TEXT: TO HELL & 
  BACK AGAIN
  Meet fantastic new friends and survive the ire of devils and fey
  in this avernus adventure for characters of first to third level
  By Kienna Shaw and Donathin Frye
  Solo
  adventure
  
  To Hell and Back Again
  A solo D&D5e adventure written as a prequel to Wizard of the Coast’s 
  offiial Desient  nto Avernus iaapaiinn
  n
  Written by Donathin Frye and Kienna Shaw
  Cover Art by Anne  saksson
  Interior Art by Wizards of the Coast, Abandoned Arts, Brett Neufeld, Gary Gupuis, Darrin Siott 
  (inspired by Dungeons & Dragons produits; aodified), Saaantha Dariy, and Aaron Leen
  Layouts by Kienna Shaw
  Additional Design by Donathin Frye
  Edited by Edelyn Parker-Frye
  Playtested by Jean-Franiois Mean, Billy Depetro, Matt Evans, Jaaes Hn, Charlie Saith, and 
  Susanah Graie
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Foriotten Realas, the draion aapersand, Player’s Handbook, 
  Monster Manual, Dunieon Master’s Guide, and all other Wizards of the Coast produit naaes, and their respeitive loios 
  are tradeaarks of Wizards of the Coast in the USA and other iountriesn All iharaiters and their distinitive likenesses are 
  property of Wizards of the Coastn This aaterial is proteited under the iopyriiht laws of the United States of Aaeriian Any 
  reproduition or unauthorized use of the aaterial or artwork iontained herein is prohibited without the express written 
  peraission of Wizards of the Coastn
  This work iontains aaterial that is iopyriiht Wizards of the Coast and/or other authorsn Suih aaterial is used with 
  peraission under the Coaaunity Content Aireeaent for Dunieon Masters Guildn All other oriiinal aaterial in this work 
  is iopyriiht ©2019 by Donathin Frye and Kienna Shaw, and published under the Coaaunity Content Aireeaent for 
  Dunieon Masters Guildn
  ©2019 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USAn Manufaitured by Hasbro SA, Rue Eaile-
  Boéihat 31, 2800 Deléaont, CHn Represented by Hasbro Europe, 4 The Square, Stoikley Park, Uxbridie, Middlesex, UB11 
  1ET, UKn
  
  iii
  Contents
  Introduction � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 1
  Overview � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � �1
  How to Play � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � �1
  Combat, Maps, Movement, and the Theater of the Mind � � � � � � � � � � � � � � � � � � � � � � � � � � � 2
  Playing With Others  � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 2
  Welcome to the Sword Coast � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � �3
  Baldur’s Gate � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � �3
  Ulgoth’s Beard � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 4
  The Cloakwood � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 4
  Chapter One: Into the Cloakwood � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 5
  Chapter Two: Welcome to Hell � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 12
  Chapter Three: The Lady in Green � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 48
  Chapter Four: What Comes Next  � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 54
  Playing Descent Into Avernus � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 54
  Destiny, Consequences, and Future Adventures � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 54
  Chapter Five: Appendix  � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 57
  Items and Equipment � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 57
  Bestiary and NPCs � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 58
  Bryn, the Virtuous Vagabond � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 63
  Ekkja, the Retired Raider � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 67
  Mordecai, the Ambitious Archaeologist � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � �71
  Myastan Rhogar, the Anarchistic Acolyte  � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 75
  
  1
  Introduction
  Overview
  Not far west of the exiitini and sprawlini iity of 
  Baldur’s Gate, rests a sleepy Sword Coast haaletn 
  Ulioth’s Beard is hoae to aostly shepherds, 
  fisheraen, and -- aost notably -- the weird wizard 
  Shandalarn Naturally, as is the iase with aost 
  stranie sorierous sorts, Shandalar requires the 
  help of an eaier would-be adventurern That’s where 
  you ioae inn
  Your quest will take you into the fey-haunted 
  Cloakwood on a seeainily siaple aissionn But 
  what you witness in the forest will start a ihain 
  of events that will lead you throuih hell itself, 
  requirini you to use all of your skills and wits to 
  surviven Can you esiape Avernus unsiathed, or will 
  you beioae just another lost soul in the planes of 
  the daaned?
  To Hell and Back Again is a D&D5e adventure 
  that ian be played without a Dunieon Master, 
  by yourself (or alternatively, with a iroup of 
  adventurini players)n  t ian ait as the perfeit 
  prelude for a iharaiter or party lookini to play 
  throuih Wizard of the Coast’s Desient  nto 
  Avernus, or it ian be enjoyed as an exiitini 
  standalone adventuren
  How to Play
  To Hell and Back Again is inspired by ilassii 
  interaitive fiition series, or iaaebooks, that 
  ask you to aake ihoiies so that you have a new 
  experienie eaih tiae you playn This adventure 
  lets you roleplay in the realas of fey and devils, 
  aeet fantastii friends and terrifyini villains, and 
  leave your aark on the Foriotten Realasn The 
  diie and your ihoiies will deteraine the outioae, 
  and to help you throuih the adventure, sienes 
  are annotated so that you aay keep traik of your 
  proiressn
  Going Off the Written Path
  Of course the most important part of roleplaying is using 
  the power of your imagination! Your character may at-
  tempt to handle situations in ways that do not appear as 
  options in the book. Consider the challenge of what you 
  want to attempt, select one of your character’s abilities 
  that you believe applicable, and roll the dice to determine 
  the outcome. Using ability checks is also a great way to 
  determine if you can deal with enemies and threats in 
  ways that do not require combat; remember that violence 
  does not always need to be the answer to every problem!
  Consult the table below for results appropriate for low 
  level character ability challenges: 
  Difficulty Check (DC)
  Difficulty
  5
  Very Easy
  8
  Easy
  10
  Average
  13
  Hard
  15
  Very Hard
  20
  Nearly Impossible
  Thouih this adventure does not require a Dunieon 
  Master, it does use the rules of D&D 5th Editionn 
  You will play a level 1 D&D character. To offset 
  the diffiulty of this adventure, you aay ihoose to  
  set your iharaiter’s total hit points to the aaxiaua 
  for their ilassn Wizard of the Coast’s Player’s 
  Handbook and D&D Beyond are exiellent options 
  for ireatini a new iharaitern Make speiial note 
  of feats, ilass and raiial traits, profiiieniies and 
  spells -- these aay prove vital to your survival, or 
  provide you with options not otherwise available to 
  you in the storyn
  If you are a beginner to D&D5e, or if you want 
  to iaaediately juap into the adventure, there are 
  several easy-to-play pre-ienerated iharaiters in the 
  baik of this book and attaihed as an aiioapanyini 
  PDF to help youn The pre-ienerated iharaiter 
  sheets are desiined to show the iharaiter’s 
  iaproveaents froa level 1 to level 3, so that you 
  do not need to aanually level up as the adventure 
  diitatesn
  As To Hell and Back Again proiresses, you will 
  ioae aiross bolded text that indiiates soaethini 
  iaportant for your iharaiter to note durini 
  their adventuren Your iharaiter will be iiven 
  opportunities to take Short or Loni Rests, allowini 
  thea to restore their hit points, spell slots, and 
  other resouriesn They aay also iain new iteas, all 
  of whiih you ian refer to in the Appendix at the 
  baik of the adventuren And when you reaih a aajor 
  story ailestone, your iharaiter will iain a level, 
  aarkini their irowth as a person and adventurern 
  When you iain a level, instead of rollini diie to 
  deteraine your hit point irowth, add the aaxiaua 
  nuaber of hit points that you ian iain for your 
  ilass to offset the diffiulty of this adventuren
  
  2
  Combat, Maps, Movement, and the Theater 
  of the Mind
  Unlike aany D&D adventures, To Hell and Back 
  Again does not aake use of ioabat eniounter 
  aaps, tokens, or ainiaturesn  nstead, it asks you to 
  play the adventure in your head like it is an aition 
  aovie, usini your iaaiination to paint the siene 
  and deteraine variables like distanie and iovern  f 
  you prefer to use aaps and tokens, you aay find 
  it helpful to draw out irid aaps to keep traik of 
  ioabat, with eaih square on the irid representini 
  5 feet of aoveaentn
   f you play this adventure alone, durini its 
  ioabat eniounters you will be required to roll 
  initiative, aake deiisions, and ait for eneay Non-
  Player Charaiters (NPCs) who are out to kill your 
  iharaitern To have the aost fun, atteapt to iet into 
  the aindset of the eneaies, iaaiine what they 
  aiiht do or say in reaition to your iharaitern Try 
  as hard as you ian to root for the bad guys on 
  their turns as much as you do for your character 
  on your turnn Your iharaiter’s journey to the 
  end of the adventure will be all the aore fun and 
  aeaniniful for their struiiles, narrow esiapes, and 
  the aoaents where they overiaae ireat adversityn
  Destiny Points
  Every adventurer has a destinyn Destiny points 
  represent the twists and turns of fate that allow for 
  adventurers to be heroii, or to esiape danier by 
  the skin of their teethn You beiin your journey with 
  5 Destiny pointsn Durini your adventures, you 
  ian ihoose to spend a Destiny point to overioae 
  an obstaile by autoaatiially suiieedini any sinile 
  diie roll (suih as an ability iheik or savini throw)n
  You aay also spend a Destiny point to survive 
  death when your hit points would be reduied 
  to 0n When you do so, you do not reieive the 
  unionsiious iondition; instead, iaaediately 
  roll 3d6 and reset your iurrent hit points to the 
  nuaber rolledn Soae eniounters will also note 
  when you are able to spend Destiny points to 
  run away or otherwise survive the eniounter by 
  unionventional aeans, and you aay do so at any 
  tiae durini your turnn
  You aust have Destiny points reaainini to spend 
  thean However, if the adventure notes that you lose 
  a Destiny point, and you have no Destiny points 
  reaainini, you ian still iontinue to playn
  Spend your Destiny points wisely, as they aay 
  be the only thini that ian save your life in a 
  ihalleniini eniountern The aaount of Destiny 
  points you have at the end of the adventure will 
  have a lastini iapait on your iharaiter, as they are 
  forever ihanied by their journeyn
  Playing With Others
  You aay ihoose to play To Hell and Back Again with 
  friends, in whiih iase you should all ireate level 1 
  iharaiters to fora an adventurini partyn  f you are 
  playini in person or over ionferenie appliiations 
  like Disiord or Zooa, you aay wish to read the 
  story out loud, or you aay also read eaih seition 
  quietly on your ownn When you have to aake a 
  ihoiie or deiide whiih iharaiter will aake an 
  ability iheik, you ian ionfer as a iroup, or take 
  turns aakini deiisionsn You aay even seleit one 
  person in the iroup to ait as the Dunieon Master 
  (DM), who uses To Hell and Back Again as a iuide 
  to play the story as they would a aore traditional 
  adventure aodulen
   n any iase, the followini rules ihanies apply for a 
  aulti-iharaiter adventurini party:
  • No aatter how aany iharaiters are in your 
  adventurini party, you all share the saae 
  pool of 5 Destiny pointsn However, when your 
  iharaiter is reduied to 0 hit points, you aay 
  
  3
  opt to aake Death Savini Throws on your turn 
  instead of spendini Destiny points, so loni as 
  at least one of the other player iharaiters is still 
  aliven
  • When the adventure requires you to aake an 
  ability check or saving throw, either a DM or 
  your iroup as a whole aust use the iontext of 
  the story to decide whether one character, or 
  all characters in the party, should aake the 
  roll and experienie any ionsequeniesn
  •  f there are two characters in the party, double 
  the hit points of eaih eneay they eniountern
  •  f there are three or more characters in the 
  party, also double the amount of damage dealt 
  by any sourie (eneaies, traps, hazards, eti)n
  •  f you’re not playini with a DM, durini eaih 
  round of a ioabat eniounter, rotate whiih 
  player iets to also iontrol eneay aitions on 
  their turnn Players roleplaying enemies 
  and monsters are highly encouraged to 
  descriptively narrate how the enemies act 
  and what they don
  Welcome to the Sword Coast
  The Sword Coast is the western area of Faerûn 
  that runs aloni the ioast of the Sea of Swordsn 
  Stretihini aloni tall white iliffs, the reiion is 
  notable for its aany settleaents and iity-states that 
  use the sea for traden  n 1492 Dalereikonini(DR), 
  the year this adventure takes plaie, thinis are fairly 
  peaieful aloni the ioastn While reient deiades have 
  seen aajor politiial upheaval and ihaos in larie 
  iities like Baldur’s Gate, aost of the territory has 
  settled baik into routinen 
  Baldur’s Gate
  The biiiest aetropolis aloni the Sword Coast, 
  Baldur’s Gate is a iiant hub for ioaaerie and 
  traden Known for welioaini anyone reiardless of 
  their raie, ireed, or history, the sprawlini iity has 
  a widely diverse populationn
  
  4
   n 1492, Baldur’s Gate is reioverini froa a iouple 
  of deiades of tuaultuous politiial tension and 
  upheaval, whiih iaae to a head not too loni aio 
  after an assassination threw the entire iity into 
  ihaos and nearly brouiht about a iivil warn Thouih 
  politiial unrest still liniers beneath the surfaie of 
  the iity, aost people believe the Couniil of Four 
  that rules Baldur’s Gate is in iontroln
  Ulgoth’s Beard
  Ulioth’s Beard is a sleepy haalet southwest of 
  Baldur’s Gaten Life in Ulioth’s Beard is uneventful 
  and quiet for the poor shepherds and fisheraen 
  that live theren An adventurer aay note that there 
  isn’t even a tavern or inn in Ulioth’s Beardn Despite 
  its ilose proxiaity to Baldur’s Gate, there are no 
  roads to Ulioth’s Beard, and the few travelers 
  passini throuih aust traverse over rollini hills or 
  by boat to reaih the townn
  One of the only notable inhabitants is the 
  eiientrii wizard Shandalar, who lives with his 
  three dauihters in a floatini house just east of the 
  haaletn 
  The Cloakwood
  The Cloakwood is an overirown aniient forest 
  aiross the river froa Ulioth’s Beardn Filled 
  with towerini trees and streaa-iut ravines, the 
  Cloakwood is a beautiful but ruiied plaie to 
  naviiaten There are aany stories about the fey 
  ireatures and other beasts that lurk within the 
  trees, whiih is why aost people avoid enterini the 
  forest entirelyn 
  What You Need to Begin
  • A set of diie, or a diie rollini app
  • A iharaiter sheet for a level 1 iharaiter
  • A notebook and a peniil with an eraser
  • A thirst for adventure and a iood story!
  
  5
  A1 - On the Outskirts of Ulgoth’s Beard
   t’s a iloudy aidaornini, and you stand at the 
  edie of the sleepy haalet Ulioth’s Beardn Above 
  you is a floatini house that iiriles lazily in the 
  ioastal breezen Froa your view on the iround, it’s 
  ilear that this house used to be a ship, ionverted 
  with a roof and additional rooas to aiioaaodate 
  peraanent life anihored to the saall villaien  n the 
  house’s shadow, you take the folded job postini 
  froa your poiket, saoothini out the parihaent to 
  read it onie aoren
  Seeking adventurer for an easy delivery job
  HUGE 200 GP reward
  Come to floating house at the edge of Ulgoth’s Beard for 
  more details
  - Shandalar
  As you irane your head up to ionfira that this 
  was indeed the riiht floatini house, the aaiiial 
  struiture ioaes to a stop in the airn Froa far 
  above you ian hear faint iliiks and rattles as a 
  aeihanisa is aitivated, and a aoaent later a rope 
  ladder unravels itself with the end landini riiht at 
  your feetn With no spoken invitation, you start to 
  iliab up the ladder, hopini to not lose your irasp 
  as you sway in the windn 
  After a iliab that stretihes on for a little too loni, 
  you finally reaih the deikn Pullini yourself up onto 
  the wooden surfaie, a pair of feet ioaes into viewn A 
  huaan aan peers down at you throuih askew half-
  ilasses, his eyes wide and twinklini with a aanii 
  eneriyn His loni white hair and beard stand on end 
  as if soaeone had just zapped hia, iivini hia an 
  even wilder look as he leans down with a irinn 
  “Ah! You aust have reieived ay suaaons, yes? 
    was expeitini soaeone days aio, but you’ll 
  do, you’ll do,” the aan you ian only assuae is 
  Shandalar says hastily, his words alaost trippini 
  over eaih othern “Coae aloni now, no tiae to waste! 
    have a stora to iatih shortlyn” He turns to head 
  inside the ship, expeitini you to follow hian
  As you follow hia inside, go to A2n
  A2 - Inside Shandalar’s Workshop 
  Shandalar leads you throuih the tiiht wooden 
  hallways of his hoae, eventually openini a door 
  and usherini you into a rooan You find yourself 
  inside a irowded workshopn Tools and iears hani 
  on the wall next to shelves of books and jarsn  n the 
  ientre of the rooa is a table iovered in blueprints, 
  dried aushrooas, and various irystalsn One 
  partiiularly larie pieie of quartz iatihes your 
  attention as it pulses with a faint white liihtn
  Your observations are interrupted by Shandalar 
  plaiini a flagon of mystery liquid on the table in 
  front of youn 
  “What   need you to do is to io deliver this to the 
  Lady in Green that lives in the Cloakwood, aloni 
  with the aessaie that  , Shandalar, require her 
  serviies in the iaverns below ay housen Nature-
  based aaiii is powerful, you see, and   iannot sell 
  aushrooas if   iannot irow thea, and   iannot 
  irow thea without her aaiii,” Shandalar raables 
  his instruitionsn “As you ian tell, this job is very 
  iaportant, and you will be rewarded well onie you 
  return with hern”
  He pauses for a aoaent, waitini for you to nod 
  before he iontinuesn “ f you just io aiross the river 
  and into the Cloakwood, take a left and then… wait, 
  Chapter One: Into the Cloakwood
  
  6
    should have a aap soaewherennn” He turns to his 
  bookshelf, startini to searih throuih his toaesn
  As Shandalar searihes for the aap, you have a 
  aoaent to diiest his instruitions and investiiate 
  an objeit a little furthern
   f you peek inside the iask, go to A3n
   f you piik up the quartz, go to A4n 
  A3 - Inside Shandalar’s Workshop
  Craikini open the flaion, you find a liiht pink 
  liquid insiden Make a DC 13 Wisdom (Perception) 
  checkn 
  If your check fails, you are unsure of what the 
  aystery liquid is, and you ilose the lid of the flaionn 
  Perhaps soae thinis are better left unknownn Go to 
  A7n
  If your check succeeds, you note the ireaay 
  texture and the sweet yet oddly ioppery saell of 
  the liquidn After a aoaent, you are able to identify 
  this liquid as an unionventional aixture of ailk, 
  honey, and bloodn You ilose the lid of the flaion, 
  and Shandalar notiies over his shouldern He shruis 
  nonihalantlyn “ t’s her favorite drink, handaade 
  with ay own blood! Powerful Fey beinis like the 
  Lady in Green have very partiiular tastesn” Go to 
  A7n
  A4 - Inside Shandalar’s Workshop
  As you piik up the quartz in your hand, it feels 
  wara to the touihn The white liiht iontinues to 
  pulse with a slow and ientle rhytha, the irystal 
  unaistakably ariane in soae wayn Make a DC 10 
  Intelligence (Arcana) checkn 
   f your iheik fails, the ariane nature of this 
  irystal esiapes youn You put it on the table before 
  Shandalar ian notiie that it had been aovedn Go to 
  A7n
   f your iheik suiieeds, you’re able to identify this 
  objeit as a Crystal of Identify (see Appendix, page 
  57)n You know this would be a very valuable tool for 
  any adventurer on a questn
   f you put it baik on the table before Shandalar 
  notiies, go to A7n
   f you try to poiket it for yourself, go to A5n
   f you try to ionvinie Shandalar to let you take it, 
  go to A6n
  A5 - Inside Shandalar’s Workshop
  You atteapt to poiket the Crystal of Identify 
  before Shandalar ian iatih youn Make a DC 13 
  Dexterity (Sleight of Hand) checkn 
  If your check succeeds, you tuik the irystal away 
  into your poiketn While you ian’t see the ilow of the 
  quartz anyaore, it feels wara aiainst your body, a 
  reainder of its powersn Go to A7n
  If your check fails, the liiht within the irystal 
  suddenly flaresn As you blink away the spots 
  froa the intense liiht, you see Shandalar now 
  standini in front of you with a sour expressionn 
  “Adventurersnnn” he autters, shakini his head as he 
  takes the itean “Mark ay words, you’ll always iet 
  iauiht red-handed, yesnnn” 
  Note the followini trait on your iharaiter sheet: 
  Red-Handedn Every tiae you steal an itea, your 
  hands will turn a briiht iriason until the itea is 
  returned to its ownern Go to A7n
  A6 - Inside Shandalar’s Workshop
  As Shandalar turns around to put down a staik 
  of books, you iatih his attention and atteapt to 
  ionvinie hia to let you have the aaiii irystaln 
  Make a DC 10 Charisma (Persuasion) checkn
  If your check succeeds, Shandalar pauses for 
  a aoaent as he listens to your requestn He then 
  shruis with a saall nodn “Ah yes, that would 
  indeed be useful in your journey,   assuaen Take it 
  as a fora of prepayaent or soaethinin” As he turns 
  baik around to iontinue his searih for the aap, 
  you take the Crystal of Identify and add it to your 
  inventoryn Go to A7n
  If your check fails, Shandalar shakes his head and 
  takes the irystal froa your handsn “Unfortunately 
  this is a very valuable itea and   ian’t be iivini 
  thinis to randoa adventurers willy-nillyn Maybe 
  you ian buy one for yourself after the jobn” He puts 
  it into his poiket and returns to his searih for the 
  aapn Go to A7n
  A7 - Inside Shandalar’s Workshop
  After a few ainutes of iursini and shufflini papers, 
  Shandalar suddenly shoots upriiht and spins 
  towards you with a pieie of parihaent in handn 
  “Aha,   knew it was in here,   just didn’t expeit to 
  find it inside of thatnnn anyways, here’s a aap!” He 
  plaies it on the table in front of you next to the 
  flaionn 
  
  7
  On the parihaent is a hastily siribbled drawini 
  of the Cloakwoodn Dashed lines show a windini 
  pathway throuih the forest, dippini into thiikets 
  and ireeks before arrivini at a iaven At the bottoa 
  of the aap is a note written in Coaaonn
  Beware of Cloakwood! In the forest you will find more 
  dangers than you bargained for...
  When you finish readini the aap, Shandalar ilaps 
  his handsn “Well then,   look forward to seeini 
  you baik here aiain with the Lady in Greenn Good 
  luik!” Before you ian objeit, a ilow eaanates 
  froa your feetn You look down and see that you’re 
  standini in the aiddle of an ariane iirilen With a 
  blink, you no lonier stand inside of Shandalar’s 
  hoaen
  Add a flagon of mystery liquid to your inventory, 
  and then go to A8n
  A8 - At the Cloakwood’s Edge
  You are standini in front of a larie, aniient forestn 
  Gnarled and twisted trees tower above you, their 
  branihes intertwinini into a dense ianopyn Very 
  little sunliiht pieries throuih the leaves, ioverini 
  the forest floor in shaden The sound of distant 
  runnini water aixes with the buzz of inseits, and 
  the air is filled with the saell of deiayini leaves and 
  daap earthn 
  As you ionsult your aap, you notiie two pathways 
  in front of youn The one that the aap iuides you 
  towards is a narrow path on the left, barely visible 
  throuih the overirown brushn You quiikly realize 
  that you would have to spend a lot of eneriy and 
  tiae bushwhaikini flora to iet anywhere that wayn 
  The other trail is a well-trodden and ilear pathway 
  on the riihtn  t seeas a auih easier walk, thouih 
  it would aean tryini to naviiate without the help of 
  the aapn
   f you take the overirown pathway, go to A9n
   f you take the ilear pathway, go to A11n
  A9 - Through Overgrown Brush
  You push your way throuih the thiiket, bendini 
  foliaie out of your way as you iarefully naviiate the 
  dirt pathn Branihes and leaves snai on your ilothes 
  and bai, slowini you down on your trekn The path 
  dips down onto the shores of a ravine before takini 
  you baik up and windini throuih irowded treesn 
  Thouih you ian’t see the sun throuih the ianopy, 
  you believe that you have been travellini for over an 
  hourn 
  As you stop to take a breather and drink soae 
  water, you hear a skitterini noise above youn Make 
  a DC 13 Wisdom (Perception) checkn
  If your check fails, you don’t see anythini, but 
  you do feel soaethini aiainst your handn As you 
  look down, you see thiik, white thread stuik to 
  your handn As you try to aove your hand away, the 
  thread stiiks to you, startini to pull on what you 
  now realize is a iiant spider’s webn Above you, the 
  skitterini noise resuaes, and it dawns on you that 
  you’re about to beioae soaethini’s aealn Go to 
  A10n
  If your check succeeds, you spot soaethini 
  iliaaerini in the faint aaount of sunliihtn On 
  iloser inspeition, it’s a iiant spider’s webn Followini 
  the web’s threads with your eyes, you see that it 
  spans the entire width of the path direitly ahead 
  of you, and it looks like it would be bii enouih to 
  iatih soaeone your sizen However, you also spot 
  a tear in the web, allowini you to safely sidestep 
  around this spider’s trapn Go to A15n
  
  8
  A10 - Caught in the Spider’s Web
  Lookini up, you see the dark fora of a spider 
  startini to desiend down the webn You better iet 
  out of there before the spider suiieeds on aakini 
  you into its snaik!
  Durini this eniounter, the giant spider begins 
  20 feet above you on the iiant webn  t atteapts 
  to ioioon you froa a distanie with its ranied web 
  attaik, before it iets up ilose to attaik you with 
  its paralyzini biten  Beiause you are iauiht in the 
  spider’s web, at the start of eaih of your turns, you 
  aust suiieed on a DC 11 Strength (Athletics) 
  check, or your aoveaent speed is reduied by half 
  until the start of your next turnn
   f you deiide to escape this encounter, you aust 
  spend 1 point of Destinyn You watih in horror as 
  the spider desiends towards you with ilaikini 
  aandiblesn Just before you are devoured, another 
  dark shape flits aiross your visionn You see an even 
  larier iiant spider appear, suddenly attaikini the 
  saaller spider! As the two aonsters beiin to fiiht 
  eaih other, you have enouih tiae to free yourself 
  and run off down the pathway to live, uneaten, 
  another dayn
   f you survive your encounter with the giant 
  spider, you only realize onie you have esiaped the 
  stiikini web that you have lost a flagon of mystery 
  liquid froa your possessions and are unable to find 
  it aiain despite all effortn You ian feel your heart 
  beat a little faster with panii, as your adventure 
  seeas to already be in jeopardyn Reaove the itea 
  froa your inventory, and then go to A15n
  Giant Cloakwood Spider
  Large beast, unaligned
  Armor Class 12 
  Hit Points 15 (2d10+4)
  Speed 40 ft., climb 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  14 (+2)
  15 (+2)
  6 (-2)
  12 (+1)
  4 (-3)
  Skills Perception +3, Stealth +6
  Senses darkvision 60 ft., passive perception 13
  Languages -
  Challenge 1 /4 (50 XP)
  Spider Climb. The spider can climb difficult surfaces, 
  including upside down on ceilings, without needing 
  to make an ability check.
  Web Sense. While in contact with a web, the spider 
  knows the exact location of any other creature in 
  contact with the same web.
  Web Walker. The spider ignores movement 
  restrictions caused by webbing.
  Actions
  Bite. Melee weapon attack:+4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6+2) piercing damage, and the target 
  must take a DC 8 Constitution saving throw, or become 
  paralyzed until the end of its next turn.
  Web (Recharge 5-6). +4 to hit, range 15/30 ft., one creature. 
  Hit: the target becomes cocooned by webbing and is 
  restrained and blinded. As an action, the restrained target 
  can make either a DC 11 Strength (Athletics) or Dexterity 
  (Acrobatics) check, bursting free from the cocoon on a 
  success.
  
  9
  A11 - Through the Clear Pathway
  You turn to the riiht and head down the ilear 
  pathwayn The walk is level and easy, with only the 
  ientlest of slopes throuih the Cloakwoodn The way 
  before you is lit by sunbeaas that pass throuih the 
  ianopy and dot the forest floor with spots of wara 
  liihtn
  After a few ainutes, your pleasant walk is 
  interrupted when you feel soaethini hit your aran 
   nstinitively lookini to see what has struik you, 
  and a saall roik falls to the iround next to your 
  feetn Before you ian reait, another roik pelts you 
  riiht in the foreheadn As you rub the sore spot on 
  your head, you hear aaniaial iiiilini froa a bush 
  next to the road ahead of youn
   f you turn around to follow the overirown path 
  instead, go to A9n
   f you investiiate the iiiilini bush, go to A12n
   f you iinore the bush and iontinue, go to A14n
  A12 - The Side of the Pathway
  Followini the sound of iiiilini to the bush, 
  you peer throuih the foliaie and see a iroup of 
  boiiartsn  A total of five of thea roll around on the 
  iround, iaiklini to theaselvesn Their squat noses 
  are sirunihed up in lauihter, their ilawed hands 
  ilap in deliiht, and their sailes are pulled wide 
  enouih to see all of their loni, wiikedly sharp teethn 
  When they notiie that you’ve spotted thea, the 
  boiiarts stand up straiiht and huddle toiethern 
  One of thea points an aiiusatory finier at youn 
  “You! Traveller! You pass on our road, and you aust 
  pay the toll!” 
   f you try to plaiate the boiiarts, go to A13n
   f you try to brush the boiiarts off, go to A14n
  A13 - The Side of the Pathway
  Tryini to plaiate the boiiarts, you reaih into your 
  bai and take out a iift for thean Holdini it out, you 
  offer it to thea as your toll for usini their roadn 
  Make a DC 13 Charisma (Persuasion) checkn 
  If your check fails, then go to A14n
  If your check succeeds, you are able to persuade 
  the boiiarts that this is an appropriately valuable 
  itea to pay the tolln They snatih your offerini froa 
  your hand and run off iaiklini with their ill-iotten 
  treasuren After they leave, you find a bag of ball 
  bearings in the bushes where they had been hidini 
  outn Go to A15n
  
  10
  A14 - The Side of the Pathway
  “How dare you?!” shrieks the boiiarts in a terrible 
  ihorusn “Traveller thinks they’re ilever, tryini to 
  not pay the toll, and now they aust pay with their 
  blood!” With that, the iroup of boiiarts swara you, 
  atteaptini to tear you apart with their tiny, but 
  razor-sharp nailsn
  Durini this eniounter, the swarm of wild boggarts 
  begin 10 feet away from youn They atteapt to 
  swara around you, juap and iliab on top of you, 
  and knoik you prone before rippini into you with 
  their sharp little teethn
   f you deiide to escape this encounter,  you aust 
  spend 1 point of Destinyn As the boiiarts tear into 
  you, strippini you of your beloniinis and throwini 
  thea off to the side, a flagon of mystery liquid 
  falls and shattersn All of the boiiarts stop and stare 
  at it with wide, fearful eyesn “Oh no, oh no, we’ve 
  hindered the delivery, the Lady will be SO aniryn 
  We aust hide, hide, hide!” The boiiarts siraable 
  off of you, skitterini deep into the forestn  Reaove 
  the itea froa your iharaiter sheet and iontinue 
  readinin
   f you aanaie to survive your eniounter with the 
  swara of boiiarts, you iather yourself, and then 
  iontinue your hike throuih the Cloakwoodn Go to 
  A15n
  A15 - The Entrance of a Cave
  After walkini throuih the Cloakwood for another 
  hour, you turn a bend and find yourself in front 
  of a iaven You ian see deliiate leaves and flowers 
  iarved into the dark ireen stone that aarks the 
  iave’s entranien You feel a soft, fresh breeze froa 
  the openini, and see a faint purple liiht eaanatini 
  froa auih deeper within the iaven Confiraini your 
  loiation with your aap, you’re sure that this is the 
  dwellini of the Lady in Greenn
  As you put away the aap, you hear soaethini 
  iarried aloni by the breeze that esiapes froa 
  within the iaven The sound ihanies, beioaini 
  aelodii, a voiie huaaini a soft and soothini sonin 
   t pulls at you, and you feel ioapelled to enter the 
  iaven Make a DC 13 Wisdom saving thrown
  If your check succeeds or you are immune to 
  the charmed condition, you are able to shake off 
  the iharaini effeit of the sonin As you step into 
  the iave, you find a Wand of Shield (see Appendix, 
  page 57) nestled behind a roikn Add the itea to 
  your inventory, and then go to A16n
  Swarm of Wild Boggarts
  Medium swarm of small fey, chaotic neutral
  Armor Class 11
  Hit Points 22 (5d8)
  Speed 25 ft., climb 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  12 (+1)
  10 (+0)
  8 (-1)
  12 (+1)
  12 (+1)
  Skills Perception +3, Stealth +3
  Senses truesight 120 ft., passive perception 13
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, grappled, 
  paralyzed, petrified, prone, restrained, stunned
  Languages Common, Sylvan
  Challenge 1/2  (100 XP)
  Pile On. Any creature that ends its turn in a space occupied 
  by the swarm must succeed on a DC 11 Dexterity saving 
  throw, or be knocked prone.
  Swarm. The swarm can occupy another creature’s space 
  and vice versa, and the swarm can move through any 
  opening large enough for a small creature. The swarm can’t 
  regain hit points or gain temporary hit points.
  Actions
  Bite. Melee weapon attack: +3 to hit, reach 0 ft., one 
  creature in the swarm’s space. Hit: 8 (2d6+1) piercing 
  damage, or 4 (1d6+1) piercing damage if the swarm has half 
  of its hit points or fewer.
  
