TEXT: D&D Descent into Avernus glyph, simpliﬁed
  Primary
  Secondary
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D 
  Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. 
  All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. 
  Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.
  ©2019 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented 
  by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
  A Four to Six-Hour Adventure for 5th through 10th Level Characters.
  Optimized For: APL 8
  An Avernus Rising Adventure
  Deep in hostile territory with the innocent girl Dara to protect, you will have to trust to the 
  weapons of the enemy if you are to survive. Even with deceit as your shield and sabotage as your 
  sword, luck is required to complete Dara’s holy mission. Thankfully Fai Chen knows to start your 
  quest with the help of an old acquaintance… Mahadi, master of Mahadi’s Traveling Emporium. 
  Part One of the Behind Infernal Lines series of adventures.
  DDAL 09-05
  Credits
  Credits
  Designer: Ted Atkinson
  Editing: Travis Woodall, Greg Marks, Hannah Rose
  D&D Adventurers League Guildmaster: Chris Lindsay
  Art Director and Graphic Designer: Rich Lescouflair
  Interior Art: Provided by Wizards of the Coast
  D&D Adventurers League Wizards Team: Adam Lee, Ari 
  Levitch, Chris Lindsay, Mike Mearls
  D&D Adventurers League Administrators: Alan Patrick, 
  Amy Lynn Dzura, Travis Woodall, Lysa Penrose, Claire 
  Hoffman, Greg Marks
  In Memorium: Joe Koloski—Whose metal miniatures and 
  loan of The Cleric Quintet are why I’m here.
  Playtesters: Gary Affeldt, Tashfeen Bhimdi, Raujour 
  Dial, Tina Dial, David Krolnik, Sean Mittelstaedt, Russ 
  Paulsen, Ben Siekert
  FACES OF FORTUNE
  t h e  s t o r y  o f fa i c h e n
  
  2
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-05 Faces of Fortune (v1.0)
  Highway to Hell
  Call to Action
  Race for Sanctuary
  Story Objective A
  1
  Infernal Assault
  Story Objective B
  2
  Escape the 
  Cultists
  Bonus Objective A
  A
  Refugee Rescue
  Bonus Objective B
  B
  Adventure Primer
  Adventure Primer
  “Is evil something you are? Or is it something you do?”
  –Bret Easton Ellis, “American Psycho”
  This adventure is designed for three to seven 5th- to 10th-
  level characters and is optimized for five characters with 
  an average party level (APL) of 8. Characters outside this 
  level range cannot participate in this adventure.
   This adventure occurs in and around Mahadi’s 
  Wandering Emporium, which traverses Avernus, the first 
  layer of the Nine Hells.
  Background
  Following the disappearance of the city ELTUREL, recently 
  pulled down into AVERNUS, a group of ELTURGARDIAN 
  REFUGEES discovered that one of their number is an 
  unusual girl named DARA. In fact, Dara is a CHOSEN 
  OF ILMATER and has been given a holy mission to find 
  the souls of former champions who perished in the eternal 
  BLOOD WAR that rages across Avernus.
   With the help of FAI CHEN and his traveling caravan, 
  the characters have set off to accompany Dara into the 
  Nine Hells. They must seek shelter and information about 
  the souls of HELLRIDERS who once accompanied the 
  fallen angel ZARIEL, the archfiend who rules Avernus. 
  And Fai Chen knows just the place to start: MAHADI’S 
  WANDERING EMPORIUM.
  Overview
  The adventure’s story is spread over two 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 hour to play. 
  If you’re planning to play the entire adventure at once, you 
  only need to introduce the Call to Action once. However, if 
  you plan to play over several sessions, you’ll want to revisit 
  the Call to Action each time you play.
  • Call to Action: Highway to Hell. The characters arrive 
  in Avernus on Fai Chen’s wagon while protecting Dara.
  • Part 1: Race for Sanctuary. The characters are pursued 
  by a group of fiends as the group races across the red 
  plains. This is Story Objective A.
  • Part 2: Fai, You Old Pirate! The caravan has reached 
  neutral ground, but Mahadi is not exactly generous with 
  his welcome. The characters must find a way to earn 
  his favor and a place in the Emporium. This is Story 
  Objective B.
  • Bonus Objective A: The Price of Knowledge. One of 
  Mahadi’s indentured merchants has information that 
  Dara is eager to learn, but the cost is a steep one. This 
  objective is described in Appendix 1.
  • Bonus Objective B: Ar’ath the Butcher. Emporium 
  customers are being harassed by the gang that chased 
  the characters in Part 1. Mahadi offers a reward to 
  defeat the devils and kill their leader. This objective is 
  described in Appendix 2.
  Adventure Hooks
  If the characters are already accompanying Dara, they 
  know that the young Chosen of Ilmater is set on entering 
  Avernus to find lost souls. She asks for their help and their 
  protection during her search, or she is surely doomed to 
  failure and death. If the characters didn’t play any of the 
  Betrayal is in the Blood adventures, you may wish to use 
  one of the following hooks to involve them in the adventure:
   In Fai Chen’s Company. The mysterious trader clearly 
  has many secrets and few companions. Perhaps traveling 
  with him will allow the characters to gain insights that few 
  possess, or even a discount on his unusual wares.
   Opportunity Knocks. The Nine Hells are full of 
  creatures willing to trade just about anything for the right 
  price. Characters in search of dark secrets may find a 
  chance to obtain them there.
  Adventure Flowchart
  This section provides a basic understanding of not only 
  the flow of the adventure, but also the outline of the 
  different paths that your players may take in reaching 
  their stated objective.
  
  3
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-05 Faces of Fortune (v1.0)
  Estimated Duration: 15 minutes
  The Plains of Avernus
  At best guess, you’ve been travelling in Fai’s wagon 
  across the seemingly endless expanse of rock, rubble, 
  and blood-soaked dust of Avernus for over a day. Angry 
  red clouds streaked with lightning swirl overhead, and 
  every so often a meteor lands beyond the horizon with a 
  flash of light and, moments later, a rumbling thud. Dara 
  startles and then settles back down on the driver’s bench 
  alongside Fai Chen.
  There is no night in Avernus, but at one point, Fai Chen 
  produced a large, rune-covered hourglass filled with reddish 
  sand and suggested everyone sleep. When the characters 
  woke, it had emptied about halfway—an educated guess 
  suggests that it measures a day’s time on the Material Plane.
  Area Information
  The area has the following features:
   Dimensions & Terrain. The sandy earth here is littered 
  with broken rock, bones, and buried scraps of metal—
  mementos of the eternal war that rages across the plane.
   Light. Avernus is forever lit by a burning sky, its flames 
  hidden behind reddish clouds. It is considered brightly 
  lit, although there is no sun. Fireballs occasionally create 
  moments of brighter light as they burn across the sky.
   Sound. There is a relentless wind that carries the 
  sounds of distant battle. Roars, explosions, and screams 
  are audible in the distance. The groaning and rumbling of 
  infernal war machines can be heard nearby.
  Creature Information
  Fai Chen drives his caravan steadily across the sands, 
  pulled by his mule, Gary. A blue faerie dragon named 
  Drandeldew is curled up beside him in Dara’s lap while 
  she sleeps (including while everyone is in danger). One 
  character can fit onto the front seat with them and the rest 
  are on top of the wagon.
   What Do They Want? Fai Chen is curious about Dara 
  and her angelic connections. He can tell that she’s not a 
  normal girl and wants to know why the characters are 
  escorting her.
   What Do They Know? Fai Chen appears to have some 
  destination in mind. He says he knows where they can find 
  safety, but does not share that information.
  Call to Action: A Holy Endeavor
  Fai Chen asks the characters to share information on their 
  mission. This can serve as a flashback to the end of DDAL 
  09-04 The Day of the Devil for any characters who played 
  that module.
   If none of the characters were present, Dara explains 
  that adventurers helped refugees from Elturel discover that 
  fiends were hunting the descendants of Hellriders—mortals 
  who followed Zariel into Avernus before her fall. Within 
  Baldur’s Gate, a cult of Zariel was killing those connected 
  to the Hellriders. The angels Ausuriel and Rinzel asked 
  anyone capable of protecting Dara to accompany her into 
  Avernus to seek the souls of Hellriders lost there.
   Unfortunately, the two angels couldn’t accompany Dara 
  beyond Baldur’s Gate. Considering what happened to 
  Zariel during her fall, sending more angels into Avernus 
  is too risky. Finding refuge is the characters’ first task, but 
  along the way they should keep their eyes and ears open for 
  stories of fallen heroes.
  Dara, the Chosen of Ilmater
  Though Dara is a ten-year-old girl, she is also a Chosen of 
  Ilmater. After reading from the Book of Exalted Deeds and 
  undergoing a ritual purification, she was charged with seeking 
  out the souls of Hellriders that are trapped in Avernus.
   The angels (and Dara, for that matter) don’t know the 
  extent of her powers—only that she’s a pure soul and blessed 
  with supernatural endurance, which will undoubtedly make 
  her a target for the creatures that dwell in the Nine Hells.
  Call to Action: Highway to Hell
  Call to Action: Highway to Hell
  
  4
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-05 Faces of Fortune (v1.0)
  Estimated Duration: 45 minutes
  Death Race
  The characters need to avoid the hazards of the terrain 
  and stay ahead of their pursuers as they make for Mahadi’s 
  Wandering Emporium.
  A hazy mass of color appears on the horizon, sending 
  a smile across Fai Chen’s face and a snap along Gary’s 
  reins. As though in reply to the sound, the roar of infernal 
  engines comes from behind a nearby dune, followed by 
  others. Rusty metal monstrosities race toward you with 
  harpoons on the front swiveling in your direction.
  Story Objective A
  Escaping their pursuers is Story Objective A.
  Creature Information
  There are six small war machines, each driven by a pair 
  of duergar stone guards—driver and gunner—and one 
  bearded devil. The war machines close in behind Fai 
  Chen’s wagon, beginning at a distance of 60 feet. See 
  Infernal Pursuit for the rules of this chase and tactical 
  suggestions.
  Infernal Pursuit
  These rules are based on the chase rules found in the 
  Dungeon Master’s Guide. On their turn, each participant 
  rolls a d10 and consults the table to see if a complication 
  arises at the end of their turn. If so, it affects the next 
  participant in initiative order.
   The War Machines. Two war machines act on initiative 
  count 18, 12, and 6 (losing ties), taking the Dash action to 
  move an additional 60 feet each turn until they reach the 
  wagon; they automatically succeed on Constitution checks 
  to Dash. The gunners use the Help action to give the 
  drivers advantage on complication checks.
   Once adjacent to Fai’s wagon, a bearded devil tries 
  to leap onto the wagon and attack the least armored 
  characters. The war machine they leapt from pulls away 
  from the chase, while the gunner fires their harpoon (+5 to 
  hit, range 80/240 ft., 1d8 + 3 piercing damage) at a random 
  character. If the group is weak or very weak, the harpoon 
  takes an action to load and thus fires every other round.
   Fai Chen’s Wagon. Fai Chen will have Gary Dash an 
  extra 40 feet each turn for five rounds before Gary begins 
  to tire and slows to his normal speed for the rest of the 
  pursuit. If the party is weak or very weak, Fai Chen pulls a 
  lever beside his seat to perform one of the following actions 
  at the end of each round (one use each):
  • Oil Slick. Oil sprays from the back and sides of the 
  wagon, covering the rocks around it. Each infernal 
  machine within 60 feet must succeed on a DC 18 
  Dexterity saving throw or lose 60 feet of distance.
  Part 1: Race for Sanctuary
  Part 1: Race for Sanctuary
  
