TEXT: D&D Descent into Avernus glyph, simpliﬁed
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  A Four to Six-Hour Adventure for 17th through 20th Level Characters.
  Optimized For: APL 18
  An Avernus Rising Adventure
  DDAL 09-20
  Credits
  Credits
  Designer: Greg Marks
  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, LaTia Jacquise, Ma’at 
  Crook, Claire Hoffman, Greg Marks, Shawn Merwin, 
  Will Doyle
  Playtesters: Gary Affeldt, Richard Brown, David Krolnik, 
  Ben Siekert, Phil Tobin
  Special Thanks: Toni Winslow-Brill
  WHERE DEVILS FEAR TO TREAD
  The commander’s soul has been cast through the portal into the Death Dells. 
  You must follow into the lair of Yeenoghu and rescue the commander before 
  the Beast of Butchery devours him!
  Part Two of the Red Hunt series of adventures.
  
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  DDAL09-20 Where Devils Fear to Tread (v1.0)
  Adventure Primer
  Adventure Primer
  This adventure is designed for three to seven 17th- to 
  20th-level characters and is optimized for five characters 
  with an average party level (APL) of 18. Characters 
  outside this level range cannot participate in this adventure.
   This adventure occurs in the Death Dells, the 422nd 
  layer of the Abyss, and in Avernus, the first layer of the Nine 
  Hells.
  Background
  In the company of ILMATER’S chosen, the young girl 
  DARA, adventurers have been attempting to revive a 
  lost company of HELLRIDERS known as the BLOODY 
  HOOVES in order to ride to the defense of fallen 
  Elturel. Dara and her champions have successfully 
  recovered nearly all of them, but the company’s leader, 
  COMMANDER ROTGER DE LA REUE, was captured by 
  one of Zariel’s lieutenants, an ice devil called GENERAL 
  EVERBLEED, only in turn to have both of them captured 
  by minions of the demon lord YEENOGHU.
   Recently rescued from Yeenoghu’s goristro minion 
  RAZEK VOWBREAKER, Everbleed told the party that the 
  demons have tossed the commander’s soul into the Death 
  Dells. The Death Dells, also called the Seeping Woods, is 
  a layer of the Abyss covered in barren hills, great ravines, 
  blistering savannas, and sickly yellow forests. It serves as 
  Yeenoghu’s personal hunting grounds, where he plays cruel 
  hunting games with mortals. Here the commander’s soul 
  wanders, lost and alone. If the characters are to rally the 
  Bloody Hooves, they must rescue him before the Demon 
  Lord finds him.
  Overview
  The adventure’s story is spread over three parts and takes 
  approximately four hours to play. The adventure begins 
  with a Call to Action scene. It also contains two optional 
  bonus objectives—each taking an additional hour to play.
  • Call to Action: Out of Hell. The adventure begins as 
  Dara and the character step through the portal into 
  the Abyss.
  • Part 1: Soul of the Hunt. The characters navigate 
  the Death Dells as the oppressive nature of the place 
  threatens to break their psyches and turn them all 
  into violent, mindless killing machines. It is a race 
  against time to locate the commander’s soul as it moves 
  from location to location, but as the party nears him, 
  Yeenoghu also draws closer. Navigating the Death Dells 
  to rescue the commander’s soul before it is consumed by 
  Yeenoghu is Story Objective A.
  • Part 2: Blood War! Dara, the characters, and possibly 
  Commander De La Reue return through the portal to 
  Avernus and find that Zariel’s forces are attacking the 
  Abyssal beachhead, and an Abyssal army has grown to 
  incredible proportions. The characters are dumped into 
  the middle of the massive battle and must fight free. This 
  encounter showcases the effects of all of the choices the 
  characters have made since the beginning of season 9. 
  This is Story Objective B.
  • Bonus Objective A: Belle of the Brawl. While in 
  the Death Dells, the party runs across another little 
  girl: Elisande, the Chosen of Cyric. Newly freed from 
  Malbolge, she is hunting for a way home but has been 
  attracted to this place by its murderous nature. Elisande 
  takes an instant dislike to weaker, more innocent Dara. 
  The characters interact with the two Chosen and help 
  them settle their differences without violence. This is 
  found in Appendix 1.