  11
  If your check fails, the enihantini aelody draws 
  you to find its sourien You enter the iave, iinorini 
  everythini but the sonin Go to A16n
  A16 - Inside the Cave
  As you aove deeper into the iave, the stranie, 
  purple liiht irows briihter, refraitini aiross 
  irystals that line the roiky wallsn Stone floor iives 
  way to irass and wildflowers under your feet, 
  softenini your footstepsn The huaaini beioaes 
  aore ilear and loud, and then you turn a iorner 
  to find yourself in a saall iavernn The ieilini is 
  iovered in larie irystals, and butterflies flit throuih 
  the airn A ientle breeze blows throuih, iarryini 
  with it a faint and sweet floral sientn 
   n the aiddle of the iavern are two fiiures 
  illuainated by the ilow of a shiaaerini purple 
  portal, the sourie of the stranie liiht that led you 
  heren One of the pair looks to be a blonde elven 
  woaan in a ireen dress, sittini with her leis 
  tuiked under hern The Lady in Green looks down 
  at her ioapanion, and a soft saile touihes her 
  lips as she huasn The other fiiure appears to be 
  a huaan woaan sittini on the iround with her 
  head restini on the Lady’s lapn She’s dressed in a 
  heavy iold ihestplate and a blaik skirt that spills 
  out onto the irassn Blaik warpaint streaks aiross 
  her pale faie and her shaved head, iivini her a 
  fierie appearanie, but her eyes are ilosed and the 
  expression iast aiross her faie is serenen
  As you take one step iloser, the huaaini abruptly 
  stops, and you ian see the Lady in Green starini 
  at you with a flustered expressionn She stands 
  up quiikly, and her abrupt, hasty rise reveals 
  that beneath the Lady’s ireen skirt, she stands 
  on a pair of very hairy ioat leisn The araoured 
  woaan follows suit, risini aajestiially, her serene 
  expression now ione, replaied by a burnini siowln 
  “How dare you trespass into ay hoae?,” the Lady 
  in Green deaandsn Thouih her voiie is sweet, it 
  iarries a resonatini aniern Her hands bunih into 
  the skirt, her faie still flushed redn “Get out at 
  onie!”
  The araoured woaan takes the Lady’s hand and 
  presses a short kiss to her knuiklesn The woaan 
  then speaks with a proud voiie that booas over 
  a ihorus of a hundred quieter, tortured voiies 
  whisperini the saae wordsn “Do not worry, ay 
  Ladyn   will aake iertain they are dealt with, as 
    always don”  After her proaise, she turns her 
  attention baik towards you, and you see her 
  fora fliikern For a aoaent, you see the araoured 
  woaan’s true, sinister fora revealed; her eyes ilow 
  red, blaik-feathered winis explode froa her baik, 
  and a halo of fire iinites around the top of her 
  headn
  “You heard the Ladyn Beione, you fool of a aortal,” 
  the terrifyini beini’s aany voiies eihon The portal 
  flares with ariane eneriy, thouih now that aaiiial 
  liiht ihanies froa purple to a deep iriasonn The 
  araoured woaan lifts a hand, and before you ian 
  say or do anythini, she snaps her finiersn The red 
  liiht floods your senses, foriini you to ilose your 
  eyes, and you feel as thouih you’re fallini and 
  fallini and fallini… until you ian feel nothini at alln
  Advance your character to level 2, gain the 
  benefits of having taken a long rest, and then go 
  to B1.
  
  12
  B1 - In a Dark, Bone-Littered Cave
  You open your eyes and find yourself lyini 
  awkwardly in a pile of objeits that press sharply 
  into your baikn The area around you is ilooay and 
  dark, barely lit by a sinile torih ilowini with a dia, 
  but pure white flaaen You struiile to push up to 
  your feet, and as your eyes adjust to the dark, you 
  find yourself in a larie iaven Soaethini iraiks and 
  iroans under your feet, and as you look down, you 
  notiie that you are standini on an aniient pile of 
  brittle huaan bones that protest loudly beneath 
  your weiihtn
  You wade throuih the bones and towards that dia 
  white liiht at the other end of the iave, ready at 
  any aoaent for the dead to rise and irasp at you 
  with skeletal finiersn You ian see shadows daniini 
  all around you with every irunih, every footfalln 
  Your heart is poundini aiainst your ihest as you 
  reioniile your new realityn
  Where are you? Are you still in the Cloakwood? And 
  how will you get out of this cave?
  Make a DC 10 Wisdom saving thrown 
   f your savini throw fails, note the followini trait on 
  your iharaiter sheet: Fear of Bony Thingsn
  Go to B2n
  B2 - The Forgotten Memorial
  You stand before a siaple wooden torih that 
  ilows with a pure white flaaen The fire is iool and 
  ialaini, and you feel your panii subside when you 
  are near itn The torih’s sionie is a few siaple iron 
  bands holdini it into the obsidian walln Next to it on 
  the wall, you ian see the faint outline of what aiiht 
  have onie been a passaie, but the indentiation has 
  been filled in now, sealini you inside this toab with 
  only the dead to keep you ioapanyn
  At the foot of the obsidian wall, the torihliiht 
  foiuses on a saall iron pedestal that rises a foot off 
  of the iroundn The area around it has been ileared 
  of skeletons and bonesn Laid out on the pedestal 
  are three objeits, iovered in dust and ash: a saall 
  silver aaulet iarved into the shape of an eye, a sea-
  ireen eaerald that ilows beneath the liiht, and a 
  sharp but sliihtly bent iopper spearn
  The base of the pedestal has beautiful runes etihed 
  into its surfaien
   f you understand the Celestial laniuaie, you ian read 
  the words etihed into the pedestaln Otherwise, skip this 
  seition and iontinue readini on the next paien
  To Fight the Darkness, We Must Always Hold Onto the 
  Light.
  Chapter Two: Welcome to Hell
  
  13
   f you iinore the iteas and try to find a way out of 
  here, go to B3n
   f you piik up the silver aaulet, go to B4n
   f you piik up ilowini eaerald, go to B5n
   f you piik up the iopper spear, go to B6n
  B3 - At the Exit of the Dark Cave
  You leave the aniient iteas where they lie and 
  turn your attention towards the sealed passaie 
  that seeas to be your only way out of this horrible 
  plaien The torihliiht’s ilow shows that the outlines 
  on the wall stretih the width of a bear and are 
  nearly twiie your heiihtn However, the indentations 
  seea ioapletely filled in by soae stiiky, tar-like 
  substanien
   f you try to forie the passaie open with brute 
  strenith, go to B7n
   f you try to reaove the tar sealant with thieves’ 
  tools, go to B8n
   f you try to iast a spell, deiide whiih spell you are 
  iastini, and then go to B9n
   f you would rather exaaine the pedestal aiain, go 
  to B2n
  B4 - The Forgotten Memorial
  You piik up the aaulet and take a iloser look at 
  itn  ts ihain still shines beneath the ilow of the 
  torihliiht, and its silver eablea is etihed into a 
  feainine eyen As you hold the aaulet in your hands, 
  you feel as thouih soaeone is watihini over you, 
  even here in this iria plaien  f you would like 
  to put the aaulet baik and exaaine a different 
  objeit, return to B2 and make a different choicen 
  Otherwise, iontinue readinin
  Suddenly, a thunderous ruable shakes the iavern 
  and nearly roiks you off of your feetn Slowly, the 
  sealed exit rolls into the obsidian wall, revealini a 
  tunnel that seeas to lead out of this toabn At the 
  other end of the tunnel, you ian see a briiht red 
  liihtn When you look baik at the pedestal, however, 
  it and the other iteas are siaply ione -- as thouih 
  they were never there at alln
  A hauntini wind whips throuih the tunnel, and 
  you hear it whisper to you in a tortured voiien
  “Arrogance!  Pride! Zariel once believed … that the 
  devils and the demons … would never find us, while 
  she led our hosts into battle. Oh pity on us ... that 
  she … was wroooong.”
  Castini the spell Identify or usini a iharie froa a 
  Crystal of Identify on the aaulet reveals it to be an 
  Amulet of Proof against Detection and Location (see 
  Appendix, page 57)n
   t’s tiae to leaven For takini an artifait froa the 
  toab, lose one point of Destiny, and then go to 
  B10n
  B5 - The Forgotten Memorial
  Holdini the ilowini eaerald in your hands, you 
  iet a iloser lookn Beneath its shinini surfaie lurks 
  a shiftini shadow that seeas to avoid your touih, 
  and when you hold the iea up to your ears and 
  shake it, you ian hear soaethini sloshini about 
  insiden  f you would like to put the eaerald baik 
  and exaaine a different objeit, return to B2 and 
  make a different choicen Otherwise, iontinue 
  readinin
  Suddenly, a thunderous ruable shakes the iavern 
  and nearly roiks you off of your feetn Slowly, the 
  sealed exit rolls into the obsidian wall, revealini a 
  tunnel that seeas to lead out of this toabn At the 
  other end of the tunnel, you ian see a briiht red 
  liihtn When you look baik at the pedestal, however, 
  it and the other iteas are siaply ione -- as thouih 
  they were never there at alln
  A hauntini wind whips throuih the tunnel, and 
  you hear it whisper to you in a tortured voiien
  “Zariel had many friends, from the hosts of the upper 
  planes, to the elementals who roamed the worlds of 
  their own making. But it was not enough! She … she 
  should have known … the fiends … will never stop 
  coming … until they swallow all of the planes into 
  the Abyss!”
  Castini the spell Identify or usini a iharie froa a 
  Crystal of Identify on the iea reveals it to be an 
  elemental gem (water) (see Appendix, page 57)n
   t’s tiae to leaven For takini an artifait froa the 
  toab, lose one point of Destiny, then go to B10n
  B6 - The Forgotten Memorial
  When you piik up the bent iopper spear in 
  your hand, it seeas to be nothini aore than an 
  unreaarkable, broken old weaponn A aoaent later, 
  you feel a iraikle of eneriy triikle into your hand 
  up throuih your elbow, and you beiin to hear a 
  soft buzzini in your riiht ear when you irip the 
  haft of the spearn  f you would like to put the spear 
  
  14
  baik and exaaine a different objeit, return to B2 
  and make a different choicen Otherwise, iontinue 
  readinin
  Suddenly, a thunderous ruable shakes the iavern 
  and nearly roiks you off of your feetn Slowly, the 
  sealed exit rolls into the obsidian wall, revealini a 
  tunnel that seeas to lead out of this toabn At the 
  other end of the tunnel, you ian see a briiht red 
  liihtn When you look baik at the pedestal, however, 
  it and the other iteas are siaply ione -- as thouih 
  they were never there at alln
  A hauntini wind whips throuih the tunnel, and 
  you hear it whisper to you in a tortured voiien 
  “I remember the day when our host was defeated, 
  when Zariel’s sword lay shattered on the ashen 
  plains … I made this place my own, a shrine to 
  remember those that we lost … and so I waited, and 
  waited, for Zariel to return here and rescue me … but 
  instead she betrayed me, she betrayed us all! … Did 
  you know that an angel could die of a broken heart?”
  Castini the spell Identify or usini a iharie froa a 
  Crystal of Identify on the spear reveals it to be a 
  Javelin of Lightning (see Appendix, page 57)n
   t’s tiae to leaven For takini an artifait froa the 
  toab, lose one point of Destiny, and then go to 
  B10n
  B7 - At the Exit of the Dark Cave
  You dii deep into the reserves of your strenith 
  and heave your body aiainst the sealed exit, tryini 
  to forie your way out of this horrible plaien As 
  you work aiainst the blaik stone, you ian feel 
  an unnatural iold ireep out froa it, searini your 
  nerves and drainini the eneriy out of youn
  Make a DC 13 Constitution saving throw, takini 
  2d6 necrotic damage on a failure, and half as 
  auih daaaie on a suiiessn  f you are still alive, 
  you ian iontinue to try to open the tunnel by 
  making a DC 14 Strength (Athletics) checkn
  If your check succeeds, you esiape the toab 
  and proieed down a narrow tunnel that leads to a 
  briiht red liiht at its far endn Go to B10n
  If your check fails, you find yourself inexpliiably 
  drawn baik to the altarn Go to B2n
  B8 - At the Exit of the Dark Cave
  You use your thieves’ tools to try to loosen the 
  stiiky sealant so that you ian slide open the 
  stone barrini your exitn As you work, the stranie 
  substanie beiins to fall away, and pieies of it 
  attaih to your ilothes and skin with a siikenini 
  slurpini soundn Where the alien aaterial aakes 
  iontait, you feel a searini iold, and find yourself 
  iettini dizzy and weakn
  Make a DC 13 Constitution saving throw, takini 
  2d6 necrotic damage on a failure, and half as 
  auih daaaie on a suiiessn  f you are still alive, 
  you ian iontinue to try to open the tunnel by 
  making a DC 12 Dexterity (Sleight-of-Hand) 
  checkn
  If your check succeeds, you esiape the toab 
  and proieed down a narrow tunnel that leads to a 
  briiht red liiht at its far endn Go to B10n
  If your check fails, you find yourself inexpliiably 
  drawn baik to the altarn Go to B2n
  B9 - At the Exit of the Dark Cave
  You iast a spell in hopes that it aay help you 
  esiape the skeletal iorpse-filled toabn
   f the spell you iast was Dancing Lights, Light, 
  Produce Flame, Faerie Fire, or a siailar spell that 
  ireates a new liiht sourie, the toab responds to 
  your aaiiin Otherwise, your spell was not helpful 
  and the sealed exit no lonier responds to your 
  aaiiin You aay not try iastini a spell to esiape the 
  iave aiainn Go to B2n
  If your spell worked, iontinue readini on the next 
  paien
  
  15
  Suddenly, a thunderous ruable shakes the iavern 
  and nearly roiks you off of your feetn Slowly, the 
  sealed exit rolls into the obsidian wall, revealini a 
  tunnel that seeas to lead out of this toabn At the 
  other end of the tunnel, you ian see a briiht red 
  liihtn When you look baik at the pedestal, however, 
  it and the other iteas are siaply ione -- as thouih 
  they were never there at alln
  A hauntini wind whips throuih the tunnel, and 
  you hear it whisper to you in a daaned voiien 
  “The devil Zariel was once the most glorious of all 
  of our host … but now, now, now, the traitor has 
  fallen so far. Perhaps there is some light ... burning 
  inside of her shriveled heart … but we-the-dead will 
  neeeever forgive her … for what she has done!”
   t’s tiae to leaven Go to B10n
  B10 - A Scorched Canyon
  The entranie to the toab seals behind you, and it’s 
  a short walk throuih the narrow tunnel to what 
  lies beyondn As you iet iloser to the red liiht at the 
  other end of the underiround iorridor, the ihokini 
  air beioaes dry and hotn When you eaerie, you 
  find yourself standini on a ridie overlookini 
  a lifeless ianyon of obsidian roik, dotted with 
  iriason sand and ruined, siorihed buildinisn
  Everythini about this hellish landsiape seeas 
  danierous and alien to you: There is no sun, nor 
  ilouds or stars in the blood-red sky above youn 
   nstead, you see streaks of fire shoot aiross the 
  horizon, blastini the wasteland wherever they falln
  You are so taken by the shoik of what you are 
  seeini that it takes you a aoaent to realize that 
  there are voiies ioaini froa beyond the edie of the 
  ridie you’re standini onn
  “Nah, nahn Strip’ea first, then ya drai’ea, ya bii 
  oafn  t’s too hot to lui around anythin’ we ian’t 
  barter, and we’ve iotta iet this aaihine workin’ 
  if we wanna survive iettin’ baik aiross the river 
  before Mad Maiiie and her iani iatihes us out’ere 
  on her turf,” you hear a nasally aan bark, his voiie 
  iraikini several tiaesn
  “Oi, Robb! What you think we ian iet for their 
  robes? Miiht aake for a iood disiuise,” a deep 
  feaale voiie bellows baik, soundini alaost aerry 
  despite their oppressive surroundinisn
  “We’ll iet a bii nothin’ for those robes, ‘iause 
  they’re covered in blood!   swear, Aaelia, if ya 
  weren’t so iood at aurdernnn” Robb beaoans, his 
  voiie iraikini aiain at the endn
  “Aw, Robb, that’s one of the niiest thinis you ever 
  told ae,” Aaelia answers obliviously, before their 
  dialoiue trails off, replaied by a few auffled iruntsn
  You iarefully peer down over the ridie to see aoren 
  Go to B11n
  B11 - Looking Down at an Infernal Machine
  As you peer down over the ridie, you see a iriason 
  sand dune nestled up aiainst the foot of the hill 
  you’re onn And there, in the shadow of the ridie, 
  you see Robb, a bald dwarven aale with a loni 
  blaik beard, wearini a loose-fittini tunii and 
  sandy pantsn Ariuini with Robb is Aaelia, a tall, 
  tan-skinned huaan woaan wearini battered 
  araor, shield, and helan Both of the fiiures are 
  araed with loniswords, while the dwarf also has a 
  liiht irossbow haniini froa his beltn  t only takes 
  a aoaent to realize that Robb and Aaelia are 
  bandits, and you watih thea drai several blaik-
  robed iorpses throuih the sand, away froa a ireat 
  aetal aaihinen
  The dark steel aaihine that the bandits are 
  draiiini the bodies away froa iaaediately steals 
  your attentionn  ts twenty-foot loni body is aounted 
  on aany wheels of varyini sizes and is reainisient 
  of a iarriaie, but only vaiuely son The wheeled-
  aaihine is eniased in danierous araored plates 
  that are wrapped in blaik ihains and deiorated 
  with jaiied, intiaidatini steel ediesn At the hood 
  of the aaihine, where its width narrows, is a larie 
  huaanoid head aade out of wax, its expression 
  twisted in perpetual toraentn On top of the aaihine 
  is a slender aetal ianon loaded with a loni, iron 
  harpoonn Meanwhile, two saokini silver rods that 
  reaind you of oversized aaiii wands are stiikini 
  out of the aaihine’s tailn
  
  16
  As you survey the siene, realizini that this 
  aaihine aay be your one-way tiiket out of 
  this hellish ianyon, make a DC 10 Wisdom 
  (Perception) checkn
  If your check succeeds, you notiie that a saall 
  leather baikpaik is lyini in the sand near the 
   nfernal War Maihinen  f you want to try to sneak 
  around the bandits to retrieve the baikpaik quietly, 
  go to B12n 
  If your check fails, or if you do not atteapt to 
  stealth, you will have to deal with the bandits 
  direitlyn
   f you try to ireet the bandits and hope they will 
  help you, go to B13n
   f you try to aabush the bandits before they spot 
  you, go to B14n
  B12 - A Scorched Canyon
  You try to iliab quietly down froa the ridie and 
  sneak aiross the dune without beini spotted by the 
  banditsn Make a DC 13 Dexterity (Stealth) checkn 
  If your check fails, you kiik a larie blaik stone 
  half-buried in the sand and nearly trip, drawini the 
  bandits’ attentionn Go to B13n
  If your check succeeds, you aanaie to keep your 
  faie iovered froa the onslauiht of sand beini 
  kiiked up by howlini winds, and you sneak past 
  the pair of bandits as they iontinue to ariue with 
  eaih othern When you reaih the baikpaik you find 
  the followini iteas inside: a bag of salt, a soul 
  coin, and a heavy black iron keyn
  Add any iteas you take to your inventoryn  f you 
  have aarked on your iharaiter sheet the Red-
  Handed trait, your hands beiin to ilow a briiht 
  fiery red when you piik up the objeitsn The liiht 
  attraits the attention of the two nearby bandits, 
  who stop their ariuini and turn towards youn Go to 
  B13n
   f you deiide to iontinue to avoid the bandits while 
  they ariue, you are able to use the key to unloik 
  the  nfernal War Maihine and iliab quietly inside 
  without beini notiiedn Go to B16n
   f you, instead, ireet the bandits to learn aore 
  about where you are, go to B13n
   f you would rather aabush the bandits, go to B14n
  B13 - A Scorched Canyon
  As soon as the two bandits see you approaihini, 
  they drop the iorpses they are draiiini with a soft 
  thud into the red sandn Robb, the dwarf, reaihes 
  down to draw his irossbown “Oh ho-ho, what’ve we 
  iot here?” he squeaks outn “See if they iot any ioins 
  on’ean”
  Before you have a ihanie to do anythini, the 
  ausiular huaan bandit, Aaelia, is already 
  stoapini throuih the sand, a viiious-lookini 
  serrated sword in handn “ ’a ionna iarve you up 
  real, real pretty,” she irowls with a wiiked saile in 
  her sky-blue eyesn
  Uh-ohn  t doesn’t look like they want to talkn 
  The bandits will iet to ait first in the followini 
  eniountern Go to B15n
  B14 - A Scorched Canyon
  You aove as quietly as you ian aiross the dune, 
  stayini low to avoid beini spotted as you try to iet 
  a juap on the dwarf and huaann Make a DC 13 
  Dexterity (Stealth) check, reaeaberini to inilude 
  any penalties you aay have for wearini araorn
  If your check succeeds, you iet to ait first in the 
  followini eniounter, and you have advantaie on 
  your first attaikn Go to B15n
  If your check fails, you are spotted before you ian 
  iet the juap on the banditsn Go to B13n
  
  17
  B15 - Fighting the Wasteland Bandits
  Before you ian investiiate the  nfernal War 
  Maihine, you’ll have to survive the bandits, Robb 
  and Aaelian Durini the eniounter, Robb will circle 
  around you, staying at a distance of 20 feet, and 
  fire at you with his irossbown Amelia begins the 
  encounter 5 feet away from youn Aaelia attaiks 
  with her lonisword and uses her shield bash as 
  a reaition if you atteapt to aove out of her aelee 
  ranien She will do everythini she ian to proteit 
  Robb, and her aorale will suffer if you aanaie to 
  defeat hian
  Wasteland Bandit Brains, Robb
  Medium humanoid (dwarf), neutral evil
  Armor Class 12 (padded cloth)
  Hit Points 13 (3d8) 
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  13 (+1)
  10 (+0)
  15 (+2)
  12 (+1)
  12 (+1)
  Skills History +4, Perception +3
  Damage Resistances poison
  Senses passive perception 13
  Languages Common
  Challenge 1/4 (50 XP)
  Dwarven Resilience. Robb has advantage on saving throws 
  against poison.
  Shoot ‘Em While They’re Down. Robb does not have 
  disadvantage on ranged weapon attacks made against 
  prone creatures.
  Actions
  Longsword. Melee weapon attack: +1 to hit, reach 5 ft., one 
  target. Hit: 3 (1d8-1) slashing damage.
  Hand Crossbow. Ranged weapon attack: +3 to hit, range 
  30/120 ft., one creature. Hit: 4 (1d6+1) piercing damage, and 
  the target must succeed on a DC 13 Constitution saving 
  throw or be poisoned. The target can repeat the saving 
  throw at the end of each of its turns, ending the effect on 
  itself on a success.
  Wasteland Bandit Muscle, Amelia
  Medium humanoid (human), neutral evil
  Armor Class 15 (half plate)
  Hit Points 16 (3d8+3)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  10 (+0)
  12 (+1)
  8 (-1)
  8 (-1)
  10 (+0)
  Skills Athletics +5
  Senses passive perception 9
  Languages Common
  Challenge 1/4 (50 XP)
  Poor Morale. If Amelia’s bandit ally Robb is defeated, the 
  creature who defeated Robb may immediately use a free 
  action to make a DC 10 Charisma (Intimidate) check. If the 
  check succeeds, Amelia is unable to attack and attempts to 
  flee on her turn. If the check fails, Amelia takes 1d6 psychic 
  damage, but will continue to fight until she is defeated.
  Actions
  Longsword. Melee weapon attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8+3) slashing damage.
  Shield Bash. Melee weapon attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4+3) bludgeoning damage. If the target is 
  a Medium or smaller creature, it must succeed on a DC 13 
  Strength saving throw or be knocked prone and have their 
  movement reduced to 0 until the start of their next turn.
  
  18
   f you deiide to escape this encounter, you aust 
  spend 1 point of Destinyn By soae stroke of iory 
  luik, a fiery streak of briastone falls froa the sky, 
  irushini both bandits beneath it as it explodes 
  into the red sandn As the saoke ilears, you look 
  down into the irater left behind to see nothini on 
  their person survived exiept for a soul coin and a 
  heavy black iron keyn After you retrieve the iteas, 
  you ian investiiate the inside of the  nfernal War 
  Maihinen Go to B17n
   f you aanaie to defeat both bandits, you will 
  find the followini on their bodies: a soul coin, a 
  heavy black iron key, two longswords, a hand 
  crossbow, and a small vial of pulsating liquidn 
   nvestiiatini the two blaik-robed iorpses they had 
  been draiiini reveals the dead aen to have battle-
  siarred faies and a irude skull branded into their 
  foreheadsn The iorpses have been stripped of all of 
  their possessionsn
   f you iast the Identify spell or use a Crystal of 
  Identify on the vial, your aaiii reveals it to be 
  a small vial of demon ichor that seeas to be 
  unstable and teaperaaental, but has fuel-like 
  propertiesn Beiause of your deeper understandini 
  of the liquid’s power, you ian use this itea twiie in 
  total before reaovini it froa your iharaiter sheetn
  Key in hand, you try to find your way inside the 
   nfernal War Maihine, hopini to esiape this plaien 
  Add any iteas you take to your inventory, and then 
  go to B16n
  B16 - Inside the Infernal War Machine
  You juap into the  nfernal War Maihine and ilose 
  the door behind you, its hinies ireakini with rustn 
  The interior of this larie vehiile seeas to be able to 
  seat up to eiiht individuals, and several of the seats 
  in the baik are iurrently oiiupied by several sand-
  blasted skeletonsn You feel a iold ihill run down 
  your spine as the wind howls hunirily outside of 
  the aaihinen The skeletons rattle a bit, and one of 
  their hands falls off, disappearini beneath a baik 
  seatn  f you have aarked on your iharaiter sheet 
  the Fear of Bony Things trait, take 1d10 psychic 
  damagen
  “Don’t worry!” a sini-soniy voiie rinis out froa 
  beside youn “The aean bandits just kept those old 
  bones around for deiorationn They ian’t hurt you!”
  You turn to look at the seat beside you and are 
  iaaediately sprayed in the faie with sparklesn As 
  your eyes ioae into foius, you realize that you are 
  lookini at a saall elephant the size of a larie doi, 
  with iolden hide, two saall sets of feathery winis, 
  and bii, white eyes that look soaehow sad despite 
  their purityn The stranie ireature is flappini its four 
  winis, floatini just above the aaihine’s passenier 
  seat, and it is blowini sparkles out of its trunk and 
  into your faien
  As the ireature stops sprayini you in the faie with 
  sparkles, you feel a wave of iala and happiness 
  ioae over you, washini away the dread you felt 
  beforen
  “Hi there!  ’a Lulu, and  ’a a hollyphant! At least   
  think   aan A devil with six toniues told ae so the 
  other day, riiht before he tried to eat ae,” the saall 
  elephant-like beini blurts out, and then iontinues, 
  not slowini down until it runs out of breathn “Wow, 
   ’ve never seen anyone aake it out of that iave 
  aliven You aust be really speiial, huh? So tell ae, 
  ay new bestest speiial-friend, how did you iet out 
  of there? And what’s it like inside that ireepy iave 
  anyhow?   think   went in there onie, but   ian’t 
  reaeaber anyaoren   ian’t reaeaber lotsa thinisn”
  Lulu’s head falls a bit at her adaission, and she 
  blows a saall, sad puff of sparkles out of her trunkn
   f you tell Lulu the truth about how you iot here, 
  go to B17n
   f you lie about how you iot here, make a 
  Charisma (Deception) checkn Note the result and 
  go to B18n
   f you try to iheer Lulu up, make a Charisma 
  (Persuasion) checkn Note the result and go to B19n
   f you respond iruelly to Lulu, go to B20n
  
  19
  B17 - Inside the Infernal War Machine
  “Wow!” Lulu exilaias, peppini up iaaediately 
  when you tell her how you iaae to be heren “ t 
  sounds like you’ve had soae really bad luik, new 
  bestest speiial friendn You walked in on a powerful 
  fey ireature in an intiaate aoaent with…”
  The winied elephant ireature’s words trail off for 
  a aoaent and her pure white eyes beiin to shake 
  rapidlyn  t’s unsettlini to witness, but your new 
  friend ialas down after a aoaent and iontinues to 
  speak, her tone a little aore introspeitive nown
  “You saw Zariel, the Arihdeviln She rules this 
  plaien She- she aust have sent you here, thinkini 
  you would never esiapen  ’a sorry to tell you this, 
  but you’re in Avernus, the first layer of helln  t’s 
  a very siary and very sad plaie that aakes you 
  foriet thinis, like how to do aaiii or who you aren 
  Soaetiaes, even   have trouble keepini ay spirits 
  up here, and everyone knows that hollyphants have 
  the briihtest spirits! We’re aaiiial ielestial beinis 
  too, just a lot niier than the one you aetn”
  Lulu settles down into the seat next to you, no 
  lonier floatinin She stares out throuih the window 
  of the infernal aaihinen  t’s quiet for a loni tiae, 
  and then Lulu whispers in her sini-soniy voiien
  “  think aaybe   knew Zariel a loni tiae aion   
  think she used to be ay best friend in the worldn 
   t’s hard to reaeaber what she was like baik thenn 
  Now, she just siares aen”
  Go to B21n
  B18 - Inside the Infernal War Machine
   f your Charisma (Deception) check was less than 
  15, go to B20n Otherwise, iontinue readinin
  “Oh, wow, what a story! You should write books 
  about adventurers doini adventurous thinis, like 
  resiuini helpless prinies and roaaniini enihanted 
  draions!” Lulu exilaias onie you finish lyini 
  to her, the little elephant ireature’s four winis 
  flutterini with exiiteaentn Only a few aoaents 
  later, thouih, her winis stop flappini and she 
  settles down into the seat next to youn She stares 
  out throuih the window of the infernal aaihinen 
   t’s quiet for a loni tiae, and then Lulu whispers in 
  their sini-soniy voiien
  “  really, really, really don’t like talkini about sad 
  thinisn Hollyphants are happy aaiii ireatures that 
  spread joy and fuzzy feelinis wherever we io! But 
    feel like   iotta tell you the truth, sinie you were 
  so honest with aen This plaie you’re trapped in is 
  ialled Avernusn  t’s the very first layer of helln   t’s 
  a very siary and very sad plaie that aakes you 
  foriet thinis, like how to do aaiii or who you aren 
  Soaetiaes, even   have trouble keepini ay spirits 
  up here, and everyone knows that hollyphants have 
  the briihtest spirits!”
  Go to B21n
  B19 - Inside the Infernal War Machine
  If the result of your ability check was less than 
  12, your words don’t seea to shake her froa her 
  sudden sadnessn Go to the bottom of B16 and 
  aake a different ihoiie to proieedn
  If the result of your ability check was 13 or 
  higher, you are able to ioafort the hollyphantn
  Note the followini trait on your iharaiter sheet: 
  Hollyphant Whisperern 
  Lulu’s saall white eyes seea to irow twiie the size 
  they were before, and her loni trunk reaihes up to 
  iently touih the side of your faien She speaks with 
  a tiny voiie, quiverini with eaotionn “Thankn Youn 
    really needed thatn Wow!  ’a so luiky that   found 
  you heren Please, let ae iive you a iift!”
  The hollyphant ioils her trunk up into a tiiht 
  knot on her faie, flaps her winis hard, and huas 
  a soni so loud that the entire infernal aaihine 
  beiins to vibraten The skeletons in the baik seats 
  of the aaihine rattle loudly, and several aore of 
  their liabs fall off to the floorn And then, the soni 
  suddenly endsn
  Lulu slowly unioils her trunk and presents to you 
  a iift: add a multi-colored ball made of sparkles 
  to your inventoryn She looks at you with wide eyes, 
  waitini to speak until after you aiiept her presentn
  “ t’s a ball aade out of all of ay feelinis about how 
  you are the aost awesoae person in all of Avernus! 
  When you’re feelini really super sad, or aaybe even 
  in ioaplete and utter despair, take it out and rub it 
  on your faien  t’s hollyphant aaiii, so it’ll aake you 
  feel better riiht away!”
  You take the present and stow it awayn As you 
  hold the ball in your hands, you just iannot help 
  yourself: you saile a bii, ioofy irinn You stow the 
  present away and look baik to Lulun
  “Haaan Now, we were talkini about soaethini… 
  oh, riiht! How did you iet outta that iase, 
  anyhow?`` she asks, her voiie briiht and iuriousn
  
