DDAL09-17 - In the Hand
DDAL09-17 - In the Hand
IN THE HAND
An Avernus Rising Adventure
Your quest to return the Bloody Hooves is nearly at an end. Only the company’s
commander remains and then you’ll be ready to ride to the rescue of fallen Elturel!
Part Three of the Doors and Corners series of adventures.
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Adventure Primer Faction Assignment. Dara has gained allies throughout
the factions of Faerûn and they send their best agents to
aid her in Avernus.
“Nemo Resideo (No Man is Left Behind).” Sworn to the Hellriders. Characters who have formed a
—Ancient Roman Military Creed bond with the Bloody Hooves regiment of the Hellriders of
Elturel are called to aid Dara in bringing back their sworn
This adventure is designed for three to seven 11th- to defenders.
16th-level characters and is optimized for five characters One Hell of a Payday. Word has been put out with all
with an average party (APL) of 13. Characters outside this mercenary companies of significant renown that a priest
level range can’t participate in this adventure. of Ilmater named Dara is seeking experienced agents for a
This adventure occurs in the tomb of the Bloody Hooves, recovery mission in Avernus.
in Avernus, the first layer of the Nine Hells. Calling in a Marker. Some characters may be indentured
to Mahadi or some other fiend. While they refuse to
Background provide any explanation, the fiend is willing to consider the
character’s contract with them null and void in exchange
Having found the resting place of the BLOODY for providing a service to Dara, a priest of Ilmater. They
HOOVES within the CANYON OF SCREAMS, a group instruct the characters to meet Dara in the Canyon of
of adventurers in the company of DARA—the Chosen Screams.
of Ilmater—successfully revived many of the company’s
warriors and clerics from their long slumber. Now, while
the Bloody Hooves ready themselves for the ride to Elturel,
Adventure Flowchart
it falls to the characters to proceed to the final tomb in This section provides a basic understanding of not only the
search of COMMANDER ROTGER DE LA REUE. flow of the adventure, but also the outline of the different
However, the characters are not the only ones looking for paths that your players may take in reaching their stated
the Bloody Hooves’ commander. A group of fiends working objective.
for GENERAL EVERBLEED have disguised themselves
as adventurers, and are also making their way through the
final level of the tombs, hoping to reach the commander
before Dara and the characters. Break Seal In Case
of Emergency
Overview Call to Action
This adventure’s story is spread over three parts and
takes approximately four hours to play. The adventure
begins with a Call to Action scene. It also contains two
optional bonus objectives – each taking one additional 1 A
hour to play.
The Tombs of
• Call to Action: Break Seal In Case of Emergency. A Keeping the Faith
Trials
recap of the two previous adventures through the upper Bonus Objective A
Story Objective A
levels of the tomb. The characters use the wards of
perseverance to enter the final section of the tomb.
• Part 1: The Tombs of Trials. The characters explore
this third and final level of the tomb and find the
commander’s tomb. 2
• Part 2: The Snare. The characters enter Sareash the
Bloody Hooks’ ambush in the commander’s tomb.
The Snare
Story Objective B
• Bonus Objective A: Keeping the Faith. Devils have
captured Horst Atheraice and the characters must free B
the priest through guile, force, or self-sacrifice.
• Bonus Objective B: Hadriel. The characters free the Hadriel
commander’s mount, a celestial griffin named Hadriel. Bonus Objective B
Adventure Hooks
If the characters played the previous adventures in the
Doors and Corners trilogy, they arrived at the tomb of
the Bloody Hooves and explored a level or more of the
dungeon. The characters safely rest between levels and
begin this level refreshed. If the characters didn’t play in
the previous adventures, here are a few options to place the
characters in the tomb with Dara:
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Break Seal In Case of Emergency
Estimated Duration: 15 minutes What Do They Want? Both Horst Atheraice and Sir
Gidor are thankful that the characters have awakened
On the Precipice them and their colleagues, but the work isn’t done; the
commander’s return is critical for uniting the Bloody
The characters find themselves in the Tomb of the Bloody Hooves. Once they are reunited, the Bloody Hooves will
Hooves, along with an assembled host of goodly warriors ride to victory!
and clerics. What Do They Know? The third level of the tombs is the
most dangerous of all. The constructors wove trials into the
Area Information tombs to ensure that only the most loyal and strong Bloody
The tomb of Horst Atheraice has the following features. Hooves could reach the commander. Past that, they can’t
Dimensions & Terrain. The characters enter this recall anything else about the defenses.
chamber via double doors set into the northern wall. The
80-by-60-foot room has a 15-foot-tall, barrel-vaulted ceiling Saving Dara
with faded frescoes. The floors are fashioned of black and
Even though she is the Chosen of Ilmater, Dara is still a child,
red tiles in patterns of interlocking circles. Three wrought- and the characters will need to do all they can to protect
iron chandeliers hang from the ceiling, set with candles that her. Temporary hit points, buff spells, and smart tactics will
glow with continual flame. A heavy stone door engraved with all be key. If she dies and the characters return her to life,
the name “Horst Atheraice” is set into the southern wall. her powers diminish, so just letting her die and bringing
Light. The room is dimly lit by the flickering candles in her back is a losing proposition. Every time Dara dies, she
the chandelier. loses one of these abilities, determined randomly: Damage
Sounds & Smells. The sounds of shuffling feet, Resistances, Condition Immunities, Magic Resistance, and
murmured voices, and quiet crying can be heard amidst the Innate Spellcasting. If she loses all four, she has lost all of
assembled Bloody Hooves. The dusty room smells of sweat her abilities as a Chosen of Ilmater and may no longer return
and blood—perhaps from the characters themselves. Hellriders or angels to life.
If Dara dies during the adventure, award the story award
Creature Information You Let Dara Die and note how many times she died. In future
adventures, tables use the average number of deaths among
Dara and the recently awoken Bloody Hooves are here, the characters for determining how many abilities she loses.
discussing the current situation. Chief among them are
High Priest Horst Atheraice (lawful good male human)
and Sir Gidor Honorsbright (lawful good female dwarf).
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Time is of the Essence
Whether or not the characters played the previous
adventures, Dara emphasizes that they are racing against
the forces of Zariel and General Everbleed and that they
should get to the tomb of COMMANDER ROTGER DE LA
REUE as quickly as possible.
Proceed to Part 1.
4
Part 1. The Tombs of Trials
Estimated Duration: 1 hour 45 minutes Teleportation Anchors. Any teleportation spells cast in
this area automatically fail.
The Outer Tombs Sealed Passage. When the characters enter any of the
tombs, the adamantine door seals behind them. These
This section takes place in the Tombs of Trials, a set of doors are barred by an arcane lock, which can either be
smaller tombs designed as a test to keep devils from breached with the knock spell or by presenting the room’s
claiming the company’s leadership. The party begins in the runestone (granted by the guardian at the end of each
entry hall and can explore as many tombs as your group encounter). The doors are also marked with a glyph of
has time for. warding that unleashes a circle of death cast at 8th level if
a knock spell is cast in the room. If the characters possess
Story Objective A the room’s runestone, they can enter and leave freely.
Reaching the commander’s Tomb is Story Objective A. Steps. Past the door of each room is a set of ten feet wide
steps leading ten feet down, then taking a right turn before
continuing down to the main chamber.
Time is of the Essence
Shattered Mosaics. At the entrance to each room is a
The characters are in a race against Sareash the Bloody
shattered mosaic, which once displayed the value being
Hooks’ forces, who are also trying to reach Commander
tested. The fiends that passed through here shattered each
Rotger and retrieve him from his tomb. If the characters
take more than one short rest, the devils in Part 2 are better mosaic to make passing the trials more difficult for anyone
prepared and have advantage on all saving throws. If the following them. The letter tiles from the entry hall can be
characters take more than two short rests, the devils have used at each of these rooms to discover the knightly tenet
advantage on all attack rolls as well. If the characters take being challenged. These are shown in the Mosaic Pieces
more than three short rests or a long rest, the adventure ends handout in Appendix 5.
because the devils abscond with all of the Bloody Hooves.
Running the Tombs of Trials
Other than the Entry Hall, the tombs can be completed in
any order. When an hour and fifteen minutes have elapsed
Area Information or all other areas are explored, there is a loud grinding
noise as the other party opens the antechamber before the
The area has the following features.
Commander’s Tomb (see Development, below).
Dimensions & Terrain. The tombs in this area are forty
feet long, twenty feet wide, ten feet high. A. Entry Hall
Light. Each tomb has braziers which light when a living
creature enters, providing bright light. Once the seal has been broken, the characters find
Materials. The walls look like worked stone, but close themselves in a large entry hall. Awaiting them is a
examination reveals the flattened faces of damned souls Hellrider who swore to keep vigil over his commander.
trapped within, crying to get out. The material is immune
to all damage and magical influences.
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Area Information
The room before you is deathly quiet, and as you step This area has the following features, in addition to the
within, braziers flare to life to reveal ancient stones features of the Tombs of Trials.
covered in thick dust. On the far side of the room stands Devilish Bodies. The floor is littered with the bodies of
a withered figure dressed in the armor and tabard of devils, creating difficult terrain.
Shattered Mosaic. The broken mosaic in this room
the Hellriders. His sunken, haunted eyes look upon you
shows “_ _ N _ _ _ S _.”
suspiciously.
Creature Information
These four Hellrider knights (lawful good revenants) are
Area information cursed to be forever hungry and thirsty to test the kindness
The area has the following features, in addition to the of any who may seek the Commander’s tomb.
general features of the Tombs of Trials. What Do They Want? The knights only surrender their
Tombs. Three ten-foot-long, five-foot-high sarcophagi line runestone if given enough food and water for all four of
each side of the room. them. If they are killed, the runestone no longer functions.
Disturbed Earth. There is a ten-foot-wide section of What Do They Know? The knights claim to have just
disturbed earth to the right of the entryway. arisen from their tombs when the devils attacked and
Shattered Mosaic. Next to the door is a mosaic that desperately need aid. They don’t know anything about the
has been shattered, with letter tiles littering the floor. trials or where the devils came from.
