TEXT: D&D Descent into Avernus glyph, simpliﬁed
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  by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
  A Four to Six-Hour Adventure for 5th through 10th Level Characters.
  Optimized For: APL 8
  An Avernus Rising Adventure
  DDAL 09-11
  Credits
  Credits
  Designer: James Introcaso
  Editing: Travis Woodall, Greg Marks, Hannah Rose
  D&D Adventurers League Guildmaster: Chris Lindsay
  Art Director and Graphic Designer: Rich Lescouflair
  Interior Art: provided by Wizards of the Coast
  D&D Adventurers League Wizards Team: Adam Lee, Ari 
  Levitch, Chris Lindsay, Mike Mearls
  D&D Adventurers League Administrators: Alan Patrick, 
  Amy Lynn Dzura, Travis Woodall, Claire Hoffman, Greg 
  Marks, Ma’at Crooks, LaTia Bryant, Shawn Merwin, 
  Will Doyle
  Playtesters: Gary Affeldt, Joe Dews, Travis Fuller, Scott 
  Konig, David N. Krolnik, Sean Mittelstaedt, Davena 
  Oaks, Daniel Oliveira, Kirby Powell, Patton Pray, Xavier 
  Rodriguez, Ben Siekert, JJ Tin, Marcello Velazquez
  LOSING FAI
  Fai Chen has gone missing from Mahadi’s Traveling Emporium, and the merchant 
  sends you a note asking you to rescue him. You’ll have to do it without angering the 
  master of the emporium, whose protection is crucial to your sacred mission. But in 
  the Nine Hells, how much can you really trust someone you call friend?
  
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  DDAL09-11 Losing Fai (v1.0)
  Adventure Primer
  Adventure Primer
  “Mahadi can be a great friend, and a much worse enemy.”
  –Fai Chen
  This adventure is designed for three to seven 5th-to-10th-
  level characters and is optimized for five characters with 
  an average party level (APL) of 8. Characters outside this 
  level range cannot participate in this adventure.
   This adventure takes place in Avernus, the first layer of 
  the Nine Hells, where almost no creature can be trusted.
  Background
  FAI CHEN, a well-known and respected purveyor of 
  worldly and other-worldly goods with a connection to 
  Avernus, helped a group of adventurers bring DARA, a 
  CHOSEN OF ILMATER, on a holy mission to AVERNUS, 
  the first layer of the Nine Hells. The adventurers followed 
  Fai Chen to MAHADI’S TRAVELING EMPORIUM. Fai 
  Chen has a previous (strained) relationship with Mahadi, 
  but the adventurers found safety with the master of the 
  emporium in exchange for favors. The adventurers have 
  learned that Fai has made COPIES of himself, which 
  is somehow responsible for how the merchant escaped 
  Mahadi’s service.
   Fai is the only mortal to ever escape the rakshasa’s 
  service, and Mahadi wants to understand how the old 
  monk gained his duplication powers. Fai’s return to 
  the emporium has given Mahadi a chance to engage in 
  “research.” He has directed SU ZHEN KANG, a former 
  monk who sold his soul to Mahadi, to uncover the truth. 
  Conveniently, Su Zhen and Fai were both members of the 
  same MONASTERY.
  Overview
  The adventure’s story is spread over three parts and takes 
  approximately four hours to play. The adventure begins 
  with a Call to Action. It also contains two optional bonus 
  objectives, each taking one additional hour to play.
  • Call to Action: From Fai. The characters are resting 
  between missions at Mahadi’s Wandering Emporium 
  and get a message from Fai Chen asking for help.
  • Part 1: Hunt for Fai. The characters investigate the 
  disappearance of Fai at the emporium and learn that Su 
  Zhen Kang took him to the ruined city of Ixeetoth. This 
  is Story Objective A.
  • Part 2: Price of Success. The characters search 
  Ixeetoth to rescue the Fai Chens from Su Zhen Kang. 
  This is Story Objective B.
  • Bonus Objective A: Demon Throw Down. As the 
  characters investigate in Part 1, Mahadi asks them to 
  deal with demons headed for the emporium. This bonus 
  objective is found in Appendix 1.
  • Bonus Objective B: Abishai Offer. As the characters 
  travel to Ixeetoth, they encounter Immiass, a black 
  abishai in the service of Tiamat, who wants to make a 
  deal. This bonus objective is found in Appendix 2.
  Adventure Hooks
  The Call to Action of this adventure does a good job of 
  hooking the characters into the action. If the characters 
  haven’t played through previous season 9 adventures, don’t 
  know of Fai Chen or Mahadi, or need a refresher, give them 
  Appendix 5, which summarizes the events they need to 
  know for this adventure.
   Fai’s Client. If any of the characters have magic items, 
  they may have purchased those items from Fai Chen. They 
  remember the merchant being fair, kind, and friendly.
   Fai’s Friend. A character with the clan crafter, guild 
  artisan or merchant, sage, sailor, or smuggler background 
  may have done business with Fai in the past and might feel 
  a kinship with the friendly merchant.
   Stick It to Mahadi. If the characters have met Mahadi in 
  previous adventures, they may want to stick it to the smug 
  rakshasa, and saving Fai would be the perfect way to get 
  under Mahadi’s skin.
  Adventure Flowchart
  This section provides a basic understanding of not only the 
  flow of the adventure, but also the outline of the different 
  paths that your players may take in reaching their stated 
  objective.
  From Fai
  Call to Action
  Hunt for Fai
  Story Objective A
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  Price of Success
  Story Objective B
  2
  Demon Throw 
  Down
  Bonus Objective A
  A
  Abishai Offer
  Bonus Objective B
  B
  
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  DDAL09-11 Losing Fai (v1.0)
  Estimated Duration: 20 minutes
  Resting at the Emporium
  Ask each character what they are doing in their cramped 
  tent as they recuperate from their latest adventure. The 
  caravan has spent three days in its current location, which 
  is not unusual.
  Area Information
  The characters are resting in a canvas-covered wagon 
  attached to Fai’s giant infernal war machine.
   Dimensions. The wagon is cramped, approximately 10 
  feet square, but has enough room for the characters to rest 
  comfortably by Avernus standards.
   Light. The harsh volcanic activity of Avernus filters 
  through the canvas, filling the tent with dim red light.
   Sounds & Smells. Outside, the wind howls, carrying the 
  screams of distant Blood War battles. Volcanoes explode in 
  the distance, releasing pungent sulfur into the air.
  Creature Information
  While the characters rest, Dara comes to them with a look 
  of concern. As she whispers her tale to the characters, an 
  imp emerges from her backpack, hands the characters a 
  letter (Appendix 6), then leaves.
   What Do They Want? Dara wants the characters to find 
  the missing Fai Chens. The imp wants to deliver the letter 
  and return to its work; Fai Chen paid the fiend to not speak 
  of its job to anyone, even Fhet’Ahla.
   What Do They Know? Dara begins by sharing what 
  she knows. She hasn’t seen a single Fai Chen since the 
  emporium caravan stopped three days ago, so she asked 
  around: everyone she spoke to acknowledged that Fai 
  was gone, but no one seemed to show concern for the 
  merchant. When Dara went to question Fhet’Ahla, an 
  amnizu in charge of Mahadi’s imp couriers, an imp climbed 
  into Dara’s pack without Fhet’Ahla noticing and demanded 
  that Dara take it to see the characters.
   The imp knows it has a letter to deliver to the characters.
  Call to Action: What’s Next?
  Dara gives the characters a few minutes to look over Fai 
  Chen’s letter before speaking up again. Even without 
  seeing the note, she somehow (through her divine abilities) 
  knows the contents. Dara begs the characters to take up 
  Fai’s quest and investigate the merchant’s disappearance 
  by searching the emporium for clues. She reminds the 
  characters to keep their search secret, since—as the letter 
  suggests—Mahadi may be behind Fai’s disappearance.
   Dara proposes that the characters avoid Mahadi and 
  Infernal Rapture at all costs and start their search for Fai 
  by investigating the following emporium members:
  • Burney the Barber, a female Calishite human who 
  offers healing service for gold.
  • Fhet’Ahla, an amnizu devil who watches over the 
  emporium’s imps and serves as a notary for infernal 
  contract dealings at From Here to Avernus.
  • Elliach, a human transmuter who deals in demon ichor 
  at Ichor’s Aweigh.
  Dara’s Warning
  Dara gives one final warning to the characters to remain 
  careful in the camp: Mahadi has eyes and ears everywhere. 
  She also warns them to remember the rules of the 
  emporium: No fighting. No stealing. No spellcasting. No 
  exceptions.
  Shopping
  The characters can take some time to shop at the 
  emporium before they begin an investigation in earnest. 
  If they wish to shop, they can buy any equipment found in 
  chapter 5 of the Player’s Handbook. When they are ready 
  to begin investigating the camp, proceed to Part 1.
  Call to Action: From Fai
  Call to Action: From Fai
  
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  DDAL09-11 Losing Fai (v1.0)
  Estimated Duration: 1 hour 40 minutes
  The sounds of Avernus continue in the background as 
  the characters explore the colorful tents of Mahadi’s 
  Wandering Emporium. They witness devils, hags, and other 
  infernal creatures trading items, money, and soul coins 
  with the emporium’s vendors. The characters can also 
  smell the emporium’s delicious food and scented massage 
  oils coming from the largest tent, which houses Infernal 
  Rapture, Mahadi’s hospitality business.
  Story Objective A
  As the characters investigate the disappearance of Fai Chen, 
  they should learn that Su Zhen Kang is holding Fai Chen in 
  the ruined city of Ixeetoth. This is Story Objective A.
  Breaking the Rules
  The rules of the emporium are simple: No fighting. No 
  stealing. No spellcasting. No exceptions. If the characters 
  publicly cast a spell, are caught stealing, or try to start 
  or participate in a fight, 1d4 rounds later a barbed devil 
  leading a crew of bearded devils (one per character) 
  arrives and asks the characters to cease any rule-breaking 
  if this is their first offense. If the characters listen, the devils 
  give them a warning. If the characters don’t cease their 
  rule-breaking or have already been given a warning, the 
  devils ask them to leave the emporium. If the characters 
  refuse, the devils attack, fighting until destroyed. If the 
  characters destroy this band of devils, they can continue 
  the adventure, but Mahadi does not allow them to re-
  enter the emporium once they leave, no matter their other 
  actions (see Fai-nal Plea in part 2).
   A character can cast a spell in public without being 
  noticed by succeeding on a DC 15 Dexterity (Stealth) or 
  Charisma (Deception) check. A creature targeted by a spell 
  may still notice the casting per the spell’s description and 
  the DM’s discretion.
  Demon Throw Down
  If you have the time and wish to add Bonus Objective A, 
  Demon Throw Down, to the adventure, it can occur at any 
  point during this part of the adventure.
  Merchant Investigations
  The characters can investigate the three merchants 
  suggested by Dara in any order they choose, using any 
  method they like. After looking into all three merchants, the 
  characters should have enough information to guide them 
  to Su Zhen Kang’s tent (see Su Zhen Kang’s Tent, below).
   Each merchant description has suggestions for how 
  the characters might get access to the information the 
  merchant knows about Fai’s disappearance. These are not 
  the only ways the information might be obtained, just the 
  most obvious. Allow the characters to get creative, and 
  reward clever ideas and roleplaying with success.
  Area Information
  Each tent the characters visit has the following features.
   Ceilings. The tents have 10-foot-high ceilings.
   Light. The tents are filled with bright light from hanging 
  lanterns.
   Sounds & Smells. Outside wind howls, carrying the 
  screams of distant Blood War battles.
  Part 1: Hunt for Fai
  Part 1: Hunt for Fai
  
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  DDAL09-11 Losing Fai (v1.0)
   Walls. The tent walls cannot be climbed, but the ropes 
  and poles holding them up could be. Creatures can crawl 
  under the tent walls. A 5-foot-square section of tent wall 
  has AC 11, 5 hit points, and immunity to poison and 
  psychic damage.
  Burney the Barber
  Burney, who appears to be a Calishite woman, is secretly 
  an ancient copper dragon named Balarystul.
  This simple canvas tent is filled with sweet incense and 
  several strange animals in cages, including a tiny purple 
  demon. A Calishite woman places a wet cloth on the head 
  of a young boy lying on a cot, his veins bulging as sweat 
  pours down his brow.
  Burney greets the characters as they enter—asking them in 
  turn if they’re in need of her services. She never takes her 
  eyes of the sick boy in her care, Zal Furden (a commoner).
   What Do They Want? Burney’s primary goal is to see to 
  Zal’s well-being. Knowing that the characters are in need 
  of her assistance is a relief; she knows how to help the boy, 
  but finding a selfless person in Avernus is…challenging. Zal 
  is delirious with fever—he’s unable to communicate aside 
  from mindless rambling in Infernal. He currently has five 
  levels of exhaustion; Burney is close to developing a proper 
  cure, but she’s concerned that he won’t last the day.
   What Do They Know? Fai’s rescue is important to 
  Burney, but not as important as saving the boy’s life. She 
  knows about Fai’s disappearance, but doesn’t part with 
  what she knows unless one of the characters proves that 
  they’re good of heart by agreeing to take on Zal’s disease. 
  If the characters help Zal, Burney happily shares what she 
  knows. Shortly before the Fais began disappearing, a Shou 
  man in black robes named Su Zhen Kang visited Burney. 
  While he requested only for a shave, the man asked several 
  questions about the Fais—how many there were, where 
  they spent their time, etc. Before he left, he also asked 
  where he could find Ichor’s Aweigh and From Here to 
  Avernus (two other shops in the emporium).
   Burney knows she’s close to developing a cure to the 
  disease using Zal’s blood, but needs a more time to 
  complete it—time that Zal doesn’t have.
  A Sheep in Wolf’s Clothing
  Burney is an excellent healer and is treated as having the 
  Healer feat and proficiency in herbalism and healer’s kits 
  with a +3 bonus. She’s an equally skilled barber and offers 
  traditional barber services, styling any race or gender with 
  equal ease. She charges only 1 gp for these services. She 
  also provides spellcasting services, though she charges 
  more. The list of spells she can cast and their costs can be 
  found in the ALDMG.
   Burney abhors the use of soul coins and can sense 
  which characters have used them. Any character who has 
  spent 3 or more charges from one or more soul coins has 
  disadvantage on Charisma checks made to influence Burney. 
  However, a character that agrees to take on Zal’s illness 
  ignores this penalty.
   Helping Zal. Zal is too young to survive the disease; 
  the only thing Burney can do is comfort him and pray 
  for someone willing to help. She possesses a ritual that 
  can transfer the disease once to another humanoid—a 
  requirement that precludes Burney from assuming the 
  burden herself (if questioned why she can’t, she lies that 
  doing so would render her incapable of finishing the ritual 
  to protect her true identity). A character who is immune 
  to disease can’t take the transfer. A character who accepts 
  must stand within 5 feet of Zal as Burney chants softly; 
  the disease moves from the child to the character, who 
  immediately contracts the disease (see “Infernal Wasting”).
   Purple Quasit Cage. Burney keeps several animals that 
  provide her with reagents for her talents in cages. Most 
  recently she found a rare purple quasit—which Elliach (see 
  Ichor’s Aweigh) greatly covets. The cage’s door is secured 
  with rope. Burney is observant, so stealing the cage or the 
  quasit without her noticing requires a successful DC 27 
  