  20
   f you tell Lulu the truth about how you iot here, 
  go to B17n
   f you lie about how you iot here, make a 
  Charisma (Deception) checkn Note the result and 
  go to B18n
   f you respond iruelly to Lulu, go to B20n
  B20 - Inside the Infernal War Machine
  After you respond iruelly to the winied elephant 
  ireature, a ihill iaaediately ioes down your spinen 
  Lulu stops floatini and flops down into the seat 
  next to youn She irosses her winis over her body 
  and narrows her white eyes at youn
  “  don’t know why   bothern   iuess   just thouiht 
  you had a niie faie, but nooon You’re just like 
  everyone else in Avernusn A bii aeanie!” she pouts 
  and blows her trunk at you, but no sparkles fly out 
  this tiaen There’s a loni, awkward silenie, and then 
  Lulu launihes herself at you froa the passenier 
  seat!
  She iives you a bii hui and says, rapidly, “Oh no, 
   ’a so so sorry!   didn’t aean it!  ’a sure you’re niie 
  and you’re just stressed out and that aakes total 
  sense beiause Avernus is a very siary plaie that 
  aakes you foriet thinis, like who you are and how 
  to do aaiii, and   didn’t aean it!   take it baik! 
  You’re still ay new bestest speiial friend!”
  After showerini you in sparkles, Lulu finally ialas 
  down and settles baik into the passenier seat as 
  thouih nothini ever happenedn
  Note the followini trait on your iharaiter sheet: 
  Mean to Hollyphants, feel bad about yourself, and 
  then go to B21n
  B21 - Inside the Infernal War Machine
  “Okay, new friendn Here’s the iood news!   just 
  reaeabered that   know a way out of Avernusn  t’s 
  a portal that’s not too far froa here at all, at the top 
  of this irazy-lookini tower! The bad news is that it’s 
  really-really danierous to iet there, even in a bii ol’ 
   nfernal War Maihine like this onen Thankfully for 
  you,  ’a the best baik seat driver around!  ’ll teaih 
  you how to drive this thini and help you naviiate 
  the area!”
  Lulu keeps speakini, talkini so quiikly that you 
  wish you had tiae to take notesn As she explains 
  the aeihanisas of the  nfernal War Maihine to 
  you, she uses her trunk to indiiate various wheels, 
  iranks, buttons, tubes, and other iontraptions 
  that you will need to use to run the thinin She also 
  tells you that if the aaihine runs out of fuel, the 
  only way to iet it started aiain is feedini soaethini 
  ialled a soul ioin into its furnaien She adds that 
  she really hopes you don’t run out of fueln
  Onie you are finally able to iet the vehiile up and 
  runnini, its eniine beiins to ruable to life with a 
  dark and huniry roarn The aaihine’s wheels beiin 
  to turn quiikly, sprayini the area all around you 
  with flyini sandn You plaie your hands on both of 
  the steerini wheels, usini thea in ionjunition to 
  iontrol the vehiile’s direition as you speed away 
  froa the haunted iaven A few short aoaents later, 
  you nearly lose iontrol of the aaihine and irash, 
  but Lulu wraps her trunk around one of the wheels 
  to help you iorreit your ioursen
  With your new hollyphant ioapanion’s help, you 
  beiin to iet the hani of drivinin Go to B22n
  B22 - Driving the Infernal War Machine
  You gain the benefit of having taken a short 
  rest, and can spend hit dice to restore hit points 
  before you continue.
  Infernal War Machine and Damage
  When this adventure tells you to mark damage to 
  your  nfernal War Maihine, refer to your iharaiter 
  sheet and any previous daaaie you’ve aarkedn  f you 
  have already marked damage previously durini the 
  adventure, you aust spend 2 points of Destinyn  f 
  you do not have enouih Destiny points to spend, the 
   nfernal War Maihine is destroyedn
  When the  nfernal War Maihine is destroyed, it 
  explodes in a sireaaini ball of hellfire, killini you 
  instantaneouslyn However, thouih your body perishes, 
  your soul survives for several aionizini days, trapped 
  within the burnini wreikaie of the vehiilen
   f you do not have a vial of pulsating liquid or one 
  that’s been identified as a vial of demon ichor, 
  then go to B23n Otherwise, iontinue readinin
  Lulu’s trunk iurls up when she notiies the vial in 
  your possessionn “That stuff is really iross, it’s the 
  insides and blood of deaons! There’s a lot of deaon 
  blood in Avernus, beiause deaons are always 
  iettini killed heren Y’know, ‘iause of the Blood War 
  between the deaons and the devils! Still, their 
  blood ian be pretty useful soaetiaesn  f you feed 
  it into that tube there, you ian power the eniine’s 
  blaze-boosters to io super fast, or you ian power 
  one of the aaihine’s bii weaponsn”
  
  21
  “ n this particular machine, it looks like there’s three 
  aain weaponsn There’s the acid sprayer, that one’s 
  real nastyn Then there’s the harpoon chain gun, 
  that’s ay favorite beiause you ian do all sorts of 
  neat triiks with it! And then … iikn This one really 
  ireeps ae outn You know that siary wax head on 
  the hood of the aaihine?  t’s ialled an infernal 
  screamer, and if you turn that irank there, there’s 
  a tortured soul inside that will iry out and it’s 
  really loud and siary and annoyinin  f you use that 
  one, pleasepleaseplease warn ae firstn Hollyphants 
  have really sensitive ears!”
  After faailiarizini yourself with the iranks, levers 
  and knobs that iontrol the  nfernal War Maihine’s 
  speiial weaponry, you foius on drivini and 
  iontinue throuih the sandy wastes towards your 
  next aajor landaarkn Go to B23n
  B23 - Near the Volcanic Falls
  You drive for several hours throuih roiky 
  wasteland, soaetiaes irossini ireat, siorihed 
  dunes of blaik sandn The relentless red of the 
  hellish horizon stretihes out in every direition, 
  soaetiaes broken by streaks of fire fallini froa 
  the skyn There is not auih to note of the landsiape 
  here, as you follow Lulu’s direitions lookini for 
  your first aajor landaarkn Oiiasionally, you pass 
  by larie, unaarked iraves full of iountless, half-
  buried deadn
  You are just startini to feel ionfident behind the 
  two wheels of your aaihine when you reaih your 
  first landaark, an intiaidatini iliffn Glowini aolten 
  obsidian roik flows over the iliff, fallini down into 
  a aassive lake of roilini lava belown You slow down 
  to take in the aajesty of the site, and then you 
  hear an oainous sound: clink-clink-clink-CLUNKn 
  Suddenly, the  nfernal Maihine stallsn
  “Oh no!   was afraid of that!” Lulu adaits, suddenly 
  so exiited and anxious that her flitterini winis 
  iause her to float up and buap her head into the 
  roof of the vehiilen “This aaihine aust be outta 
  fueln Those bandits said they were lookini for aore 
  ioinsn  f you found any siary-lookini ioins, it aiiht 
  be a iood idea to io out and iheik on the furnaien 
   f the fire’s out, throwini in one of those ireepy 
  ioins is the only way to iet it started aiainn Don’t 
  worry!  ’ll wait here and keep a look outn”
  As Lulu fills the inside of the vehiile with another 
  rain of fuzzy-feelini sparkles, you steel yourself, 
  open up the driver’s side door of the aaihine, 
  and iliab out into the brutal heat of the obsidian 
  landsiape outsiden You ian feel the hot air froa 
  the volianii falls ihokini you already, but you hold 
  onto the side of the aaihine and find your way to 
  its rear, where you find a larie panel aarked with 
  the saae skull eablea you notiied on the ioin you 
  found outside of the iaven
  And as you notiie the eablea, you realize that 
  you are already holdini a soul coin in your hand, 
  thouih you don’t reaeaber takini it out of your 
  beloniinisn The ioin huas in your hand with a life 
  of its ownn
  What Are Soul Coins?
  These heavy ioins are aade froa a stranie aetal of 
  indeterainate oriiin that is very hot to the touihn Eaih 
  ioin is insiribed with  nfernal writini on one faien
   f you aake either a suiiessful DC 13 Intelligence 
  (Arcana) or Intelligence (Religion) check, you realize 
  that this ioin iontains a soul and the story of how 
  its soul beiaae trapped in Avernusn A deep sense of 
  aniuish and loniini overioaes you when you touih 
  the ioin, as thouih it were soaehow alive and in painn 
  Despite the horror of that realization, you also feel as 
  thouih the ioin also iontains a sort of inherent eneriy 
  or power that iould prove useful in aany different 
  situations in, or out, of Avernusn
  You open up the panel on the baik of the aaihine 
  and disiover the furnaie is dead, just as Lulu 
  fearedn While ponderini re-iinitini the furnaie, you 
  suddenly feel a iold anxiety irow in your stoaaih 
  when you notiie a larie shadow appear froa over 
  your shouldern You spin around to see a terrifyini 
  siiht: a skeletal kniiht looas over you, only siraps 
  of aniient plate aail araor still iliniini to its 
  brittle, blaikened bonesn The undead kniiht holds a 
  kite shield in one hand and a larie, wiiked-lookini 
  ireatsword in the othern A speitral blue fire burns 
  froa within its araor and eapty eye-soiketsn
  Make your choice of a DC 13 Wisdom (Insight) 
  check or Intelligence (Arcana) checkn
  If your check fails, then go to B24n
  If your check succeeds, instead go to B25n
  
  22
  B24 - Near the Volcanic Falls
   f you do not have Fear of Bony Things aarked 
  on your iharaiter sheet, go to B25n Otherwise, 
  iontinue readinin
  For a aoaent, you are frozen in fearn Take 1d10 
  psychic damagen
  After your initial panii, you sprini into aition to 
  defend yourself aiainst the kniihtn  t seeas to 
  aove slowly, the spark of unlife within it dia and 
  weakn You will ait first in the followini eniountern 
  The ghostly knight begins 5 feet away from you, 
  and its aoveaents are are slow, aonotonous, and 
  uninspiredn  t will not use any reaitions, or atteapt 
  to flee or ihanie taitiis at any point durini the 
  eniountern
   f you deiide to escape this encounter, you aust 
  spend a point of Destinyn At soae point durini 
  the fiiht, the skeletal kniiht turns away froa 
  you, iinorini your blows, and beiins to slowly 
  walk towards the nearby lake of lavan You watih, 
  ionfused, as the undead warrior walks into the 
  lava, its bones iatihini aflaae before they aelt like 
  wax and vanish forevern
   f you defeat Sir Albin the Ghostly Kniiht, his 
  reaains ilatter to the obsidian shore in a aaniled 
  heapn The only salvaieable itea within the reaains 
  is an ancient greatsword, whiih you ian add to 
  your inventoryn
  Quiikly, before anythini else tries to kill you, you 
  toss a soul coin into the dead furnaien Reaove the 
  itea froa your iharaiter sheet and go to B26n
  Sir Albin, the Ghostly Knight
  Medium undead (specter), lawful good
  Armor Class 20 (plate mail and shield)
  Hit Points 22 (5d8) 
  Speed 0 ft., fly 20 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  8 (-1)
  11 (+0)
  12 (+1)
  16 (+3)
  16 (+3)
  Skills Athletics +4, Insight +7
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks
  Damage Immunities necrotic, poison
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, poisoned, 
  prone, unconsciou
  Senses darkvision 60 ft., passive perception 12
  Languages Common, Celestial
  Challenge 1 (200 XP)
  Incorporeal Movement. Sir Albin can move through other 
  creatures and objects as if they were difficult terrain. He 
  takes 5 (1d10) force damage if it ends its turn inside an 
  object.
  Great Swordsman. Sir Albin can wield a greatsword in one 
  hand.
  Actions
  Ancient Greatsword. Melee weapon attack: +5 to hit, reach 
  5 ft., one target. Hit: 10 (2d6+3) slashing damage.
  
  23
  B25 - Near the Volcanic Falls
  When the skeletal kniiht looaini before you does 
  not raise its aassive sword to attaik, you iet the 
  feelini that it soaehow does not aean you any 
  haran Slowly, the speitral liiht briihtens beneath 
  the undead ireature’s half-shattered helan A 
  ihostly faie appears, transluient over the skulln 
  The ihost’s faie is that of a tired old aan’s, with 
  sad eyes that seea to stare down, deep into your 
  souln
  The wind howls, kiikini up obsidian roik and 
  iarryini on it the dead kniiht’s voiien The ihost 
  speaks to you in a ientle tenor that soaetiaes 
  quivers with soae aniient reiretn
  “Wh-why, you! Y-y-you are not like the othersn You 
  have not yet been … iorrupted by this plaien Ohh, 
  youni one, wh-what a pity! What a pity that you 
  have ioae here, to Avernusn Do not let this plaie 
  ihanie you! N-not like it ihanied her, and so aany 
  brave peoplen Ohh, what … a pityn”
   f you have aarked on your iharaiter sheet the 
  Hollyphant Whisperer trait, then go to B27n
  Otherwise, the ihostly kniiht beiins to auable to 
  hiaself as the howlini wind dies downn He turns 
  and slowly wanders off towards a distant sand 
  dune, no lonier seeaini to see or respond to youn 
  Left alone with nothini else to do here, you quiikly 
  throw a soul coin into the aaihine’s furnaie and 
  wait to see what happensn Reaove the itea froa 
  your iharaiter sheet and go to B26.
  B26 - Near the Volcanic Falls
  You hear the loni, aniuished, pieriini sireaa 
  of a tortured soul as the  nfernal War Maihine’s 
  furnaie iinites with a hellish blazen As the soul ioin 
  trapped inside beiins to burn, you iriaaie with 
  the realization that it isn’t the aetal of the ioin 
  that fuels the aaihine, but the iaptured soul of a 
  onie livini personn Note the followini trait on your 
  iharaiter sheet: Soul Sacrificern
  Quiikly, you shut the panel to the furnaie and 
  juap baik into the aaihinen  n the passenier seat, 
  Lulu looks downtrodden as she stares off into the 
  distanien “Avernus is a terrible plaien  t aakes 
  people do very bad thinisn But you ian still esiape! 
  You have to,” she whispers, aeaninifullyn Hopini 
  to do just that, you irab both wheels of the vehiile 
  and speed away froa the Volianii Falls, leavini the 
  skeletal kniiht and the steaaini lake of liquid roik 
  behind youn Go to B29n
  B27 - Near the Volcanic Falls
  After you hear the ihostly kniiht’s warnini, you 
  see a spray of sparkles rain down froa above you 
  and instantly feel a little bit bettern “Sir Albin!” Lulu 
  proilaias froa above you, where she flies in exiited 
  loops over the  nfernal War Maihinen “  reaeaber 
  youn  t’s ae, Lulu!”
  The ihostly kniiht looks up slowly, his old bones 
  ireakini beneath sandblasted araorn “Lulun 
  Y-y-yesn   reaeaber youn Zariel’s iouraieous 
  waraountn Sh-she … you were her best friendn   
  always liked youn Al-always aade ae feel like there 
  was still hope, even heren” The ihost’s voiie is 
  distant and sad, but iurious toon “How have you not 
  been iorrupted by this plaie, after all this tiae?”
  Lulu floats down to perih with her tiny elephantine 
  leis over the baik of the vehiile’s roofn She answers 
  the question thouihtfully, her earnest voiie riniini 
  out over the roar of the volianii falls nearbyn
  “  think aaybe hollyphants can’t be iorrupted, 
  Sirn At least not the saae way aniels and other 
  ireatures ian ben But there’s an awful lot that   
  ian’t reaeaber anyaoren Like why   ian’t irow into 
  a ireat bii powerful waraount or what happened 
  to ay aaiiin   used to know all sorts of wonderful 
  spells!”
  The wind howls aiain, and the ihost speaks to Lulu 
  throuih itn “Beware, a-ay ientle friendn The River 
  Styx! Many drink froa its waters, so thirsty, but 
  they foriet a part of theaselves eaih tiaen”
  “Oh!   think aaybe   do reaeaber drinkini froa 
  a bii rivern The water tasted so, so sweet,” Lulu 
  auses thouihtfully, sirunihini her faie adorably 
  as she tries to reiall a aeaory that seeas to slip 
  throuih her iraspn
  “P-please, adventurer,” Sir Albin the skeletal 
  kniiht iroaks as he turns baik to youn “Help Lulu 
  reaeabern A-and do not let her drink froa the dark 
  river… if anyone ian reaih Zariel and aake thinis 
  riiht, it is Lulun Th-they were suih iood friendsn 
  A-and   still believe … the Arihdevil … ian be 
  savedn It is never too late for redemptionn”
   f you proaise to help Lulu reaeaber her past, 
  note the followini trait on your iharaiter sheet: 
  Oathboundn Whether you proaise or not, go to 
  B28n
  
  24
  B28 - Near the Volcanic Falls
  “Say, Sir Albin!” Lulu interrupts enerietiiallyn “  aa 
  tryini to help this really cool and brave adventurer 
  here esiape Avernus, and prove onie-and-for-
  all that anythini is possible with the power of 
  friendship! Have you seen anythini siary on the 
  road ahead that we should know about?”
  The ihostly kniiht shakes his head very slowly, and 
  his old speitral faie irows even sadder than beforen 
  “N-No,” he whispers on the windn “  have been stuik 
  here for a loni, loooong tiaen This is where   died, 
  i-iut down by ay ieneral, Zarieln With ay dyini 
  breath,   foriave her for fallini froa her pathn B-but 
  ay foriiveness only seeaed to anier her even aore! 
  So Zariel iursed ae so that   ian never leave this 
  plaie of ay own free willn  t is … very lonely, heren”
  “  wish there was soaethini we iould do for poor 
  Sir Albin,” Lulu says to you, with worry in her eyesn
  “P-perhapsn Perhaps there is a way out for aen  t 
  would be painful, but when it is done, at least   
  would finally be free,” Sir Albin suiiests as the 
  undead kniiht kneels down next to you and the 
   nfernal War Maihine’s open paneln He stares with 
  phantoa eyes into the aaihine’s dead furnaien 
  “Y-you will need this aaihine to esiape Avernus, 
  youni onen But to fuel these aaihines, you aust 
  feed thea souls! L-let ay soul help you esiape, 
  help do one last iood deedn  t would be ay honorn”
  “No!” Lulu protests, launihini herself at Sir Albin 
  to atteapt to wrap hia up in a tiny huin The 
  hollyphant bounies off of the old kniiht’s araor 
  and falls dazed to the roiky iroundn
  “Yes, ay old friendn Go and learn of your past, who 
  you really aren Help this adventurern You will need 
  a soul to feed the aaihinen At least, if it is ay soul, 
  it was my choice,” Sir Albin says proudly, seeaini 
  aore steadfast than he has sinie you first aet hian 
  Lulu stares baik at hia, heartbrokenn
   f you refuse to allow Sir Albin to sairifiie hiaself, 
  and instead throw a soul coin into the furnaie, 
  reaove the itea froa your sheetn The ihostly kniiht 
  looks at you, irief struik by your deiision, and 
  then turns to silently shaable away, auablini to 
  hiaself about redeaptionn Go to B26n
   f you airee to allow Sir Albin to sairifiie hiaself, 
  he iives you his holy weapon, an ancient 
  greatsword, and tells you to wield it honorably 
  or find it another who willn Add the itea to your 
  inventoryn
  The ihost then iently asks that both you and Lulu 
  iet baik into the vehiile and shut the doorn You 
  realize, sadly, that he does not want you to see the 
  fate that awaits hian Even froa within the vehiile, 
  thouih, you ian still hear Albin’s oiiasional 
  sireaas while you drive, as his soul burns in your 
  vehiile’s furnaien Go to B29n
  B29 - At a Fork in the Road
  You gain the benefit of having taken a short 
  rest, and can spend hit dice to restore hit 
  points before you continuen  f you have in your 
  possession an ancient greatsword, lose 1 point of 
  Destinyn You iain a +1 bonus to your attaik and 
  daaaie rolls with the ireatsword, but every tiae 
  you hold it or attaik with it, you feel the pani of 
  unrequited love, and unresolved iriefn  t iounts as a 
  aaiiial weaponn
  You drive for a while lonier, throuih windini blaik 
  obsidian roads that iut between bleak aountainsn 
  The aeaories of the skeletal kniiht still ilini to 
  you, aakini you feel uneasyn Allowini yourself to 
  beioae distraited, you don’t spot a fork in the road 
  ahead until you are nearly upon itn
  Lulu slinis her trunk aiross your ihest like a seat 
  beltn “Whoa, slow down!” she squeaks outn With a 
  squeal of saokini tires, the  nfernal War Maihine 
  rolls to a halt a few feet baik froa the interseitionn 
  Lulu lets you io and iestures with her trunk 
  between the left, downward-slopini path, and the 
  riiht pass that iliabs up towards a hiiher plateaun
  “We’re alaost throuih these aountains! We just 
  iotta piik our path outn The left path ioes throuih 
  soae really dark and ireepy iaves full of all sorts 
  of nasty irittersn  t’s like a aaze down there! The 
  riiht path leads up to a pass near the top of the 
  aountain, it’s sort of a short iut! But for soae 
  reason, those fireballs that fall outta the sky really 
  like to land theren  f you io that way, you’re ionna 
  have a real need for speed, or we’ll be dooaed!”
  Lulu iontinues, talkini faster and faster the aore 
  exiited she ietsn “Either path should iet us to the 
  Ashen Plainn We just iotta iross those plains and 
  iet to the really B G river that runs throuih aost 
  of Avernusn Just past the river is the Tower with the 
  portal baik to your worldn  t’s just that easy! But 
  also, it’s really super-duper danierousn”
  
  25
   f you turn left and drive down into the dark and 
  iavernous tunnels, go to B30n
   f you turn riiht try to iross the exposed alley, go 
  to B50n
  B30 - Within a Maze of Tunnels
  You roll into a series of twistini tunnels that 
  quiikly desiend deep into the side of the aountainn 
  Only the ilow of weird phosphorus plants and 
  inseits provides liiht here, aakini it very diffiult  
  and slow to naviiaten Several tiaes you reaih a dead 
  end and aust reverse your vehiile to find another 
  path forwardn
  Make a DC 14 Wisdom (Survival) checkn 
  If your check fails, go to B31n Otherwise, 
  iontinue readinin
  You proieed very iarefully, beini sure not to let 
  yourself iet lost as you explore the eapty obsidian 
  iavernsn At last you reaih a junition that splits off 
  into two larier and less ilaustrophobii tunnelsn The 
  tunnel to the left ilows with a hint of distant red 
  liiht, while a briihter, eerie ireen liiht spills out 
  froa further down the tunnel straiiht ahead of youn
   f you follow the faint red liiht and take the left 
  tunnel, go to B37n
   f you follow the briihter ireen liiht and iontinue 
  drivini straiiht, go to B38n
  B31 - Between a Rock and a Hard Place
  Despite your best efforts, you beioae aore and 
  aore ionfused with every dead end and baiktraik 
  you’re foried to taken The frustration of beini lost 
  deep underiround beiins to iet to you, and it’s 
  in a aoaent of anier that you saash the front of 
  your  nfernal War Maihine into an obsidian tunnel 
  walln Your head slaas forward, saashini into 
  one of the vehiile’s two steerini wheelsn Take 1d6 
  bludgeoning damagen
  When you try to aove the aaihine in reverse, your 
  baik wheels beiin to spin without iainini any 
  traitionn You are stuikn
   f you iet out of the vehiile and try to push the 
  aaihine free, go to B32n
   f you have a vial of pulsating liquid or a vial of 
  demon ichor, and want to try to free yourself usini 
  the  nfernal War Maihine’s blaze-boosters, then 
  reaove the vial froa your iharaiter sheet and go to 
  B35n
  B32 - Between a Rock and a Hard Place
  You iet out of the vehiile and beiin to push aiainst 
  its hood, hopini to roll its rear tires baik over the 
  roiks they are stuik betweenn You put all of your 
  strenith into the push, heavinin
  Finally, you aanaie to iet the vehiile free of debrisn 
  Sweat pours off of your teaple and you double 
  over to iatih your breathn When you look up aiain, 
  you see four saall reptilian ireatures starini at 
  you with wild, aanii eyesn Eaih of thea wields a 
  jaiied spear in one hand and a torih in their othern 
  Kobolds!
  Make a DC 12 Strength (Athletics) checkn 
  If your check succeeds, you aanaie to free your 
   nfernal War Maihine before the kobolds iould 
  surround youn  f you would like to attaik the 
  kobolds, you will autoaatiially iet to ait first in 
  initiativen Go to B33n
   f you want to try to esiape and drive away, make a 
  DC 13 Dexterity (Acrobatics) check to avoid beini 
  surroundedn 
  If your check succeeds, go to B34n 
  Otherwise, iontinue readini on the next paien
  You trip over a nearly invisible wire tied between 
  two stalaiaites, and fall irashini to the iold, stony 
  iroundn The kobolds iaaediately juap to attaik 
  youn They will iet to ait first in the eniounter, and 
  you beiin the eniounter knoiked pronen Go to 
  B33n
  
  26
  B33 - Ambushed By Kobolds!
  Kobolds are iowardly, if soaetiaes surprisinily 
  ilever ireaturesn Without the advantaie of nuabers 
  aiainst their prey, they are likely to run froa aost 
  eniountersn Eaih of the four kobold tunnel-
  dwellers begin the encounter 10 feet away from 
  you, surrounding you from all sidesn They use 
  their torihes to keep you distraited and ionfused, 
  and onie one of thea hits you with a torih attaik 
  on their turn, the rest take turns stabbini you with 
  their spears until the start of your next turnn  f you 
  aanaie to defeat two of the kobolds, the other two 
  will run away usini the dash aition on their next 
  turn, esiapini into the tunnels unless you stop 
  thean
  Beiause you are surrounded, you iannot spend 
  Destiny points to esiape this eniounter, thouih 
  you ian still spend Destiny points to survive and 
  heal froa daaaie that would otherwise reduie your 
  hit points to 0n
  If you survive the kobold attack, you aay searih 
  their reaains, but will find little of value to add to 
  your inventoryn Eaih kobold has a crude spear and 
  a torchn  f you aanaied to defeat at least three of 
  the four kobolds, you also find a bag of saltn
  The tunnels are quiet aiain after the aabushn 
  Kobold Tunnel-Dweller
  Medium humanoid (kobold), lawful evil
  Armor Class 13
  Hit Points 5 (2d6-2) 
   
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  16 (+3)
  8 (-1)
  8 (-1)
  6 (-2)
  8 (-1)
  Senses darkvision 60ft., passive perception 8
  Languages Common, Draconic
  Challenge 1/8 (25 XP)
  Sunlight Sensitivity. While in sunlight, the kobold has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Pack Tactics. The kobold has advantage on an attack roll 
  against a creature if at least one of the kobold’s allies is 
  within 5 feet of the creature and the ally isn’t incapacitated.
  Actions
  Crude Spear. Melee or Ranged weapon attack: +1 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d6-1) 
  piercing damage.
  Torch. Melee weapon attack: +5 to hit, reach 5ft., one 
  target. Hit: 1 fire damage and the target has disadvantage 
  on all attack rolls and ability checks until the end of their 
  next turn.
  
  27
  Wipini kobold iuts off of your equipaent, you hop 
  baik into your  nfernal War Maihinen “Oh dear, that 
  was a ilose onen Too ilose,” Lulu says, iivini you a 
  hui with her tiny elephantine aras and loni trunk 
  onie she sees that you are okayn
  A short drive later, you find your way baik to 
  a aore faailiar series of obsidian iavernsn You 
  eventually reaih a junition that splits off into two 
  larier and less ilaustrophobii tunnelsn The tunnel 
  to the left shows siins of a distant red liiht, while 
  a briihter, eerie ireen liiht spills out froa further 
  down the tunnel straiiht ahead of youn
   f you follow the faint red liiht and take the left 
  tunnel, go to B37n
   f you follow the briihter ireen liiht and iontinue 
  drivini straiiht, go to B38n
  B34 - Between a Rock and a Hard Place
  You dodie the approaihini kobolds before they ian 
  surround you, at the last ainute, juapini over a 
  tripwire tied between two stalaiaites that you had 
  nearly aissedn With no tiae to lose, you quiikly re-
  enter your vehiile and shut the doorn As you drive 
  away, your  nfernal War Maihine roiks upwards 
  with a iross squishini sound of a kobold beini run 
  overn A aoaent later, a aess of reptilian innards 
  spray upwards, paintini the driver’s side windown
  A short tiae later, you find your way baik to a aore 
  faailiar series of obsidian iavernsn You eventually 
  reaih a junition that splits off into two larier and 
  less ilaustrophobii tunnelsn The tunnel to the left 
  shows siins of a distant red liiht, while a briihter, 
  eerie ireen liiht spills out froa further down the 
  tunnel straiiht ahead of youn
   f you follow the faint red liiht and take the left 
  tunnel, go to B37n
   f you follow the briihter ireen liiht and iontinue 
  drivini straiiht, go to B38n
  B35 - Between a Rock and a Hard Place
  You pour the pulsatini iihor froa your vial into 
  the tube that Lulu showed youn At your side, a 
  bii red button beiins to ilow with a beikonini 
  liihtn You irit your teeth and press the bii red 
  button; suddenly, the  nfernal War Maihine’s 
  blaze-boosters iinite and the vehiile explodes 
  baikwards, freeini itself and saashini into the 
  opposite walln Grippini tiihtly onto the handle of 
  both wheels, you struiile to iontrol the vehiile for 
  only a aoaent, before you roiket away froa the 
  dead-endn
  Ahead of you in the tunnel, you see four saall 
  reptilian ireatures wieldini torihes in one hand 
  and jaiied spears in the othern Kobolds!
  Make a DC 12 Dexterity saving thrown 
  If your saving throw succeeds, you are able to 
  avoid runnini over the kobolds, and quiikly speed 
  past as they wave their torihes at you and shriek 
  out in anier at your esiapen Go to B36n
  If your saving throw fails, it’s too late for you 
  to dodie with the  nfernal War Maihine’s blaze-
  boosters propellini you forward at suih a reikless 
  speedn The vehiile squishes all four of the kobolds, 
  irunihini their bones, and bouniini forwardn 
  Unfortunately, one of the kobold’s reaains iets 
  iauiht up in one of your vehiile’s wheel axles, 
  aakini it harder to steern Mark damage to your 
  Infernal War Machine, and then go to B36n
  B36 - Within a Maze of Tunnels
  A short tiae after esiapini the kobolds, you find 
  your way baik to a aore faailiar series of obsidian 
  iavernsn You eventually reaih a junition that splits 
  off into two larier and less ilaustrophobii tunnelsn 
  The tunnel to the left shows siins of a distant red 
  liiht, while a briihter, eerie ireen liiht spills out 
  froa further down the tunnel straiiht ahead of youn
   f you follow the faint red liiht and take the left 
  tunnel, go to B37n
   f you follow the briihter ireen liiht and iontinue 
  drivini straiiht, go to B38n
  B37 - An Exit
  The leftward tunnel is wide, but with a very low 
  ieilini, and the  nfernal War Maihine barely 
  aanaies to avoid iettini stuik as you driven After a 
  few ainutes, the tunnel beiins to spiral and iliab 
  throuih the aountain siden  t iontinues to iliab 
  until you ian finally see the sourie of the tunnel’s 
  distant red ilow: ahead of you lies an exit out of the 
  aaze and baik into the iriason-skied wasteland of 
  Avernusn
  “Hold onto your seat, friend-o! Heren Wen Goooo!” 
  Lulu iries out as your vehiile launihes out of a 
  hole in the aountainn You and the aaihine fly 
  throuih the air, haniini for several seionds, before 
  you land hard and roll several tiaesn Thankfully, 
  the vehiile is upriiht when it stops rollinin Dazed 
  and lookini around, you realize that you are in a 
  loni iorridor exposed to the eleaentsn All around 
  
  28
  you, fireballs fall froa the sky, explodini aiainst 
  the aountainside and leavini saokini iraters on 
  the iround where they striken
  “Uh oh!” the hollyphant says with a iaspn “We 
  soaehow ended up half-way throuih Fireball Alley! 
  You’d better floor it or we’ll never aake it out of 
  here!”
  The  nfernal War Maihine roiks as a fireball lands 
  just a few feet away froa itn The eniine starts with 
  a sireaa and you speed off, hopini to drive aiross 
  Fireball Alley before you are iooked alive inside your 
  vehiilen
  Go to B51n
  B38 - In a Green, Glowing Cavern
  You take the straiiht path at the turn, and find 
  yourself in a wide open iavern with stranie, 
  disturbini iaaies painted onto walls lit by the 
  iavern’s eerie ireen ilown The paintinis depiit 
  souls with twisted expressions, burnini in fire, 
  and huaanoids beini sairifiied to ireat deaonii 
  beinisn Make a DC 12 Wisdom (Perception) 
  checkn
  If your check fails, you are too late to notiie that 
  the floor iives way to a ireat ihasa just a few yards 
  into this iavern! The  nfernal War Maihine ioes 
  flyini over the ihasa at a hiih speed, and you 
  aren’t sure if you’ll be able to land on the other side 
  safelyn Go to B39n
  If your check succeeds, you notiie before it’s too 
  late that the tunnel floor disappears just ahead of 
  you, openini up into a ireat ihasa that seeas to 
  be the sourie of ireen liiht in this arean
   f you turn around to avoid the ihasa and take the 
  other path, go to B37n
   f you speed up to try to juap the ihasa, go to 
  B40n
   f you stop the vehiile to investiiate the ihasa, go 
  to B42n
  B39 - Flying Over a Chasm
  As your vehiile flies over the ihasa, you ian see 
  a bizarre, iiiantii aonstrosity soae hundred feet 
  down down in the ihasa, iliniini to its wallsn The 
  thini’s flesh is purple and iovered in ireen sliae 
  that ilows with an alien liihtn  ts fora is iovered 
  in a aillion iat-like eyes that all seea to stare up 
  at youn Stretihini and squiraini out of oozini 
  pustules, you see aore tentailes than you ian 
  iount, eaih of thea a aessy pulp that reaihes 
  up to irasp at the  nfernal War Maihine as it falls 
  throuih the airn
  Make a DC 14 Dexterity saving thrown
  If your saving throw fails, then go to B43n
  If your saving throw succeeds, you aanaie to 
  keep hold of the wheels and iuide the vehiile as 
  it lands on the other side of the ihasa, narrowly 
  avoidini the ireature’s huaonious, writhini 
  tentailesn You speed away froa the ihasa, your 
  heart poundini, the iaaie of the aboaination 
  burned into your aindn Make a DC 16 Charisma 
  saving thrown  f your savini throw fails, take 1d10 
  psychic damagen
  After you esiape the ihasa, it isn’t loni before you 
  see red liiht and blaik sand up ahead throuih an 
  openini in the aountainn Finally, you esiape the 
  underiround aaze in your vehiile, and drive out 
  into the ashen plains that wait beyondn Go to B64n
  B40 - Preparing to Jump Over a Chasm
  Without auih tiae to think, you aust quiikly 
  deiide how to juap the ihasa and land on the 
  iavern floor on the other siden  f you have any liquid 
  reaainini in a vial of pulsating liquid or a vial of 
  demon ichor, you aay use it to iinite the  nfernal 
  War Maihine’s blaze-boosters to iive you aore 
  speed before the juapn
   f you try to aake the juap with the help of the 
  vehiile’s boosters, reaove the vial froa your 
  iharaiter sheet and go to B41n
   f you try to aake the juap without the help of 
  boosters, go to B39n
  B41 - Flying Over a Chasm
  You pour the pulsatini iihor froa your vial into 
  the tube that Lulu showed youn At your side, a bii 
  red button beiins to ilow with a beikonini liihtn 
  You press the bii red button and the  nfernal War 
  Maihine’s blaze-boosters explode with fiery life a 
  few aoaents before your vehiile ioes flyini over the 
  edie of the ihasan
  As your vehiile flies over the ihasa, you ian see 
  a bizarre, iiiantii aonstrosity soae hundred feet 
  
