. Anyone proficient in Religion or that 
  succeeds on a DC 12 Intelligence (Religion) 
  check recognizes that the gauntlet is Torm’s holy 
  symbol. Choosing the gauntlet results in the 
  voice complimenting their wisdom and as round 
  two begins. 
   Round Two. The objects from round one fade 
  away and the voice intones: 
  “The fiendish hordes have overrun the village. You 
  know that you can use one innocent farmer to lure 
  the devils together and eliminate them in one 
  devastating attack, but this will result in the farmer 
  being sacrificed. How do you proceed?”  
  The first verbalized answer is what the test will 
  accept, but the only correct response is one that 
  reflects the concept that sacrificing an innocent 
  life is an unacceptable cost. Should this happen, 
  the voice again commends the characters for 
  their wisdom and round three begins. 
   Round Three. A figure wrapped in a dark cloak 
  emerges from the wall. Her voice is silky and 
  heavily accented as she says: 
  “I can give you that which you seek. Power, might? 
  The removal of your obstacles? Or… safety? I can 
  protect those you love; I can empower you to 
  watch over them.” 
  The woman is an erinyes, and her infernal 
  accent gives her away.  Though she is only a 
  projection and incapable of combat, her offer is 
  still meant to tempt mortals with power in 
  exchange for a soul, as is their traditional deal. If 
  the characters do anything other than refuse her 
  offer, the test concludes immediately and is 
  deemed a failure. If the characters refuse her 
  offer, the voice intones one final bit: 
  
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  “Your judgment is my judgment, and my judgment 
  is absolute. May Torm’s hand guide you this day.” 
   Treasure & Rewards. For successfully 
  completing this challenge, the characters are 
  gifted with Torm’s blessings—inform them that 
  they are now collectively affected by death ward. 
  Additionally, Hellrider badges equal to the 
  number of characters present appear on the 
  interior of one of the doors. 
  Area 16. Test of Strength 
  The Hellriders expect their members to be 
  strong of arm as well as stout of mind, and this 
  chamber exists to provide each member with an 
  opportunity to demonstrate this. A five-foot tall 
  post rises from the center of the room, the sole 
  element in the room, though murals of Hellriders 
  working in unison to build walls and battle 
  devils and undead adorn the walls. When the 
  characters enter, read the following: 
  A disembodied voice intones: “The mightiest of us 
  all will, at times, struggle to complete a task. Do 
  you believe yourself to be stronger than all others?” 
   A clanking, jangling noise greets you and four 
  piles of chains are ejected from the floor, one in 
  each corner, and a large metal peg rises from the 
  center of the floor. 
  The chains are each rooted in the floor and 
  terminate in large rings. The characters can 
  easily deduce two things: 
  • The test here intends for the chains to be 
  hooked over the peg in the center of the room 
  • If the northeast chain is pulled and placed on 
  the peg, the southwest chain is shortened and 
  isn’t long enough; the same is true for the 
  northwest and southeast chains. 
   Test. The characters can link their own chains 
  into the provided chains and secure the loops, or 
  they can use spells and effects like fabricate, 
  channel divinity (for example, forge domain 
  clerics), and so on to create new lengths of chain, 
  though illusion effects aren’t sufficient. They 
  could also form a chain of bodies and secure two 
  lengths, then use their own bodies to complete 
  the other two sides. Ultimately, so long as the 
  characters work together to attach the chains to 
  the post, they can successfully complete this test. 
   Rewards. If this test is successfully completed, 
  the post sinks into the floor and a wave of energy 
  washes through the room. Each creature in the 
  room gains 10 temporary hit points and 
  advantage on their next d20 roll. 
  Area 17. Test of Wisdom 
  This space appears to be a recovery room. 
  Cabinets lined the walls until recently. They’ve 
  now been torn down and their contents lie 
  scattered across the floor. An obvious trail of 
  blood leads to a quivering body, a survivor that 
  is attempting to hide in the corner. If time and 
  table composition allow, this room should 
  include an easy encounter (in this case, give the 
  survivor two rounds before she dies). 
   Slain Hellrider. A Hellrider (knight) sustained 
  great injury in Area 13 and dragged herself into 
  this place, knowing that bandages, herbs, and 
  poultices could be found here. Unfortunately, her 
  infernal wounds have gotten the best of her and 
  she has failed two death saving throws. f they 
  save her, she joins them as an ally for as long as 
  they are here—she won’t leave until she is 
  confident that all of her Hellrider compatriots 
  are safe. She can share some information that 
  may prove helpful: 
  • Her name is Guillya Theramine, and she is a 
  human of 35 years from Elturel 
  • She is wearing plate mail and carries a 
  greatsword, a long sword, and a shield. 
  • She and her group captured the Cult of the 
  Dragon members that are currently held in 
  area 22. 
  • Due to the injuries she sustained prior to her 
  death, she has two levels of exhaustion. 
  • If she survives through to the end of this floor, 
  she gives her badge to the characters while she 
  recovers. 
   Test. Despite appearances, this is a test just as 
  with Areas 15 and 16. In this case, Torm rewards 
  
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  those that heal the Hellrider (or perform final 
  rites) with the effects of a short rest. If they fail 
  to do this, Torm’s sorrow washes through them 
  and they are overwhelmed by a sensation of 
  deep melancholy and sadness, but this includes 
  no additional mechanical effect. 
  Area 18. Command Ring 
  This area encircles the prisoner cells (Area 22, 
  currently holding the Cult of the Dragon 
  prisoners) and features an armory, a library, and 
  the lord-commander’s quarters. The walls are 
  festooned with holy symbols of Torm, but the 
  devils have run amok here and defaced them. 
  Area 18a, 18b, 18c. Statues of Torm 
  Each statue features Torm, and they all have 
  different but equally disapproving scowls on 
  their faces. No matter where one travels in these 
  hallways, it feels like the eyes of the statue are 
  watching them. If an encounter is needed here, 
  one of the statues animates as a helmed horror. 
  Area 19. Lord-Commander’s 
  Quarters 
  A hard encounter awaits the characters here. 
  The lord-commander’s quarters have been 
  tossed and thoroughly searched by the devils. 
   Treasure. After combat is finished, the room 
  can be searched with a DC 16 Intelligence 
  (Investigation) or Wisdom (Perception) check. If 
  successful, two Hellrider badges can be 
  recovered, but the other treasures in the room 
  are damaged beyond repair.  
  Area 20. Arms Storage 
  Prior to the arrival of the devils, this room 
  served as the storeroom for the Hellriders 
  various weapons. Now they’re all broken and 
  damaged.  
   Treasure. A silvered greatsword and a 
  silvered mace can be found amongst the 
  destroyed bits in the room. 
  Area 21. Library 
  The walls are lined with books and scrolls, 
  though most are now scattered around the room. 
  If the characters elect to search the room, they 
  discovered that the devils have effectively 
  trapped the room by leaving two mimics behind, 
  who have now taken the forms of a bookshelf, a 
  hanging chandelier, and a slightly open chest in 
  the corner.    
   Treasure. The mimic that had taken the shape 
  of the chest was in the process of trying to digest 
  a potion of heroism and an oil of slipperiness. 
  Area 22. Incarceration 
  Three members of the Cult of the Dragon are 
  imprisoned here, one in each cell. Unless 
  released or amicably quieted, they begin 
  screaming for help once the characters open this 
  chamber; this causes one bearded devil to 
  arrive 1d4 rounds later. Their cages are secured 
  from the outside but not locked; a character 
  need only spend an action to manipulate the 
  mechanism and open the door to each cell. 
   Secret Door. There is a relief of a Hellrider 
  badge in one of the stones here and pressing a 
  badge into it causes the wall to swing open and 
  reveal the chamber and the survivors. The 
  Hellrider in area 17 can share this information, 
  but the characters should be able to piece this 
  together if they’ve recovered or received at least 
  one Hellrider badge in this adventure. The 
  chamber can’t be unlocked otherwise—for 
  better or worse, the cultists are safe in their cell.  
   Cult of the Dragon Survivors. The three 
  cultists (use commoner stats, as they are 
  prisoners with no equipment nor do they have 
  any prepared spells), they have been imprisoned 
  here for at least a week, though they’re not quite 
  sure how long, exactly. They can share the 
  following information: 
  • Their names are Emin Caulflame, Luzia 
  Dellenthar, and Paven Grandellak. They are all 
  human. 
  • The Hellriders discovered their cult cell’s 
  location during a sweep of the area outside 
  
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  Baldur’s Gate, and their attempt to summon a 
  red abishai was disturbed mid-ritual.  
  • While they have no love for the Hellriders, if 
  the characters explain the current 
  circumstances, the cultists will gladly assist in 
  exchange for their freedom, but they will need 
  to be escorted back to the Cathedral first. 
  Should the characters do this, send the Table 
  Captain to the Head DM with this information. 
  • These Cult members revere living dragons, not 
  undead ones. They’re reasonable in that they 
  understand that what they were doing was a 
  crime and can be bargained down to a reduced 
  sentence instead of gaining their freedom. 
   
  Speaking with the Cult of the Dragon 
  The cultists revere Tiamat above all others, and while 
  they don’t expressly hate the Hellriders they certainly 
  bear them ill will. The cult is detailed in Hoard of the 
  Dragon Queen and Rise of Tiamat, but for the purposes 
  of this adventure they can be summarized as “fanatically 
  devoted to the idea of summoning Tiamat into the 
  world and out of her unjust prison in Avernus”. Allow 
  the characters to negotiate and reason with the cultists 
  as you see fit, for they’re not stupid—just devoted to a 
  quest that may well spell doom for them and the world 
  at large. 
   So long as the characters refrain from making direct 
  threats, they’re amicable to whatever conditions are 
  presented for their release. Once they get to the 
  Cathedral and can be healed, they promise to beseech 
  Tiamat for aid and assist the characters and the 
  Hellriders is pushing back the horde from Avernus. A DC 
  14 Wisdom (Insight) check confirms that they are being 
  truthful, and much like devils they treat their word as a 
  verbal contract. 
  Primary Mission 
  Rescuing the Cult of the Dragon prisoners successfully 
  completes the primary mission. Send the table captain 
  to HQ and report in. 
  Secondary Mission 
  Be sure to let HQ know how many Hellrider badges the 
  characters recovered, as this becomes important later! 
   
   
   
  
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  Part 2c: The Catacombs 
  Allotted Time: 120 minutes 
  Intended Tier: 2 
  As the characters explore the Catacombs and 
  search for the passage to the tunnels (Area 15) 
  leading to The Demonwing, they learn that 
  Klysandral’s spirit has been roused—for he 
  refuses to leave his beloved temple and 
  Hellriders in such a state. Undead and devils 
  alike now stalk the halls.  
  Emirikol motions for your attention: 
   “My friend’s remains are down there, 
  unattended and dare I say it: vulnerable. Klysandral 
  is a headstrong paladin, even by Hellrider 
  standards, and won’t go gently into that good 
  night. Secure his remains and protect them with 
  your lives; return them to us here so that we may 
  yet honor his memory. Even in death he is more 
  important than he is willing to admit. That said, I 
  can sense that the dybbuks—corpse-stealing, 
  disembodied spirits imprisoned long ago by the 
  Hellriders—are beginning to stir. Destroy them if 
  you can!” 
  Mission 
  The Catacombs below the temple contains a primary 
  mission. The mortal remains of the Hellriders that have 
  passed from the world are kept here—this includes 
  Klysandral’s body. 
  • Primary Mission. Protect Klysandral’s body. 
  Infernal Chains 
  Several areas of the Catacombs have been cut off from 
  the rest of the area. For this level, areas 11 and 16 are 
  so affected. The chains are immune to damage and 
  effects until the dire gears are destroyed, and they can’t 
  be moved as they are piercing the floors, walls, and 
  ceilings in such a way that they simply don’t budge. 
  • Areas 1, 4, 5, 16. These chains are removed when the 
  first dire gear is destroyed. 
  • Areas 9 through 15. These chains are removed when 
  the second dire gear is destroyed. 
  Creatures that wish to push through the sharp chains 
  may do so; tiny and small creatures may pass freely but 
  medium creatures take 26 (5d10) points of magical 
  slashing damage if they try to squeeze through. A DC 18 
  Dexterity saving throw reduces this damage by half. 
  Larger creatures cannot pass through the chains. Unless 
  otherwise noted in an area description, all bars on the 
  maps have been replaced with these infernal chains. 
  Klysandral’s Ghost 
  Until the spirit of Klysandral is convinced that 
  the characters mean it no harm, it will treat them 
  the same as it does the devils and undead in this 
  space. This encounter lasts for one round, and 
  then the ghost fades away and appears in a new 
  area—the sound of ghosts fighting devils fills 
  this floor! 
   Arrival. When the characters enter a new area, 
  roll a d20. On an 18 or higher (or every third 
  room with no encounter), Klysandral’s spirit 
  arrives and attacks! The spirit screams through 
  the area, attacks one creature with his spectral 
  greatsword and another with Hellrider’s Mark, 
  then dissipates as it seeks out other intruders to 
  the Catacombs. He doesn’t use his greatsword 
  against weak or very weak characters. 
  • Spectral Greatsword. Melee Weapon Attack: 
  +8 to hit, reach 5 ft., one target. Hit: (2d6 + 14) 
  magical slashing damage. 
  • Hellrider’s Mark. Klysandral targets one 
  creature it can see within 60 feet of him. If the 
  target can see Klysandral, it must succeed on a 
  DC 16 Wisdom saving throw against this magic 
  or become frightened until the end of their 
  next turn. If the target fails the saving throw by 
  5 or more, it is also paralyzed for the same 
  duration.  
   Unwilling Soul. Effects that would bring 
  Klysandral back to life automatically fail, as his 
  soul is unwilling to return. Until his remains are 
  safely in the hands of the characters (see area 
  
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  11), he can’t be reasoned with and continues to 
  make his attacks. 
  Area 1. Torm’s Gaze 
  The scowling face of Torm leers out from the 
  stone at the far end of the hallway. It radiates 
  evocation and conjuration magic and seems to 
  peer directly into your soul as if searching for 
  some truth that even you have hidden away. 
   Gates to Areas 4 and 16. The gates are merely 
  closed. They are neither locked nor trapped. 
   Trap. Unlike a traditional trap, the Face of 
  Torm serves as a trap for undead, devils, and 
  demons only. If one of these creatures enters the 
  hallway, it must immediately make a DC 14 
  Constitution saving throw or be stunned until 
  the start of their next turn. Additionally, any 
  undead, demon, or devil that is possessing a 
  body or corpse is immediately ejected, 
  regardless of the result of its saving throw. As 
  such, any dybbuk present in areas 1a, 1b, and 
  1c are keen to pull the characters into combat in 
  those areas and make efforts, up to and including 
  fleeing, to mitigate their chances of crossing 
  Torm’s Gaze (as they crossed it once just to get 
  to the corpses). 
  Area 1a, 1b, 1c. Coffins 
  These alcoves are filled with the coffins of 
  Hellriders and other faithful of Torm that are 
  awaiting services and burial or cremation. 
  Unfortunately, they may also be home to several 
  waiting dybbuk (see Temple, areas 9f and 9g). 
  Apply the escaped dybbuk to the corpses as you 
  see fit, and as-noted below; they’ve had plenty of 
  time to use their action to possess each body. 
   Klysandral’s Ghost. In each of these areas, 
  Klysandral’s ghost appears. On initiative count 
  20, roll a d20. On a result of 15 or higher, it 
  attacks one of the characters; on a result of 18 or 
  less, it attacks one of the possessed bodies. A 
  character can use their reaction to proclaim their 
  loyalty to Torm and the Hellriders; doing so 
  gives them a +6 bonus to their armor class 
  versus Klysandral’s attacks until the start of 
  their next turn. 
   Area 1a. These coffins contain one champion 
  and one martial arts adept. 
   Area 1b. These coffins contain one war priest 
  of Torm and two swashbucklers. The gate 
  leading to the stairs down to Areas 7, 8, 9, and 10 
  is closed but is neither locked nor trapped. 
   Area 1c. These coffins contain two 
  champions, one war priest of Torm, and five 
  martial arts adepts. 
  Dybbuks and Possession 
  Be sure to read the dybbuk’s violate corpse and possess 
  corpse abilities very carefully! If the party is very weak, 
  weak, or struggles with combat, consider removing one 
  or more of the creatures in each encounter above in 
  favor of the dybbuk not possessing those corpses. 
  Area 2. Embalming Supplies 
  This room does not include an encounter. It 
  contains basic embalming and medical 
  equipment. Jars, surgical equipment, and liquids 
  containing various alcohols and preservative 
  formulas are placed on the various shelves. 
   Treasure. Two healer’s kits can be recovered 
  here, and characters proficient with a poisoner’s 
  kit can attempt to combine the various 
  ingredients to create either two doses of burnt 
  othur fumes or two doses of essence of ether. 
  Harvesting this poison requires both a DC 14 
  Dexterity (Sleight of Hand) check as well as a DC 
  14 Intelligence (Investigation) check. These 
  checks can only be attempted once and can only 
  assisted by those proficient with a poisoner’s kit. 
  Failing one check renders the concoction 
  unusable and failing both instead fills the room 
  with the poison. 
   Essence of Ether (Inhaled). A creature 
  subjected to this poison must succeed on a DC 15 
  Constitution saving throw or 
  become poisoned for 8 hours. 
  The poisoned creature is unconscious. The 
  creature wakes up if it takes damage or if 
  another creature takes an action to shake it 
  awake.  
   Burnt Othur Fumes (Inhaled). A creature 
  subjected to this poison must succeed on a DC 13 
  Constitution saving throw or take 10 (3d6) 
  