Characters who collect the letter tiles can use them to
puzzle out the challenges when they enter the Tombs of C. Benevolence (Blue Door)
Trials. As the door opens, there is the echoing roar of a great
Creature Information dragon in the distance. An ethereal man and his steed wait
The withered figure is Sir Galwain, a lawful good male within.
human champion who is suffering a level of exhaustion Area Information
from being awoken. He has recently risen from his tomb to This area has the following features, in addition to the
greet another group of adventurers (the disguised fiends, features of the Trial of Tombs.
although he doesn’t know this) who emerged from a tunnel. Sealed Door. Instead of a circle of death, this door is
What Do They Want? Galwain seeks to prevent any marked with two glyphs of warding, both holding the spell
devils or their agents from capturing the commander—any illusory dragon.
who wish to reach his tomb must pass the Hellrider trials, Shattered Mosaic. The broken mosaic in this room
which either deem them worthy or slay them. Galwain does shows “_ _ N _ V _ L _ _ _ E.”
not trust the characters, but he realizes he is in no position
to fight, so he’ll let the trials test them. Creature Information
What Do They Know? Galwain recalls little about the Sir Alin, a Bloody Hooves Hellrider, and his steed have
defenses (he is under the effects of a modify memory spell been given form as ghosts to test the benevolence of those
to prevent him from giving details away to interlopers), but who seek to enter the commander’s tomb.
can share the following:
• The Tombs of Trials are designed as a test to prove that
“The commander tasked me to defeat two foul dragons
those who enter are worthy to raise the Bloody Hooves
regiment of Hellriders. Each tomb has a runestone rampaging across the realm, but bandits stole my arms
which must be earned to open the commander’s and armor. Will you aid me in my quest, comrade?”
sanctum—only those found worthy earn the runes, while
others die.
What Do They Want? If the party is willing to lend their
• The tombs' wards prevent teleportation and cannot be
aid, Alin asks for two rare or rarer magic items—a weapon
modified except by Hellriders.
and a set of armor—so that he may leave this tomb and
• The characters are not the first adventurers to find pursue his quest against evil. If the characters agree, he
Galwain. A similar group who dug up through the floor, takes the items, mounts his trusty steed, and charges the
something he hadn’t thought possible, roused him a door. As he hits it, he and his mount disappear, as do the
few hours ago. That group shattered the mosaic before sounds of the dragons, and the room’s runestone clatters
pressing on inside. to the ground. If the characters refuse, he nods respectfully
If the modify memory spell is nullified by remove curse and allows them to attempt to leave the room on their own.
or greater restoration, Galwain still does not share any What Do They Know? Sir Alin tells of a pair of dragons
additional details of the trials. that are haunting the countryside of Elturel, and his quest
to defeat them. Alin asks for a rare or rarer weapon and set
B. Kindness (Purple Door) of armor from the party and refuses any other aid—this is
As the door opens, it reveals a huddled group of Hellriders his quest and his alone.
and several fiendish corpses in front of smashed tombs.
The Hellriders crawl toward the open door, hoarsely When Do I Get My Borrowed Item Back?
whispering, “Help us….” You don’t.
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D. Faith (Green Door)
On the other side of the door is an ethereal dwarven figure
in the robes of a Hellrider cleric, with the symbol of Ilmater
upon its chest.
Area Information
This area has the following features, in addition to the
features of the Trial of Tombs.
Faith in Friends. This room is under the effects of a zone
of truth, which requires a DC 23 Charisma saving throw to
resist. The ghost of Torbral knows whether each creature
succeeds or fails.
Shattered Mosaic. The broken mosaic in this room
shows “_ A _ _ _.”
Creature Information
The ghost (lawful good male mountain dwarf) here is the
spirit of quartermaster Torbral.
What Do They Want? Torbral inspects the characters’
equipment before asking which of them is the leader. He
then asks each character a question, starting with the
leader and asking about another character (either the one
immediately to their right or in an order you choose), then
moving to the next character:
• Does this person usually show up on time, prepared, and
ready to act?
• When this person says something is going to happen,
does it usually happen? Have they ever given you reason
to doubt them?
• When you hear this person describing an event and
then get more information about that event, does the
new information often match the description you have
been given? Area Information
• Have you ever witnessed this person lying to someone or This area has the following features, in addition to those of
assuming you’ll help deceive a third person? the Trial of Tombs.
• Does this person sometimes withhold information Planar Binding. The angel is bound to this location
in order to make things go more smoothly or to and plane as if by a pair of dimensional shackles. These
avoid conflict? bindings deal 4d6 (14) piercing damage to the angel at
the beginning of each of their turns. The bindings can
• Have you ever witnessed this person doing something
be destroyed (each has AC 19, 50 hit points, resistance
(lying, cheating, being unkind) that they would condemn
to bludgeoning, slashing, and piercing damage from
if another person did it?
nonmagical attacks, and immunity to poison and psychic
Torbral is generally looking for a yes to the first three damage), but as they are bound to the angel’s soul. If any
questions and a no to the second three, and in all cases damage is dealt to the chains, Weiginiel takes the same
expects examples. If at least half the characters (rounded amount of damage. Alternatively, a chain can be removed
up) answer satisfactorily and have faith in each other, magically (such as by casting freedom of movement) or
Torbral grants them his runestone. If not, he dissipates. with a successful DC 25 Dexterity check using thieves'
What Do They Know? Torbral is charged with testing the tools or a Strength (Athletics) check. If a check made to
faith of any who would seek the Commander’s Tomb. free the angel fails by 5 or more, Weiginiel takes 11 (2d10)
slashing damage.
E. Compassion (Yellow Door) Searing Burst. Radiant blasts surge forward from the
This room holds Weiginiel (a solar) who was a companion bound angel for twice the amount of damage it suffered
of the Bloody Hooves. The angel is bound in black iron at the start of its turn in a mix of half (14) fire and half
chains that bite into their ankles, wrists, and the base of (14) radiant damage. The energy fills the room and is only
their wings. These painful bindings hold them to this room avoidable with a successful DC 23 Dexterity saving throw.
and plane. In agony, they lash out with bursts of radiant Devilish Bodies. The floor is littered with the bodies of
energy. devils, creating difficult terrain.
Shattered Mosaic. The broken mosaic in this room
shows “C _ _ _ A S _ _ _ N.”
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Creature Information F. Peace (Red Door)
The angel Weiginiel is bound to this room, the six
This room is twice the size of the other Tombs of Trials
bindings piercing their flesh and causing them to lash
rooms, and the floor is littered with stone debris.
out until soothed by the compassion of those seeking the
commander.
What Do They Want? Weiginiel tries to destroy anyone As you enter, the door closes behind you and the stones
who doesn’t show compassion by healing them (any
shake as they gather into a humanoid form. “Hellrider
number of hit points) or freeing them from their bonds.
When healed or freed, the bonds fall from Weiginiel, the combat training ready,” the stone creature says before
bursts of energy stop, and they offer the runestone and surging at you, “Prepare to fight!”
their healing touch to the party before they begin to bind
themselves once more.
What Do They Know? The angel pledged to be Area Features
bound to this spot, and willingly suffers the agony of the This area has the following features, in addition to those of
bonds to make sure that none but the worthy reach the the Trial of Tombs.
commander's tomb. Stone Debris. The stone debris on the ground is difficult
terrain.
Dimensions. This room is larger than the others, sixty
feet long, forty feet wide, and thirty feet high.
Décor. Banners and pennants glorifying battle hang from
the walls and racks hold rusty, dust-covered weapons.
Shattered Mosaic. The broken mosaic in this room
shows “_ _ A _ _.”
Creature Information
The golem begins with the statistics of a hill giant but
can’t speak past programmed commands and is immune to
poison and psychic damage, and the charmed, paralyzed,
petrified, restrained, and stunned conditions. If defeated,
it reforms at the beginning of its turn in the following
round; first as a storm giant, then as a solar after that. It
continues this process until the characters flee, are slain, or
until the characters resolve the encounter peacefully.
What Does It Know? The golem knows that its purpose
is to test Hellriders who seek the commander.
Peaceful Resolution. The golem strikes mercilessly until
all the characters disarm themselves (have no weapons
in hand) and do not attack for one round. At that point, it
stops. If the characters continue to be peaceful, the golem
collapses—within the rubble is its runestone and a potion
of vitality.
8
What Do They Lnow? Sir Carah’s rival, Sir Akandre, said
he left a puzzle inscribed on the wall here. She believes
that there is no puzzle (and thus she’s deduced that there is
no answer) but doesn’t share that information.
Development
When the characters have explored each of the Tombs
of Trials (or as many as possible in the time allotted),
they hear the sound of grinding stone as the other party
(see Entry Hall, above) uses their runestones to open
the antechamber to the commander’s tomb. Within the
antechamber, the disguised fiends are attempting to open
the door.
Area Information
This area has the following features, in addition to those of
the Tombs of Trials.
Double Doors. This room is marked by a huge set of
double doors made of adamantine. The doors are heavy
Playing the Pillars
and require a successful DC 25 Strength (Athletics) check
Here are some suggestions for this encounter:
to open. The doors are magically sealed against fiends.
Social. The devils are keen to work with the characters for
Creature Information now and are happy to avoid a fight in favor of getting the
characters’ help to enter the tomb. If the fiends make it into
The creatures here are a group of fiendish adventurers the commander’s tomb, they assist with the first wave of
disguised with the seeming spell. The company consists enemies before beating a hasty retreat, leaving the characters
of a bearded devil warlord, an imp assassin, a spined to face Sareash’s forces alone.
devil evoker, and a lemure war priest of Zariel. They Combat. If pressed into combat, the fiendish party fights
claim—and seem—to be Tyshgwyn the male dwarf warlord, intelligently, focused on taking out any spellcasters first, then
dealing with lightly armored attackers and finishing with the
Miss Mixie the nonbinary pixie assassin, Valric the male
most heavily armored characters. The fiendish adventurers
halfling evoker, and Thulmek the female dwarven priest of make death saves rather than dying as soon as they are
Dumathoin. Refer to the Fiendish Adventurers sidebar reduced to 0 hit points.
(Dramatis Personae) for modifications. Exploration. A character who closely inspects the
What Do They Want? The fiendish adventuring party fiendish adventurers and succeeds on a DC 19 Intelligence
seeks to reach the Commander’s tomb. They won’t start (Investigation) check realizes they are under an illusion spell.
a fight with the characters, but gleefully join in if the
characters start one (then they can reanimate one of them
to open the door). When the fiendish party learns that Treasure
Sareash has successfully breached the commander’s tomb,
The imp assassin carries a bag of holding. The bearded
they prefer to leave the characters to fend for themselves
devil warlord carries a potion of supreme healing.
(see Social, below).
What Do They Know? The fiendish party was sent by Proceeding to Part 2
General Everbleed to make sure Sareash the Bloody Hooks Following this encounter, the characters find themselves
didn’t fail him again. They seem to have successfully passed in a long corridor. Along it, they have the opportunity to
the trials (and have knowledge of such if asked) and plan to explore bonus objective A and bonus objective B (if
free the commander…and then immediately deliver him to utilizing this additional content) before they proceed to
their master. Part 2.