  • Bonus Objective B: Demonic Duel. The hordes of 
  the Abyss have finally disrupted the balance and 
  awakened Yaacrou the Beast, a massive feathered 
  monstrosity whose power rivals that of a demon lord. It 
  is breaking through the infernal lines, and Yeenoghu’s 
  hordes threaten to take Avernus and break through to 
  Dis. If this happens, the balance of the Blood would 
  change forever. Do the characters assist the powers of 
  the Nine Hells by defeating the Yaacrou or suffer the 
  possibility that the Nine Hells could fall? This is found in 
  Appendix 2.
  Adventure Hooks
  This is the second part of the Red Hunt, a two-part 
  storyline of adventures. This adventure picks up directly 
  after the events of DDAL09-19 Fang and Claw. If the 
  characters have recently played that adventure, they have 
  just stepped through a portal from Avernus to the Death 
  Dells. If your players are new to this campaign, use the 
  following hooks:
   Blood Debt. A warlock or other pact-bound character 
  in the group is summoned by their patron and ordered to 
  aid a priest of Ilmater at Mahadi’s Wandering Emporium. 
  If they refuse, their powers are stripped and their soul is 
  forfeit.
   Divine Calling. The gods themselves, especially those 
  allied with Ilmater, have summoned the characters to aid 
  Dara on the first layer of the Nine Hells, Avernus. After 
  manifesting themselves in front of the group in their 
  chosen forms, the gods open a portal to the Abyss and send 
  the characters through.
   Little Girl’s Plea. Having played some adventures in 
  season 9, the character is known to Dara who sends a 
  mental plea to the character across the planes. She is in 
  peril and desperately needs champions. If the character 
  agrees, a gate opens and transports them directly to her.
  Saving Dara
  Even though she is the Chosen of Ilmater, Dara is particularly 
  fragile and the characters will need to do all they can to 
  protect her. Temporary hit points, buff spells, and smart 
  tactics will all be key. If she dies and the characters return 
  her to life, her powers diminish, so just letting her die and 
  bringing her back is a losing proposition. Every time Dara 
  dies, she loses one of these abilities chosen randomly: her 
  damage resistances, her condition immunities, her Magic 
  Resistance trait, and her Innate Spellcasting trait. If she loses 
  all four, she has lost all of her abilities as a Chosen and may 
  no longer return Hellriders or angels to life.
   In this adventure, if she has previously died four or more 
  times, she loses the ability to track the commander’s soul.
  
  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.
  Out of Hell
  Call to Action
  Soul of the Hunt
  Story Objective A
  1
  Bloodwar!
  Story Objective B
  2
  Belle of the Brawl
  Bonus Objective A
  A
  Demonic Duel
  Bonus Objective B
  B
  
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  DDAL09-20 Where Devils Fear to Tread (v1.0)
  Estimated Duration: 10 minutes
  This adventure begins with the characters having just 
  arrived in the Abyss on the 422nd layer, known as the 
  Death Dells or Yeenoghu’s Realm. If you are continuing 
  from DDAL09-19, assume that transporting to the Abyss in 
  Dara’s company had the same effect as a long rest.
  From your vantage point in front of the planar gate atop a 
  flat stone, you are faced with a massive sunbaked savanna 
  stretching north to foreboding mountains, east to a sickly 
  yellow forest, and west to a swampy shore and rust-colored 
  sea. The grass near the gate is trampled from the passage 
  of many hundreds of creatures.
  The heat is oppressive, and the smell of meat rotting in 
  the sun permeates the still air. The call of a carrion bird 
  echoes across the dry grassland.
  The Gathering Gate
  The Gathering Gate, one of the few landmarks in 
  Yeenoghu’s Realm, is a massive circular portal made of 
  crude stone. It can be controlled by the demon prince to 
  connect to many different planes and is currently set to 
  allow two-way transport between Avernus and the Death 
  Dells. Only the demon prince can alter the destination of 
  the portal or close it.
  Creature Information
  Dara looks at the characters expectantly and recaps what 
  the party knows from their previous adventures before 
  asking them how to find the commander.
  • As the Chosen of Ilmater, Dara read from the Book of 
  Exalted Deeds and was granted powers and a quest to 
  raise fallen angels and paladins in Avernus.
  • Originally when Elturel was pulled into the Nine Hells, 
  she was convinced Ilmater gave her this holy mission to 
  help the city, but now she believes she may have another 
  purpose. Perhaps it is to stop the Abyss from disrupting 
  the balance of the Bloodwar and taking over the Hells?
  • With the help of adventurers, a merchant named Fai 
  Chen, and the infamous Mahadi, Dara has successfully 
  revived several slain angels and raised up a lost 
  company of Hellriders called the Bloody Hooves. 