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  poison damage, and must repeat the saving 
  throw at the start of each of its turns. On each 
  successive failed save, the character takes 3 
  (1d6) poison damage. After three successful 
  saves, the poison ends. 
   Inhaled Poisons. These poisons are powders 
  or gases that take effect when inhaled. Blowing 
  the powder or releasing the gas subjects 
  creatures in a 5-foot cube to its effect. The 
  resulting cloud dissipates immediately 
  afterward. Holding one's breath is ineffective 
  against inhaled poisons, as they affect nasal 
  membranes, tear ducts, and other parts of the 
  body. 
  Area 3. Long Hallway 
  This long hallway contains 3 doors, and ends at a 
  small alcove that contains a censer. The censer 
  isn’t active, but the lingering smell is here, 
  permeating the area. 
  Area 3a. Meditation Rooms 
  These rooms are set up for meditation and 
  relaxation, away from the daily tasks of the 
  temple. Each contains a small bench and storage 
  cabinet with rations inside. A few cushions are 
  scattered about the floor.  
  Area 3b. Sealed Chamber 
  Opening the door to this sealed chamber 
  requires a DC 18 Strength (Athletics) check, or it 
  can be beaten down through damage (AC 16 and 
  75 hit points). Contained inside is what appears 
  to be a small office, complete with journals, 
  surgical equipment, and medical robes hanging 
  from a hook behind the door.  
   Treasure. If the characters search the room, 
  they find a few vials of holy water and two 
  potions of greater healing. 
  Area 4. Operating Theater 
  The walls and ceiling here are a stark white, and 
  the floor shows signs of discoloration where 
  liquids drain from the bottom of the table and 
  into a small grate in the floor. This place is 
  clearly used for the preparation of corpses for 
  burial. 
   Bloody Table. The table is covered in 
  bloodstains and ichor. On inspection, it can be 
  easily deduced that the Hellriders not only 
  prepare the bodies of their fallen here, but that 
  they also inspect the bodies of their enemies in 
  this space. If an encounter happens here, 
  enemies other than Klysandral are emboldened 
  by the blood and are affected as if using the 
  reckless attack barbarian class feature. 
  Area 4a. Empty Chamber 
  The faint outline of the door is easy enough to 
  spot (DC 14 Perception check). The small room 
  beyond is lined with curious items: a few oddly 
  broken bones, some clearly inhuman skulls, 
  shrapnel from infernal artillery, and even a large 
  piece of leather hanging on the back wall. 
   Treasure. The leather hanging on the wall is 
  human skin; inspection shows that it is covered 
  in Thayan tattoos and functions as a spell scroll 
  of phantasmal killer. Any character making a 
  successful DC 15 Intelligence (Investigation) 
  check can tell that the claw marks and ink 
  smudges on it indicate the scroll was created by 
  a devil. 
  Area 5. Statue of Torm 
  A massive statue of Torm dominates the center 
  of the room and stares at the north western wall, 
  and there are two sarcophagi nearby. A DC 20 
  Intelligence (Investigation) check reveals the 
  presence of the secret door to the northwest. 
   Secret Door. The secret door can only be 
  opened by turning the statue of Torm so that it is 
  no longer looking at the door’s location. This 
  requires a DC 18 Strength (Athletics) check. 
   North Sarcophagus. This black stone box has 
  plain sides, but the top is an exquisitely detailed 
  carving of a roaring devil bedecked in armor and 
  holding a weapon in each hand. It is heavy but 
  can be opened with a DC 16 Strength (Athletics) 
  check. See Treasure, below. 
   West Sarcophagus. This wooden box is made 
  of teak and ebony. The top and sides are highly 
  detailed, showing scenes of devils, demons, and 
  
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  humanoids in glorious battle. It is heavy but not 
  difficult to open (no check needed), but this 
  sarcophagus includes an acid blast trap; when 
  opened by anyone other than a worshiper of 
  Torm, a 15-foot cone of acid is violently 
  projected forth. Each creature in the area must 
  succeed on a DC 15 Dexterity saving throw, 
  taking 24 (7d6) acid damage on a failed save or 
  half as much on a successful one. A successful DC 
  15 Wisdom (Perception) check reveals the 
  presence of faint burn marks around the edges of 
  the lid of sarcophagus. A successful DC 15 
  Intelligence (Religion) check enables a creature 
  to destroy the trap by carving the symbol of 
  Torm on the lid; failing this check causes the trap 
  to activate. A successful dispel magic (DC 15) cast 
  on the sarcophagus destroys the trap. 
   Treasure. The northern sarcophagus contains 
  the dead body of an erinyes; she is clutching a 
  soul coin in one hand and a pressurized canister 
  in the other (the canister can be used as if it 
  were a potion of heroism, so long as the spray is 
  directed at the target’s face). So long as the trap 
  wasn’t triggered, the western sarcophagus holds 
  the dead body of a Hellrider; she wears scorched 
  chainmail and bears a maul that is faintly 
  magical. The maul can be retained as if it were a 
  trinket; it glows faintly when devils are within 
  ten feet and the head is covered in devil teeth. 
  Area 5a. Erymaen, the Trapped 
  Devil 
  A horned devil named Erymaen has been 
  trapped in this room by enchantments and sigils. 
  Once the door is opened, it begs for release: 
  • It is one of Bel’s commanders and is very clear 
  in its opinion that Bel is the true lord of 
  Avernus. 
  • It promises that it will not harm them if they 
  release it. A successful DC 16 Wisdom (Insight) 
  check confirms this to be true. 
   Releasing Erymaen. The enchantments and 
  sigils that bind Erymaen are easy enough to 
  disrupt: the characters need only to physically 
  deface the runes upon the floor. Unfortunately 
  for the devil, they’re protected from interaction 
  from those captured by the magic. While 
  trapped, Erymaen is immune to magic, effects, 
  and attacks that come from outside the chamber. 
   Deal with Erymaen. Once Erymaen is 
  released, the characters may choose to bargain 
  with it. It is unwilling to negotiate until it is free 
  of the binding enchantments.  
  “Zariel strikes against the Hellriders out of turn. 
  She does not know her place—but my liege Bel 
  knows yours. Join us and you shall be gifted power 
  over Zariel’s forces.” 
  Erymaen shares that Zariel is attacking the 
  fortress because it has suddenly appeared in 
  Avernus. He knows that the Red Wizards and the 
  renegade members of the Cult of the Dragon 
  arranged for this to happen, and it amuses him 
  as it requires Zariel to overextend herself. If 
  intimidated he simply sighs and plane shifts 
  away. His goal is to offer them a bargain: 
  • He can grant them power over the Zariel’s 
  minions. 
  • This power is “might, pure might” but he 
  declines to elaborate further. 
  • The cost of this deal isn’t their soul… only part 
  of it. He declines to elaborate further. 
   Accepting the Deal. Those that accept 
  Erymaen’s deal earn the Marked by Bel story 
  award at the end of the adventure. Inform the 
  character that they are affected by Bel’s blessing 
  for the duration of this adventure. 
   Declining the Deal. Those that refuse the deal 
  with Erymaen are met with furious snarls and 
  snorts of derision. The devil growls that they 
  should reconsider; if they again refuse the deal, 
  he no longer acknowledges their presence.  
  Bel’s Blessing 
  Bel has extended his vision and protection to you. Until 
  the end of this adventure, whenever you make an attack 
  roll or saving throw, you may roll 1d6 and add the 
  number rolled to the attack roll or saving throw. You 
  may also, as a reaction, invoke Bel’s name when you are 
  hit by a melee attack. If you do, you add 6 to your AC 
  
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  against that attack. To use this ability, you must be able 
  to see the attacker and be wielding a weapon. 
  Area 6. Trapped Hallway 
  The devils have placed two traps in this section 
  of hallway, as shown on the map. Both traps 
  occupy the same space and are intended to 
  capture but not kill their victims. 
   First Trap. The most obvious of the two traps 
  is a falling net trap made of chains. It occupies 
  the ceiling above the marked area. A successful 
  DC 15 Wisdom (Perception) check reveals the 
  thin trip wire that has been strung between the 
  walls. A successful DC 15 Dexterity check using 
  thieves’ tools disables the trip wire harmlessly, 
  though a character without thieves’ tools can 
  attempt this check with disadvantage using any 
  edged weapon or edged tool. On a failure, the 
  trap triggers. 
   When triggered, the net of chains is released, 
  covering a 10-foot-square area. Those in the area 
  trapped under the net and restrained, and those 
  that fail a DC 10 Strength saving throw are also 
  knocked prone. A character can use its action to 
  make a DC 10 Strength check, freeing itself or 
  another creature within its reach on a success. 
  The net of chains has AC 12 and 50 hit points 
  and is immune to damage from non-magical 
  weapons. 
   Second Trap. The second trap is more 
  dangerous—the floor has been weakened and 
  turned into a locking pit trap. A successful DC 18 
  Wisdom (Perception) check discerns that the 
  stones are slightly disturbed, and successful DC 
  18 Intelligence (Investigation) check confirms 
  that the section of floor is the top of a pit trap. 
  Once detected, an iron spike or similar object can 
  be wedged between the pit’s cover and the 
  surrounding floor in such a way as to prevent the 
  cover from opening, thereby making it safe to 
  cross. The cover can also be held shut using the 
  arcane lock spell or similar magic. 
   Once a creature has triggered the trap, they fall 
  brutally to the floor of area 8, some 30 feet 
  below. The trap door snaps shut, sealing the 
  victim in the chamber. A successful DC 20 
  Strength check is necessary to pry the cover 
  open. The trap door can also be smashed open; it 
  has AC 14 and 50 hit points and is resistant to 
  damage from non-magical weapons. The spring 
  mechanism can be disabled from the inside of 
  area 8 with a DC 15 Dexterity check made using 
  thieves’ tools, provided that the mechanism can 
  be reached and the character can see. 
  Scaling this Challenge 
  This is a non-standard trap challenge and may prove to 
  be a significant obstacle for some groups. Here are some 
  thoughts about how you can scale this area for your 
  group: 
  • Easier. The sword wraiths in area 8 can be heard if 
  any of the characters have a passive Perception of 15. 
  • Easier. The characters feel a definite drop in 
  temperature in this area, due to the cold storage in 
  area 8. 
  • Easier. Consider framing the concept of traps as being 
  inherently unlawful or dishonorable, and therefore 
  not something that devils are particularly proficient 
  in. 
  • Harder. Raise the DCs to detect and disarm the 
  locking pit trap by 2. 
  Area 7. Freezing Hallway 
  This hallway grows colder and colder as the 
  characters draw closer to area 8. 
  Area 7a. Icy Stairs 
  These stairs are sharply slanted, descending 
  almost 20 feet from area 7 to area 8. Each step 
  requires an additional 5 feet of movement to 
  traverse and requires a successful DC 16 
  Dexterity (Acrobatics) check; failing this check 
  results in the character tumbling down the 
  stairs, taking 2d6 points of bludgeoning damage 
  and landing prone in area 8 if the door is open. 
   Tandem Doors. Only one of these doors can 
  be open at a time, as opening one closes the 
  other. The heavy stone doors slide into the 
  ceiling and can be wedged open with an iron 
  spike or similar object.  
  Area 8. Cold Storage 
  This room is lined with benches and tiny alcoves 
  in the walls. In calmer times, this place would 
  
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  make a perfect space for meditation, but the 
  presence of one sword wraith commander and 
  two sword wraith warriors has brought a 
  preternatural chill here. Characters that studied 
  the shrines in areas 9 and 10 recognize these 
  creatures as former Hellriders (see Honor 
  Above All, below). 
   Icy Room. A layer of ice and frost covers 
  everything in this room. Each space requires an 
  extra 5 feet of movement to traverse and 
  requires a DC 16 Dexterity (Acrobatics) check; 
  failing this check results in the character falling 
  prone and their movement becoming 0 until the 
  start of their next turn. For every minute spent 
  in this room, a living creature must succeed on a 
  DC 14 Constitution saving throw or else gain one 
  level of exhaustion. 
   Honor Above All. The sword wraiths are 
  arguing about the tactics they used in a battle 
  that was lost long ago—it is easy to determine 
  that they are debating calling for a retreat from 
  Avernus as they’ve realized that Zariel isn’t going 
  to protect them. It’s obvious that they are 
  playing out their last moments before death 
  claimed them, and they are wearing the regalia 
  of the Hellriders. They fly into a rage if 
  questioned or if their valor is in doubt, but they 
  can be appeased through praise or if the 
  characters convince them that they are here to 
  rescue the Hellriders.  
  Area 9. The Avernal Commanders 
  This room houses a carved shrine to the 
  commanders that were lost in the assaults on 
  Avernus in years long past. Dozens of individuals 
  are featured, all shown as “lost in action”, but no 
  names are given.  
  Area 10. The Avernal Armies 
  Hundreds of faces are depicted on this block of 
  marble, and each is listed as “lost in action” in 
  the Hellriders’s excursions into Avernus.  
  Area 11. Klysandral’s Sarcophagus 
  Klysandral’s body lies atop a large marble slab. 
  He wears only an ornate burial robe, and his face 
  is covered with a thin cloth. If inspected, it’s clear 
  his body has been prepared for burial: his organs 
  have been removed, his eyes stitched shut, and 
  so on. 
   Klysandral’s Body. This area includes an 
  encounter with Klysandral’s ghost. Unlike other 
  encounters with Klysandral, the characters can 
  interact with him here and engage in parley. 
  Klysandral is reserved and defensive, but 
  realizes that if his organs are destroyed, he can’t 
  protect his allies after the current matter is 
  resolved. Until the characters can prove their 
  intentions to him, they make their Persuasion 
  checks at disadvantage. While Klysandral can’t 
  be intimidated, should the characters prove their 
  value to him he ceases his attacks on them and 
  will only attack the devils and undead on this 
  level (use the same rules presented in 
  Klysandral’s Ghost at the beginning of The 
  Catacombs, but he simply won’t attack the 
  characters). 
   Half-Height Pedestals. The pedestals in the 
  corners of the room each have several clay jars 
  and wooden boxes perched atop them. These 
  containers are decorated with the holy symbol of 
  Torm as well as the sigil of the Hellriders. They 
  are all sealed and can only be opened by 
  breaking them (no check needed). Contained 
  inside are the preserved remains of Klysandral’s 
  organs. These can be carried back to the temple 
  or simply held by the characters if they wish to 
  complete their objective later. 
  Area 12. Simple Crypt 
  The plain wooden casket in this space is 
  undisturbed. Characters that enter feel a wave of 
  calm wash over them, and they can see many 
  sigils and wards covering the interior walls. A DC 
  16 Intelligence (Arcana or Religion) check 
  confirms that these are prayers to Torm, begging 
  protection and safety. Those that utter a prayer 
  to Torm while here may spend hit dice as if 
  taking a short rest (though they receive no other 
  benefits of a short rest); this may be performed 
  once per character. 
  
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  Areas 13 and 14. Hellrider Crypts 
  This rooms once held Hellrider captains, but 
  now the gates are wide open and one merregon 
  is inside each crypt, tearing the corpses apart. 
  Area 15. Passage to the Tunnels 
  The passage to the east used to connect to the 
  Caverns, but Emirikol’s magic has repurposed 
  this into an exit back to the Fortress. 
  Area 16. Consecrated Chamber 
  As the characters enter this area, they are 
  greeted by the sound of stone grinding on stone. 
  The sarcophagi that line the north and south 
  walls are opened from within, as the bodies of 
  the Hellriders that were entombed here emerge 
  as greater zombies. 
   Klysandral’s Ghost. Klysandral is drawn this 
  emergence of undead, and fights on the side of 
  the characters so long as they don’t antagonize 
  or injure him. He acts on initiative count 20, and 
  once the zombies are destroyed, he moves on. He 
  does not speak or make any sound for the 
  duration of this encounter. 
   Raised Platforms. The two raised platforms 
  each feature a hammered bronze disk. The 
  western disk shows the Hellriders assaulting the 
  fields of Avernus with a winged archangel in the 
  sky above them. The eastern disk shows the 
  Hellriders surrounded by devils, but they are 
  shrouded in grim determination despite the dire 
  imagery. 
   Holy Water and Fountain. The fountain in the 
  center of the room is treated as holy water. Any 
  water removed from the fountain for more than 
  1 minute loses its properties. 
   Bars and Entrance to Area 18. The bars here 
  ostensibly protect the relics that sit upon a shelf 
  in front of the secret door to area 18. There are 
  candles, worn-down weapons, and even a set of 
  ornate spurs. The bars can be moved with a DC 
  24 Strength (Athletics) check, or if two 
  characters with a combined strength score of 30 
  or more work together. The secret door can be 
  detected with a DC 20 Intelligence 
  (Investigation) check, but only after the bars 
  have been moved. 
  Area 17. Planning Station 
  Two statues of Hellriders on rearing horses 
  stand at the far northern and southern ends of 
  this chamber. The wide table in the center sports 
  a map of the area surrounding the chapel, upon 
  which can be seen magically animated images of 
  devils and undead as they assault the building. 
  Any dire gears that are present are similarly 
  displayed. The characters should be able to 
  determine that this is a planning chamber, where 
  the Hellriders can create their attack plans. 
   Klysandral’s Ghost. If the characters linger 
  here, Klysandral’s Ghost appears and attacks. It 
  bellows out “Be gone from this planning station, 
  interlopers!” as it does so. 
   Planning Table. The table is enchanted, but 
  only a Hellrider or cleric of Torm can adjust the 
  images that it is displaying. Doing so requires an 
  action and either a Hellrider badge or a holy 
  symbol of Torm. The table can only show places 
  around Avernus currently. It can’t be taken from 
  this place without destroying the magic woven 
  into it. 
  Areas 18, 18a, and 18b. Relic 
  Storage 
  These rooms contain numerous journals and 
  records, including many different variations of 
  Torm’s holy symbol throughout the years. 
  Area 18c. Hellrider Badges 
  The door to this room can be detected with an 
  Intelligence (Investigation) check of 20. Once 
  inside, the characters find 40 Hellrider badges 
  hanging on the walls. This space is used to 
  enchant items with holy purpose, and is lined 
  with censers, oils, and other divine 
  accoutrements. 
  Primary Mission 
  Acquiring, protecting, and transporting Klysandral’s 
  remains successfully completes the primary mission for 
  this part. Report to HQ how the characters fared! 
  
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  Part 2d: The Caverns 
  Allotted Time: 120 minutes 
  Intended Tier: 2
  The caverns far below the temple are the lowest 
  reaches accessible to the Hellriders. These 
  passages are generally closed off, save for when 
  they need to gather water from the underground 
  lake. Unfortunately, due to the temple and 
  surrounding area being physically pulled into 
  Avernus, the lake is now merged with the River 
  Styx and the caverns are overrun with devils and 
  other fiendish things. 
  Emirikol gives you some sobering instructions: 
   “Heroes, I need you to recover my personal 
  vessel—the Demonwing. This ship can teleport 
  within the Nine Hells, and as we’re now standing in 
  Avernus (in a way; this is a strange series of events 
  and now I’m digressing) we can use it to give the 
  attendees and mourners some measure of 
  protection. I must remain here and keep up these 
  enchantments. Be wary! I can sense the presence 
  of a growing hellwasp nest, and if left unchecked 
  they’ll grow to harvest all of us.” 
  Emirikol gives the characters a small ceramic 
  chit roughly two inches across with a phrase 
  inscribed upon it. He explains that the phrase is a 
  keyword that will complete a latent 
  enchantment on the vessel, causing it to teleport 
  to his side immediately (“But it only works once, 
  and only in the Nine Hells because of Asmodeus, 
  BAH!”).  
  Missions 
  The Caverns below the temple contain both a primary 
  and a secondary mission. The caverns far below the 
  temple open onto the River Styx, and the Demonwing is 
  anchored nearby. 
  • Primary Mission. Secure passage to the Demonwing. 
  • Secondary Mission. Destroy the hellwasp nest. 
  Area 1. Passage 
  The short passage leading to the caverns 
  terminates at a curtain of spiked iron chains. 
  These chains are present until the first dire gear 
  is destroyed outside in the temple grounds. They 
  are immune to damage and effects until the dire 
  gears are destroyed, and they can’t be moved as 
  they are piercing the floors, walls, and ceilings in 
  such a way that they simply don’t budge. 
  Creatures that wish to push through the sharp 
  chains may do so; tiny and small creatures may 
  pass freely but medium creatures take 26 (5d10) 
  points of magical slashing damage if they try to 
  squeeze through. A DC 18 Dexterity saving throw 
  reduces this damage by half. Larger creatures 
  cannot pass through the chains.  
  Area 1a. Brackish Holy Water 
  A thin rivulet of water runs down the cavern 
  wall and collects in a basin that features a few 
  simple holy symbols of Torm. Characters 
  proficient in Religion recognize this as a font of 
  holy water (with enough liquid to create three 
  vials, if they have empty vials); of those 
  characters, if any have a passive Insight of 14 or 
  higher (or if they succeed on an Insight check at 
  this DC), they realize that the holy water is 
  changed by the area’s journey into Avernus—it 
  is still holy water, but dedicated to Zariel, not 
  Torm. 
   Treasure. The characters can create three 
  vials of holy water that is sanctified by Zariel, the 
  ruler of Avernus. Any holy water removed from 
  this basin loses its powers at dawn. Unless 
  subject to identify or discovered as-noted above, 
  its extra properties are not apparent until they 
  are triggered: 
  • If splashed on an evil fiend or undead creature, 
  that creature gains advantage on their next 
  attack roll or saving throw. 
  