  Dexterity (Sleight of Hand) check. However, a character 
  who succeeds on a DC 17 Charisma (Deception or 
  Persuasion) check could persuade Burney to step outside 
  her tent to discuss something while another character 
  steals the quasit. If Burney catches a character trying to 
  steal the demon, she asks them politely to leave the quasit 
  alone. If a character who takes on Zal’s disease asks for the 
  quasit, Burney gives it to them freely.
  Infernal Wasting
  A humanoid that contracts infernal wasting immediately 
  gains a level of exhaustion that can’t be removed except 
  by succeeding on the saving throw made below. Those 
  suffering from infernal wasting demonstrate symptoms such 
  as bulging veins, constant sweating, fever, and nonsensical 
  babbling in Infernal.
   Infernal wasting can’t be cured by spells or other magic 
  such as a paladin’s Lay on Hands feature. At the end of 
  each long rest, an infected creature must make a DC 12 
  Constitution saving throw. On a failed save, the character 
  gains another level of exhaustion. On a successful save, the 
  character’s exhaustion level is reduced by 1. If the infected 
  creature’s levels of exhaustion are entirely removed in this 
  way, it recovers from the disease.
   Any character who has infernal wasting at the end of the 
  adventure automatically recovers from it as Burney uses Zal’s 
  blood to make a cure.
  From Here to Avernus
  An obese devil with small wings poking through its purple 
  robes makes notes in a book as he places it back on his 
  counter. Imps fly all about his tent, squabbling with each 
  other over who is responsible for carrying the next letter.
  Fhet’Ahla, an amnizu, is intelligent and loyal to Mahadi. 
  The devil runs a courier service that uses fifty imps to 
  deliver messages.
   What Do they Want? Fhet’Ahla is loyal to Mahadi and 
  won’t willingly turn on the rakshasa for fear of being 
  killed. The amnizu is always on the lookout for a reward; it 
  doesn’t answer any questions about Fai Chen and reports 
  characters who ask about him to Mahadi (see Being 
  Reported in Part 2).
   What Do They Know? If a character attempts to 
  casually bring up Su Zhen Kang and succeeds on a DC 11 
  Charisma (Deception) check, Fhet’Ahla reveals that Su 
  Zhen Kang did business with the amnizu for a while, then 
  suddenly stopped coming into the shop three days ago and 
  hasn’t been seen since.
   Fhet’Ahla’s Ledger. A character can steal Fhet’Ahla’s 
  ledger without the amnizu noticing with a successful DC 
  17 Dexterity (Sleight of Hand) check. A character could 
  also distract Fhet’Ahla by provoking the imps to fight each 
  other or with a successful DC 11 Charisma (Deception) 
  check long enough for another character to look through 
  the ledger to find any pertinent information.
        The ledger—written in Infernal—indicates 
  that Mahadi used Fhet’Ahla’s imps to 
  correspond with Su Zhen Kang six days ago. 
  The ledger also notes that Su Zhen’s tent is 
  hexagonal.
  Ichor’s Aweigh
  Noxious fumes and colored smoke fill this tent. A man 
  with no ears runs his elongated, tentacle-like arms along 
  the flasks lining the many shelves in the tent.
  Elliach (LE human mage) collects, sells, and experiments 
  with flasks of demon ichor and soul coins. Exposure to 
  demon ichor warped Elliach in the following ways:
  • Elliach’s arms are tentacles with fingers at the ends, 
  increasing his reach by 5 feet.
  • Elliach’s ears sprouted wings and flew away. He is 
  deaf. He relies on lip reading and hand gestures to 
  understand others.
   
  If the characters ask what Elliach is doing, he 
  gleefully tells them he has uncovered a use for demon 
  ichor: removing memories from one’s brain and 
  storing it in a potion.
   
  What Do They Want? Elliach covets soul coins. 
  He also desires Burney’s purple quasit (see Burney 
  
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  DDAL09-11 Losing Fai (v1.0)
  the Barber). If the characters ask about Fai, Elliach 
  remembers his flask (see Fai’s Potion, below) and offers 
  to give it to the characters in exchange for Burney’s purple 
  quasit or for three soul coins. Characters who succeed on a 
  DC 15 Charisma (Deception or Intimidation) check also get 
  Elliach to hand over the flask for free.
   What Do They Know? Elliach does know something 
  about Fai’s disappearance, though he took what he knew 
  out of his brain and stored it inside a potion on his shelves 
  (see Fai’s Potion, below). If characters make it obvious 
  that they are looking for information about Fai, Elliach 
  reports the characters’ investigation to Mahadi (see Being 
  Reported in Part 2).
   Fai’s Potion. A character who searches Fai’s shelves 
  finds a flask labeled “FAI” with a successful DC 12 
  Intelligence (Investigation) check. A detect magic spell 
  reveals an aura of illusion magic (which the other flasks 
  don’t have). The potion can be taken without Elliach 
  noticing with a successful DC 11 Dexterity (Sleight of 
  Hand) check. If Elliach notices the theft, he shouts for help 
  (see Breaking the Rules, above).
   A character who drinks the potion gains Elliach’s memory 
  of interacting with Su Zhen Kang and learns that Su Zhen’s 
  tent in the emporium is orange. This memory is contained 
  in Appendix 7. When the Fais went missing, Elliach was 
  afraid he learned too much during Su Zhen’s visit and 
  removed this memory from his brain to avoid Mahadi’s 
  suspicion.
   A character who drinks the potion must also succeed on 
  a DC 15 Constitution saving throw or become poisoned for 
  8 hours. While poisoned, the character gains the following 
  flaw, “I am always hungry and have no control when it 
  comes to food or drink.”
   Services. Elliach sells demon ichor for 100 gp a flask 
  and buys it for 25 gp a flask.
  Su Zhen Kang’s Tent
  After the characters investigate the merchants at the 
  emporium, they should want to check Su Zhen Kang’s tent 
  for clues. If the characters are unsure where to go next, 
  Dara could check in to see how the investigation is going 
  and suggest searching Su Zhen’s tent.
   To find the tent without a problem, the characters must 
  know two facts: that the tent is orange (see Ichor’s Aweigh) 
  and it is hexagonal (see From Here to Avernus). If the 
  characters have neither of these facts, they raise suspicion 
  with Mahadi’s spies as they search for the tent: though 
  they find it, they are reported to the rakshasa (see Being 
  Reported in Part 2). If the characters only know one of 
  the facts about the tent, they must make a DC 15 group 
  Intelligence (Investigation) check. On a failed check, they 
  find the tent but are reported to Mahadi. On a success, they 
  find the tent without being reported.
  Area Information
  The tent has the following features.
   Dimensions & Terrain. The highest point of the ceiling 
  in the tent is 10 feet high. Refer to the map in Appendix 3 
  for the tent’s other dimensions.
   Light. The tent diffuses the red, volcanic light throughout 
  Avernus. Dim reddish-orange light fills the interior.
   Sound. Thanks to a magic privacy ward, sound does not 
  leave or enter the tent. Combat can occur within without 
  drawing the attention of Mahadi’s forces (see Breaking the 
  Rules). Characters who can hear should immediately 
  notice the lack of outside sound when they enter the tent.
   Walls. The walls of the tent are magically reinforced. 
  Each 5-foot-square section of wall has AC 17, 27 hit points, 
  and immunity to fire, poison, and psychic damage. If the 
  characters publicly attack the tent from the outside, they 
  break the rules (see Breaking the Rules). The walls of the 
  tent are sewn into the tent’s floor, so the characters cannot 
  easily crawl through a flap.
   Magical Auras. If viewed by a creature casting detect 
  magic, the tent radiates abjuration and illusion magic.
  T1. Foyer
  The orange entrance foyer of the tent is a small, cubic 
  enclosure with two humanoid skulls hanging from the 
  ceiling, points of red light burning in their eye sockets.
   When the characters enter the area, unless one of them 
  is disguised as Su Zhen Kang, the skulls speak in unison: 
  “Su Zhen Kang is not with you. Leave the tent now or die.” 
  The characters have one round to leave the tent. If they 
  do not, the skulls animate, turning into flameskulls, and 
  attack, casting fireball spells as soon as they are able. The 
  flameskulls fight to the death once activated, but they do 
  not pursue characters who leave the tent.
   If a character knows what Su Zhen looks like (likely 
  from witnessing Elliach’s memory in Ichor’s Aweigh), that 
  character can use or instruct another character using a 
  disguise kit to make any Medium-sized humanoid character 
  look like Su Zhen. If a character enters the foyer in a Su 
  Zhen disguise, the skulls say, “Welcome, Su Zhen Kang!” 
  and unstitch the flaps between areas T1 and T2.
  Sneaking through the Tent
  Even if you tell the characters that the tent is entirely silent 
  and sealed off from the outside, it may not be clear to them 
  that they can battle inside the tipi without Mahadi noticing 
  the violation of the rules. If they want to sneak through 
  the tent, a DC 12 group Dexterity (Stealth) or Charisma 
  (Deception) check gets them through without being noticed 
  by the creatures in areas T2 and T3.
  T2. Great Room
  The two tent flaps that separate areas T1 and T2 are 
  stitched together. The flameskulls can undo the stitches as 
  detailed in area T1, or the characters can destroy the flaps 
  (see Tent Features).
   A cold brazier in the center of this hexagonal room holds 
  charred wood and two fresh bricks of incense. Clear liquid 
  smelling of paint is contained in a glass pot that sits atop an 
  8-foot-high wood ladder.
   When the characters enter this room, two wraiths that 
  look like Shou human monks materialize and attack, 
  fighting until destroyed. The wraiths do not leave the tent 
  to pursue characters. A character disguised as Su Zhen 
  Kang can make a DC 17 Charisma (Deception) check as an 
  action, convincing the wraiths to disappear and stop their 
  attack on a success.
  
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  DDAL09-11 Losing Fai (v1.0)
  Adjusting the Scene
  Here are some suggestions for adjusting this scene:
  • Very Weak: The wraiths have 40 hit points each.
  • Weak: The wraiths have 50 hit points each.
  • Strong: The wraiths have 79 hit points each.
  • Very Strong: The wraiths have 99 hit points each.
   Brazier and Paint. A detect magic spell reveals that 
  the brazier and clear liquid emanate auras of illusion 
  magic. The clear liquid is an invisible paint. A creature 
  that succeeds on a DC 15 Intelligence (Arcana) check 
  understands how the brazier and paint work.
   As an action, a creature with a torch or other fire-making 
  implement or spell can light the brazier. If the brazier is lit 
  with the incense inside, the paint on the walls of the tent is 
  revealed in glowing green script, showing a story that Su 
  Zhen Kang wrote in Infernal. If a character can understand 
  Infernal, give that character Handout 4. The lit brazier also 
  reveals the secret flap outlined in the paint.
   Secret Door. A character who succeeds on a DC 13 
  Wisdom (Perception) check finds a secret flap that leads to 
  area T3.
  T3. Secret Hall
  The hall curves around the perimeter of the tent to a chest.
   Crushing Trap. When a creature stands in this area at 
  least 10 feet away from the secret door, the walls come 
  together with surprising crushing force and each creature 
  in the area must make a DC 13 Dexterity saving throw. 
  Creatures with a speed of 40 feet or greater automatically 
  succeed on this saving throw. Creatures that succeed are 
  unharmed and outrun the crushing walls, ending their turn 
  in area T2 or near the chest at the opposite end of the hall. 
  Creatures that fail take 11 (2d10) bludgeoning damage and 
  are restrained by the walls.
   A restrained creature can end the condition on itself 
  with a successful DC 13 Strength (Athletics) or Dexterity 
  (Acrobatics) check made as an action, choosing to end their 
  turn in area T2 or near the chest at the opposite end of the 
  hall. A creature that remains retrained at the end of its turn 
  takes 11 (2d10) bludgeoning damage.
   A creature can force the walls of the tent apart with a 
  successful DC 15 Strength (Athletics) check made as an 
  action. A creature that fails this check takes 11 (2d10) 
  bludgeoning damage and is restrained by the walls.
   Opening the iron chest or carrying it through the hall to 
  area T2 deactivates the wall trap.
   Iron Chest. A 1-foot-cubic iron chest sits at the end of 
  the hall. A detect magic spell reveals that the chest radiates 
  auras of abjuration and necromancy magic. The chest 
  cancels the effect of the crushing trap in a 5-foot-radius 
  around it.
   The chest is locked and has AC 19, 27 hit points, and 
  immunity to poison and psychic damage. The lock can 
  be picked with a successful DC 15 Dexterity check using 
  thieves’ tools or forced open with a successful DC 20 
  Strength (Athletics) check.
   If the chest is damaged or forced open by a character, 
  or a character attempts to pick the lock and fails, that 
  character must make a DC 10 Charisma saving throw. On 
  a failed save, a burst of magic from the chest separates the 
  character’s soul from their body.
   While a character’s soul is separated from their body, 
  their soul has the statistics of a specter except that the 
  character retains their alignment, Intelligence, Wisdom, 
  and Charisma scores from their previous form, and their 
  body is effectively dead. A soul can be returned to a body 
  with the greater restoration spell or similar magic. If the 
  character’s soul is not returned to their body by the end 
  of the adventure, Dara herself restores the character’s 
  soul. Give Handout 5 to any character who has their soul 
  separated from their body.
   Treasure. The chest contains various coins, a potion 
  of poison, and a letter from Mahadi to Su Zhen Kang, 
  contained in Handout 6.
  To Ixeetoth
  When the characters find Mahadi’s letter to Su Zhen Kang, 
  they should know to search for the Fais in the nearby ruin of 
  Ixeetoth. When the characters are ready, proceed to Part 2.
  Long Rest Consequences
  If the characters take a long rest during this part of the 
  adventure, word of their investigation reaches Mahadi (see 
  Being Reported in Part 2).
  