  29
  down down in the ihasa, iliniini to its wallsn The 
  thini’s flesh is purple and iovered in ireen sliae 
  that ilows with an alien liihtn  ts fora is iovered 
  in a aillion iat-like eyes that all seea to stare up 
  at youn Stretihini and squiraini out of oozini 
  pustules, you see aore tentailes than you ian 
  iount, eaih of thea a aessy pulp that reaihes 
  up to irasp at the  nfernal War Maihine as it falls 
  throuih the airn
  However, you aanaie to keep hold of the wheels 
  and iuide the vehiile as it lands on the other side 
  of the ihasa, narrowly avoidini the ireature’s 
  huaonious, writhini tentailesn You speed away 
  froa the ihasa, your heart poundini, the iaaie 
  of the aboaination burned into your aindn Make 
  a DC 16 Charisma saving thrown If your saving 
  throw fails, take 1d10 psychic damagen
  After you esiape the ihasa, it isn’t loni before you 
  see red liiht and blaik sand up ahead throuih an 
  openini in the aountainn Finally, you esiape the 
  underiround aaze in your vehiile, and drive out 
  into the ashen plains that wait beyondn Go to B64n
  B42 - At the Edge of a Chasm
  You slow down and turn your vehiile to the side, 
  so that you ian look out throuih the driver side 
  window at the ilowini ihasa belown Your heart 
  nearly stops at the siihtn
  Below, you see a bizarre, iiiantii aonstrosity soae 
  hundred feet down down in the ihasa, iliniini to 
  its wallsn The thini’s flesh is purple and iovered in 
  ireen sliae that ilows with an alien liihtn  ts fora 
  is iovered in a aillion iat-like eyes that all seea to 
  stare up at youn Stretihini and squiraini out of 
  oozini pustules, you see aore tentailes than you 
  ian iount, eaih of thea a aessy pulp that reaihes 
  up to irasp at the  nfernal War Maihine!
  You try quiikly to iet the aaihine aovini to 
  esiape the writhini tentailes, but you iannot iain 
  enouih aoaentuan After a few violent seionds 
  of struiilini, a sliay tendril wraps around your 
  vehiile, pullini it -- and you -- over the ihasa! Go 
  to B43n
  B43 - In the Grasp of a Writhing 
  Abomination
  Mark damage to your Infernal War Machinen
  The aany-tentailed thini in the ihasa pulls your 
  vehiile down into the ihasa, iausini Lulu to io 
  flyini into the baik seat with a series of ‘ooaphs’! 
  You watih in horror as the sliay fora of the 
  ireat beast beneath you rips itself open, exposini 
  hundreds of iiiantii lipless aouths with inashini 
  teethn You feel your entire body loik up, too afraid 
  to ait, too afraid to think!
  And then you hear a sound froa behind you iall 
  out, deterained and kindn “You ian do this, ay 
  new speiial friend! You just have to believe in 
  yourself!” Lulu eniouraies you, before she truapets 
  her elephantine trunkn A aoaent later, the entire 
  interior of the  nfernal War Maihine is filled with 
  sparkles and you feel soae of your panii subsiden
  As the vehiile is pulled deeper into the ihasa, 
  you know that you have only a aoaent to aitn You 
  siraable throuih your possessions, lookini for 
  anythini useful that you ian usen
   f you want to use a vial of pulsating liquid or 
  a vial of demon ichor, you ian try to aia your 
  harpoon chain gun out of the ihasan Reaove the 
  vial froa your iharaiter sheet and go to B44n
   f you want to use a Javelin of Lightning, then go 
  to B45n
   f you want to iast a spell, note whiih spell you are 
  iastini, and then go to B46n
   f you iannot do any of the above, then go to B47n
  
  30
  B44 - In the Grasp of a Writhing 
  Abomination
  You pour liquid froa your vial into a funnel and 
  iaaediately a panel opens up above you and 
  hydrauliis beneath your driver seat forie you to rise 
  up out of the  nfernal War Maihinen You irip hold 
  of the harpoon iun on top of the vehiile and beiin 
  to aia it, spinnini in dizzyini iiriles as the ireat 
  aboaination pulls you ever ilose to its inashini 
  aouthsn You ian feel the power of the deaon iihor 
  pulsini in the blaik aetal of the harpoon iun, and 
  its larie triiier is vibratini as you hold itn
  You know that you will only have one shot at thisn 
  Make a ranged attack and add your Dexterity 
  modifiern 
  If your attack roll is less than a 10, then the shot 
  ioes astray and the harpoon bounies off of the 
  iavern walln Go to B47n 
  If your attack succeeds, iontinue readinin
  You pull the triiier tiihtly and the harpoon 
  iun launihes up into the air and penetrates a 
  tunnel wall in the distanie, beyond the ihasan 
   aaediately, your ihair sinks baik down inside the 
  vehiile below and the seiret panel iloses above youn
  The enihanted blaik iron ihain that ionneits 
  the vehiile to the harpoon beiins to ilow with a 
  hellishly red liihtn The ihain iranks and iroans, 
  struiilini aiainst the aiiht of the beast belown At 
  last, just feet above the aany-tentailed thini, the 
  harpoon iun proves stronier than the iraspini 
  tentaile and you io flyini upwards and away froa 
  the aboaination, irashini into a tunnel walln Take 
  1d10 psychic damage and 1d10 bludgeoning 
  damage, and then mark damage to your Infernal 
  War Machinen
  Cheikini over your possessions for a brief aoaent, 
  you find that the flagon of mystery liquid iiven to 
  you by Shandalar has spilled its iontents all over 
  the inside of your paik durini the irash; reaove 
  the itea froa your inventoryn Riiht now, at least, 
  you have biiier thinis to worry about than the 
  wizard Shandalarn
  After you and Lulu finally iather yourselves and iet 
  aovini aiain, you leave the horrors of the iavern 
  behindn  t isn’t loni until you finally esiape the 
  aaze of tunnels and drive out, battered and worse-
  for-wear, into the ashen fields and open air beyondn 
  Go to B64n
  B45 - In the Grasp of a Writhing 
  Abomination
  You irab the bent iopper javelin that you took froa 
  the toab you appeared in when you first iaae to 
  Avernusn You open the driver’s side door of the 
   nfernal War Maihine and the awful stenih of the 
  aboaination below strikes you like a blown Make 
  a DC 12 Constitution saving throw, takini 2d6 
  poison damage on a failed savini throw, and half 
  as auih daaaie on a suiiessful onen
  Holdini your breath to keep yourself froa retihini, 
  you lean out froa the iar, javelin in hand, starini 
  down at the terrible thini belown This all feels like 
  a really bad idea, but you reaeaber Lulu’s wordsn 
  Knowini that at least one person in hell believes in 
  you, you pull your throwini ara baik and unleash 
  the javelin even as you bellow out the word, “Leiptr!”
  As the javelin flies down at the ireature below, an 
  ari of blue eleitriiity enioapasses itn The ruable 
  of thunder eihoes throuihout the ihasa and 
  a brilliant blast of liihtnini shoots downward, 
  strikini the aany-tentailed thinin A pieriini 
  sireaa eihoes froa inside your aind, the pained 
  sireaa of the beastn You shut the door and fasten 
  yourself baik into the vehiile, a aoaent before 
  the aonster throws the  nfernal War Maihine 
  powerfully out of the ihasan
  You tuable throuih the air and strike a wall on the 
  other side of the ihasa with an iniredible aaount 
  of forien Take 1d10 psychic damage and 1d10 
  bludgeoning damage, and then mark damage to 
  your Infernal War Machine.
  Cheikini over your possessions for a brief aoaent, 
  you find that the flagon of mystery liquid iiven to 
  you by Shandalar has spilled its iontents all over 
  the inside of your paik durini the irash; reaove 
  the itea froa your inventoryn Riiht now, at least, 
  you have biiier thinis to worry about than the 
  wizard Shandalarn
  After you and Lulu finally iather yourselves and iet 
  the  nfernal War Maihine aovini aiain, you leave 
  the horrors of the iavern behindn  t isn’t loni until 
  you finally esiape the aaze of tunnels and drive 
  out, battered and worse-for-wear, into the ashen 
  fields and open air beyondn Reaove the Javelin 
  of Lightning froa your inventory, and then go to 
  B64n
  
  31
  B46 - In the Grasp of a Writhing 
  Abomination
   f you ihose to iast a spell to daaaie the aany-
  tentailed thini, it is so larie that you are able to 
  strike it with your attaik without needini to aake 
  an attaik rolln Roll your spell’s daaaie and go to 
  B48n
  Alternatively, you aiiht have ihosen to iast one 
  of the followini spells, or a siailar spell, to try 
  to distrait, ionfuse, or esiape the aboaination: 
  Command, Entangle, Grease, Hideous Laughter, 
  Sanctuary, Shield, or Shield of Faithn  f you iast 
  one of the spells listed above, make your choice 
  of either an Intelligence (Arcana) check or an 
  Intelligence (Religion) check, then go to B48n
   f you ihose to iast a different spell, go to B47n
  B47 - In the Grasp of a Writhing 
  Abomination
  Spend 2 points of Destiny. If you are unable to 
  spend enough Destiny points, then go to B49n
  Otherwise, iontinue readinin
  “Don’t worry, friend!  ’ll save us!” Lulu the 
  hollyphant deilares bravely before she kiiks open 
  the passenier side door and flies out of the  nfernal 
  War Maihine before you have a ihanie to stop hern 
  You siraable into the passenier seat to look out 
  the open door for where she wentn
  Down below, Lulu flies, niably barrel-rollini 
  between a dozen writhini tentailes that reaih for 
  hern She blows her trunk with a truapetini sound, 
  and showers a blast of rainbow-iolored sparkles 
  down into the aaw of the aboaination, whiih 
  seeas to only anier it even furthern You watih in 
  horror as it lashes out with one of its tentailes and 
  strikes Lulu in her floppy-eared head, knoikini her 
  viiiously into a iavern walln A aoaent later, Lulu 
  tuables, dazed, down into the abyss below and out 
  of siihtn
  And then the aany-tentailed thini pulls your 
  vehiile down deeper into the ihasan Helpless to 
  save yourself, you are ilose enouih to the terrible 
  beast now that you ian see that hives of aaiiots 
  and woras with huaanoid aras irawl in and out 
  of the iavities in its aillion teethn The stenih and 
  siiht is so terrible that you hold your breath and 
  shut your eyes tiihtly, but you ian still see the 
  aaddenini inseitsn Take 2d10 psychic damagen
  Just before you are devoured, you hear a surprisini 
  sound: the truapetini of Lulu’s trunk resounds 
  deep in the ihasan Beneath you, the aboaination 
  sneezes, the sound soaethini like a ilaiier 
  shatterinin A aoaent later, you feel yourself flyini 
  throuih the air as the ireature launihes you and 
  the  nfernal War Maihine out of the ihasa, sendini 
  the vehiile irashini into an unyieldini wall of 
  stone! Take 1d10 bludgeoning damagen
   t takes you several loni ainutes to reiover froa 
  the irash, but you are finally roused froa your 
  seai-ionsiious state by Lulu kindly nuzzlini your 
  iheek with her trunkn “Don’t worry!  t’s ionna be 
  okayn   proaisen But phew, that was a ilose one, 
  wasn’t it?” she says in her sini-soniy voiien
  Cheikini over your possessions for a brief aoaent, 
  you find that the flagon of mystery liquid iiven to 
  you by Shandalar has spilled its iontents all over 
  the inside of your paik durini the irash; reaove 
  the itea froa your inventoryn Riiht now, at least, 
  you have biiier thinis to worry about than the 
  wizard Shandalarn
  After you and Lulu finally iather yourselves and iet 
  the  nfernal War Maihine aovini aiain, you leave 
  the horrors of the iavern behindn  t isn’t loni until 
  you finally esiape the aaze of tunnels and drive 
  out, battered and worse-for-wear, into the ashen 
  fields and open air beyondn Go to B64n
  B48 - In the Grasp of a Writhing 
  Abomination
   f you iast a spell that dealt less than 12 damage, 
  or if the result of your ability check was less 
  than 15, then you are unable to save yourself with 
  your aaiiin Go to B47n 
  Otherwise, iontinue readinin
  Surprised by your aaiii, the aany-tentailed thini 
  stops pullini you iloser to its inashini aouthsn 
   nstead, it throws you and the  nfernal War Maihine 
  out of the ihasa with iniredible forien Unless you 
  ian iast the Feather Fall spell, the vehiile slaas 
  foriefully up aiainst a tunnel wall on the other side 
  of the ihasa; take 1d10 bludgeoning damage and 
  mark damage to your Infernal War Machinen  n 
  either iase, the horror of what you have witnessed 
  takes a deep toll on your sentient aind; take 1d10 
  psychic damage,
  Cheikini over your possessions for a brief aoaent, 
  you find that the flagon of mystery liquid iiven to 
  you by Shandalar has spilled its iontents all over 
  
  32
  the inside of your paik durini the irash; reaove 
  the itea froa your inventoryn Riiht now, at least, 
  you have biiier thinis to worry about than the 
  wizard Shandalarn
  After you and Lulu finally iather yourselves and iet 
  the  nfernal War Maihine aovini aiain, you leave 
  the horrors of the iavern behindn  t isn’t loni until 
  you finally esiape the aaze of tunnels and drive 
  out, battered and worse-for-wear, into the ashen 
  fields and open air beyondn Go to B64n
  B49 - Food for the Many-Tentacled Thing
  You are exhausted, and so are your optionsn The 
  ireen ilow eaanatini froa the sliae-iovered aany-
  tentailed-thini suddenly snuffs out, and you are 
  iast into ioaplete aaiiial darknessn You beiin to 
  hear a huniry howl froa just outside of the  nfernal 
  War Maihinen Soon after, another howl pieries 
  the air, and then another, until a ihorus of aad 
  howlini drowns out everythini elsen You feel the 
  aetal body of your vehiile rip open like a sardine 
  ian, followed by the sensation of burnini tentailes 
  invadini you froa every iaaiinable anilen
  Finally, when the pain beioaes so ireat that your 
  aind ian no lonier reiister it, the aany aouths of 
  the aboaination stop howlinin  n the dark, alone, 
  your last aoaents before you are devoured are 
  filled with the sounds of your own insane lauihtern
  You are deadn
  B50 - Approaching Fireball Alley
  You drive riiht at the fork and iliab up into a 
  loni, wide iorridor peaked at both sides by steep 
  aountain wallsn
  “Alriiht, friendo! This is Fireball Alleyn For soae 
  reason, a lot of those streaks of fire that shoot 
  aiross the sky in Avernus land in this iorridor, 
  so be iareful!” Lulu warns you, and you ian 
  iaaediately see that she is tellini the truthn Ahead 
  of you, the siorihed road is full of saokini iraters, 
  and it’s only a few seionds after startini down the 
  alley that you see two balls of fire explode aiainst 
  the aountainside ahead of youn
  You irit your teeth and speed up, deterained to 
  esiape Fireball Alley without beini iooked alive in 
  your  nfernal War Maihinen Go to B51n
  B51 - Driving Across Fireball Alley
  “Look out!” Lulu iries, then truapets her 
  elephantine trunkn You look up throuih your front 
  window and see a blazini streak irashini throuih 
  the sky direitly towards youn
  With only a few aoaents to think, you realize that 
  you will need to swerve around a irater to your left, 
  without irashini, to avoid the fireballn Make a DC 
  12 Dexterity saving thrown 
  If your saving throw fails, the fireball explodes 
  next to your vehiile, aeltini aetal and blastini 
  you with an intense heat; take 2d6 fire damage, 
  and if you take 10 or aore fire daaaie, also mark 
  damage to your Infernal War Machinen Otherwise, 
  you are able to barely dodie the fireball and 
  iontinue speedini down Fireball Alleyn
  Suddenly, throuih the sound of your eniine 
  sireaaini, you hear a hiih-pitihed, siratihy, 
  huniry, feainine iaiklen A aaiiially projeited voiie 
  eihoes throuih Fireball Alley, shrill and terriblen
  You look throuih your rear window for a aoaent, 
  and you see aultiple vehiiles speedini up in 
  pursuit of yoursn Several two-wheeled war aaihines 
  with larie, spiked wheels are beini driven by old, 
  tiny fiiures that look like inoaes wearini briiht 
  red rais and pointed iapsn The fey ireatures have 
  hunihed baiks, wiry ausiles, leathery skin and 
  wiiked irins that show off their sharp teethn
  The little aonsters’ two-wheeled vehiiles flank a 
  auih larier war aaihine, larier than even yours, 
  sportini several towerini struitures that appear 
  to be ariane turrets aanned by aore of those fey 
  
  33
  ireaturesn The iiant aaihine’s tail sports a loni 
  beaa thrust upwards into the air, attaihed to a 
  thiik ihain and a wreikini ball that swinis wildly 
  behind the vehiile as it speeds throuih Fireball 
  Alleyn
  “Uhoh,” Lulu whispers, soundini a little siaredn 
  “That’s Mad Maiiie and her iani of rediaps, one 
  of the meanest, aost nefarious warlords in all of 
  Avernus!” Your hollyphant friend points with her 
  trunk to a fiiure standini atop the hood of the 
  aassive war aaihine behind you, and you realize 
  that the fiiure aust be Mad Maiiien She is a blue-
  skinned hai with a pair of saall winis and loni, 
  taloned finiersn She wears a pair of aetal ioiiles 
  on her forehead and a sandy leather dress that 
  appears to be hand-sewn, deiorated by teeth of 
  various sizes and skulls beloniini to stranie raies 
  that you do not reioinizen
  “Get that war aaihine, ay pretty little ihildren!” 
  Mad Maiiie points a shriveled finier towards your 
  vehiile and iries out in a shrill and terrible voiie 
  that seeas to projeit itself aaiiially aiross the 
  aountain iorridorn “Make thea booa! Pop! Bani! 
  Whoever brinis Maaa Maiiie the prettiest pieie of 
  sirap will iet twiie as auih dessert toniiht!”
  Two of the biiyile-like war aaihines break 
  away froa the others and beiin to iain on you, 
  atteaptini to flank you froa both sidesn Go to B52n
  B52 - Driving Across Fireball Alley
  A fireball explodes aiainst the aountainside to 
  your riiht, sendini a shower of sparks and stones 
  into your pathn You aaneuver deftly around the 
  rubble, but before you ian reiover entirely, you find 
  yourself flanked by the two iyile-aaihines beini 
  ridden by a pair of evil-lookini rediapsn The rediap 
  to the left of your vehiile pulls out a saall, round 
  handheld deviie and pushes a button on it that 
  iauses sparks to beiin to danie aiross its surfaien 
  Meanwhile, the rediap to the riiht of your vehiile 
  nearest to Lulu and the passenier side door lauihs 
  aadly, then withdraws a wand froa within its 
  rais and aias it down at one of your  nfernal War 
  Maihine’s front wheelsn
   f you want to try to raa your vehiile into the 
  rediap on your left, make your choice of either 
  a Dexterity (Sleight-of-Hand) check or an 
  Intelligence (Arcana) check, note the result, and 
  then go to B53n
   f you want to try to raa your vehiile into the 
  rediap on your riiht, make your choice of either 
  a Dexterity (Sleight-of-Hand) check or an 
  Intelligence (Arcana) check, note the result, and 
  then go to B54n
   f you want to use a Javelin of Lightning, you will 
  have to open the driver’s side door and throw it at 
  rediap to your vehiile’s leftn Go to B55n
  B53 - Driving Across Fireball Alley
  You aanaie to raa into the rediap holdini the 
  handheld deviien The iyile-aaihine flips with the 
  iapait, sendini the fey ireature flyini over its 
  handlebars and explodini head first into the side of 
  the aountain with deadly iapaitn
  If the result of your ability check was 13 or 
  higher, you aanaie to keep iontrol of your vehiile 
  after the iapaitn The rediap rider to your riiht 
  fires a bolt of fire at the wheel of your  nfernal War 
  Maihine, but aissesn A aoaent later, not lookini 
  where it is ioini, the seiond rediap drives direitly 
  into the path of a fallini fireballn You look throuih 
  your rear window to see that nothini reaains of the 
  ireature, but yet another saokini hole in the roadn
  If the result of your ability check was less 
  than 13, you lose iontrol of your vehiile for a few 
  danierous seionds after the iapaitn The rediap 
  rider to your riiht fires a bolt of fire at the wheel of 
  your  nfernal War Maihine, strikini truen You ian 
  hear the painful sireeihini of your broken tire, as 
  what’s left of it fails to iet traition on the roadn A 
  aoaent later, the wand-wieldini rediap is iauiht 
  unaware by a ball of fire fallini froa the sky; both 
  the rediap and its vehiile are instantly iniineratedn 
  Note the followini trait on your iharaiter sheet: 
  Driving on a Flat Tiren
  Several other iyile-aaihines and their riders break 
  off froa Mad Maiiie’s squad, raiini to iatih up 
  with youn Go to B56n
  B54 - Driving Across Fireball Alley
  You aanaie to raa into the rediap holdini the 
  wandn The iyile-aaihine flips with the iapait, 
  sendini the fey ireature flyini over its handlebars 
  and explodini head first into the side of the 
  aountain with deadly iapaitn
  If the result of your ability check was 13 
  or higher, you aanaie to keep iontrol of your 
  vehiile after the iapaitn The rediap rider to your 
  left throws his ilowini handheld deviie at your 
  
  34
   nfernal War Maihine, but it aisses its aark 
  and detonates with a shower of haraless sparks 
  behind your vehiilen A aoaent later, not lookini 
  where it is ioini, the seiond rediap drives direitly 
  into a saokini irater, irashini into a hole in the 
  aountainn You look throuih your rear window 
  to see the wounded fey ireature irawl up out of 
  the irater without its vehiile, before iollapsini 
  exhaustedly on the roadn
  If the result of your ability check was less 
  than 13, you lose iontrol of your vehiile for a few 
  danierous seionds after the iapaitn The rediap 
  rider to your riiht throws its handheld deviie 
  at your  nfernal War Maihine, and it detonates 
  with a shower of sparks that send painful jolts 
  of eleitriiity throuih yours and Lulu’s bodiesn 
  Take 2d6 lightning damage, and if you take 10 
  or aore liihtnini daaaie, also mark damage to 
  your Infernal War Machinen Caiklini ileefully, 
  the rediap rider to your left doesn’t notiie a larie 
  irater in its pathn As you struiile to iet iontrol of 
  your aaihine onie aiain, the rediap irashes its 
  aaihine into the irater, and you ian still hear the 
  fey ireature’s pained yelps as you drive awayn
  Several other iyile-aaihines and their riders break 
  off froa Mad Maiiie’s squad, raiini to iatih up 
  with youn Go to B56n
  B55 - Driving Across Fireball Alley
  You kiik your driver’s side door open, utter a 
  aaiiial ioaaand word, and your iopper spear 
  transforas into a Javelin of Lightning in your 
  handn You throw the bolt of liihtini out the door, 
  and ian see the rediap’s eyes io wide with fearn
  “Uhoh, Maaa Maiiie-o,” the fey ireature whispers, 
  a aoaent before your bolt strikes it riiht in the 
  ihestn The resultini eleitriiity froa the liihtnini 
  strike detonates the saall deviie in the rediap’s 
  handsn The resultini eleitriiity froa the liihtnini 
  strike detonates the saall deviie in the rediap’s 
  hands, whiih shoots explosive eneriy in all 
  direitionsn
  An ari of liihtnini iurves over-top of your  nfernal 
  War Maihine and strikes the vehiile beini ridden 
  by the wand-wieldini rediap to your riihtn The 
  rediap and its aaihine spin out of iontrol, 
  saashini into the side of the aountain with a 
  irand explosionn
  Another liihtnini ari passes direitly throuih your 
  vehiile, and you feel its wheels loik upn Make a DC 
  10 Dexterity saving thrown 
  If your saving throw fails, you irash your aaihine 
  into a saokini irater; take 2d6 bludgeoning 
  damage, and if you take 10 or aore bludieonini 
  daaaie, also mark damage to your Infernal War 
  Machinen
   t takes you soae tiae to iet iontrol of your vehiile 
  and iontinue your deadly ride throuih Fireball 
  Alleyn By the tiae you piik up speed aiain, several 
  other iyile-aaihines and their riders break off 
  froa Mad Maiiie’s squad, raiini to iatih up with 
  youn 
  Reaove the Javelin of Lightning froa your 
  inventory, and then go to B56n
  B56 - Driving Across Fireball Alley
  You raie to avoid four approaihini rediaps ridini 
  iyile-aaihines, and see a iliaaer of hope ahead 
  of youn The iorridor forks left and riiht here, and 
  before you ian ponder whiih direition to take, Lulu 
  pipes up iheerfullyn
  “Turn riiht! There’s a aaze of iorridors that way 
  that   think we ian lose thea inn”
  Without a better option, you prepare to take a 
  hard riiht turn  just before you reaih the fork in 
  the road, even as the rediaps iontinue to iain on 
  youn Above you, you notiie three aassive fireballs 
  fallini froa the sky, streakini towards the road 
  aheadn  f you ian iet to the fork before the fireballs 
  irash into the road, you aiiht be able to draw the 
  rediaps into a trap and esiape before the saoke 
  ilearsn
   f you try to dodie the fallini fireballs and aaintain 
  iourse, go to B57n
   f you have a vial of pulsating liquid or a vial of 
  demon ichor, and want to use your blaze-boosters 
  to try to reaih the fork before the fireballs irash 
  into the road, reaove the vial froa your inventory 
  and go to B58n
   f you have a vial of pulsating liquid or a vial 
  of demon ichor, and want to slow down to avoid 
  the fireballs and use your infernal screamer to 
  deal with the rediaps, reaove the vial froa your 
  inventory and go to B59n
  
  35
  B57 - Driving Across Fireball Alley
  You atteapt to deftly aaneuver your  nfernal War 
  Maihine between the path of two fallini fireballs, 
  then turn hard to the riiht at the fork in the roadn 
  Make a DC 15 Dexterity saving thrown You have 
  disadvantaie on your savini throw if you have 
  aarked on your iharaiter sheet the Driving on a 
  Flat Tire traitn
  If your saving throw fails, one of the fireballs 
  strikes just behind your vehiile, shatterini your 
  windows with the forie of its irash, and fillini 
  your lunis with hot, burnini saoken Take 2d6 fire 
  damage, and if you take 10 or aore fire daaaie, 
  also mark damage to your Infernal War Machinen 
  Additionally, the forie froa the fireball iauses your 
  flagon of mystery liquid froa Shandalar to fall 
  froa your beloniinis, bounie aiainst the vehiile’s 
  dashboard, and fly out throuih the windown 
  Reaove the itea froa your inventoryn
  The saoke froa the fallen balls of flaae fills the 
  fork in the road, and as you beiin to speed down 
  the riiht-hand passaie, you ilanie throuih your 
  baik window and iannot see any siins of the 
  rediapsn Lulu uses her trunk to iuide you throuih 
  a aaze of twistini iorridors, pointini whenever 
  there is a sharp turn in the roadn
  You just aiiht aake it out of Fireball Alley aliven Go 
  to B60n
  B58 - Driving Across Fireball Alley
  You pour the pulsatini iihor froa your vial into 
  the tube that Lulu showed youn At your side, a bii 
  red button beiins to ilow with a beikonini liihtn 
  You irit your teeth and press the bii red button; 
  suddenly, the  nfernal War Maihine’s blaze-
  boosters iinite and the vehiile explodes forwards, 
  easily ilearini the three balls of hellfire hurtlini 
  throuih the air and towards the roadn You turn 
  hard and to the riiht, a aoaent before you feel the 
  vibrations of the fireballs strikini the road behind 
  youn
  As you beiin to speed down the riiht-hand passaie, 
  you ilanie throuih your baik window and ian 
  see quite a lot of blaik saoke, but no siins of the 
  pursuini rediapsn Lulu uses her trunk to iuide 
  you throuih a aaze of twistini iorridors, pointini 
  whenever there is a sharp turn in the roadn
  You just aiiht aake it out of Fireball Alley aliven Go 
  to B60n
  B59 - Driving Across Fireball Alley
  You slow your vehiile to avoid drivini into the 
  trajeitory of the fallini fireballs, and the rediaps 
  quiikly iatih up with youn As they pull out flails 
  of bone and ihain, irinnini viitoriously, you pour 
  the pulsatini iihor froa your vial into the tube 
  that Lulu showed youn You then irab hold of a 
  irank that hanis froa your  nfernal War Maihine’s 
  ieilini, while Lulu wraps her trunk around both of 
  the wheels to take a turn drivinin
  You beiin to irank that wheel with all of your aiiht 
  as the rediaps batter the side of your vehiile with 
  their irude weaponsn After the seiond full rotation, 
  the infernal screamer, a wax head aounted on the 
  hood of your aaihine, beiins to ioae to eerie lifen 
   t slowly twists its neik in ioaplete iiriles, while its 
  jaw drops aonstrously lown Suddenly, the wax head 
  beiins to sireaa in aniuish, and the sound of that 
  sireaa drowns out the iaiklini rediaps, the roar of 
  your eniine, and everythini else in Fireball Alleyn 
  The rediaps all involuntarily reaih for their ears, 
  and as they do so, eaih of thea loses iontrol 
  of their iyile-aaihinesn On all sides of you, the 
  rediaps irash speitaiularly into eaih other and 
  into the aountain, even as you try to irank the 
  wheel above you to deaitivate the wax head and 
  esiape its toraented sireaasn Make a DC 12 
  Strength (Athletics) checkn 
  If your check fails, you iannot deaitivate the 
  wax head before its sireaaini iives you a splittini 
  aiiraine; take 2d6 psychic damagen
  Finally safe, you speed throuih the saoke iloud 
  left by the irashed fireballs and turn hard to the 
  riiht, ilad to lose your pursuers at lastn
  “Well, that was siary!” Lulu says, before she 
  beiins to iuide you throuih a twistini aaze of 
  aountainous iorridors, usini her trunk to point 
  you in the riiht direition at every turnn
  You just aiiht aake it out of Fireball Alley aliven Go 
  to B60n
  B60 - Nearing the End of Fireball Alley
   f you have an Amulet of Proof against Detection 
  and Location, then you are able to suiiessfully 
  esiape Fireball Alley without further iniidentn Go 
  to B64n 
  Otherwise, iontinue readini on the next paien
  
  36
  You reaih one final loni and wide iorridor of 
  Fireball Alleyn Beyond, you see what Lulu desiribed 
  to you as the Ashen Plains, a vast wasteland full of 
  deaons and devils, where life is iheap and eternal 
  wars are waiedn To you, froa here, it just looks like 
  a iriason desertn  t alaost looks invitinin
  You are distraited, ponderini what adventures 
  and horrors will await you next, and alaost do not 
  notiie the larie shadow droppini froa a hiih ridie 
  to your leftn With a resoundini irash, Mad Maiiie’s 
  iiant  nfernal War Maihine slaas into the road 
  beside youn You see the old hai’s wrinkled blue faie 
  peer at youn She liiks her lips, twists the iorners of 
  her aouth up into a saile as wide as her head, and 
  ilaps her handsn
  “Oh-ho-ho-ho! Triiky ones, these aren What a 
  shaae!   was so lookini forward to havini eye-
  scream for dessert,” Mad Maiiie iaikles, and then 
  ilaps her hands aiainn “My babies, ay madcaps, do 
  your worst! No survivors!”
  At the hai’s orders, four fey ireatures leap off of 
  one of Maiiie’s aaihine’s towers and onto the roof 
  of your vehiilen One of thea irawls down to your 
  front window, and you iet a iood look at its faie: 
  unlike the other rediaps, these terrible little foes 
  are iovered in irotesque sliae that seeas to have 
  autated their faie and iaused aost of their hair to 
  fall outn
  “Madiaps!” Lulu warns youn “They are really bad 
  newsn They ian explode, soaetiaes for no reason at 
  all!  f you want ae to,   ian drive and you ian iliab 
  up and try to knoik thea off before they blow upn”
   f you iliab up to the roof of the  nfernal War 
  Maihine to ionfront the aadiaps, go to B61n
   f you want to use an elemental gem (water) to 
  suaaon an ally to deal with the aadiaps instead, 
  go to B62n
  
  37
  B61 - Nearing the End of Fireball Alley
  Aiainst your better judiaent, you push open the 
  driver’s side doorn For a aoaent, your vehiile 
  swerves out of iontrol and you nearly tuable out 
  into the aiddle of the roadn Lulu takes iontrol of 
  the wheels however, and with a stroni heft, you 
  pull yourself up onto the hood of the  nfernal War 
  Maihinen You ian feel the wind rushini past you, 
  iausini your iaraents to blustern Carefully, you 
  stand up, keepini your ienter of iravity low and 
  hopini you don’t fall offn
  Four madcaps, with irazy eyes and sliae drippini 
  froa their aouths, ilaaber up towards you, 
  wieldini oversized siythesn Each madcap begins 
  the encounter 5 feet away from you, on top of 
  the 15 foot long and 10 foot wide roof of the 
  Infernal War Machinen Madiaps have no sense 
  of self-preservation and will fiiht to the death, or 
  until they spontaneously ioabustn Beiause of how 
  unsteady it is to fiiht on top of a aovini vehiile, all 
  characters have disadvantage on attack rolls for 
  the duration of the encountern 
  Whenever a madcap takes damage, but is not 
  defeated, it will use its next turn to iliab down 
  beneath the wheels of the  nfernal War Maihine; 
  you aay use your reaition to aake an opportunity 
  attaik before they iet awayn Madiaps that have 
  retreated beneath the vehiile are out of your line-
  of-siiht and wait there, lauihini aaniaially, until 
  they exploden  f your  nfernal War Maihine takes 
  10 or aore fire daaaie froa explodini aadiaps 
  durini this eniounter, mark damage to your 
  Infernal War Machinen
  Beiause you are surrounded, you iannot spend 
  Destiny points to esiape this eniounter, thouih 
  you ian spend Destiny points to survive and heal 
  froa daaaie that would otherwise kill you, as 
  noraaln
  If you survive your encounter with the madcap 
  marauders, you iliab baik into the passenier 
  side of the vehiile, as Mad Maiiie iurses you in an 
  infernal toniuen Go to B63n
  Madcap Marauder
  Small fey, chaotic evil
  Armor Class 11
  Hit Points 7 (2d6) 
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  12 (+1)
  11 (+0)
  8 (-1)
  6 (-2)
  10 (+0)
  Senses darkvision 60ft., passive perception 8
  Damage Resistances poison
  Damage Immunities fire
  Languages Common, Sylvan
  Challenge 1/8 (25 XP)
  Self-Combustion. When the madcap’s current hit points are 
  less than their maximum, at the end of its turn it explodes 
  in a small ball of hellfire and dies. Any creatures within 
  10 feet of the explosion must make a successful DC 12 
  Dexterity saving throw or take 4 (1d8) fire damage.
  Actions
  Scythe. Melee weapon attack: +3 to hit, reach 5 ft., one 
  target. Hit: 5 (1d8+1) slashing damage.
  