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  • If splashed on a good-aligned creature, living 
  or otherwise, that creature gains one level of 
  exhaustion unless they succeed on a DC 14 
  Constitution saving throw. 
  Area 2. Collapsing Ceiling 
  The characters can plainly see that the ceiling 
  here is weak and threatening to collapse. It has 
  sagged down to only allow 7 feet of clearance, 
  unlike the rest of the area that provides 10 feet 
  of clearance. 
   Reduced Space. Attacks made with two 
  handed melee weapons are at disadvantage, and 
  any such attack roll that misses by 5 or more 
  triggers a ceiling collapse. This should not be a 
  surprise to the characters; consider offering 
  them Insight or Nature checks, or simply 
  granting them this knowledge. 
   Ceiling Collapse. The ceiling collapses if a 
  creature weighing more than twenty pounds 
  crawls across it, if it is hit by a melee attack as 
  detailed above, if loud noises are sustained in the 
  vicinity, or if it is subject to a large magical effect 
  such as a fireball. When this happens, the 
  following effects take place: 
  • Creatures in these spaces must make a DC 16 
  Dexterity saving throw, taking 25 (8d6) 
  bludgeoning damage on a failed save of half as 
  much on a successful one. Creatures that fail 
  this saving throw are also trapped under the 
  rubble; they are considered prone and 
  immobilized until they are freed (DC 20). 
  • All areas in the Caverns other than 12 and 12a 
  are filled with thick, choking dust. Creatures, 
  objects, and walls within 10 feet are 
  considered to have partial cover, and 
  creatures, objects, and walls that are 10 to 15 
  feet away have total cover. Nothing can be 
  seen after 15 feet. A gust of wind or similar 
  effect can clear the dust for 1 round. 
  Area 2a. Passage to Hellwasp Nest 
  These small passages are only three feet across 
  and are filled with a wet, papery substance. 
  When close, a droning sound can be heard from 
  the inside. A number of holes in the sides lead 
  deeper into the structure. If a living creature is 
  adjacent to the nest, or when the nest takes 
  damage for the first time, three hellwasp grubs 
  (use giant centipede stats) emerge and attack! 
  At the end of the first round of combat, 
  hellwasps equal to the number of characters 
  minus one emerge and join the fray. 
   Hellwasp Tactics. The hellwasps are 
  intelligent but are focused on feeding. They 
  desire to paralyze the characters and then move 
  them into the nest so that they can feed upon 
  them later. 
   Nest Material. While papery, the nest is also 
  quite wet. It ignores the first 20 points of fire 
  damage from any source, but any amount of fire 
  damage above that destroys that square (see the 
  map). Each square of the nest has an AC of 10, 50 
  hit points, resistance to non-magical damage, 
  and is immune to damage poison, damage from 
  disease, and all conditions. It fails all Dexterity 
  and Wisdom saving throws and succeeds on all 
  Constitution saving throws. 
  Area 3. Hellwasp Nest 
  Once revealed, the characters can see a hellwasp 
  queen at the center of the nest. This infernal 
  creature isn’t capable of combat at this time, as it 
  is entirely focused on laying a massive clutch of 
  hellwasp eggs. Attacks automatically hit the 
  hellwasp queen and it fails its saving throws, 
  though it can’t be charmed. It has 55 hit points 
  and explodes upon death (see below). Until all 
  parts of the nest are destroyed, the hellwasp 
  queen is immune to all damage and effects. 
   Hellwasp Eggs. Without specific 
  environmental controls, these eggs will never 
  hatch—though they’re worth a fair amount of 
  coin as arcane reagents. The eggs are immune to 
  acid damage. 
   Hellwasp Queen Explosion. When the 
  hellwasp queen dies, it explodes in a shower of 
  chunky acidic slop. All creatures within 20 feet 
  must make a DC 14 Dexterity saving throw, 
  taking 33 (8d8) acid damage or half as much on 
  a successful save.  
  
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  Secondary Mission 
  Destroying the hellwasp queen successfully completes 
  the secondary mission for the Caverns. Send the table 
  captain to HQ and report in! 
  Area 4. Swarm of Imps 
  When a living, non-fiend creature first looks in 
  or walks by the passages leading to area 4, two 
  swarms of young imps are agitated and surge 
  out to attack. A swarm of young imps uses 
  swarm of insects statistics, with the following 
  modifications: 
  • Its type is swarm of tiny fiends 
  • It has an AC of 13 and 40 hit points 
  • It is resistant to cold as well as bludgeoning, 
  piercing, and slashing 
  • It is immune to fire and poison 
  • It has magic resistance (advantage on saving 
  throws against spells and other magical 
  effects). 
  • Whenever a creature takes damage from the 
  swarm’s bites and stings, that creature 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.  
  Area 5. Standing Stones 
  Each of the standing stones features a carving of 
  a regal devil surrounded by a ring of nine rods. 
  The art styles are varied and indicate influence 
  from Waterdeep, Thay, the Border Kingdoms, 
  and more. The carvings are all facing each other, 
  their eyes are on equal levels. A DC 16 
  Intelligence (Arcana or Religion) check allows a 
  character to recall that this is the image of Bel, 
  the former archduke of Avernus. A DC 20 
  Intelligence (Arcana) check reveals that each 
  stone contains a trapped devil inside. 
   Trap. If even one stone’s view of the remaining 
  stones becomes obstructed in any way 
  (including the effect of the collapsing ceiling in 
  area 2), the latent trap is triggered. This trap can 
  be disarmed once it has been detected by casting 
  dispel magic on each stone. Each stone contains a 
  merregon that is fanatically loyal to Bel. 
  Area 6. Resting Chamber 
  This chamber is empty. There are recent signs of 
  weapons and claws hitting the walls; if the 
  characters have already explored areas 7 or 9, 
  they can easily identify the marks as being made 
  by both halberds and claws.  
  Area 7. Cesspit 
  The standing liquid in this space is exceptionally 
  foul. It was likely merely stagnant water until the 
  area was dragged towards Avernus, at which 
  time it took on elements of rust, spilled oil, and 
  more elements that are best left to the 
  imagination. Three merregon stand hip-deep in 
  the muck, idly stabbing the awful liquid with its 
  halberd. 
   Foul Murk. Any living creature that contacts 
  the liquid must make a DC 14 Constitution 
  saving throw or become poisoned. The 
  merregons are not subject to this effect, but any 
  creature that a merregon hits with its halberd 
  must make the saving throw due the foul crust 
  and filth on the weapon. 
  Area 8. Storage 
  This small chamber is slightly raised from the 
  floor of area 2, and the pillar just in front of the 
  entrance can serve to provide a bit of protection 
  if needed. If the ceiling of area 2 has collapsed, 
  this place does not fill with dust and debris. 
   Nupperibos. Ten nupperibos have crammed 
  themselves into this room. They moan and 
  babble between themselves in Infernal 
  gibberish, and if they spot the characters they 
  immediately begin screaming “TRAP”, 
  “ATTACK”, and “HERE” in Infernal. They attack, 
  knowing full well that they are unlikely to cause 
  significant damage but they, like all devils, must 
  follow orders: attack and destroy mortals at all 
  costs. Their babbling has a secondary effect here, 
  though: on initiative counts 10 and 20 of each 
  round, roll a d20. On a result of 20, the ceiling in 
  area 2 collapses. Every time you make this check, 
  expand the range by 1 (ie: 20, 19-20, 18-20, etc.).  
  
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  Area 9. Resting Chambers 
  Two horned devils are scratching at the entry 
  to area 9a. They won’t attempt to squeeze 
  through the passage and are frustrated that they 
  can “smell those foul mortals on the other side”. 
  Area 9a. Passage Back to Chapel 
  The characters can squeeze through here if they 
  desire. Once they get near the end, they can see 
  that due to Emirikol’s spells, proceeding through 
  this tunnel would deposit them back in the 
  Chapel. Be sure to remind them that once they 
  leave the Caverns, they can’t get back! 
  Area 10. Infernal Runes 
  Runes signifying Torm and Lathander cover the 
  walls here, but they’ve all been defaced and 
  destroyed by infernal weapons and claws. A few 
  sigils in Infernal have been scrawled on top of 
  the holy symbols: 
  • Bel is the true ruler of Avernus! 
  • Hellriders belong in Hell! 
  • Zariel will fall! 
  • Pipyap will PAY! 
  Area 11. Shrine to Bel 
  A crudely carved statue of Bel stands here, 
  obviously recently brought into this place. A DC 
  16 Intelligence (Arcana or Religion) check 
  reveals that Bel was once the archduke of 
  Avernus and has, at times, alternated between 
  being ruled over and ruled by Zariel, the current 
  archduke. 
   Deal with Bel. The face of Bel is locked mid-
  snarl until one of the characters inspects the 
  statue. When they do, the face animates and 
  softens: 
  “Welcome, champion. I am Bel, the rightful ruler of 
  Avernus—but I am not your enemy. No, no; I am 
  your ally, though you may not know it yet.” 
  Bel immediately shares that Zariel is attacking 
  because the fortress suddenly appeared in 
  Avernus. He knows that the Red Wizards of Thay 
  are involved in this plot, and that they are aiding 
  the Cult of the Dragon—likely because the Cult is 
  desperate to find another way to bring Tiamat 
  into the world and out of Avernus. This amuses 
  him, as it would remove one obstacle (Tiamat) 
  while weakening another (Zariel), but this plan 
  isn’t ready to be revealed to the Nine Hells. As 
  such, he is keen to offer the characters a bargain:  
  • He can grant them power over the Zariel’s 
  minions 
  • This power is “might, pure might” but he 
  declines to elaborate further 
  • The cost of this deal isn’t their soul… only part 
  of it. He declines to elaborate further 
   Accepting the Deal. Those that accept Bel’s 
  deal earn the Marked by Bel story award at the 
  end of the adventure. Inform the character that 
  they are affected by Bel’s Blessing for the 
  duration of this adventure. 
   Declining the Deal. Those that refuse the deal 
  with Bel are met with furious snarls and snorts 
  of derision. Bel growls that they should 
  reconsider; if they again refuse the deal, he no 
  longer acknowledges their presence.  
  Bel’s Blessing 
  Bel has extended his vision and protection to you. Until 
  the end of this adventure, whenever you make an attack 
  roll or saving throw, you may roll 1d6 and add the 
  number rolled to the attack roll or saving throw. You 
  may also, as a reaction, invoke Bel’s name when you are 
  hit by a melee attack. If you do, you add 6 to your AC 
  against that attack. To use this ability, you must be able 
  to see the attacker and be wielding a weapon. 
  Area 12. Beach and Rowboat 
  A decrepit rowboat is pulled up onto the 
  glittering sand. Multiple sets of tracks can be 
  seen, and the water is comprised of a bloody, icy 
  slush. In the distance, some two hundred feet 
  away, the Demonwing can be seen; it is covered 
  in Infernal runes and appears to be shimmering. 
   Bloody, Icy Slush. As the area descends into 
  Avernus, the underground lake has merged with 
  the River Styx and that freezing, bloodied body 
  of water has begun to dominate the landscape. It 
  
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  is not at full power yet, but any living creature 
  that is immersed in the water must succeed on a 
  DC 18 Constitution saving throw when they 
  become immersed and at the beginning of their 
  turn or else gain one level of exhaustion. Devils 
  and sahuagin are not subject to this effect. 
   Rowboat. There are two oars inside of the 
  rowboat. It is a landing vessel, measuring 10 feet 
  by 15 feet. 
   Tracks. There are many fresh, tangled tracks 
  here, and only one appears humanoid. The rest 
  indicate clawed feet. If the characters attempt a 
  Wisdom (Survival) check and reference the 
  results below: 
  • DC 12. The humanoid tracks likely belong to 
  Emirikol. 
  • DC 18. The clawed tracks were created by 
  gelugons (ice devils). They indicate that the 
  creatures came out of the water and returned 
  to it soon after. 
  Area 12a. Upon the Water 
  Once the first character is halfway to the 
  Demonwing (the ship is 200 feet from shore), a 
  massive ice devil (it has maximum hit points 
  and a swim speed of 30 feet) has erupts from the 
  surface and attacks! 
   Bloody, Icy Slush. See area 12 for description. 
   Surprised. Any character that does not have a 
  passive Perception score of 18 or higher is 
  surprised by the ice devils when they emerge. If 
  the characters determined the origin of the 
  clawed tracks in area 12 and claim to be on high 
  alert, you may waive the surprise round at your 
  discretion. 
  Optional Complications 
  For an added challenge, consider the following: 
  • The ice devil is more interested in capsizing the 
  rowboat than attacking directly 
  • If the characters all squeeze onto one side of the 
  rowboat, they risk capsizing the vessel 
  • If the characters are all flying, the ice devil can throw 
  its spear. This attack uses the same stats as its melee 
  spear attack but has a range of 30 ft./60ft. It magically 
  generates an icy spear at the end of its turn if it is not 
  wielding one, and any thrown icy spear melts at the 
  end of the devil’s turn. 
  Be wary of adding challenge here! Ice devils already 
  have a high CR and the characters are likely wary of 
  entering the water. 
  Off-Map – The Demonwing 
  Once the characters reach the Demonwing, all 
  they need to do is stand upon it and use the 
  command word that Emirikol gave them. Any 
  creature standing atop the deck or touching the 
  Demonwing when the command word is given is 
  instantly teleported to the temple grounds; the 
  vessel is floating and adjacent to Emirikol. 
  Primary Mission 
  Teleporting the Demonwing back to Emirikol 
  successfully completes the primary mission of the 
  Caverns! Send the table captain to HQ and report in! 
  Secondary Mission 
  Be sure to inform HQ about the status of the hellwasp 
  nest, as this is important later. 
   
   
  
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  Part 3: Evacuation 
  Allotted Time: 45 minutes 
  As Emirikol’s enchantments struggle to hold 
  against the fiendish onslaught, an escape route 
  has been identified—but can they make it 
  before they are overrun? 
  A Desperate Flight 
  Duke Ulder Ravengard and Emirikol, their faces 
  full of grim determination, bring news: 
   “As you fought to keep us safe, we have been 
  searching for an escape path, but the challenge is 
  significant. We will have to outpace the fiendish 
  hordes, and any distraction that you can provide 
  will prove a significant help.” 
   He offers you a folded piece of parchment, his 
  face resolute but still with a hint of sadness. 
  Interactive Results 
  The Table Captain must retrieve their orders 
  from the Commander. These orders will show 
  the results of the interactive elements of the 
  adventure so far and what task they’ve been 
  assigned during the evacuation. 
   
   
   
  
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  Part 3a: Precious Cargo 
  Allotted Time: 45 minutes 
  Intended Tier: tier 2 
   
  Once they board the Demonwing, the ship 
  launches toward the evacuation point. The 
  inside of the ship magically increases in size to 
  accommodate all characters. 
  The Demonwing 
  Emirikol’s vessel is a marvel of engineering and 
  magic. Literally everything is animated, and 
  several aspects of it appear to be alive but 
  merged with the ship’s frame. It bears sigils 
  from worlds and places far removed from 
  Faerun; even so, the interior of the ship is 
  comfortable and well-appointed. 
   Emirikol shares the following: 
  • The ship magically expands to accommodate 
  all passengers “because I sometimes charter it 
  for pleasure cruises on the River Styx” 
  • The Demonwing can’t leave Avernus, but if it 
  is brought to the evacuation point, he can use 
  it to power a spell to return the survivors 
  back to Faerun. Doing so will leave the vessel 
  greatly weakened, but he isn’t terribly 
  concerned. 
  • The ballistae are alive—they’re creatures 
  from one of the moons of Faerun. Anyone that 
  wants to use them will need to be joined with 
  the weapon. This process only takes a 
  moment but removing oneself from the 
  ballistae takes 1d10 + 5 minutes of arguing 
  with the alien creature before it will relent 
  and release them. A creature can tear itself 
  free by using an action. If they do, they gain 
  one level of exhaustion and must make a DC 
  18 Constitution saving throw; failing this 
  saving throw results in the character gaining 
  the poisoned condition until they complete a 
  rest. 
  • The Demonwing will be ferrying the survivors 
  to the evacuation point. During this time, 
  hostile boarders are expected, and the ground 
  troops will need air support. The characters 
  will need to determine what position they 
  wish to take.  
  Demonwing Battle 
  The characters have the choice of dealing with 
  boarders or using the ballistae mounts on the 
  side of the ship.  
  Hellwasps 
  If the characters did not destroy the hellwasp 
  nest in Part 2d, one hellwasp joins the combat 
  on initiative count 20 of each round. No more 
  than three hellwasps are present per table at 
  any one time. 
  Dealing with Boarders 
  Characters that choose to fight the boarders on 
  the top deck must face devils attacking from 
  above. Use the following points as guidance: 
  • Round One. 2 chain devils climb over the 
  edge. 
  • Round Two. 1d4 - 1 merregon make 
  themselves seen. 
  • Round Three. 2d4 imps join the fray. 
  • Round Four. nothing 
  • Round Five. 1 barbed devil attacks. 
  • Round Six. Nothing 
  • Round Seven. 1 horned devil swoops in. 
  Some additional options are available for 
  characters that are focused on repelling the 
  boarders: 
   Assist Another Table. A character can travel 
  to another table that is aboard the Demonwing 
  and perform a single action. 
   Call for Aid. If the characters are in danger of 
  being overwhelmed, they may use an action to 
  
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  call for aid. If they do, a pair of Hellriders charge 
  to their rescue; these Hellriders can either 
  eliminate up to three devils or restore 1d8 + 3 
  hit points to each character present. A table 
  may only call for aid in this manner once. 
  Using the Ballista 
  The Demonwing’s ballistae have controls 
  requiring the user to insert their arms into a 
  cylinder of tendrils, linking the user to the ship. 
  Each time the ballistae is used to attack, the 
  user must make a DC 12 Constitution saving 
  throw or take 4 (1d8) necrotic damage. The 
  ballistae fire a steady stream of magic missiles. 
   Once a character has assumed control of a 
  ballista, they gain access to the following attack: 
  Demonwing Ballista. Ranged Magic Attack: automatic 
  hit, range N/A., one table. Hit: roll a d20. On a result of 
  1-5, all creatures at the table take 5 (1d10) force 
  damage; on a result of 6 or higher, only the enemies 
  are subject to this damage. SPECIAL: the magic missiles 
  seek out hellwasps first and foremost; if any are 
  present at that table, they are immediately killed, and 
  no other creature takes damage. 
  When a character uses this attack, they must 
  inform that table’s DM of the result. 
  Ending the Encounter 
  The encounter immediately ends for the party 
  when time is called for the event. You may need 
  to add a few more devils to keep the pressure 
  on the characters. 
  Moving Forward 
  When time is called for the event, all combat 
  ceases. 
   