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  DDAL09-11 Losing Fai (v1.0)
  Estimated Duration: 2 hours
  The characters travel to Ixeetoth’s temple of Asmodeus and 
  must save the Fai Chens.
  Story Objective B
  Saving the Fais from Su Zhen Kang is Story Objective B.
  Being Reported
  If Mahadi’s servants, such as Elliach or Fhet’Ahla (though 
  not Burney), discovered that the characters were looking 
  for Fai Chen in Part 1, they ensure that Mahadi learns of 
  this investigation, which has the following consequences:
  Fai Bomb
  As the characters travel to Ixeetoth, they see a bleeding Fai 
  Chen staggering toward them, calling for help. A character 
  who succeeds on a DC 14 Wisdom (Insight) check can tell 
  that something isn’t normal about Fai.
   When the characters get close to Fai, they notice that his 
  bloody robes are torn. A character with a passive Wisdom 
  (Perception) score of 16 or higher can see Infernal runes 
  carved into Fai’s chest beneath his tattered robes. When a 
  creature gets with 15 feet of Fai or casts the dispel magic 
  spell on him, the runes glow red, then Fai explodes in a 
  fiery burst. Each creature within 30 feet of Fai must make a 
  DC 15 Dexterity saving throw, taking 28 (8d6) fire damage 
  on a failed save, or half as much damage on a successful 
  one. Dealing at least 5 points of damage to Fai (AC 10) also 
  causes him to explode.
  Incubus Deception
  Teriz’al, an incubus in the service of Mahadi, approaches 
  the characters in the guise of Terron Ferdun, father of Zal 
  (see Burney the Barber in Part 1).
   What Do They Want? Teriz’al appears gravely wounded 
  and begs the characters for help, hoping to get the 
  characters to use some of their spell slots on healing 
  spells. The incubus asks to travel with the characters for 
  safety, offering to fight with them if they help him find his 
  son, whom he was separated from during their escape 
  from Elturel. The fiend waits for a good time to charm a 
  character, then orders that character to give it a useful 
  magic item and to cover the incubus’s escape by fighting 
  the other characters as it flees.
   What Do They Know? Teriz’al was sent by Mahadi to 
  disrupt their quest and ensure the characters’ failure to 
  save the Fai Chens.
  Hag Haggle
  The windswept remains of an 18-mile stretch of ruined 
  road that begins near the emporium lead straight to 
  Ixeetoth. During their travel, the characters can experience 
  the following encounter, plus Fai Bomb and Incubus 
  Deception in the Being Reported section if their 
  investigation was reported to Mahadi. Run this encounter 
  only if you have the time to do so.
  Area Information
  This area of the road to Ixeetoth has the following features.
   Dimensions & Terrain. The broken landscape of 
  Avernus is gravelly around the 50-foot-diameter tar pit.
   Light. Volcanic activity fills the area with bright red light.
   Sounds & Smells. The toxic scent of tar burns the 
  air as the droning of hellwasp wings drowns out other 
  background noise.
   Tar Pit. The pit of hot, reeking tar has a 50-foot diameter 
  and is 30 feet deep. It is mildly combustible, and the off-
  gasses from the tar are highly flammable; jets of flame 
  spontaneously erupt into the foul air as gasses build up 
  Part 2: Price of Success
  Part 2: Price of Success
  
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  DDAL09-11 Losing Fai (v1.0)
  within the pit and belch to the surface with sticky, bubbling 
  pops. A creature that enters the tar pit must succeed on a 
  DC 13 Strength saving throw or sink 1d4 + 1 feet and be 
  restrained (escape DC 10 + the number of feet it has sunken 
  into the tar). A creature that starts its turn in the tar sinks 
  another 1d4 feet. A creature that is completely submerged 
  in tar can’t breathe (see the suffocation rules in chapter 8 
  of the Player’s Handbook). Another creature can use the 
  Help action to assist a creature that is restrained in this 
  way; however, unless the creature is pulled out of the pit, 
  it risks becoming stuck again. In addition, a creature that 
  starts their turn within 10 feet of the pit inhales the fumes 
  and must succeed on a DC 15 Constitution saving throw or 
  suffer a random effect from the Tar Pit Poisoning table.
  Tar Pit Poisoning
  d4
  Effect
  1
  The creature bursts into fits of uncontrollable laughter 
  as if affected by the Tasha’s hideous laughter spell for 
  1 minute. The creature can make a DC 15 Wisdom 
  saving throw at the end of each of its turns, ending the 
  effect on a success.
  2
  The creature begins projectile vomiting and is poisoned 
  for 1d6 rounds. The creature can repeat the saving 
  throw at the end of each of its turns, ending the effect 
  on a success.
  3
  The creature must succeed on a DC 15 Intelligence 
  saving throw or see an illusion of its greatest love, 
  which it is compelled to follow as the illusion leads it 
  into the tar pit for 5 rounds. While affected, the creature 
  is stunned, unable to do anything but move its speed.
  4
  The creature believes the tar is delicious food. For the 
  next 5 minutes, the creature desires nothing more than 
  to eat the tar. If eaten, the tar deals 7 (2d6) poison 
  damage to the creature for each round it spends 
  consuming it.
  Creature Information
  Four spined devils are trying unsuccessfully to push two 
  hellwasps into the tar pit. Auntie Mouthrot (a night hag) is 
  standing on the edge of the pit, yelling at the flying fiends 
  above. When the characters approach, she calls out to 
  them and waves them over.
  Adjusting the Scene
  Here are some suggestions for adjusting this scene:
  • Very Weak: Remove two spined devils; each hellwasp has 30 
  hit points.
  • Weak: Remove a spined devil; each hellwasp has 40 hit 
  points.
  • Strong: Add a spined devil; each hellwasp has 70 hit points.
  • Very Strong: Add two spined devils; each hellwasp has 88 
  hit points.
   What Do They Want? Auntie Mouthrot tells the 
  characters that her devils are failing at pushing the 
  hellwasps into the pit. If the characters can get the 
  hellwasps into the pit alive, Auntie Mouthrot can use the 
  tar to make a special poison, which she tells the characters 
  she can share with them. A successful Wisdom (Insight) 
  check opposed by the hag’s Charisma (Deception) check 
  shows that Auntie Mouthrot is lying. If the characters agree 
  to take on the task, Auntie Mouthrot calls off her devils 
  and lets the characters have at it. If the characters refuse 
  to help the hag—or, after they get the hellwasps into the tar 
  pit for her—she orders her devils to attack them. She needs 
  their bodies in the pit as well to increase the potency of 
  her potion. The hag flees if the devils fall in battle, and vice 
  versa. The devils are only loyal to Auntie Mouthrot because 
  she will kill them if they are not. A promise to kill the hag 
  and a successful DC 15 Charisma (Persuasion) check 
  made as an action convinces a devil to betray her.
   What Do They Know? If both hellwasps are pushed into 
  the pit, Auntie Mouthrot can use the tar to create a vial of 
  midnight tears (see “Poisons” in chapter 8 of the Dungeon 
  Master’s Guide) in 10 minutes. A character who captures 
  her and succeeds on a DC 17 Charisma (Intimidation) 
  check gets the hag to make the poison and hand it over. 
  She can only create one vial this way.
  Treasure
  Auntie Mouthrot carries two soul coins.
  Bonus Objective B: Abishai Offer
  If utilizing this additional content, it should occur while the 
  characters are traveling to Ixeetoth.
  Temple of Asmodeus
  After the characters face the perils of traveling through 
  Avernus, they come to the ruins of Ixeetoth. Read or 
  paraphrase:
  The broken obsidian road runs through a bone-strewn area 
  that was once a city. While most of the ancient buildings 
  have been torn down to their foundations by the Blood 
  War, a windowless temple made of black stone remains 
  untouched in the ruins.
  Area Information
  The temple has a single entrance and the following 
  features.
   Ceilings. The ceilings in the temple are 40 feet high.
   Light. Wall sconces with the continual flame spell cast on 
  them provide bright light throughout the complex.
   Sound. The occasional scream of a tortured Fai Chen 
  can be heard throughout the temple.
  Creature Information
  Su Zhen Kang has been torturing the many Fai Chens on 
  behalf of Mahadi to find out how the merchant split himself 
  into many forms using ki. Unbeknown to Mahadi, Su Zhen 
  has uncovered Fai’s secret and is now using it to make 
  copies of himself so that he can also escape the rakshasa’s 
  service. Unfortunately for the Fais, Su Zhen plans to kill 
  all the forms of his old friend, so that the secret of splitting 
  one’s ki into many forms stays safe with Su Zhen. 
   What Do They Want? The Su Zen Kangs want the 
  Fais and the characters dead so they can escape Mahadi 
  without anyone knowing their secret.
  
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  DDAL09-11 Losing Fai (v1.0)
   The Fais have been poisoned by Su Zhen Kang and are 
  incapacitated; they cannot help the characters in any way 
  until the poison wears off (after a long rest).
   What Do They Know? A captured Su Zhen Kang 
  relates the situation in the temple to the characters with a 
  successful DC 17 Charisma (Intimidation) check. The Fais 
  understand the situation in the temple and relay it to the 
  characters if rescued.
  A1. Temple Door
  An Infernal message carved on the locked iron door to 
  the complex reads, “Only by devil’s hand and the word 
  of Asmodeus may one enter this temple.” A character 
  who understands the message and succeeds on a DC 
  13 Intelligence (Arcana) check suspects that the door 
  will unlock when a devil touches it and says the name 
  “Asmodeus.” The characters can unlock the door by 
  touching it with any of the devil bones in the area and 
  uttering Asmodeus’s name.
   Detect magic reveals auras of abjuration and evocation 
  magic. If the door is touched by a creature that isn’t a 
  devil or a tiefling, a gout of fire erupts from the door. Each 
  creature within 5 feet of the door must make a DC 15 
  Dexterity saving throw, taking 16 (3d10) fire damage on 
  a failed save, or half as much damage on a successful 
  one. The door has AC 19, 50 hit points, resistance 
  to bludgeoning, piercing, and slashing damage from 
  nonmagical weapons, and immunity to fire, poison, and 
  psychic damage. The door has no lock mechanism to pick, 
  but can be forced open with a successful DC 22 Strength 
  (Athletics) check.
  A2. Lava Chapel
  A great heat washes over you as you enter a circular room 
  containing a giant pool of lava. A cage full of Fai Chens 
  crying for help is lowered from the ceiling toward the pool 
  by a chain, guarded by several black-robed figures. Infernal 
  symbols glow bright red on the walls.
  Six Su Zhen Kangs work to lower the Fai Chens into the 
  lava when the characters enter this area. One continues to 
  work the crank that lowers the cage while the rest 
  attack the characters, fighting to the death.
   Cage. The circular iron cage has a 20-foot-
  diameter and is crammed with over three hundred 
  Fais. The door to the cage is locked. A successful 
  DC 15 Dexterity check using thieves’ tools picks the 
  lock, and a successful DC 20 Strength (Athletics) 
  check forces the door open. The cage door has AC 
  19, 27 hit points, and immunity to fire, poison, and 
  psychic damage. One of the Su Zhen Kangs carries a 
  key to the cage’s door.
   Crank. A crank on the wall controls the cage’s 
  descent into the lava. A Su Zhen Kang operates the 
  crank at the start of combat. If this Su Zhen remains 
  at the lever, the cage sinks into the lava at the end of 
  the sixth round of combat and all the Fai Chens within 
  perish. If another creature takes the Su Zhen’s place, it 
  can use its action each round to keep the crank in place, 
  preventing the cage from descending. If one creature holds 
  the crank in place, another can fix the crank so it stays 
  that way with a successful DC 15 Intelligence check using 
  smith’s tools or tinker’s tools. If at the end of a round the Su 
  Zhen no longer works the crank and no creature has used 
  an action to hold the crank in place, the cage crashes into 
  the lava with a splash and each creature in the room must 
  make a DC 13 Dexterity saving throw, taking 22 (4d10) 
  fire damage on a failed save, or half as much damage on a 
  successful one.
   Infernal Symbols. The Infernal symbols on the walls 
  spell out a prayer to Asmodeus that takes 1 minute to 
  recite. If a creature speaks this prayer aloud in Infernal 
  while in this room, an imp appears and serves the creature 
  for 10 minutes. At the end of this time, the imp attempts to 
  sting the creature before disappearing. A creature cannot 
  use the prayer more than once to summon an imp.
   Lava. The lava pool has a 30-foot diameter and is 30 feet 
  deep. The first time a creature enters the lava on its turn or 
  starts its turn in the lava, it takes 22 (4d10) fire damage.
   Development. If the characters free the Fais, the 
  prisoners explain they aren’t the only ones in the temple: 
  more Fai Chens are being tortured by other Su Zhen Kangs 
  in the sacrifice room.
  