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Part 2. The Snare
Estimated Duration: 1 hour 30 minutes how to destroy them. Each teleportation anchor can be
disabled with three successful DC 17 Intelligence (Arcana)
Bushwhacked or Intelligence (Religion) checks, or removed with 50
hit points worth of blood from a good-aligned character.
The characters must survive Sareash’s ambush and gather Otherwise it takes 200 points of damage to destroy. Each
the Honor Guard of the Hellriders. anchor has AC 5, immunity to cold, fire, necrotic, poison,
and psychic damage, and resistance to bludgeoning,
Story Objective slashing, and piercing damage from nonmagical weapons.
Surviving the ambush is Story Objective B. Exit. When the devils have all been dealt with, the heroes
can open Commander De La Reue’s tomb as well as any of
Area Information the tombs they did not open during the fight.
The tomb has the following features: Traps
Dimensions & Terrain. The tomb is a 150-foot-wide by There are twice as many traps in this room as the number
100-foot-long room shaped like a seven-pointed star. The of players. Pick which ones you want to use from Appendix
ceiling is 50 feet high. 3 and see suggested trap locations in Appendix 4. A floor
Light. The area is dimly lit by swirls of magical energy. trap or ceiling trap can only affect characters that are
Commander’s Tomb. On the far side of the room exactly above or below it; a wall trap has an area of effect
is a large stone vault. The lid contains an image of an as shown on the map.
androgynous, beautiful human in plate mail with the
Bloody Hooves insignia on their tabard and a griffin with Creature Information
a silvery halo on their shield. However, as soon as it is
touched it becomes clear this is just a facade. A tunnel As soon as the players open a tomb, start investigating the
underneath the tomb shows it has already been excavated teleportation anchors, or touch the commander’s tomb,
and the commander himself is missing. Sareash springs its trap. The devils enter the room from
Bloody Hooves. Mausoleums for Commander Rotger any of the conjuration circles, on their initiative counts. (To
De La Reue’s closest officers and companions are located make things easier, consider having each type of devils, as a
toward the outside corners of the room. group, act on one initiative count.) Hadriel, if present after
Teleportation Anchors. Scratched into the floor are bonus objective B, attempts to help and heal the heroes as
three teleportation anchors that prevent the characters much as he can.
from teleporting. A character who succeeds on a DC 17
Intelligence (Arcana) check understands what they are and
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• Wave 1: Four barbed devils and four spined devils Freeing the Bloody Hooves
teleport into the room. The devils attack the characters
and mostly ignore the Bloody Hooves. There are six tombs here, and the Bloody Hooves
Hellriders interred within have been awoken by the
• Wave 2: Three rounds after wave 1, on initiative count
commotion. The characters only need to open their tombs
20, two hydroloths and two damned devastators
to free them so they can help defend against the ambush.
(hobgoblin devastators who have died and gone to the
Each Hellrider has four levels of exhaustion, but they
Hells) teleport into the room to murder the characters.
do their best to help the heroes. They try to support the
They attack the Bloody Hooves and Dara if these helpers
heroes and spend their turns taking the Help action or
become too useful or get in the way.
Dodge action. If one of them gets too useful, a devil attack
• Wave 3: Seven rounds after wave 1, on initiative count them. One might interpose themself in front of a wounded
20, two chain devils (all chain devils present claim character as needed. Each Hellrider has AC 17 and 15 hit
they are Sareash, to help defend their leader) and two points in their current condition. If they are struck down,
canoloths teleport into the room. They attack the they make death saves. Use the handouts from Appendix
Bloody Hooves, Dara, and the characters with equal 8 to track their condition, and consider letting players run
glee. If anyone is knocked unconscious, devils attack them in combat.
the unconscious creature to kill them, even taking an
opportunity attack to do so if necessary.
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Rewards
The characters receive rewards based upon their
accomplishments. These rewards can be awarded during
the session or at its conclusion.
Character Rewards
The characters can earn the following rewards:
Milestones
Upon completing this adventure, each character gains
a level. At their discretion, they may choose to decline
advancement. Remind those that express an interest in this
that they have a limit to how much gold they can earn per
level; declining advancement means that they may reach a
point where they earn no gold.
Gold
Award each character gold for each hour of the session.
Adventures typically features cues for this, but you can add
it where you see fit. The maximum gold that you can award
• Amparo Inderpal, Rotger’s squire and a cleric of a character per hour is determined by their tier, as follows:
Bahamut. Her tomb is partially cracked open; the lid
can be pushed aside with a successful DC 10 Strength
Tier Hourly GP Award GP Limit per Level
(Athletics).
• Luiz Reyansh, Rotger’s companion and paladin 1 20 gp 80 gp
of Lathander. Luiz’s tomb with a successful DC 16 2 30 gp 240 gp
Strength (Athletics) check. 3 200 gp 1,600 gp
• Barros Emenike, Chief Medic and cleric of Ilmater. 4 750 gp 6,000 gp
His tomb is magically sealed by Ilmater and can
be opened with two successful DC 15 Intelligence
(Religion) checks to correctly read the prayers to Ilmater Magic Item(s)
engraved on the top of his tomb. If found during the adventure, the characters can keep
• Alisone Raynaldus, Captain of Archers. Her tomb can the following magic items; these items are described in
be opened by solving a puzzle of sigils. Give the players Appendix 14.
Handout 6. The solution is in Appendix 14. • Wand of the War Mage +3
• Segrann Thisicate, the prime artificer of the Bloody • Bag of Holding
Hooves. In order to open their tomb, heroes must string • Potion of supreme healing
amethysts and emeralds on a necklace so that no strand • Potion of speed
has three of one gem in a row. Give the players Handout • Potion of vitality
7. The solution is in Appendix 14. • Soul coin
• Keryth Dorrona, the second-in-command of the
Bloody Hooves. In order to open her tomb, the Story Awards
characters must figure out the order that she slew The characters can earn the following story award by
named devils. Give the players Handout 8. The solution completing this adventure; this story award is described in
is in Appendix 14. Appendix 15:
• Torm’s Chosen
Treasure
• When Segrann is rescued, they thank the characters by
giving them their wand of the war mage +3. The final
Dungeon Master Rewards
chain devil has a soul coin. For running this adventure, you gain a DM Reward. This
reward can be redeemed for levels, magic items, and other
Wrap Up: Regroup season-themed things. See the Adventurers League DM
Rewards document for more info.
Dara and the Hellrider Honor Guard need the characters
to help them return to the other Hellriders and leave the
Canyon of Screams.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL09-17 In the Hand (v1.0)
12
Dramatis Personae • What they Want: Carah’s role is to ensure that any who
seek the commander are both intelligent and humble, as
The following NPCs feature prominently in this adventure: per the Hellriders’ oath.
Dara (DAH ra). Dara is a ten-year-old human girl, wise • Hard to Impress: Carah has seen a lot in her time. But
beyond her years, who was raised by priests of Ilmater in if someone can impress her with their mind, she’s likely
Amn. She found and read from the Book of Exalted Deeds, to give hints about her newest puzzle.
which bestowed upon her great wisdom and the powers of Sareash (Zar EE ASH) The Bloody Hooks. One of
a full-fledged cleric of Ilmater. General Everbleed’s commanders, Sareash is a chain devil
• What They Want: Dara is on a holy mission into that’s always striving to make up for its last slip up or coup
Avernus to find the souls of lost angels and mortal attempt.
Hellriders who accompanied Zariel during her descent • What They Want: Sareash strives to earn General
into the Nine Hells. Everbleed’s approval—to find a way to depose the
• Wise Beyond Her Years: Dara is single minded general. Desperate to win, it throw any and all resources
about accomplishing her mission and often sounds at a situation to come out on top.
much more knowledgeable and mature than her years • Flips Like A Coin: If its plan or operation goes poorly,
would suggest. Sareash is quick to realize the danger and get itself out
Sir Galwain (GAHL way in). Galwain is a knight of the of the situation to fight another day.
Hellriders some hundreds of years old. His mind has been High Priest Horst Atheraice (HORST AYY thur ace). A
protected from madness by the Bloody Hooves’ mages who devoted cleric of Torm and chaplain of the Hellriders, Horst
meddled with his memories. is devoted to the company and the tenets of his god.
• What They Want: Galwain serves as a gatekeeper • What They Want: Horst wants the company to survive,
for the entrance to the outer tombs and their trials. even if that means losing his own life.
He wants to ensure that those who enter are possibly
• Save Yourselves: If he’s captured, Horst encourages
worthy of awakening his comrades.
the characters to leave him behind so they can free
• I Know What I Know: Galwain’s memories have been Commander Rotger.
modified so that he cannot give away anything about the
Scarbel (SCAR bell). An orthon bounty hunter, Scarbel
trials or the commander’s tomb.
has an impressive retrieval record.
Quartermaster Torbral (TORE brawl). As a
• What They Want: There’s a fat bounty on Dara’s head,
quartermaster of the Hellriders, Torbral maintained both
and Scarbel wants to win it. He’s easily captured Horst
the gear of and the bonds between soldiers.
and plans to either interrogate the priest or use him as
• What They Want: Torbral’s single most important task bait to get Dara.
is to ensure that the Hellriders and any who would seek
• Cunning & Experience: Scarbel has been around
the commander believe in themselves and in each other.
long enough to know that adventurers are the biggest
• We’ll Get Through Together: Torbral is incessantly variable in any job, and that the best way to beat them
positive, focusing on how a group can overcome nearly is to employ traps, trickery, and barter, or to avoid them
any obstacles by working together. altogether.
Sir Carah (CAH RAH). An archmage who loves puzzles, Hadriel (HAD REE el). The celestial griffon Hadriel has
Carah achieved immortality by binding herself to the served as the mount of Commander Rotger for generations.
tombs. Unable to leave, she works on puzzles, mind games,
• What They Want: Hadriel longs to be reunited with
and other ways to pass her time to prepare the ultimate
Commander Rotger.
mental test for any who would seek the commander.
• Loyal to a Fault: Hadriel is quick to believe those who
promise to help him find the commander.
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13
Creature Statistics Reactions
Instinctive Charm. When a creature within 60 feet of the amnizu
The following creatures appear in this adventure. makes an attack roll against it, and another creature is within the
attack’s range, the attacker must make a DC 19 Wisdom saving
Amnizu throw. On a failed save, the attacker must target the creature
Medium fiend (devil), lawful evil that is closest to it, not including the amnizu or itself. If multiple
creatures are closest, the attacker chooses which one to target.
Armor Class 21 (natural armor) If the saving throw is successful, the attacker is immune to the
Hit Points 202 (27d8 + 81) amnizu’s Instinctive Charm for 24 hours.
Speed 30 ft., fly 40 ft.