   
  
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  Part 3b: Crowd Control 
  Allotted Time: 45 minutes 
  Intended Tier: tier 1 
  The land surrounding the Fortress is overrun by 
  devils—and worse, pylons are rising from the 
  ground. Arcane energy arcs between them, and 
  they represent the final portion of the ritual that 
  brought everyone to Avernus! 
  The Glory Ride 
  Vulas explains that the pylons must be destroyed 
  before they lock the region to Avernus forever. 
  She asks the characters to help the Hellriders 
  perform this task, and she believes that this is a 
  “glory ride”; a DC 10 Wisdom (Insight) check 
  confirms that this term means that it may well 
  be a suicide mission.  
   After dealing as much damage as possible to 
  the supports on the pylons, the party must join 
  Duke Ulder’s escape forces, as it’s their only way 
  off of the Avernus battlegrounds. 
   The fortress is perched atop a hill and provides 
  easy vantage on the rising pylons. They are 
  scattered across the battlefield, and each group 
  can easily identify that they’ll have enough time 
  to destroy one pylon and then make a mad dash 
  for the evacuation point.  
   Pylons. There are infernal pylons across the 
  grounds equal to the number of tables 
  participating in the adventure, each scattering 
  foul bands of magic in a web of dangerous 
  enchantments. Vulas suggests using the infernal 
  war machines to attack the pylons, as she, along 
  with the Flaming Fist and the Hellriders, will be 
  attacking from horseback. They’ll have to move 
  quickly, however, as the surface is crawling with 
  fiends. 
   Beginning the Mission. The characters find 
  one soul coin wrapped up in the folded 
  parchment that the Duke handed them. 
  Missions – Crowd Control 
  Managing the legions of devils and destroying the 
  pylons will help secure the evacuation path for the 
  innocents that assembled for the funeral. 
  • Primary Mission. Destroy at least one pylon. 
  Kick the Tires 
  Each demon grinder requires a soul coin to 
  activate. If the characters don’t have or want to 
  use soul coins, they can use horses provided by 
  the Hellriders. When the characters are ready, 
  read or paraphrase the following. 
  The infernal machine springs to life with the 
  consumption of its soul fuel. A control wheel 
  carved from metal and bone allows for the 
  machine’s control. Its bladed wheels dig deep into 
  the ruptured earth, propelling it forward at break-
  neck pace! 
  Attacking the Pylons 
  The pylons scattered around the area, so no map 
  is needed. Each pylon support has an AC of 14 
  and can take 200 points of damage before being 
  destroyed. They can be attacked using the 
  vehicle’s wrecking ball or with ranged attacks 
  with spells and weapons. The pylons have 
  resistance to bludgeoning, piercing, and slashing 
  damage to nonmagical weapons that aren’t 
  attached to an infernal war machine. If the 
  characters are desperate, they can ram the pylon 
  with the demon grinder; this destroys both the 
  vehicle and the pylon. 
   Devil Swarms. Though the demon grinder can 
  ride over and cut through ground forces, it is still 
  susceptible to attack from the sky. Each pylon is 
  guarded by two horned devils. Though they 
  don’t attack the characters directly, it’s only a 
  matter of time before they disable the vehicles, 
  
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  leaving their passengers stranded. On their turn, 
  each devil automatically hit with their attacks. 
  Vehicles can only use ranged weapons to attack 
  them so long as they are still flying. 
   The vehicle driver can spend an action and 
  move the vehicle fifty feet or more away from 
  the pylon, then make a DC 14 Wisdom 
  (Persuasion). If successful, one of the horned 
  devils swoops down with melee and chomper 
  range; this tactic can only be used once. 
   Hellwasps. If the characters did not destroy 
  the hellwasp nest in Part 2d, one hellwasp 
  arrives to defend the pylon every round. No 
  more than three hellwasps are present at any 
  one time at each table.  
   Describing the Vehicle Assault 
  Allow the players to use whatever methods at their 
  disposal to damage the pylons. The devils don’t need to 
  make attack rolls and don’t attack characters unless 
  forced to.  
   As combat continues, be sure to include references to 
  the Hellriders and Flaming Fist attacking their own 
  pylons elsewhere! 
  Ending the Encounter 
  The encounter immediately ends for the party if 
  one of the following occurs. 
  • Eight rounds have passed, and the pylon is still 
  standing, a pit fiend emerges onto the 
  battleground with the intent of protecting the 
  pylon. Note: there is no stat block for the pit 
  fiend in the adventure, as it is a far stronger 
  foe than the characters should be facing. If they 
  insist upon fighting it, give the characters a 
  chance to reconsider this decision by 
  describing this challenge as one that will 
  assure their demise. If they press, narrate and 
  roleplay the combat as best you can, but drive 
  home that this will result in them dying in 
  Avernus. If they flee, the devil remains behind 
  to defend the pylon and doesn’t chase them. 
  • They deal enough damage to destroy the 
  pylon.  
  Moving Forward 
  Once the characters have destroyed their pylon, 
  they should move to the evacuation point. If they 
  prefer, they can move on to another pylon and 
  attack it if they like—but be sure to remind them 
  that if they are not at the evacuation point when 
  time is called, they will be stranded in Avernus, 
  possibly forever! 
   Move to Evacuation Point when ready. 
  Evacuation Point 
  The evacuation point is perched high atop a 
  rocky bluff. The vehicle can’t be used to get 
  there, but the characters can climb the rocks 
  with ease. Once they are positioned at the top, 
  they realize that devils are swarming to their 
  location! 
   The following creatures move to attack the 
  characters as indicated.  
  • Round One. 6 lemures wriggle into view. 
  • Round Two. 2d4 nupperibos make 
  themselves seen. 
  • Round Three. 1d4 imps join the fray. 
  • Round Four. nothing 
  • Round Five. 1d6 merregon attack.  
  The fight should feel like a heroic stand-off and 
  challenge the characters. If they are about to be 
  overwhelmed, Bel offers them a deal: the devils 
  will be called off of them and will call in a favor 
  at a later time. He is plain in stating that this will 
  cost them their soul, but they will live—for now. 
  If the characters accept, they all earn the Marked 
  by Bel story award as combat ends for them and 
  the devils move away to challenge the other 
  survivors. This must be unanimous; if any 
  character declines Bel’s offer, combat continues. 
   When time is called for the event, combat 
  stops and move to the Conclusion. 
   
   
  
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  41 
  Conclusion 
  This section is best read by the Commander. 
   
  The characters have been involved in a series of 
  pressing fights and desperate actions, and as just 
  as things seem darkest: 
  At the Evacuation Zone 
  The Demonwing, a galleon-sized flying vessel 
  forged of wood, bone, and metal descends upon 
  the area, firing ballistae all around you. The rapid 
  assault blots out your vision, and when it clears a 
  moment later you see hundreds of slain devils 
  surrounding you. 
  Aboard the Demonwing 
  The ship crawls to a halt, hovering above the 
  evacuation zone. Hundreds of devils can be seen 
  climbing the pile of stones and threaten to 
  overwhelm the assembled heroes. Suddenly the 
  deck shudders and every ballista fires in unison, 
  sending a shower of light across the land below. 
  When your vision clears, many devils are slain and 
  many more are fleeing. 
  Both Groups 
  The carnage has been temporarily quieted, and 
  Emirikol is hard at work crafting his next spell. 
  His brow covered in sweat from the exertion of 
  controlling the vessel while maintaining his 
  protective charms, he grunts and stomps his feet.  
  If the Characters… 
  This section details the outcome of several of the 
  interactive elements of the adventure. Your 
  Commander will tell you which parts are 
  pertinent: 
   Recovered the Demonwing in Part 2d. 
  Emirikol’s spell safely deposits everyone back in 
  the Forgotten Realms. They are scattered across 
  the ground near the site of the fortress, but the 
  Demonwing is nowhere to be seen. 
   Did NOT Recover the Demonwing in Part 2d. 
  Emirikol’s spell delivers the characters, but the 
  Demonwing, the Hellriders, the Flaming Fist, the 
  mourners, and Duke Ravengard are nowhere to 
  be seen—it can only be assumed that they are 
  trapped in Avernus. 
   Destroyed all Four Dire Gears in Quest 1. 
  Torm’s Hand is visible nearby. It bears battle 
  damage, but as is appropriate for anything of 
  Torm’s faith, it still stands. 
   Did NOT Destroy all Four Dire Gears in Quest 
  1. Torm’s Hand is nowhere to be seen. The entire 
  area is a smoking crater and smells faintly of 
  lightning and brimstone. 
   Did NOT Destroy Enough Pylons. Emirikol’s 
  plan only partially succeeds. The pylons have 
  gathered enough energy to intercept his spell, 
  and only the innocents are transported back to 
  Faerun. The characters, the Hellriders, and the 
  Flaming Fist all remain in Avernus. Emirikol and 
  the Demonwing are nowhere to be seen. 
   Successfully Protected Klysandral’s Body. 
  The characters earn the Hellrider’s Badge.  
   
  General Wrapup 
  Consider the results presented above, and adjust 
  the following as needed: 
  • Duke Ravengard presents the characters with 
  membership in the Hellriders. Regardless of 
  their response, he may grant them a Hellrider’s 
  Badge made of Klysandral’s bones if they 
  earned it. If the Duke is stuck in Avernus, 
  another ranking commander does this in his 
  stead. 
  • Emirikol sends the characters a message 
  several weeks later that simply says “That was 
  a hoot, and I can’t wait to see you all again—
  just not in Avernus next time, please” 
  • The characters have drawn the attention of the 
  Hellriders, the Cult of the Dragon, and possible 
  the Red Wizards and Bel. 
  
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  Rewards 
  At the end of the session, the characters receive rewards based upon their accomplishments. 
  Character Rewards 
  The characters earn the following rewards: 
  Advancement 
  Upon completing this adventure, each character 
  gains a level. At their discretion, they may 
  choose to decline advancement. Remind 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 4. 
  • Spell scroll of blight 
  • Spell scroll of lesser restoration 
  • Spell scroll of phantasmal killer 
  • Potion of healing 
  • Potion of greater healing 
  • Potion of heroism 
  • Oil of slipperiness 
  • Soul Coin 
  • Hellrider’s Badge 
  Story Award 
  A character may earn the following story award: 
   Marked by Bel. Characters that agreed to a 
  deal with Bel or one of his agents gain this story 
  award. This award can be found in appendix E. 
  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. 
   
   
  
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  Dramatis Personae 
  The following NPCs feature prominently in this adventure.  
   
  Emirikol the Chaotic (uh-MEER-uh-kull). A 
  valued ally of Klysandral’s, Emirikol (human 
  male chaotic neutral sorcerer) is a powerful 
  arcanist. His exploits with Klysandral are 
  nothing short of the stuff of legend, and he is 
  rumored to have acquired the eye of Vecna and at 
  least one orb of dragonkind. His history is widely 
  varied and subject to change; feel free to craft 
  astonishingly heroic stories as you see fit. 
  • What They Want. Emirikol and Klysandral 
  have opposed Asmodeus for many years, and 
  he is attending the paladin’s funeral because 
  he believes that something bad is going to 
  happen. He doesn’t want to be right about 
  everything anymore. 
  • Quality. He is highly passionate and prone to 
  rapid mood shifts. At his core he is a hero, but 
  he wrestles his desire to do good against his 
  desire to gain magical power. 
   
  Visarya Sijella (viz-ARR-ya SEAL-ah). Visarya 
  (half-elf female lawful neutral bard) makes no 
  secret of her allegiance to the Cult of the Dragon. 
  She is attending because of her great respect for 
  Klysandral; although their views were not 
  aligned, she says that the paladin’s devotion to 
  Torm and the Hellriders is something “that we 
  should all respect”. She is friendly enough, 
  though there are always undercurrents of greed 
  and pride in her dialogue. She is fond of her 
  scarlet robes, and scoffs at anyone that 
  comments on them. 
  • What They Want. Visarya has been 
  compromised and wants her new masters—
  the Red Wizards of Thay—to eliminate these 
  irritating paladins by sending them on a one-
  way trip to Avernus. 
  • Quality. She is exceptionally greedy. 
  Gogrin Hagger. Dwarf male war priest (LE) and 
  member of the Cult of the Dragon. Gogrin has 
  crossed paths with Klysandral over many years, 
  both as associate and rival. He is here 
  undercover to track down a few of his own order 
  in possession of a stolen nonmagical relic. 
  • What They Want. Gogrin wants dragons to 
  take over the world, but he is no fool: he 
  knows that the world isn’t ready for such 
  glorious leadership. 
  • Quality. He is a calculating, scheming dwarf. 
  He is blunt in his statements but understands 
  the value of words; in another life, he could’ve 
  been a powerful warlock or lawyer. 
  Vulas Bronzetree. Half-elf female champion 
  (NG) and a member of the Hellriders of Elturel. 
  Vulas did not know Klysandral personally, but he 
  served as an inspiration toward her path to 
  becoming a hellrider. She is honored to be here 
  with the rest of her contingent to safeguard the 
  ceremony. 
  • What They Want. She wants to fill the void left 
  by Klysandral. She knows that she has a long 
  way to go before this can happen, but she 
  plans to try. 
  • Quality. She has a massive inferiority complex, 
  and sometimes overcompensates for this by 
  taking on challenges that are above her ability 
  to complete. 
  Grand Duke Ulder Ravengard. Human male 
  (LN). The Grand Duke of Baldur’s Gate, Ulder 
  Ravengard is also the marshal of the Flaming 
  Fists. Klysandral was his longtime friend and 
  ally. 
  • What They Want. Ulder is consumed by 
  sorrow now that his life-long friend Klysandral 
  has fallen. Even so, he is a consummate 
  military strategist and powerful fighter. He 
  wants to see the Flaming Fist assert their 
  strength across the world. 
  • Quality. He is stern and always considers 
  himself to be in command . Questioning his 
  orders quickly earns his ire. 
   
   
  
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  Jahenne. Human female knight (CG). A towering 
  warrior, Jahenne is a Flaming Fist blaze (major). 
  She manages the event security and patrols in 
  the area and reports directly to the Grand Duke. 
  • What They Want. She simply desires for all of 
  these troubles to go away, though she also 
  desires to fight… all the time. Hers is truly a life 
  of duality. 
  • Quality. Jahenne firmly believes that “might is 
  right”, and that the strongest deserve to not 
  only lead but also rule without question.  
   
   
   
  
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  Appendix B. Creature Statistics 
   
  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 that aren’t silvered 
  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. 
   
   
  
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  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 that aren’t silvered 
  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. 
  Variant: Lesser Bearded Devil 
  The lesser version of the bearded devil has the 
  following modifications: 
  • Hit points are reduced to 40. 
  • Remove all Damage Resistances 
  • Constitution saving throw for Beard and Glaive 
  attacks is DC 11. 
  Champion 
  Medium humanoid (any race), any alignment 
  Armor Class 18 (plate) 
  Hit Points 143 (22d8 + 44) 
  Speed 30 ft. 
    
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 15 (+2) 14 (+2) 10 (+0) 14 (+2) 12(+1) 
   
  Saving Throws Str +9, Con +6 
  Skills Athletics +9, Intimidation +5, Perception +6 
  Senses passive Perception 16 
  Languages any one language (usually Common) 
  Challenge 9 (5,000 XP) 
  Indomitable (2/Day). The champion can reroll a failed 
  saving throw. 
  Second Wind (Recharges after a Short or Long Rest). 
  As a bonus action the champion can regain 20 hit 
  points. 
  Actions 
  Multiattack. The champion makes three attacks with 
  its greatsword or its shortbow.  
  Greatsword. Melee Weapon Attack: +9 to hit, reach 5 
  ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 
  7(2d6) slashing damage if the champion ha more than 
  half of its total hit points remaining. 
  Light Crossbow. Ranged Weapon Attack: +6 to hit, 
  range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing 
  damage, plus 7(2d6) slashing damage if the champion 
  ha more than half of its total hit points remaining. 
  
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  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. 
   
  
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  Cult Fanatic 
  Medium humanoid (any race), any non-good alignment 
  Armor Class 13 (leather armor) 
  Hit Points 33 (6d8 + 6) 
  Speed 30 ft. 
    
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2) 
   
  Skills Deception +4, Persuasion +4, Religion +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 2 (450 XP) 
  Dark Devotion. The fanatic has advantage on saving 
  throws against being charmed or frightened. 
  Spellcasting. The fanatic is a 4th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 11, +3 to 
  hit with spell attacks). The fanatic has the following 
  cleric spells prepared: 
   
  Cantrips (at will): light, sacred flame, thaumaturgy 
  1st level (4 slots): command, inflict wounds, shield of 
  faith 
  2nd level (3 slots): hold person, spiritual weapon 
  Actions 
  Multiattack. The fanatic makes two melee attacks. 
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 
  + 2) piercing damage. 
   
   
  
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  Chain Devil (Kyton) 
  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 Resistances cold; bludgeoning, piercing, and 
  slashing from nonmagical weapons that aren’t 
  silvered 
  Damage Immunities fire, poison 
  Comdition Immunities poisoned 
  Senses truesight 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.  
  Chains. 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 the 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, providing that the chains 
  aren’t being worn or carried. 
   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 on 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. 
   