  12
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  DDAL09-11 Losing Fai (v1.0)
  Adjusting the Scene
  Here are some suggestions for adjusting this scene:
  • Very Weak: Remove two Su Zhen Kangs.
  • Weak: Remove a Su Zhen Kang.
  • Strong: Add a Su Zhen Kang.
  • Very Strong: Add two Su Zhen Kangs.
  A3. Sacrifice Room
  Six stone tables arranged on a raised dais each have a 
  screaming Fai chained to them. A strange mass of flesh 
  that resembles a five-headed, ten-armed Shou man 
  holding various instruments of torture stands among the 
  tables, poking and prodding the Fais.
  The five-headed Su Zhen Kang is the result of the monk 
  trying unsuccessfully to multiply and split himself with 
  information he gleaned from the Fai Chens. While Su Zhen 
  has since learned how to split himself, this monstrous form 
  remains and is questioning six Fais about how to fix this 
  form along with two other Su Zhen Kangs.
   If the characters clearly have the upper hand in battle, 
  each remaining Su Zhen Kang readies an action to kill a 
  helpless, chained Fai if the characters continue attacking 
  and warns the characters to flee. A character who succeeds 
  on a DC 16 Charisma (Deception or Persuasion) check 
  gets the Su Zhen Kangs to let their guards down and drop 
  the readied actions.
   Chained Fais. A character can remove the chains from a 
  Fai as an action.
  Adjusting the Scene
  Here are some suggestions for adjusting this scene:
  • Very Weak: Remove both Su Zhen Kangs.
  • Weak: Remove a Su Zhen Kang.
  • Strong: Add a Su Zhen Kang.
  • Very Strong: Add two Su Zhen Kangs.
  Returning to the 
  Emporium
  After the characters rescue the Fais they have an 
  uneventful trip back to the emporium…almost. Read or 
  paraphrase the following boxed text as the characters 
  approach the camp:
  As you come back to camp, you see a welcoming party 
  of devils and other fiends waiting for you. At this group’s 
  head is Mahadi, who waves with just a hint of menace 
  in his grin.
  Area Information
  The area outside the camp where the characters face 
  Mahadi has the following features.
   Light. Volcanic activity fills the area with bright red light.
   Sounds & Smells. The howling of wind and pungent 
  odor of sulfur fill the air, punctuated with the occasional 
  sound of a distant battle or crashing meteorite.
  Creature Information
  Mahadi is not happy to see the characters. He makes it 
  clear that he is upset they meddled in his plans with Fai 
  Chen after he showed them the kindness of taking them 
  in and sheltering them from the dangers of Avernus. 
  Mahadi the rakshasa demands that the characters explain 
  themselves in front of a large squad of fiends.
   What Do They Want? Mahadi wants to know he can still 
  trust the characters after they foiled his plans with Fai Chen. 
  If they argue and prove their actions helped Mahadi, the 
  rakshasa begrudgingly welcomes them back into his camp.
   What Do They Know? Mahadi knows the characters 
  have foiled his plan to learn Fai Chen’s secret, but he does 
  not know that Su Zhen Kang planned to betray him.
  The Fai-nal Plea
  The characters must make a good argument about why 
  they (and the Fais) deserve to continue their stay with 
  Mahadi, convincing the rakshasa to allow them back into 
  the camp with a successful DC 16 Charisma (Deception or 
  Persuasion) check. If the characters argue that Mahadi was 
  wrong to have Fai harmed, they have disadvantage on the 
  check. If they argue that Su Zhen Kang was planning on 
  betraying Mahadi using Fai’s techniques and they actually 
  saved the rakshasa embarrassment, they have advantage 
  on the check.
   If the content from Bonus Objective A was included, the 
  characters may also have advantage or disadvantage on the 
  check (see Mahadi’s Favor).
   If the characters fail the check, Mahadi tells them they 
  are no longer welcome in his camp and neither are any 
  surviving Fai Chens. Mahadi tells the characters they 
  can travel behind the emporium, but they can’t stay in its 
  tents or have its protections. The characters gain the No 
  Exceptions! Story Award.
   If the characters want to attack Mahadi, the rakshasa 
  warns them that his forces can tear them limb-from-limb. 
  Characters who insist gain the No Exceptions!, aren’t 
  allowed back in the camp, and reduced to 0 hit points and 
  left for dead by Mahadi’s minions.
  Wrap-Up
  If the characters managed to save any Fais, those 
  merchants thank the characters along with Dara. As long 
  as at least one Fai remains, he can split himself to create 
  new Fais.
   If all of the Fais died, the characters gain the Fai-nal 
  Purchase Story Award.
  Treasure
  If the characters managed to save at least one Fai, he 
  rewards them with a staff of charming from his stash of 
  goods.
  
  Rewards
  At the end of the session, the characters receive rewards 
  based upon their accomplishments.
  Character Rewards
  The characters can earn the following rewards:
  Advancement
  Upon completing this adventure, each character gains 
  a level. At their discretion, they may choose to decline 
  advancement. Remind those that express an interest in this 
  that they have a limit to how much gold they can earn per 
  level; declining advancement means that they may reach a 
  point where they earn no gold.
  Gold
  Award each character gold for each hour of the session. 
  Adventures typically features cues for this, but you can add 
  it where you see fit. The maximum gold that you can award 
  a character per hour is determined by their tier, as follows:
  Tier
  Hourly GP Award
  GP Limit per Level
  1
  20 gp
  80 gp
  2
  30 gp
  240 gp
  3
  200 gp
  1,600 gp
  4
  750 gp
  6,000 gp
  Magic Item
  If found during the adventure, the characters can keep 
  the following magic items; these items are described in 
  Appendix 11:
  • Staff of charming
  • Potion of poison
  • Potion of greater healing
  • Soul coin
  Story Awards
  Characters may earn the following Story Awards; these 
  story awards are described in Appendix 12:
  • No Exeptions!
  • Fai-nal Purchase
  • Immiass’s Favor
  Dungeon Master Rewards
  For running this adventure, you gain a DM Reward. This 
  reward can be redeemed for levels, magic items, and other 
  season-themed things. See the Adventurers League DM 
  Rewards document for more info.
  
  14
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  DDAL09-11 Losing Fai (v1.0)
  14
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  DDAL09-07 The Diabolical Dive (v1.1)
  Dramatis Personae
  The following NPCs feature prominently in this adventure.
  Dara (DAH ra). Dara is a ten-year-old human girl, wise 
  beyond her years, who was raised by priests of Ilmater 
  in Amn. She found and read from the Book of Exalted 
  Deeds—which bestowed upon her great wisdom and the 
  powers of a full-fledged cleric of Ilmater.
  • What They Want. Dara wants the characters to find the 
  missing Fai Chens.
  • Wise Beyond Her Years. Dara is single-minded 
  about accomplishing her mission and often sounds 
  much more knowledgeable and mature than her years 
  would suggest.
  Fai Chen (FIE CHEN). A Shou man, apparently in his late 
  thirties, Fai is well-known for his strange travelling caravan, 
  where he barters and sells magical items and rarities. He 
  only trades magic items for magic items but accepts coin 
  for consumables and appreciates the value of a soul coin 
  (which is a magic item).
  • What They Want. Fai Chen wants to escape the ruins 
  of Ixeetoth.
  • Mysterious and Resourceful. Fai Chen always seems to 
  know more than he’s telling, but never offers to share his 
  knowledge. However, he’s willing to lend a hand to those 
  who need it, particularly for an underdog.
  Mahadi (muh HAH dee). Mahadi appears to be a 
  brown-skinned Turmish merchant lord, but he is actually 
  a rakshasa who serves Asmodeus. He is completely 
  dedicated to his policy of neutrality with customers.
  • What They Want. Mahadi wants to learn how Fai Chen 
  managed to fool him.
  • A Charismatic Host. Mahadi is more than willing to 
  act as a negotiator and broker for all sorts of creatures 
  in Avernus. His adherence to rules makes him a 
  smart choice and endears him to those he spies on 
  for Asmodeus.
  Elliach (EL ee ak). This strange creature is mostly human, 
  but oddly warped by his experiments with demon ichor. His 
  arms are elongated tentacles with fingers at the ends and 
  he has no ears, so he reads lips and signs to communicate 
  with customers.
  • What They Want. Elliach desires soul coins, demon 
  ichor, and Burney’s purple quasit to use in his 
  experiments.
  • Morally Flexible. The mage sees understanding as its 
  own reward and doesn’t care what it takes to get his 
  hands on more demon ichor and soul coins.
  Burney the Barber (BUR nee). Burney appears as a 
  polite and friendly Calishite woman. She is happy to tell 
  stories (often with a moral message) and willing to provide 
  cosmetic or medical treatments as well as spellcasting 
  services.
  • What They Want. Burney is an ancient copper dragon 
  named Balarystul, keeping an eye on the fiends in 
  Avernus on behalf of Bahamut. She wants to ensure that 
  any goodly folk have a chance to walk away with their 
  lives and their souls, but only so long as she can keep 
  her cover intact. She also desires to help a dying boy 
  from Elturel named Zal.
  • Talented Healer. Burney is treated as having the 
  Healer feat and proficiency in herbalism and healer’s 
  kits with a +3 to relevant rolls. All non-spellcasting 
  services cost 1 gp. She won’t even touch soul coins when 
  payment is due.
  Fhet’Ahla (feh TALL uh). Fhet’Ahla is an amnizu—an 
  obese, highly intelligent, and loyal devil who keeps imps as 
  couriers for Mahadi. He also purchases soul coins (100 gp 
  minus 25 gp for each charge used) and acts as a notary for 
  infernal contracts.
  • What They Want. Fhet’Ahla wants to faithfully serve 
  Mahadi until he can find a way to free himself of the 
  rakshasa’s service.
  • Intelligent Bully. As with many amnizu, Fhet’Ahla is 
  a skilled tactician, but he spends most of his efforts 
  on finding ways to abuse his authority and punish the 
  creatures that serve him.
  Su Zhen Kang (soo ZEN kang). Su Zhen Kang is a Shou 
  monk who sold his soul to Mahadi at the same time as his 
  friend Fai Chen. The monk has been twisted by serving as 
  Mahadi’s master torturer and is now cruel and cold.
  • What They Want. Su Zhen Kang wants to be free of 
  Mahadi’s service and desires to know how Fai Chen 
  used his ki to make himself multiply.
  • Cold Torturer. Su Zhen Kang feels no remorse about 
  what he does to his old friend Fai. He is practically 
  emotionless in his grim tasks, and desires only to be free 
  of serving Mahadi.
  Immiass (ihm mee AHS). Immiass is a black abishai in 
  the service of Tiamat who abhors Zariel for ruling Avernus, 
  which should rightfully be the domain of his mistress.
  • What They Want. Immiass wants Tiamat to rule 
  Avernus and would love to see Zariel fall.
  • Greedy Assassin. Of all Tiamat’s qualities, Immiass’s 
  favorite is greed. He relishes a chance to murder those 
  who defy his queen and steal their treasures.
  Zal Furden (ZALL fur DUN). Zal is a refugee from Elturel. 
  His parents gave their lives making sure he escaped the 
  city. The boy contracted infernal wasting, a terrible disease 
  found only on Avernus (see the Infernal Wasting sidebar in 
  Part 1) before he was found and given shelter by Burney.
  
  Creature Statistics
  The following creatures appear in this adventure.
  Amnizu
  Amnizu
  Medium fiend (devil), lawful evil
  Armor Class 21 (natural armor)
  Hit Points 202 (27d8 + 81)
  Speed 30 ft., fly 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  13 (+1) 
  16 (+3) 
  20 (+5) 
  12 (+1) 
  18 (+4)
  Saving Throws Dex +7, Con +9, Wis +7, Cha +10
  Skills Perception +7
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t silvered
  Damage Immunities fire, poison
  Condition Immunities charmed, poisoned
  Senses darkvision 120 ft., passive Perception 17
  Languages Common, Infernal, telepathy 1,000 ft.
  Challenge 18 (20,000 XP)
  Devil’s Sight. Magical darkness doesn’t impede the amnizu’s 
  darkvision.
  Innate Spellcasting. The amnizu’s innate spellcasting ability 
  is Intelligence (spell save 19, +11 to hit with spell attacks). The 
  amnizu can innately cast the following spells, requiring no 
  material components:
  At will: charm person, command
  3/day each: dominate person, fireball
  1/day each: dominate monster, feeblemind
  Magic Resistance. The amnizu has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The amnizu uses Poison Mind. It also makes two 
  attacks: one with its whip and one with its Disruptive Touch.
  Taskmaster Whip. Melee Weapon Attack: +11 to hit, reach 10 ft., 
  one target. Hit: 10 (2d4 + 5) slashing damage plus 33 (6d10) 
  force damage.
  Disruptive Touch. Melee Spell Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 44 (8d10) necrotic damage.
  Poison Mind. The amnizu targets one or two creatures that it 
  can see within 60 feet of it. Each target must succeed on a DC 19 
  Wisdom saving throw or take 26 (4d12) necrotic damage and be 
  blinded until the start of the amnizu’s next turn.
  Forgetfulness (Recharge 6). The amnizu targets one creature it 
  can see within 60 feet of it. That creature must succeed on a DC 
  18 Intelligence saving throw or become stunned for 1 minute. 
  A stunned creature repeats the saving throw at the end of each 
  of its turns, ending the effect on itself on a success. If the target 
  is stunned for the full minute, it forgets everything it sensed, 
  experienced, and learned during the last 5 hours.
  Reactions
  Instinctive Charm. When a creature within 60 feet of the amnizu 
  makes an attack roll against it, and another creature is within the 
  attack’s range, the attacker must make a DC 19 Wisdom saving 
  throw. On a failed save, the attacker must target the creature 
  that is closest to it, not including the amnizu or itself. If multiple 
  creatures are closest, the attacker chooses which one to target. 
  If the saving throw is successful, the attacker is immune to the 
  amnizu’s Instinctive Charm for 24 hours.
  Ancient Copper Dragon
  Ancient Copper Dragon
  Gargantuan dragon, chaotic good
  Armor Class 21 (natural armor)
  Hit Points 350 (20d20 + 140)
  Speed 40 ft., climb 40 ft., fly 80 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   27 (+8) 
  12 (+1) 
  25 (+7) 
  20 (+5) 
  17 (+3) 
  19 (+4)
  Saving Throws Dex +8, Con +14, Wis +10, Cha +11
  Skills Deception +11, Perception +17, Stealth +8
  Damage Immunities acid
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
  Languages Common, Draconic
  Challenge 21 (33,000 XP)
  Legendary Resistance (3/Day). If the dragon fails a saving throw, it 
  can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Frightful Presence. It then 
  makes three attacks: one with its bite and two with its claws.
  Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 
  19 (2d10 + 8) piercing damage.
  Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 
  Hit: 15 (2d6 + 8) slashing damage.
  Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 
  17 (2d8 + 8) bludgeoning damage.
  Frightful Presence. Each creature of the dragon’s choice that is 
  within 120 feet of the dragon and aware of it must succeed on a 
  DC 19 Wisdom saving throw or become frightened for 1 minute. 
  A creature can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success. If a creature’s 
  saving throw is successful or the effect ends for it, the creature is 
  immune to the dragon’s Frightful Presence for the next 24 hours.
  Breath Weapons (Recharge 5–6). The dragon uses one of the 
  following breath weapons.
  Acid Breath. The dragon exhales acid in a 90-foot line that is 10 
  feet wide. Each creature in that line must make a DC 22 Dexterity 
  saving throw, taking 63 (14d8) acid damage on a failed save, or 
  half as much damage on a successful one.
  Slowing Breath. The dragon exhales gas in a 90-foot cone. Each 
  creature in that area must succeed on a DC 22 Constitution 
  saving throw. On a failed save, the creature can’t use reactions, 
  its speed is halved, and it can’t make more than one attack on its 
  turn. In addition, the creature can use either an action or a bonus 
  action on its turn, but not both. These effects last for 1 minute. 
  The creature can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself with a successful save.
  Legendary Actions
  The dragon can take 3 legendary actions, choosing from the 
  options below. Only one legendary action option can be used at 
  a time and only at the end of another creature’s turn. The dragon 
  regains spent legendary actions at the start of its turn.
  • Detect. The dragon makes a Wisdom (Perception) check.
  • Tail Attack. The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions). The dragon beats its wings. Each 
  creature within 15 feet of the dragon must succeed on a DC 23 
  Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage 
  and be knocked prone. The dragon can then fly up to half its 
  flying speed.
  