  5
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-05 Faces of Fortune (v1.0)
  • Smoke Screen. A hose emerges from the wagon and 
  belches out a thick cloud of smoke that heavily obscures 
  a 30-foot-radius sphere around the wagon for the next 
  two rounds.
  • Spiked Rims. Metal spikes project from the wheels of 
  Fai Chen’s cart. Fai Chen or another character driving 
  the wagon in each subsequent round may use their 
  action to try to slam into an infernal machine within 20 
  feet of the wagon. If the character succeeds at a DC 12 
  Dexterity (Land Vehicle) check (Fai Chen has a +3 bonus 
  to this check), the enemy’s machine is disabled and 
  immediately drops out of the chase.
  Chase Complications
  d10
  Complication
  1
  The rocky terrain under the sand gives way to deep 
  silt. Make a DC 12 Dexterity (Acrobatics) check. On a 
  failure, you lose your balance and have disadvantage 
  on your next attack roll or ability check.
  2
  The vehicle hits an awkward bump and begins to tilt. 
  Make a DC 10 Dexterity check. On a failure, you are 
  knocked prone.
  3
  A squirming collection of lemures crawl across the 
  ground ahead. Make a DC 12 Wisdom (Perception) 
  check. On a failure, the obstacle counts as 10 feet of 
  difficult terrain.
  4
  A cloud of noxious fumes bursts from of the rocks 
  directly ahead. Make a DC 12 Constitution saving 
  throw. On a failure, you are poisoned until the start of 
  your next turn.
  5
  A fireball blazes down from the sky. All creatures 
  on the vehicle must make a DC 15 Dexterity saving 
  throw, taking 28 (8d6) fire damage on a failure or half 
  as much on a success. Dara is enveloped in a sphere 
  of radiant energy—shielding her from the blast.
  6
  Jagged rocks loom ahead, threatening the vehicle. 
  Make a DC 12 Land Vehicle check. On a failure, the 
  obstacle reduces your vehicle’s speed by half until the 
  end of the turn.
  7
  A manticore swoops down from the clouds and hurls 
  a tail spike at three random creatures on your vehicle. 
  These ranged weapon attacks have a +5 to hit and deal 
  1d8 + 3 piercing damage on a hit. It then flies away.
  8–10
  No complication.
  Ending the Chase
  The characters succeed if they make it through eight 
  rounds of pursuit or if they end any round with none of the 
  infernal war machines nearer than 200 feet to the wagon. 
  At the end of the eighth round, regardless of their success 
  or failure, they arrive at Mahadi’s Wandering Emporium. 
  The shape that the characters first saw ahead resolves 
  itself into a cluster of quite sizable infernal war machines 
  that partially encircle an array of tents—this is Mahadi’s 
  Wandering Emporium.
  Ahead, a semicircular array of large machines, much bigger 
  than the ones chasing you, enclose tents and wooden 
  stalls—a large marketplace! From behind them, a wagon 
  much like Fai Chen’s speeds out towards your pursuers. 
  Another joins it, then a third, driving off the war machines 
  behind you as Fai Chen yanks Gary to a dusty halt. 
   Ahead of you, hung above the outer ring of tents, is a 
  sign: “All are welcome. No fighting! No spellcasting! No 
  exceptions!”
  As soon as the wagon halts, Fai Chen leaps down, running 
  for the market and shouting back at the characters while 
  he runs:
  “Quickly now! Into the emporium!”
  Fai and Company
  • Fai Chen uses the statistics for a martial arts adept with 
  the following changes: he speaks Common, Infernal, and 
  Abyssal, and he has advantage on saving throws against 
  spells and other magical effects.
  • Dara uses the statistics for a priest and she speaks 
  Common and Celestial.
  • Gary the mule uses the statistics for a howler, although he 
  does not have the Mind-Rending Howl ability.
  
  6
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-05 Faces of Fortune (v1.0)
  Estimated Duration: 3 hours
  Mahadi’s Wandering 
  Emporium
  The Wandering Emporium is a tight sprawl of tents and 
  stalls, surrounded by the horseshoe-shaped curve of 
  the massive infernal war machines that transport the 
  marketplace across the plains of Avernus. Within are 
  creatures of all sorts and a confusing mixture of sights, 
  sounds, and scents. The characters—and Dara—attract 
  curious glances as they enter.
  Story Objective B
  Discovering who is feeding the Rusty Razors information 
  and earning Mahadi’s trust is Story Objective B.
  Neutral Territory
  Mahadi strictly enforces the rules that are written over the 
  banner that is hung over the entrance: “All are welcome. No 
  fighting! No spellcasting! No exceptions!” Any violence or use 
  of magic—even for benign effects—breaks these dictates and 
  brings down the wrath of Mahadi on those foolish enough to 
  tempt fate.
   As warned, Mahadi doesn’t suffer a rulebreaker. Anyone 
  caught (and the enchantment placed over the space to detect 
  spellcasting ensures it), is banished from the emporium 
  by Mahadi (a rakshasa) and earns the No Exceptions! story 
  award. Those who resist are beset upon by Mahadi, along 
  with as many of his indentured servants (salamanders, 
  hobgoblin captains, incubi and succubi, and even an 
  erinyes)—suffering an additional level of exhaustion and 
  being reduced to 1 hit point.
  Area Information
  The emporium has the following features:
   Dimensions & Terrain. The Emporium has a handful of 
  wider avenues lined with tents and stalls, and crisscrossed 
  with a mess of ropes and stakes that keep the tents upright, 
  as well as the usual mixture of rocks and sand that covers 
  Avernus.
   Light. There are more torches and lanterns here than 
  one might expect. Mahadi provides illumination for those 
  who cannot see in the dark interior of stalls and tents, 
  though most of his guests have darkvision.
   Sounds. There is a constant chatter of both small talk 
  and barter, mixed with the sounds of caged beasts and 
  hammers striking metal as war machines are repaired.
  Creature Information
  A well-dressed, swarthy man steps out from a motley 
  collection of bystanders—a mix of devils, demons, and 
  humanoids in a riot of clothing and styles who were busily 
  conducting business at nearby stalls. This is Mahadi (a 
  rakshasa), the master of the Wandering Emporium.
  A finely clothed, dusky-skinned man strides up to Fai Chen 
  and stands defiantly in front of him for a long moment, 
  a scowl on his face. Then he grins broadly and slaps the 
  shorter trader on the shoulder, finally glancing at the rest 
  of you and—noticeably longer—at Dara.
  “You bag of bones,” he shouts with glee, “It’s been ages! 
  Come! We have much to discuss.”
  Part 2: Fai, You Old Pirate!
  Part 2: Fai, You Old Pirate!
  
  7
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-05 Faces of Fortune (v1.0)
  Mahadi leads the way to his spacious pavilion, which is 
  furnished with decadent food and comfortable furnishings. 
  He sits in a tall, comfortable chair, and gestures at a 
  number of cushioned couches, inviting the characters to sit.
   What Do They Want? Fai Chen was once one of 
  Mahadi’s indentured merchants before cleverly procuring 
  his freedom—an accomplishment that greatly upset 
  the rakshasa. Now, however, Mahadi takes an immense 
  amount of pleasure in the fact that Fai Chen has returned 
  to seek aid. He hopes the characters can solve a problem: 
  he suspects that someone in the emporium is feeding 
  information to a local war machine gang calling themselves 
  the Rusty Razors—likely the one that recently chased 
  Fai’s wagon. He isn’t sure who it is, but it’s starting to cost 
  him. He wants the characters to figure out who the spy is 
  and bring him a confession before he packs up to leave in 
  twelve hours. If they can do that, he offers to let Fai Chen 
  to take his old space for a month and a day, claiming Dara 
  and the characters as his assistants.
   What Do They Know? The Rusty Razors have followed 
  the emporium for some time now and Mahadi hasn’t seen 
  too many repeat customers in that time. He has therefore 
  concluded that the traitor must be someone from within 
  his caravan. He also seems curious about Dara, his eyes 
  sliding over to her regularly, as though aware that she is 
  more than she appears.
   BONUS OBJECTIVE B. If utilizing this additional 
  content, Mahadi makes his other offer to the characters.
  Development: Fais for Days
  Fai Chen guides the characters and Dara back to his 
  wagon at the emporium’s entrance, talking over the deal 
  with them. When they get back, his cart has been joined 
  by an identical cart with its own copy of Gary, looking like 
  a mirror image of the first. Another Fai walks out from the 
  back, carrying a bulging sack of food supplies that he sets 
  at your Fai’s feet before heading to the back.
   How to Be Everywhere at Once. Fai Chen briefly 
  explains that he was once just another of Mahadi’s 
  indentured merchants. After realizing he would never 
  make enough to free himself, he turned to secret monastic 
  techniques that allowed him to make copies of himself, all 
  of which worked together at the emporium and elsewhere 
  to pay off his debt.
   Hard Won Freedom. When Fai successfully paid off 
  Mahadi, the rakshasa was furious. But he had to honor 
  the infernal contract and set Fai free. Ever since, the Shou 
  has expanded his trade to wherever adventuresome sorts 
  wound up, but has always been careful not to cross paths 
  with his former master…until now.
   If pressed for more details, Fai Chen refuses to elaborate, 
  responding only with, “Another time.”
  Exploring the Emporium
  The following encounters can be run in any order. Let the 
  characters freely wander the emporium in search of signs 
  that point to the identity of the traitor. Once they have found 
  the traitor—an imp named Beirgroach, proceed to scene B.
  A1. The Chicken Chaser
  Since Fai Chen is no longer among his collection of 
  merchants, Mahadi rotates through possible replacements. 
  The current occupant of his old tent is an abyssal chicken 
  farmer called Old Joe.
  Creature Information
  Old Joe, a human commoner with a stubbly white beard, 
  is inside his foul-smelling tent. He’s surrounded by dozens 
  of open cages whose occupants—small, birdlike creatures 
  (abyssal chickens)—are currently running all over as he 
  throws scraps of meat for them. A poster on the central 
  tent post bears Fai Chen’s familiar face.
   What Do They Want? Old Joe came here to sell some 
  of his prized chickens to Mahadi. Instead, the proprietor 
  of the emporium has just sent a messenger telling him 
  to pack up his stock and leave—something he’s failing at 
  miserably.
   Abyssal chickens are finicky—not everyone can tend to 
  them, and most who try end up incurring their wrath. Old 
  Joe only warns the characters once if they look like they’re 
  aiming to help him clean up. If anyone other than Old Joe 
  tries to get the chickens in their cages, the abyssal chicken 
  swarm attacks.
   What Do They Know? Old Joe doesn’t know anything 
  about a traitor—his concern is caging up his chickens. 
  However, he doesn’t trust Z’neth (Area A8), since some of 
  the hobgoblin’s beasts recently got free and tried to eat his 
  chickens.
  Abyssal Chicken Swarm
  If the characters antagonize the chickens (which happens if 
  they interact with them in any way), the creatures begin to 
  swarm about, emitting ear-splitting squawks and attacking 
  each round until the characters flee the tent. Each round, 
  make a melee weapon attack with +8 to hit against each 
  creature in the tent besides Old Joe. On a hit, the target takes 
  4 (1d6) piercing damage.
   There is no way to calm the chickens until everyone except 
  Old Joe leaves the tent, and there somehow seem to be an 
  endless supply of them. As soon as everyone has left, the 
  chickens become docile. This occurs anew whenever anyone 
  except Old Joe attempts to interact with the chickens.
  A2. Infernal Rapture
  The scents coming from within this restaurant-within-a-
  demiplane are enough to intrigue any passerby. Anyone 
  wishing to enter must first sign an infernal contract 
  agreeing to pay for the food and services received before 
  leaving. If any of the characters expresses interest, 
  Fhet’ahla (at Mahadi’s request) conjures metal platters 
  inscribed with the terms of the contract, upon which 
  which the diners enjoy their meal later. Once the contract 
  is sealed, the character may enter Infernal Rapture and 
  partake of its pleasures.
   The Food. A full meal costs one soul coin, but exotic 
  requests can also be fulfilled, though they must be booked 
  weeks in advance and typically cost five to ten soul coins. 
  Normally, food consumed in Avernus tastes foul, but the food 
  here is more delicious than any character is likely to have 
  enjoyed in their life. Consuming a meal at Infernal Rapture 
  provides the same benefits as a heroes’ feast spell, with the 
  added effect that those who eat the food have disadvantage 
  on Wisdom (Insight) checks made against Mahadi.
  