   
   
  
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  Dybbuk 
  Medium fiend (demon), chaotic evil 
  Armor Class 14  
  Hit Points 37 (5d8 + 15) 
  Speed 0 ft., fly 40 ft. (hover) 
    
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   6 (-2) 
  19 (+4) 16 (+3) 16 (+3) 15 (+2) 14 (+2) 
   
  Skills Deception +6, Intimidation +4, Perception +4 
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, 
  frightened, grappled, paralyzed, petrified, poisoned, 
  prone, restrained 
  Senses darkvision 120 ft., passive Perception 14 
  Languages Abyssal, Common, telepathy 120 ft. 
  Challenge 4 (1,100 XP) 
  Incorporeal Movement. The dybbuk can move through 
  other creatures and objects as if they were difficult 
  terrain. It takes 5 (1d10) force damage if it ends its turn 
  inside an object. 
  Innate Spellcasting. The dybbuk’s innate spellcasting 
  ability is Charisma (spell save DC 12). It can innately 
  cast the following spells, requiring no material 
  components: 
   
  At will: dimension door 
  3/day each: fear, phantasmal force 
  Magic Resistance. The dybbuk has advantage on saving 
  throws against spells and other magical effects. 
  Violate Corpse. The dybbuk can use a bonus action 
  while it is possessing a corpse to make it do something 
  unnatural, such as vomit blood, twist its head all the 
  way around, or cause a quadruped to move as a biped. 
  Any beast or humanoid that sees this behavior must 
  succeed on a DC 12 Wisdom saving throw or become 
  frightened of the dybbuk for 1 minute. The frightened 
  creature can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a 
  success. A creature that succeeds on a saving throw 
  against this ability is immune to Violate Corpse for 24 
  hours. 
  Actions 
  Tendril. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) necrotic damage. If the 
  target is a creature, its hit point maximum is also 
  reduced by 3 (1d6). This reduction lasts until the target 
  finishes a short or long rest. The target dies if this 
  effect reduces its hit point maximum to 0. 
  Possess Corpse (Recharge 6). The dybbuk disappears 
  into an intact corpse it can see within 5 feet of it. The 
  corpse must be Large or smaller and be that of a beast 
  or humanoid. The dybbuk is now effectively the 
  possessed creature. Its type becomes undead, though 
  it now looks alive, and it gains a number of temporary 
  hit points equal to the corpse’s hit point maximum in 
  life. 
   While possessing the corpse, the dybbuk retains its 
  hit points, alignment, Intelligence, Wisdom, Charisma, 
  telepathy, and immunity to poison damage, 
  exhaustion, and being charmed and frightened. It 
  otherwise uses the possessed target’s game statistics, 
  gaining access to its knowledge and proficiencies but 
  not its class features, if any. 
   The possession lasts until the temporary hit points 
  are lost (at which point the body becomes a corpse 
  once more) or the dybbuk ends its possession using a 
  bonus action. When the possession ends, the dybbuk 
  reappears in an unoccupied space within 5 feet of the 
  corpse. 
   
   
  
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  Erinyes 
  Medium fiend (devil), lawful evil 
  Armor Class 18 (plate) 
  Hit Points 153 (18d8 + 72) 
  Speed 30 ft., fly 60 ft. 
    
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 16 (+3) 18 (+4) 14 (+2) 14 (+2) 18 (+4) 
   
  Saving Throws Dex +7, Con +8, Wis +6, Cha +8 
  Damage Resistances 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 12 
  Languages Infernal, telepathy 120 ft. 
  Challenge 12 (8,400 XP) 
  Hellish Weapons. The erinyes’s weapon attacks are 
  magical and deal an extra 13 (3d8) poison damage on a 
  hit (included in the attacks). 
  Magic Resistance. The erinyes has advantage on saving 
  throws against spells and other magical effects. 
  Actions 
  Multiattack. The erinyes makes three attacks. 
  Longsword. Melee Weapon Attack: +8 to hit, reach 5 
  ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 
  (1d10 + 4) slashing damage if used with two hands, 
  plus 13 (3d8) poison damage. 
  Longbow. Ranged Weapon Attack: +7 to hit, range 
  150/600 ft., one target. Hit: 7 (1d8 + 3) piercing 
  damage plus 13 (3d8) poison damage, and the target 
  must succeed on a DC 14 Constitution saving throw or 
  be poisoned. The poison lasts until it is removed by the 
  lesser restoration spell or similar magic. 
  Greater Zombie 
  Medium undead, neutral evil 
  Armor Class 15 (natural armor) 
  Hit Points 97 (13d8 + 39) 
  Speed 30 ft. 
    
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 10 (+0) 17 (+3) 
  4 (−3) 
  6 (−2) 
  6 (−2) 
    
  Saving Throws Wis +1 
  Damage Resistances cold, necrotic 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, poisoned 
  Senses darkvision 60 ft., passive Perception 8 
  Languages understands the languages it knew in life 
  but can’t speak 
  Challenge 5 (1,800 XP) 
  Turn Resistance. The zombie has advantage on saving 
  throws against any effect that turns undead. 
  Undead Fortitude. If damage reduces the zombie to 0 
  hit points, it must make a Constitution saving throw 
  with a DC of 5 + the damage taken, unless the damage 
  is radiant or from a critical hit. On a success, the 
  zombie drops to 1 hit point instead. 
  Actions 
  Multiattack. The zombie makes two melee attacks 
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) bludgeoning damage and 7 (2d6) 
  necrotic damage. 
  
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  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. 
  Giant Hyena 
  Large beast, unaligned 
  Armor Class 12 
  Hit Points 45 (6d10 + 12) 
  Speed 50 ft. 
    
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 14 (+2) 14 (+2) 
  2 (−4) 12 (+1) 
  7 (−2) 
    
  Senses passive Perception 13 
  Languages — 
  Challenge 1 (200 XP) 
  Rampage. When the hyena reduces a creature to 0 hit 
  points with a melee attack on its turn, the hyena can 
  take a bonus action to move up to half its speed and 
  make a bite attack. 
  Actions 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) piercing damage. 
   
  Hell Hound 
  Medium fiend, lawful evil 
  Armor Class 15 (natural armor) 
  Hit Points 45 (7d8 + 14) 
  Speed 50 ft. 
    
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 12 (+1) 14 (+2) 
  6 (−2) 13 (+1) 
  6 (−2) 
    
  Skills Perception +5 
  Damage Immunities fire 
  Senses darkvision 60 ft., passive Perception 15 
  Languages understands Infernal but can’t speak it 
  Challenge 3 (700 XP) 
  Keen Hearing and Smell. The hound has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  smell. 
  Pack Tactics. The hound has advantage on an attack 
  roll against a creature if at least one of the hound’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  Actions 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire 
  damage. 
  Fire Breath (Recharge 5–6). The hound exhales fire in a 
  15-foot cone. Each creature in that area must make a 
  DC 12 Dexterity saving throw, taking 21 (6d6) fire 
  damage on a failed save, or half as much damage on a 
  successful one. 
  
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  Hellwasp 
  Large fiend, lawful evil 
  Armor Class 19 (natural armor) 
  Hit Points 52 (8d10 + 8) 
  Speed 10 ft., fly 60 ft. (hover) 
    
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 
  7 (−2) 
    
  Saving Throws Dex +5, Wis +3 
  Damage Vulnerabilities cold 
  Damage Immunities fire 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Infernal, telepathy 300 ft. (with other 
  hellwasps only) 
  Challenge 5 (1,800 XP) 
  Magic Weapons. The hellwasp’s weapon attacks are 
  magical. 
  Actions 
  Multiattack. The hellwasp makes two attacks: one with 
  its sting and one with its sword talons. 
  Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) fire 
  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 is also paralyzed. 
  The target can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a 
  success. 
  Sword Talons. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 11 (2d6 + 4) piercing damage. 
   
  Hellwasp Grub (Giant Centipede) 
  small beast, unaligned 
  Armor Class 13 (natural armor) 
  Hit Points 4 (1d6 + 1) 
  Speed 30 ft., climb 30 ft. 
    
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   5 (-3) 
  14 (+2) 12 (+1) 
  1 (−5) 
  7 (−2) 
  3 (−4) 
    
  Senses Blindsight 30 ft., passive Perception 8 
  Languages — 
  Challenge 1/4 (50 XP) 
  Actions 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage and the target 
  must succeed on a DC 11 Constitution saving throw or 
  take 10 (3d6) poison damage. If the poison damage 
  reduces the target to 0 hit points, the target is stable 
  but poisoned for 1 hour, even after regaining hit 
  points, and is paralyzed while poisoned in this way. 
  
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  Helmed Horror 
  Medium construct, neutral 
  Armor Class 20 (plate, shield) 
  Hit Points 60 (8d8 + 24) 
  Speed 30 ft., fly 30 ft. 
    
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 13 (+1) 16 (+3) 10 (+0) 10 (+0) 10 (+0) 
   
  Skills Perception +4 
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t 
  adamantine 
  Damage Immunities force, necrotic, poison 
  Condition Immunities blinded, charmed, deafened, 
  frightened, paralyzed, petrified, poisoned, stunned 
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 14 
  Languages understands the languages of its creator but 
  can’t speak 
  Challenge 4 (1,100 XP) 
  Magic Resistance. The helmed horror has advantage 
  on saving throws against spells and other magical 
  effects. 
  Spell Immunity. The helmed horror is immune to three 
  spells chosen by its creator. Typical immunities include 
  fireball, heat metal, and lightning bolt. 
  Actions 
  Multiattack. The helmed horror makes two longsword 
  attacks. 
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 
  (1d10 + 4) slashing damage if used with two hands. 
  Horned Devil 
  Large fiend (devil), lawful evil 
  Armor Class 18 (natural armor) 
  Hit Points 148 (17d10 + 55) 
  Speed 20 ft., fly 60 ft. 
    
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   22 (+6) 17 (+3) 21 (+5) 12 (+1) 16 (+3) 17 (+3) 
   
  Saving Throws Str +10, Dex +7, Wis +7, Cha +7 
  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 13 
  Languages Infernal, Common, telepathy 120 ft. 
  Challenge 11 (7,200 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 three melee attacks: two 
  with its fork and one with its tail. It can use Hurl Flame 
  in place of any melee attack. 
  Fork. Melee Weapon Attack: +10 to hit, reach 10 ft., 
  one target. Hit: 15 (2d8 + 6) piercing damage. 
  Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one 
  target. Hit: 10 (1d8 + 6) piercing damage. If the target is 
  a creature other than an undead or a construct, it must 
  succeed on a DC 17 Constitution saving throw or lose 
  10 (3d6) 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 10 (3d6). 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. 
  Hurl Flame. Ranged Spell Attack: +7 to hit, range 150 
  ft., one target. Hit: 14 (4d6) fire damage. If the target is 
  a flammable object that isn't being worn or carried, it 
  also catches fire. 
   
  
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  DDEP09-02 Hellfire Requiem v1.1 
   
   
  55 
  Ice Devil (Spear Variant) 
  Large fiend (devil), lawful evil 
  Armor Class 18 (Natural Armor)  
  Hit Points 180 (19d10 + 76) 
  Speed 40 ft. 
    
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   21 (+5) 14 (+2) 18 (+4) 18 (+4) 15 (+2) 18 (+4) 
   
  Saving Throws Dex +7, Con +9, Wis +7, Cha +9 
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t silvered 
  Damage Immunities cold, fire, poison 
  Condition Immunities poisoned 
  Senses blindsight 60 ft., darkvision 120 ft., passive 
  Perception 12 
  Languages Infernal, telepathy 120 ft. 
  Challenge 14 (11,500 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: one with its 
  spear, and one with its tail. 
  Ice Spear. Melee Weapon Attack: +10 to hit, reach 10 
  ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 
  10 (3d6) cold damage. If the target is a creature, it 
  must succeed on a DC 15 Constitution saving throw, or 
  for 1 minute, its speed is reduced by 10 feet; it can take 
  either an action or a bonus action on each of its turns, 
  not both; and it can’t take reactions. The target can 
  repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. 
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) 
  cold damage.  
  Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 12 (2d4 + 5) slashing damage plus 10 
  (3d6) cold damage. 
  Tail. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) 
  cold damage.  
  Wall of Ice (Recharge 6). The devil magically forms an 
  opaque wall of ice on a solid surface it can see within 
  60 feet of it. The wall is 1 foot thick and up to 30 feet 
  long and 10 feet high, or it’s a hemispherical dome up 
  to 20 feet in diameter. 
   When the wall appears, each creature in its space is 
  pushed out of it by the shortest route. The creature 
  chooses which side of the wall to end up on, unless the 
  creature is incapacitated. The creature then makes a 
  DC 17 Dexterity saving throw, taking 35 (10d6) cold 
  damage on a failed save, or half as much on a 
  successful one. 
   The wall lasts for 1 minute or until the devil is 
  incapacitated or dies. The wall can be damaged and 
  breached; each 10-foot section has AC 5, 30 hit points, 
  vulnerability to fire damage, and immunity to acid, 
  cold, necrotic, poison, and psychic damage. If a section 
  is destroyed, it leaves behind a sheet of frigid air in the 
  space the wall occupied. Whenever a creature finishes 
  moving through the frigid air on a turn, willingly or 
  otherwise, the creature must make a DC 17 
  Constitution saving throw, taking 17 (5d6) cold damage 
  on a failed save, or half as much damage on a 
  successful one. The frigid air dissipates when the rest 
  of the wall vanishes. 
   
   
  
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  DDEP09-02 Hellfire Requiem v1.1 
   
   
  56 
  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 on 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. 
   
  Knight 
  Medium humanoid (any race), any alignment 
  Armor Class 18 (plate) 
  Hit Points 52 (8d8 + 16) 
  Speed 30 ft. 
   
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2) 
   
  Saving Throws Con +4, Wis +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 3 (700 XP) 
  Brave. The knight has advantage on saving throws 
  against being frightened. 
  Actions 
  Multiattack. The knight makes two melee attacks. 
  Greatsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 10 (2d6 + 3) slashing damage. 
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage. 
  Leadership (Recharges after a Short or Long Rest). For 
  1 minute, the knight can utter a special command or 
  warning whenever a nonhostile creature that it can see 
  within 30 feet of it makes an attack roll or a saving 
  throw. The creature can add a d4 to its roll provided it 
  can hear and understand the knight. A creature can 
  benefit from only one Leadership die at a time. This 
  effect ends if the knight is incapacitated. 
  Reactions 
  Parry. The knight adds 2 to its AC against one melee 
  attack that would hit it. To do so, the knight must see 
  the attacker and be wielding a melee weapon. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-02 Hellfire Requiem v1.1 
   
   
  57 
  Lemure 
  Medium fiend (devil), lawful evil 
  Armor Class 7 
  Hit Points 13 (3d8) 
  Speed 15 ft. 
    
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 5 (−3) 
  11 (+0) 
  1 (−5) 11 (+0) 
  3 (−4) 
    
  Damage Resistances cold 
  Damage Immunities fire, poison 
  Condition Immunities charmed, frightened, poisoned 
  Senses darkvision 120 ft., passive Perception 10 
  Languages understands Infernal but can’t speak 
  Challenge 0 (10 XP) 
  Devil’s Sight. Magical darkness doesn’t impede the 
  lemure’s darkvision. 
  Hellish Rejuvenation. A lemure that dies in the Nine 
  Hells comes back to life with all its hit points in 1d10 
  days unless it is killed by a good-aligned creature with a 
  bless spell cast on that creature or its remains are 
  sprinkled with holy water. 
  Actions 
  Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) bludgeoning damage. 
  Master Thief 
  Medium humanoid (any race), any alignment 
  Armor Class 16 (studded leather) 
  Hit Points 84 (13d8 + 26) 
  Speed 30 ft. 
    
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 18 (+4) 14 (+2) 11 (+0) 11 (+0) 12 (+1) 
   
  Saving Throws Dex +7, Int +3 
  Skills Acrobatics +7, Athletics +3, Perception +3, Sleight 
  of Hand +7, Stealth +7 
  Senses passive Perception 13 
  Languages Common, thieves’ cant 
  Challenge 5 (1,800 XP) 
  Cunning Action. On each of its turns, the thief can use 
  a bonus action to take the Dash, Disengage, or Hide 
  action. 
  Evasion. If the thief is subjected to an effect that allows 
  it to make a Dexterity saving throw to take only half 
  damage, the thief instead takes no damage if it 
  succeeds on the saving throw, and only half damage if 
  it fails. 
  Sneak Attack (1/Turn). The thief deals an extra 14 
  (4d6) damage when it 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 of the thief that 
  isn’t incapacitated and the thief doesn’t have 
  disadvantage on the attack roll. 
  Actions 
  Multiattack. The thief makes three attacks with its 
  shortsword.  
  Shortsword. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 7 (1d6 + 4) piercing damage. 
  Light Crossbow. Ranged Weapon Attack: +7 to hit, 
  range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing 
  damage. 
  Reactions 
  Uncanny Dodge. The thief halves the damage that it 
  takes from an attack that hits it. The thief must be able 
  to see the attacker. 
  
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  DDEP09-02 Hellfire Requiem v1.1 
   
   
  58 
  Martial Arts Adept 
  Medium humanoid (any), any alignment 
  Armor Class 16 
  Hit Points 60 (11d8 + 11) 
  Speed 40 ft. 
    
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 17 (+3) 13 (+1) 11 (+0) 16 (+3) 10 (+0) 
   
  Skills Acrobatics +5, Insight +5, Stealth +5 
  Senses passive Perception 13 
  Languages any one language (usually Common) 
  Challenge 3 (700 XP) 
  Unarmored Defense. While the adept is wearing no 
  armor and wielding no shield, its AC includes its 
  Wisdom modifier. 
  Actions 
  Multiattack. The adept makes three unarmed strikes 
  or three dart attacks.  
  Unarmed Strike. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning 
  damage. If the target is a creature, the adept can 
  choose one of the following additional effects: 
  • The target must succeed on a DC 13 Strength saving 
  throw or drop one item it is holding (adept’s choice). 
  • The target must succeed on a DC 13 Dexterity saving 
  throw or be knocked prone. 
  • The target must succeed on a DC 13 Constitution 
  saving throw or be stunned until the end of the 
  adept’s next turn. 
  Dart. Ranged Weapon Attack: +5 to hit, range 20/60 
  ft., one target. Hit: 5 (1d4 + 3) piercing damage. 
  Reactions 
  Deflect Missile. In response to being hit by a ranged 
  weapon attack, the adept deflects the missile. The 
  damage it takes from the attack is reduced by 1d10 + 3. 
  If the damage is reduced to 0, the adept catches the 
  missile if it’s small enough to hold in one hand and the 
  adept has a hand free. 
  Merregon 
  Medium fiend (devil), lawful evil 
  Armor Class 16 (natural armor) 
  Hit Points 45 (6d8 + 18) 
  Speed 30 ft. 
    
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 14 (+2) 17 (+3) 
  6 (−2) 12 (+1) 
  8 (−1) 
   
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t silvered 
  Damage Immunities fire, poison 
  Condition Immunities frightened, poisoned 
  Senses darkvision 60 ft., passive Perception 11 
  Languages understands Infernal but can’t speak, 
  telepathy 120 ft. 
  Challenge 4 (1,100 XP) 
  Devil’s Sight. Magical darkness doesn’t impede the 
  merregon’s darkvision. 
  Magic Resistance. The merregon has advantage on 
  saving throws against spells and other magical effects. 
  Actions 
  Multiattack. The merregon makes two halberd attacks, 
  or if an allied fiend of challenge rating 6 or higher is 
  within 60 feet of it, the merregon makes three halberd 
  attacks. 
  Halberd. Melee Weapon Attack: +6 to hit, reach 10 ft., 
  one target. Hit: 9 (1d10 + 4) slashing damage. 
  Heavy Crossbow. Ranged Weapon Attack: +4 to hit, 
  range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing 
  damage. 
  Reactions 
  Loyal Bodyguard. When another fiend within 5 
  feet of the merregon is hit by an attack, the 
  merregon causes itself to be hit instead. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-02 Hellfire Requiem v1.1 
   
   
  59 
  Nightmare 
  Large fiend, neutral evil 
  Armor Class 13 (natural armor) 
  Hit Points 68 (8d10 + 24) 
  Speed 60 ft., fly 90 ft. 
    