  16
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-11 Losing Fai (v1.0)
  Barbed Devil
  Barbed Devil
  Medium fiend (devil), lawful evil
  Armor Class 15 (natural armor)
  Hit Points 110 (13d8 + 52)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  17 (+3) 
  18 (+4) 
  12 (+1) 
  14 (+2) 
  14 (+2)
   
  Saving Throws Str +6, Con +7, Wis +5, Cha +5
  Skills Deception +5, Insight +5, Perception +8
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t silvered
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 18
  Languages Infernal, telepathy 120 ft.
  Challenge 5 (1,800 XP)
  Barbed Hide. At the start of each of its turns, the barbed devil 
  deals 5 (1d10) piercing damage to any creature grappling it.
  Devil’s Sight. Magical darkness doesn’t impede the devil’s 
  darkvision.
  Magic Resistance. The devil has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The devil makes three melee attacks: one with its tail 
  and two with its claws. Alternatively, it can use Hurl Flame twice.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  6 (1d6 + 3) piercing damage.
  Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  10 (2d6 + 3) piercing damage.
  Hurl Flame. Ranged Spell Attack: +5 to hit, range 150 ft., one 
  target. Hit: 10 (3d6) fire damage. If the target is a flammable 
  object that isn’t being worn or carried, it also catches fire.
  Bearded Devil
  Bearded Devil
  Medium fiend (devil), lawful evil
  Armor Class 13 (natural armor)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  15 (+2) 
  15 (+2) 
  9 (−1) 
  11 (+0) 
  11 (+0)
  Saving Throws Str +5, Con +4, Wis +2
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t silvered
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages Infernal, telepathy 120 ft.
  Challenge 3 (700 XP)
  Devil’s Sight. Magical darkness doesn’t impede the devil’s 
  darkvision.
  Magic Resistance. The devil has advantage on saving throws 
  against spells and other magical effects.
  Steadfast. The devil can’t be frightened while it can see an allied 
  creature within 30 feet of it.
  Actions
  Multiattack. The devil makes two attacks: one with its beard and 
  one with its glaive.
  Beard. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 
  Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on 
  a DC 12 Constitution saving throw or be poisoned for 1 minute. 
  While poisoned in this way, the target can’t regain hit points. The 
  target can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success.
  Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 
  8 (1d10 + 3) slashing damage. If the target is a creature other than 
  an undead or a construct, it must succeed on a DC 12 Constitution 
  saving throw or lose 5 (1d10) hit points at the start of each of 
  its turns due to an infernal wound. Each time the devil hits the 
  wounded target with this attack, the damage dealt by the wound 
  increases by 5 (1d10). Any creature can take an action to stanch 
  the wound with a successful DC 12 Wisdom (Medicine) check. The 
  wound also closes if the target receives magical healing.
  Black Abishai
  Black Abishai
  Medium fiend (devil), lawful evil
  Armor Class 15 (natural armor)
  Hit Points 58 (9d8 + 18)
  Speed 30 ft., fly 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  17 (+3) 
  14 (+2) 
  13 (+1) 
  16 (+3) 
  11 (+0)
  Saving Throws Dex +6, Wis +6
  Skills Perception +6, Stealth +6
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t silvered
  Damage Immunities acid, fire, poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 16
  Languages Draconic, Infernal, telepathy 120 ft.
  Challenge 7 (2,900 XP)
  Devil’s Sight. Magical darkness doesn’t impede the abishai’s 
  darkvision.
  Magic Resistance. The abishai has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The abishai’s weapon attacks are magical.
  Shadow Stealth. While in dim light or darkness, the abishai can 
  take the Hide action as a bonus action.
  Actions
  Multiattack. The abishai makes three attacks: two with its 
  scimitar and one with its bite.
  Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) slashing damage.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 
  (1d10 + 3) piercing damage plus 9 (2d8) acid damage.
  Creeping Darkness (Recharge 6). The abishai casts darkness at 
  a point within 120 feet of it, requiring no components. Wisdom 
  is its spellcasting ability for this spell. While the spell persists, 
  the abishai can move the area of darkness up to 60 feet as a 
  bonus action.
  
  17
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  DDAL09-11 Losing Fai (v1.0)
  Five-Headed Su Zhen Kang
  Five-Headed Su Zhen Kang
  Huge monstrosity, lawful evil
  Armor Class 16
  Hit Points 172 (15d12 + 75)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   20 (+5) 
  17 (+3) 
  20 (+5) 
  11 (+0) 
  16 (+3) 
  10 (+0)
  Skills Perception +9
  Senses darkvision 60 ft., passive Perception 19
  Languages —
  Challenge 8 (3,900 XP)
  Multiple Heads. The monstrosity has five heads. While it has 
  more than one head, the monstrosity has advantage on saving 
  throws against being blinded, charmed, deafened, frightened, 
  stunned, and knocked unconscious. 
   Whenever the monstrosity takes 25 or more damage in 
  a single turn, one of its heads dies. If all its heads die, the 
  monstrosity dies. 
   At the end of its turn, it grows two heads for each of its heads 
  that died since its last turn, unless it has taken fire damage since 
  its last turn. The monstrosity regains 10 hit points for each head 
  regrown in this way.
  Reactive Heads. For each head the monstrosity has beyond 
  one, it gets an extra reaction that can be used only for 
  opportunity attacks.
  Unarmored Defense. While the monstrosity is wearing no armor 
  and wielding no shield, its AC includes its Wisdom modifier.
  Wakeful. While the monstrosity sleeps, at least one of its 
  heads is awake.
  Actions
  Multiattack. The monstrosity makes can make a combination of 
  unarmed strike and infernal dart attacks equal to the number of 
  heads it has.
  Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 10 ft., one 
  target. Hit: 10 (1d10 + 5) bludgeoning damage.
  Infernal Dart. Ranged Weapon Attack: +6 to hit, range 20/60 ft., 
  one target. Hit: 8 (1d10 + 3) piercing damage and 7 (2d6) fire 
  damage, and the target must succeed on a DC 10 Constitution 
  saving throw or be paralyzed until the end of the monstrosity’s 
  next turn.
  Flameskull
  Flameskull
  Tiny undead, neutral evil
  Armor Class 13
  Hit Points 40 (9d4 + 18)
  Speed 0 ft., fly 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   1 (−5) 
  17 (+3) 
  14 (+2) 
  16 (+3) 
  10 (+0) 
  11 (+0)
  Skills Arcana +5, Perception +2
  Damage Resistances lightning, necrotic, piercing
  Damage Immunities cold, fire, poison
  Condition Immunities charmed, frightened, paralyzed, poisoned
  Senses darkvision 60 ft., passive Perception 12
  Languages Common
  Challenge 4 (1,100 XP)
  Illumination. The flameskull sheds either dim light in a 15-foot 
  radius, or bright light in a 15-foot radius and dim light for an 
  additional 15 feet. It can switch between the options as an action.
  Magic Resistance. The flameskull has advantage on saving throws 
  against spells and other magical effects.
  Rejuvenation. If the flameskull is destroyed, it regains all its hit 
  points in 1 hour unless holy water is sprinkled on its remains or a 
  dispel magic or remove curse spell is cast on them.
  Spellcasting. The flameskull is a 5th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 13, +5 to hit with 
  spell attacks). It requires no somatic or material components 
  to cast its spells. The flameskull has the following wizard 
  spells prepared:
  Cantrip (at will): mage hand
  1st level (3 slots): magic missile, shield
  2nd level (2 slots): blur, flaming sphere
  3rd level (1 slot): fireball
  Actions
  Multiattack. The flameskull uses Fire Ray twice.
  Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., one target. 
  Hit: 10 (3d6) fire damage.
  
  18
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-11 Losing Fai (v1.0)
  Hellwasp
  Hellwasp
  Large fiend, lawful evil
  Armor Class 19 (natural armor)
  Hit Points 52 (8d10 + 8)
  Speed 10 ft., fly 60 ft. hover
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  15 (+2) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  7 (−2)
  Saving Throws Dex +5, Wis +3
  Damage Vulnerabilities cold
  Damage Immunities fire
  Senses darkvision 60 ft., passive Perception 10
  Languages Infernal, telepathy 300 ft. (with other hellwasps only)
  Challenge 5 (1,800 XP)
  Magic Weapons. The hellwasp’s weapon attacks are magical.
  Actions
  Multiattack. The hellwasp makes two attacks: one with its sting 
  and one with its sword talons.
  Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 
  Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) fire damage, and 
  the target must succeed on a DC 12 Constitution saving throw or 
  be poisoned for 1 minute. While poisoned in this way, the target 
  is also paralyzed. The target can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on a success.
  Sword Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) piercing damage.
  Imp
  Imp
  Tiny fiend (devil, shapechanger), lawful evil
  Armor Class 13
  Hit Points 10 (3d4 + 3)
  Speed 20 ft., fly 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   6 (−2) 
  17 (+3) 
  13 (+1) 
  11 (+0) 
  12 (+1) 
  14 (+2)
  Skills Deception +4, Insight +3, Persuasion +4, Stealth +5
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t silvered
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 11
  Languages Infernal, Common
  Challenge 1 (200 XP)
  Shapechanger. The imp can use its action to polymorph into a 
  beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 
  60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. 
  Its statistics are the same in each form, except for the speed 
  changes noted. Any equipment it is wearing or carrying isn’t 
  transformed. It reverts to its true form if it dies.
  Devil’s Sight. Magical darkness doesn’t impede the imp’s 
  darkvision.
  Magic Resistance. The imp has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target 
  must make on a DC 11 Constitution saving throw, taking 10 (3d6) 
  poison damage on a failed save, or half as much damage on a 
  successful one.
  Invisibility. The imp magically turns invisible until it attacks or 
  until its concentration ends (as if concentrating on a spell). Any 
  equipment the imp wears or carries is invisible with it.
  Incubus
  Incubus
  Medium fiend (shapechanger), neutral evil
  Armor Class 15 (natural armor)
  Hit Points 66 (12d8 + 12)
  Speed 30 ft., fly 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   8 (−1) 
  17 (+3) 
  13 (+1) 
  15 (+2) 
  12 (+1) 
  20 (+5
  )
  Skills Deception +9, Insight +5, Perception +5, Persuasion +9, 
  Stealth +7
  Damage Resistances cold, fire, lightning, poison; bludgeoning, 
  piercing, and slashing from nonmagical attacks that aren’t 
  silvered
  Senses darkvision 60 ft., passive Perception 15
  Languages Abyssal, Common, Infernal, telepathy 60 ft.
  Challenge 4 (1,100 XP)
  Telepathic Bond. The fiend ignores the range restriction on its 
  telepathy when communicating with a creature it has charmed. 
  The two don’t even need to be on the same plane of existence.
  Shapechanger. The fiend can use its action to polymorph into a 
  Small or Medium humanoid, or back into its true form. Without 
  wings, the fiend loses its flying speed. Other than its size and 
  speed, its statistics are the same in each form. Any equipment it 
  is wearing or carrying isn’t transformed. It reverts to its true form 
  if it dies.
  Actions
  Claw (Fiend Form Only). Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) slashing damage.
  Charm. One humanoid the fiend can see within 30 feet of it 
  must succeed on a DC 15 Wisdom saving throw or be magically 
  charmed for 1 day. The charmed target obeys the fiend’s verbal or 
  telepathic commands. If the target suffers any harm or receives 
  a suicidal command, it can repeat the saving throw, ending the 
  effect on a success. If the target successfully saves against the 
  effect, or if the effect on it ends, the target is immune to this 
  fiend’s Charm for the next 24 hours. 
   The fiend can have only one target charmed at a time. If it 
  charms another, the effect on the previous target ends.
  Draining Kiss. The fiend kisses a creature charmed by it or a 
  willing creature. The target must make a DC 15 Constitution 
  saving throw against this magic, taking 32 (5d10 + 5) psychic 
  damage on a failed save, or half as much damage on a successful 
  one. The target’s hit point maximum is reduced by an amount 
  equal to the damage taken. This reduction lasts until the target 
  finishes a long rest. The target dies if this effect reduces its hit 
  point maximum to 0.
  Etherealness. The fiend magically enters the Ethereal Plane from 
  the Material Plane, or vice versa.
  