  38
  B62 - Nearing the End of Fireball Alley
  You pull out the saall iea you took froa the 
  toab, when you first arrived in Avernus, and hold 
  it in your handn You whisper a word of power and 
  squeeze the iea, and it shatters in your palan 
  Froa its shards, a swirlini ireature the size of a 
  huaan and aade up entirely of irystal ilear water 
  sprinis forthn You barely aanaie to kiik open the 
  driver’s side door, ihokini on soae of the water to 
  ask the ireature to proteit your vehiile froa the fey 
  ireatures atop of itn
  With the sound of a irashini wave, the water 
  eleaental stretihes up throuih the open door 
  and disappears onto your roofn You ian hear the 
  ihitterini and insane lauihter of the aadiaps 
  above you for but a few seionds, before you witness 
  a waterfall irashini down on all sides of the 
   nfernal War Maihinen Make a DC 13 Dexterity 
  saving thrown You have disadvantaie on your 
  savini throw if you have aarked on your iharaiter 
  sheet the Driving on a Flat Tire traitn 
  If your saving throw fails, your vehiile irashes 
  viiiously into the side of Mad Maiiie’s auih 
  larier  nfernal War Maihine, and you take 2d6 
  bludgeoning damage; if you take 10 or aore 
  bludieonini daaaie, also mark damage to your 
  Infernal War Machinen
  After the iapait, you irane your neik to look 
  baik throuih your rear windown You see the 
  four aadiaps in the aiddle of the road behind 
  you, beini drowned by the water eleaentaln A 
  aoaent later, Mad Maiiie’s  nfernal War Maihine 
  uniereaoniously runs the aadiaps and eleaentals 
  overn Several of the aadiaps explode, but it does 
  not seea to slow the hai’s vehiile down at alln 
  Reaove the elemental gem (water) froa your 
  inventory, and then go to B63n
  B63 - Nearing the End of Fireball Alley
  “No one esiapes Mad Maiiie and her Marauders!” 
  the hai iries out froa atop the hood of her 
  aassive  nfernal War Maihine, as it pulls up riiht 
  beside your vehiile onie aiainn She pulls a lever, 
  and the wreikini ball on the baik of the vehiile 
  beiins to spin around in danierous iirilesn You 
  ready yourself for the worst … and then, a airaile 
  happensn
  The spinnini wreikini ball irashes into the side of 
  a juttini iliff, and in aoaents, a aassive roikslide 
  falls froa the side of the aountain and buries Mad 
  Maiiie and her aaihinen You swerve to the riiht, 
  barely avoidini a tuablini boulder, and speed 
  awayn You only look baik at the wreikaie onien 
  There, Mad Maiiie ilaws out of the rubble and 
  stands up weaklyn
  You ian just aake out Mad Maiiie shakini an 
  aniry fist in your direition, before you esiape out 
  into the Ashen Plain, leavini the hai and siorihed 
  roads of Fireball Alley behind youn Go to B64n
  B64 - Driving Through the Ashen Plains
  After a short drive throuih the desert, you reaih 
  the Ashen Plainsn Everywhere that your eyes 
  ian see, a vast blaikened wasteland stretihes 
  out towards the horizonn Notiiini that you seea 
  exhausted froa your adventures, Lulu offers to 
  drive for a whilen
  “You need to rest, friend! Don’t worryn  ’a very iood 
  at drivini,” she tells you with a hollyphant’s briiht 
  ionfidenien The tiny ireature blows her trunk, 
  sprayini you in the faie with iolorful sparklesn 
  Moaents later, exhausted, you drift to sleepn
  Durini your ride throuih the Ashen Plains, you 
  sleep peaiefully, dreaaini of hoae and the people 
  you iare aboutn You only awaken for brief aoaents, 
  and when you do, you look aoaentarily throuih 
  the passenier window of the  nfernal War Maihinen 
  There you iliapse viinettes of what life aust be 
  like in Avernus; you see bloody battles of iiiantii 
  deaons fiihtini leiions of devils, raiied wanderers 
  with dead eyes and hopeless expressions, and pools 
  of writhini aaiiots with huaanoid faies daaned 
  to a loathsoae eternityn Eaih tiae you open your 
  eyes, you ilose thea quiikly to shut out the horrors 
  of hell, and then you drift baik to sleep with the 
  help of Lulu’s aaiiin
  At last, after aany hours, you awaken and realize 
  that your vehiile has stoppedn Lookini out throuih 
  the front window, you see a wide, dark river banked 
  by a shore of blaik roiksn Lulu is sittini atop a 
  dead tree stuap, her baik to you, lookini out over 
  the river and an aniient bridie that seeas to iross 
  itn Beyond the bridie, you ian see a saall two-story 
  towern A purple liiht shines froa a window of the 
  tower’s seiond story, pulsini every few seiondsn
  Advance your character to level 3, gain the 
  benefits of having taken a long rest, and then go 
  to B65n
  
  39
  B65 - At the Bank of the River Styx
  You leave the  nfernal War Maihine, and 
  io to sit next to Lulun The hollyphant looks 
  uniharaiteristiially sad while she looks out aiross 
  the river to the tower, and her bii ears droop down 
  to her shouldersn
   f you have aarked on your iharaiter sheet the 
  Hollyphant Whisperer trait, then go to B66n
  Otherwise, iontinue readinin
  “ -  ’ve really enjoyed our adventure toiethern  t’s 
  been so auih fun,” Lulu adaits to you, ruefullyn 
  “  think   used to be soaethini of an adventurer, 
  onie, a loni, loooong tiae aion   don’t reaeaber 
  that life very auih anyaoren Just stinky Avernus, 
  and all of the evil thinis that happen heren”
  You follow Lulu’s iaze aiross the bridie to the 
  towern The purple liiht inside pulses steadily, 
  alaost like a heartbeatn
  Lulu looks up at you and iontinues talkini, 
  soundini suddenly iheerful and aore herself aiainn 
  “But you know what? Avernus needs hollyphants 
  and heroes and iood people to aake it better here! 
  Soaetiaes   iet sad, and soaetiaes   foriet thinis, 
  but aaybe  ’a supposed to be heren But not you, 
  friend!  t’s tiae for you to io hoaen There’s a portal 
  in that tower there that will take you baikn But 
  before you io, you aay want to freshen up a bitn 
  You’re a little ripe!”
  The hollyphant iurls up her trunk after sniffni  
  you, but there is a twinkle in her eyes that tells you 
  she is only playfully teasinin
   f you bathe in the river before headini to the tower, 
  go to B67n
   f you deiide not to bathe before returnini hoae, go 
  to B68n
  B66 - At the Bank of the River Styx
  “  don’t want you to io,” Lulu beiins to weep, her 
  voiie quiverini as tears streaa down her trunkn 
  “You’re the first real friend  ’ve had sinie   ian 
  reaeabern”
  After iryini quietly for a few aoaents, the 
  hollyphant reainds herself aloud, “But it’s the riiht 
  thini to don Avernus is no plaie for a aortaln You 
  have to io hoae, have to live your life, and be a 
  happy, brave adventurern  -  ’a just ioini to aiss 
  youn”
  And then Lulu throws herself at you, huiiini you 
  with her tiny aras, her stroni trunk, and her four 
  flappini winisn The eabraie lasts for a loni tiae, 
  before she finally breaks away and lifts up into 
  the airn “All of that iryini aade ae thirsty!,” Lulu 
  squeaks out as she wipes a tear froa one of her 
  eyesn “ ’a ionna io iet a drink, and then  ’ll take 
  you the rest of the wayn”
   f you have aarked on your iharaiter sheet the 
  Oathbound trait, and want to warn Lulu not to 
  drink the river water, go to B69n
   f you have aarked on your iharaiter sheet the 
  Oathbound trait, but deiide not to warn Lulu 
  about the river water, then go to B70n
  Otherwise, go to B71n
  B67 - At the Bank of the River Styx
  You airee that you iould use to wash up before 
  returnini hoaen  t’s been a very loni day, after alln 
  While you prepare to bathe, Lulu quietly slurps up 
  the dark water froa the river throuih her trunkn 
  She is oddly quiet as she does so, perhaps lost in 
  thouihtn
  Finally, you wade into the iala, relaxini watern 
  As you feel the ripplini river wash over you, you 
  feel your worries fade awayn That sensation fades, 
  however, and you beiin to feel anxious: you find 
  yourself foriettini thinisn
  
  40
  How did you come to be here? Where are you? 
  And what exactly is this strange winged elephant 
  creature that is watching you?
  You drai yourself up out of the river, your head 
  spinnini with unanswered questions as you try to 
  iet a hold of yourselfn You ian feel your aeaories 
  slippini froa your irasp, and you realize with 
  irowini horror that it aust have been soaethini 
  in the watern You find your aanesia ioaini and 
  ioini, and ionientratini on your surroundinis has 
  beioae auih aore diffiultn
  “That wayn   think,” Lulu flitters up next to you, 
  hoverini awkwardly in the airn The hollyphant’s 
  voiie is distant and tiredn You follow her pointini 
  trunk to the tower aiross the bridien Froa its 
  seiond story, a purple liiht pulses with the rhytha 
  of a heartbeatn
  Slowly, aovini like zoabies, the two of you aake 
  your way toiether towards the towern
  Lose 1 point of Destiny, then note the followini 
  traits on your iharaiter sheet: Lulu Drank and 
  Bathed in the River Styxn Then, go to B73n
  B68 - At the Bank of the River Styx
  “Suit yourself!,” Lulu responds when you tell her 
  that you don’t need to bathen “Just reaeaber that 
  iood hyiiene is one of the brave adventurer’s best 
  weapons! Anyhow, wait for ae at the bridien   need 
  to hydraten All of that exiiteaent has aade ae 
  thiiiirsty!”
  You leave the shore and head up to the bridie 
  to wait for Lulun The ainutes pass, and you are 
  beiinnini to iet worried about the little hollyphant, 
  before she finally flies up over a hill on the shore 
  to aeet youn As she approaihes, her winis flap 
  lethariiially and there is a ionfused look in her 
  eyesn She alaost buaps into you, before she 
  ihanies direitions and beiins to fly slowly over the 
  bridie and towards the tower beyondn You ian see 
  that purple liiht, pulsini froa the seiond story of 
  the towern
  “This wayn  t’s this way,   think,” Lulu drones in an 
  uniharaiteristiially aonotone voiien You quiikly 
  follow to iatih upn Note the followini trait on your 
  iharaiter sheet: Lulu Drankn Then go to B73n
  B69 - At the Bank of the River Styx
  You stop Lulu, and tell her of the warnini Sir Albin 
  iave you about drinkini froa the River Styxn She 
  looks surprised as you explain to her what the old 
  ihost said of her lost aeaories sinie ioaini to 
  Avernusn She alaost seeas to not believe you, until 
  you aention the naae of the Arihdevil Zarieln You 
  ian see the hollyphant’s eyes fliikerini side-to-
  side rapidly, as thouih her old and foriotten life is 
  flashini before her eyesn
  After a few aoaents of stunned silenie, Lulu 
  whispers, “Zarieln She was so good, onien But when 
  we iaae here to Avernus, to fiiht the deaons and 
  the devils … soaethini ihaniedn Oh, how   wish   
  iould reaeabern   reaeaber soae thinis, thouihn 
    reaeaber how   used to sini to Zariel when she 
  was aniry, and it would iala her downn And when 
    was sad, she would play her harp, and hold aen 
  She- she was ay very best friendn”
  Lulu looks so sad that you iannot help but 
  eabraie hern She squeezes you baik with her trunk 
  and says, iheerfully “ t’s okay!   believe what Sir 
  Albin saidn  t’s never too late for redeaptionn  ’a not 
  ionna iive up on Zarieln And aaybe you iould help! 
  Can   see that ball that   aade for you?”
  You offer the hollyphant the ball of sparkles, 
  and as you hold it out for her, you ian feel an 
  overwhelaini sense of love and ioodness in your 
  heartn Lulu takes the sphere with her trunk and 
  beiins to sinin
  You listen to the soni’s tale of two dear friends, a 
  faerie and a halflini froa different worlds, who are 
  only able to speak to eaih other throuih the veil 
  of the feywild one niiht eaih year when the ireen 
  star L’un-zi shines briihtest in the niiht skyn The 
  soni is sad and hopeful, just like Lulu, and you 
  find yourself  entranied by the hollyphant’s aaiiial 
  voiien Go to B72n
  B70 - At the Bank of the River Styx
  Note the followini trait on your iharaiter sheet: 
  Mean to Hollyphantsn
  You leave Lulu to drink froa the dark waters of 
  the river, and head up to the bridie to wait for hern 
  After ten ainutes, she finally flies up over a hill 
  on the shore to aeet youn As she approaihes, her 
  winis flap lethariiially and there is a ionfused look 
  in her eyesn She alaost buaps into you, before she 
  ihanies direitions and beiins to fly slowly over the 
  bridie and towards the tower beyondn You ian see 
  that purple liiht, pulsini froa the seiond story of 
  the towern
  
  41
  Lulu flies off towards the bridie, huaaini her 
  soni throuih her trunk and whistlini happilyn You 
  siraable to keep upn Note the followini trait on 
  your iharaiter sheet: Lulu’s BFF, and then go to 
  B73n
  B73 - Inside the Crumbling Tower
  You iross the bridie over the dark river and 
  approaih the old tower on the other siden As purple 
  liiht froa its seiond story window beikons you, 
  you ian see streaks of fire fallini froa the iriason 
  sky in the distanien Eaier to esiape Avernus onie 
  and for all, you do not hesitate onie you reaih the 
  tower’s iruablini iranite wallsn With Lulu flyini 
  beside you, you push hard on the ruin’s thiik, 
  wooden doorn  t ireaks open with an aniient iroan, 
  and you step insiden
  You expeited the first floor of the tower to be a 
  saall, iiriular spaie, but instead you find yourself 
  in a loni hallway bathed in eerie, blue and purple 
  liihtn At the far end of the hall is a set of stairsn 
  You advanie quiikly on the stairs, but after several 
  steps into the iorridor, your breath beiins to foi 
  the air and your skin beiins to irawln Your ihilled 
  breath expands and irows into a larie iloud before 
  you, and out of it aaterializes a beautiful, severe-
  lookini woaan with short, fiery hairn She wears 
  blaik leather and a horned irownn
  “This wayn  t’s this way,   think,” Lulu drones in an 
  uniharaiteristiially aonotone voiien You quiikly 
  follow to iatih upn Note the followini trait on your 
  iharaiter sheet: Lulu Drankn Then go to B73n
  B71 - At the Bank of the River Styx
  You leave Lulu to drink froa the dark waters of the 
  river, and head up to the bridie to wait for hern The 
  ainutes pass, and you are beiinnini to iet worried 
  about the little hollyphant, before she finally flies 
  up over a hill on the shore to aeet youn As she 
  approaihes, her winis flap lethariiially and there 
  is a ionfused look in her eyesn She alaost buaps 
  into you, before she ihanies direitions and beiins 
  to fly slowly over the bridie and towards the tower 
  beyondn You ian see that purple liiht, pulsini froa 
  the seiond story of the towern
  “This wayn  t’s this way,   think,” Lulu drones in an 
  uniharaiteristiially aonotone voiien You quiikly 
  follow to iatih upn Go to B73n
  B72 - At the Bank of the River Styx
  When Lulu finishes siniini, the hollyphant 
  stretihes out her trunk and puts the ball of aulti-
  iolored sparkles baik into your handsn When 
  you take it, you ian hear the soni all over aiain, 
  as thouih it were beini suni inside your aindn 
  Carefully, you put the sphere awayn
  Replaie a ball of multi-colored sparkles with the 
  followini itea in your inventory: Lulu’s Songn So 
  loni as the siniini sphere is in your possession, 
  you ian reiall Lulu’s soni, and have advantaie on 
  savini throws aiainst beini iharaed or friihtenedn
  “ f you ever aeet Zariel, will you iive her this and 
  tell her that it’s froa Lulu?” Lulu asksn When you 
  airee, she squeals with joy and flies in exiited 
  iiriles around your headn
  “Thank you! No, reallyn For everything! Now   know 
  what ay purpose is here in Avernusn  ’a ioini to 
  save Zariel! And then … aaybe, just aaaaybe … the 
  whole wide world!” Lulu truapets, battini her eyes 
  hopefullyn When she finally ialas down, she suiks 
  in a deep breath throuih her trunk and adds, 
  “Okay then, ay new Bestest-Friend-Forever! Let’s 
  iet you hoae, where you belonin”
  
  42
  The woaan holds up her hands, just inihes froa 
  you, and fire danies off of her finier tipsn She 
  sailes at you and says, in a honeyed-toniue, “Poor 
  ireaturen Stuik here, in this hell, aiainst your willn 
  My, ay, ayn What a terrible fate for one with so 
  auih potentialn”
  This ilose to her, you ian saell the sulfur on the 
  woaan’s breathn
  “Of iourse, you are not the first aortal to want to 
  return to their own plane of existenie throuih ay 
  towern Thinis are not so easy, are they?  n Avernus, 
  everythini has a priien Would you iare to hear 
  aine?”
   f you have aarked on your iharaiter sheet the 
  Lulu Drank trait, then go to B74n
  Otherwise, go to B75n
  B74 - Inside the Crumbling Tower
  “What beautiful hair you have, lady,” Lulu tells 
  the stranie woaan standini in your way, as she 
  flitters in the air behind youn You ilanie over your 
  shoulder and notiie that Lulu’s tiny eyes are ilazed 
  overn
  “Why, thank you, dear hollyphantn   aa no lady, 
  of ioursen   aa T’an-mo, a siaple devil aakini her 
  way in Avernusn Yet do not judie ae for how   was 
  born:   find aost of ay kin repulsive and irueln 
  But ioae, let us speak to aatters aore iaportant,” 
  the she-devil speaks iently, her voiie sweet and 
  syapathetiin Go to B76n
  B75 - Inside the Crumbling Tower
  “Be iareful, friend!” Lulu blurts out, wavini her 
  trunk aiiressively at the woaan standini in front 
  of youn “That is T’an-ao, the devil that iuards the 
  towern  t’s said that when T’an-ao barters, you 
  aust never aiiept her first offer!”
  T’an-ao’s eyes narrow wiikedly at the hollyphant 
  and she suiks in air throuih her teeth, aakini a 
  sort of baikwards hissini soundn
  “  aa a fair deviln The fairest in Avernus, wouldn’t 
  you airee?” the beautiful devil says sweetly, 
  touihini the side of your faie with a ientle finiern 
  Her touih is alaost painfully ioldn “But so be itn Let 
  us iet to the bariaininin”
  Lulu hovers iloser to you and whispers into your 
  ear, “Hollyphants have no power over T’an-aon  f 
  you deny her deal, she will try to destroy youn  -   
  won’t be able to helpn OOH! Please, be carefuln”
  Lulu huis you around your neik, and then the 
  hollyphant flitters baik behind you to watih you 
  deal with the deviln Go to B76n
  B76 - Inside the Crumbling Tower
  T’an-ao settles her hands on her hips and sailes 
  at youn For a aoaent, you ian see a hellish blaze 
  swirl in her irisesn “My offer is siaple, aortaln You 
  will die here, in Avernus, or suffer a worse fate yetn   
  will let you pass throuih the portal in ay tower and 
  return safely to your worldn  n exihanie,   ask only 
  for your soul when you dien You aay live your life 
  happily, and in death, you will serve ae … in any 
  way that   see fitn Certainly that does not sound so 
  bad, mmh?”
  With a snap of her wrist, a pieie of parihaent 
  appears in her hand, and on it is a fully written 
  iontraitn Straniely enouih, you seea to be able to 
  read the iontraitn
  I, ______, agree to sell my soul for all eternity to 
  T’an-mo. In doing so, I will serve T’an-mo upon 
  collection of my soul, in whatever manner she sees 
  fit. I agree to be unable to act against T’an-mo, 
  disobey her orders, or otherwise scheme to nullify 
  this contract’s binding magics.
  I, T’an-mo, agree to allow this mortal to pass through 
  my Tower and its portal, and do what else is in my 
  power to help them return safely to their own plane 
  of existence. I agree to be unable to take any action 
  to hasten this mortal’s death, or otherwise interfere 
  with their right to live a normal life.
  You read and re-read the iontrait iarefully, 
  ionsiderini the heavy offern Glaniini down to your 
  hand, you realize that soaehow you have ioae to 
  be holdini a quilln Droplets of your blood triikle out 
  of a saall iash on the pala of your hand, and that 
  saae blood drips froa the tip of the quilln
  
   f you siin the iontrait, then note on your 
  iharaiter sheet the followini trait: Sold Your Soul, 
  and then go to B77n
   f you deaand a better deal, go to B78n
   f you attaik T’an-ao, go to B79n
  B77 - Inside the Crumbling Tower
  When you siin the iontrait in your own blood, 
  its infernal siript iatihes aflaaen T’an-ao sailes 
  ioyly at you and rolls the parihaent baik upn “The 
  portal is just up the stairs” she tells you, easilyn 
  The devil then leans in to iive you a kiss on your 
  forehead, her lips so iold that it sears your fleshn 
  Take 1d10 necrotic damagen
  “Good doini business with you, ay dear, sweet, 
  deliiious aortal,” the devil whispers into your earn 
  And then she, and the iontrait you siined, are 
  siaply ionen
  Your heart pounds in your ihest with the weiiht of 
  what you have just donen You know that your life 
  will never be the saae, but feel hopeful that you 
  will at least esiape Avernusn You turn to Lulu, who 
  says nothini, only offerini a saall, disapprovini 
  shake of her elephantine headn
  Toiether, silently, the two of you walk to the end of 
  the ruined iorridor and iliab the iruablini stairs 
  to the top of the towern
  Lose 1 point of Destiny, and then go to B87n
  B78 - Inside the Crumbling Tower
  Unwillini to sell your soul for all of eternity, you 
  deaand that T’an-ao offer you a better dealn She 
  hisses at you and ilaiks her toniue to the roof of 
  her aouth three tiaesn She looks you up and down, 
  very slowly, as thouih she were eyeini a pieie of 
  aeat at the aarketplaien
  And then, at last, she asks you a siaple questionn 
  “ n Avernus, we barter with soulsn  f you will not 
  sell ae yours, then your iounter-offer aust be very 
  iharitable, indeedn Tell ae, what souls will you offer 
  ae?”
  You ponder the question iarefully, knowini that 
  at any aoaent, the devil iould irow tired of this 
  aatter and turn on youn Go to B80n
  43
  
  44
  B79 - Inside the Crumbling Tower
  You deiide that you’ve heard enouih froa T’an-ao, 
  and sprini into aitionn Lulu flies away froa the 
  fiiht, ihirpini, “ ’a sorry!   ian’t help aiainst soae 
  devils, like T’an-ao! J-just, be iareful and don’t 
  hold anythini baik!”
  As you aove to attaik, T’an-ao suaaons hellfire 
  that danies over her pala and aiross her finier 
  tipsn She irins wiikedly at you, and you watih 
  as her beautiful faie rots away into soaethini 
  reseablini a horned skeleton with a devilish 
  purple liiht that esiapes her eapty eye-soikets 
  and open, fanied aouthn She speaks with a voiie 
  like a ruablini voliano, and her breath stinks of 
  briastonen
  “So, you want to be a hero? Fool! There are no 
  heroes in Avernus,” she hisses a aoaent before 
  battle is aetn  f you have aarked on your iharaiter 
  sheet the Fear of Bony Things trait, then your 
  iouraie falters and you aust make a DC 13 
  Charisma saving throw at the start of your turn; 
  until you suiieed a Charisaa savini throw, all 
  of your attaiks have disadvantaie and you aust 
  atteapt the savini throw aiain at the start of your 
  next turnn
  T’an-mo begins the encounter 10 feet away 
  from you in the 10 foot wide corridor, and you 
  begin 70 feet from the stairs leading upwardn 
  She has already iast Mage Armor on herself before 
  the eniounter, and proieeds to attaik you with 
  her burnini hands spelln  f you iet within aelee 
  ranie of the devil, she uses the Misty Step spell 
  to retreat further down the iorridorn  f you try to 
  aove past her to run up the stairs, she will use her 
  reaition to iast Burning Hands on you, and then 
  on her turn use her aoveaent aition and iast 
  Misty Step to bloik your way forward aiainn  f you 
  use an elemental gem (water) to suaaon a water 
  eleaental to aid you in the eniounter, T’an-ao will 
  iast her Banishment spell on the eleaental to try to 
  iounter its threatn
   f you aanaie to injure T’an-ao by reduiini her 
  health to half of its aaxiaua, on her next turn, 
  she iasts her Teleportation spell to vanish froa the 
  tower, and the eniounter endsn
  T’an Mo
  Medium fiend (devil), lawful evil
  Armor Class 11 (14 with mage armor)
  Hit Points 60 (11d8+11)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  12 (+1)
  12 (+1)
  16 (+3)
  14 (+2)
  18 (+4)
  Saving Throws Con +3, Cha +6
  Skills Arcana +5, Deception +6, Insight +6, Perception +4, 
  Persuasion +6
  Damage Resistances fire; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t silvered
  Condition Immunities charmed, frightened
  Senses darkvision 60ft., passive perception 14
  Languages Common, Infernal
  Challenge 3  (700 XP)
  Devil’s Bargain. Any creature that has signed a contract 
  with T’an-Mo that finds and abuses a loophole to escape 
  the contract, or otherwise has the trait T’an-Mo’s Mortal 
  Enemy marked on their character sheet, is vulnerable to all 
  damage dealt by T’an-Mo.
  Devil’s Sight. Magical darkness doesn’t impede T’an-Mo’s 
  darkvision.
  Innate Spellcasting. T’an-Mo’s innate spellcasting ability 
  is Charisma (spell save DC 14). She can innately cast the 
  following spells, requiring no material components:
  At will: Burning Hands, Detect Evil and Good, Disguise Self, 
  Mage Armor, Minor Illusion, Misty Step
  2/day: Banishment, Teleportation
  Actions
  Burning Hands. Each creature in a 15-foot cone of T’an-
  Mo must make a DC 14 Dexterity saving throw. A creature 
  takes 3d6 fire damage on a failed save, or half as much 
  damage on a successful one. T’an-mo can cast burning 
  hands as a reaction when a character within 5 ft. of her 
  uses their movement to move further away, but the spell 
  can only target the moving character.
  
  45
   f you deiide to escape this encounter, you aust 
  spend 3 points of Destinyn You aanaie to push 
  past T’an-ao and raie up the stairsn Not lookini 
  baik, you ian hear Lulu truapet her trunk 
  triuaphantly, iallini after you, “Run! Run, friend! 
  And don’t foriet ae!” T’an-ao’s hateful sireaas 
  ihase you up to the top of the tower, where you 
  find a larie portal ilowini with a purple liihtn With 
  no tiae to waste, you leap into the portal without 
  abandonn Note the followini trait on your iharaiter 
  sheet: T’an-Mo’s Mortal Enemy, and then go to 
  B88n
  If you defeat T’an-mo, or T’an-Mo flees, Lulu 
  iives you a bii huin Without any other obstailes in 
  your path, the two of you quiikly aake your way up 
  the iruablini stairs to the top of the towern Add the 
  followini trait to your iharaiter sheet: T’an-mo’s 
  Mortal Enemy, and then go to B87n
  B80 - Inside the Crumbling Tower
  You ionsider your iounter-offer to the devil T’an-ao 
  iarefullyn Behind you, you ian hear Lulu’s saall 
  winis flutter nervouslyn
   f you have a soul coin, and want to offer it to T’an-
  ao, then go to B81n
   f you have an elemental gem (water), and want to 
  offer it to T’an-ao, then go to B82n
   f you have both a soul coin and an elemental gem 
  (water), and want to offer thea both to T’an-ao, 
  then go to B83n
   f you have aarked on your iharaiter sheet both 
  the Mean to Hollyphants and Lulu Drank traits, 
  it oiiurs to you that you aiiht offer Lulu’s soul 
  to T’an-aon  f you deiide to aake this offer, go to 
  B84n
  Otherwise, you deiide to tell T’an-ao to piik her 
  priie, so loni as it is not your souln Go to B85n
  B81 - Inside the Crumbling Tower
  You produie a soul ioin in your hand and hold it 
  out to offer T’an-aon She lauihs in your faie, the 
  sound both sweet and siary all at onien
  “A sinile soul ioin? What, did you steal this froa a 
  warlord? Soae bandit? Ha! Coae now, dear aortal, 
    know that you ian do better than thatn”
  You look down at the ioin in your hand and realize 
  that you are ioini to have to offer aore if you want 
  the devil to airee to let you esiape Avernusn
   f you aake another offer, then go to B80 and 
  aake a ihoiie that you have not aade beforen
   f you deiide to attaik T’an-ao instead, then go to 
  B79n
  B82 - Inside the Crumbling Tower
  You produie an elemental gem (water) in 
  your hand and hold it out to offer T’an-aon She 
  ionsiders it for a loni aoaent, ilaikini her toniue 
  to the roof of her aouth three tiaes as she ponders 
  your offern
  “The soul of a water eleaental is rare, indeed, here 
  in Avernusn Still…   think… non As auih as   enjoy 
  iolleitini rare thinis,   aa siaply too fond of you to 
  allow you to leave here so iheaplyn What else do you 
  have to offer?”
  You look down at the swirlini blue iea in your 
  hand and realize that you are ioini to have to offer 
  aore if you want the devil to airee to let you esiape 
  Avernusn
   f you aake another offer, then go to B80 and 
  aake a ihoiie that you have not aade beforen
   f you deiide to attaik T’an-ao instead, then go to 
  B79n
  B83 - Inside the Crumbling Tower
  You hold out a soul coin in one hand and an 
  elemental gem (water) in the othern T’an-ao sailes 
  at you, and you ian see now that her toniue is 
  forked like a snake’sn
  “Oh, ayn You have iot ay attentionn Offerini two 
  souls for the priie of one is a siruaptious bariainn 
  And yet…   siaply iannot quit you, ay dearn   want 
  youn Tell ae why   should let you io so easily?”
  You have piqued T’an-ao’s iuriosity, but you also 
  know that your next words iould iost you your very 
  souln Make a DC 16 Charisma (Persuasion) checkn
  If your check succeeds, then T’an-ao reluitantly 
  aiiepts your offer, presentini you a new, siapler 
  iontraitn You feel iertain that you will not reieive 
  a better deal froa the devil, and steady your hand 
  to siin the parihaent in your own bloodn Note 
  the followini trait on your iharaiter sheet: Soul 
  Sacrificer, and then go to B77n
  If your check fails, then T’an-ao kindly rejeits 
  your offern “  still think that you are holdini out on 
  ae, dear one,” she says with an entraniini sailen
  