  8
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-05 Faces of Fortune (v1.0)
  A3. Statuesque
  This large but low-ceilinged tent contains a small forest of 
  statues. They are all creatures, mostly humanoid, and some 
  bear inscriptions and memorials carved into the stone of 
  their incredibly lifelike forms.
  Creature Information
  Bundabaza (a medusa) is here, tending her collection of 
  “extremely life-like statues.”
   What Do They Want? Bundabaza is grateful that Mahadi 
  rescued her from Mad Maggie’s cruel whims. She wants 
  merely to pursue her passion: capturing clear and iconic 
  expressions on the faces of those she turns to stone.
   What Do They Know? The medusa is generally 
  disinterested in the affairs of others within the emporium. 
  She has had few customers of late as a result of the Rusty 
  Razors’ attacks and has been forced to leave her tent 
  to solicit business from guests. While doing so, she has 
  occasionally seen Elliach (Area A7) going out beyond the 
  boundaries of the infernal machines.
  A4. Business Center
  This tent is constantly busy with the comings and goings 
  of dozens of imps. A sign outside reads “From Here 
  to Avernus.” Within the tent are several worktables, a 
  desk, and a half dozen shelves. Every surface is covered 
  with scrolls, scraps of paper, and small metal plaques 
  engraved in Infernal. Tools for writing and carving into 
  metal are plentiful.
  Creature Information
  Fhet’ahla (an amnizu) is Mahadi’s right hand. A number 
  of imps are constantly flying in and out of the tent, while 
  Fhet’ahla occasionally shouts an order at One or Two (a 
  monodrone), shouting louder and louder until it realizes 
  that expecting the imp to do anything worthwhile is a 
  useless pursuit—which sends Beirgroach (an imp) into fits 
  of laughter.
   What Do They Want? Asmodeus has commanded 
  Fhet’ahla to corrupt extraplanar creatures that aren’t 
  evil by nature. Its current project is the modron, One or 
  Two. Fhet’ahla aims to steer the odd creature to evil, after 
  which Asmodeus will surely order Mahadi to release 
  Fhet’ahla from the emporium. The problem is that One 
  or Two is a monodrone and thus will only follow logical 
  orders from a superior.
   Like other imps here, Beirgroach is largely a coward. 
  However, it’s also unusually cunning and ambitious. 
  Seeking to be promoted within the infernal legions, it’s 
  struck an agreement with the Rusty Razors to help them 
  prey on customers departing the emporium in exchange 
  for a share of the loot. It plans to use his stash to bribe an 
  archdevil into promoting him.
   What Do They Know? While Mahadi hasn’t told 
  Fhet’ahla about its suspicions of a traitor in their midst, 
  the amnizu isn’t entirely stupid. It realizes that someone 
  must be working with the Rusty Razors. It’s happy to point 
  fingers at Z’neth in Area A8 (whom Fhet’ahla considers 
  competition), but can’t prove anything. Beirgroach feels 
  that Fhet’ahla is becoming suspicious of him and is getting 
  increasingly paranoid. Characters that interact with the 
  imp and succeed on a DC 15 Wisdom (Insight) check 
  notice something odd about it and its mannerisms, 
  but can’t place exactly what it is. If the characters 
  return to the tent a second time after talking to 
  other members of the emporium, they can repeat 
  the check with advantage.
   If confronted, Beirgroach takes to the air and 
  makes for the Rusty Razors’ camp. If killed, a 
  key it carries matches an access hatch in one 
  of the infernal war machines that contains its 
  stash—goods obviously stolen from patrons of the 
  emporium.
  Services Offered
  Fhet’ahla can send and receive messages and 
  packages, but it also offers additional services to 
  customers of the emporium. It’s a notary for infernal 
  contracts, as well as one of the few creatures here 
  to offer any payment in gold. It buys soul coins for 
  100 gp minus 25 gp per charge used.
  
  9
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-05 Faces of Fortune (v1.0)
  A5. Gears of War
  Three salamanders are running back and forth between a 
  tent that seems to be leaking steam and smoke and one of 
  the huge machines nearby.
  Creature Information
  The triplets Rash, Skids, and Scrapper (salamanders) 
  are essential to the emporium. They tend the enormous 
  infernal war machines that transport the creatures and 
  goods from place to place across the planes.
   What Do They Want? The three salamanders genuinely 
  enjoy the crafting and maintenance of the massive 
  mechanical creations that power their travels. They’d be 
  more than happy to do so indefinitely, but there is always 
  a shortage of parts that Mahadi doesn’t really seem 
  willing to correct. The three speak only Ignan and often 
  complete each other’s sentences, so talking with them 
  can be challenging. If the characters can overcome the 
  communication difficulties, they may be able to strike a 
  deal with the trio.
   What Do They Know? The salamanders neither 
  know nor care about the woes that Mahadi’s indentured 
  merchants face. They only know that they haven’t received 
  a large supply of parts in a while and that one of the imps 
  (Beirgroach from Area A4, though the salamanders can’t 
  tell them apart) keeps turning up in little hideaways among 
  the war machines.
   Bonus Objective A. If utilizing this additional content, 
  the salamanders possess information that leads to a 
  payment for Elliach.
  A6. Shave and a Haircut
  This tent smells of surprisingly pleasant oils and 
  perfumes, a nice change from the rank odor of 
  some of the other locales in the emporium.
  Creature Information
  Burney is a plump, smiling Calishite woman.
   What Do They Want? Burney is more than she 
  appears. She is, in fact, an adult copper dragon assigned 
  by Bahamut to watch over the Nine Hells in case Tiamat 
  tries to rise again. In the meantime, Burney offers up what 
  help she can to goodly folk who end up in Avernus by ill 
  fortune or mischance. She pretends to be a gossip, all while 
  trying to work in moral messages and useful hints for those 
  listening.
   What Do They Know? Burney doesn’t know there’s 
  a traitor within the emporium, but she is aware that 
  customers have gone missing lately lately, and that Elliach 
  (Area A7) and Fhet’ahla (Area A4) may know more. She’s 
  also highly suspicious of Mahadi himself, recognizing that 
  he hides many secrets, though she doesn’t have any specific 
  evidence beyond his obvious actions as owner of the 
  emporium and the Infernal Rapture (Area A2).
   Bonus Objective A. If utilizing this additional content, 
  Burney also knows that Elliach has mentioned hearing 
  about a unicorn quite recently and drops hints that they 
  should see the mage, particularly if Dara is present.
  Premium Services
  Burney is an excellent healer and is treated as having the 
  Healer feat and proficiency in herbalism and healer’s kits 
  with a +3 bonus. She also offers traditional barber services, 
  styling any race or gender with equal ease. She charges only 
  1 gp for these services. Finally, she provides spellcasting 
  services, though she charges more. The list of spells she 
  can cast and their costs can be found in the ALDMG.
  A7. The Dangers of Experimentation
  Strangely colored smoke and noxious fumes curl up from a 
  hole in the center of the tent. The sound of bubbling liquid 
  emanates from within.
  Creature Information
  Elliach (a human mage) is a strange creature. Though 
  his face is human, he has no ears and his arms are ropey 
  tentacles that end in flexible finger-like appendages. He 
  bustles around a table covered in colored beakers that are 
  emitting acrid smoke.
   What Do They Want? Elliach cares about nothing half 
  as much as he cares about his experiments. He intends 
  to learn every possible use and property of demon ichor, 
  regardless of the costs. He’s happy to trade anything that 
  will get him more fresh samples of ichor or soul coins to 
  fuel his darkest works.
  
  10
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-05 Faces of Fortune (v1.0)
   What Do They Know? Elliach communicates in a 
  peculiar sort of sign language and messy writing (see 
  Bonus Objective A for details), but if the characters can 
  manage to convey their questions, he can tell them that not 
  many creatures are willing or able to leave the bounds of 
  the emporium. Besides a handful of scouts, the few that 
  do leave regularly are usually Fhet’ahla’s imps (see Area 
  A4), departing to carry messages or goods across Avernus. 
  Elliach barely missed destroying one of them just the other 
  day when he saw it trying to take a soul coin that was left 
  out on his workbench.
   Bonus Objective A. If utilizing this additional content, 
  Elliach is aware of the unicorn Zhalruban’s presence in 
  Avernus and is willing to trade this information for his 
  favorite currency—a large bucket of demon ichor.
  A8. Look at the Itty-Bitty 
  Tentacles!
  A line of cages faces the entrance to the Wandering 
  Emporium, housing a host of bizarre and terrible creatures 
  that are howling, screaming, or making other unsettling 
  sounds. Portable stables for beasts of burden contain a 
  number of creatures for guests’ transportation needs.
  Creature Information
  Z’neth is a huge, muscled hobgoblin with burns, scars, 
  and tattoos on almost every exposed inch of skin. She 
  wears thick, scaly hide armor and the toothy smile she 
  gives is terrifying.
   What Do They Want? Z’neth is actually a surprisingly 
  gentle soul. She cares deeply for the strange assortment 
  of creatures in her small collection, unwilling to actually 
  sell any of them until she’s sure they’ll receive the proper 
  care. She wants to give them all a good home where they 
  can each live their lives to the fullest—and she finds that 
  the uglier and more deadly a creature is, the more it is 
  irresistible to her.
   What Do They Know? Z’neth doesn’t know much about 
  the troubles of the emporium. As long as her beasts are fed 
  and cared for, she doesn’t much pay attention. However, 
  she’s suspicious of the trio of salamanders that Mahadi has 
  hired (Area A5). She’s seen them head out into the wastes 
  on occasion, and they’re always asking Mahadi for more 
  resources for their engineering projects, resources that 
  Z’neth thinks should be put towards caring for those within 
  the emporium.
  A9. I’ll Get You, My Pretty
  This tent is covered with beautiful carpets and tapestries, 
  woven in a variety of cloths and dazzling colors. Reds and 
  battle scenes feature prominently, as do drow mages.
  Creature Information
  X’ahni’din (a drow archdruid) is here, beating the red dust 
  of Avernus out of a particularly fine carpet while Galabraga 
  (a night hag) peruses his wares.
   What Do They Want? X’ahni’din is happy to spend his 
  days weaving his latest creation. He owes his longevity 
  to the peace of Mahadi’s employment and sees little 
  reason to change his circumstances. Galabraga has a 
  gift for seeing beyond the physical; whether Dara is with 
  the characters or not, Galabraga recognizes that she is 
  special, and wants to add the girl’s soul to the collection 
  she carries in a bag on her belt.
   What Do They Know? X’ahni’din does not often leave 
  his tent. But whenever he needs to send something to a 
  customer outside the boundaries of the emporium, he uses 
  Fhet’ahla’s imps (Area A4) to carry the goods. They aren’t 
  well-mannered, but the troublesome creatures are very 
  familiar with the creatures and terrain in the surrounding 
  areas of Avernus.
   Galabraga quickly introduces herself and tells the 
  characters that she can point them to a graveyard in 
  Avernus where she heard that angels have been buried. 
  This is a lie! She urges them to follow her to the far side 
  of an infernal war machine “away from listening ears” and 
  conveniently outside the boundaries of the emporium’s 
  protection, where she can attack and seize Dara. Although 
  she is practiced in deceit, a DC 17 Wisdom (Insight) will 
  reveal that her true intentions are to harm the characters.
   Bonus Objective A. If utilizing this additional content, 
  X’ahni’din is aware of a pool of demonic ichor that he saw 
  while flying above the emporium in the form of a hawk. 
  He also noticed that there was a barlgura sitting beside 
  the pool.
  B. The Cowardly Imp
  If they confronted Beirgroach, the characters can pursue 
  him to the edge of the emporium, where he is spotted 
  flying towards a particularly large pile of metal scraps 
  (within which hides a duergar stone guard from the Rusty 
  Razors). The creature flees to his camp if the characters 
  make their presence known.
   What Do They Know? Beirgroach is tired of hiding 
  what’s going on and quickly confesses, begging the 
  characters not to tell Mahadi, and going so far as to offers 
  his stash of soul coins (coins that he’s got well-hidden 
  with no intention of surrendering). If they accept, he turns 
  invisible and flees the emporium. Without his confession, 
  Mahadi deliberates for some time, but ultimately agrees 
  that the imp’s behavior indicates guilt, even without his 
  physical presence. The master of the emporium then sends 
  one of his guards to search for Beirgroach’s stash of ill-
  gotten gains.
  Wrap-Up
  With the threat to the Wandering Emporium removed, 
  Mahadi makes a show of reluctantly holding up his end 
  of the bargain he made with Fai Chen. The characters, 
  along with Dara, are allowed to stay for a month and a 
  day and to travel safely with the emporium during that 
  time. The characters have secured a base of operations 
  from which to seek out clues for Dara’s mission and 
  harass the fiends of Avernus. As thanks, Fai Chen offers 
  them his unusual gemstone monocle (a gem of seeing), 
  which he tells them with a wink will let them “see more 
  than anyone bargained for.”
   BONUS OBJECTIVE A & B. If utilizing this additional 
  content, Mahadi’s reward may make those easier to 
  accomplish.
  