Saving throws Dex +7, Con +9, Wis +7, Cha +10 Armor Class 12 (15 with mage armor)
Skills Perception +7 Hit Points 99 (18d8 + 18)
Damage Resistance Cold; Bludgeoning, Piercing, and Slashing Speed 30 ft.
from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison STR DEX CON INT WIS CHA
Condition Immunities Charmed, Poisoned 10 (0) 14 (+2) 12 (+1) 20 (+5) 15 (+2) 16 (+3)
Senses Darkvision 120 ft., passive Perception 17
Languages Infernal, Telepathy 1,000 ft. Saving throws Int +9, Wis +6
Challenge 18 (20,000 XP) Skills Arcana +13, History +13
Damage Resistance Damage from Spells; Nonmagical
Bludgeoning, Piercing, and Slashing (from Stoneskin)
Devil's Sight. Magical darkness doesn't impede the devil’s
Senses passive Perception 12
darkvision.
Languages Any six languages
Innate Spellcasting. The amnizu’s innate spellcasting ability Challenge 12 (8,400 XP)
is Intelligence (spell save 19, +11 to hit with spell attacks). The
amnizu can innately cast the following spells, requiring no
Magic Resistance. The archmage has advantage on saving throws
material components:
against spells and other magical effects.
At will: charm person, command
Spellcasting. The archmage is an 18th-level spellcaster. Its
3/day each: dominate person, fireball
1/day each: dominate monster, feeblemind spellcasting ability is Intelligence (spell save DC 17, +9 to hit with
spell attacks). The archmage can cast disguise self and invisibility
Magic Resistance. The devil has advantage on saving throws at will and has the following wizard spells prepared:
against spells and other magical effects.
Cantrips (at will): fire bolt, light, mage hand, prestidigitation,
Actions shocking grasp
1st level (4 slots): detect magic, identify, mage armor*,
Multiattack. The amnizu uses Poison Mind. It also makes two magic missile
attacks: one with its whip and one with its Disruptive Touch. 2nd level (3 slots): detect thoughts, mirror image, misty step
Taskmaster Whip. Melee Weapon Attack: +11 to hit, reach 10 ft., 3rd level (3 slots): counterspell, fly, lightning bolt
one target. Hit: 10 (2d4 + 5) slashing damage plus 33 (6d10) 4th level (3 slots): banishment, fire shield, stoneskin*
force damage. 5th level (3 slots): cone of cold, scrying, wall of force
6th level (1 slot): globe of invulnerability
Disruptive Touch. Melee Spell Attack: +11 to hit, reach 5 ft., one 7th level (1 slot): teleport
target. Hit: 44 (8d10) necrotic damage. 8th level (1 slot): mind blank*
Poison Mind. The amnizu targets one or two creatures that it 9th level (1 slot): time stop
can see within 60 feet of it. Each target must succeed on a DC 19 *The archmage casts these spells on itself before combat.
Wisdom saving throw or take 26 (4d12) necrotic damage and be
blinded until the start of the amnizu’s next turn. Actions
Forgetfulness (recharge 6). The amnizu targets one creature it Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
can see within 60 feet of it. That creature must succeed on a DC range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
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.
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DDAL09-17 In the Hand (v1.0)
14
Assassin Barbed Devil
Medium humanoid (any race), any non-good alignment Medium fiend (devil), lawful evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0 ) 16 (+3) 17 (+3) 18 (+4) 12 (+1) 14 (+2) 14 (+2)
Saving throws Dex +6, Int +4 Saving throws Str +6, Con +7, Wis +5, Cha +5
Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9 Skills Deception +5, Insight +5, Perception +8
Damage Resistance poison Damage Resistance cold; bludgeoning, piercing, and slashing
Condition Immunities poisoned from nonmagical attacks that aren't silvered
Senses passive Perception 13 Damage Immunities fire, poison
Languages Thieves' cant plus any two languages Condition Immunities poisoned
Challenge 8 (3,900 XP) Senses darkvision 120 ft., passive Perception 12
Languages Infernal, Telepathy 120 ft.
Challenge 5 (1,800 XP)
Assassinate. During its first turn, the assassin has advantage on
attack rolls against any creature that hasn't taken a turn. Any hit
the assassin scores against a surprised creature is a critical hit. Devil's Sight. Magical darkness doesn't impede the devil’s
darkvision.
Evasion. If the assassin is subjected to an effect that allows it
to make a Dexterity saving throw to take only half damage, the Magic Resistance. The devil has advantage on saving throws
assassin instead takes no damage if it succeeds on the saving against spells and other magical effects.
throw, and only half damage if it fails.
Actions
Sneak Attack. Once per turn, the assassin deals an extra 14
Multiattack. The devil makes three melee attacks: one with its tail
(4d6) damage when it hits a target with a weapon attack and has
and two with its claws. Alternatively, it can use Hurl Flame twice.
advantage on the attack roll, or when the target is within 5 feet
of an ally of the assassin that isn't incapacitated and the assassin Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
doesn't have disadvantage on the attack roll. 6 (1d6 + 3) piercing damage.
Actions Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
10 (2d6 + 3) piercing damage.
Multiattack. The assassin makes two shortsword attacks.
Hurl Flame. Ranged Spell Attack: +5 to hit, range 150 ft., one
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable
target. Hit: 6 (1d6 + 3) piercing damage, and the target must object that isn't being worn or carried, it also catches fire.
make a DC 15 Constitution saving throw, taking 24 (7d6)
poison damage on a failed save, or half as much damage on a
successful one.6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)
piercing damage.
Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320
ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target
must make a DC 15 Constitution saving throw, taking 24 (7d6)
poison damage on a failed save, or half as much damage on a
successful one.
Fiendish Adventurers
The fiendish adventurers in Part 1 have the additional
qualities:
• 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.
• 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.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL09-17 In the Hand (v1.0)
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Black Abishai Canoloth
Medium fiend (devil), lawful evil Medium fiend (yugoloth), neutral evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 13 (+1) 14 (+2) 16 (+3) 11 (+0) 18 (+4) 10 (+0) 17 (+3) 5 (-3) 17 (+3) 12 (+1)
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL09-17 In the Hand (v1.0)
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Chain Devil Champion
Medium fiend (devil), lawful evil Medium humanoid (any race), any alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 18 (+4) 11 (+0) 12 (+1) 14 (+2) 20 (+5) 15 (+2) 14 (+2) 10 (+0) 14 (+2) 12 (+1)
Saving throws Con +7, Wis +4, Cha +5 Saving throws Str +9, Con +6
Damage Resistance cold; bludgeoning, piercing, and slashing Skills Athletics +9, Intimidation +5, Perception +6
from nonmagical attacks that aren't silvered Senses passive Perception 16
Damage Immunities fire, poison Languages Common
Condition Immunities poisoned Challenge 9 (5,000 XP)
Senses darkvision 120 ft., passive Perception 11
Languages Infernal, Telepathy 120 ft.
Challenge 8 (3,900 XP) Indomitable (2/Day). The champion rerolls a failed saving throw.
Second Wind (Recharges after a Short or Long Rest). As a bonus
action, the champion can regain 20 hit points.
Devil’s Sight. Magical darkness doesn't impede the devil's
darkvision. Actions
Magic Resistance. The devil has advantage on saving throws Multiattack. The champion makes three attacks with its
against spells and other magical effects. greatsword or its shortbow.
Actions Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing
Multiattack. The devil makes two attacks with its chains.
damage if the champion has more than half of its total hit points
Chain. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. remaining.
Hit: 11 (2d6 + 4) slashing damage. The target is grappled (escape
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one
DC 14) if the devil isn't already grappling a creature. Until this
target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing
grapple ends, the target is restrained and takes 7 (2d6) piercing
damage if the champion has more than half of its total hit points
damage at the start of each of its turns.
remaining.
Animate Chains (Recharges after a Short or Long Rest). Up to four
chains the devil can see within 60 feet of it magically sprout razor-
edged barbs and animate under the devil's control, provided that
the chains aren't being worn or carried.
Each animated chain is an object with AC 20, 20 hit points,
resistance to piercing damage, and immunity to psychic and
thunder damage. When the devil uses multiattack on its turn,
it can use each animated chain to make one additional chain
attack. An animated chain can grapple one creature of its own but
can't make attacks while grappling. An animated chain reverts
to its inanimate state if reduced to 0 hit points or if the devil is
incapacitated or dies.
Reactions
Unnerving Mask. When a creature the devil can see starts its
turn within 30 feet of the devil, the devil can create the illusion
that it looks like one of the creature's departed loved ones or
bitter enemies. If the creature can see the devil, it must succeed
on a DC 14 Wisdom saving throw or be frightened until the end
of its turn.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL09-17 In the Hand (v1.0)
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Dara Evoker
Medium humanoid (human), lawful good Medium humanoid (any race), any alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 14 (+2) 10 (+0) 17 (+3) 12 (+1) 9 (-1) 14 (+2) 12 (+1) 17 (+3) 12 (+1) 11 (+0)
Fiendish Adventurers
The fiendish adventurers in Part 1 have the additional
qualities:
• 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.
• 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.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL09-17 In the Hand (v1.0)
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Ghost Hadriel (Griffon)
Medium undead, any alignment Large monstrosity, unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
7 (-2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3) 18 (+4) 15 (+2) 16 (+3) 2 (-4) 13 (+1) 8 (-1)
Actions
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane Multiattack. The griffon makes two attacks: one with its beak and
when it is on the Material Plane, and vice versa. one with its claws.
Incorporeal Movement. The ghost can move through other Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
creatures and objects as if they were difficult terrain. It takes 5 8 (1d8 + 4) piercing damage.
(1d10) force damage if it ends its turn inside an object.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
Actions 11 (2d6 + 4) slashing damage.
Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 17 (4d6 + 3) necrotic damage.
Hadriel the Angelic Griffon
Etherealness. The ghost enters the Ethereal Plane from the Hadriel is a griffon with the following modifications:
Material Plane, or vice versa. It is visible on the Material Plane • Healing Touch (3/Day). As an action, Hadriel touches
while it is in the Border Ethereal, and vice versa, yet it can't affect another creature with its beak. The target magically regains
or be affected by anything on the other plane. 11 (2d8 + 2) hit points. In addition, the touch removes all
Horrifying Visage. Each non-undead creature within 60 feet diseases and neutralizes all poisons afflicting the target.
of the ghost that can see it must succeed on a DC 13 Wisdom • Innate Spellcasting. Hadriel’s innate spellcasting ability is
saving throw or be frightened for 1 minute. If the save fails by 5 Wisdom (spell save DC 13). Hadriel can innately cast the
or more, the target also ages 1d4 × 10 years. A frightened target following spells, requiring no components:
At will: detect evil and good, light
can repeat the saving throw at the end of each of its turns, ending
1/day each: cure wounds, dispel evil and good
the frightened condition on itself on a success. If a target's saving
throw is successful or the effect ends for it, the target is immune • Magic Resistance. Hadriel has advantage on saving throws
to this ghost's Horrifying Visage for the next 24 hours. The aging against spells and other magical effects.