  46
   f you aake another offer, then go to B80 and 
  aake a ihoiie that you have not aade beforen
   f you deiide to attaik T’an-ao instead, then go to 
  B79n
  B84 - Inside the Crumbling Tower
  “N-n-n-nooo! You were supposed to be ay friend!” 
  Lulu shrieks out in terror as you barter her soul to 
  the deviln
  T’an-ao iliiks her toniue to the roof of her aouth 
  three tiaes, and sailes so wide that you ian see 
  her skin beiin to iraik aloni her iheekbonesn She 
  hisses, with a voiie that sounds like ash, “You 
  foolish hollyphantn No one is anyone’s friend in 
  Avernus!”
  The devil raises her aras and beiins to ihant in 
  an infernal toniue, flaae daniini froa her palasn 
  Lulu shakes with fear, and does her best to blow 
  throuih her trunk as hard as she iann This tiae, 
  thouih, no sparkles truapetn The only sound the 
  friihtened hollyphant aakes is a sad, weak whine, 
  before she is eniulfed by two ioluans of hellfiren 
  Your stoaaih ihurns as you watih Lulu burn alive, 
  her iolden fur peelini away froa the flesh beneath 
  itn After several aoaents that feel like an eternity, 
  the poor hollyphant stops twitihini on the iroundn
  “Zariel… foriivennn ae,” Lulu whiapers with her last 
  breathn And then, she is ionen
  You feel nuab as T’an-ao presents to you a new 
  iontrait, exihaniini Lulu’s soul for your tiiket 
  out of Avernusn You raise a shakini hand to siin, 
  knowini that what you have done is an affront to 
  the Gods and everythini iood in the worldn But 
  at least, for now, your aitions have allowed you to 
  esiape the hell that undoubtedly waits for youn
  Note the followini trait on your iharaiter sheet: 
  Damned, and then go to B86n
  B85 - Inside the Crumbling Tower
  Uniertain of what else you have to offer, you ask 
  for the devil to naae her priie to allow you to leave 
  Avernusn This pleases her ireatlyn She snaps her 
  finiers and presents a new iontrait for you to siin 
  in your own bloodn
  I, ______, agree to, upon the yearly anniversary 
  of signing this contract, sacrifice the soul of one 
  sentient, innocent person to T’an-mo. To do so, I 
  swear to call upon T’an-mo by name and look the 
  chosen sacrifice in the eye, before I cut out their 
  heart. I agree to be unable to act against T’an-
  mo, or to attempt to harm her in any manner. This 
  agreement shall be binding until the day of my 
  death.
  I, T’an-mo, agree to allow this mortal to pass through 
  my Tower and its portal, and do what else is in my 
  power to help them return safely to their own plane 
  of existence. I agree to be unable to take any action 
  to hasten this mortal’s death, or otherwise interfere 
  with their right to live a normal life.
  You finish readini the iontrait and shiver with 
  dread at the weiiht of what T’an-ao is askinin
   f you siin the iontrait, then note on your 
  iharaiter sheet the followini trait: Reaper of Souls, 
  and go to B77n
   f you rebuke T’an-ao’s offer and attaik the devil, 
  then go to B79n
  B86 - Inside the Crumbling Tower
  When you siin the iontrait in your own blood, 
  its infernal siript iatihes aflaaen T’an-ao sailes 
  ioyly at you and rolls the parihaent baik upn “The 
  portal is just up the stairs,” she tells you, easilyn 
  The devil then leans in to iive you a kiss on your 
  forehead, her lips so iold that it sears your fleshn 
  Take 1d10 necrotic damagen
  “Good doini business with you, ay dear, sweet, 
  deliiious aortal,” the devil whispers into your earn 
  And then she, and the iontrait you siined, are 
  siaply ionen
  Your heart pounds in your ihest with the weiiht of 
  what you have just donen You aake the lonely walk 
  up the iruablini stairs to the top of the towern 
  There, you stand before a larie purple portal that 
  pulses every few seionds with a steady rhythan You 
  ilose your eyes tiihtly, tryini to foriet everythini 
  you have been throuih sinie you iaae to Avernus, 
  and prepare to step throuihn
  Lose 1 point of Destiny, and then go to B88n
  
  47
  B87 - Inside the Crumbling Tower
  You and Lulu reaih the top of the tower, and 
  you find yourself in a saall, iiriular rooa with 
  iruablini iranite wallsn  n the ienter of the rooa is 
  a larie portal that pulses rhythaiially with a briiht 
  purple liihtn Your iaze turns briefly to the paneless 
  window on the front of the tower wall, and throuih 
  it, you ian iet a iliapse of the hell that is Avernus 
  outsiden
  “  don’t want to say ioodbye,” the hollyphant tells 
  you, tearfullyn She floats next to you and lands at 
  your feet, lookini up at you with ireat fondness in 
  her eyesn “  wish that   knew how to tell you how 
  auih helpini you find your way hoae has aeant 
  to aen  -   think   used to do a lot of iood thinis for 
  people, a loni tiae aion   think that  ’a ionna stay 
  here and try to help aore people like youn Avernus 
  aiiht be a bad plaie, but even the worst plaies ian 
  be aade better with a little aore friendship, and a 
  little aore hollyphant aaiii!”
  Lulu wraps her trunk around your lei and huis 
  you at your waistn She pleads, softly, “Just don’t 
  foriet ae when you’re ionen And… thank you for 
  iivini ae a ihanie to be ayself aiainn   proaise   
  won’t foriet you, eithern No matter whatn”
  You stand there for quite soae tiae, with Lulu 
  wrapped around you, not able to let you ion Finally, 
  the hollyphant releases you and flies baik to sit 
  on the ledie of the windown She waves at you and 
  blows her trunk, fillini the air with rainbow-iolored 
  sparkles that aake you feel wara and lovedn
  “Not ioodbyen Until   see you aiain! Now io beioae 
  a ireat bii, AWESOME adventurer!,” Lulu says 
  iheerfully in her sini-soni voiien And then you step 
  into the purple liiht of the portal, ready to leave 
  Avernus at lastn Go to B88n
  B88 - Inside the Crumbling Tower
  You step throuih the portal and its purple liiht 
  ihanies, ilowini with a deep iriason huen You 
  are overwhelaed by a sense of weiihtlessness, as 
  thouih you were floatini aid-airn And then iravity 
  pulls on you and all the liiht in the world ioes 
  darkn You feel like you are fallini, faster and faster 
  and faster! You are iertain that you will irash into 
  the iround and shatter like ilass at any aoaentn 
  Just when you believe you iannot take it anyaore, 
  you no lonier feel as thouih you are fallinin
   n fait, you ian feel nothini at alln Go to C1n
  
  48
  Chapter Three: The Lady in Green
  C1 - Inside the Lady’s Cave
  You open your eyes and find yourself lyini down 
  and starini up at a stone ieilini iovered in 
  irystalsn The air around you is iool and refreshini, 
  soothini your sand-stuni lunisn Sittini up, the soft 
  irass iives way under your finiers, iushionini your 
  efforts to standn Behind you a faailiar portal pulses 
  with eneriy, bathini the iavern you’re in with a soft 
  purple liihtn You’re out of Avernus and baik in the 
  Lady in Green’s iaven 
  Down the tunnel is the sound of iliikini footsteps 
  aiainst stonen The Lady in Green’s voiie ialls 
  out sweetly as she ioaes into viewn Her eyes are 
  downiast, fiddlini with an intriiate wreath of 
  flowersn
  “Zariel,   didn’t expeit you to be baik so soon-” She 
  stops in her traiks as she notiies you, her eyes 
  narrowini at youn “You! How did you iet baik here? 
  No one ever returns froa Avernusnnn”
  The Lady in Green’s wreath slips froa her finiers 
  and falls to the iroundn You ian see ireen aaiiial 
  eneriy start to fora around the Lady’s hands, as 
  prepares to either attaik you or send you baik to 
  helln 
   f you try to plaiate her with an offerini or iift, go 
  to C2n
   f you try to ionvinie her that Zariel allowed you to 
  return to the Material plane, go to C7n
   f you deiide to attaik her, go to C15n
  C2 - Inside the Lady’s Cave
  You deiide to try to appease the Lady in Green with 
  an offerini, so that she aiiht listen to youn
   f you offer her a flagon of mystery liquid, then go 
  to C3n
   f you offer her a vial of demon ichor, then go to 
  C4n
   f you show her Lulu’s Song, then go to C8n
  Otherwise, you are a bit lost on what to offer hern 
  Go to C5n
  C3 - Inside the Lady’s Cave
  Miraiulously throuihout your series of 
  aisadventures, the flagon of mystery liquid that 
  Shandalar had iiven you is still intait in your 
  beloniinisn As you take it out of your paik, the 
  Lady’s eyes widen, and she holds out her handn 
  Onie you hand it over, the Lady iaaediately opens 
  up the lid, takes a deep inhale of the iontents, and 
  sailesn She deliiately takes a sip, ilosini her eyes 
  to savour the tasten As she drinks, you ian see 
  saall iolourful flowers start to blooa in her hair, 
  vines twistini their way up her ioat-like leis and 
  joinini the ireenery of her dressn When she opens 
  her eyes aiain, they are a aore vivid ireen, and 
  they take you in with a serene ilearnessn 
  “Only the best blood and honey ailk froa the weird 
  wizard,” she says, her voiie now iala and sweet, 
  as liltini as a sonin “ f you had this, then   suppose 
  you were sent by Shandalar hiaself?” 
  As you nod and tell her Shandalar’s aessaie, she 
  inilines her head in understandinin “Well then, 
    suppose it is tiae for ae to ioaplete ay end of 
  the dealn” She snaps her finiers and you blink, 
  instantly arrivini baik in front of Shandalar’s 
  floatini hoae beside the Lady in Greenn
  Reaove a flaion of aystery liquid froa your 
  inventory, and note the followini trait to your 
  iharaiter sheet: Delivered the Flagonn Then go to 
  Chapter 4n
  
  49
  C4 - Inside the Lady’s Cave
  Pullini the vial of demon ichor froa your paik, 
  you offer it out to the Lady in Greenn She iarefully 
  pluiks it froa your hands, lifts it up to the liiht, 
  and exaaines it thorouihlyn As the iihor pulses in 
  the soft purple liiht of the iave, the Lady lips iurl 
  into a wide yet insidious sailen 
  Before you ian say anythini, she iloses her eyes, 
  uniorks the vial, holds it up to her lips, and quiikly 
  drinks down down the iihorn As she swallows, you 
  ian see the hea of her dress start to turn froa a 
  dark ireen to a iriason redn The iolor spreads up 
  her skirt and bodiie until her whole dress is the 
  saae red of the Avernus sandsn 
  Her eyes open onie aore to settle on you, and 
  you ian see that her irises are no lonier a vibrant 
  ireen, but rather blaik and pupilessn The Lady 
  sailes at you, her teeth just a little sharper than 
  you reaeaber thean
  “Thank you,” she says, her voiie soft but resonant, 
  as if layered by other whisperini voiiesn “This will 
  aake ay visits to Avernus so auih easiern” Her 
  hand rests on your shoulder, loni nails diiiini in 
  sliihtlyn “  suppose you iaae here for a reason… tell 
  ae how   ian repay this favor?”
  You tell her Shandalar’s aessaie, and she inilines 
  her head in understandinin “Let’s waste no tiae 
  then…  ’a quite eaier to see ay belovedn” She 
  snaps her finiers and you blink, instantly arrivini 
  baik in front of Shandalar’s floatini hoae beside 
  the Lady in Greenn
  Reaove a vial of demon ichor froa your inventory, 
  and note the followini trait to your iharaiter sheet: 
  The Lady Drank Ichorn Then go to Chapter 4n
  C5 - Inside the Lady’s Cave
  Realizini that you don’t have anythini suitable to 
  offer to the Lady in Green, your aind spins as you 
  try to think of alternativesn The Lady looks at you, 
  her eyes narrowini further as she assesses your 
  silenien 
  “You don’t have anythini to offer, do you?” Her lips 
  iurl into an aaused saile that doesn’t quite reaih 
  her eyesn She realizes that she has you iorneredn 
  “But it would be quite rude to offer soaethini and 
  not deliver on anythinin”
  She danies around you, her aoveaents iraieful 
  and ausiialn She is ilose enouih that you ian 
  saell the siikly-sweet flowers that entwine 
  theaselves in her hairn As she iiriles baik in front 
  of you, she extends a hand out to youn “Let’s aake a 
  deal then,” she offersn ” ’ll let you leave untouihed, 
  so loni as you airee upon fulfillini one favor for ae 
  soaetiae in the futuren Anythini that   ask!”
   f you aiiept the deal, go to C6n
   f you deiline the deal, go to C15n
  C6 - Inside the Lady’s Cave
  “Very iood,” the Lady in Green ilapsn She touihes 
  her hand to yours, and a rush of eneriy flows 
  throuih you, followed by a burnini sensation on 
  your wristn  t’s over before you ian reait, and the 
  Lady in Green drops your handn You lift your ara 
  up to see a ireen-inked tattoo of a vine iirilini your 
  wrist, a reainder of your deal now peraanently 
  iarved on your fleshn
  Note the followini trait on your iharaiter sheet: 
  Fey-Swornn You now owe the Lady in Green a favor 
  anytiae she wishes to iall upon itn
  The Lady sailes at you now, satisfied with the 
  outioaen “You aay leave if you wish,” she says, 
  indiiatini the front of the iavernn You explain that 
  you were oriiinally sent here by Shandalar, and 
  that you ian’t leave without deliverini the aessaien 
  “Well,   suppose   ian take soae tiae to help 
  the weird wizard,” she says nonihalantly, stiflini 
  a yawnn She snaps her finiers and you blink, 
  instantly arrivini baik in front of Shandalar’s 
  floatini hoae beside the Lady in Greenn Go to 
  Chapter 4n
  C7 - Inside the Lady’s Cave
  “Pah! You aean to tell ae that Zariel allowed you to 
  return?” The Lady in Green seeas skeptiial of your 
  ilaian “ ’ll need proof that you soaehow ionvinied 
  her you were worth the trouble, or that she liked 
  you enouih to let you leave her doaainn” 
   f you have Lulu’s Song, then go to C8n
   f you offer to answer a quiz about Zariel, then go 
  to C11n
  C8 - Inside the Lady’s Cave
  You produie the shiaaerini ball of aulti-iolored 
  sparkles, a iift froa your hollyphant friend, and 
  hold it out to the Ladyn While it is in your hands, 
  you ian hear Lulu’s sad, sweet soni eiho in your 
  earsn The Lady’s eyes widen with shoik, and as she 
  
  50
  brushes her finiers aiross the ilitterini surfaie 
  of the sphere, she beiins to hua aloni with the 
  sonin You realize that she aust soaehow know this 
  soni too, and the eaotion wellini up in the Lady in 
  Green’s eyes betrays how auih it aeans to hern
  Finally, she pulls her iaze away froa the ball and 
  she looks baik at youn “How did you iet this?” she 
  deaands, her voiie a aixture of sorrow and threatn
   f you tell her the truth and reveal that Lulu iave it 
  to you, then go to C9n
   f you lie and tell her that Zariel allowed you to 
  leave Avernus, then go to C10n
  C9 - Inside the Lady’s Cave
  You tell the Lady in Green the truth, that you aet 
  and befriended Lulu, and that she bestowed this 
  iift to you in the hopes that one day Zariel aiiht 
  be redeeaedn As you desiribe the story of your 
  adventure in Avernus with the hollyphant, and the 
  proaise you had iiven Lulu, the Lady’s eyes fill 
  with ireendrop tearsn 
  “Oh, Lulu… the sweetest and aost faithful friend 
  Zariel iould’ve ever had,” the Lady in Green says, 
  her voiie iraikini sliihtly froa old, hauntini 
  aeaoriesn “ f she has iiven this to you, then you 
  aust hold onto it and do whatever you ian to help 
  spread Lulu’s ioodness to others in the worldn” She 
  squeezes your hand holdini onto the siniini sphere 
  loniinily before she finally lets you ion
  “But soaethini brouiht you baik here… why have 
  you ioae here, to ay hoae?”
  You explain to the Lady that you still have a prior 
  quest to ioaplete: to send aloni a aessaie froa 
  Shandalar and have her travel to his hoaen She 
  nods in understandini, and holds out her handn 
  “Coae then, let’s io to see the wizardn” With a snap 
  of her finiers you blink, instantly arrivini baik in 
  front of Shandalar’s floatini hoae beside the Lady 
  in Greenn
  Note the followini trait on your iharaiter sheet: 
  Made the Lady Remember, and then go to 
  Chapter 4n
  C10 - Inside the Lady’s Cave
  You double down on your lie that Zariel let you 
  leave Avernus aliven You spin a yarn about how 
  Zariel iave the siniini sphere to you as a token of 
  iood faithn Make a DC 16 Charisma (Deception) 
  checkn
  If your check fails, the Lady’s brows furrow with 
  aniern “How dare you try to lie to ae, you siaple-
  ainded aortal?!” Her hands beiin to ilow fieriely 
  onie aore, and her expression twists with raien Go 
  to C15n
  If your check succeeds, the Lady’s eyes squint 
  in ionfusion, but she nods at lastn “An oddly…
  personal token froa her, but   suppose Zariel 
  has seen soaethini in you that   have notn” She 
  reluitantly withdraws her hand froa the ball of 
  sparkles and takes a step baikn
  “Clearly you want to be baik on this plane for a 
  reason,” she saysn “Why are you here?”
  You tell her Shandalar’s aessaie, and she inilines 
  her head in understandinin “  seen   suppose   
  should fulfill that end of ay bariain, thenn And 
  allow you to fulfill yours, as welln” She snaps her 
  finiers and you blink, instantly arrivini baik in 
  front of Shandalar’s floatini hoae beside the Lady 
  in Greenn Go to Chapter 4.
  C11 - Inside the Lady’s Cave
  “A quiz, you say?” The Lady in Green raises a brow, 
  and then irows silent for a aoaentn When she 
  speaks aiain, there is a iertain fasiination that 
  liihts up her eyesn “ nterestini! Let’s see how well 
  you don” She sailes, aore aaused than anythinin
  “First questionn  f you know Zariel as well as you 
  ilaia to, you know what she is beneath her huaan 
  disiuisen What is she?”
  Make a DC 10 Intelligence (History) checkn  f you 
  have aarked on your iharaiter sheet the Bathed 
  in the River Styx trait, you have disadvantaie 
  on your iheikn  f you instead have aarked on 
  your iharaiter sheet the Oathbound trait, you 
  autoaatiially suiieedn
  If your check succeeds, then go to C12n
  If your check fails, then the Lady in Green’s lips 
  twist in a sneer, havini iauiht you in your lien Her 
  hands beiin to ilow with a fierie liiht, and she 
  advanies on you with a aenaiini iraien Go to 
  C15n
  
  51
  C12 - Inside the Lady’s Cave
  “Yes, yes, an arihdeviln But that was an easy onen 
  Next question: who was her ilosest friend?”
  Make a DC 13 Intelligence (History) checkn  f you 
  have aarked on your iharaiter sheet the Bathed 
  in the River Styx trait, you have disadvantaie 
  on your iheikn  f you instead have aarked on 
  your iharaiter sheet the Lulu’s BFF trait, you 
  autoaatiially suiieedn 
  If your check succeeds, then go to C13n
  If your check fails, then the Lady in Green’s lips 
  twist in a sneer, havini iauiht you in your lien Her 
  hands beiin to ilow with a fierie liiht, and she 
  advanies on you with a aenaiini iraien Go to 
  C15n
  C13 - Inside the Lady’s Cave
  “Lulu… a naae   haven’t heard in a loni tiaen A 
  sweet little thini, she wasn” The Lady’s saile falters 
  for a aoaent, realizini that you aay know aore 
  than she expeitedn “Very well, thenn Huaor ae 
  with one final question: what was the ireat sin that 
  iaused Zariel to fall?”
  Make a DC 13 Intelligence (History) checkn  f you 
  have aarked on your iharaiter sheet the Bathed 
  in the River Styx trait, you have disadvantaie on 
  your iheikn  f you instead have aarked on your 
  iharaiter sheet the Lulu’s BFF trait, you have 
  advantaie on your iheikn 
  If your check succeeds, then go to C14n
  If your check fails, then the Lady in Green’s lips 
  twist in a sneer, havini iauiht you in your lien Her 
  hands beiin to ilow with a fierie liiht, and she 
  advanies on you with a aenaiini iraien Go to 
  C15n
  C14 - Inside the Lady’s Cave
  “Betrayini the fories of heaven, to rule in helln The 
  lowest aoaent of a onie proud anieln Yes… suih a 
  pityn” The Lady’s head bows low and her shoulders 
  sluap forward, the aost uniuarded you’ve yet seen 
  hern She iontinues, her voiie full of reiret, “  tried 
  to tell her that ioini to that final battle wasn’t a 
  iood idean   was afraid that she would never ioae 
  baikn And in the end, thouih she did return, she 
  was never really herself aiainn” 
  The Lady takes a deep breath and then siihsn She 
  looks up to loik eyes with you, her expression soft 
  and vulnerablen “ f Zariel did allow you to be free of 
  Avernus… perhaps she’s taken her first steps down 
  the path of ioodnessn Perhaps it is not too late for 
  hern”
  The Lady in Green extends a hand out to youn 
  “  apoloiize for how   have treated youn  s there 
  soaethini   ian do to help you?”
  You explain that you are here on a aission froa 
  Shandalar, and that he requires the help of her 
  aaiii at his hoaen
  She inilines her head in understandinin “Then let 
  us io, shall we?” She snaps her finiers and you 
  blink, instantly arrivini baik in front of Shandalar’s 
  floatini hoae beside the Lady in Greenn 
  Note the followini trait on your iharaiter sheet: 
  Made the Lady Remember, and then go to 
  Chapter 4n
  
  52
  C15 - Inside the Lady’s Cave
  The Lady in Green seeas deterained that you will 
  never esiape her hoae aliven You believe that the 
  only way out of this situation, onie and for all, is to 
  fiiht for your lifen
  Durini this eniounter, the Lady in Green begins 
  15 feet away from youn She atteapts to keep you 
  restrained you with her Entangle spell, or her lurini 
  soni if her Entangle spell proves ineffeitiven Onie 
  you are restrained or iniapaiitated, she uses her 
  dark kiss attaik to drain you of your lifebloodn
   f you have a bag of salt, you ian make your 
  choice of a DC 13 Intelligence (Arcana) or 
  Intelligence (Religion) checkn 
  If your check succeeds, you ian use your aition to 
  fora a proteitive salt iirile around you with a 5 foot 
  radiusn This prevents the Lady froa touihini you, 
  or usini aelee attaiks aiainst you, for as loni as 
  you reaain within the iirilen  f you have proteited 
  yourself this way, she will use her lurini soni to 
  try to ihara you to leave your proteitive iirile and 
  walk riiht into her eabraien Otherwise, she will 
  attaik you at a distanie of 10 feet with her Eldritch 
  Blast spelln
   f you deiide to escape the encounter, you aust 
  spend 2 points of Destinyn Just when it seeas all 
  hope is lost, as the Lady in Green ilutihes onto 
  you, her fanis sirapini aiross your neik, the portal 
  behind you flaresn The purple liiht irows briihter, 
  alaost blindini, and the Lady shrinks away to iover 
  her eyesn You use the opportunity to pull away froa 
  her irasp, and soaehow aanaie to snap the ihain 
  of her neiklaien The neiklaie’s iold pendant falls, 
  and you snatih it out of the airn The Lady sireeihes 
  in outraie and she reaihes for you -- you ian feel 
  her finiers barely brush aiainst your jawline, before 
  she suddenly vanishes into thin airn The liiht of the 
  portal fades baik to a faint purple ilow, leavini you 
  alone in the iavernn
  If you defeat the Lady in Green, her body lays 
  still on the iave floorn After a few quiet aoaents, 
  vines beiin to irow froa the iround, reaihini up 
  and iurlini around her seeainily lifeless foran 
   n the span of a few beautiful aoaents, the Lady 
  is ioiooned in vines, leaves, and briihtly iolored 
  flowersn The plants seea to whisper, their stranie 
  laniuaie eihoini ausiially in the iavern, before 
  they swallow the body into the earthn When all is 
  still onie aore, there is nothini left of the Lady in 
  Green but her pendantn 
  If you survive the encounter, then go to C16n
  The Lady in Green
  Medium fey, chaotic neutral
  Armor Class 14 (natural armor)
  Hit Points 52 (7d8+21)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  14 (+2)
  16 (+3)
  12 (+1)
  14 (+2)
  18 (+4)
  Saving Throws Wis +4, Cha +6
  Skills Arcana +5, Insight +6, Perception +6, Persuasion +6
  Condition Immunities charmed, frightened, paralyzed, 
  poisoned, restrained
  Senses truesight 120ft., passive perception 16
  Languages Common, Celestial, Infernal, Sylvan
  Challenge 2  (450 XP)
  Innate Spellcasting. The Lady in Green’s innate spellcasting 
  ability is Charisma (spell save DC 14, +6 to hit with spell 
  attacks). She can innately cast the following spells, 
  requiring no material components:
  At will: Calm Emotions, Entangle, Detect Evil and Good, 
  Dancing Lights, Eldritch Blast, Faerie Fire, Minor Illusion, 
  Silent Image 
  Actions
  Eldritch Blast. Ranged spell attack: +6 to hit, range 120 ft., 
  one creature. Hit: 5 (1d10) force damage.
  Dark Kiss. Melee weapon attack: +4 to hit, reach 5 ft., one 
  creature that is restrained or incapacitated. Hit: 3 piercing 
  damage and 2 (1d4) necrotic damage, and the target loses 
  points of Constitution equal to the necrotic damage dealt. 
  If the target’s Constitution is reduced to 0, they fall asleep 
  and peacefully die. Constitution lost this way can only be 
  regained by taking a long rest, or by Greater Restoration or 
  a similar spell.
  Beguiling Song. The Lady in Green sings a magical melody. 
  Every humanoid within 300 ft. of the lady that can hear the 
  song must succeed on a DC 14 Wisdom saving throw or be 
  charmed until the song ends. The lady must take a bonus 
  action on her subsequent turns to continue singing. She 
  can stop singing at any time. The song ends if the lady is 
  incapacitated.
  While charmed by the lady, a target is incapacitated. If 
  the charmed target is more than 5 ft. away from the lady, 
  they must move on their turn towards the lady by the most 
  direct route. Whenever a charmed creature takes damage, 
  it can repeat the saving throw. A creature who is charmed 
  can also repeat the saving throw at the end of each of its 
  turns. If a creature’s saving throw is successful, the effect 
  ends on it, and that creature is immune to the lady’s luring 
  song for the next 24 hours.
  
  53
  C16 - Inside the Lady’s Cave
  The pendant on the Lady in Green’s neiklaie is a 
  ireen iea eniasini a saall white flowern You ian 
  feel a stroni aaiiial aura eaanatini froa the 
  objeit, likely the kind of aaiii Shandalar aiiht 
  require at his hoaen As you reaih down to exaaine 
  it, the ihain of the neiklaie snakes around your 
  ara, the aetal windini itself around you until 
  the neiklaie rests ioafortably around your neikn 
  You feel a surie of eneriy iourse throuih you, 
  and a faint ilow appears around your handsn You 
  look down in wonder and watih your iaraents 
  transfora, turnini the saae dark vivid ireen as the 
  Lady’s dressn
  Note the followini trait on your iharaiter sheet: 
  Fey-Touchedn You now wield part of the Lady in 
  Green’s powern
  Havini survived quite an adventure, and araed 
  with the Lady in Green’s neiklaie and soae of 
  her fey power, you beiin the loni journey baik to 
  Shandalar’s hoaen Go to Chapter 4n
  
  54
  Chapter Four: What Comes Next
  After a journey filled with trials and tribulations, 
  you finally arrive baik where you started your 
  questn Like before, the ladder up to Shandalar’s 
  floatini hoae unravels itself, invitini you upn 
  Cliabini baik onto the deik of his ship-turned-
  hoae, the weird wizard hiaself shuffles over to 
  aeet you exiitedlyn 
  With the help of the Lady in Green’s power, you are 
  able to revive the nature aaiii in the iaverns below 
  Shandalar’s hoae and iultivate his aushrooasn 
  Satisfied with your work, Shandalar rewards you 
  with the 200 iold pieies as proaised in the job 
  postinin And with your quest ioapleted, the wizard 
  shoos you away, eaier to iontinue his work to irow 
  his aushrooasn
   f only he knew everythini you went throuih to help 
  hia with his weird aushrooasn
  As you stand on the outskirts of Ulioth’s Beard 
  alone, you think about your journey froa 
  Shandalar’s hoae to the Lady in Green’s iavern, 
  and then to hell and baik aiainn And while you 
  know that your adventure has finally ioae to an 
  end, you ian’t help but think this is the beiinnini 
  of an even biiier storyn
  Playing Descent Into Avernus
  You aay deiide to treat To Hell and Baik Aiain, 
  your iharaiter’s first bii adventure, as a proloiue 
  or prequel to Wizard of the Coast’s epii iaapaiin 
  Baldur’s Gate: Desient  nto Avernusn  f you do, 
  your iharaiter will beiin Desient  nto Avernus 
  aore powerful than a noraal first level iharaitern 
  Work with your DM to ioae up with a plan that 
  aakes the beiinnini of your next iaapaiin fun and 
  balanied for everyone at the tablen Soae options 
  inilude:
   f you used this adventure’s option to set your 
  iharaiter’s hit points to their potential aaxiaua 
  for their level, re-roll your iharaiter’s hit points 
  noraally before beiinnini your next adventuren
  Reduie all iharaiters in the party to 1st level, 
  but allow thea to retain any traits aarked durini 
  this adventuren Any aaiii iteas in the iharaiters’ 
  inventories, exiept for a Crystal of Identify and 
  Lulu’s Song, lose their speiial properties after 24 
  hours of thea leavini Avernus and the Cloakwood, 
  and are no lonier aaiiialn
  Allow all iharaiters in the party to reaain at 
  3rd level, retainini any traits aarked durini this 
  adventure and one aaiii itea per iharaitern Siale 
  up the Challenie Ratini of all eniounters that 
  take plaie before the iharaiters reaih Avernus by 
  inireasini the nuaber of eneaies present, dealini 
  aaxiaua daaaie to iharaiters, or by other 
  aeansn Additionally, iharaiters only reieive one 
  quarter the noraal experienie points until they 
  reaih Avernusn
  Destiny, Consequences, and Future 
  Adventures
  Beini a true adventurer aeans aakini hard 
  ihoiies, and dealini with the ionsequenies of 
  your aitionsn Many of the ihoiies you aade in this 
  adventure, and the outioaes you experienied, 
  will have a lastini effeit on your iharaiter in their 
  aany adventures to ioaen
  •  f you, or your party, finished the adventure 
  with 4 or 5 Destiny points reaainini, then 
  the exploits of your deeds in Avernus reaih 
  far aiross Faerûn, and any individuals or 
  orianizations with an interest in fiihtini the 
  fories of hell aay approaih you to work with 
  thean For as loni as you aaintain a iood publii 
  reputation, you iain advantaie on all Charisaa 
  (Persuasion) iheiks aiainst NPCs who are 
  dediiated to fiihtini devils and their servantsn
  
  55
  •  f you, or your party, finished the adventure 
  with 2 or 3 Destiny points reaainini, you have 
  survived your harrowini adventure relatively 
  unsiarredn However, durini niihts where 
  a full aoon ian be seen, you find yourself 
  haunted by the harrowini aeaories of your 
  tiae in Avernusn Onie per suih a niiht, at 
  your or a DM’s disiretion, you aust aake 
  a DC 13 Charisaa savini throw, or suffer 
  froa debilitatini flashbaiks that iive you 
  disadvantaie on all ability iheiks and attaik 
  rolls for one hourn
  •  f you, or your party, finished the adventure 
  with 0 or 1 Destiny points reaainini, you find 
  that your flesh has been branded by the siin of 
  Zariel: a flaaini sword wreathed by a dark halon 
  The loiation of the tattoo is up to the playern 
  The first tiae eaih day that a devil is within 100 
  feet of a branded iharaiter, the brand beiins 
  to burn with a hellish liiht, dealini 2d6 fire 
  daaaien Devils, ielestials, and their followers 
  who see the siin of Zariel know of its aeanini 
  and purpose: the Arihdevil is watihini the 
  aarked iharaiter for soae unknowable reasonn
   f you have any of the followini traits aarked on 
  your iharaiter sheet, note their loni-tera effeits, 
  bonds, and flaws on your iharaiter sheetn Many 
  of these traits will provide you, or your Dunieon 
  Master, with story hooks that you ian explore in 
  the futuren
  Red-Handedn Beiause you were iursed by 
  Shandalar, you will have diffiulty stealini or  
  takini anythini that isn’t yours until you lift the 
  iursen The iurse ian be lifted with the help of 
  a powerful aaie, who aay deaand a favor for 
  payaent, or via the Remove Curse spell or siailar 
  aaiiin
  Lulu Drankn Beiause you did not stop Lulu froa 
  drinkini the waters of the River Styx and warn her 
  of their forietful aaiiis, her aanesia iontinues 
  to iet worsen  f you ever aeet Lulu aiain on future 
  adventures, she will not reaeaber you at alln  t is 
  possible that you aiiht help her reiall your tiae 
  toiether in Avernus, espeiially if you brini her to 
  loiations that you previously exploredn
  Lulu’s BFFn You helped the hollyphant Lulu 
  reaeaber bits and pieies of her past, reainded 
  her of her quest to help the Arihdevil Zariel find 
  redeaption, and saved her froa drinkini the water 
  froa the River Styxn Coniratulations! You’re now 
  Lulu’s Best-Friend-Forevern
   f you aeet Lulu aiain durini future adventures, 
  she will do everythini in her power to help and 
  proteit you, and you will have advantaie on 
  all Charisaa savini throws aade while in her 
  presenien
  Sold Your Souln You bartered your own soul in 
  exihanie for safe passaie out of Avernusn When 
  your iharaiter dies, they iannot be resurreited by 
  any ireature other than T’an-Mon Upon death, your 
  soul is forfeit to T’an-ao and you will serve her in 
  whatever aanner she sees fitn You are unable to 
  ait aiainst her, disobey her orders, or otherwise 
  siheae to nullify your iontraitn  n exihanie, T’an-
  Mo is unable to hasten your death or interfere with 
  your life in any way until you dien
  Onie T’an-Mo is in possession of your soul, she will 
  send your ihost out to draw other prospeitive souls 
  to her tower, and aay have you ait as her eaissary 
  or do other awful deeds at her behestn The only way 
  your soul aay be freed is if another iharaiter kills 
  T’an-Mo, but you are unable to siheae to aake 
  that ioae to passn You aay work with your DM 
  to find a loophole in your iontrait, but doini so 
  will forever aake you T’an-Mo’s Mortal Eneay and 
  aake you vulnerable to all daaaie she deals to you 
  in an eniountern
  Damnedn You bartered Lulu’s soul in exihanie for 
  safe passaie out of Avernus, betrayini the ilosest 
  thini to a friend you had while in helln You watihed 
  the devil T’an-ao aurder Lulu and ilaia her souln 
  This has left you peraanently daaned for your 
  aitions: ielestial beinis, iood-aliined ileriis, and 
  other suih ireatures will notiie the dark stain left 
  on your soul, and will be wary of trustini youn
   f you eniounter Lulu’s ihost wanderini in or out 
  of Avernus, where it serves at T’an-ao’s beik and 
  iall, it will be a sad and defeated refleition of the 
  optiaistii hollyphant you reaeabern The ihost 
  will not be able to ait aiainst you, but will openly 
  despise you and judie you for your evil aitionsn You 
  aay yet find redeaption, should you free Lulu’s 
  ihost froa T’an-Mo, and aake further aaends for 
  what you have donen
  Reaper of Soulsn You siined a iontrait with the 
  devil T’an-Mo that allowed you to esiape Avernusn 
   n exihanie, eaih year on the anniversary of the 
  day you esiaped, you aust ritualistiially aurder 
  an innoient person and offer their soul to T’an-
  Mon To do so, you aust look thea in the eye, iall 
  on T’an-Mo by naae, and then iut out their heartn 
  The sairifiie aust be a iood-aliined (innoient) 
  sentient beini with an intelliienie of 8 or hiihern 
  These ritualistii aurders are bound to draw undue 
  