  11
  Rewards
  At the end of the session, the characters receive rewards 
  based upon their accomplishments.
  Character Rewards
  The characters earn the following rewards:
  Advancement
  Upon completing this adventure, each character gains 
  a level. At their discretion, they may choose to decline 
  advancement. Remind those that express an interest in this 
  that they have a limit to how much gold they can earn per 
  level; declining advancement means that they may reach a 
  point where they earn no gold.
  Gold
  Award each character gold for each hour of the session. 
  Adventures typically features cues for this, but you can add 
  it where you see fit. The maximum gold that you can award 
  a character per hour is determined by their tier, as follows:
  Tier
  Hourly GP Award
  GP Limit per Level
  1
  20 gp
  80 gp
  2
  30 gp
  240 gp
  3
  200 gp
  1,600 gp
  4
  750 gp
  6,000 gp
  Magic Item(s)
  If found during the adventure, the characters can keep 
  the following magic items; these items are described in 
  Appendix 4.
  • Gem of seeing
  • Potion of invulnerability
  • Soul coin
  Story Award
  A character may earn the following story award; this story 
  award is described in Appendix 5:
  • No Exceptions!
  Dungeon Master Rewards
  For running this adventure, you gain a DM Reward. This 
  reward can be redeemed for levels, magic items, and other 
  season-themed things. See the Adventurers League DM 
  Rewards document for more info.
  
  12
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-05 Faces of Fortune (v1.0)
  Dramatis Personae
  The following NPCs and locations feature prominently in 
  this adventure.
  Dara (DAH ra). Dara is a ten-year-old human girl, wise 
  beyond her years, who was raised by priests of Ilmater 
  in Amn. She found and read from the Book of Exalted 
  Deeds—which bestowed upon her great wisdom and the 
  powers of a full-fledged cleric of Ilmater.
  • What They Want. Dara is on a holy mission into 
  Avernus to find the souls of lost angels and mortal 
  Hellriders who accompanied Zariel during her original 
  journey into the Nine Hells.
  • Wise Beyond Her Years. Dara is single-minded about 
  accomplishing her mission and often sounds much more 
  knowledgeable and mature than her years would suggest.
  Fai Chen (FIE CHEN). A Shou man, apparently in his late 
  thirties, Fai is well-known for his strange travelling caravan, 
  where he barters and sells magical items and rarities. 
  He only trades for magic items, but accepts coin for 
  consumables and appreciates the value of a soul coin. He 
  is always accompanied by his mule, Gary, and blue faerie 
  dragon, Drandeldew.
  • What They Want. Fai Chen is curious about Dara’s 
  mission, but the real reason he’s here is less certain. 
  What is clear is that he seems to enjoy the sizzling 
  banter and contentious relationship with Mahadi.
  • Mysterious and Resourceful. Fai Chen always seems to 
  know more than he’s telling, but never offers to share his 
  knowledge. However, he’s willing to lend a hand to those 
  who need it, particularly for an underdog.
  Mahadi (muh HAH dee). Mahadi appears to be a 
  brown-skinned Turmish merchant lord, but he is actually 
  a rakshasa who serves Asmodeus. He is completely 
  dedicated to his policy of neutrality with customers.
  • What They Want. Mahadi serves his master by 
  collecting information on customers. And he certainly 
  gathers plenty of souls and debts for himself while doing 
  so. He very much wants Dara’s pure and god-touched 
  soul as a prize for his collection.
  • A Charismatic Host. Mahadi is more than willing to 
  act as a negotiator and broker for all sorts of creatures 
  in Avernus. His adherence to rules makes him a 
  smart choice and endears him to those he spies on 
  for Asmodeus.
  Elliach (EL ee ak). This strange creature is mostly human, 
  but oddly warped by his experiments with demon ichor. 
  His arms are elongated tentacles with fingers at the ends 
  and his ears sprouted wings and flew away, so he reads lips 
  and uses hand signs to communicate with customers. He’s 
  not mute, but he finds that the more he fakes it, the more 
  others will underestimate him.
  • What They Want. Elliach is a talented transmuter and 
  his experience with demon ichor has made him excited 
  about possibly unlocking magical secrets. Most of all, he 
  wants access to more materials for his experiments.
  • Morally Flexible. The mage is largely unconcerned 
  with what his experiments might cost others. He sees 
  understanding as its own reward and doesn’t care 
  what it takes to get his hands on more demon ichor and 
  soul coins.
  Burney the Barber (BUR nee). Burney appears as a 
  polite and friendly Calishite woman. She is happy to tell 
  stories (often with a moral message) and willing to provide 
  cosmetic or medical treatments as well as spellcasting 
  services.
  • What They Want. Burney is actually an ancient copper 
  dragon named Balarystul, keeping an eye on the fiends 
  in Avernus on behalf of Bahamut. She wants to ensure 
  that any goodly folk have a chance to walk away with 
  their lives and their souls, as long as she can keep 
  her cover intact. Her stories can direct good-aligned 
  characters towards help.
  • Talented Healer. Burney is treated as having the Healer 
  feat and proficiency in herbalism and healer’s kits with 
  a +3 to relevant rolls. All non-spellcasting services 
  cost 1 gp. She doesn’t even touch soul coins when 
  payment is due.
  Fhet’Ahla (feh TALL uh). Fhet’Ahla is an amnizu—an 
  obese, highly intelligent, and loyal devil who keeps imps as 
  couriers for Mahadi.
  It keep the messenger imps in line through small acts of 
  violence as packages and bits of information flow in and 
  out of the tent. The fiend occasionally asks for something 
  from a small modron that stands nearby, which consistently 
  hands over something superficially similar, but useless 
  for the expected purpose. Several nearby imps (including 
  Beirgroach) laugh and heckle the irate amnizu whenever 
  this happens.
  • What They Want. Fhet’Ahla has a monodrone servant 
  called One or Two. Fhet’Ahla believes that if it can turn 
  One or Two to evil, Asmodeus can force Mahadi to 
  relieve his debt.
  • Intelligent Bully. As with many amnizu, Fhet’Ahla is a 
  skilled tactician, but spends most of its efforts on finding 
  ways to abuse its authority and punish the creatures that 
  serve it. Its cruelty is part of the reason that Beirgroach 
  is so ready to betray the emporium to Ar’ath.
  One or Two. The monodrone serves Fhet’ahla as loyally as 
  it can, though it is constantly making errors in performing 
  its tasks (usually fetching things). This only makes the 
  amnizu angrier and less likely to provide clear and simple 
  enough orders.
  • What They Want. As is its nature, the monodrone 
  wants to serve a superior in its hierarchy. It has no other 
  desires or individual identity at all.
  • Creature of Law. As a being from Mechanus, a 
  plane of absolute order, the modron is incapable of 
  behaving chaotically or of understanding concepts of 
  good and evil.
  Beirgroach (BEER GROWCH). This imp is kept by 
  Fhet’Ahla as one of his messengers. It currently has a stash 
  of coins and other goods hidden away in one of the war 
  machines that houses the emporium while they travel.
  • What They Want. Beirgroach is greedy and 
  opportunistic. It’s also very eager for promotion after 
  many years serving as a courier for the Wandering 
  Emporium. It’s working with the Rusty Razors and 
  taking a cut of their spoils in hopes of buying its way 
  upward among the infernal hosts of Avernus.
  • A Cunning Coward. Beirgroach is full of honeyed 
  words and seems ready to please. Beneath that façade, it 
  
  13
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-05 Faces of Fortune (v1.0)
  seethes, looking for opportunities to buy, cheat, or steal 
  its way out of its current situation. If pressed, however, it 
  quickly gives up what it knows.
  Bundabaza (BUNN duh BAH zuh). Bundabaza previously 
  belonged to a warlord of Avernus named Mad Maggie, who 
  tortured her and cut off her hair. Mahadi was present when 
  Maggie finally grew tired of her, and he offered to purchase 
  the medusa, regenerating her hair and giving her a place 
  within his emporium.
  • What They Want. Bundabaza is on a deeply personal 
  quest to capture creatures in stone with expressions that 
  convey the very essence of specific emotions and ideals. 
  She’ll turn anyone into a statue if they’re willing to let 
  her try to evoke that expression first.
  • Obsessive Goals. The medusa doesn’t care about her 
  debt to Mahadi, since it allows her to find the perfect 
  moments to petrify people. She quickly dismisses other 
  interests, though she’s polite enough in doing so.
  Rash, Skids, and Scrapper. These three salamanders are 
  experts in the construction and maintenance of infernal 
  war machines, as well as accomplished smiths.
  • What They Want. The three creatures were bound to 
  Bel’s forge until they made a daring escape. Mahadi took 
  them in and now they want to keep his war machines 
  properly running and fully upgraded with every gadget 
  they can imagine.
  • Minds for Machines. The trio of salamanders are 
  deeply engaged in their projects and have little 
  time or patience when it comes to other creatures’ 
  needs or wants.
  X’ahni’din (SHA nee DIN). X’ahni’din is a drow archdruid 
  who was mere moments from being sacrificed by a drow 
  matriarch seeking the favor of Lolth when Mahadi stepped 
  in and offered up a pure and innocent humanoid instead. 
  X’ahni’din’s weaving caught the merchant lord’s eye and 
  now the old drow male spins his fabrics exclusively for the 
  emporium.
  • What They Want. X’ahni’din has spent months 
  on his most intricate weavings. He takes joy in the 
  meditative solitude of his work and has little desire to be 
  interrupted. He does, however, recognize the value of his 
  own craft and aims to one day pay off his debt to Mahadi.
  • Centuries of Practice. X’ahni’din takes the long view of 
  events and sees little reason to be hasty in his work or in 
  sharing his knowledge.
  Z’neth (zuh NETH). An expert beast master and trainer, 
  the tough-looking hobgoblin loves her strange menagerie 
  far more than any humanoid or fiend she encounters within 
  the emporium. Evidence of her years learning her craft are 
  displayed in the numerous scars and burns that cover her 
  exposed skin.
  • What They Want. Z’neth is happy around any kind 
  of monstrous beast or other exotic critter. She enjoys 
  learning how to care for them and wants only to make 
  sure that each of them is properly cared for and goes to a 
  good home.
  • Expert Ranger. Despite her soft heart around her 
  charges, Z’neth is a decidedly capable tracker and 
  expert at foraging. She has a +8 to skill checks related to 
  finding and caring for the creatures she trains.
  