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2) 
   
  Damage Immunities fire 
  Senses passive Perception 11 
  Languages understands Abyssal, Common, and Infernal 
  but can’t speak 
  Challenge 3 (700 XP) 
  Confer Fire Resistance. The nightmare can grant 
  resistance to fire damage to anyone riding it. 
  Illumination. The nightmare sheds bright light in a 10-
  foot radius and dim light for an additional 10 feet. 
  Actions 
  Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 
  7 (2d6) fire damage. 
  Ethereal Stride. The nightmare and up to three willing 
  creatures within 5 feet of it magically enter the 
  Ethereal Plane from the Material Plane, or vice versa. 
   
   
   
  
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  DDEP09-02 Hellfire Requiem v1.1 
   
   
  60 
  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. 
   
  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 that aren't silvered  
  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. 
   
  Variant: Weakened Spined Devil 
  This version of the spined devil has the following 
  alterations to its stat block. 
  • Remove its Damage Resistance to bludgeoning, 
  piercing, and slashing from nonmagical attacks that 
  aren't silvered (it still keeps its resistance to cold 
  damage) 
  • Remove the Magic Resistance trait. 
  • Challenge Rating is reduced to 1 (200 XP) 
   
   
  
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  DDEP09-02 Hellfire Requiem v1.1 
   
   
  61 
  Spy 
  Medium humanoid (any race), any alignment 
  Armor Class 12 
  Hit Points 27 (6d8) 
  Speed 30 ft. 
    
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3) 
   
  Skills Deception +5, Insight +4, Investigation +5, 
  Perception +6, Persuasion +5, Sleight of Hand +4, 
  Stealth +4 
  Senses passive Perception 16 
  Languages any two languages 
  Challenge 1 (200 XP) 
  Cunning Action. On each of its turns, the spy can use a 
  bonus action to take the Dash, Disengage, or Hide 
  action. 
  Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) 
  damage when it 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 of the spy that isn’t 
  incapacitated and the spy doesn’t have disadvantage 
  on the attack roll. 
  Actions 
  Multiattack. The spy makes two melee attacks. 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, 
  range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing 
  damage. 
  Swarm of Imps (Insects) 
  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, 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. 
  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. 
   
   
  
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  DDEP09-02 Hellfire Requiem v1.1 
   
   
  62 
  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. 
  Sword Wraith Commander 
  Medium undead, lawful evil 
  Armor Class 18 (breastplate, shield) 
  Hit Points 127 (15d8 + 60) 
  Speed 30 ft. 
    
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 14 (+2) 18 (+4) 11 (+0) 12 (+1) 14 (+2) 
    
  Skills Perception +4 
  Damage Resistances necrotic; bludgeoning, piercing, 
  and slashing from nonmagical attacks 
  Damage Immunities poison 
  Condition Immunities exhaustion, frightened, 
  poisoned, unconscious 
  Senses darkvision 60 ft., passive Perception 14 
  Languages the languages it knew in life 
  Challenge 8 (3,900 XP) 
  Martial Fury. As a bonus action, the sword wraith can 
  make one weapon attack. If it does so, attack rolls 
  against it have advantage until the start of its next turn. 
  Turning Defiance. The sword wraith and any other 
  sword wraiths within 30 feet of it have advantage on 
  saving throws against effects that turn undead. 
  Actions 
  Multiattack. The sword wraith makes two weapon 
  attacks. 
  Longsword. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: (1d8 + 4) slashing damage, or 9 
  (1d10 + 4) slashing damage if used with two hands. 
  Longbow. Ranged Weapon Attack: +5 to hit, range 
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing 
  damage. 
  Call to Honor (1/Day). To use this action, the sword 
  wraith must have taken damage during the current 
  combat. If the sword wraith can use this action, it gives 
  itself advantage on attack rolls until the end of its next 
  turn, and 1d4 + 1 sword wraith warriors appear in 
  unoccupied spaces within 30 feet of it. The warriors 
  last until they drop to 0 hit points, and they take their 
  turns immediately after the commander’s turn on the 
  same initiative count. 
   
  
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  Sword Wraith Warrior 
  Medium undead, lawful evil 
  Armor Class 16 (chain shirt, shield) 
  Hit Points 45 (6d8 + 18) 
  Speed 30 ft. 
    
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 12 (+1) 17 (+3) 
  6 (-2) 
  9 (-1) 
  10 (+0) 
    
  Damage Resistances necrotic; bludgeoning, piercing, 
  and slashing from nonmagical attacks 
  Damage Immunities poison 
  Condition Immunities exhaustion, frightened, 
  poisoned, unconscious 
  Senses darkvision 60 ft., passive Perception 9 
  Languages the languages it knew in life 
  Challenge 3 (700 XP) 
  Martial Fury. As a bonus action, the sword wraith can 
  make one weapon attack. If it does so, attack rolls 
  against it have advantage until the start of its next turn. 
  Actions 
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 
  (1d10 + 4) slashing damage if used with two hands. 
  Longbow. Ranged Weapon Attack: +3 to hit, range 
  150/600 ft., one target. Hit: 5 (1d8 + 1) piercing 
  damage. 
   
  War Priest 
  Medium humanoid (any race), any alignment 
  Armor Class 18 (plate) 
  Hit Points 117 (18d8 + 36) 
  Speed 30 ft. 
    
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 10 (+0) 14 (+2) 11 (+0) 17 (+3) 13 (+1) 
   
  Saving Throws Con +6, Wis +7 
  Skills Intimidation +5, Religion +4 
  Senses passive Perception 13 
  Languages any two languages 
  Challenge 9 (5,000 XP) 
  Spellcasting. The priest is a 9th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 15, +7 to 
  hit with spell attacks). It has the following wizard spells 
  prepared: 
   
  Cantrips (at will): light, mending, sacred flame, spare 
  the dying 
  1st level (4 slots): divine favor, guiding bolt, healing 
  word, shield of faith 
  2nd level (3 slots): lesser restoration, magic weapon, 
  prayer of healing, silence, spiritual weapon 
  3rd level (3 slots): beacon of hope, crusader’s mantle, 
  prayer of healing, silence, spiritual weapon 
  4th level (3 slots): banishment, freedom of movement, 
  guardian of faith, stoneskin 
  5th level (1 slot): flame strike, mass cure wounds, hold 
  monster 
  Actions 
  Multiattack. The priest makes two melee attacks. 
  Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) bludgeoning damage. 
  Reactions 
  Guided Strike (Recharges after a Short or Long Rest). 
  The priest grants a +10 bonus to an attack roll made by 
  itself or another creature within 30 feet of it. The priest 
  can make this choice after the roll is made but before it 
  hits or misses. 
  
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  Wolf 
  Medium beast, unaligned 
  Armor Class 13 (natural armor) 
  Hit Points 11 (2d8 + 2) 
  Speed 40 ft. 
    
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 15 (+2) 12 (+1) 
  3 (–4) 12 (+1) 
  6 (–2) 
   
  Skills Perception +3, Stealth +4 
  Senses passive Perception 13 
  Languages — 
  Challenge 1/4 (50 XP) 
  Keen Hearing and Smell. The wolf has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  smell. 
  Pack Tactics. The wolf has advantage on an attack roll 
  against a creature if at least one of the wolf’s allies is 
  within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  Actions 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) piercing damage. If the target is 
  a creature, it must succeed on a DC 11 Strength saving 
  throw or be knocked prone. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Appendix C. Infernal War Machine Rules 
   
  Hellfire Requiem uses new rules for infernal war 
  machines, hellish land vehicles made for battle 
  in the wastes of Avernus. These brutal weapons 
  are powered by the souls of the damned!  
   The following rules for infernal war machines 
  are critical for running Hellfire Requiem. Get 
  familiar with these rules and share handout 1, 
  “War Machine Rules Summary,” with your table 
  as soon as vehicles become available to them. 
  These Look Familiar, But Different?! 
  DDEP09-01 Infernal Pursuits featured these rules, but 
  the stats for the Tormentor have been changed for this 
  adventure to match their published source in Baldur’s 
  Gate: Descent into Avernus. Be sure to share this detail 
  with your players if they’ve played that adventure! 
  Infernal War Machine 
  Statistics 
  Being quasi-magical, soul-powered devices, 
  infernal war machines have the same statistics 
  as all creatures, with a few extra entries. 
  • Creature Capacity. Every war machine can 
  only hold the number of creatures listed in 
  this entry. One Medium creature takes up as 
  much space as four Tiny creatures and one 
  Small creature. One Large creature takes up 
  the space of four Medium creatures, one Huge 
  creature takes up the space of nine Medium 
  creatures, and one Gargantuan creature takes 
  up the space of sixteen Medium creatures. For 
  every Medium creature (rounded down) the 
  crew capacity is exceeded, the speed of the 
  war machine is reduced by 5 feet. 
  • Cargo Capacity. Every war machine can hold 
  as much cargo as this entry specifies. 
  • Damage Threshold. A war machine with a 
  damage threshold has immunity to all damage 
  unless it takes an amount of damage from a 
  single attack or effect equal to or greater than 
  its damage threshold value, in which case it 
  takes damage as normal. 
  • Mishap Threshold. When the infernal war 
  machine takes an amount of damage from a 
  single attack or effect is equal to or greater 
  than its mishap threshold value, it suffers a 
  mishap (see “Mishaps”). 
  Vehicle Facing 
  It’s important to track which direction a vehicle 
  is facing during its turn. If using miniatures, a 
  vehicle can be positioned toward any of the four 
  main compass points – north, south, east, or 
  west.  
   When moving a vehicle, it must move in the 
  direction it is facing or execute a 90 degree turn 
  maneuver. For every 5 feet that a vehicle moves 
  forward, it can drift 5 feet to either side without 
  needing to execute a turn maneuver.     
  Embarked on War Machines 
  Anyone on or in a war machine is embarked on 
  it. 
  Stations 
  War machines have stations that an embarked 
  creature can occupy by using all of their 
  movement to get into position. Leaving a station 
  costs no movement. An embarked creature can 
  use the action options provided by the station 
  it’s occupying. A station’s action options can 
  only be used once per round and only one 
  creature at a time may occupy a station.  
   Helm. An embarked creature who occupies 
  the helm can use their movement to move the 
  war machine, or their action to perform attack 
  maneuvers. 
   Weapons. An embarked creature who 
  occupies a weapon station can use their action 
  to attack or activate the weapon. 
  Moving while Embarked 
  Vehicles are considered difficult terrain. A 
  creature can move from the exterior of the 
  vehicle to the interior as part of their 
  
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  movement. While sheltering inside the vehicle, 
  the creature can’t be targeted by attacks and 
  can’t see outside the vehicle.  
   If a creature on the exterior of a vehicle falls 
  prone, they must succeed on a DC 15 Dexterity 
  saving throw or fall from the vehicle.  
  Falling from Infernal War 
  Machines 
  In a high-speed chase, falling from a vehicle is a 
  dangerous thing. When a creature falls off a war 
  machine, it takes 14 (3d6) bludgeoning damage 
  plus another 1d6 bludgeoning damage for every 
  10 feet it fell, to a maximum of 20d6. The 
  creature lands prone, unless it avoids taking 
  damage from the fall.  
  Making Repairs 
  Some mishaps (see “Mishaps”) cause 
  malfunctions in war machines (see the Mishaps 
  table) in ways that can be repaired by 
  embarked creatures.  
   To make a repair, an embarked creature must 
  move to the damaged area, and as an action 
  make a successful check associated with the 
  mishap (as shown on the table). If the 
  embarked creature uses appropriate tools as 
  part of the check, they add their proficiency 
  bonus. 
   Characters can also sacrifice soul coins to 
  repair their vehicle (see “Soul Coins and War 
  Machines”).  
  Helm Actions  
  An embarked creature occupying the war 
  machine’s helm station can perform the 
  following maneuvers. 
  War Machine Movement  
  By using all of its movement speed, the creature 
  occupying the helm station can move the 
  vehicle up to its speed and make one 90-degree 
  turn. 
  War Machine Attack Maneuver  
  An embarked creature occupying the war 
  machine’s helm can use their action to perform 
  one of the following attack maneuvers.  
   Ram. The infernal war machine 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 infernal war machine 
  enters must make a DC 18 Dexterity saving 
  throw. On a successful save, the creature is 
  pushed 5 feet to the nearest unoccupied space 
  out of the infernal war machine’s path. On a 
  failed save, the creature falls prone and takes 
  28 (8d6) bludgeoning damage. 
   If the infernal war machine remains in the 
  prone creature’s space, the creature is also 
  restrained until it’s no longer in the same space 
  as the infernal war machine. 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 infernal war machine and is no longer 
  restrained. 
    If the vehicle ends the its movement within 
  reach of a creature or object, the creature at the 
  helm can attempt to ram the target by making 
  an attack roll using the creature’s Dexterity 
  bonus (and adding the creature’s proficiency 
  bonus if the creature is proficient with land 
  vehicles). If the attack succeeds, the target takes 
  22 (4d10) bludgeoning damage and the vehicle 
  used to make the attack takes half the damage. 
  If the vehicle used to attack has the ram 
  attachment (see handout 2, “Building a War 
  Machine”), the attack deals 33 (6d10) 
  bludgeoning damage and the vehicle takes no 
  damage. 
   Sideswipe. As an action, the creature 
  occupying the helm can make a special melee 
  attack to attempt to nudge a vehicle to push it 
  away. If the creature can make multiple attacks 
  with the Attack action, a nudge can replace one 
  of them. 
   The target must be no more than one size 
  category larger that your vehicle and must be 
  within your vehicle’s reach. Instead of making 
  
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  an attack roll, the creature occupying the helm 
  makes a Strength check using the vehicle’s 
  Strength modifier, contested by the target 
  vehicle’s Strength or Dexterity check. If the 
  target vehicle has no one at the helm, it 
  automatically fails the check. If the aggressor 
  wins the contest, the target vehicle is knocked 
  10 feet directly away from the aggressor 
  vehicle, and all of the target vehicle’s embarked 
  creatures must succeed on DC 10 Strength 
  check or fall prone. 
  Opportunity Attacks 
  War machines do not normally make 
  opportunity attacks. Creatures do not provoke 
  opportunity attacks when war machines move 
  them. 
  Crashing and Prone 
  War machines that are knocked prone or that 
  move into the space occupied by a creature or 
  object of sufficient size suffer a crash. 
  Crashing 
  If a war machine moves into the space occupied 
  by a creature or object that is of sufficient size, 
  the vehicle instead crashes. A vehicle avoids 
  crashing if the object or creature is at least two 
  size categories smaller than it. However, that 
  creature or object still takes damage from the 
  impact. 
   When a vehicle crashes, it must immediately 
  make a Strength saving throw with a DC 
  determined by the size of the creature or object 
  it crashed into. The object or creature must also 
  make the saving throw using the vehicle’s size 
  to determine its DC. If the object has no listed 
  Strength score, you can use the listed save 
  bonus from the Crash Save table. 
  Crash Save 
  Size 
   
  DC 
  Bonus 
  Small or less 
  5 
  +0 
  Medium  
  10 
  +0 
  Large 
   
  15 
  +2 
  Huge 
   
  20 
  +2 
  Gargantuan 
  25 
  +5 
   On a failed saving throw, the vehicle and 
  creature or object immediately stops moving 
  and takes damage based on the creature’s or 
  object’s size as shown on the Crash Damage 
  table. If the vehicle’s, creature’s, or object’s 
  saving throw succeeds, it stops moving and 
  takes half the damage (rounded down). 
  Crash Damage 
  Object Size 
  Bludgeoning Damage 
  Small 
   
  5 (2d4) 
  Medium  
  5 (2d4) 
  Large 
   
  10 (4d4) 
  Huge 
   
  20 (8d4) 
  Gargantuan 
  25 (10d4) 
   Creatures embarked on a vehicle risk injury 
  when it crashes. Such creatures must also 
  succeed on Strength saving throws with the 
  same DC or take 5 (2d4) bludgeoning damage 
  and get knocked prone. If the vehicle was 
  destroyed, a creature that fails takes damage 
  equal to the crash damage suffered by the 
  vehicle and is knocked prone, while one that 
  succeeds suffers half damage. 
  Prone 
  If a war machine is knocked prone, assuming it 
  is not immune to that condition, it crashes. A 
  prone vehicle is flipped on its side or top and is 
  unable to move unless its statistics say 
  otherwise. It suffers the effects of crashing into 
  a vehicle of its size (see “Crashing”). 
   A vehicle must be picked up or pushed back 
  on to its proper side to stop being prone. A 
  character who makes a successful Strength 
  (Athletics) check as an action rights the war 
  machine. The DC for the check equals 15 for a 
  Large war machine, 20 for a Huge war machine, 
  and 25 for a Gargantuan war machine. 
  Dexterity Saving Throws 
  If a situation arises where both the infernal war 
  machine and one or more embarked creatures 
  on it are required to make a Dexterity saving 
  
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  68 
  throw, start with the infernal war machine. If it 
  succeeds, the embarked creatures have 
  advantage on their saves. 
  Spells 
  Many spells require the caster to choose a point 
  within range. This can get complicated if the 
  caster and its target are embarked on infernal 
  war machines that are screeching across a 
  dusty wasteland at high speeds. As a general 
  rule, if a spell or spell effect is anchored to a 
  location on an infernal war machine or on an 
  embarked creature, it moves with the infernal 
  war machine. 
  Soul Coins and War 
  Machines 
  In Hellfire Requiem, the characters may carry 
  soul coins which contain the souls of the 
  damned. As a bonus action, a character 
  embarked on an infernal war machine can feed 
  1 soul coin to the machine to achieve one of the 
  following effects: 
  • The war machine’s speed increases by 20 feet 
  until the end of the character’s next turn. 
  • The next time a weapon on the war machine 
  deals damage to a creature before the end of 
  the character’s next turn, it deals an 
  additional 10 force damage (this can also be 
  applied to attack maneuvers). 
  • The infernal war machine regains 20 hit 
  points. 
  A character can feed more than 2 soul coins into 
  a war machine to double the effect but doing so 
  causes the vehicle to have a mishap (see 
  “Mishaps”). 
   