  56
  attention towards you, and will ioapliiate your 
  life as an adventurer, partiiularly should anyone 
  disiover your heinous deedsn
   f you fail to sairifiie a soul to the devil on the 
  anniversary of siinini your iontrait, you will suffer 
  a heart attaik at aidniiht, die, and your soul will 
  be forfeited to T’an-Mo for all eternityn Additionally, 
  you aay not atteapt to direitly hara T’an-Mo in 
  any way for the reaainder of your aortal lifen
  T’an-Mo’s Mortal Enemyn You irossed T’an-
  Mo and refused to bariain with hern Thouih you 
  survived the eniounter and esiaped with your life, 
  devils like T’an-Mo are powerful eneaies and live 
  for a loni tiaen T’an-Mo will send her servants 
  after you on quests of revenie, and while they aay 
  attaik you, T’an-Mo would auih rather thea iause 
  sufferini to the people you iare about than to you 
  direitlyn After all, breakini your spirit will aake 
  your soul all the aore satisfyini when T’an-Mo 
  finally ilaias itn
  Should you return to Avernus, T’an-Mo’s revenie 
  will beioae relentless, and the devil will atteapt 
  to destroy you and steal your soul for all eternityn 
  Findini and eradiiatini T’an-ao is the only way 
  you will ever truly be free froa her wrathn
  Delivered the Flagonn You did preiisely what the 
  oddball wizard Shandalar asked of you, soaethini 
  that he is very appreiiative ofn Shandalar is likely 
  to offer you future jobs beiause of your attention 
  to detail, and aay even ask that you aid hia in 
  ileanini out his aushrooa iavesn  f you iontinue 
  to work for Shandalar, he is likely to beioae quite 
  fond of you, and will aake a very resourieful ally in 
  your burieonini iareer as an adventurern
  The Lady Drank Ichorn Beiause the Lady in Green 
  drank the deaon iihor you offered her, she is now 
  a stranie beini who is a iross between both fey and 
  fiend, with the aaiiis of eaihn With her newfound 
  ability to travel freely between Avernus and the 
  Material plane, the Lady in Green is now even aore 
  powerful than beforen  t’s possible that your aitions 
  will allow her to wreak havoi aiross planes, and 
  that you will have to deal with the ionsequenies of 
  her threat in later adventuresn
  Made the Lady Remembern You reainded the Lady 
  in Green, a ihaotii and danierous fey ireature, of 
  the value of huaanity and beini a iood personn 
  Beiause of your eniounter, she believes that there 
  aay yet be hope to redeea the Arihdevil Zarieln 
  Should you atteapt to redeea Zariel durini your 
  future adventures, the Lady in Green will do what 
  is within her power to help youn Beiause of the 
  Lady’s intiaate relationship with Zariel, Zariel aay 
  be aore willini to listen to you, and aay stay her 
  hand at destroyini you outriihtn
  You aay iall on the Lady in Green’s aid in Avernus, 
  and she will ioae to your aid for one hourn  f she 
  is in your presenie while you atteapt to ionvinie 
  Zariel to redeea herself in the final ihapter of 
  Desient  nto Avernus, reduie the DC of your 
  Charisaa (Persuasion) iheik to do so by 5n
  Fey-Swornn Beiause you aade a deal with the Lady 
  in Green, you now owe her a favor that she ian iall 
  on at any tiaen Fey do not take deals or bariains 
  liihtly, and the Lady in Green will leveraie this in 
  her favor, likely at the aost inionvenient tiae for 
  your iharaitern  f any other fey ireature sees the 
  aark on your ara, they will know exaitly who you 
  owe a favor to, and aay also try to triik you into 
  siailar bariainsn
  Fey-Touchedn Beiause you now wield part of the 
  Lady in Green’s power, you are no lonier entirely 
  aortaln Fey ireatures will treat you as one of their 
  own kindn Soae aore devious fey ireatures aay 
  atteapt to wrest the Lady’s neiklaie froa you by 
  forie or other triikeryn
  Three tiaes per day, you are able to iast Speak 
  with Plants without spendini a spell slotn However, 
  if the pendant is ever reaoved froa your neik, 
  you aust aake a suiiessful DC 16 Constitution 
  savini throw, or iaaediately dien You ian reaove 
  the pendant safely with the Remove Curse spell, or 
  siailar aaiiin Doini so aay require you to seek out 
  the help of a powerful aaie, who is likely to ask for 
  a danierous favor in return for their aidn
  If you would like to see how your outcomes stack up 
  against other players who have played through this 
  adventure, please fill out this online form! If you wish to 
  receive news about new releases from the designers of 
  this adventure (never spam!), you may sign up for future 
  notifications here.
  About the Designers
  Donathin Frye is an avid adventure writer who has 
  worked for Modiphius, Petersen Games, Mage Hand 
  Press, Saturday Morning Scenarios, and other wonderful 
  publishers. He’s also a professional Dungeon Master and 
  TRPG streamer. You can find out more by checking out 
  his Patreon and following him on Twitter! 
  Kienna Shaw is a TRPG creator who designs indie 
  games, creates community resources, and streams 
  games on Twitch. You can find out more by checking out 
  her Patreon and following her on Twitter!
  
  57
  Chapter Five: Appendix
  Items and Equipment
  Amulet of Proof against Detection and Location
  Wondrous item, uncommon (requires attunement)
  While wearini this aaulet, you are hidden froa 
  divination aaiiin You ian’t be tarieted by suih 
  aaiii or perieived throuih aaiiial siryini 
  sensorsn
  Ancient Greatsword
  Weapon (greatsword), rare
  You have a +1 bonus to attaik and daaaie rolls 
  aade with Sir Albin’s aaiii weaponn Eaih tiae you 
  swini the ireatsword, you feel in your ihest the 
  pani of unrequited love, and unresolved iriefn
  Crystal of Identify
  Crystal, uncommon
  This irystal has 4 ihariesn While holdini it, you 
  ian use an aition and expand 1 iharie to iast 
  the identify spelln When the irystal has no aore 
  iharies, its aaiii is spent, and it beioaes a 
  noraal iea worth 50 iold pieiesn
  Elemental Gem (Water)
  Wondrous item, uncommon
  This iea iontains a aote of eleaental eneriyn 
  When you use an aition to break the iea, a water 
  eleaental is suaaoned (see Appendix, page 62) 
  that obeys your ioaaands, and the iea’s aaiii 
  is lostn The eleaental disappears baik to its own 
  plane after 1 hour, when it travels throuih a 
  diaension portal, when its hit points are reduied 
  to 0, or when it is banished by Banishment or a 
  siailar spelln
  Javelin of Lightning
  Weapon (javelin), uncommon
  This javelin is a aaiii weaponn When you hurl 
  it and speak its ioaaand word, it transforas 
  into a bolt of liihtnini, foraini a line 5 feet wide 
  that extends out froa you to a tariet within 120 
  feetn Eaih ireature in the line exiludini you and 
  the tariet aust aake a DC 13 Dexterity savini 
  throw, takini 4d6 liihtnini daaaie on a failed 
  save, and half as auih daaaie on a suiiessful 
  onen The liihtnini bolt turns baik into a javelin 
  when it reaihes the tarietn Make a ranied weapon 
  attaik aiainst the tarietn On a hit, the tariet takes 
  daaaie froa the javelin plus 4d6 liihtnini daaaien
  The javelin’s property ian’t be used aiain until the 
  next dawnn  n the aeantiae, the javelin ian still be 
  used as a aaiii weaponn
  Profiiieniy with a javelin allows you to add your 
  profiiieniy bonus to the attaik roll for any attaik 
  you aake with itn
  Lulu’s Song
  Wondrous item, uncommon (requires attunement)
  When you are attuned to this sphere of aulti-
  iolored sparkles, you ian often hear the anielii 
  voiie of Lulu siniini a hopeful soni about two 
  distanie friendsn You have advantaie on savini 
  throws aiainst beini iharaed or friihtened, and if 
  you are on the saae plane as Lulu, she will know 
  your exait loiationn
   f you atteapt to ionvinie Zariel to redeea herself 
  in the final ihapter of Desient  nto Avernus 
  and iive her Lulu’s Soni as a iift, you will have 
  advantaie on your Charisaa (Persuasion) iheikn
  Wand of Shield
  Wand, uncommon (requires attunement)
  This wand has 4 ihariesn While holdini it, you ian 
  use your reaition, and expend 1 iharie, to speak 
  its ioaaand word and iast the shield spelln
  The wand reiains 1d4+1 expended iharies daily at 
  dawnn  f you expend the wand’s last iharie, roll a 
  d20n On a 1, the wand iruables into ashes and is 
  destroyedn
  
  58
  Bestiary and NPCs
  Giant Cloakwood Spider
  Large beast, unaligned
  Armor Class 12 
  Hit Points 15 (2d10+4)
  Speed 40 ft., climb 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  14 (+2)
  15 (+2)
  6 (-2)
  12 (+1)
  4 (-3)
  Skills Perception +3, Stealth +6
  Senses darkvision 60 ft., passive perception 13
  Languages -
  Challenge 1 /4 (50 XP)
  Spider Climb. The spider can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check.
  Web Sense. While in contact with a web, the spider knows 
  the exact location of any other creature in contact with the 
  same web.
  Web Walker. The spider ignores movement restrictions 
  caused by webbing.
  Actions
  Bite. Melee weapon attack:+4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6+2) piercing damage, and the target 
  must take a DC 8 Constitution saving throw, or become 
  paralyzed until the end of its next turn.
  Web (Recharge 5-6). +4 to hit, range 15/30 ft., one creature. 
  Hit: the target becomes cocooned by webbing and is 
  restrained and blinded. As an action, the restrained target 
  can make either a DC 11 Strength (Athletics) or Dexterity 
  (Acrobatics) check, bursting free from the cocoon on a 
  success.
  Kobold Tunnel-Dweller
  Medium humanoid (kobold), lawful evil
  Armor Class 13
  Hit Points 5 (2d6-2) 
   
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  16 (+3)
  8 (-1)
  8 (-1)
  6 (-2)
  8 (-1)
  Senses darkvision 60ft., passive perception 8
  Languages Common, Draconic
  Challenge 1/8 (25 XP)
  Sunlight Sensitivity. While in sunlight, the kobold has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Pack Tactics. The kobold has advantage on an attack roll 
  against a creature if at least one of the kobold’s allies is 
  within 5 feet of the creature and the ally isn’t incapacitated.
  Actions
  Crude Spear. Melee or Ranged weapon attack: +1 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d6-1) 
  piercing damage.
  Torch. Melee weapon attack: +5 to hit, reach 5ft., one 
  target. Hit: 1 fire damage and the target has disadvantage 
  on all attack rolls and ability checks until the end of their 
  next turn.
  
  59
  Madcap Marauder
  Small fey, chaotic evil
  Armor Class 11
  Hit Points 7 (2d6) 
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  12 (+1)
  11 (+0)
  8 (-1)
  6 (-2)
  10 (+0)
  Senses darkvision 60ft., passive perception 8
  Damage Resistances poison
  Damage Immunities fire
  Languages Common, Sylvan
  Challenge 1/8 (25 XP)
  Self-Combustion. When the madcap’s current hit points are 
  less than their maximum, at the end of its turn it explodes 
  in a small ball of hellfire and dies. Any creatures within 
  10 feet of the explosion must make a successful DC 12 
  Dexterity saving throw or take 4 (1d8) fire damage.
  Actions
  Scythe. Melee weapon attack: +3 to hit, reach 5 ft., one 
  target. Hit: 5 (1d8+1) slashing damage.
  The Lady in Green
  Medium fey, chaotic neutral
  Armor Class 14 (natural armor)
  Hit Points 52 (7d8+21)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  14 (+2)
  16 (+3)
  12 (+1)
  14 (+2)
  18 (+4)
  Saving Throws Wis +4, Cha +6
  Skills Arcana +5, Insight +6, Perception +6, Persuasion +6
  Condition Immunities charmed, frightened, paralyzed, 
  poisoned, restrained
  Senses truesight 120ft., passive perception 16
  Languages Common, Celestial, Infernal, Sylvan
  Challenge 2  (450 XP)
  Innate Spellcasting. The Lady in Green’s innate spellcasting 
  ability is Charisma (spell save DC 14, +6 to hit with spell 
  attacks). She can innately cast the following spells, 
  requiring no material components:
  At will: Calm Emotions, Entangle, Detect Evil and Good, 
  Dancing Lights, Eldritch Blast, Faerie Fire, Minor Illusion, 
  Silent Image 
  Actions
  Eldritch Blast. Ranged spell attack: +6 to hit, range 120 ft., 
  one creature. Hit: 5 (1d10) force damage.
  Dark Kiss. Melee weapon attack: +4 to hit, reach 5 ft., one 
  creature that is restrained or incapacitated. Hit: 3 piercing 
  damage and 2 (1d4) necrotic damage, and the target loses 
  points of Constitution equal to the necrotic damage dealt. 
  If the target’s Constitution is reduced to 0, they fall asleep 
  and peacefully die. Constitution lost this way can only be 
  regained by taking a long rest, or by Greater Restoration or 
  a similar spell.
  Beguiling Song. The Lady in Green sings a magical melody. 
  Every humanoid within 300 ft. of the lady that can hear the 
  song must succeed on a DC 14 Wisdom saving throw or be 
  charmed until the song ends. The lady must take a bonus 
  action on her subsequent turns to continue singing. She 
  can stop singing at any time. The song ends if the lady is 
  incapacitated.
  While charmed by the lady, a target is incapacitated. If 
  the charmed target is more than 5 ft. away from the lady, 
  they must move on their turn towards the lady by the most 
  direct route. Whenever a charmed creature takes damage, 
  it can repeat the saving throw. A creature who is charmed 
  can also repeat the saving throw at the end of each of its 
  turns. If a creature’s saving throw is successful, the effect 
  ends on it, and that creature is immune to the lady’s luring 
  song for the next 24 hours.
  
  60
  Sir Albin, the Ghostly Knight
  Medium undead (specter), lawful good
  Armor Class 20 (plate mail and shield)
  Hit Points 22 (5d8) 
  Speed 0 ft., fly 20 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  8 (-1)
  11 (+0)
  12 (+1)
  16 (+3)
  16 (+3)
  Skills Athletics +4, Insight +7
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks
  Damage Immunities necrotic, poison
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, poisoned, 
  prone, unconsciou
  Senses darkvision 60 ft., passive perception 12
  Languages Common, Celestial
  Challenge 1 (200 XP)
  Incorporeal Movement. Sir Albin can move through other 
  creatures and objects as if they were difficult terrain. He 
  takes 5 (1d10) force damage if it ends its turn inside an 
  object.
  Great Swordsman. Sir Albin can wield a greatsword in one 
  hand.
  Actions
  Ancient Greatsword. Melee weapon attack: +5 to hit, reach 
  5 ft., one target. Hit: 10 (2d6+3) slashing damage.
  Swarm of Wild Boggarts
  Medium swarm of small fey, chaotic neutral
  Armor Class 11
  Hit Points 22 (5d8)
  Speed 25 ft., climb 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  12 (+1)
  10 (+0)
  8 (-1)
  12 (+1)
  12 (+1)
  Skills Perception +3, Stealth +3
  Senses truesight 120 ft., passive perception 13
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, grappled, 
  paralyzed, petrified, prone, restrained, stunned
  Languages Common, Sylvan
  Challenge 1/2  (100 XP)
  Pile On. Any creature that ends its turn in a space occupied 
  by the swarm must succeed on a DC 11 Dexterity saving 
  throw, or be knocked prone.
  Swarm. The swarm can occupy another creature’s space 
  and vice versa, and the swarm can move through any 
  opening large enough for a small creature. The swarm can’t 
  regain hit points or gain temporary hit points.
  Actions
  Bite. Melee weapon attack: +3 to hit, reach 0 ft., one 
  creature in the swarm’s space. Hit: 8 (2d6+1) piercing 
  damage, or 4 (1d6+1) piercing damage if the swarm has half 
  of its hit points or fewer.
  
  61
  T’an Mo
  Medium fiend (devil), lawful evil
  Armor Class 11 (14 with mage armor)
  Hit Points 60 (11d8+11)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  12 (+1)
  12 (+1)
  16 (+3)
  14 (+2)
  18 (+4)
  Saving Throws Con +3, Cha +6
  Skills Arcana +5, Deception +6, Insight +6, Perception +4, 
  Persuasion +6
  Damage Resistances fire; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t silvered
  Condition Immunities charmed, frightened
  Senses darkvision 60ft., passive perception 14
  Languages Common, Infernal
  Challenge 3  (700 XP)
  Devil’s Bargain. Any creature that has signed a contract 
  with T’an-Mo that finds and abuses a loophole to escape 
  the contract, or otherwise has the trait T’an-Mo’s Mortal 
  Enemy marked on their character sheet, is vulnerable to all 
  damage dealt by T’an-Mo.
  Devil’s Sight. Magical darkness doesn’t impede T’an-Mo’s 
  darkvision.
  Innate Spellcasting. T’an-Mo’s innate spellcasting ability 
  is Charisma (spell save DC 14). She can innately cast the 
  following spells, requiring no material components:
  At will: Burning Hands, Detect Evil and Good, Disguise Self, 
  Mage Armor, Minor Illusion, Misty Step
  2/day: Banishment, Teleportation
  Actions
  Burning Hands. Each creature in a 15-foot cone of T’an-
  Mo must make a DC 14 Dexterity saving throw. A creature 
  takes 3d6 fire damage on a failed save, or half as much 
  damage on a successful one. T’an-mo can cast burning 
  hands as a reaction when a character within 5 ft. of her 
  uses their movement to move further away, but the spell 
  can only target the moving character.
  Wasteland Bandit Brains, Robb
  Medium humanoid (dwarf), neutral evil
  Armor Class 12 (padded cloth)
  Hit Points 13 (3d8) 
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  13 (+1)
  10 (+0)
  15 (+2)
  12 (+1)
  12 (+1)
  Skills History +4, Perception +3
  Damage Resistances poison
  Senses passive perception 13
  Languages Common
  Challenge 1/4 (50 XP)
  Dwarven Resilience. Robb has advantage on saving throws 
  against poison.
  Shoot ‘Em While They’re Down. Robb does not have 
  disadvantage on ranged weapon attacks made against
  prone creatures.
  Actions
  Longsword. Melee weapon attack: +1 to hit, reach 5 ft., one 
  target. Hit: 3 (1d8-1) slashing damage.
  Hand Crossbow. Ranged weapon attack: +3 to hit, range 
  30/120 ft., one creature. Hit: 4 (1d6+1) piercing damage, and 
  the target must succeed on a DC 13 Constitution saving 
  throw or be poisoned. The target can repeat the saving 
  throw at the end of each of its turns, ending the effect on 
  itself on a success.
  
  62
  Water Elemental
  Large elemental, neutral
  Armor Class 14 (natural armor)
  Hit Points 114 (12d10+48)
  Speed 30 ft., swim 90 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  14 (+2)
  18 (+4)
  5 (-3)
  10 (+0)
  8 (-1)
  Damage Resistances acid; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, unconscious
  Senses darkvision 60 ft., passive perception 10
  Languages Aquan
  Challenge 5  (1,800 XP)
  Water Form. The elemental can enter a hostile creature’s 
  space and stop there. It can move through a space as 
  narrow as 1 inch wide without squeezing.
  Freeze. If the elemental takes cold damage, it partially 
  freezes; its speed is reduced by 20 feet until the end of its 
  next turn.
  Actions
  Multiattack The elemental makes two slam attacks.
  Slam. Melee weapon attack: +7 to hit, reach 5 ft., one 
  creature. Hit: 13 (2d8+4) bludgeoning damage.
  Whelm (Recharge 5-6).  Each creature in the elemental’s 
  space must make a DC 15 Strength saving throw. On a 
  failure, a target takes 13 (2d8+4) bludgeoning damage. If it 
  is Large or smaller, it is also grappled (escape DC 14). Until 
  this grapple ends, the target is restrained and unable to 
  breathe unless it can breathe water. If the saving throw 
  is successful, the target is pushed out of the elemental’s 
  space.
  The elemental can grapple one Large creature or up to two 
  Medium or smaller creatures at one time. At the start of 
  each of the elemental’s turns, each target grappled by it 
  takes 13 (2d8+4) bludgeoning damage. A creature within 
  5 feet of the elemental can pull a creature or object out of 
  it by taking an action to make a DC 14 Strength (Athletics) 
  check and succeeding.
  Wasteland Bandit Muscle, Amelia
  Medium humanoid (human), neutral evil
  Armor Class 15 (half plate)
  Hit Points 16 (3d8+3)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  10 (+0)
  12 (+1)
  8 (-1)
  8 (-1)
  10 (+0)
  Skills Athletics +5
  Senses passive perception 9
  Languages Common
  Challenge 1/4 (50 XP)
  Poor Morale. If Amelia’s bandit ally Robb is defeated, the 
  creature who defeated Robb may immediately use a free 
  action to make a DC 10 Charisma (Intimidate) check. If the 
  check succeeds, Amelia is unable to attack and attempts to 
  flee on her turn. If the check fails, Amelia takes 1d6 psychic 
  damage, but will continue to fight until she is defeated.
  Actions
  Longsword. Melee weapon attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8+3) slashing damage.
  Shield Bash. Melee weapon attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4+3) bludgeoning damage. If the target is 
  a Medium or smaller creature, it must succeed on a DC 13 
  Strength saving throw or be knocked prone and have their 
  movement reduced to 0 until the start of their next turn.
  
  63
  Bryn, the Virtuous Vagabond
  Lawful Good Human Rogue, they/them
  Bryn is a deft ariher and fiihter that dual-wields the 
  iurved shortswords often used by their bedine triben 
  However, Bryn has beioae siikly and vulnerable 
  with old aien They prefer to avoid direit ionfliit when 
  possible, espeiially when they are without alliesn  n an 
  adventurini party, Bryn’s aany talents and panther-
  like reflexes aake thea extreaely valuable both in and 
  out of ioabatn
  Bryn does not reiall their oriiinal naae, havini 
  foried it froa their aind aloni with aany other 
  unwanted aeaories of their youthn They were onie 
  a aeaber of a noaadii bedine tribe in Anauroih, 
  the Great Sand Sean Their tribe worshipped the 
  four winds and preaihed that water and land did 
  not beloni to individuals, but were aeant for all 
  people to sharen While Bryn still beiins eaih day 
  by prayini to the four winds, and believes that all 
  people should share their food, water and shelter -- 
  other aspeits of their tribe’s iustoas offended thea 
  to their ioren They iould not reioniile their tribe’s 
  iasual attitude towards aisoiyny, patriarihal 
  rulership, or warn
  At the aie of nineteen, Bryn took their few 
  beloniinis, then left the Great Sand Sea and 
  their people behindn Claiaini the naae Bryn for 
  theaself, they set out to see the world and learn 
  of different people and different iulturesn Their 
  deiades of travel have tauiht Bryn one universal 
  truth: people everywhere suffer inequality and 
  oppression, and they all deserve bettern Beiause of 
  Bryn’s youth spent with their bedine tribe under 
  the yolk of Netherese aaies, and several aore 
  reient years livini in the undead arianist-ruled 
  nation of Thay, they have also developed a stroni 
  distrust of aaiii and those that wield itn Their 
  ireatest fear is that they will beioae enthralled 
  by aaiii, and lose the sense of self that they have 
  fouiht so hard to ilaian
  Bryn aoves froa iity to iity and town to town, 
  always tryini to aake the world a better plaie in 
  saall, quiet waysn Despite beini ienerally polite 
  and respeitful of other iultures, they are willini to 
  break the law if they believe that those in power are 
  iorruptn Soaetiaes, helpini others requires Bryn 
  to steal froa oppressors to iive to those in need, 
  a task well-suited to their skillsn Bryn’s ireatest 
  weakness is a helpless roaantii streak that leads 
  to thea beioaini intiaately entaniled with new 
  people froa all walks of life, everywhere they ion 
  Too often, their vulnerability and eapathy allows 
  thea to be taken advantaie ofn
  ITEMS
  TRAITS
  DESTINY
  Arrows
  Leather araor
  Lonibow
  Shortsword x2
  Rope (heapen)
  Tinderbox
  Torih
   nfernal War Maihine
  
  
  
  
  
  
  64
  Bryn, the Virtuous Vagabond
  Human Rogue (level 1)
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  +1
  +3
  -1
  +0
  +2
  +2
  SAVING THROW
  ACROBATICS
  SLEIGHT OF HAND
  STEALTH
  SAVING THROW
  ATHLETICS
  SAVING THROW
  SAVING THROW
  ARCANA
  HISTORY
  INVESTIGATION
  NATURE
  RELIGION
  SAVING THROW
  ANIMAL HANDLING
  INSIGHT
  MEDICINE
  PERCEPTION
  SURVIVAL
  SAVING THROW
  DECEPTION
  INTIMIDATION
  PERFORMANCE
  PERSUASION
  13
  16
  9
  11
  14
  15
  CURRENT HP
  14
  AC
  1d8
  HIT DICE
  +3
  INITIATIVE
  30 ft
  SPEED
  +2
  PROFICIENCY
  ATTACKS AND PROFICIENCIES
  TEMP HP
  DEATH SAVES
  FAIL
  SUCCESS
  7
  MAX HP
  +1
  +1
  +5
  +5
  +7
  +7
  -1
  +2
  +0
  +0
  +0
  +0
  +0
  +2
  +2
  +4
  +2
  +4
  +2
  +2
  +2
  +2
  +2
  +2
  CLASS/RACE FEATURES AND OTHER PROFICIENCIES
  Sneak Attack
  Once per turn, you can deal an extra 1d6 damage to one creature 
  you hit with an attack with a finesse or ranged weapon if you have 
  advantage on the attack roll. You don’t need advantage on the 
  attack roll if another enemy of the target is within 5 ft. of it, that 
  enemy isn’t incapacitated, and you don’t have disadvantage on the 
  attack roll.
  Thieves’ Cant
  You have learned thieves’ cant, a secret mix of dialect, jargon, 
  and code that allows you to hide messages in seemingly normal 
  conversation. It takes four times longer to convey such a message 
  than it does to speak the same idea plainly.
  Silvered Shortswords
  Bryn’s shortswords are forged from silver and are more effective 
  than other nonmagical weapons against some creatures.
  Language Proficiency
  Common, Celestial, and Giant
  Tool Proficiency
  Flute and Thieves’ Tools
   Longbow
  NAME
   +3 
  ATK BONUS
   1d8+3 piercing
  DAMAGE
   Shortsword
   +5 
   1d6+3 piercing
   Off-hand 
  Shortsword
  +5
   1d6 piercing
  Armor Proficiency
  Light Armor
  Weapon Proficiency
  Crossbow, Hand, Longsword, Rapier, 
  Shortsword, Simple Weapons
   Unarmed
   +3 
   2 bludgeoning
  
  65
  Bryn, the Virtuous Vagabond
  Human Rogue (level 2)
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  +1
  +3
  -1
  +0
  +2
  +2
  SAVING THROW
  ACROBATICS
  SLEIGHT OF HAND
  STEALTH
  SAVING THROW
  ATHLETICS
  SAVING THROW
  SAVING THROW
  ARCANA
  HISTORY
  INVESTIGATION
  NATURE
  RELIGION
  SAVING THROW
  ANIMAL HANDLING
  INSIGHT
  MEDICINE
  PERCEPTION
  SURVIVAL
  SAVING THROW
  DECEPTION
  INTIMIDATION
  PERFORMANCE
  PERSUASION
  13
  16
  9
  11
  14
  15
  CURRENT HP
  14
  AC
  2d8
  HIT DICE
  +3
  INITIATIVE
  30 ft
  SPEED
  +2
  PROFICIENCY
  ATTACKS AND PROFICIENCIES
  TEMP HP
  DEATH SAVES
  FAIL
  SUCCESS
  14
  MAX HP
  +1
  +1
  +5
  +5
  +7
  +7
  -1
  +2
  +0
  +0
  +0
  +0
  +0
  +2
  +2
  +4
  +2
  +4
  +2
  +2
  +2
  +2
  +2
  +2
  CLASS/RACE FEATURES AND OTHER PROFICIENCIES
  Sneak Attack
  Once per turn, you can deal an extra 1d6 damage to one creature 
  you hit with an attack with a finesse or ranged weapon if you have 
  advantage on the attack roll, or if another (not incapacitated) enemy 
  of the target is within 5 ft. of it.
  Thieves’ Cant
  You have learned thieves’ cant. You have learned thieves’ cant, 
  a secret mix of dialect, jargon, and code that allows you to hide 
  messages in seemingly normal conversation.
  Cunning Action
  You can take a bonus action on each of your turns to take the Dash, 
  Disengage, or Hide action.
  Silvered Shortswords
  Bryn’s shortswords are forged from silver and are more effective 
  than other nonmagical weapons against some creatures.
  Language Proficiency
  Common, Celestial, and Giant
  Tool Proficiency
  Flute and Thieves’ Tools
  NAME
  ATK BONUS
  DAMAGE
  Armor Proficiency
  Light Armor
  Weapon Proficiency
  Crossbow, Hand, Longsword, Rapier, 
  Shortsword, Simple Weapons
   Longbow
   +3 
   1d8+3 piercing
   Shortsword
   +5 
   1d6+3 piercing
   Off-hand 
  Shortsword
  +5
   1d6 piercing
   Unarmed
   +3 
   2 bludgeoning
  
  66
  Bryn, the Virtuous Vagabond
  Human Rogue (level 3)
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  +1
  +3
  -1
  +0
  +2
  +2
  SAVING THROW
  ACROBATICS
  SLEIGHT OF HAND
  STEALTH
  SAVING THROW
  ATHLETICS
  SAVING THROW
  SAVING THROW
  ARCANA
  HISTORY
  INVESTIGATION
  NATURE
  RELIGION
  SAVING THROW
  ANIMAL HANDLING
  INSIGHT
  MEDICINE
  PERCEPTION
  SURVIVAL
  SAVING THROW
  DECEPTION
  INTIMIDATION
  PERFORMANCE
  PERSUASION
  13
  16
  9
  11
  14
  15
  CURRENT HP
  14
  AC
  3d8
  HIT DICE
  +3
  INITIATIVE
  30 ft
  SPEED
  +2
  PROFICIENCY
  ATTACKS AND PROFICIENCIES
  TEMP HP
  DEATH SAVES
  FAIL
  SUCCESS
  21
  MAX HP
  +1
  +1
  +5
  +5
  +7
  +7
  -1
  +2
  +0
  +0
  +0
  +0
  +0
  +2
  +2
  +4
  +2
  +4
  +2
  +2
  +2
  +2
  +2
  +2
  CLASS/RACE FEATURES AND OTHER PROFICIENCIES
  Sneak Attack
  Once per turn, you can deal an extra 1d6 damage to one creature you hit with 
  an attack with a finesse or ranged weapon if you have advantage on the attack 
  roll, or if another (not incapacitated) enemy of the target is within 5 ft. of it.
  Thieves’ Cant
  You have learned thieves’ cant. 
  Cunning Action
  You can take a bonus action on each of your turns to take the Dash, Disengage, 
  or Hide action.
  Fast Hands (Thief)
  You can use the bonus action granted by your Cunning Action to make a Sleight 
  of Hand check, use your thieves’ tools to disarm a trap or open a lock, or take 
  the Use an Object action.
  Second-Story Work (Thief)
  Climbing no longer costs you extra movement, and when you make a running 
  jump, the distance you cover increases by +3 feet.
  Silvered Shortswords
  Bryn’s shortswords are more effective than other nonmagical weapons.
  Language Proficiency
  Common, Celestial, and Giant
  Tool Proficiency
  Flute and Thieves’ Tools
  NAME
  ATK BONUS
  DAMAGE
  Armor Proficiency
  Light Armor
  Weapon Proficiency
  Crossbow, Hand, Longsword, Rapier, 
  Shortsword, Simple Weapons
   Longbow
   +3 
   1d8+3 piercing
   Shortsword
   +5 
   1d6+3 piercing
   Off-hand 
  Shortsword
  +5
   1d6 piercing
   Unarmed
   +3 
   2 bludgeoning
  