  14
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-05 Faces of Fortune (v1.0)
  Creature Statistics
  The following creatures are encountered in this adventure.
  Barbed Devil
  Barbed Devil
  Medium fiend (devil), lawful evil
  Armor Class 15 (natural armor)
  Hit Points 110 (13d8 + 52)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  17 (+3) 
  18 (+4) 
  12 (+1) 
  14 (+2) 
  14 (+2)
  Saving Throws Str +6, Con +7, Wis +5, Cha +5
  Skills Deception +5, Insight +5, Perception +8
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks not made with silvered weapons
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 18
  Languages Infernal, telepathy 120 ft.
  Challenge 5 (1,800 XP)
  Barbed Hide. At the start of each of its turns, the barbed devil 
  deals 5 (1d10) piercing damage to any creature grappling it.
  Devil’s Sight. Magical darkness doesn’t impede the devil’s 
  darkvision.
  Magic Resistance. The devil has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The devil makes three melee attacks: one with its tail 
  and two with its claws. Alternatively, it can use Hurl Flame twice.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  6 (1d6 + 3) piercing damage.
  Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  10 (2d6 + 3) piercing damage.
  Hurl Flame. Ranged Spell Attack: +5 to hit, range 150 ft., one 
  target. Hit: 10 (3d6) fire damage. If the target is a flammable 
  object that isn’t being worn or carried, it also catches fire.
  Barlgura
  Barlgura
  Large fiend (demon), chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 68 (8d10 + 24)
  Speed 40 ft., climb 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  15 (+2) 
  16 (+3) 
  7 (−2) 
  14 (+2) 
  9 (−1)
  Saving Throws Dex +5, Con +6
  Skills Perception +5, Stealth +5
  Damage Resistances cold, fire, lightning
  Damage Immunities poison
  Condition Immunities poisoned
  Senses blindsight 30 ft., darkvision 120 ft., passive Perception 15
  Languages Abyssal, telepathy 120 ft.
  Challenge 5 (1,800 XP)
  Innate Spellcasting. The barlgura’s spellcasting ability is Wisdom 
  (spell save DC 13). The barlgura can innately cast the following 
  spells, requiring no material components:
  1/day each: entangle, phantasmal force
  2/day each: disguise self, invisibility (self only)
  Reckless. At the start of its turn, the barlgura can gain advantage 
  on all melee weapon attack rolls it makes during that turn, 
  but attack rolls against it have advantage until the start of its 
  next turn.
  Running Leap. The barlgura’s long jump is up to 40 feet and its 
  high jump is up to 20 feet when it has a running start.
  Actions
  Multiattack. The barlgura makes three attacks: one with its bite 
  and two with its fists.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  11 (2d6 + 4) piercing damage.
  Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 
  (1d10 + 4) bludgeoning damage.
  
  15
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-05 Faces of Fortune (v1.0)
  Bearded Devil
  Bearded Devil
  Medium fiend (devil), lawful evil
  Armor Class 13 (natural armor)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  15 (+2) 
  15 (+2) 
  9 (−1) 
  11 (+0) 
  11 (+0)
  Saving Throws Str +5, Con +4, Wis +2
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks not made with silvered weapons
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages Infernal, telepathy 120 ft.
  Challenge 3 (700 XP)
  Devil’s Sight. Magical darkness doesn’t impede the devil’s 
  darkvision.
  Magic Resistance. The devil has advantage on saving throws 
  against spells and other magical effects.
  Steadfast. The devil can’t be frightened while it can see an allied 
  creature within 30 feet of it.
  Actions
  Multiattack. The devil makes two attacks: one with its beard and 
  one with its glaive.
  Beard. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 
  Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on 
  a DC 12 Constitution saving throw or be poisoned for 1 minute. 
  While poisoned in this way, the target can’t regain hit points. The 
  target can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success.
  Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 
  Hit: 8 (1d10 + 3) slashing damage. If the target is a creature 
  other than an undead or a construct, it must succeed on a DC 
  12 Constitution saving throw or lose 5 (1d10) hit points at the 
  start of each of its turns due to an infernal wound. Each time 
  the devil hits the wounded target with this attack, the damage 
  dealt by the wound increases by 5 (1d10). Any creature can take 
  an action to stanch the wound with a successful DC 12 Wisdom 
  (Medicine) check. The wound also closes if the target receives 
  magical healing.
  Chasme
  Chasme
  Large fiend (demon), chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 84 (13d10 + 13)
  Speed 20 ft., fly 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  15 (+2) 
  12 (+1) 
  11 (+0) 
  14 (+2) 
  10 (+0)
  Saving Throws Dex +5, Wis +5
  Skills Perception +5
  Damage Resistances cold, fire, lightning
  Damage Immunities poison
  Condition Immunities poisoned
  Senses blindsight 10 ft., darkvision 120 ft., passive Perception 15
  Languages Abyssal, telepathy 120 ft.
  Challenge 6 (2,300 XP)
  Drone. The chasme produces a horrid droning sound to which 
  demons are immune. Any other creature that starts its turn within 
  30 feet of the chasme must succeed on a DC 12 Constitution 
  saving throw or fall unconscious for 10 minutes. A creature 
  that can’t hear the drone automatically succeeds on the save. 
  The effect on the creature ends if it takes damage or if another 
  creature takes an action to splash it with holy water. If a creature’s 
  saving throw is successful or the effect ends for it, it is immune to 
  the drone for the next 24 hours.
  Magic Resistance. The chasme has advantage on saving throws 
  against spells and other magical effects.
  Spider Climb. The chasme can climb difficult surfaces, 
  including upside down on ceilings, without needing to make an 
  ability check.
  Actions
  Proboscis. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 16 (4d6 + 2) piercing damage plus 24 (7d6) necrotic 
  damage, and the target’s hit point maximum is reduced by 
  an amount equal to the necrotic damage taken. If this effect 
  reduces a creature’s hit point maximum to 0, the creature dies. 
  This reduction to a creature’s hit point maximum lasts until the 
  creature finishes a long rest or until it is affected by a spell like 
  greater restoration.
  
  16
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-05 Faces of Fortune (v1.0)
  Dhergoloth
  Dhergoloth
  Medium fiend (yugoloth), neutral evil
  Armor Class 15 (natural armor)
  Hit Points 119 (14d8 + 56)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  10 (+0) 
  19 (+4) 
  7 (-2) 
  10 (+0) 
  9 (-1)
  Saving Throws STR +6
  Damage Resistances cold, fire, lightning; bludgeoning, piercing, 
  and slashing from nonmagical attacks
  Damage Immunities acid, poison
  Condition Immunities poisoned
  Senses blindsight 60 ft., darkvision 60 ft., passive Perception 10
  Languages Abyssal, Infernal, Telepathy 60 ft.
  Challenge 7 (2,900 XP)
  Innate Spellcasting. The dhergoloth’s innate spellcasting ability 
  is Charisma (spell save DC 10). It can innately cast the following 
  spells, requiring no material components:
   At will: darkness, fear
   3/day: sleep 
  Magic Resistance. The dhergoloth has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The dhergoloth’s weapon attacks are magical.
  Actions
  Multiattack. The dhergoloth makes two claw attacks.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  12 (2d8 + 3) slashing damage.
  Flailing Claws (Recharge 5-6). The dhergoloth moves up to its 
  walking speed in a straight line and targets each creature within 5 
  feet of it during its movement. Each target must succeed on a DC 
  14 Dexterity saving throw or take 22 (3d12 + 3) slashing damage. 
  Teleport. The dhergoloth magically teleports, along with 
  any equipment it is wearing or carrying, up to 60 feet to an 
  unoccupied space it can see.
  Duergar Stone Guard
  Duergar Stone Guard
  Medium humanoid (dwarf), lawful evil
  Armor Class 18 (chain mail, shield)
  Hit Points 39 (6d8 + 12)
  Speed 25 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  11 (+0) 
  14 (+2) 
  11 (+0) 
  10 (+0) 
  9 (-1)
  Damage Resistances poison
  Senses darkvision 120 ft., passive Perception 10
  Languages Dwarvish, Undercommon
  Challenge 2 (450 XP)
  Duergar Resilience. The duergar has advantage on saving throws 
  against poison, spells, and illusions, as well as to resist being 
  charmed or paralyzed.
  Phalanx Formation. The duergar has advantage on attack rolls 
  and Dexterity saving throws while standing within 5 feet of a 
  duergar ally wielding a shield.
  Sunlight Sensitivity. While in sunlight, the duergar has 
  disadvantage on attack rolls, as well as Wisdom (Perception) 
  checks that rely on sight.
  Actions
  King’s Knife. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing 
  damage while enlarged.
  Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 
  11 (2d6 + 4) piercing damage while enlarged.
  Enlarge (Recharges after a Short or Long Rest). For 1 minute, 
  the duergar magically increases in size, along with anything it is 
  wearing or carrying. While enlarged, the duergar is Large, doubles 
  its damage dice on Strength-based weapon attacks (included 
  in the attacks), and makes Strength checks and Strength saving 
  throws with advantage. If the duergar lacks the space to become 
  Large, it attains the maximum size possible in the space available. 
  Invisibility (Recharges after a Short or Long Rest). The duergar 
  magically turns invisible for up to 1 hour or until it attacks, it 
  casts a spell, it uses its Enlarge, or its concentration is broken (as 
  if concentrating on a spell). Any equipment the duergar wears or 
  carries is invisible with it.
  