  19
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-11 Losing Fai (v1.0)
  Mage
  Mage
  Medium humanoid (any race), any alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 40 (9d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   9 (−1) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0)
  Saving Throws Int +6, Wis +4
  Skills Arcana +6, History +6
  Senses passive Perception 11
  Languages any four languages
  Challenge 6 (2,300 XP)
  Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting 
  ability is Intelligence (spell save DC 14, +6 to hit with spell 
  attacks). The mage has the following wizard spells prepared:
  Cantrips (at will): fire bolt, light, mage hand, prestidigitation
  1st level (4 slots): detect magic, mage armor, magic missile, shield
  2nd level (3 slots): misty step, suggestion
  3rd level (3 slots): counterspell, fireball, fly
  4th level (3 slots): greater invisibility, ice storm
  5th level (1 slot): cone of cold
  Actions
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  Mahadi the Rakshasa
  Mahadi the Rakshasa
  Medium fiend, lawful evil
  Armor Class 16 (natural armor)
  Hit Points 195 (23d8 + 92)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  18 (+4) 
  18 (+4) 
  14 (+2) 
  18 (+4) 
  20 (+5)
  Saving Throws Wis +9, Cha +10
  Skills Arcana +7, Deception +10, Insight +9, Perception +9
  Damage Vulnerabilities piercing from magic weapons wielded by 
  good creatures
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Senses darkvision 120 ft., passive Perception 19
  Languages all (can read only), Common, Infernal
  Challenge 14 (11,500 XP)
  Limited Magic Immunity. Mahadi can’t be affected or detected 
  by spells of 6th level or lower unless he wishes to be. He 
  has advantage on saving throws against all other spells and 
  magical effects.
  Innate Spellcasting. Mahadi’s innate spellcasting ability is 
  Charisma (spell save DC 18, +9 to hit with spell attacks). He 
  can innately cast the following spells, requiring no material 
  components:
  At will: detect thoughts, disguise self, mage hand, minor illusion
  3/day each: charm person, detect magic, dispel magic, hellish re-
  buke, invisibility, major image, speak with dead, suggestion
  1/day each: banishment, demiplane, dominate person, fly, forcecage, 
  geas, plane shift, true seeing
  Magic Weapons. Mahadi’s weapon attacks are magical.
  Actions
  Multiattack. Mahadi makes four claw attacks.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 
  Hit: 9 (2d6 + 2) slashing damage, and the target is cursed if it’s a 
  creature. The curse takes effect whenever the target takes a short 
  or long rest, filling the target’s thoughts with horrible images and 
  dreams. The cursed target gains no benefit from finishing a short 
  or long rest. The curse lasts until it is lifted by a remove curse 
  spell or similar magic.
  Summon Erinyes (1/Day). Mahadi summons Lizabeth, an erinyes 
  bound to him by an infernal contract. The erinyes appears in an 
  unoccupied space within 60 feet of him, acts as his ally, and can’t 
  summon other devils. The erinyes remains for 10 minutes or until 
  Mahadi dismisses it as an action. If the erinyes dies, Mahadi loses 
  this action option.
  Night Hag
  Night Hag
  Medium fiend, neutral evil
  Armor Class 17 (natural armor)
  Hit Points 112 (15d8 + 45)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  15 (+2) 
  16 (+3) 
  16 (+3) 
  14 (+2) 
  16 (+3)
  Skills Deception +7, Insight +6, Perception +6, Stealth +6
  Damage Resistances cold, fire; bludgeoning, piercing, and 
  slashing from nonmagical weapons that aren’t silvered
  Condition Immunities charmed
  Senses darkvision 120 ft., passive Perception 16
  Languages Abyssal, Common, Infernal, Primordial
  Challenge 7 (2,900 XP)
  Innate Spellcasting. The hag’s 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: detect magic, magic missile
  2/day each: plane shift (self only), ray of enfeeblement, sleep
  Actions
  Claws (Hag Form Only). Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 13 (2d8 + 4) slashing damage.
  Change Shape. The hag magically polymorphs into a Small or 
  Medium female humanoid, or back into her true form. Her 
  statistics are the same in each form. Any equipment she is 
  wearing or carrying isn’t transformed. She reverts to her true 
  form if she dies.
  Etherealness. The hag magically enters the Ethereal Plane from 
  the Material Plane, or vice versa. To do so, the hag must have a 
  heartstone in her possession.
  Nightmare Haunting (1/Day). While on the Ethereal Plane, the 
  hag magically touches a sleeping humanoid on the Material 
  Plane. A protection from evil and good spell cast on the target 
  prevents this contact, as does a magic circle. As long as the 
  contact persists, the target has dreadful visions. If these visions 
  last for at least 1 hour, the target gains no benefit from its rest, 
  and its hit point maximum is reduced by 5 (1d10). If this effect 
  reduces the target’s hit point maximum to 0, the target dies, and 
  if the target was evil, its soul is trapped in the hag’s soul bag. The 
  reduction to the target’s hit point maximum lasts until removed 
  by the greater restoration spell or similar magic.
  
  20
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-11 Losing Fai (v1.0)
  Orthon
  Orthon
  Large fiend (devil), lawful evil
  Armor Class 17 (half-plate)
  Hit Points 105 (10d10 + 50)
  Speed 30 ft., climb 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   22 (+6) 
  16 (+3) 
  21 (+5) 
  15 (+2) 
  15 (+2) 
  16 (+3)
  Saving Throws Dex +7, Con +9, Wis +6
  Skills Perception +10, Stealth +11, Survival +10
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t silvered
  Damage Immunities fire, poison
  Condition Immunities charmed, exhaustion, poisoned
  Senses darkvision 120 ft., truesight 30 ft., passive Perception 20
  Languages Common, Infernal, telepathy 120 ft.
  Challenge 10 (5,900 XP)
  Invisibility Field. The orthon can use a bonus action to become 
  invisible. Any equipment the orthon wears or carries is also 
  invisible as long as the equipment is on its person. This 
  invisibility ends immediately after the orthon makes an attack roll 
  or is hit by an attack.
  Magic Resistance. The orthon has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Infernal Dagger. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 11 (2d4 + 6) slashing damage, and the target must 
  make a DC 17 Constitution saving throw, taking 22 (4d10) poison 
  damage on a failed save, or half as much damage on a successful 
  one. On a failure, the target is also poisoned for 1 minute. The 
  poisoned target can repeat the saving throw at the end of each of 
  its turns, ending the effect on itself on a success.
  Infernal Crossbow. Melee Weapon Attack: +7 to hit, range 100/400 
  ft., one target. Hit: 14 (2d10 + 3) piercing damage, plus one of the 
  following effects:
  1. Acid. The target must make a DC 17 Constitution saving throw, 
  taking an additional 17 (5d6) acid damage on a failed save, or half 
  as much damage on a successful one.
  2. Blindness (1/Day). The target takes 5 (1d10) radiant damage. 
  In addition, the target and all other creatures within 20 feet of it 
  must each make a successful DC 17 Dexterity saving throw or be 
  blinded until the end of the orthon’s next turn.
  3. Concussion. The target and each creature within 20 feet of it 
  must make a DC 17 Constitution saving throw, taking 13 (2d12) 
  thunder damage on a failed save, or half as much damage on a 
  successful one.
  4. Entanglement. The target must make a successful DC 17 
  Dexterity saving throw or be restrained for 1 hour by strands of 
  sticky webbing. A restrained creature can escape by using an 
  action to make a successful DC 17 Dexterity or Strength check. 
  Any creature other than an orthon that touches the restrained 
  creature must make a successful DC 17 Dexterity saving throw or 
  become similarly restrained.
  5. Paralysis (1/Day). The target takes 22 (4d10) lightning damage 
  and must make a successful DC 17 Constitution saving throw or 
  be paralyzed for 1 minute. The paralyzed target can repeat the 
  saving throw at the end of each of its turns, ending the effect on 
  itself on a success.
  6. Tracking. For the next 24 hours, the orthon knows the direction 
  and distance to the target, as long as it’s on the same plane of 
  existence. If the target is on a different plane, the orthon knows 
  which one, but not the exact location there.
  Reactions
  Explosive Retribution. When it is reduced to 15 hit points or fewer, 
  the orthon causes itself to explode. All other creatures within 30 
  feet of it must each make a DC 17 Dexterity saving throw, taking 
  9 (2d8) fire damage plus 9 (2d8) thunder damage on a failed 
  save, or half as much damage on a successful one. This explosion 
  destroys the orthon, its infernal dagger, and its brass crossbow.
  Quasit
  Quasit
  Tiny fiend (demon, shapechanger), chaotic evil
   
  Armor Class 13
  Hit Points 7 (3d4)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   5 (−3) 
  17 (+3) 
  10 (+0) 
  7 (-2) 
  10 (+0) 
  10 (+0)
  Skills Stealth +5
  Damage Resistances cold, fire, lightning; bludgeoning, piercing, 
  and slashing from nonmagical weapons
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 14
  Languages Abyssal, Common
  Challenge 1 (200 XP)
  Shapechanger. The quasit can use its action to polymorph into 
  a beast form that resembles a bat (speed 10 ft., fly 40 ft.), a 
  centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or 
  back to its true form. Its statistics are the same in each form, 
  except for the speed changes noted. Any equipment it is wearing 
  or carrying isn’t transformed. It reverts to its true form if it dies.
  Magic Resistance. The quasit has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Claws (Bite in beast form). Melee Weapon Attack: +4 to hit, reach 
  5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the 
  target must succeed on a DC 10 Constitution saving throw or take 
  5 (2d4) poison damage and become poisoned for 1 minute. The 
  target can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success.
  Scare (1/Day). One creature of the quasit’s choice within 20 
  feet of it must succeed on a DC 10 Wisdom saving throw or be 
  frightened for 1 minute. The target can repeat the saving throw 
  at the end of each of its turns, with disadvantage if the quasit is 
  within line of sight, ending the effect on itself on a success.
  
  21
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-11 Losing Fai (v1.0)
  Shadow Demon
  Shadow Demon
  Medium fiend (demon), chaotic evil
  Armor Class 13
  Hit Points 66 (12d8 + 12)
  Speed 30 ft., fly 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   1 (−5) 
  17 (+3) 
  12 (+1) 
  14 (+2) 
  13 (+1) 
  14 (+2)
  Saving Throws Dex +5, Cha +4
  Skills Stealth +7
  Damage Vulnerabilities radiant
  Damage Resistances acid, fire, necrotic, thunder; bludgeoning, 
  piercing, and slashing from nonmagical attacks
  Damage Immunities cold, lightning, poison
  Condition Immunities exhaustion, grappled, paralyzed, petrified, 
  poisoned, prone, restrained
  Senses darkvision 120 ft., passive Perception 11
  Languages Abyssal, telepathy 120 ft.
  Challenge 4 (1,100 XP)
  Incorporeal Movement. The demon can move through other 
  creatures and objects as if they were difficult terrain. It takes 5 
  (1d10) force damage if it ends its turn inside an object.
  Light Sensitivity. While in bright light, the demon has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight.
  Shadow Stealth. While in dim light or darkness, the demon can 
  take the Hide action as a bonus action.
  Actions
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 
  Hit: 10 (2d6 + 3) psychic damage or, if the demon had advantage 
  on the attack roll, 17 (4d6 + 3) psychic damage.
  Spined Devil
  Spined Devil
  Small fiend (devil), lawful evil
  Armor Class 13 (natural armor)
  Hit Points 22 (5d6 + 5)
  Speed 20 ft., fly 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  15 (+2) 
  12 (+1) 
  11 (+0) 
  14 (+2) 
  8 (−1)
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t silvered
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 12
  Languages Infernal, telepathy 120 ft.
  Challenge 2 (450 XP)
  Devil’s Sight. Magical darkness doesn’t impede the devil’s 
  darkvision.
  Flyby. The devil doesn’t provoke an opportunity attack when it 
  flies out of an enemy’s reach.
  Limited Spines. The devil has twelve tail spines. Used spines 
  regrow by the time the devil finishes a long rest.
  Magic Resistance. The devil has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The devil makes two attacks: one with its bite and 
  one with its fork or two with its tail spines.
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 
  (2d4) slashing damage.
  Fork. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 
  (1d6) piercing damage.
  Tail Spine. Ranged Weapon Attack: +4 to hit, range 20/80 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage plus 3 (1d6) fire damage.
  Su Zhen Kang
  Su Zhen Kang
  Medium humanoid (human), lawful evil
  Armor Class 16
  Hit Points 60 (11d8 + 11)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  17 (+3) 
  13 (+1) 
  11 (+0) 
  16 (+3) 
  10 (+0)
  Skills Acrobatics +5, Insight +5, Stealth +5
  Senses passive Perception 13
  Languages Common
  Challenge 3 (700 XP)
  Unarmored Defense. While Su Zhen Kang is wearing no armor 
  and wielding no shield, his AC includes his Wisdom modifier.
  Actions
  Multiattack. Su Zhen Kang makes three unarmed strikes or three 
  infernal dart attacks.
  Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the target 
  is a creature, Su Zhen Kang can choose one of the following 
  additional effects:
  • The target must succeed on a DC 13 Strength saving throw or 
  drop one item it is holding (Su Zhen Kang’s choice).
  • The target must succeed on a DC 13 Dexterity saving throw or 
  be knocked prone.
  • The target must succeed on a DC 13 Constitution saving throw 
  or be stunned until the end of Su Zhen Kang’s next turn.
  Infernal Dart. Ranged Weapon Attack: +5 to hit, range 20/60 
  ft., one target. Hit: 5 (1d4 + 3) piercing damage and 3 (1d6) 
  fire damage.
  Reactions
  Deflect Missile. In response to being hit by a ranged weapon 
  attack, Su Zhen Kang deflects the missile. The damage he takes 
  from the attack is reduced by 1d10 + 3. If the damage is reduced 
  to 0, Su Zhen Kang catches the missile if it’s small enough to hold 
  in one hand and Su Zhen Kang has a hand free.
  