• Magic Weapons. Hadriel’s weapon attacks are magical.
effect can be reversed with a greater restoration spell, but only
• Shimmering Shield. As a reaction, Hadriel creates a
within 24 hours of it occurring.
shimmering, magical field around itself and another
Possession (Recharge 6). One humanoid that the ghost can see creature mounted on Hadriel. The target gains a +2 bonus
within 5 feet of it must succeed on a DC 13 Charisma saving to AC until the end of the griffon’s next turn.
throw or be possessed by the ghost; the ghost then disappears,
and the target is incapacitated and loses control of its body.
The ghost now controls the body but doesn't deprive the target
of awareness. The ghost can't be targeted by any attack, spell,
or other effect, except ones that turn undead, and it retains its
alignment, Intelligence, Wisdom, Charisma, and immunity to
being charmed and frightened. It otherwise uses the possessed
target's statistics, but doesn't gain access to the target's
knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, the
ghost ends it as a bonus action, or the ghost is turned or forced
out by an effect like the dispel evil and good spell. When the
possession ends, the ghost reappears in an unoccupied space
within 5 feet of the body. The target is immune to this ghost's
Possession for 24 hours after succeeding on the saving throw or
after the possession ends.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL09-17 In the Hand (v1.0)
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Hell Hound Hobgoblin Devastator
Medium fiend, lawful evil Medium humanoid (goblinoid), lawful evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 14 (+2) 6 (-2) 13 (+1) 6 (-2) 13 (+1) 12 (+1) 14 (+2) 16 (+3) 13 (+1) 11 (+0)
Actions Army Arcana. When the hobgoblin casts a spell that causes
damage or that forces other creatures to make a saving throw,
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7
it can choose itself and any number of allies to be immune to
(1d8 + 3) piercing damage plus 7 (2d6) fire damage.
the damage caused by the spell and to succeed on the required
Fire Breath (Recharge 5–6). The hound exhales fire in a 15-foot saving throw.
cone. Each creature in that area must make a DC 12 Dexterity
Spellcasting. The hobgoblin is a 7th-level spellcaster. Its
saving throw, taking 21 (6d6) fire damage on a failed save, or half
spellcasting ability is Intelligence (spell save DC 13, +5 to hit with
as much damage on a successful one.
spell attacks). It has the following wizard spells prepared:
Cantrips (at will): acid splash, fire bolt, ray of frost, shocking grasp
Hill Giant 1st level (4 slots): fog cloud, magic missile, thunderwave
Huge giant, chaotic evil 2nd level (3 slots): gust of wind, Melf’s acid arrow, scorching ray
3rd level (3 slots): fireball, fly, lightning bolt
Armor Class 13 (natural armor) 4th level (1 slot): ice storm
Hit Points 105 (10d12 + 40)
Speed 40 ft. Actions
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1)
21 (+5) 8 (-1) 19 (+4) 5 (-3) 9 (-1) 6 (-2) bludgeoning damage if used with two hands.
Skills Perception +2
Senses Passive Perception 12
Languages Giant
Challenge 5 (1,800 XP)
Actions
Multiattack. The giant makes two greatclub attacks.
Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one
target. Hit: 18 (3d8 + 5) bludgeoning damage.
Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one
target. Hit: 21 (3d10 + 5) bludgeoning damage.
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DDAL09-17 In the Hand (v1.0)
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Hydroloth Knight
Medium fiend (yugoloth), neutral evil Medium humanoid, any alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 21 (+5) 16 (+3) 19 (+4) 10 (+0) 14 (+2) 16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2)
Actions
Multiattack. The hydroloth makes two melee attacks. In
place of one of these attacks, it can cast one spell that takes 1
action to cast.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
14 (2d8 + 5) slashing damage.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
16 (2d10 + 5) piercing damage.
Steal Memory (1/Day). The hydroloth targets one creature it can
see within 60 feet of it. The target takes 4d6 psychic damage,
and it must make a DC 16 Intelligence saving throw. On a
successful save, the target becomes immune to this hydroloth’s
Steal Memory for 24 hours. On a failed save, the target loses all
proficiencies, it can’t cast spells, it can’t understand language,
and if its Intelligence and Charisma scores are higher than 5,
they become 5. Each time the target finishes a long rest, it can
repeat the saving throw, ending the effect on itself on a success. A
greater restoration or remove curse spell cast on the target ends
this effect early.
Teleport. The hydroloth magically teleports, along with
any equipment it is wearing or carrying, up to 60 feet to an
unoccupied space it can see.
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DDAL09-17 In the Hand (v1.0)
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Merregon Mezzoloth
Medium fiend (devil), lawful evil Medium fiend (yugoloth), neutral evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 15 (+2) 9 (-1) 11 (+0) 11 (+0) 18 (+4) 11 (+0) 16 (+3) 7 (-2) 10 (+0) 11 (+0)
Devil's Sight. Magical darkness doesn't impede the merregon’s Innate Spellcasting. The mezzoloth’s innate spellcasting ability is
darkvision. Charisma (spell save DC 11). The mezzoloth can innately cast the
following spells, requiring no material components:
Magic Resistance. The merregon has advantage on saving throws
against spells and other magical effects. 2/day each: darkness, dispel magic
1/day: cloudkill
Actions
Magic Resistance. The mezzoloth has advantage on saving throws
Multiattack. The merregon makes two halberd attacks, or if an against spells and other magical effects.
allied fiend of challenge rating 6 or higher is within 60 feet of it,
the merregon makes three halberd attacks. Magic Weapons. The mezzoloth’s weapon attacks are magical.
Loyal Bodyguard. When another fiend within 5 feet of the Trident. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or
merregon is hit by an attack, the merregon causes itself to be range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8
hit instead. (1d8 + 4) piercing damage when held with two claws and used to
make a melee attack.
Teleport. The mezzoloth magically teleports, along with
any equipment it is wearing or carrying, up to 60 feet to an
unoccupied space it can see.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL09-17 In the Hand (v1.0)
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Narzugon Nightmare
Medium fiend (devil), lawful evil Large fiend, neutral evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 17 (+3) 16 (+3) 14 (+2) 19 (+4) 18 (+4) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)
Saving Throws Dex +5, Con +8, Cha +9 Damage Immunities fire
Skills Perception +7 Senses passive Perception 11
Damage Resistance acid, cold; bludgeoning, piercing, and Languages Common and Infernal but can't speak
slashing from nonmagical attacks that aren't silvered Challenge 3 (700 XP)
Damage Immunities acid, poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 17 Confer Fire Resistance. The nightmare can grant resistance to fire
Languages Common, Infernal, Telepathy 120 ft. damage to anyone riding it.
Challenge 13 (10,000 XP) Illumination. The nightmare sheds bright light in a 10-foot radius
and dim light for an additional 10 feet.
Diabolical Sense. The narzugon has advantage on Wisdom Actions
(Perception) checks made to perceive good-aligned creatures.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Infernal Tack. The narzugon wears spurs that are part of infernal Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage.
tack, which allow it to summon its nightmare companion.
Ethereal Stride. The nightmare and up to three willing creatures
Magic Resistance. The devil has advantage on saving throws within 5 feet of it magically enter the Ethereal Plane from the
against spells and other magical effects. Material Plane, or vice versa.
Actions
Multiattack. The narzugon uses its Infernal Command or
Terrifying Command. It also makes three hellfire lance attacks.
Hellfire Lance. Melee Weapon Attack: +10 to hit, reach 10 ft., one
target. Hit: 11 (1d12 + 5) piercing damage plus 16 (3d10) fire
damage. If this damage kills a creature, the creature’s soul rises
from the River Styx as a lemure in Avernus in 1d4 hours. If the
creature isn’t revived before then, only a wish spell or killing the
lemure and casting true resurrection on the creature’s original
body can restore it to life. Constructs and devils are immune to
this effect.
Infernal Command. Each ally of the narzugon within 60 feet of it
can’t be charmed or frightened until the end of the narzugon’s
next turn.
Terrifying Command. Each creature that isn’t a fiend within 60
feet of the narzugon that can hear it must succeed on a DC 17
Charisma saving throw or become frightened of it 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. A creature that
makes a successful saving throw is immune to this narzugon’s
Terrifying Command for 24 hours.
Healing (1/Day). The narzugon, or one creature it touches,
regains up to 100 hit points.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL09-17 In the Hand (v1.0)
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Orthon Infernal Crossbow. Ranged Weapon Attack: +7 to hit, range
100/400 ft., one target. Hit: 14 (2d10 + 3) piercing damage, plus
Large fiend (devil), lawful evil
one of the following effects:
Armor Class 17 (half plate) 1. Acid. The target must make a DC 17 Constitution saving throw,
Hit Points 105 (10d10 + 50) taking an additional 17 (5d6) acid damage on a failed save, or
Speed 30 ft., climb 30 ft. half as much damage on a successful one.
2. Blindness (1/Day). The target takes 5 (1d10) radiant damage.
STR DEX CON INT WIS CHA In addition, the target and all other creatures within 20 feet of
22 (+6) 16 (+3) 21 (+5) 15 (+2) 15 (+2) 16 (+3) it must each make a successful DC 17 Dexterity saving throw or
be blinded until the end of the orthon’s next turn.
Saving throws Dex +7, Con +9, Wis +6 3. Concussion. The target and each creature within 20 feet of it
Damage Resistances cold; bludgeoning, piercing, and slashing must make a DC 17 Constitution saving throw, taking 13 (2d12)
from nonmagical attacks that aren't silvered thunder damage on a failed save, or half as much damage on a
Damage Immunities fire, poison successful one.
Condition Immunities charmed, exhausted, poisoned 4. Entanglement. The target must make a successful DC 17
Senses darkvision 120 ft., truesight 30, passive Perception 20 Dexterity saving throw or be restrained for 1 hour by strands
Languages Common, Infernal, Telepathy 120 ft. of sticky webbing. A restrained creature can escape by using
Challenge 10 (5,900 XP) an action to make a successful DC 17 Dexterity or Strength
check. Any creature other than an orthon that touches the re-
strained creature must make a successful DC 17 Dexterity sav-
Invisibility Field. The orthon can use a bonus action to become ing throw or become similarly restrained.
invisible. Any equipment the orthon wears or carries is also 5. Paralysis (1/Day). The target takes 22 (4d10) lightning damage
invisible as long as the equipment is on its person. This and must make a successful DC 17 Constitution saving throw or
invisibility ends immediately after the orthon makes an attack roll be paralyzed for 1 minute. The paralyzed target can repeat the
or is hit by an attack. saving throw at the end of each of its turns, ending the effect on
itself on a success.