  17
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-05 Faces of Fortune (v1.0)
  Erinyes
  Erinyes
  Medium fiend (devil), lawful evil
  Armor Class 18 (plate)
  Hit Points 153 (18d8 + 72)
  Speed 30 ft., fly 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  16 (+3) 
  18 (+4) 
  14 (+2) 
  14 (+2) 
  18 (+4)
  Saving Throws Dex +7, Con +8, Wis +6, Cha +8
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks not made with silvered weapons
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses truesight 120 ft., passive Perception 12
  Languages Infernal, telepathy 120 ft.
  Challenge 12 (8,400 XP)
  Hellish Weapons. The erinyes’s weapon attacks are magical 
  and deal an extra 13 (3d8) poison damage on a hit (included in 
  the attacks).
  Magic Resistance. The erinyes has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The erinyes makes three attacks.
  Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing 
  damage if used with two hands, plus 13 (3d8) poison damage.
  Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., 
  one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) poison 
  damage, and the target must succeed on a DC 14 Constitution 
  saving throw or be poisoned. The poison lasts until it is removed 
  by the lesser restoration spell or similar magic.
  Reactions
  Parry. The erinyes adds 4 to its AC against one melee attack that 
  would hit it. To do so, the erinyes must see the attacker and be 
  wielding a melee weapon.
  Hobgoblin Captain
  Hobgoblin Captain
  Medium humanoid (goblinoid), lawful evil
  Armor Class 17 (half plate)
  Hit Points 39 (6d8 + 12)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  14 (+2) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  13 (+1)
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Goblin
  Challenge 3 (700 XP)
  Martial Advantage. Once per turn, the hobgoblin can deal an 
  extra 10 (3d6) damage to a creature it hits with a weapon attack if 
  that creature is within 5 feet of an ally of the hobgoblin that isn’t 
  incapacitated.
  Actions
  Multiattack. The hobgoblin makes two greatsword attacks.
  Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 9 (2d6 + 2) piercing damage.
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Leadership (Recharges after a Short or Long Rest). For 1 minute, 
  the hobgoblin can utter a special command or warning whenever 
  a nonhostile creature that it can see within 30 feet of it makes an 
  attack roll or a saving throw. The creature can add a d4 to its roll 
  provided it can hear and understand the hobgoblin. A creature 
  can benefit from only one Leadership die at a time. This effect 
  ends if the hobgoblin is incapacitated.
  
  18
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-05 Faces of Fortune (v1.0)
  Howler
  Howler
  Large fiend, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 90 (12d10 + 24)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  16 (+3) 
  15 (+2) 
  5 (-3) 
  20 (+5) 
  6 (-2)
  Skills Perception +8
  Damage Resistances cold, fire, lightning; bludgeoning, piercing, 
  and slashing from nonmagical attacks
  Condition Immunities frightened
  Senses darkvision 60 ft., passive Perception 18
  Languages understands Abyssal but can’t speak
  Challenge 8 (3,900 XP)
  Pack Tactics. A howler has advantage on attack rolls against a 
  creature if at least one of the howler’s allies is within 5 feet of the 
  creature and the ally isn’t incapacitated.
  Actions
  Multiattack. The howler makes two bite attacks.
  Rending Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) piercing damage, plus 22 (4d10) psychic 
  damage if the target is frightened. This attack ignores damage 
  resistance.
  Mind-Breaking Howl (Recharge 6). The howler emits a keening 
  howl in a 60-foot cone. Each creature in that area that isn’t 
  deafened must succeed on a DC 16 Wisdom saving throw or 
  be frightened until the end of the howler’s next turn. While a 
  creature is frightened in this way, its speed is halved, and it is 
  incapacitated. A target that successfully saves is immune to the 
  Mind-Breaking Howl of all howlers for the next 24 hours.
  Imp
  Imp
  Tiny fiend (devil, shapechanger), lawful evil
  Armor Class 13
  Hit Points 10 (3d4 + 3)
  Speed 20 ft., fly 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   6 (−2) 
  17 (+3) 
  13 (+1) 
  11 (+0) 
  12 (+1) 
  14 (+2)
  Skills Deception +4, Insight +3, Persuasion +4, Stealth +5
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks not made with silvered weapons
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 11
  Languages Infernal, Common
  Challenge 1 (200 XP)
  Shapechanger. The imp can use its action to polymorph into a 
  beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 
  60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. 
  Its statistics are the same in each form, except for the speed 
  changes noted. Any equipment it is wearing or carrying isn’t 
  transformed. It reverts to its true form if it dies.
  Devil’s Sight. Magical darkness doesn’t impede the imp’s 
  darkvision.
  Magic Resistance. The imp has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target 
  must make a DC 11 Constitution saving throw, taking 10 (3d6) 
  poison damage on a failed save, or half as much damage on a 
  successful one.
  Invisibility. The imp magically turns invisible until it attacks or 
  until its concentration ends (as if concentrating on a spell). Any 
  equipment the imp wears or carries is invisible with it.
  
  19
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-05 Faces of Fortune (v1.0)
  Incubus/Succubus
  Incubus/Succubus
  Medium fiend (shapechanger), neutral evil
  Armor Class 15 (natural armor)
  Hit Points 66 (12d8 + 12)
  Speed 30 ft., fly 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   8 (−1) 
  17 (+3) 
  13 (+1) 
  15 (+2) 
  12 (+1) 
  20 (+5)
  Skills Deception +9, Insight +5, Perception +5, Persuasion +9, 
  Stealth +7
  Damage Resistances cold, fire, lightning, poison; bludgeoning, 
  piercing, and slashing from nonmagical attacks
  Senses darkvision 60 ft., passive Perception 15
  Languages Abyssal, Common, Infernal, telepathy 60 ft.
  Challenge 4 (1,100 XP)
  Telepathic Bond. The fiend ignores the range restriction on its 
  telepathy when communicating with a creature it has charmed. 
  The two don’t even need to be on the same plane of existence.
  Shapechanger. The fiend can use its action to polymorph into a 
  Small or Medium humanoid, or back into its true form. Without 
  wings, the fiend loses its flying speed. Other than its size and 
  speed, its statistics are the same in each form. Any equipment it 
  is wearing or carrying isn’t transformed. It reverts to its true form 
  if it dies.
  Actions
  Claw (Fiend Form Only). Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) slashing damage.
  Charm. One humanoid the fiend can see within 30 feet of it 
  must succeed on a DC 15 Wisdom saving throw or be magically 
  charmed for 1 day. The charmed target obeys the fiend’s verbal or 
  telepathic commands. If the target suffers any harm or receives 
  a suicidal command, it can repeat the saving throw, ending the 
  effect on a success. If the target successfully saves against the 
  effect, or if the effect on it ends, the target is immune to this 
  fiend’s Charm for the next 24 hours. 
   The fiend can have only one target charmed at a time. If it 
  charms another, the effect on the previous target ends.
  Draining Kiss. The fiend kisses a creature charmed by it or a 
  willing creature. The target must make a DC 15 Constitution 
  saving throw against this magic, taking 32 (5d10 + 5) psychic 
  damage on a failed save, or half as much damage on a successful 
  one. The target’s hit point maximum is reduced by an amount 
  equal to the damage taken. This reduction lasts until the target 
  finishes a long rest. The target dies if this effect reduces its hit 
  point maximum to 0.
  Etherealness. The fiend magically enters the Ethereal Plane from 
  the Material Plane, or vice versa.
  Martial Arts Adept
  Martial Arts Adept
  Medium humanoid (any race), any alignment
  Armor Class 16
  Hit Points 60 (11d8 + 11)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  17 (+3) 
  13 (+1) 
  11 (+0) 
  16 (+3) 
  10 (+0)
  Skills Acrobatics +5, Insight +5, Stealth +5
  Senses passive Perception 13
  Languages any one language (usually Common)
  Challenge 3 (700 XP)
  Unarmored Defense. While the adept is wearing no armor and 
  wielding no shield, its AC includes its Wisdom modifier.
  Actions
  Multiattack. The adept makes three unarmed strikes or three 
  dart attacks.
  Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the 
  target is a creature, the adept can choose one of the following 
  additional effects:
  • The target must succeed on a DC 13 Strength saving throw or 
  drop one item it is holding (adept’s choice).
  • The target must succeed on a DC 13 Dexterity saving throw or 
  be knocked prone.
  • The target must succeed on a DC 13 Constitution saving throw 
  or be stunned until the end of the adept’s next turn.
  Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one 
  target. Hit: 5 (1d4 + 3) piercing damage.
  Reactions
  Deflect Missile. In response to being hit by a ranged weapon 
  attack, the adept deflects the missile. The damage it takes from 
  the attack is reduced by 1d10 + 3. If the damage is reduced to 0, 
  the adept catches the missile if it’s small enough to hold in one 
  hand and the adept has a hand free.
  
  20
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-05 Faces of Fortune (v1.0)
  Merregon
  Merregon
  Medium fiend (devil), lawful evil
  Armor Class 16 (natural armor)
  Hit Points 45 (6d8 + 18)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  14 (+2) 
  17 (+3) 
  6 (-2) 
  12 (+1) 
  8 (-1)
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t silvered
  Damage Immunities fire, poison
  Condition Immunities frightened, poisoned
  Senses darkvision 60 ft., passive Perception 11
  Languages Understands Infernal but can’t speak, Telepathy 120 ft.
  Challenge 4 (1,100 XP)
  Devil’s Sight. Magical darkness doesn’t impede the merregon’s 
  darkvision.
  Magic Resistance. The merregon has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The merregon makes two halberd attacks, or if an 
  allied fiend of challenge rating 6 or higher is within 60 feet of it, 
  the merregon makes three halberd attacks.
  Halberd. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 
  Hit: 9 (1d10 + 4) slashing damage. 
  Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 
  ft., one target. Hit: 7 (1d10 + 2) piercing damage. 
  Reactions
  Loyal Bodyguard. When another fiend within 5 feet of the 
  merregon is hit by an attack, the merregon causes itself to be 
  hit instead.
  Night Hag
  Night Hag
  Medium fiend, neutral evil
  Armor Class 17 (natural armor)
  Hit Points 112 (15d8 + 45)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  15 (+2) 
  16 (+3) 
  16 (+3) 
  14 (+2) 
  16 (+3)
  Skills Deception +7, Insight +6, Perception +6, Stealth +6
  Damage Resistances cold, fire; bludgeoning, piercing, and 
  slashing from nonmagical attacks not made with silvered 
  weapons
  Condition Immunities charmed
  Senses darkvision 120 ft., passive Perception 16
  Languages Abyssal, Common, Infernal, Primordial
  Challenge 5 (1,800 XP)
  Innate Spellcasting. The hag’s innate spellcasting ability is 
  Charisma (spell save DC 14, +6 to hit with spell attacks). She 
  can innately cast the following spells, requiring no material 
  components:
  At will: detect magic, magic missile
  2/day each: plane shift (self only), ray of enfeeblement, sleep
  Magic Resistance. The hag has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Claws (Hag Form Only). Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 13 (2d8 + 4) slashing damage.
  Change Shape. The hag magically polymorphs into a Small or 
  Medium female humanoid, or back into her true form. Her 
  statistics are the same in each form. Any equipment she is 
  wearing or carrying isn’t transformed. She reverts to her true 
  form if she dies.
  Etherealness. The hag magically enters the Ethereal Plane from 
  the Material Plane, or vice versa. To do so, the hag must have a 
  heartstone in her possession.
  Nightmare Haunting (1/Day). While on the Ethereal Plane, the 
  hag magically touches a sleeping humanoid on the Material 
  Plane. A protection from evil and good spell cast on the target 
  prevents this contact, as does a magic circle. As long as the 
  contact persists, the target has dreadful visions. If these visions 
  last for at least 1 hour, the target gains no benefit from its rest, 
  and its hit point maximum is reduced by 5 (1d10). If this effect 
  reduces the target’s hit point maximum to 0, the target dies, and 
  if the target was evil, its soul is trapped in the hag’s soul bag. The 
  reduction to the target’s hit point maximum lasts until removed 
  by the greater restoration spell or similar magic.
  Priest
  Priest
  Medium humanoid (any race), any alignment
  Armor Class 13 (chain shirt)
  Hit Points 27 (5d8 + 5)
  Speed 25 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  10 (+0) 
  12 (+1) 
  13 (+1) 
  16 (+3) 
  13 (+1)
  Skills Medicine +7, Persuasion +3, Religion +4
  Senses passive Perception 13
  Languages any two languages
  Challenge 2 (450 XP)
  Divine Eminence. As a bonus action, the priest can expend a spell 
  slot to cause its melee weapon attacks to magically deal an extra 
  10 (3d6) radiant damage to a target on a hit. This benefit lasts 
  until the end of the turn. If the priest expends a spell slot of 2nd 
  level or higher, the extra damage increases by 1d6 for each level 
  above 1st.
  Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). 
  The priest has the following cleric spells prepared:
  Cantrips (at will): light, sacred flame, thaumaturgy
  1st level (4 slots): cure wounds, guiding bolt, sanctuary
  2nd level (3 slots): lesser restoration, spiritual weapon
  3rd level (2 slots): dispel magic, spirit guardians
  Actions
  Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 
  3 (1d6) bludgeoning damage.
  