  22
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-11 Losing Fai (v1.0)
  Vrock
  Vrock
  Large fiend (demon), chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 104 (11d10 + 44)
  Speed 40 ft., fly 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  15 (+2) 
  18 (+4) 
  8 (-1) 
  13 (+1) 
  8 (-1)
  Saving Throws Dex +5, Wis +4, Cha +2
  Damage Resistances cold, fire, lightning; bludgeoning, piercing, 
  and slashing from nonmagical weapons
  Damage Immunities poison
  Condition Immunities poisoned
  Senses truesight 120 ft., passive Perception 11
  Languages Abyssal, telepathy 120 ft.
  Challenge 6 (2,300 XP)
  Magic Resistance. The vrock has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The vrock makes two attacks: two with its beak and 
  one with its talons.
  Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 
  Hit: 10 (2d6 + 3) piercing damage.
  Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 
  Hit: 14 (2d10 + 3) slashing damage.
  Spores (Recharge 6). A 15-foot-radius cloud of toxic spores 
  extends out from the vrock. The spores spread around corners. 
  Each creature in the area must succeed on a DC 14 Constitution 
  saving throw or become poisoned. While poisoned in this way, 
  a target takes 5 (1d10) poison damage at the start of each of its 
  turns. A target can repeat the saving throw at the end of each of 
  its turns, ending the effect on itself on a success. Emptying a vial 
  of holy water on the target also ends the effect.
  Stunning Screech (1/Day). The vrock emits a horrific screech. 
  Each creature within 20 feet of it that can hear it and isn’t a 
  demon must succeed on a DC 14 Constitution saving throw or be 
  stunned until the end of the vrock’s next turn.
  Wraith
  Wraith
  Medium undead, neutral evil
  Armor Class 13
  Hit Points 67 (9d8 + 27)
  Speed 0 ft., fly 60 ft. (hover)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   6 (−2) 
  16 (+3) 
  16 (+3) 
  12 (+1) 
  14 (+2) 
  15 (+2)
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical attacks 
  that aren’t silvered
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 12
  Languages the languages it knew in life
  Challenge 5 (1800 XP)
  Incorporeal Movement. The wraith can move through other 
  creatures and objects as if they were difficult terrain. It takes 5 
  (1d10) force damage if it ends its turn inside an object.
  Sunlight Sensitivity. While in sunlight, the wraith has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight.
  Actions
  Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 21 (4d8 + 3) necrotic damage. The target must 
  succeed on a DC 14 Constitution saving throw or its hit point 
  maximum is reduced by an amount equal to the damage taken. 
  This reduction lasts until the target finishes a long rest. The target 
  dies if this effect reduces its hit point maximum to 0.
  Create Specter. The wraith targets a humanoid within 10 feet of it 
  that has been dead for no longer than 1 minute and died violently. 
  The target’s spirit rises as a specter in the space of its corpse or in 
  the nearest unoccupied space. The specter is under the wraith’s 
  control. The wraith can have no more than seven specters under 
  its control at one time.
  
  23
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-11 Losing Fai (v1.0)
  Estimated Duration: 60 minutes
  Let’s Throw Blows!
  This encounter takes place just outside Mahadi’s 
  Wandering Emporium, in the wastes of Avernus. Howling 
  wind and distant battles can be heard. The characters must 
  defend the emporium from demons!
  Bonus Objective A
  Defeating the demons attacking the emporium is Bonus 
  Objective A.
  Call to Arms
  While the characters conduct their investigation in 
  Part 1, an out-of-breath imp messenger arrives and 
  relays the following message:
  Savage demons in the bone dunes are headed for the 
  camp! Mahadi would like you to deal with them before they 
  tear the place apart!
  Mahadi is sending the characters to defend the 
  camp for three reasons. First, he needs someone 
  to kill the demons. Second, he wants to see if the 
  characters are loyal to him, since he knows they 
  are friends of Fai Chen. Finally, it would be better 
  for the characters to fall in battle than one of his 
  unquestionably loyal servants.
  Mahadi’s Favor
  If the characters do as Mahadi asks and face the demons, 
  they have advantage if they try to convince him to take 
  them back into the emporium during Fai-nal Plea in Part 
  2. If the characters refuse to face the demons, Mahadi 
  sends someone else to do it and the characters have 
  disadvantage on the check.
  Demon Brawl
  The demons attack the characters in two waves. The 
  second wave appears when only one demon from the first 
  wave remains.
  Area Information
  The area outside the camp where the characters face 
  Mahadi has the following features.
   Bone Dunes. The characters face the demons on dunes 
  made from the bones of devils and other creatures, picked 
  cleaned by demons during the Blood War. A creature who 
  falls prone on the dunes take 2 (1d4) piercing damage. A 
  creature who does not move on their turn while standing 
  on the dunes must make a DC 10 Dexterity (Acrobatics) 
  check or sink into the dune, becoming restrained. A 
  creature restrained this way can free itself by making 
  a DC 10 Strength (Athletics) or Dexterity (Acrobatics) 
  check as an action.
   Light. Volcanic activity fills the area with bright red light.
   Sounds. The bones of the dunes make a sound like 
  chimes when the howling winds of Avernus shake them.
  Creature Information
  The demons attack the characters on sight and fight until 
  destroyed.
   What Do They Want? The demons want to destroy any 
  non-demon they see. They are soldiers of Yeenoghu and 
  wish to devour flesh.
   What Do They Know? The demons saw the emporium 
  from afar and wish to devour its inhabitants.
  Wave 1. Shadow Demons
  Four shadow demons fly over the dunes. When they notice 
  the characters, they attack.
  Appendix 1: 
  Appendix 1: Demon Throw Down
  Demon Throw Down 
  (Bonus Objective A)
  (Bonus Objective A)
  
  Adjusting the Scene
  Here are some suggestions for adjusting this scene:
  • Very Weak: Remove two shadow demons.
  • Weak: Remove a shadow demon.
  • Strong: Add a shadow demon.
  • Very Strong: Add two shadow demons.
  Wave 2. Vrock and Quasits
  One vrock leads four quasits in wave 2.
  Adjusting the Scene
  Here are some suggestions for adjusting this scene:
  • Very Weak: Remove two quasits.
  • Weak: Remove a quasit.
  • Strong: Add a quasit.
  • Very Strong: Add two quasits.
  Talmar’s Hunt
  If Mahadi learns that the characters are investigating Fai’s 
  disappearance, he secretly sends an orthon named Talmar 
  to follow them invisibly and strike while they are weak.
  Creature Information
  Talmar attacks when the characters defeat the demons. It 
  flees when reduced to half its hit points.
   What Do They Want? Talmar owes Mahadi a favor and 
  wishes to repay the debt, but will not die for the rakshasa. 
  The orthon wishes to do as much damage to the characters 
  as possible, then flee with its life.
   What Do They Know? Mahadi saved Talmar’s life when 
  the orthon was surrounded by a band of demons. The 
  rakshasa signed Talmar to a contract to repay the favor and 
  calls on the orthon whenever he needs someone watched 
  or killed. Talmar knows nothing of Fai Chen or Mahadi’s 
  plan with the merchant.
  Adjusting the Scene
  Here are some suggestions for adjusting this scene:
  • Very Weak: The orthon has 60 hit points.
  • Weak: The orthon has 80 hit points.
  • Strong: The orthon has 125 hit points.
  • Very Strong: The orthon has 150 hit points.
  Mahadi’s Reward
  If the characters return to camp, Mahadi rewards them 
  each a pouch of coins, a potion of growth, and a card that 
  reads:
  “Loyalty is rewarded. Betrayal is punished. Thank you for 
  being the former. Never become the latter.”
  
  25
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-11 Losing Fai (v1.0)
  Estimated Duration: 60 minutes
  Setting Information
  The characters are tested and offered a deal by a servant 
  of Tiamat. This encounter takes place during Part 2 on the 
  broken obsidian road that leads to Ixeetoth.
  Bonus Objective B
  Accepting or rejecting Tiamat’s offer and dealing with the 
  consequences is Bonus Objective B.
  Abishai Introduction
  A black-scaled, dragon-headed devil waves at you as you 
  move down the road. “Hail, enemies of Zariel! I have 
  information for you.”
  Area Information
  The broken road where the characters face Immiass has 
  the following features.
   Light. Volcanic activity fills the area with bright red light.
   Sounds & Smells. The howling of wind and pungent 
  odor of sulfur fill the air, punctuated with the occasional 
  sound of a distant battle or crashing meteorite.
  Creature Information
  Immiass, a black abishai, introduces itself to the 
  characters as a devoted servant of Tiamat who hates 
  Zariel. The fiend heard of the characters’ work (in previous 
  adventures) disrupting Zariel’s forces. Their actions have 
  been noticed by Tiamat, who is sending Immiass to offer 
  the characters a deal.
   What Do They Want? Immiass wants Tiamat to rule 
  Avernus and would love to see Zariel fall. To further that 
  end, the fiend hopes to get the characters to make a deal.
   What Do They Know? Immiass knows that a fiendish 
  servant of Zariel named Sareash is hunting the party and 
  that Tiamat is willing to make a deal that would benefit the 
  characters and embarrass Zariel.
  Zariel Who?
  If none of the characters at your table have disrupted the 
  forces of Zariel in previous adventures, the encounter with 
  Immiass changes just a bit. The abishai claims that Sareash 
  is after the characters because Zariel has foreseen their role 
  in disrupting her operations on Avernus. Tiamat still wishes 
  to make a deal because she has also foreseen the characters’ 
  destinies in Avernus.
  Tiamat’s Deal
  Immiass informs the characters that a servant of Zariel 
  named Sareash, also known as Bloody Hooks, is hunting 
  the party. Tiamat would like to offer Immiass’s service 
  fighting Sareash when the devil catches up to the party, 
  though in exchange the characters must satiate Tiamat’s 
  greed. Immiass demands 3,500 gp in exchange for service. 
  Each character who succeeds on a DC 16 Charisma 
  (Persuasion) check gets Immiass to reduce the amount 
  demanded by 500 gp, down to a minimum of 1,000 gp. If 
  the characters do not accept the deal, Immiass conjures 
  three spined devils and attacks, ceasing the attack if the 
  characters accept the original offer. Immiass battles until 
  the spined devils fall, then flees.
  Adjusting the Scene
  Here are some suggestions for adjusting this scene:
  • Very Weak: Remove two spined devils.
  • Weak: Remove a spined devil.
  • Strong: Add a spined devil.
  • Very Strong: Add two spined devils.
  Greed Test
  If the characters take the deal, Immiass explains that only 
  one character may sign the contract and that the character 
  must be the one most like the great Tiamat. To determine 
  this, Immiass asks the characters to join hands with 
  her in a circle. As they do, the characters feel a psychic 
  connection to an overwhelmingly powerful entity. A dark 
  chorus of five discordant, powerful voices commands each 
  character in turn to divulge their greatest material desire.
   Ask each character describe their desire in great detail, 
  be it a swimming pool of gems and coins, a powerful magic 
  item, a castle, or anything material. Characters who claim 
  not to have any material desires or who want a gift for 
  others (such as a mountain of food to feed the starving 
  people of Faerûn) must succeed on a DC 15 Charisma 
  saving throw or take 22 (4d10) psychic damage. A 
  character who describes a lavish and selfish material desire 
  gains 10 temporary hit points as the strength of Tiamat 
  washes over them.
   The character with the most expensive selfish desire 
  wins the honor of signing the contract, which is carved in 
  Infernal in the scale of an ancient black dragon. After the 
  character signs the contract, all of the characters gain the 
  Immiass’s Favor Story Award.
  Appendix 2: 
  Appendix 2: Abishai Offer
  Abishai Offer 
  (Bonus Objective B)
  (Bonus Objective B)
  
  26
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-11 Losing Fai (v1.0)
  Appendix 3: Su Zhen Kang’s Tent Map
  Appendix 3: Su Zhen Kang’s Tent Map
  
  27
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  DDAL09-11 Losing Fai (v1.0)
  Appendix 4: Temple of Asmodeus Map
  Appendix 4: Temple of Asmodeus Map
  
  28
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  DDAL09-11 Losing Fai (v1.0)
  It’s been a while (or possibly never) for some of you since 
  we checked in on this storyline. Here’s a quick recap of 
  events you should know for this adventure.
  • You are in Avernus, the first layer of the Nine Hells. You 
  came here when Dara, a chosen of Ilmater, asked you to 
  accompany her to Avernus where she is gathering the 
  remains of some holy knights from the city of Elturel, 
  which has also been pulled into Avernus.
  • Thanks to your connection to a traveling magic item 
  trader named Fai Chen, you have a place to stay in the 
  wastelands of Avernus. Mahadi, a rakshasa and the 
  owner of a large infernal emporium, allows you to travel 
  and stay in his caravan. Fai and Mahadi have a history: 
  the merchant agreed to serve Mahadi and worked in the 
  emporium for years.
  • Fai eventually figured out how to split himself into many 
  copies—not just clones, more like exact duplicates. This 
  allowed Fai to escape Mahadi’s servitude and spread the 
  Fai Chen brand across Faerûn. Fai is the only person to 
  ever escape Mahadi’s service.
  • Now Fai is back in the Nine Hells to help Dara and 
  you. Despite some initial friction, Mahadi agreed to 
  let Dara, Fai, and you stay with him in exchange for 
  you performing the occasional adventuring job for 
  the emporium.
  Appendix 5: The Story So Far 
  Appendix 5: The Story So Far 
  (Player Handout 1)
  (Player Handout 1)
  
  29
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  DDAL09-11 Losing Fai (v1.0)
  Appendix 6: Fai’s Letter (Player Handout 2)
  Appendix 6: Fai’s Letter (Player Handout 2)
  Friends,
  If you are reading this, it is because I am in a lot of trouble. 
  For days my others have been disappearing. I fear none of 
  me may be left in this camp, so I paid quite a bit for this 
  imp to deliver this letter to you without its master, the 
  amnizu Fhet’Ahla, knowing of its delivery should all myselves 
  disappear.
  I cannot trust any others in camp. Please investigate my 
  disappearance, find myself and my doubles, and save me...
  us...you know what I mean. I feel like I shouldn’t have to offer 
  a reward, given the fact that I have literally gone to hell 
  for you, but just in case your time in Avernus has enhanced 
  your greed and you need motivation—yes, there is a magic 
  item in it for you if you rescue me...us...whatever.
  Save me, please. Trust no one. I know not who is behind this, 
  but Mahadi and his servants have always been curious about 
  my self-duplicating methods. They cannot know you are 
  searching for me.
   