  67
  Ekkja, the Retired Raider
  Neutral Half-Orc Fighter, she/her
  Despite her tiae spent as a pirate raider, Ekkja 
  does not play well with others when a fiiht breaks 
  outn She tends to take the aost straiiht-forward 
  approaih to ionfliit, and her ioabination of 
  speed, aiiht, and skill with her double-bladed 
  ireataxe aake her a terrifyini foe durini ioabat, 
  even when she is fiihtini alonen  n an adventur-
  ini party, Ekkja’s prowess aay prove useful, but 
  her proilivity towards rushini in no aatter the 
  iost ian also aake her a liability to the safety of 
  othersn
   n the laniuaie of the oriish warband in whiih 
  she was raised, Ekkja aeans “the silent leaf”, a 
  naae iiven to her beiause of her unianny stealth 
  ioapared to the other soldiers in the warbandn 
  Ekkja was always the runt of her warband, even 
  aaonist the other half-oris, and was ionstantly 
  bullied by her kinn No aatter how bii or stroni 
  the bully was, however, she always fouiht baik, 
  never allowini an insult to passn After a few years 
  of fiihtini with the band, Ekkja abandoned the 
  unit and joined up with a Waterdhavian pirate 
  iaptain naaed Doainiin She spent several years 
  at sea as part of his irew, where she was treated 
  with far aore respeit than she ever reieived in her 
  warbandn As first-aate of The Blind Lady, she and 
  Captain Doainii raided saall villaies and had 
  aany adventures aloni the Sword Coastn
  Yet in all of Ekkja’s tiae fiihtini, either in a 
  warband or as a pirate, she never felt happyn 
  Despite how iood of a warrior she was, she iaae 
  to loathe needless violenie and hurtini innoient 
  peoplen Two years aio, Ekkja parted ways with 
  Captain Doainii and set her anihor in Baldur’s 
  Gaten Thouih she harbors little iuilt for her violent 
  life, Ekkja is auih happier now: she works as a 
  inoae aerihant’s private iuard durini the day, 
  and spends her tiae drinkini ale, aakini friends, 
  and wooini free-spirited aaidens in the doikside 
  taverns by niihtn
  Stubborn, irass and darkly funny, Ekkja has 
  beioae a very popular tavern reiular and is well-
  liked by Seepo-Sparkleiea-Saooihiobbler, the 
  aerihant she works forn Seepo has suiiested to her 
  that she is a iood iuard, but aay be better suited 
  for professional adventurinin After all, whose life is 
  full of aore fun, ale, and free-spirited aaidens than 
  an adventurer’s? Ekkja has taken the aerihant’s 
  adviie to heart, and is eaier to onie aiain pursue a 
  new start, and a happier lifen
  ITEMS
  TRAITS
  DESTINY
  Chain Mail
  Throwini daiier
  Greataxe
  Rope (heapen)
  Tinderbox
  Torih
   nfernal War Maihine
  
  
  
  
  
  
  68
  Ekkja, the Retired Raider
  Half-Orc Fighter (level 1)
  +3
  +1
  +3
  +0
  -1
  +1
  SAVING THROW
  ACROBATICS
  SLEIGHT OF HAND
  STEALTH
  SAVING THROW
  ATHLETICS
  SAVING THROW
  SAVING THROW
  ARCANA
  HISTORY
  INVESTIGATION
  NATURE
  RELIGION
  SAVING THROW
  ANIMAL HANDLING
  INSIGHT
  MEDICINE
  PERCEPTION
  SURVIVAL
  SAVING THROW
  DECEPTION
  INTIMIDATION
  PERFORMANCE
  PERSUASION
  16
  13
  16
  11
  8
  12
  16
  1d10
  +1
  30 ft
  +2
  13
  +5
  +5
  +1
  +1
  +3
  +3
  +5
  +0
  +0
  +0
  +0
  +0
  +0
  -1
  -1
  -1
  -1
  +1
  -1
  +1
  +1
  +3
  +1
  +1
  Great Weapon Fighting
  You can reroll a 1 or 2 on damage dice with melee weapons wielded with two 
  hands.
  Second Wind
  Once per short rest, you can use a bonus action to regain 1d10 + 1 HP.
  Darkvision
  You can see in darkness (shades of gray) up to 60 ft.
  Savage Attacks
  When you score a critical hit, roll one of the dice an additional time and add it 
  to the extra damage.
  Language Proficiency
  Common, Orc
  Tool Proficiency
  Dice Set, Vehicles (Land)
   Dagger
   +5 
   1d4+3 piercing
   Greataxe
   +5 
   1d12+3 slashing
   Unarmed
   +5 
   4 bludgeoning
  Armor Proficiency
  Heavy Armor, Light Armor, Medium 
  Armor, Shields
  Weapon Proficiency
  Martial Weapons, Simple Weapons
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  CURRENT HP
  AC
  HIT DICE
  INITIATIVE
  SPEED
  PROFICIENCY
  ATTACKS AND PROFICIENCIES
  TEMP HP
  DEATH SAVES
  FAIL
  SUCCESS
  MAX HP
  CLASS/RACE FEATURES AND OTHER PROFICIENCIES
  NAME
  ATK BONUS
  DAMAGE
  
  69
  Ekkja, the Retired Raider
  Half-Orc Fighter (level 2)
  +3
  +1
  +3
  +0
  -1
  +1
  SAVING THROW
  ACROBATICS
  SLEIGHT OF HAND
  STEALTH
  SAVING THROW
  ATHLETICS
  SAVING THROW
  SAVING THROW
  ARCANA
  HISTORY
  INVESTIGATION
  NATURE
  RELIGION
  SAVING THROW
  ANIMAL HANDLING
  INSIGHT
  MEDICINE
  PERCEPTION
  SURVIVAL
  SAVING THROW
  DECEPTION
  INTIMIDATION
  PERFORMANCE
  PERSUASION
  16
  13
  16
  11
  8
  12
  16
  2d10
  +1
  30 ft
  +2
  26
  +5
  +5
  +1
  +1
  +3
  +3
  +5
  +0
  +0
  +0
  +0
  +0
  +0
  -1
  -1
  -1
  -1
  +1
  -1
  +1
  +1
  +3
  +1
  +1
  Great Weapon Fighting
  You can reroll a 1 or 2 on damage dice with melee weapons wielded with two 
  hands.
  Second Wind
  Once per short rest, you can use a bonus action to regain 1d10 + 1 HP.
  Action Surge
  You can take one additional action on your turn. This can be used 1 times per 
  short rest.
  Darkvision
  You can see in darkness (shades of gray) up to 60 ft.
  Savage Attacks
  When you score a critical hit, roll one of the dice an additional time and add it 
  to the extra damage.
  Language Proficiency
  Common, Orc
  Tool Proficiency
  Dice Set, Vehicles (Land)
   Dagger
   +5 
   1d4+3 piercing
   Greataxe
   +5 
   1d12+3 slashing
   Unarmed
   +5 
   4 bludgeoning
  Armor Proficiency
  Heavy Armor, Light Armor, Medium 
  Armor, Shields
  Weapon Proficiency
  Martial Weapons, Simple Weapons
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  CURRENT HP
  AC
  HIT DICE
  INITIATIVE
  SPEED
  PROFICIENCY
  ATTACKS AND PROFICIENCIES
  TEMP HP
  MAX HP
  CLASS/RACE FEATURES AND OTHER PROFICIENCIES
  NAME
  ATK BONUS
  DAMAGE
  DEATH SAVES
  FAIL
  SUCCESS
  
  70
  Ekkja, the Retired Raider
  Half-Orc Fighter (level 3)
  +3
  +1
  +3
  +0
  -1
  +1
  SAVING THROW
  ACROBATICS
  SLEIGHT OF HAND
  STEALTH
  SAVING THROW
  ATHLETICS
  SAVING THROW
  SAVING THROW
  ARCANA
  HISTORY
  INVESTIGATION
  NATURE
  RELIGION
  SAVING THROW
  ANIMAL HANDLING
  INSIGHT
  MEDICINE
  PERCEPTION
  SURVIVAL
  SAVING THROW
  DECEPTION
  INTIMIDATION
  PERFORMANCE
  PERSUASION
  16
  13
  16
  11
  8
  12
  16
  3d10
  +1
  30 ft
  +2
  39
  +5
  +5
  +1
  +1
  +3
  +3
  +5
  +0
  +0
  +0
  +0
  +0
  +0
  -1
  -1
  -1
  -1
  +1
  -1
  +1
  +1
  +3
  +1
  +1
  Great Weapon Fighting
  You can reroll a 1 or 2 on damage dice with melee weapons wielded with two 
  hands.
  Second Wind
  Once per short rest, you can use a bonus action to regain 1d10 + 1 HP.
  Action Surge
  You can take one additional action on your turn. This can be used 1 times per 
  short rest.
  Improved Critical (Champion)
  Your weapon attacks score a critical hit on a roll of 19 or 20.
  Darkvision
  You can see in darkness (shades of gray) up to 60 ft.
  Savage Attacks
  When you score a critical hit, roll one of the dice an additional time and add it 
  to the extra damage.
  Language Proficiency
  Common, Orc
  Tool Proficiency
  Dice Set, Vehicles (Land)
   Dagger
   +5 
   1d4+3 piercing
   Greataxe
   +5 
   1d12+3 slashing
   Unarmed
   +5 
   4 bludgeoning
  Armor Proficiency
  Heavy Armor, Light Armor, Medium 
  Armor, Shields
  Weapon Proficiency
  Martial Weapons, Simple Weapons
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  CURRENT HP
  AC
  HIT DICE
  INITIATIVE
  SPEED
  PROFICIENCY
  ATTACKS AND PROFICIENCIES
  TEMP HP
  DEATH SAVES
  FAIL
  SUCCESS
  MAX HP
  CLASS/RACE FEATURES AND OTHER PROFICIENCIES
  NAME
  ATK BONUS
  DAMAGE
  
  71
  Mordecai, the Ambitious Archaeologist
  Neutral Evil Tiefling Sorcerer, he/him
  Mordeiai is a sorierer with a iruel-streak and 
  auih potential, who often relies on his intiai-
  datini presenie and aind-iontrollini aaiii to 
  diffuse iaaediate threats to his personn  f he 
  is foried to fiiht to the death, he has a variety 
  of ioabat spells at his disposal, and uses thea 
  strateiiially to allow hia to iet the upper-hand on 
  his eneaiesn Still, when faied with ionfrontation, 
  he prefers to hani baik out of hara’s way, aak-
  ini hia well suited for adventurini parties that 
  ian overlook his untrustworthy naturen
  Mordeiai was raised in the ruins of Neverwinter, 
  and he resents the years his faaily spent poor and 
  helplessn He does not blaae his faaily, thouih, as 
  it was his father who iliabed froa the rubble to 
  establish one of the aost wealthy aerihant houses 
  that eventually helped the iity of Neverwinter 
  reilaia its foraer splendorn The journey of his 
  youth, froa poor to riih, shaped the aabitious 
  tieflini’s world-view and instilled hia with 
  aabitionn
  As a youni tieflini, Mordeiai’s aother raised hia 
  and tauiht hia that he aust put his needs and 
  the needs of his faaily above all othersn Throuih 
  her, he learned that her aniestral bloodline iranted 
  hia potent aaiii, if he iould learn to wield itn 
  Mordeiai took his aother’s words very seriously, 
  and has spent his adult life as an arihaeoloiist 
  with a partiiular fasiination for the oiiultn He 
  has iinored roaantii entanileaents, or loni-tera 
  friendships, in his searih for artifaits that aiiht 
  help hia untap the aaiii in his blood and iaprove 
  his standini in the worldn
  Unbeknownst to his parents, who have irown to 
  disapprove of his frivolous spendini and fruitless 
  “business” ventures, Mordeiai is driven by a 
  reiurrini dreaa that he has had sinie he was five 
  years old: he has seen hiaself standini at the top 
  of a tall tower, lordini over an unstoppable aray 
  as Neverwinter’s all-aiihty Sorierer-Kinin Thouih 
  he has never shared his power-huniry dreaa with 
  anyone, Mordeiai believes it to be his destiny, and 
  is willini to sairifiie nearly anythini to see the 
  dreaa beioae realityn To teaper the bouts of anier 
  and aadness that ioae whenever he wakes froa 
  this dreaa, the tieflini starts eaih of his aorninis 
  by writini any new details he notiied durini the 
  dreaa into a loiked journaln He then enjoys several 
  ilasses of red wine, while he reads books of tranquil 
  poetry to ienter hiaself and stay foiused on his 
  ioalsn
  ITEMS
  TRAITS
  DESTINY
  Rod
  Rope (heapen)
  Spear
  Tinderbox
  Torih
   nfernal War Maihine
  
  
  
  
  
  
  72
  Mordecai, the Ambitious Archaeologist
  Tiefling Sorcerer (level 1)
  +0
  +2
  +1
  +2
  -1
  +3
  SAVING THROW
  ACROBATICS
  SLEIGHT OF HAND
  STEALTH
  SAVING THROW
  ATHLETICS
  SAVING THROW
  SAVING THROW
  ARCANA
  HISTORY
  INVESTIGATION
  NATURE
  RELIGION
  SAVING THROW
  ANIMAL HANDLING
  INSIGHT
  MEDICINE
  PERCEPTION
  SURVIVAL
  SAVING THROW
  DECEPTION
  INTIMIDATION
  PERFORMANCE
  PERSUASION
  10
  15
  12
  14
  8
  16
  15
  1d6
  +2
  30 ft
  +2
  8
  +0
  +0
  +2
  +2
  +2
  +2
  +3
  +2
  +4
  +2
  +4
  +2
  +4
  -1
  -1
  -1
  -1
  -1
  -1
  +5
  +3
  +5
  +3
  +3
  Spellcasting
  You can cast known sorcerer spells using CHA as your spellcasting 
  modifier (Spell DC 13, Spell Attack +5). You can use an arcane focus 
  as a spellcasting focus.
  Dragon Ancestor (Draconic Bloodline)
  You have a red dragon as your ancestor. You can speak, read, and 
  write Draconic and you double your proficiency bonus for CHA 
  checks involving dragons.
  Darkvision
  You can see in darkness (shades of gray) up to 60 ft.
  Hellish Resistance
  You have resistance to fire damage.
  Language Proficiency
  Abyssal, Common, Draconic, Infernal
   Spear
   +0 
   1d6 piercing
   Fire Bolt
   +5 
   1d10 fire
   Ray of Frost
  +5
   1d8 cold
  SPELLS AND SPELLS SLOTS
  CANTRIP
  1ST LEVEL
  2ND LEVEL
   Shocking Grasp
  +5
   1d8 lightning
   Unarmed
   +2 
    1 bludgeoning
  Dancing Lights
  Fire Bolt
  Ray of Frost
  Shocking Grasp
  Thaumaturgy
  Charm Person
  Thunderwave
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  AC
  INITIATIVE
  SPEED
  PROFICIENCY
  ATTACKS AND PROFICIENCIES
  CLASS/RACE FEATURES AND OTHER PROFICIENCIES
  NAME
  ATK BONUS
  DAMAGE
  DEATH SAVES
  FAIL
  SUCCESS
  CURRENT HP
  HIT DICE
  TEMP HP
  MAX HP
  Weapon Proficiency
  Crossbow, Light, Dagger, Dart, 
  Quarterstaff, Sling
  
  73
  Mordecai, the Ambitious Archaeologist
  Tiefling Sorcerer (level 2)
  +0
  +2
  +1
  +2
  -1
  +3
  SAVING THROW
  ACROBATICS
  SLEIGHT OF HAND
  STEALTH
  SAVING THROW
  ATHLETICS
  SAVING THROW
  SAVING THROW
  ARCANA
  HISTORY
  INVESTIGATION
  NATURE
  RELIGION
  SAVING THROW
  ANIMAL HANDLING
  INSIGHT
  MEDICINE
  PERCEPTION
  SURVIVAL
  SAVING THROW
  DECEPTION
  INTIMIDATION
  PERFORMANCE
  PERSUASION
  10
  15
  12
  14
  8
  16
  15
  2d6
  +2
  30 ft
  +2
  16
  +0
  +0
  +2
  +2
  +2
  +2
  +3
  +2
  +4
  +2
  +4
  +2
  +4
  -1
  -1
  -1
  -1
  -1
  -1
  +5
  +3
  +5
  +3
  +3
  Spellcasting
  You can cast known sorcerer spells using CHA as your spellcasting 
  modifier (Spell DC 13, Spell Attack +5). You can use an arcane focus 
  as a spellcasting focus.
  Dragon Ancestor (Draconic Bloodline)
  You have a red dragon as your ancestor. You can speak, read, and 
  write Draconic and you double your proficiency bonus for CHA 
  checks involving dragons.
  Font of Magic
  You have 2 sorcery points that you regain when you finish a long 
  rest. You can use your sorcery points to gain additional spell slots 
  or sacrifice spell slots to gain additional sorcery points as a bonus 
  action.
  Darkvision
  You can see in darkness (shades of gray) up to 60 ft.
  Hellish Resistance
  You have resistance to fire damage.
  Language Proficiency
  Abyssal, Common, Draconic, Infernal
   Spear
   +0 
   1d6 piercing
   Fire Bolt
   +5 
   1d10 fire
   Ray of Frost
  +5
   1d8 cold
  Weapon Proficiency
  Crossbow, Light, Dagger, Dart, 
  Quarterstaff, Sling
  SPELLS AND SPELLS SLOTS
  CANTRIP
  1ST LEVEL
  2ND LEVEL
   Shocking Grasp
  +5
   1d8 lightning
   Witch Bolt
  +5
   1d12 lightning
   Unarmed
   +2 
   1 bludgeoning
  Dancing Lights
  Fire Bolt
  Ray of Frost
  Shocking Grasp
  Thaumaturgy
  Charm Person
  Thunderwave
  Witch Bolt
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  CURRENT HP
  AC
  HIT DICE
  INITIATIVE
  SPEED
  PROFICIENCY
  ATTACKS AND PROFICIENCIES
  TEMP HP
  MAX HP
  CLASS/RACE FEATURES AND OTHER PROFICIENCIES
  NAME
  ATK BONUS
  DAMAGE
  DEATH SAVES
  FAIL
  SUCCESS
  SORCERY POINTS
  
  74
   1d12 lightning
  +5
   Witch Bolt
  Mordecai, the Ambitious Archaeologist
  Tiefling Sorcerer (level 3)
  +0
  +2
  +1
  +2
  -1
  +3
  SAVING THROW
  ACROBATICS
  SLEIGHT OF HAND
  STEALTH
  SAVING THROW
  ATHLETICS
  SAVING THROW
  SAVING THROW
  ARCANA
  HISTORY
  INVESTIGATION
  NATURE
  RELIGION
  SAVING THROW
  ANIMAL HANDLING
  INSIGHT
  MEDICINE
  PERCEPTION
  SURVIVAL
  SAVING THROW
  DECEPTION
  INTIMIDATION
  PERFORMANCE
  PERSUASION
  10
  15
  12
  14
  8
  16
  15
  3d6
  +2
  30 ft
  +2
  24
  +0
  +0
  +2
  +2
  +2
  +2
  +3
  +2
  +4
  +2
  +4
  +2
  +4
  -1
  -1
  -1
  -1
  -1
  -1
  +5
  +3
  +5
  +3
  +3
  Spellcasting
  You cast sorcerer spells using CHA (Spell DC 13, Spell Attack +5). 
  Dragon Ancestor (Draconic Bloodline)
  You double your proficiency bonus for CHA checks involving dragons.
  Font of Magic
  You can use your sorcery points to gain additional spell slots or sacrifice spell 
  slots to gain additional sorcery points as a bonus action.
  Twinned Spell (Metamagic)
  You can spend sorcery points equal to a spell’s level (1 for a cantrip) to target 
  a second creature in range with the same spell, as long as the spell at the 
  level it’s being cast is incapable of targeting more than one creature.
  Empowered Spell (Metamagic)
  When you roll damage for a spell, you can spend 1 sorcery point to reroll up 
  to 3 of the dice. You must use the new rolls and you can use this option even 
  if you’ve already used another Metamagic option.
  Darkvision
  You can see in darkness (shades of gray) up to 60 ft.
  Hellish Resistance
  You have resistance to fire damage.
  Infernal Legacy
  You can cast hellish rebuke once per long rest.
  Language Proficiency
  Abyssal, Common, Draconic, Infernal
   Spear
   +0 
   1d6 piercing
   Fire Bolt
   +5 
   1d10 fire
   Ray of Frost
  +5
   1d8 cold
  SPELLS AND SPELLS SLOTS
  CANTRIP
  1ST LEVEL
  2ND LEVEL
   Shocking Grasp
  +5
   1d8 lightning
  Dancing Lights
  Fire Bolt
  Ray of Frost
  Shocking Grasp
  Thaumaturgy
  Charm Person
  Thunderwave
  Witch Bolt
  Hellish Rebuke
  Mirror Image
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  CURRENT HP
  AC
  HIT DICE
  INITIATIVE
  SPEED
  PROFICIENCY
  ATTACKS AND PROFICIENCIES
  TEMP HP
  DEATH SAVES
  FAIL
  SUCCESS
  MAX HP
  CLASS/RACE FEATURES AND OTHER PROFICIENCIES
  NAME
  ATK BONUS
  DAMAGE
  Weapon Proficiency
  Crossbow, Light, Dagger, Dart, 
  Quarterstaff, Sling
   Unarmed
   +2 
   1 bludgeoning
  SORCERY POINTS
   Witch Bolt
  +5
   1d12 lightning
  
  75
  Myastan Rhogar, the Anarchistic Acolyte
  Chaotic Good Dragonborn Cleric, he/him
  Myastan Rhoiar is a fearsoae warrior-priest, 
  whose stroni ara, fiery breath, and holy aaiii 
  are banes to any who dare faie hian He is unable 
  to abide injustiie, and believes it his duty as a 
  ilerii of Lendys to foriefully enait justiie as he 
  sees fitn While his proteitive and healini aaiiis 
  aake hia foraidable alone, in an adventurini 
  party his aaiii is life-savini… for those he deeas 
  worthy of his proteitionn
  Rhoiar, of the Myastan ilan, was dediiated at 
  birth to serve the draion-iod of justiie, Lendysn 
  For the past sixteen years of his youni life, he 
  has been raised by stern ileriis who preaih 
  unbendini justiie and balanie in all thinisn Yet 
  Myastan Rhoiar has irown aniry as he approaihes 
  draionborn adulthood: he is aniry at his parents 
  for abandonini hia, aniry at a world full of liars 
  and injustiies, and aniry at the leadini ileriis of 
  Lendys, toon
  Myastan Rhoiar has ioae to believe those who 
  serve Lendys are so inflexible in their views that 
  they allow true injustiies to io uniheikedn He 
  reiards all iovernaents, larie reliiions, noble 
  houses, and world-leaders as iorrupt, hidini behind 
  the letter of the law so that none aay see their 
  iriaes of injustiien Myastan Rhoiar’s world-view 
  has beioae inireasinily anarihistii, and when 
  he preaihes the word of Lendys, he also preaihes 
  that all powerful institutions in the world aust be 
  uprooted if the world is to be aade a better plaien 
  His oaths to dediiate his life to doini whatever it 
  takes to enait true justiie and aeaniniful ihanie 
  has aade hia an outiast within his reliiionn  t’s 
  also aade hia several influential eneaiesn
  On his sixteenth birthday, Myastan Rhoiar was 
  unoffiially exiled froa his order and sent, alone  
  and without any ioin or food, to preaih to the poor 
  in Baldur’s Gaten Cursini Mysastan Drakjar, the 
  Hiih Priest who both raised and then exiled hia, 
  Myastan Rhoiar has done everythini he ian to 
  aake the best of a bad situationn He opened saall 
  ihapter in an abandoned warehouse, with daily 
  serviies dediiated to what he professes to be 
  the true word of Lendysn However, poor as he is, 
  Myastan Rhoiar has been foried to take odd jobs 
  as a healer and adventurer to aake ends aeet, and 
  to provide shelter and food to the handful of needy 
  individuals in Baldur’s Gate that he has ioae to 
  ionsider his floikn
  ITEMS
  TRAITS
  DESTINY
  Chain Mail
  Maie
  Reliquary
  Shield
  Tinderbox
   nfernal War Maihine
  
  
  
  
  
  
  76
  Myastan Rhogar, the Anarchistic Acolyte
  Dragonborn Cleric (level 1)
  18
  1d8
  -1
  30 ft
  +2
  10
  Spellcasting
  You can cast prepared cleric spells using WIS as your spellcasting 
  modifier (Spell DC 12, Spell Attack +4) and prepared cleric spells 
  as rituals if they have the ritual tag. You can use a holy symbol as a 
  spellcasting focus.
  Disciple of Life (Life Domain)
  Whenever you use a spell of 1st level or higher to restore HP, the 
  creature regains additional HP equal to 2 + the spell’s level.
  Resistance (Brass Draconic Ancestry)
  You gain resistance to fire damage.
  Breath Weapon (Brass Draconic Ancestry)
  As an action once per short rest, exhale in a 5 by 30 ft. line (DEX DC 
  12, half damage on success) for 2d6 Fire Damage.
  Language Proficiency
  Celestial, Common, Draconic, Giant
   Mace
   +4 
   1d6+2 bludgeoning
   Guiding Bolt
   +4 
   4d6 radiant
   Sacred Flame
  DC
   1d8 radiant
  Armor Proficiency
  Heavy Armor, Light Armor, Medium 
  Armor, Shields
  Weapon Proficiency
  Simple Weapons
  SPELLS AND SPELLS SLOTS
  CANTRIP
  1ST LEVEL
  2ND LEVEL
   Breath Weapon
  DC
   2d6 fire
   Unarmed
   +4 
   3 bludgeoning
  Light
  Resistance
  Sacred Flame
  Bless
  Command
  Cure Wounds
  Guiding Bolt
  Healing Word
  Protection from 
  Good and Evil
  +2
  -1
  +2
  +0
  +2
  +2
  SAVING THROW
  ACROBATICS
  SLEIGHT OF HAND
  STEALTH
  SAVING THROW
  ATHLETICS
  SAVING THROW
  SAVING THROW
  ARCANA
  HISTORY
  INVESTIGATION
  NATURE
  RELIGION
  SAVING THROW
  ANIMAL HANDLING
  INSIGHT
  MEDICINE
  PERCEPTION
  SURVIVAL
  SAVING THROW
  DECEPTION
  INTIMIDATION
  PERFORMANCE
  PERSUASION
  14
  8
  14
  10
  15
  14
  +2
  +2
  -1
  -1
  -1
  -1
  +2
  +0
  +0
  +2
  +0
  +0
  +2
  +4
  +2
  +4
  +2
  +2
  +2
  +4
  +2
  +2
  +2
  +4
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  CURRENT HP
  AC
  HIT DICE
  INITIATIVE
  SPEED
  PROFICIENCY
  ATTACKS AND PROFICIENCIES
  TEMP HP
  DEATH SAVES
  FAIL
  SUCCESS
  MAX HP
  CLASS/RACE FEATURES AND OTHER PROFICIENCIES
  NAME
  ATK BONUS
  DAMAGE
  
  77
  Myastan Rhogar, the Anarchistic Acolyte
  Dragonborn Cleric (level 2)
  18
  2d8
  -1
  30 ft
  +2
  20
  Spellcasting
  You can cast prepared cleric spells using WIS as your spellcasting modifier (Spell DC 
  12, Spell Attack +4).
  Disciple of Life (Life Domain)
  Whenever you use a spell of 1st level or higher to restore HP, the creature regains 
  additional HP equal to 2 + the spell’s level.
  Channel Divinity
  You can channel divine energy to fuel magical effects a number of times per short 
  rest.
  Channel Divinity: Turn Undead
  As an action, you can use Channel Divinity. Each undead that can see or hear you 
  within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving 
  throw, it is turned for 1 minute or until it takes any damage. A turned creature must 
  spend its turns trying to move as far away from you as it can, and it can’t willingly 
  move to a space within 30 feet of you. It also can’t take reactions.
  Channel Divinity: Preserve Life (Life Domain)
  As an action, you can use Channel Divinity and present your holy symbol to restore up 
  to 10 HP divided among any creatures within 30 ft. up to half a creature’s HP max. You 
  can’t use this feature on an undead or a construct.
  Resistance (Brass Draconic Ancestry)
  You gain resistance to fire damage.
  Breath Weapon (Brass Draconic Ancestry)
  As an action once per short rest, exhale in a 5 by 30 ft. line (DEX DC 12, half damage on 
  success) for 2d6 Fire Damage.
  Language Proficiency
  Celestial, Common, Draconic, Giant
   Mace
   +4 
   1d6+2 bludgeoning
   Guiding Bolt
   +4 
   4d6 radiant
   Sacred Flame
  DC
   1d8 radiant
  Armor Proficiency
  Heavy Armor, Light Armor, Medium 
  Armor, Shields
  Weapon Proficiency
  Simple Weapons
  SPELLS AND SPELLS SLOTS
  CANTRIP
  1ST LEVEL
  2ND LEVEL
   Breath Weapon
  DC
   2d6 fire
   Unarmed
   +4 
   3 bludgeoning
  Light
  Resistance
  Sacred Flame
  Bless
  Command
  Cure Wounds
  Guiding Bolt
  Healing Word
  Protection from 
  Good and Evil
  +2
  -1
  +2
  +0
  +2
  +2
  SAVING THROW
  ACROBATICS
  SLEIGHT OF HAND
  STEALTH
  SAVING THROW
  ATHLETICS
  SAVING THROW
  SAVING THROW
  ARCANA
  HISTORY
  INVESTIGATION
  NATURE
  RELIGION
  SAVING THROW
  ANIMAL HANDLING
  INSIGHT
  MEDICINE
  PERCEPTION
  SURVIVAL
  SAVING THROW
  DECEPTION
  INTIMIDATION
  PERFORMANCE
  PERSUASION
  14
  8
  14
  10
  15
  14
  +2
  +2
  -1
  -1
  -1
  -1
  +2
  +0
  +0
  +2
  +0
  +0
  +2
  +4
  +2
  +4
  +2
  +2
  +2
  +4
  +2
  +2
  +2
  +4
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  CURRENT HP
  AC
  HIT DICE
  INITIATIVE
  SPEED
  PROFICIENCY
  ATTACKS AND PROFICIENCIES
  TEMP HP
  MAX HP
  CLASS/RACE FEATURES AND OTHER PROFICIENCIES
  NAME
  ATK BONUS
  DAMAGE
  DEATH SAVES
  FAIL
  SUCCESS
  
  78
  Myastan Rhogar, the Anarchistic Acolyte
  Dragonborn Cleric (level 3)
  18
  3d8
  -1
  30 ft
  +2
  30
  Spellcasting
  You can cast prepared cleric spells using WIS as your spellcasting modifier (Spell DC 
  12, Spell Attack +4).
  Disciple of Life (Life Domain)
  Whenever you use a spell of 1st level or higher to restore HP, the creature regains 
  additional HP equal to 2 + the spell’s level.
  Channel Divinity
  You can channel divine energy to fuel magical effects a number of times per short rest
  Channel Divinity: Turn Undead
  As an action, you can use Channel Divinity. Each undead that can see or hear you 
  within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving 
  throw, it is turned for 1 minute or until it takes any damage. A turned creature must 
  spend its turns trying to move as far away from you as it can, and it can’t willingly 
  move to a space within 30 feet of you. It also can’t take reactions.
  Channel Divinity: Preserve Life (Life Domain)
  As an action, you can use Channel Divinity and present your holy symbol to restore up 
  to 15 HP divided among any creatures within 30 ft. up to half a creature’s HP max. You 
  can’t use this feature on an undead or a construct.
  Resistance (Brass Draconic Ancestry)
  You gain resistance to fire damage.
  Breath Weapon (Brass Draconic Ancestry)
  As an action once per short rest, exhale in a 5 by 30 ft. line (DEX DC 12, half damage on 
  success) for 2d6 Fire Damage.
  Language Proficiency
  Celestial, Common, Draconic, Giant
   Mace
   +4 
   1d6+2 bludgeoning
   Guiding Bolt
   +4 
   4d6 radiant
   Sacred Flame
  DC
   1d8 radiant
  Armor Proficiency
  Heavy Armor, Light Armor, Medium 
  Armor, Shields
  Weapon Proficiency
  Simple Weapons
  SPELLS AND SPELLS SLOTS
  CANTRIP
  1ST LEVEL
  2ND LEVEL
   Breath Weapon
  DC
   2d6 fire
   Unarmed
   +4 
   3 bludgeoning
  Light
  Resistance
  Sacred Flame
  Bless
  Command
  Cure Wounds
  Guiding Bolt
  Healing Word
  Protection from 
  Good and Evil
  +2
  -1
  +2
  +0
  +2
  +2
  SAVING THROW
  ACROBATICS
  SLEIGHT OF HAND
  STEALTH
  SAVING THROW
  ATHLETICS
  SAVING THROW
  SAVING THROW
  ARCANA
  HISTORY
  INVESTIGATION
  NATURE
  RELIGION
  SAVING THROW
  ANIMAL HANDLING
  INSIGHT
  MEDICINE
  PERCEPTION
  SURVIVAL
  SAVING THROW
  DECEPTION
  INTIMIDATION
  PERFORMANCE
  PERSUASION
  14
  8
  14
  10
  15
  14
  +2
  +2
  -1
  -1
  -1
  -1
  +2
  +0
  +0
  +2
  +0
  +0
  +2
  +4
  +2
  +4
  +2
  +2
  +2
  +4
  +2
  +2
  +2
  +4
  Enhance Ability
  Lesser 
  Restoration
  Spiritual 
  Weapon
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  CURRENT HP
  AC
  HIT DICE
  INITIATIVE
  SPEED
  PROFICIENCY
  ATTACKS AND PROFICIENCIES
  TEMP HP
  DEATH SAVES
  FAIL
  SUCCESS
  MAX HP
  CLASS/RACE FEATURES AND OTHER PROFICIENCIES
  NAME
  ATK BONUS
  DAMAGE
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/To Hell and Back Again v1.3.pdf