  21
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-05 Faces of Fortune (v1.0)
  Rutterkin
  Rutterkin
  Medium fiend (demon), chaotic evil
  Armor Class 12
  Hit Points 37 (5d8 + 15)
  Speed 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  15 (+2) 
  17 (+3) 
  5 (-3) 
  12 (+1) 
  6 (-2)
  Damage Resistances cold, fire, lightning
  Damage Immunities poison
  Condition Immunities Charmed, Frightened, poisoned
  Senses darkvision 120 ft., passive Perception 11
  Languages Understands Abyssal but can’t speak
  Challenge 2 (450 XP)
  Crippling Fear. When a creature that isn’t a demon starts its turn 
  within 30 feet of three or more rutterkins, it must make a DC 11 
  Wisdom saving throw. The creature has disadvantage on the save 
  if it’s within 30 feet of six or more rutterkins. On a successful 
  save, the creature is immune to the Crippling Fear of all rutterkins 
  for 24 hours. On a failed save, the creature becomes frightened 
  of the rutterkins for 1 minute. While frightened in this way, 
  the creature is restrained. At the end of each of the frightened 
  creature’s turns, it can repeat the saving throw, ending the effect 
  on itself on a success.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  12 (3d6 + 2) piercing damage. If the target is a creature, it must 
  succeed on a DC 13 Constitution saving throw against disease 
  or become poisoned. At the end of each long rest, the poisoned 
  target can repeat the saving throw, ending the effect on itself on 
  a success. If the target is reduced to 0 hit points while poisoned 
  this way, it dies and instantly transforms into a living abyssal 
  wretch. The transformation of the body can be undone only by a 
  wish spell.
  Salamander
  Salamander
  Large elemental, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 90 (12d10 + 24)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  14 (+2) 
  15 (+2) 
  11 (+0) 
  10 (+0) 
  12 (+1)
  Damage Vulnerabilities cold
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Damage Immunities fire
  Senses darkvision 60 ft., passive Perception 10
  Languages Ignan
  Challenge 5 (1,800 XP)
  Heated Body. A creature that touches the salamander or hits 
  it with a melee attack while within 5 feet of it takes 7 (2d6) 
  fire damage.
  Heated Weapons. Any metal melee weapon the salamander 
  wields deals an extra 3 (1d6) fire damage on a hit (included in 
  the attack).
  Actions
  Multiattack. The salamander makes two attacks: one with its 
  spear and one with its tail.
  Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 
  13 (2d8 + 4) piercing damage if used with two hands to make a 
  melee attack, plus 3 (1d6) fire damage.
  Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 
  11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage, and 
  the target is grappled (escape DC 14). Until this grapple ends, 
  the target is restrained, the salamander can automatically hit the 
  target with its tail, and the salamander can’t make tail attacks 
  against other targets.
  
  22
  Estimated Duration: 1 hour
  A. Weird Wizard
  As the characters are moving about the stalls of the 
  emporium, they encounter the transmuter Elliach. The 
  oddball wizard has no ears and some strange magical 
  mutations that make it difficult for him to communicate. 
  However, it is clear that Elliach has something to say that 
  he believes is quite important.
  Bonus Objective A
  Getting the information from Elliach about Zhalruban, 
  Shalrel Pall, and Bloodrot Grove is Bonus Objective A.
  Area Information
  Elliach’s workshop tent is as described in Area A7 of Part 2.
  Creature Information
  Elliach looks curiously at Dara, who returns the inquisitive 
  stare.
   What Do They Want? Elliach doesn’t recognize the 
  characters or Dara, and thus hopes that they’ll be able to 
  assist his experiments. Elliach’s body has been warped by 
  contact with the ichor, which has also left him sensitive to 
  the presence of demons, as well as to blessed creatures 
  and places. He knows about a unicorn that is supposedly 
  in Avernus and wonders if Dara might be persuaded to give 
  him what he wants in exchange for that information and 
  some gold.
   What Do They Know? Elliach has been told that 
  travelers have seen or heard a unicorn in a place called 
  Bloodrot Grove, not too far away from the emporium’s 
  current location. Elliach doesn’t care personally, but he 
  knows that if Dara or the characters are servants of good, 
  they are likely to be interested in the unicorn. He does not 
  see a reason to tell them that the most recent reports are 
  of pained whinnies, unless they seem not to care about 
  the creature’s presence there. The unicorn reputedly wore 
  gleaming armor and tack which bore an insignia that 
  Dara and any character who played through the Betrayal 
  in the Blood trilogy realize is that of the Hellriders who 
  accompanied Zariel on her journey into Avernus—a 
  horse’s head on a sunburst. This could be a clue to the 
  whereabouts of the souls that Dara is seeking.
   Aside from telling the players that the unicorn exists (and 
  might be in pain), Elliach doesn’t share any of his other 
  knowledge until they agree to bring him either a large 
  bucket of demon ichor, for which will also pay them 30 gp 
  per character. If asked where they can obtain the ichor, he 
  shrugs and gestures around the emporium.
  Communicating as Elliach
  As a result of repeated contact with demon ichor, the 
  transmuter’s arms have turned into long, twisted-looking 
  tentacles. The fingers are elongated and supernaturally 
  flexible, but still present at the ends. His ears sprouted wings 
  and flew off months ago. Since then, Elliach has turned to 
  pantomime and lip reading to express himself and make 
  sense of others.
   In order to convey his information, it is recommended that 
  you physically act out his gestures to the best of your ability. 
  For example, when discussing the unicorn, Zhalruban, he may 
  use a finger to pretend he has a horn and make whinnying 
  sounds. However, exercise caution to avoid portraying 
  him in a mocking or comedic manner. In a pinch, he may 
  methodically write out names or other words that would be 
  particularly difficult to get across (or if players are struggling). 
  When doing so, using your non-dominant hand may better 
  simulate the handwriting produced by his tentacles.
  Appendix 1: The Price of Knowledge 
  Appendix 1: The Price of Knowledge 
  (Bonus Objective A)
  (Bonus Objective A)
  
  23
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-05 Faces of Fortune (v1.0)
  B. Trading in the Emporium
  The characters may already be familiar with what goods 
  and services are available from the various merchants and 
  traders within the emporium. The following groups
  Rash, Skids, and Scrapper
  The trio of salamanders are experts in the 
  construction and maintenance of many 
  machines, but they take great pride in being 
  able to strip and reassemble almost any 
  infernal war machine that exists. In exchange 
  for providing them with the location of 
  junked machines (perhaps those left 
  behind by the Rusty Razors), they will 
  hand over enough demon ichor to 
  satisfy Elliach. The characters must 
  make sure that the trio can safely 
  obtain a machine that was wrecked 
  during the chase in Part 1 or left 
  behind during a fight with Ar’ath in 
  Bonus Objective B.
  X’ahni’din the Weaver
  The drow archdruid is peacefully 
  living his life without any apparent 
  interest in the characters’ affairs. 
  He is, however, clear in his hatred of 
  demons, especially if asked about his 
  past. A drow matriarch was about to sacrifice 
  him to Lolth for the power to fight devils when Mahadi 
  appeared to take him away. X’ahni’din knows the location 
  of a pool of demon ichor not far from the Emporium, but he 
  believes it is likely to be guarded in some way.
  Playing the Pillars
  Here are some suggestions for this encounter:
   Combat. The characters won’t see combat break out within 
  the emporium. Mahadi’s rules are clear on this. But once 
  they’re out in Avernus, a fight could happen at any time, 
  especially if they encounter demons.
   Exploration. Searching around on their own for a source 
  of demon ichor eventually leads the characters to the pool 
  described in How Convenient. A clever idea and a successful 
  DC 15 Wisdom (Perception or Survival) check could expedite 
  this process.
   Social. If the characters successfully bargained with the 
  salamander trio, they may get what they seek without any 
  violence. If they want to obtain the ichor that the demons are 
  guarding, they will almost certainly have to fight.
  C. How Convenient
  Clever characters may realize that as a place of enforced 
  neutrality, there are likely to be all sorts of demons and 
  other creatures freely wandering the emporium.
   Getting out of the emporium unseen is difficult, but 
  the salamanders assist in exchange for a HUGE favor 
  (if utilizing the additional content in Bonus Objective B, 
  the characters must actual bring the war machine back 
  not just tell them where it is, otherwise, the salamanders 
  don’t name a price…yet). Once outside of the emporium, 
  following a demon requires a successful DC 14 Dexterity 
  (Stealth) check. Eventually, the demons lead the characters 
  to where demon ichor is trapped in a pool for the use of 
  its guardians an hour or so from the Emporium, allowing 
  them a surprise attack on the unsuspecting fiends. The 
  ichor is protected by two barlgura. If the characters fail 
  the Stealth check, the enemies are forewarned of the 
  characters’ presence and are ready to fight immediately.
  Adjusting the Scene
  Here are some suggestions for adjusting this scene:
  • Very Weak: Remove a barlgura.
  • Weak: Replace a barlgura with a merregon.
  • Strong: Add a bearded devil.
  • Very Strong: Replace a barlgura with a chasme.
  Developments
  If the adventurers successfully obtain the demon ichor that 
  Elliach wants, he tells them that the unicorn was heard 
  running around in Bloodroot Grove. Based on the direction 
  the emporium has been moving, they should soon be within 
  a day’s travel of the grove. This information is an adventure 
  hook for DDAL09-08 In the Garden of Evil.
  