   
   
   
   
   
   
  Sincerely,
   
   
   
   
   
   
   
  Fai Chen #216
  
  30
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  DDAL09-11 Losing Fai (v1.0)
  As you drink the foul-tasting potion, your eyes cloud over 
  as you experience the following memories from Elliach’s 
  perspective:
  • A male Shou human in black robes enters Ichor’s 
  Aweigh. He made a large order for several hundred vials 
  of a special poison made from demon ichor that leaves 
  the victim unable to harness its ki. The man told Elliach 
  to bill the order to Mahadi.
  • The man asked Elliach if Fai Chen ever came into 
  Ichor’s Aweigh. Elliach said he did not, but that he had 
  a soft spot for the strange merchant. The customer 
  scowled at this and gave Elliach a dirty look filled 
  with rage.
  • Before leaving, the man said that his name was Su Zhen 
  Kang, and told Elliach to deliver the poison to his orange 
  tent in the emporium.
  Appendix 7: Elliach’s Memory 
  Appendix 7: Elliach’s Memory 
  (Player Handout 3)
  (Player Handout 3)
  
  31
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  DDAL09-11 Losing Fai (v1.0)
  The Infernal words painted on wall of Su Zhen Kang’s tent 
  relay this story:
  Appendix 8: Painted Words 
  Appendix 8: Painted Words 
  (Player Handout 4)
  (Player Handout 4)
  Fai Chen and I once lived as simple temple monks. Brothers in the 
  same order, we both yearned for adventure as we looked after the 
  books in our library and read stories of places we could not see and 
  deeds we could not accomplish. We focused our ki, vowing someday 
  to leave the temple and experience the world.
  The great Mahadi offered us salvation. In exchange for our service, 
  he said we could travel with his fabulous emporium. We would 
  learn how to travel while we paid off debts of service, eventually 
  free to leave on our own. We did not know the caravan never left the 
  Nine Hells. We did not know that every meal Mahadi fed us, every 
  monster he defeated in our path, and every break we took would 
  add to this debt. When I despaired, Mahadi showed me the beauty of 
  Asmodeus. He said that in exchange for my soul, I could have even 
  more power and learn to be happy in the Nine Hells. I signed myself 
  away, embracing the art of torture and using my newfound talents 
  to destroy those who opposed Mahadi.
  However, Fai never gave Mahadi his soul. He chose to stay vigilant, 
  learn all he could, and keep strengthening his ki until he made 
  doubles of himself. These doubles went far and wide to work off 
  Fai’s debt, one always in camp to keep Mahadi’s suspicion at bay. 
  To this day, Fai is the only person known to have bested Mahadi…
  and yet the fool returns with all the secrets in his head. Would life be 
  different if I had listened to Fai and not given my heart and soul to 
  Mahadi? Would he have shared his secret? Could it free me now?
  
  32
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  DDAL09-11 Losing Fai (v1.0)
  Your soul has been separated from your body. While 
  your body is effectively dead, you retain your alignment, 
  Intelligence, Wisdom, and Charisma scores. The rest of 
  your statistics are that of a specter. A soul can be returned 
  to a body by casting the greater restoration spell or with 
  similar magic.
  Specter
  Specter
  Medium or Small undead, character’s alignment
  Armor Class 12
  Hit Points 22 (5d8)
  Speed 0 ft., fly 50 ft. (hover)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   1 (−5) 
  14 (+2) 
  11 (+0) 
  ORIG 
  ORIG 
  ORIG
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical attacks
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, unconscious
  Senses darkvision 60 ft., passive Perception 10 + WIS mod
  Languages understands all languages it knew in life but can’t 
  speak
  Challenge 1 (200 XP)
  Incorporeal Movement. The specter can move through other 
  creatures and objects as if they were difficult terrain. It takes 5 
  (1d10) force damage if it ends its turn inside an object.
  Sunlight Sensitivity. While in sunlight, the specter has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight.
  Actions
  Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 
  10 Constitution saving throw or its hit point maximum is reduced 
  by an amount equal to the damage taken. This reduction lasts 
  until the creature finishes a long rest. The target dies if this effect 
  reduces its hit point maximum to 0.
  Appendix 9: Soul Separation 
  Appendix 9: Soul Separation 
  (Player Handout 5)
  (Player Handout 5)
  
  33
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  DDAL09-11 Losing Fai (v1.0)
  Su Zhen Kang,
  It is time for me to learn exactly how Fai 
  Chen made copies of himself and broke his 
  deal. Capture every single Fai. Take them 
  all to the temple of Asmodeus in the ruins 
  of Ixeetoth, less than a day’s travel south.
   Follow the broken obsidian road. Once 
  there do what you do best. Get him to talk. 
  His secrets will be mine. I do not want 
  another learning his secrets and using 
  them against me. I await your return.
   
   
   
   
   
   
   
   
   
  —M
  Appendix 10: Letter to Su Zhen Kang 
  Appendix 10: Letter to Su Zhen Kang 
  (Player Handout 6)
  (Player Handout 6)
  
  34
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  DDAL09-11 Losing Fai (v1.0)
  Characters who successfully complete this adventure 
  unlock this magic item.
  Staff of Charming
  Staff, rare (requires attunement by a bard, cleric, druid, 
  sorcerer, warlock, or wizard)
  While holding this staff, you can use an action to expend 
  1 of its 10 charges to cast charm person, command, or 
  comprehend languages from it using your spell save DC. 
  The staff can also be used as a magic quarterstaff.
   If you are holding the staff and fail a saving throw 
  against an enchantment spell that targets only you, you 
  can turn your failed save into a successful one. You can’t 
  use this property of the staff again until the next dawn. If 
  you succeed on a save against an enchantment spell that 
  targets only you, with or without the staff’s intervention, 
  you can use your reaction to expend 1 charge from the staff 
  and turn the spell back on its caster as if you had cast the 
  spell.
   The staff regains 1d8 + 2 expended charges daily at 
  dawn. If you expend the last charge, roll a d20. On a 1, the 
  staff becomes a nonmagical quarterstaff. This item is found 
  in the Dungeon Master’s Guide.
  Potion of Poison
  Potion, uncommon
  This concoction looks, smells, and tastes like a potion of 
  healing or another beneficial potion. However, it is actually 
  poison masked by illusion magic. An identify spell reveals 
  its true nature.
   If you drink it, you take 3d6 poison damage, and you 
  must succeed on a DC 13 Constitution saving throw or 
  be poisoned. At the start of each of your turns while you 
  are poisoned in this way, you take 3d6 poison damage. At 
  the end of each of your turns, you can repeat the saving 
  throw. On a successful save, the poison damage you take on 
  your subsequent turns decreases by 1d6. The poison ends 
  when the damage decreases to 0. This item is found in the 
  Dungeon Master’s Guide.
  Potion of Superior Healing
  Potion, rare
  You regain 8d4 + 8 hit points when you drink this potion. 
  The potion’s red liquid glimmers when agitated. This item 
  is found in the Dungeon Master’s Guide.
  Soul Coin
  Wondrous item, uncommon
  Soul coins are about 5 inches across and about an inch 
  thick, minted from infernal iron. Each coin weighs 1-third 
  of a pound and is inscribed with Infernal writing and a spell 
  that magically binds a single soul to the coin. Because each 
  soul coin has a unique soul trapped within it, each has a 
  story. A creature might have been imprisoned as a result of 
  defaulting on a deal, while another might be the victim of a 
  night hag’s curse.
   Carrying Soul Coins. To hold a soul coin is to feel the 
  soul bound within it—overcome with rage or fraught with 
  despair. An evil creature can carry as many soul coins as it 
  wishes (up to its maximum weight allowance). A non-evil 
  creature can carry a number of soul coins equal to or less 
  than its Constitution modifier without penalty. A non-evil 
  creature carrying a number of soul coins greater than its 
  Constitution modifier has disadvantage on its attack rolls, 
  ability checks, and saving throws.
   Using a Soul Coin. A soul coin has 3 charges. A creature 
  carrying the coin can use its action to expend 1 charge 
  from a soul coin and use it to do one of the following:
  Drain Life. You siphon away some of the soul’s essence 
  and gain 1d10 temporary hit points.
  Query. You telepathically ask the soul a question and 
  receive a brief telepathic response, which you can 
  understand. The soul knows only what it knew in life, but 
  it must answer you truthfully and to the best of its ability. 
  The answer is no more than a sentence or two and might 
  be cryptic.
   Freeing a Soul. Casting a spell that removes a curse 
  on a soul coin frees the soul trapped within it, as does 
  expending all of the coin’s charges. The coin itself rusts 
  from within and is destroyed once the soul is released. A 
  soul can also be freed by destroying the coin that contains 
  it. A soul coin has AC 19, 1 hit point for each charge it has 
  remaining, and immunity to all damage except that which 
  is dealt by a hellfire weapon or an infernal war machine’s 
  furnace. Freeing a soul from a soul coin is considered a 
  good act, even if the soul belongs to an evil creature.
  Appendix 11: Character Rewards
  Appendix 11: Character Rewards
  
  35
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-11 Losing Fai (v1.0)
  Characters who fail to convince Mahadi to let them stay at 
  the emporium during their time in Avernus automatically 
  receive the following story award.
  No Exceptions
  You’ve broken Mahadi’s only rules: “No fighting! No 
  spellcasting! No exceptions!” By choosing to break the 
  rules, you’ve been kicked out of Mahadi’s emporium. Now 
  you must survive in the wastes without its safe shelter. You 
  start any tier 2 Avernus Rising adventure at half hit points 
  and with a level of exhaustion that can’t be removed.
  Fai-nal Purchase
  Fai Chen is dead, and you can no longer utilize his services. 
  Other adventurers might claim to meet Fai Chen, but you 
  know the truth. Every single Fai is super departed, it’s kind 
  of your fault, and you won’t be trading items with him ever 
  again…until you can pay for someone to cast raise dead on 
  Fai and lose this story award. Spellcasting services their 
  costs can be found in the ALDMG.
  Immiass’s Favor
  You can expend this story award during a combat 
  encounter with Sareash, a devil nicknamed Bloody Hooks, 
  to summon a black abishai named Immiass to help you. 
  Immiass stays until the end of the encounter or until 
  reduced to 0 hit points, then disappears.
  Appendix 12: Story Awards
  Appendix 12: Story Awards
  
  36
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  DDAL09-11 Losing Fai (v1.0)
  To DM an adventure, you must have 3 to 7 players—each 
  with their own character within the adventure’s level range 
  (see Adventure Primer). Characters playing in a hardcover 
  adventure may continue to play to but if they play a different 
  hardcover adventure, they can’t return to the first if outside 
  its level range.
  New to D&D Adventurers League?
  http://dnd.wizards.com/playevents/organized-play
  New to the Annual Storyline?
  http://dndadventurersleague.org/storyline-seasons/descent-
  into-avernus/
  Preparing the Adventure
  Before you start play, consider the following:
  • Read through the adventure, taking notes of anything 
  you’d like to highlight or remind yourself of while 
  running the adventure, such as a way you’d like to 
  portray an NPC or a tactic you’d like to use in a combat. 
  Familiar yourself with the adventure’s appendices 
  and handouts.
  • Gather any resources you’d like to use to aid you in 
  running this adventure--such as notecards, a DM screen, 
  miniatures, and battlemaps.
  • Ask the players to provide you with relevant character 
  information, such as name, race, class, and level; passive 
  Perception score, and anything the adventures specifies 
  as notable (such as backgrounds, traits, flaws, etc.)
   Players can play an adventure they previously played as 
  a Player or Dungeon Master but may only play it once with 
  a given character. Ensure each player has their character’s 
  adventure logsheet (if not, get one from the organizer) 
  with their starting values for level, magic items, gold and 
  downtime days. These are updated at the conclusion of the 
  session. The adventure information and your information 
  are added at the end of the adventure session—whether the 
  completed the adventure or not.
   Each player is responsible for maintaining an accurate 
  logsheet. If you have time, you can do a quick scan of a 
  player’s character sheet to ensure that nothing looks out 
  of order. If you see magic items of very high rarities or 
  strange arrays of ability scores, you can ask players to 
  provide documentation for the irregularities. If they cannot, 
  feel free to restrict item use or ask them to use a standard 
  ability score array.
   Point players to the D&D Adventurers League Players 
  Guide for reference. If players wish to spend downtime 
  days and it’s the beginning of an adventure or episode, 
  they can declare their activity and spend the days now, 
  or they can do so at the end of the adventure or episode. 
  Players should select their characters’ spells and other 
  daily options prior to the start of the adventure, unless 
  the adventure specifies otherwise. Feel free to reread the 
  adventure description to help give players hints about what 
  they might face.
  Adjusting This Adventure
  To determine whether you should consider adjusting the 
  adventure, add up the total levels of all the characters and 
  divide the result by the number of characters (rounding .5 
  or greater up; .4 or less down). This is the group’s average 
  party level (APL). To approximate the party strength for 
  the adventure, consult the table below.
  Determining Party Strength
  Party Composition Party 
  Party Strength
  3-4 characters, APL less than 
  Very weak
  3-4 characters, APL equivalent 
  Weak
  3-4 characters, APL greater than 
  Average
  5 characters, APL less than 
  Weak
  5 characters, APL equivalent 
  Average
  5 characters, APL greater than 
  Strong
  6-7 characters, APL less than 
  Average
  6-7 characters, APL equivalent 
  Strong
  6-7 characters, APL greater than 
  Very strong
  Appendix 13: Dungeon Master Tips
  Appendix 13: Dungeon Master Tips
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S09 - Descent - Inglorious Redemption/DDAL09-11 - Losing Fai.pdf