   
  
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  69 
  Vehicle Chases 
  If the players get into a vehicle chase through 
  Avernus, use following Chase Complications 
  table to add drama to the encounter (see Chases 
  in chapter 8 of the Dungeon Master’s Guide).  
  Avernus Chase Complications 
  D29 
  Complication 
  1 
  You head straight into a herd of grossly fat 
  nupperibo devils. A vehicle makes a DC 15 
  Strength or Dexterity check (your choice) to 
  get through the herd. On a failed check, the 
  herd counts as 60 feet of difficult terrain. If a 
  vehicle ends its turn in the herd, each 
  embarked creature must make a DC 11 
  Constitution saving throw with disadvantage 
  or take 1d4 piercing damage. 
  2 
  Uneven ground threatens to slow your 
  progress. A vehicle makes a DC 10 Dexterity 
  check to navigate the area. On a failed check, 
  the ground counts as 40 feet of difficult 
  terrain. 
  3 
  A massive dust storm descends on you. 
  Visibility is reduced to 20 feet. Vehicle have 
  disadvantage on their next Chase 
  Complications ability check. Embarked 
  creatures that are exposed must make a DC 
  10 Constitution check. On a failed check, 
  embarked creatures spend their next turn 
  coughing, and can make no attacks. 
  4 
  Your path takes you right into a swarm of hell 
  wasps. The swarm makes an opportunity 
  attack against a vehicle and any embarked 
  creatures that are exposed. (+5 to hit; 4d4 
  piercing damage on a hit). 
  5 
  A field of bubbling tar pits looms before you. 
  A vehicle makes a DC 10 Dexterity check. On a 
  fail, it becomes restrained. At the start of each 
  turn, the driver can make a successful DC 15 
  Strength check using the vehicle’s Strength to 
  free the vehicle. 
  6 
  You barrel toward a patch of Hell Sand. The 
  vehicle’s driver makes a Wisdom (Perception) 
  check to spot and avoid it. On a fail, the 
  vehicle spins out of control and finishes its 
  move going in a random direction. 
  7 
  Piles of devil bones from some ancient battle 
  litter the landscape in great mounds. The 
  rumbling of your Infernal war machine 
  threatens to cause an avalanche. Vehicles 
  make a Dexterity check (Huge vehicles and 
  bigger have disadvantage). On a fail, you 
  trigger an avalanche, and take 5d4 
  bludgeoning damage. The terrain counts as 
  difficult for the next 40 feet. 
  8 
  You come upon a sudden 15-foot drop off. A 
  vehicle must make a DC 10 Dexterity check. A 
  vehicle takes 8d4 bludgeoning damage on a 
  failed save, or half as much damage on a 
  successful one. 
  9 
  Columns of flame erupt all around you. A 
  vehicle makes a DC 10 Dexterity check or take 
  8d6 fire damage. Embarked creatures that are 
  exposed take half damage. 
  10 
  An infernal creature chases after you. The DM 
  chooses the creature. 
  11 
  Spiked chains burst from the cracked ground 
  to lash the hull of your Infernal war machine, 
  making a melee attack against each embarked 
  creature at +4 to hit, dealing 11 (2d6+4) 
  bludgeoning damage. 
  12 
  You come upon a field of immense, teetering 
  stones that seem to defy gravity. It seems to 
  you that only a small bit of effort could bring 
  them tumbling down. Each pillar has AC 17, 
  and damage threshold of 35. If the damage 
  threshold is exceeded, the pillar collapses in a 
  random direction.  
  13 
  You speed toward the enormous, skeletal 
  remains of some anonymous long-dead 
  monster. The bones looming above you are 
  ancient and brittle. A vehicle must make a DC 
  10 Strength check or crash.  
  14 
  You pass by what looks like an infernal war 
  machine graveyard. A dozen or so derelict 
  vehicle dot the landscape, some half buried in 
  the gathered dust. If a vehicle dashes, it must 
  make a DC 10 Dexterity check or crash into 
  one of the derelict Infernal war machines. 
  15 
  Your Infernal war machine races through a 
  cloud of bleak gnats. The infernal insects burst 
  against the hull, shedding magical darkness 
  around them for 2 rounds. 
  16-20 
  Relatively open expanse (no complication). 
  
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  70 
  Mishaps 
  Infernal war machines are dangerous but 
  temperamental machines. The hazards of 
  Avernus’s vast wastes and the onslaught of 
  enemies are more than enough to push vehicles 
  to breaking points. 
   Roll on the Mishaps table when one of the 
  following occurs to a war machine: 
  • The war machine suffers a critical hit. 
  • The war machine takes an amount of damage 
  from a single attack or effect equal to or 
  greater than its mishap threshold value. 
  • A risky or difficult maneuver is attempted 
  with the war machine (at the DM’s 
  discretion). 
   
  Mishaps 
  d20 
  Effect 
  Repair 
  DC 
  1 
  Engine explosion! The vehicle’s engine 
  bursts into flame, dealing 6d6 fire 
  damage to the vehicle and creatures 
  embarked on the vehicle or within 10 
  feet of it. The vehicle immediately 
  moves double its speed in a straight line. 
  Until a repair is made, the vehicle takes 
  2d6 fire damage at the start of each of 
  its turns. 
  20 (Str) 
  2 
  Steering mechanism locked! The vehicle 
  cannot make turns, and automatically 
  fails Dexterity checks and saving throws 
  until a repair is made. 
  15 (Str) 
  3 
  Soul energy is bleeding out! The 
  vehicle’s speed is reduced by half until a 
  repair is made. 
  15 (Dex) 
  4-6 
  Weapon destroyed! DM determines 
  which weapon is no longer operational. 
  — 
  9 
  Caustic smoke! Thick smoke spews out 
  from the Infernal war machine to engulf 
  the creature occupying the helm. The 
  creature takes 5 (2d4) acid damage. If its 
  eyes are exposed, it is blinded until the 
  end of its next turn. 
  — 
  10 
  Engine shriek! The Infernal war machine 
  lets out a high-pitch scream that echoes 
  in the minds in all who hear it. All 
  creatures within 60 feet of the vehicle 
  must succeed on a DC 15 Intelligence 
  save or take 14 (3d6) psychic damage.  
  — 
  11-
  12 
  Damaged wheel! The vehicle’s speed is 
  reduced by 15 feet. The vehicle has 
  disadvantage on Dexterity checks and 
  saving throws until a repair is made. 
  15 (Dex) 
  13-
  16 
  Skid! The vehicle has disadvantage on all 
  Dexterity checks and saving throws for 1 
  round. 
  — 
  16-
  19 
  Armor failure! The vehicle’s AC is 
  reduced by 2 until the armor is repaired. 
  10 (Str) 
  20 
  Flip! The vehicle jerks to one side, and 
  rolls. All embarked creatures must 
  succeed on a DC 20 Dexterity 
  (Acrobatics) check or fall from the 
  vehicle. Roll any die. On an even result, 
  the war machine lands back on its 
  wheels. On an odd result, the war 
  machine lands on its back and requires a 
  successful Strength (Athletics) check 
  made as an action to be righted. The DC 
  for the check equals 15 for a Large war 
  machine, 20 for a Huge war machine, 
  and 25 for a Gargantuan war machine. 
   
  
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  Infernal War Machine Types
  Demon Grinder 
  Huge vehicle (12,000 lb.) 
  Creature Capacity 8 Medium creatures 
  Cargo Capacity 1 ton 
  Armor Class 19  
  Hit Points 200 (damage threshold 10) 
  Mishap Threshold 20 
  Speed 100 ft. 
   
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 10 (+0) 18 (+4) 
  0 
  0 
  0  
   
  Damage Immunities fire, poison, psychic 
  Condition Immunities blinded, charmed, deafened, 
  frightened, paralyzed, petrified, poisoned, stunned, 
  unconscious 
  Crushing Wheels. The Demon Grinder can move 
  through the space of any Large or smaller creature. 
  When it does, the creature must succeed on a DC 11 
  Dexterity saving throw or take 44 (4d10) bludgeoning 
  damage and be knocked prone. If the creature was 
  already prone, it takes an extra 22 (4d10) bludgeoning 
  damage. This trait can’t be used against a particular 
  creature more than once each turn. 
  Magic Weapons. The Demon Grinder’s weapon attacks 
  are magical. 
  Prone Deficiency. If the Demon Grinder rolls over and 
  falls prone, it can’t right itself and is incapacitated until 
  flipped upright. 
  Station: Helm (1 crew) 
  Cover three-quarters (+5 AC) 
  Drive and steer the Demon Grinder. 
  Station: Chomper (1 crew) 
  Cover half (+2 AC and Dexterity saving throws) 
  Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 25 (6d6 + 2) piercing damage. A target 
  reduced to 0 hit points by this damage is ground to bits 
  and spit out through pipes on both sides of the Demon 
  Grinder. Any nonmagical items the target was holding 
  or carrying are destroyed as well. 
  Station: Wrecking Ball (1 crew) 
  Cover half (+2 AC and Dexterity saving throws) 
  Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 40 (8d8 + 4) bludgeoning damage. Double 
  the damage if the target is an object or a structure. 
  Station: Harpoon Flinger (1 crew; 2 stations) 
  Cover half (+2 AC and Dexterity saving throws) 
  Ammunition: 10 harpoons per station  
  Ranged Weapon Attack: +5 to hit, range 120 ft., one 
  target. Hit: 11 (2d8) piercing damage. 
   
   
   
  
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  Devil’s Ride 
  Large vehicle (500 lb.) 
  Creature Capacity 1 Medium creature 
  Cargo Capacity 100 lb. 
  Armor Class 23 (19 while motionless) 
  Hit Points 30 (damage threshold 5) 
  Mishap Threshold 10 
  Speed 120 ft. 
   
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 18 (+4) 12 (+1) 
  0 
  0 
  0  
   
  Damage Immunities fire, poison, psychic 
  Condition Immunities blinded, charmed, deafened, 
  frightened, paralyzed, petrified, poisoned, stunned, 
  unconscious 
  Jump. If the Devil’s Ride moves at least 30 feet in a 
  straight line, it can clear a distance of up to 60 feet when 
  jumping over a chasm, ravine, or other gap. Each foot it 
  clears on the jump costs a foot of movement. 
  Prone Deficiency. If the Devil’s Ride falls prone, it can’t 
  right itself and is incapacitated until pulled upright. 
  Stunt. On its turn, the driver of the Devil’s Ride can 
  expend 10 feet of movement to perform one free vehicle 
  stunt, such as a wheelie or a burnout. Before the stunt 
  can be performed, the Devil’s Ride must move at least 10 
  feet in a straight line. If the driver succeeds on a DC 10 
  Dexterity check using the bike’s Dexterity, the stunt is 
  successful. Otherwise, the driver is unable to perform the 
  stunt and can’t attempt another stunt until the start of its 
  next turn. If the check fails by 5 or more, the Devil’s Ride 
  and all creatures riding it immediately fall prone as the 
  bike wipes out and comes to a dead stop. 
  Station: Helm (Requires 1 Crew) 
  Cover half (+2 AC and Dexterity saving throws) 
  Drive and steer the Devil’s Ride 
  Reaction 
  Juke. If the Devil’s Ride is able to move, the driver can use 
  its reaction to grant the Devil’s Ride advantage on a 
  Dexterity saving throw. 
   
   
   
   
  
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  Tormentor 
  Huge vehicle (3,000 lb.) 
  Creature Capacity 4 Medium creatures 
  Cargo Capacity 500 lb. 
  Armor Class 21 (19 while motionless) 
  Hit Points 60 (damage threshold 10) 
  Mishap Threshold 20 
  Speed 100 ft. 
   
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 14 (+2) 14 (+2) 
  0 
  0 
  0  
   
  Damage Immunities fire, poison, psychic 
  Condition Immunities blinded, charmed, deafened, 
  frightened, paralyzed, petrified, poisoned, stunned, 
  unconscious 
  Crushing Wheels. The Tormentor can move through the 
  space of any Medium or smaller creature. When it does, 
  the creature must succeed on a DC 13 Dexterity saving 
  throw or take 11 (2d10) bludgeoning damage and be 
  knocked prone. If the creature was already prone, it takes 
  an extra 11 (2d10) bludgeoning damage. This trait can’t be 
  used against a particular creature more than once each 
  turn. 
  Prone Deficiency. If the Tormentor rolls over and falls 
  prone, it can’t right itself and is incapacitated until flipped 
  upright. 
  Magic Weapons. The Tormentor’s weapon attacks are 
  magical. 
  Raking Scythes. When the Tormentor moves within 5 feet 
  of a creature that isn’t prone or another vehicle for the 
  first time on a turn, it can rake the creature or vehicle 
  with its protruding blades for 13 (2d10 + 2) slashing 
  damage. A creature moves out of the way and takes no 
  damage if it succeeds on a DC 13 Dexterity saving throw. 
  A vehicle moves out of the way and takes no damage if its 
  driver succeeds on the saving throw. 
  Station: Helm (1 crew) 
  Cover three-quarters (+5 AC) 
  Drive and steer the Tormentor. 
  Station: Harpoon Flinger (1 crew) 
  Cover half (+2 AC and Dexterity saving throws) 
  Ammunition: 10 harpoons  
  Ranged Weapon Attack: +7 to hit, range 120 ft., one 
  target. Hit: 11 (2d8 + 2) piercing damage. 
  Reactions 
  Juke. If the Tormentor is able to move, the driver can use 
  its reaction to grant the Tormentor advantage on a 
  Dexterity saving throw. 
   
   
  
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  Appendix D. Handouts 
  The following handouts are used during the adventure. Print at least one copy of each, though one copy of 
  each per player is ideal. 
  Handout 1. War Machine Rules Summary 
   
  
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  Appendix E. Magic Item and Story Award Handouts 
   
  Magic Item: Hellrider’s Badge - Klysandral’s Champion 
  Wondrous item, rare (requires attunement by someone designated by Duke Ulder Ravengard) 
  A Hellrider’s Badge is only usable by a member of the Hellriders, and thanks to your efforts during 
  Klysandral’s funeral and the subsequent escape from Avernus you have been awarded honorary 
  membership by Duke Ulder Ravengard himself. This badge marks you as a lieutenant in the Hellriders. 
   While wearing the badge, you gain a +2 bonus to AC if you aren’t using a shield. 
   If the badge is more than 5 feet away from you for more than one minute, it vanishes and harmlessly 
  reappears on a surface within 5 feet of Duke Ravengard. While holding the badge, the Duke know your 
  location, provided the two of you are on the same plane of existence and your attunement to the badge 
  hasn’t ended.  
   As an action, the Duke can touch the badge and end your attunement to it, as he has been granted this 
  power by Elturel despite not being a Hellrider himself. 
  Special 
  If you wish to take the Hellriders or Flaming Fist as your faction, you may do so. Additionally, this badge is 
  made from the bones of Klysandral himself, counts as a holy reliquary, and may be used as a holy symbol 
  of Torm if needed. 
   Despite its rarity, the Hellrider’s Badge can be equipped by anyone that has it earned it via playing 
  DDEP09-02 Hellfire Requiem. 
  Story Award: Marked by Bel 
  You agreed to make a deal with Bel or one of his minions. Your soul is now forfeit; if you die, you can only 
  be restored to life via a wish or true resurrection spell, after which you can remove this award. Similarly, 
  you regain hit dice at half the normal rate. However, Bel has granted you some special powers in exchange 
  for this self-sacrifice: 
  Bel’s Blessings 
   
  Cost 
  Benefit 
  1 Hit Die 
  Reroll a failed saving throw or an attack roll that missed its target 
  2 Hit Dice 
  You grow leathery wings and a flight speed of 20 ft. for 1 minute 
  3 Hit Dice 
  You may spend a bonus action to turn devils that are faithful to Zariel as if they were undead and you 
  were using the Channel Divinity: Turn Undead cleric class feature. This has no effect on other creatures, 
  or on devils that are devoted to an archdevil other than Zariel. You do not need to be a cleric to use this 
  ability, nor do you need to wield a holy symbol—when you perform this profane rite, Bel’s sigil 
  materializes above your head and glows with purple light. 
  5 Hit Dice 
  Bel delivers one common or uncommon permanent magic item to you. This item does not count 
  against your magic item limit, and you may use this item for one hour at which time it crumbles to dust 
  as it is reclaimed by the archdevil. 
  8 Hit Dice 
  Bel delivers one rare magic permanent magic item to you, or one uncommon consumable magic item. 
  This item does not count against your magic item limit, and you may use this item for one hour at which 
  time it crumbles to dust as it is reclaimed by the archdevil. 
  
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  Appendix F. Administrator Guide 
   
  This section provides guidance on running 
  Infernal Pursuits as a D&D Epic™ event for your 
  game day or convention. 
  Participants 
  The adventure requires the following 
  participants. 
  Four or More Groups 
  A minimum of four groups is needed. 
  • Each group requires 3-7 players. All players 
  in a group must belong to the same tier (i.e. 
  level 1-4 at tier 1 or level 5-10 at tier 2).  
  • There’s no limit to how many groups can 
  participate, though this adventure functions 
  best with 4-6 tables of each tier, as having 
  fewer will lead to missed opportunities and 
  having more may weaken the impact of the 
  narrative. 
  • At least one group must represent each tier. 
  Dungeon Masters (one per Group) 
  Each table has one Dungeon Master. Dungeon 
  Masters should read this adventure beforehand 
  and prepare all encounters listed. 
  Guest Dungeon Masters (2) 
  The guest Dungeon Master runs special quests 1 
  and 2. It’s possible that these quests may be run 
  simultaneously, so having 2 guest Dungeon 
  Masters is strongly recommended. 
  2 Administrators 
  The administrators adjudicate interactive 
  events and answers questions posed by DMs. 
  • One administrator performs the role of the 
  head DM (also referred to as Commander), 
  tallying results as the table captains report 
  them 
  • One administrator performs the role of Bel. 
  Setup 
  The following steps are important for ensuring 
  the event runs smoothly.  
  Step 1. Prepare Headquarters 
  Headquarters (or “HQ”) is an area set aside for 
  the administrative staff.  
  • The commander needs a clock or stopwatch, a 
  pen or pencil, and at least one copy of this 
  adventure.  
  • A receptacle for collecting soul coins should 
  be placed at HQ.  
  • The commander should have the order of 
  events from the end of this appendix ready.  
  Step 2. Prepare Tables 
  One table is required for each group. All tables 
  need a good view of HQ, so they can see and 
  hear the commander’s updates.  Be sure to print 
  one copy of the Orders handout in this section 
  for every table, as you’ll need to deliver this at 
  the beginning of Part 3. 
  Step 3. Muster Groups 
  During muster, players are assigned to Dungeon 
  Masters and tables. 
  Step 4. Play!  
  When play begins, the commander reads the 
  briefing aloud to the assembled players (see 
  “Order of Events”, below). 
   
   
  
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  Interactive Elements 
  As a D&D Epics™ event, Hellfire Requiem 
  features several opportunities for players to 
  interact with other tables. The administrative 
  team must be ready to coordinate these 
  interactive elements.  
  Special Quests 
  Two special quests are introduced throughout 
  the event (see “Order of Events”). When a 
  special quest is announced, the administrators 
  call for volunteers from across the assembled 
  tables. These volunteers leave their groups and 
  move to a special table where a guest DM runs 
  them through the encounter. The two quests on 
  offer are detailed under “Special Quests”, below. 
   