  24
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-05 Faces of Fortune (v1.0)
  Estimated Duration: 1 hour
  A. Mahadi’s Office
  Like sharks trailing a wounded creature, the fiends calling 
  themselves the Rusty Razors have been following Mahadi’s 
  Wandering Emporium for nearly a month. They never 
  come quite close enough for Mahadi’s security to deal 
  with them, but they have a knack for picking off potential 
  customers on their way to bring gold, goods, and precious 
  soul coins into the emporium. The merchant master would 
  like the characters to rectify that situation and send a 
  message to them.
  Bonus Objective B
  Scattering the Rusty Razors by killing most of their number 
  is Bonus Objective B. If they bring Mahadi the head of 
  Ar’ath the Butcher, they can receive additional rewards.
  Creature Information
  Mahadi is pacing around his office when the characters 
  arrive, obviously agitated. As soon as they enter the tent 
  outside his restaurant, he motions for them to sit as he 
  begins to speak.
   What Do They Want? Mahadi is seething because 
  the Rusty Razors ambushed another group traveling to 
  trade with the emporium. That makes nearly a dozen 
  attacks, and the losses are mounting quickly. He wants the 
  characters to deal with the situation and make an example 
  of the Razors to discourages others from similar attacks. 
  He offers to give the characters a soul coin if they disperse 
  the Razors through violence and a second one if they bring 
  him the head of the gang’s leader.
   What Do They Know? One of Mahadi’s camp guards—a 
  succubus named Malediction—has scouted out the 
  location of the Razors’ current campsite. She reports that 
  between scout patrols and injuries, the Razors are at the 
  weakest they have been since beginning their attacks. 
  Their leader is a dhergoloth named Ar’ath the Butcher, an 
  apparently brutal tyrant.
  B. The Rusty Razors’ Camp
  The Rusty Razors, so named because they intentionally 
  leave their weapons poorly maintained as a scare tactic, 
  are licking their wounds about an hour’s travel from the 
  emporium. They are ill-prepared for any sort of assault 
  and many are ready to give up the tedious pursuit of the 
  emporium in favor of attacks on more plentiful targets 
  elsewhere in Avernus.
  Area Information
  The Rusty Razors have pulled their collection of worn and 
  half-functional war machines into a semicircle facing a 
  rocky outcropping. A campfire burns in the center of the 
  camp.
   Dimensions & Terrain. The plains of Avernus are 
  largely open, sandy wastes. The rocky escarpment on one 
  side of the Razors’ camp is something of an exception. It 
  rises 20 feet to its peak from the sands below.
   Light. Regardless of the time of day, the sky is a mass of 
  clouds, backlit by blood-red light. It is considered brightly 
  lit, but there is no sunlight.
   Infernal War Machines. Most of the vehicles are large 
  enough to accommodate two people inside the frame and 
  one or two clinging to its sides. There is also a larger, bus-
  like armored contraption with rusted spikes and blades 
  jutting out across the exterior, with its rear door open to the 
  exterior of the camp. Three rutterkin are chained inside 
  this machine.
  Appendix 2: Ar’ath the Butcher 
  Appendix 2: Ar’ath the Butcher 
  (Bonus Objective B)
  (Bonus Objective B)
  
  25
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-05 Faces of Fortune (v1.0)
   The characters may also spot the open hood on a larger 
  machine opposite the “bus” in the circle. Dealing 20 or 
  more fire damage causes the pressurized demon ichor to 
  explode, dealing 10 (3d6) poison damage and 10 (3d6) 
  necrotic damage to any creature within 10 feet of the 
  machine. The machine is then disabled.
  Creature Information
  When the characters reach the Razors’ camp, they see 
  several duergar and a few devils tending their wounds 
  (inflicted earlier during the chase in Part 1). A dhergoloth 
  strides through the camp, berating them for their failure 
  and exhorting them to greater savagery in their conquests. 
  This is obviously Ar’ath the Butcher.
   When fighting inevitably breaks out, most of the Razors 
  flee, but Ar’ath fights back, along with a duergar stone 
  guard and a pair of bearded devils who spend their first 
  turn dragging a trio of trained rutterkin slaves out of the 
  bus by long chains that are attached to their iron collars. 
  The rutterkin are too unintelligent to run away; they focus 
  their attacks on the nearest non-fiend and fight to the 
  death. Ar’ath doesn’t back down, but the bearded devils 
  may surrender or flee if their allies have been slain or 
  abandoned them.
  Adjusting the Scene
  Here are some suggestions for adjusting this scene:
  • Very Weak: Remove the bearded devils.
  • Weak: Remove a bearded devil.
  • Strong: Add a bearded devil.
  • Very Strong: Replace the bearded devils with two barbed 
  devils.
  Treasure
  The corpses of the slain Rusty Razors contain a mixture of 
  coins from across the planes. A belt pouch on the body of 
  the dhergoloth contains an unused potion of invulnerability.
  Returning to Mahadi
  If the characters have not yet discovered that Beirgroach 
  is the spy, the defeat of the Rusty Razors causes the imp 
  to panic. After this event, it’s overly nervous when the 
  characters enter Fhet’ahla’s tent. Any discussion of the 
  gang causes it to drop an empty glass vial. Insight checks to 
  discern its potential involvement have advantage (see area 
  A4 in Part 1).
   If Beirgoach has already been revealed as the spy and 
  there are no more objectives to complete, Mahadi provides 
  the characters with their reward and they can complete the 
  adventure. Proceed to Wrap Up in Part 2.
   BONUS OBJECTIVE A. If utilizing this additional 
  content, and the characters have not persuaded Elliach to 
  share the information about Bloodrot Grove, a soul coin 
  from Mahadi will be enough to convince the mage to give 
  up what he knows (see Appendix 1).
  
  26
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-05 Faces of Fortune (v1.0)
  Appendix 3: Player Handout
  Appendix 3: Player Handout
  
  27
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-05 Faces of Fortune (v1.0)
  If found during the adventure, the characters can keep 
  the following magic items; it’s suggested that you print off 
  enough copies of this page to be able to give one to each of 
  your players (crossing off rewards they didn’t receive during 
  the session):
  Gem of Seeing
  Wondrous Item, rare (requires attunement)
  This gem has 3 charges. As an action, you can speak the 
  gem’s command word and expend 1 charge. For the next 
  10 minutes, you have truesight out to 120 feet when you 
  peer through the gem. The gem regains 1d3 expended 
  charges daily at dawn.
   While looking through this unusual cut-gemstone 
  monocle, the wearer can perceive the relative value of an 
  item to its owner (monetary, sentimental, or otherwise).
  Potion of Invulnerability
  Potion, rare
  For 1 minute after you drink this potion, you have 
  resistance to all damage. The potion's syrupy liquid looks 
  like liquefied iron. This item is found in the Dungeon 
  Master’s Guide.
  Soul Coin
  Wondrous item, uncommon
  Soul coins are about 5 inches across and about an inch 
  thick, minted from infernal iron. Each coin weighs 1-third 
  of a pound and is inscribed with Infernal writing and a spell 
  that magically binds a single soul to the coin. Because each 
  soul coin has a unique soul trapped within it, each has a 
  story. A creature might have been imprisoned as a result of 
  defaulting on a deal, while another might be the victim of a 
  night hag’s curse.
   Carrying Soul Coins. To hold a soul coin is to feel the 
  soul bound within it—overcome with rage or fraught with 
  despair. An evil creature can carry as many soul coins as it 
  wishes (up to its maximum weight allowance). A non-evil 
  creature can carry a number of soul coins equal to or less 
  than its Constitution modifier without penalty. A non-evil 
  creature carrying a number of soul coins greater than its 
  Constitution modifier has disadvantage on its attack rolls, 
  ability checks, and saving throws.
   Using a Soul Coin. A soul coin has 3 charges. A creature 
  carrying the coin can use its action to expend 1 charge 
  from a soul coin and use it to do one of the following:
  Drain Life. You siphon away some of the soul’s essence 
  and gain 1d10 temporary hit points.
  Query. You telepathically ask the soul a question and 
  receive a brief telepathic response, which you can 
  understand. The soul knows only what it knew in life, but 
  it must answer you truthfully and to the best of its ability. 
  The answer is no more than a sentence or two and might 
  be cryptic.
   Freeing a Soul. Casting a spell that removes a curse on a 
  soul coin frees the soul trapped within
  it, as does expending all of the coin’s charges. The coin 
  itself rusts from within and is destroyed once the soul is 
  released. A soul can also be freed by destroying the coin 
  that contains it. A soul coin has AC 19, 1 hit point for 
  each charge it has remaining, and immunity to all damage 
  except that which is dealt by a hellfire weapon or an 
  infernal war machine’s furnace. Freeing a soul from a soul 
  coin is considered a good act, even if the soul belongs to an 
  evil creature.
  Appendix 4: Character Rewards
  Appendix 4: Character Rewards
  
  28
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-05 Faces of Fortune (v1.0)
  Characters who do not abide by the rules of Mahadi’s 
  Wandering Emporium are cast out into Avernus on their 
  own.
  No Exceptions
  You’ve broken Mahadi’s only rules: “No fighting! No 
  spellcasting! No exceptions!” By choosing to break the 
  rules, you’ve been kicked out of Mahadi’s emporium. Now 
  you must survive in the wastes without its safe shelter. You 
  start any tier 2 Avernus Rising adventure at half hit points 
  and with a level of exhaustion that can’t be removed.
  Appendix 5: Story Award
  Appendix 5: Story Award
  
  29
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-05 Faces of Fortune (v1.0)
  To DM an adventure, you must have 3 to 7 players—each 
  with their own character within the adventure’s level range 
  (see Adventure Primer). Characters playing in a hardcover 
  adventure may continue to play to but if they play a different 
  hardcover adventure, they can’t return to the first if outside 
  its level range.
  New to D&D Adventurers League?
  http://dnd.wizards.com/playevents/organized-play
  New to the Annual Storyline?
  http://dndadventurersleague.org/storyline-seasons/descent-
  into-avernus/
  Preparing the Adventure
  Before you start play, consider the following:
  • Read through the adventure, taking notes of anything 
  you’d like to highlight or remind yourself of while 
  running the adventure, such as a way you’d like to 
  portray an NPC or a tactic you’d like to use in a combat. 
  Familiar yourself with the adventure’s appendices 
  and handouts.
  • Gather any resources you’d like to use to aid you in 
  running this adventure--such as notecards, a DM screen, 
  miniatures, and battlemaps.
  • Ask the players to provide you with relevant character 
  information, such as name, race, class, and level; passive 
  Perception score, and anything the adventures specifies 
  as notable (such as backgrounds, traits, flaws, etc.)
   Players can play an adventure they previously played as 
  a Player or Dungeon Master but may only play it once with 
  a given character. Ensure each player has their character’s 
  adventure logsheet (if not, get one from the organizer) 
  with their starting values for level, magic items, gold and 
  downtime days. These are updated at the conclusion of the 
  session. The adventure information and your information 
  are added at the end of the adventure session—whether the 
  completed the adventure or not.
   Each player is responsible for maintaining an accurate 
  logsheet. If you have time, you can do a quick scan of a 
  player’s character sheet to ensure that nothing looks out 
  of order. If you see magic items of very high rarities or 
  strange arrays of ability scores, you can ask players to 
  provide documentation for the irregularities. If they cannot, 
  feel free to restrict item use or ask them to use a standard 
  ability score array.
   Point players to the D&D Adventurers League Players 
  Guide for reference. If players wish to spend downtime 
  days and it’s the beginning of an adventure or episode, 
  they can declare their activity and spend the days now, 
  or they can do so at the end of the adventure or episode. 
  Players should select their characters’ spells and other 
  daily options prior to the start of the adventure, unless 
  the adventure specifies otherwise. Feel free to reread the 
  adventure description to help give players hints about what 
  they might face.
  Adjusting This Adventure
  To determine whether you should consider adjusting the 
  adventure, add up the total levels of all the characters and 
  divide the result by the number of characters (rounding .5 
  or greater up; .4 or less down). This is the group’s average 
  party level (APL). To approximate the party strength for 
  the adventure, consult the table below.
  Determining Party Strength
  Party Composition Party 
  Party Strength
  3-4 characters, APL less than 
  Very weak
  3-4 characters, APL equivalent 
  Weak
  3-4 characters, APL greater than 
  Average
  5 characters, APL less than 
  Weak
  5 characters, APL equivalent 
  Average
  5 characters, APL greater than 
  Strong
  6-7 characters, APL less than 
  Average
  6-7 characters, APL equivalent 
  Strong
  6-7 characters, APL greater than 
  Very strong
  Appendix 6: Character Rewards
  Appendix 6: Character Rewards
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S09 - Descent - Inglorious Redemption/DDAL09-05 - Faces of Fortune.pdf