Magic Resistance. The orthon has advantage on saving throws 6. Tracking. For the next 24 hours, the orthon knows the direction
against spells and other magical effects. 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
Actions which one, but not the exact location there.
Infernal Dagger. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 11 (2d4 + 6) slashing damage, and the target must Reactions
make a DC 17 Constitution saving throw, taking 22 (4d10) poison Explosive Retribution. When it is reduced to 15 hit points or fewer,
damage on a failed save, or half as much damage on a successful the orthon causes itself to explode. All other creatures within 30
one. On a failure, the target is also poisoned for 1 minute. The feet of it must each make a DC 17 Dexterity saving throw, taking
poisoned target can repeat the saving throw at the end of each of 9 (2d8) fire damage plus 9 (2d8) thunder damage on a failed
its turns, ending the effect on itself on a success. save, or half as much damage on a successful one. This explosion
destroys the orthon, its infernal dagger, and its brass crossbow.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL09-17 In the Hand (v1.0)
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Solar Searing Burst (Costs 2 Actions). The solar emits magical, divine
energy. Each creature of its choice in a 10-foot radius must
Large celestial, lawful good
make a DC 23 Dexterity saving throw, taking 14 (4d6) fire dam-
age plus 14 (4d6) radiant damage on a failed save, or half as
Armor Class 21 (Natural Armor) much damage on a successful one.
Hit Points 243 (18d10 + 144) Blinding Gaze (Costs 3 Actions). The solar targets one creature
Speed 50 ft., fly 150 ft. it can see within 30 feet of it. If the target can see it, the tar-
get must succeed on a DC 15 Constitution saving throw or be
STR DEX CON INT WIS CHA blinded until magic such as the lesser restoration spell removes
26 (+8) 22 (+6) 26 (+8) 25 (+7) 25 (+7) 30 (+10) the blindness.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL09-17 In the Hand (v1.0)
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Storm Giant Venom Troll
Huge giant, chaotic good Large giant, chaotic evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
29 (+9) 14 (+2) 20 (+5) 16 (+3) 18 (+4) 18 (+4) 18 (+4) 13 (+1) 20 (+5) 7 (-2) 9 (-1) 7 (-2)
Saving Throws Str +14, Con +10, Wis +9, Cha +9 Skills Perception +2
Skills Arcana +8, Athletics +14, History +8, Perception +9 Damage Vulnerabilities fire
Damage Resistance cold Damage Immunities poison
Damage Immunities lightning, thunder Condition Immunities poisoned
Senses passive Perception 19 Senses darkvision 60 ft., passive Perception 12
Languages Common, Giant Languages Giant
Challenge 13 (10,000 XP) Challenge 7 (2,900 XP)
Amphibious. The giant can breathe air and water. Keen Smell. The troll has advantage on Wisdom (Perception)
checks that rely on smell.
Innate Spellcasting. The giant's innate spellcasting ability is
Charisma (spell save DC 17). It can innately cast the following Poison Splash. When the troll takes damage of any type but
spells, requiring no material components: psychic, each creature within 5 feet of the troll takes 9 (2d8)
At will: detect magic, feather fall, levitate, light poison damage.
3/day each: control weather, water breathing Regeneration. The troll regains 10 hit points at the start of each
of its turns. If the troll takes acid or fire damage, this trait doesn’t
Actions function at the start of the troll’s next turn. The troll dies only if it
Multiattack. The giant makes two greatsword attacks. starts its turn with 0 hit points and doesn’t regenerate.
Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one Actions
target. Hit: 30 (6d6 + 9) slashing damage.
Multiattack. The troll makes three attacks: one with its bite and
Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one two with its claws.
target. Hit: 35 (4d12 + 9) bludgeoning damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
Lightning Strike (Recharge 5–6). The giant hurls a magical 7 (1d6 + 4) piercing damage plus 4 (1d8) poison damage, and the
lightning bolt at a point it can see within 500 feet of it. Each creature is poisoned until the start of the troll’s next turn.
creature within 10 feet of that point must make a DC 17 Dexterity
saving throw, taking 54 (12d8) lightning damage on a failed save, Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
or half as much damage on a successful one. 11 (2d6 + 4) slashing damage plus 4 (1d8) poison damage.
Venom Spray (Recharge 6). The troll slices itself with a claw,
releasing a spray of poison in a 15-foot cube. The troll takes 7
The Peace Guardian (2d6) slashing damage (this damage can’t be reduced in any way).
In addition to the above, the Peace Guardian has the Each creature in the area must make a DC 16 Constitution saving
following additional qualities: throw. On a failed save, a creature takes 18 (4d8) poison damage
• Damage Immunities poison, psychic; nonmagical and is poisoned for 1 minute. On a successful save, the creature
bludgeoning, piercing, and slashing takes half as much damage and isn’t poisoned. A poisoned
• Condition Immunities charmed, exhausted, immobilized, creature can repeat the saving throw at the end of each of its
paralyzed, petrified, restrained, and stunned turns, ending the effect on itself on a success.
Not for resale. Permission granted to print or photocopy this document for personal use only.
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War Priest Warlock of the Fiend
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 14 (+2) 11 (+0) 17 (+3) 13 (+1) 10 (+0) 14 (+2) 15 (+2) 12 (+1) 12 (+1) 18 (+4)
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL09-17 In the Hand (v1.0)
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Warlord Yagnoloth
Medium humanoid (any race), any alignment Large fiend (yugoloth), neutral evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 18 (+4) 12 (+1) 12 (+1) 18 (+4) 19 (+4) 14 (+2) 21 (+5) 16 (+3) 15 (+2) 18 (+4)
Saving Throws Str +9, Dex +7, Con +8 Saving Throws Dex +6, Int +7, Wis +6, Cha +8
Skills Athletics +9, Intimidation +8, Perception +5, Persuasion +8 Skills Deception +8, Insight +6, Perception +6, Persuasion +8
Senses passive Perception 15 Damage Resistance cold, fire, lightning; bludgeoning, piercing,
Languages any two languages and slashing from nonmagical attacks
Challenge 12 (8,400 XP) Damage Immunities acid, poison
Condition Immunities poisoned
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 16
Indomitable (3/Day). The warlord can reroll a saving throw it fails. Languages Abyssal, Infernal, Telepathy 60 ft.
It must use the new roll. Challenge 11 (7,200 XP)
Survivor. The warlord regains 10 hit points at the start of its turn
if it has at least 1 hit point but fewer hit points than half its hit Innate Spellcasting. The yagnoloth’s innate spellcasting ability
point maximum. is Charisma (spell save DC 16). It can innately cast the following
Actions spells, requiring no material components:
Multiattack. The warlord makes two weapon attacks. At will: darkness, detect magic, dispel magic, invisibility (self only),
suggestion
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one 3/day: lightning bolt
target. Hit: 12 (2d6 + 5) slashing damage.
Magic Resistance. The yagnoloth has advantage on saving throws
Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one against spells and other magical effects.
target. Hit: 6 (1d6 + 3) piercing damage.
Magic Weapons. The yagnoloth’s weapon attacks are magical.
Legendary Actions
Actions
The warlord can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at Multiattack. The yagnoloth makes one massive arm attack and
a time and only at the end of another creature's turn. The warlord one electrified touch attack, or it makes one massive arm attack
regains spent legendary actions at the start of its turn. and teleports before or after the attack.
• Weapon Attack. The warlord makes a weapon attack. Electrified Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one
• Command Ally. The warlord targets one ally it can see within 30 target. Hit: 27 (6d8) lightning damage.
feet of it. If the target can see and hear the warlord, the target Massive Arm. Melee Weapon Attack: +8 to hit, reach 15 ft., one
can make one weapon attack as a reaction and gains advantage target. Hit: 23 (3d12 + 4) bludgeoning damage. If the target is a
on the attack roll. creature, it must succeed on a DC 16 Constitution saving throw or
• Frighten Foe (Costs 2 Actions). The warlord targets one enemy become stunned until the end of the yagnoloth’s next turn.
it can see within 30 feet of it. If the target can see and hear it,
Life Leech. The yagnoloth touches one incapacitated creature
the target must succeed on a DC 16 Wisdom saving throw or be
within 15 feet of it. The target takes 36 (7d8 + 4) necrotic damage,
frightened until the end of warlord’s next turn.
and the yagnoloth gains temporary hit points equal to half the
damage dealt. The target must succeed on a DC 16 Constitution
Fiendish Adventurers saving throw, or its hit point maximum is reduced by an amount
The fiendish adventurers in Part 1 have the additional equal to the damage taken. This reduction lasts until the target
qualities: finishes a long rest, and the target dies if its hit point maximum is
• Damage Resistances cold; bludgeoning, piercing, and reduced to 0.
slashing from nonmagical attacks that aren’t silvered Battlefield Cunning (Recharge 4-6). Up to two allied yugoloths
• Damage Immunities fire, poison within 60 feet of the yagnoloth that can hear it can use their
• Condition Immunities poisoned
reactions to make one melee attack each.
• Senses darkvision 120 ft.
• 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.
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DDAL09-17 In the Hand (v1.0)
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Appendix 1: Keeping the Faith
(Bonus Objective A)
Estimated Duration: 1 hour Traps. Strung across the barricade and ten feet past
it, invisible tripwires connected to a set of four orthon
During Part 1, the characters found their way to the
crossbows. The first two are loaded with concussion
commander’s tomb. During that time, a cadre of cunning
arrows, the third is loaded with a blindness arrow, and the
devils captured High Priest Horst Atheraice. Starving from
last is loaded with a paralysis arrow. If the tripwires are
the forced march required by SAREASH THE BLOODY
crossed, the crossbows fire at +12 to hit at the point where
HOOKS, the devils overcame the priest and dragged him
the wires were crossed and deal damage according to the
to one of the side tombs to ransom but have given into
orthon stat block. If the invisible tripwires can be seen, they
their hunger. Can the adventurers rescue or bargain for
can be disabled with a successful DC 23 Dexterity (Thieves’
HORST’s life before the devils consume him?
Tools) check, but a failure sets them off.
Bonus Objective A
Rescuing High Priest Horst Atheraice is Bonus Objective
A. The characters can pursue this bonus objective once they
have completed Part 1, but before proceeding to Part 2.
Timing
Scarbel is waiting for one of the tunnel crews to reach this
tomb, which happens five minutes after the encounter starts.
If the characters have not resolved the encounter by then or
begun negotiations, the orthon drags Horst through the new
tunnel and collapses it behind him, leaving the warlocks and
abishai to delay the characters.