   
   
  Interactive Results – HQ Tracking 
   
  Table Tracking 
   
  Total # of Tables:  
  _________________ 
   
  Tables at Tier 1: 
  _________________ 
  Tables at Tier 2:  
  _________________ 
   
  Tables in Part 2a: 
  _________________ 
  Tables in Part 2b: 
  _________________ 
  Tables in Part 2c: 
  _________________ 
  Tables in Part 2d: 
  _________________ 
   
  Tables in Part 3a: 
  _________________ 
  Tables in Part 3b: 
  _________________ 
   
   
   
   
   
    
   
   
   
  Interactive Event 
  Result 
  Earned? 
  2a. Locate Renegade 
  Cult Members 
  One-half of the requirements to unlock Quest 1 
  Y   //    N 
  2a. Return the Dagger 
  Builds Gogrin’s trust in Quest 1 
  Y   //    N 
  2b. Rescue Cult 
  Prisoners 
  One-half of the requirements to unlock Quest 2 
  Y   //    N 
  2b. Recover Hellrider 
  Badges 
  Divide the number of badges returned by the number of tables and 
  hand them out with the orders in Part 3. 
  #_____ 
  2c. Secure Klysandral’s 
  Remains 
  The ghost of Klysandral approves of the characters. It can be summoned 
  once per table during part 3; if it is, it eliminates the strongest devil or 
  undead creature (CR 12 or less) present with a powerful divine smite. 
  Y   //    N 
  2d. Secure the 
  Demonwing 
  If the characters secured the Demonwing, Emirikol is free to focus on 
  protecting the mourners at the funeral. If they did not, only the the 
  Hellriders and Flaming Fist survive to see the events of Part 3. 
  Y   //    N 
  2d. Destroy Hellwasps 
  The hellwasps interfere in Part 3 unless destroyed in Part 2d. 
  Y   //    N 
  3b. Destroy Pylons 
  If at least half of the pylons are destroyed, the characters can escape 
  Avernus. Otherwise, they are stuck here at the end of the adventure. 
  Y   //    N 
  Quest 1. Dire Gears 
  If any dire gears remain, the area is stuck in Avernus—even if the 
  characters escape. 
  Y   //    N 
  Quest 2. Negotiate with 
  the Cult of the Dragon 
  If the characters secured the aid of the Cult, they summon a group of 
  abishai to assist the evacuation in Part 3. These abishai have inflicted 30 
  points of damage to each of the pylons in Part 3b. 
  Y   //    N 
  
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  Mission Tracking & Notes 
  Part 2a. Fortress Grounds 
  • Primary Mission. Locate and destroy the 
  renegade members of the Cult of the Dragon. 
  [all tables must complete] 
  • Secondary Mission. Return the dagger to 
  Gogrin. [at least 1 table must complete] 
  Part 2b. The Temple 
  • Primary Mission. Rescue the Cult of the 
  Dragon prisoners. [at least 1 table must 
  complete] 
  • Secondary Mission. Recover as many 
  Hellrider badges as possible. [record the 
  number recovered; these are handed out in 
  Part 3] 
  Part 2c. The Catacombs 
  • Primary Mission. Protect Klysandral’s body. 
  [at least half of all tables must complete] 
  Part 2d. The Caverns 
  • Primary Mission. Secure passage to the 
  Demonwing. [at least 1 table must complete] 
  • Secondary Mission. Destroy the hellwasp 
  nest. [all tables must complete] 
  Part 3a. Precious Cargo 
  • Primary Mission. None 
  Part 3b. Crowd Control 
  • Primary Mission. Destroy at least one pylon. 
  [there are as many pylons as there are tables; 
  at least half of the pylons must be destroyed] 
  Special Quest 1. Dire Gears 
  • Primary Mission. Destroy all four dire gears 
  [all four must be destroyed by a single table] 
  Special Quest 2. Negotiate with the 
  Cult of the Dragon 
  • Primary Mission. Identify the traitor to the 
  Cult of the Dragon [the traitor must be 
  surrendered to the Cult to complete this] 
   
   
   
   
   
   
   
   
  
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  Handout. Orders for Part 3 (delivered by Commander)  
   
   
   
  Your group has been assigned to (circle one): 
   
   
  Part 3a. Precious Cargo 
   
   
  Part 3b. Crowd Control 
   
   
  Treasure 
  Be sure to give the potions to the characters! 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Interactive Event 
  Result 
  Earned? 
  2b. Recover Hellrider 
  Badges 
  Duke Ulder Ravengard deputizes those that receive these Hellrider 
  Badges. 
  #_____ 
  2c. Secure Klysandral’s 
  Remains 
  The ghost of Klysandral approves of the characters. It can be summoned 
  once per table during part 3; if it is, it eliminates the strongest fiend or 
  undead creature (CR 12 or less) present with a powerful divine smite. 
  Y   //    N 
  2d. Destroy Hellwasps 
  The hellwasps interfere in Part 3 unless destroyed in Part 2d. 
  Y   //    N 
  Quest 2. Negotiate with 
  the Cult of the Dragon 
  If the characters secured the aid of the Cult, they summon a group of 
  abishai to assist the evacuation in Part 3. These abishai have inflicted 30 
  points of damage to each of the pylons in Part 3b. 
  Y   //    N 
  
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  Part 1. 60 minutes 
  Interlude. 5 minutes 
  Part 2. 120 minutes 
  Part 3. 45 minutes 
  
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  Quest 1: Dire Gears 
  Occurs During: part 2 
  The area outside the cathedral is teeming with 
  devils—you will need to destroy them and their 
  infernal chains if you wish to escape! 
   Prerequisite. There is no prerequisite for this 
  quest. It can be run any time during part 2. 
  Crossing the Battlefield 
  Once the characters decide to embark upon this 
  quest, Duke Ulder Ravengard calls for them: 
  “What you are about to do is immensely 
  dangerous. I need to stay with my people, but 
  please, I beg you, take this for good measure.” 
   He smiles sadly and continues, “I will keep this 
  half of the sending stone. If anything—anything—
  goes wrong, we need to know about it. Now go: 
  destroy those vile things!”  
  The land surrounding the fortress is a strange 
  mix of Faerun and Avernus—not entirely one or 
  the other, but a dangerous mix of the two. 
  Strange rubble has burst through the ground; 
  some of this is composed of broken stones and 
  useless chunks of armor or carriages, but several 
  infernal war machines can be salvaged. 
   Treasure. The satchel holds a number of 
  clanking vials. There are four vials of holy water 
  and three potions (tier 1: potions of healing; tier 
  2: potions of greater healing). It also holds a 
  single sending stone, as the Duke retains the 
  other half. 
   No Metal, Only Flesh. Duke Ravengard can 
  ensure that battle-trained warhorses are 
  available if the characters prefer to not use the 
  infernal war machines. If the characters choose 
  to use the horses, they are affected by Hellrider’s 
  blessing; this customized bless spell lasts for the 
  duration of this quest or until the characters call 
  for help—whichever happens first. 
   Salvage the Machines. Three Devil’s Ride 
  infernal war machines can be unearthed from 
  the rubble. They have each suffered a mishap 
  (see the Mishaps table and Repair sections of 
  Appendix C). These machines must be repaired 
  before they can be used. They each have enough 
  fuel (lingering energy from an already-inserted 
  soul coin) remaining to power the machine for 
  three hours. 
   Getting to the Dire Gears. If the characters do 
  not have access to the infernal war machines or 
  if these machines are non-functional, they have 
  one random encounter before arriving at each 
  dire gear location. If they have the infernal war 
  machines, they can bypass the encounter—but 
  be sure to narrate what they see!  
  Avernus Battlefield Encounters 
  d4 
  Encounter 
  1  
  Tier 1: 1 hellwasp 
  Tier 2: 1 bearded devil and 1 merregon 
  2  
  Tier 1: 1 merregon 
  Tier 2: 2 or 3 erinyes 
  3  
  Tier 1: 5 nupperibos 
  Tier 2: 1 or 2 chain devils 
  4 
  Tier 1: 1 or 2 bearded devils 
  Tier 2: 3 hellwasps 
   
  Breaking the Chains 
  Infernal chains wind through terrible gears to 
  bind the interior of the hellcyst to the grounds 
  around the temple. If unbroken, these chains will 
  drag everything permanently into Avernus. 
  A massive, clanking chain rises from what looks like 
  a scab-covered conch shell, rising far into the air 
  and anchoring itself in the wall of the hellcyst. 
  Every few moments, one of the links grinds back 
  into the shell and you can feel the entire area being 
  dragged down into Avernus.  
  To complete this quest, the characters must 
  destroy the chain and gear at their location. If 
  
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  82 
  they finish early, they may move on to another 
  chain (see Traveling Between Anchors, below) 
  or into the levels below the temple. 
  Setup 
  Four massive, foul dire gears have taken root in 
  the ground. From them extend infernal chains 
  through the interior of the hellcyst and deep 
  underground, piercing reality itself and dragging 
  the area to Avernus. 
  Creatures/NPCs 
  Each chain location includes the following 
  features: 
  • Chain devils (Tier 1: one / Tier 2: three) 
  • One chain devil overseer (both tiers: one 
  chain devil, but increase its hit points to 100 
  and AC to 18) 
  • One dire gear with infernal chain 
   Infernal Chain. An infernal chain is an 
  extension of Avernus itself. They have an AC of 
  14, 100 hit points, and only take damage from 
  magical weapons or spells or magical effects that 
  use force damage, and are immune to all 
  conditions. However, a single application of holy 
  water or a bless makes them brittle and removes 
  the chain’s damage resistance to non-magical 
  weapons; once so-affected, a single point of 
  damage will shatter the chain. 
   Dire Gear. A dire gear is a piece of fiendish 
  machinery, cursed to function until all of its 
  bonded chain devils (see Creatures/NPCs) have 
  been destroyed. If there is no infernal chain 
  attached to the dire gear, a new chain is 
  spontaneously generated in 1d10 minutes 
  (maximum of one per hour) and a new crew of 
  bonded chain devils is summoned from Avernus. 
  A dire gear can’t be destroyed until all of its 
  bonded chain devils have been destroyed. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene, 
  according to your group. 
  • Very Weak or Weak: Remove one chain devil and add 
  two imps. 
  • Strong: Add one chain devil. 
  • Very Strong: As Strong, and add either one complex 
  trap (Xanathar’s Guide to Everything) or grant the 
  chain devils the pack tactics trait (the chain devil has 
  advantage on an attack roll against a creature if at 
  least one of the chain devil’s allies is within 5 feet of 
  the creature and isn’t incapacitated). 
  A Plethora of Chains 
  Chain devils have the ability to animate chains of any 
  length. It can be safely assumed that there are plenty of 
  pieces of scrap chain in the vicinity, but be careful to 
  overwhelm the characters—they should be challenged 
  here, not disheartened. Even so, these chains could 
  certainly be used to deter flying creatures with ease! 
  Traveling Between Dire Gears 
  If there is time, the characters are free to assault 
  another dire gear. Traveling across the 
  battlefield is not without its hazards, though—
  devils, hazards, and villains alike may challenge 
  the characters. See the Avernus Battlefield 
  Encounters table earlier in this Quest for 
  details. 
   Fading Chances of Success. If it looks like the 
  characters may not successfully destroy the dire 
  gears, remind them that they can report back to 
  the Duke through the sending stone and beg for 
  another team to address the remaining gears. 
  This may only happen once. 
  Treasure  
  The first chain devil overseer that the characters 
  defeat carries a number of soul coins equal to the 
  number of characters present. Each chain devil 
  overseer after this carries a single soul coin and 
  one item that you chose from the following list: 
  •  (tier 1 or 2) potion of greater healing 
  •  (tier 2) spell scroll of blight (DC 15) 
  Completing Objectives 
  The characters must destroy four dire gears in 
  order to succeed on this Quest. If they called for 
  the Duke’s aid, his Hellriders destroy one of the 
  dire gears but they all die in the process. 
   
  
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  83 
  Quest 2: Negotiating with the Cult of the Dragon 
  Occurs During: part 2 
  Once the Cult of the Dragon survivors have been 
  rescued and the fiendish dagger has been 
  recovered, they may be more open about why 
  they chose to attend Klysandral’s funeral. 
   Prerequisite. This quest can be run any time 
  during part 2, but only after the Commander 
  announces that the dagger has been recovered. 
  Characters of either tier can partake in this 
  Quest. 
  Bound by Failure 
  The Cult of the Dragon strongly desires to bring 
  Tiamat into the world, but recent defeats have 
  taught them that this plan is not yet ready to be 
  executed. They have been busying themselves 
  with shoring up their power and re-amassing 
  their hoards.  
   Unfortunately, the Red Wizards of Thay are 
  keenly aware of this and have been taking steps 
  to prevent the Cult from coming back into 
  power. During this Quest, the characters will 
  have an opportunity to learn what the Cult 
  wants—and who here at the funeral is 
  undermining not only them, but is responsible 
  for sending the entire congregation to Avernus! 
  My Notes 
  • Gogrin Hagger is seeking a traitor to the Cult and 
  believes that one of the 3 rescued people may be 
  one of them 
  • Visarya Sijella believes that Gogrin is the traitor 
  • Emin, Luzia, and Paven are junior cultists but are 
  quite dedicated to the cause. 
   
  Ultimately, Visarya is revealed as a member of the Red 
  Wizards of Thay, and responsible for brokering the 
  messages and ritual castings needed to bring this place 
  to Avernus. 
  • Visarya can be sacrificed to Krull for a bonus 
  Introduction 
  Discuss with the Commander which Cultists are 
  still alive, and edit the following as needed:  
  Gogrin, the dour dwarven warpriest and member 
  of the Cult of the Dragon, has a broken smile 
  splayed across his face as he addresses you.  
   “You’ve recovered my children, and I thank you 
  for that. However, I’m certain that one among 
  them is not what they seem—they would tear 
  apart the Cult from the inside. Who, though?” 
   As the assembled people shuffle uneasily, 
  Visarya Sijella steps forward and scowls at Gogrin.  
   “Truly, one of us is casting stones. Aim carefully, 
  friend.” 
  To complete this quest, the characters must 
  determine which of the five members of the 
  Cult of the Dragon is not what they appear to 
  be. Creative use of spells and effects like zone of 
  truth may bring this Quest to a quick end, which 
  is absolutely fine—if this happens, feel free to 
  extend the roleplay opportunity here or bring 
  the characters back into the adventure’s main 
  action. 
  Setup 
  The five members of the Cult of the Dragon are 
  extremely uneasy. The three prisoners from the 
  Temple (Emin, Luzia, and Paven) are being 
  accused of being traitors by senior cultist 
  Gogrin—who is in turn being accused by 
  Visarya. 
  Creatures/NPCs 
  The five cultists are summarized as-follows: 
  • Emin Caulflame. Emin is a new recruit for the 
  Cult of the Dragon and hails from Baldur’s 
  Gate. He’s heard tales of dragons all his life 
  and chose to forego his family’s treasures in 
  favor of seeking a draconic hoard and a life of 
  
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  servitude. He is smitten with Luzia and will 
  follow her anywhere. He swears that he’s a 
  Cult member, but a DC 10 Wisdom (Insight) 
  check confirms that to be a half-truth.  
  • Luzia Dellenthar. Luzia is a bitter woman 
  from Baldur’s Gate. She grew up on the 
  streets and was briefly involved with Thalan 
  when he first arrived in the city. He joined the 
  Flaming Fist while she joined the Cult of the 
  Dragon because of the tales that Paven shared 
  with her. Despite her outer manners, she is a 
  fierce defender of her friends. However, she 
  doesn’t trust Visarya as she’s never met her 
  before. She does trust Paven, though, despite 
  only knowing him a few weeks. A DC 10 
  Wisdom (Insight) check confirms her tales. 
  • Paven Grandellak. Paven is a silver-tongued 
  conniver, and a warlock in training, devoted 
  to Tiamat. He “recruited” Luzia when he was 
  in Baldur’s Gate a few weeks ago by telling 
  her that she would be welcome to accompany 
  him on his journey to join the Cult of the 
  Dragon. He staunchly believes that all races 
  are “lesser” when compared to dragons. A DC 
  14 Wisdom (Insight) check confirms his 
  stories. 
  • Gogrin Hagger. Gogrin has no time for lies or 
  trickery, and prefers instead to use blunt 
  truth in his speech. He is unaware of Visarya 
  and claims that she can’t be trusted, and that 
  Emin, Luzia, and Paven are innocent 
  bystanders, merely pursuing their faith. He 
  adds that they haven’t been fully inducted and 
  are really just “children playing at war”. A DC 
  10 Wisdom (Insight) check confirms this. 
  • Visarya Sijella. Visarya claims to be the lead 
  recruiter for the Cult of the Dragon in this 
  region. She has spent her life in servitude to 
  anancient black dragon (“I dare not invoke his 
  name; as my patron, his might would dwarf 
  the challenges we already face”). She has 
  advantage on Charisma-based checks due to 
  her deals with Asmodeus, and fidgets with an 
  ornate dagger later in the conversation. This 
  dagger is an exact match to the one that the 
  characters found in Part 2a, and if Gogrin sees 
  it, he flies into a rage, flinging accusations and 
  insults. A DC 16 Wisdom (Insight) check can 
  confirm that she isn’t telling the truth, and if 
  appropriately threatened will admit to 
  recruiting junior Red Wizards of Thay to cast 
  the ritual that shifted the entire region to 
  Avernus. She does not care if she lives or dies, 
  as her plot is already in motion. When 
  frustrated, she mutters “Tam’s will!” 
  • Thalan. If Thalan is alive, he wastes no time 
  begging for his life once Visarya begins 
  speaking. He rolls up his sleeve and shows the 
  sigil of Asmodeus, and he accuses her of being 
  the archdevil’s agent. 
   
  Interactive Opportunity 
  If your event has additional support personnel or a 
  focus on costumes and immersive roleplaying, you may 
  wish to consider having each of these NPCs played by a 
  dedicated person. This will more appropriately 
  communicate the tense stand-off that has developed 
  here and will become a very memorable scene for your 
  players!   
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene, 
  according to your group. 
  • The Players Don’t Like to Roleplay: Be ready to 
  suggest that they use their skills to bolster their 
  roleplaying abilities. 
  • Red Wizards: If one or more of the characters are 
  affiliated in some way with the Red Wizards of Thay, 
  they may already know that Visarya is one of their 
  agents.  
  • Kill ‘em All! Some characters are simply going to 
  demand the elimination of all of the Cultists. The 
  Hellriders here aren’t necessarily opposed, but Duke 
  Ravengard is the person in charge here and forbids 
  such a sweeping action, instead demanding that 
  “this mess get sorted out and quickly”. 
   
   
  
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  85 
  Hard Decision: What to do with 
  Thalan and Visarya? 
  Once Visarya is revealed as an agent of the Red 
  Wizards of Thay, the characters must determine 
  what to do with her. Some options include: 
  • Surrender her to the Hellriders 
  • Surrender her to the Cult of the Dragon 
  • The characters could execute her 
  • Any other reasonable solution 
  Rewards 
  The Cultists have little to give, but if Visarya 
  was given to the Cult of the Dragon, the Cult 
  offers their full support in Part 3. 
  Completing Objectives 
  Regardless of whomever the characters 
  determine is the traitor to the Cult of the 
  Dragon, the Quest ends when the decision is 
  made. Send the Table Captain to the 
  Commander and report in with the group’s 
  decision! 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S09 - Descent - Inglorious Redemption/DDEP09-02 - Hellfire-Requiem-v1.1.pdf