B. A Tight Spot
This scene takes place in a barricaded tomb set off one of
the paths to the Commander’s Tomb. As the Teleportation
Anchors are still in effect, the characters are unable to
teleport in this area.
Dimensions and Terrain. A narrow three-foot-high,
five-foot-wide corridor leads to the tomb
proper, which has been fortified
with barricades and trapped
(see below). The passage
requires the characters to
squeeze through one at a
time.
Lighting. A driftglobe
hangs outside the barricades,
providing dim light.
Sound. The occasional
sound of a scream and loud
chewing can be heard.
Barricade. The barricades are
constructed of stone slabs from the
tomb which provide difficult terrain. They
can be broken by being dealt 75 points of damage, and the
barricades are immune to poison and psychic damage.
29
On Guard. If the characters do not succeed on a DC 18 What Do They Want? Scarbel’s objective is to bring
group Dexterity (Stealth) check or if they set off any of the a prize back to Sareash - either one of the Bloody Hoof
tripwires, the creatures in the next room are alerted to Hellriders, Dara the meddling cleric, or one of Dara’s
their presence and act with advantage on the first round of agents. The abishai and warlocks follow Scarbel but are
combat. hungry from the forced march and have begun to snack
on Horst.
Creature Information What Do They Know? Scarbel knows that Sareash has
Within the tomb are Scarbel, an orthon bounty hunter sent tunnels throughout the complex but doesn’t know if it has
by Sareash to hunt down Horst (a war priest with no spell found the commander’s tomb yet. Scarbel knows that the
slots remaining who is unarmed, stripped of his armor, and priest is valuable, but Dara or one of her adventurer agents
restrained by his bonds). Scarbel is accompanied by a black would be more valuable and he seeks to raise his standing
abishai and two warlocks of the fiend. Horst is poisoned by capturing as many as possible.
Treasure
The orthon’s equipment disintegrates (including the
crossbows used in the trap) when he is slain, other than a
potion of speed he carries.
Development
Horst has been wounded from the abishai
and cannibal warlocks feeding on him and
requires healing or an escort to make it
back out to the entrance.
Not for resale. Permission granted to print or photocopy this document for personal use only.
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Appendix 2: Hadriel
(Bonus Objective B)
Estimated Duration: 1 hour
The characters enter Hadriel’s grotto to look for
Commander Rotger De La Reue’s faithful companion and
mount, who has been laid here in a magical slumber.
Bonus Objective B
Freeing Hadriel is Bonus Objective B. The devils must
be dealt with and then the wards around Hadriel must be
unlocked.
A. Vestibule
This is the entry to this area.
Area Information
The corridor has the following features:
Dimensions & Terrain. The corridor is 10 feet wide by
30 feet long. The ceiling, walls, and floor are all bare stone.
Light. The area is dimly lit by occasional tufts of magical
energy sliding through the air.
Sound. The winds of the Canyon of Screams are nearby,
but blessedly muffled by stone.
Exit. A silver-clad iron door covered with holy runes to
ward off devils closes off the far end of the corridor. It’s
been bashed open and then bashed closed again and sits
askew in the frame. Opening it requires a successful DC
20 Strength (Athletics) check and makes a huge booming
echo unless the characters find a clever way to not alert
everything here that the door has been breached.
Details. A DC 12 Wisdom (Perception) check reveals
that there are a variety of devilish prints in thick dust in
here. This place has been closed for a long time until
very recently. The characters can spot dog-like, hoof-like,
and booted tread depending on what foes they face (see
Adjusting the Scene).
B. Hot and Cold Maze Don’t Look Back. As a creature progresses through the
The maze has the following features: maze the hall 20 feet behind it fades into inky darkness that
Dimensions & Terrain. A maze of solid infernal stone- no vision can penetrate. A DC 12 Intelligence (Arcana) check
like passages 15 feet wide and 10 feet tall. indicates that reality behind oneself is becoming nonexistent.
Light. The area is dimly lit by occasional swirls of If a creature retraces its steps for more than a dozen feet or
magical energy sliding through the air. The cold areas are so, it finds itself teleported to the beginning of the maze.
brightly lit by frigid blue flames. The hot areas are brightly Exits. The exit of the maze is in the northeast corner of
lit by searing orange flames. the map.
Hot and Cold. Walking through a cold area chills Creature Information
one to the bone. Walking through a hot area makes one A very lost narzugon called Apolazig, her nightmare, and
uncomfortably hot. But neither does any damage. However, her three hellhounds are here trying to get to Hadriel to
walking through two hot or cold areas in a row does 150 convince him to join them (and become an infernal griffon)
points of fire or cold damage that may not be resisted or murder him. Unfortunately for them, they’re very lost
by any means outside of a wish spell. (50 points for very and are pausing to consider options in the center part of the
weak parties, 100 points for weak parties, 200 points for maze. If the characters made noise with the door on the way
strong parties, and 300 points for very strong parties.) If a in, they’re alert and alarmed and ready for trouble. If the
creature gets close to its second hot or cold area in a row characters were stealthy, then Apolazig is sketching things
they can feel incredibly painful heat or cold as a warning. out in the dust and trying to figure out where to go next.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL09-17 In the Hand (v1.0)
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What Do They Know? Apolazig knows that Sareash the
Adjusting the Scene Bloody Hooks is in the area because it told her to deal with
Here are some suggestions for adjusting this scene: Hadriel while it set up something else. She doesn’t know
• Very Weak: Remove the nightmare and two hellhounds. what its plans are - she just follows orders.
• Weak: Remove two hellhounds.
• Strong: Add a second nightmare. A second narzugon
appears on initiative count 0.
Playing the Pillars
• Very Strong: Add two nightmares. Two additional narzugons
arrive on initiative count 0. Here are some suggestions for this encounter:
Combat. Apolazig is itching for a fight to work out her
frustrations with the maze. If the characters are having too
easy of a time then include another hellhound or two.
What Do They Want? Once alerted to the characters’
Exploration. Stealth is difficult. The narzugon’s passive
presence, the devils initiate combat. Even if the characters
perception is 17 and the hell hounds have a 15 (but with
are masquerading as devils, Apolazig is cranky and doesn’t advantage for keen senses). Plus there’s nothing to hide
want another devil stealing her prize. behind in the open area in the middle of the maze.
Social. Characters who disguise themselves as devils might
Enemy Intelligence have a chance to talk with Apolazig before she runs out of
patience and attacks them.
If any characters have the story award Plague of Plagueshield
story award from DDAL09-06 Infernal Insurgency, Apolazig is
keenly aware of those characters, their deeds, and abilities.
C. The Hall
The hall leading to Hadriel’s tomb has a waist-high pillar in
front of a silver door.
Area Information
The hall has the following features:
Dimensions & Terrain. The hall is 30 feet long by 20
feet wide. It is empty, dust free, and serene. The silver door
at the far end bears images of valiant paladins fighting
throngs of devils. There is a pillar at the far end.
Light. The hall is brightly lit by continual flame torches
that glow a soothing blue.
The Riddle of Squares. The pillar has a square made
out of geometrically cut pieces of flame-colored stained
glass. Next to it is a square of the exact same size, but the
center has a tile with a stylized H on it. A cryptic riddle
suggests how the heroes should solve the puzzle. Once the
pieces of glass are placed around the stylized H, the silver
door opens with a hiss of clean air.
D. Hadriel’s Tomb
This silver door in front of the pillar in area H3
opens revealing a room lit with comforting blue
light and an owl-faced griffon with glowing blue
eyes and a silvery halo is waking up and shaking
his head in confusion.
Area Information
The tomb has the following features:
Dimensions & Terrain. The tomb is 30 feet by
35 feet.
Temperature. The tomb is startlingly cold.
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DDAL09-17 In the Hand (v1.0)
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Creature Information • Wisdom (Insight) to learn that the Amnizu is lying or to
learn how to best convince Hadriel.
Hadriel (a male celestial griffon detailed below) is here • Charisma (Deception) to tell Hadriel a convincing lie
and is curious about the conditions of his wakening.
that Rotger sent THEM, not the Amnizu.
However, a smarmy unctuous amnizu calling herself
Crocellian has come up from behind the characters and • Charisma (Intimidation) to browbeat Hadriel or the
has an offer to make. Amnizu into agreeing with the heroes.
• Charisma (Performance) to give a stirring speech that
reminds Hadriel of the glory of the Hellriders.
Adjusting the Scene
• Charisma (Persuasion) to convince Hadriel that they’re
Here are some suggestions for adjusting this scene:
telling the truth.
• Very Weak: The amnizu has only 100 hp, has an AC of 17,
and her spell save is 16. She has already expended her daily Sum up the results from all the skill checks. The party has
spellcasting. two turns around the table to accumulate 20 x the number
• Weak: The amnizu has only 140 hp, has an AC of 19, and of characters points in total. If they cannot make this
her spell save is 17. She has already expended her once per number after two turns around the table, Hadriel decides
day spells. neither party is trustworthy and leaves of his own accord.
• Strong: Add two venom trolls. Crocellian makes the following points interspersed with the
• Very Strong: Add five venom trolls. character’s talking points. Feel free to add more to counter
the characters’ arguments.
• You can’t trust them - they are just putting on pleasing
What Do They Want? Hadriel wants to join his beloved
forms while I come before you in my authentic form with
Rotger De La Reue. His need for Rotger is greater than his
no artifice.
need to do good. Crocellian wants to convince Hadriel that
Rotger (like Zariel!) has joined the ranks of the infernal, • You don’t know these people - and you don’t know me
and that Rotger has sent Crocellian on an important secret either - but which seems more likely: Rotger is seeking
mission to collect Hadriel and lead him back to Rotger. to take over this barony of hell, or some random
She does not want to fight the heroes, but she reluctantly strangers are trying to help? Ask them what they’re
engages them rather than be slaughtered. getting out of this.
What Do They Know? Rotger’s last words to Hadriel • Zariel has turned and Rotger seeks, as ever, to follow her
were to be wary of devil’s tricks, so Hadriel is rightfully loyally. It’s time for you to come home to him.
suspicious of both the heroes and the Amnizu. Crocellian • The Amnizu has already freed Sir Gidor Honorsbright at
knows that she can perhaps use her guile to recruit Hadriel Rotger’s behest.
which would be a major coup for Sareash. • Horst Atheraice and Yalanue of the Cloakwood were
Development. If the heroes can convince Hadriel driven mad by the entombment and have been captured
to come with them, he assists them in the rest of the by Rotger who is trying to bring them to their senses.
adventure - particularly in the fight in part 2.
Convincing Hadriel Hadriel
The Amnizu will try to convince the angelic griffon that Hadriel has the stats of griffon with the following
she is here to save him - just like the heroes are. Roleplay modifications:
her argument points against the heroes as they also try • Healing Touch (3/Day). As an action, Hadriel touches
to convince Hadriel. Go around the table and ask each another creature with its beak. The target magically regains
character to try to convince Hadriel. Offer advantage and/ 11 (2d8 + 2) hit points. In addition, the touch removes all
or inspiration liberally for good roleplay. The players could diseases and neutralizes all poisons afflicting the target.
make the following checks to put down Crocellian and/or • Innate Spellcasting. Hadriel’s innate spellcasting ability is
convince Hadriel, but any skill or spell that you feel would Wisdom (spell save DC 13). Hadriel can innately cast the
work is valid. following spells, requiring no components: At will: detect evil
• Intelligence (History) recounting some of the successes and good, light; 1/day each: cure wounds, dispel evil and good
• Magic Resistance. Hadriel has advantage on saving throws
of the Bloody Hooves and how a commander like Rotger
against spells and other magical effects.
would rather die than join the infernals.
• Magic Weapons. Hadriel’s weapon attacks are magical.
• Intelligence (Religion) to recount how Amnizu are some • Shimmering Shield. As a reaction, Hadriel creates a
of the hell’s greatest liars and manipulators. shimmering, magical field around himself and his rider.
• Intelligence (Religion) to pray fully and authentically They both gain a +2 bonus to AC until the end of the
to a good-aligned deity which distracts and pains griffin’s next turn.
the Amnizu.
Not for resale. Permission granted to print or photocopy this document for personal use only.
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Appendix 3: Traps in the Snare
The following traps can be used in Part 2: The Snare, as well as traps found in the Dungeon Master’s Guide or similarly
challenging traps of your own creation.
Not for resale. Permission granted to print or photocopy this document for personal use only.
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Appendix 4: Maps
This is a map of the Entry Hall described in Part 1: The Tomb of Trials.
Not for resale. Permission granted to print or photocopy this document for personal use only.
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This is a map of the Peace (Red Door) chamber described in Part 1: The Tomb of Trials.
Not for resale. Permission granted to print or photocopy this document for personal use only.
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This is a map of the Commander’s Tomb described in Part 2: The Snare.
Not for resale. Permission granted to print or photocopy this document for personal use only.
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This is a map of the a room in the maze described in Bonus Objective B.
Not for resale. Permission granted to print or photocopy this document for personal use only.
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Appendix 5: Mosaic Pieces & Broken Titles
The following mosaic pieces are found in the Entry Hall described in Part 1.
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Not for resale. Permission granted to print or photocopy this document for personal use only.
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Appendix 6: Alisone Raynaldus’ Tomb Puzzle
This handout describes a puzzle on one of the tombs in Part 2.
Not for resale. Permission granted to print or photocopy this document for personal use only.
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Appendix 7: Segrann Thisicate’s Tomb Puzzle
This handout describes a puzzle on one of the tombs in Part 2.
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Appendix 8: Keryth Dorrona’s Tomb Puzzle
This handout describes a puzzle on one of the tombs in Part 2.
Not for resale. Permission granted to print or photocopy this document for personal use only.
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Appendix 9: Bloody Hooves Allies
This handout helps the players run the newly awakened Bloody Hooves in Part 2.
Not for resale. Permission granted to print or photocopy this document for personal use only.
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Appendix 10: Hot and Cold Maze
This handout describes a puzzle found in Bonus Objective B.
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Appendix 11: Riddle of Squares
This handout describes a puzzle found in Bonus Objective B.
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Appendix 12: Hadriel
Not for resale. Permission granted to print or photocopy this document for personal use only.
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Appendix 13: Puzzle Solutions for the DM
This is the solution to a puzzle described in Part 2: The Snare.
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This is the solution to a puzzle described in Part 2: The Snare.
Not for resale. Permission granted to print or photocopy this document for personal use only.
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This is the solution to a puzzle described in Part 2: The Snare.
Not for resale. Permission granted to print or photocopy this document for personal use only.
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This is the solution to a maze described in Bonus Objective B.
Not for resale. Permission granted to print or photocopy this document for personal use only.
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This is the solution to a puzzle described in Bonus Objective B
Not for resale. Permission granted to print or photocopy this document for personal use only.
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Appendix 14: Character Rewards
If found during the adventure, the characters can keep Potion of Vitality
the following magic items; it’s suggested that you print off Potion, very rare
enough copies of this page to be able to give one to each of
your players (crossing off rewards they didn’t receive during When you drink this potion, it removes any exhaustion you
the session): are suffering and cures any disease or poison affecting you.
For the next 24 hours, you regain the maximum number
Wand of the War Mage +3 of hit points for any Hit Die you spend. The potion's liquid
Wondrous Item, very rare (requires attunement by a regularly pulses with dull light, calling to mind a heartbeat.
spellcaster) This item can be found in the Dungeon Master’s Guide.
While holding this wand, you gain a bonus to spell attack Soul Coin
rolls determined by the wand’s rarity. In addition, you Wondrous item, uncommon
ignore half cover when making a spell attack. This item can
be found in the Dungeon Master’s Guide. Soul coins are about 5 inches across and about an inch
thick, minted from infernal iron. Each coin weighs 1-third
Bag of Holding of a pound and is inscribed with Infernal writing and a spell
Wondrous Item, uncommon that magically binds a single soul to the coin. Because each
soul coin has a unique soul trapped within it, each has a
This bag has an interior space considerably larger than
story. A creature might have been imprisoned as a result of
its outside dimensions, roughly 2 feet in diameter at the
defaulting on a deal, while another might be the victim of a
mouth and 4 feet deep. The bag can hold up to 500 pounds,
night hag’s curse.
not exceeding a volume of 64 cubic feet. The bag weighs 15
Carrying Soul Coins. To hold a soul coin is to feel the
pounds, regardless of its contents. Retrieving an item from
soul bound within it—overcome with rage or fraught with
the bag requires an action.
despair. An evil creature can carry as many soul coins as it
If the bag is overloaded, pierced, or torn, it ruptures and
wishes (up to its maximum weight allowance). A non-evil
is destroyed, and its contents are scattered in the Astral
creature can carry a number of soul coins equal to or less
Plane. If the bag is turned inside out, its contents spill
than its Constitution modifier without penalty. A non-evil
forth, unharmed, but the bag must be put right before it
creature carrying a number of soul coins greater than its
can be used again. Breathing creatures inside the bag can
Constitution modifier has disadvantage on its attack rolls,
survive up to a number of minutes equal to 10 divided by
ability checks, and saving throws.
the number of creatures (minimum 1 minute), after which
Using a Soul Coin. A soul coin has 3 charges. A creature
time they begin to suffocate.
carrying the coin can use its action to expend 1 charge
Placing a bag of holding inside an extradimensional
from a soul coin and use it to do one of the following:
space created by a handy haversack, portable hole, or
similar item instantly destroys both items and opens a gate • Drain Life. You siphon away some of the soul’s essence
to the Astral Plane. The gate originates where the one item and gain 1d10 temporary hit points.
was placed inside the other. Any creature within 10 feet of • Query. You telepathically ask the soul a question and
the gate is sucked through it to a random location on the receive a brief telepathic response, which you can
Astral Plane. The gate then closes. The gate is one-way understand. The soul knows only what it knew in
only and can't be reopened. This item can be found in the life, but it must answer you truthfully and to the best
Dungeon Master’s Guide. of its ability. The answer is no more than a cryptic
sentence or two.
Potion of Supreme Healing
Freeing a Soul. Casting a spell that removes a curse
Potion, very rare
on a soul coin frees the soul trapped within it, as does
You regain 10d4 + 20 hit points when you drink this potion. expending all of the coin’s charges. The coin itself rusts
The potion’s red liquid glimmers when agitated. This item from within and is destroyed once the soul is released. A
can be found in the Dungeon Master’s Guide. 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
Potion of Speed
remaining, and immunity to all damage except that which
Potion, very rare
is dealt by a hellfire weapon or an infernal war machine’s
When you drink this potion, you gain the effect of the haste furnace. Freeing a soul from a soul coin is considered a
spell for 1 minute (no concentration required). The potion's good act, even if the soul belongs to an evil creature.
yellow fluid is streaked with black and swirls on its own.
This item can be found in the Dungeon Master’s Guide.
Not for resale. Permission granted to print or photocopy this document for personal use only.
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Appendix 15: Story Award
The characters can earn the following story award in this
adventure:
Torm’s Chosen
For nobly giving yourself so that High Priest of Torm Horst
Atheraice could be freed, Torm blessed a piece of your soul.
The expedition is in peril as the opposition has gained key
intelligence from you before killing you.
After suffering torture at the hands of General
Everbleed’s devils, you died and are reborn in any location
of your choice in Faerûn that has a temple to Torm, and
the next time you die, you gain this benefit as well (as if a
greater resurrection).
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Appendix 16: Dungeon Master Tips
To DM an adventure, you must have 3 to 7 players—each Point players to the D&D Adventurers League Players
with their own character within the adventure’s level range Guide for reference. If players wish to spend downtime
(see Adventure Primer). Characters playing in a hardcover days and it’s the beginning of an adventure or episode,
adventure may continue to play to but if they play a different they can declare their activity and spend the days now,
hardcover adventure, they can’t return to the first if outside or they can do so at the end of the adventure or episode.
its level range. 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
New to D&D Adventurers League?
adventure description to help give players hints about what
http://dnd.wizards.com/playevents/organized-play
they might face.
New to the Annual Storyline?
http://dndadventurersleague.org/storyline-seasons/descent-
Adjusting This Adventure
into-avernus/ 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
Preparing the Adventure party level (APL). To approximate the party strength for
Before you start play, consider the following: the adventure, consult the table below.
• Read through the adventure, taking notes of anything
you’d like to highlight or remind yourself of while Determining Party Strength
running the adventure, such as a way you’d like to Party Composition Party Party Strength
portray an NPC or a tactic you’d like to use in a combat.
Familiar yourself with the adventure’s appendices 3-4 characters, APL less than Very weak
and handouts. 3-4 characters, APL equivalent Weak
• Gather any resources you’d like to use to aid you in 3-4 characters, APL greater than Average
running this adventure--such as notecards, a DM screen, 5 characters, APL less than Weak
miniatures, and battlemaps.
5 characters, APL equivalent Average
• Ask the players to provide you with relevant character
information, such as name, race, class, and level; passive 5 characters, APL greater than Strong
Perception score, and anything the adventures specifies 6-7 characters, APL less than Average
as notable (such as backgrounds, traits, flaws, etc.) 6-7 characters, APL equivalent Strong
Players can play an adventure they previously played as
6-7 characters, APL greater than Very strong
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.
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