  Unfortunately, the company’s commander was not 
  among them and they are in disarray.
  • To make matters worse, demons took his soul and threw 
  it into Yeenoghu’s Realm as an offering for the demon 
  prince to hunt. If they cannot find the wandering soul in 
  time, she fears Yeenoghu will not only consume it but 
  will enter into the Abyss with the last of his forces and 
  attack the already weakened defenders of Avernus.
  • If the demon prince himself takes the field, it is likely 
  that other lords of the Abyss will as well.
  • The commander’s soul looks like a vaguely humanoid-
  shaped ball of light floating aimlessly. It is not aware of 
  its surroundings and is not able to communicate. In this 
  form, the commander is defenseless, and the party have 
  to find him as quickly as possible.
  • Locating the soul before the demon prince will be 
  extremely difficult.
  Call to Action
  Dara entreats the characters to help her rescue Commander 
  De La Reue’s soul so she can breathe life back into it, and 
  then they can return to the Bloody Hooves in Avernus.
  Call to Action: Out of Hell
  Call to Action: Out of Hell
  
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  DDAL09-20 Where Devils Fear to Tread (v1.0)
  Estimated Duration: 2 hours 30 minutes
  The Death Dells are not a safe place. Every creature here 
  hunts and is, in turn, hunted. The very land itself is brutal, 
  and the Abyssal layer twists the mind toward bloodshed. In 
  this place of trials, the characters must somehow track down 
  the wandering soul of Commander Rotger De La Reue.
  Story Objective A
  The characters must navigate the Death Dells to rescue 
  the commander’s soul before it is devoured by the demon 
  lord Yeenoghu.
  Setting Information
  Yeenoghu’s lair is a place of blood and death, populated 
  by gnolls, hyenas, and ghouls. There are few structures or 
  signs of civilization on his layer of the Abyss. The majority 
  of the land is composed of savanna and ravines which 
  extend to the “southern” horizon. The “north” is bound by 
  the Screaming Peaks, the “west” by the Seeping Woods, 
  and the “east” by a poisonous sea called the Cursewallow.
   The following features are present on this layer of the 
  Abyss that the DM can use to add flavor to encounters:
   Dangerous Environment: The environment itself is 
  dangerous. It is oppressively hot with constant sun. Most 
  water sources are tainted with poison or disease. Sharp 
  stones and spiky plants tear at clothes and skin. Everything 
  here wears on the body. For every two scenes completed, 
  the characters must succeed on a DC 13 Constitution 
  saving throw of gain a level of exhaustion. Characters who 
  are immune to poison, disease, thirst, or high temperatures 
  gain advantage on the saving throw. One level of exhaustion 
  is removed after a short rest, or all can be removed when 
  the character completes a long rest in a cool place with 
  ample clean water. Resting in the Death Dells results in a 
  delaying encounter (see “On the Trail”).
   Madness. If a humanoid spends at least 1 hour in the 
  Death Dells or sees the Beast of Butchery himself, that 
  creature must succeed on a DC 17 Wisdom saving throw 
  or descend into a madness determined by the Madness of 
  Yeenoghu table. A creature that succeeds on this saving 
  throw can’t be affected for 24 hours unless it is in the 
  presence of Yeenoghu himself. Dara is immune to this effect.
   The Wages of Sin. Whenever characters must make a 
  saving throw versus madness in Yeenoghu’s realm, they 
  make the saving throw with a −1 penalty for every three 
  soul coin charges (rounded down) that the character has 
  spent with anyone (such as Mahadi or Fai Chen) except 
  Dara. Remember each whole soul coin has three charges.
  Madness of Yeenoghu
  If a creature goes mad after an hour in the Death Dells or at 
  the sight of the demon lord, roll on the Madness of Yeenoghu 
  table to determine the nature of the madness, which is a 
  character flaw that lasts until cured. See the Dungeon Master’s 
  Guide for more on madness.
  Madness of Yeenoghu
  Roll a d100 to determine the flaw the creature acquires until 
  the madness is cured.
  d100
  Flaw
  01–20
  “I get caught up in the flow of anger and try to stoke 
  others around me into forming an angry mob.”
  21–40
  “The flesh of other intelligent creatures is 
  delicious!”
  41–60
  “I rail against the laws and customs of civilization, 
  attempting to return to a more primitive time.”
  61–80
  “I hunger for the deaths of others and am 
  constantly starting fights in the hope of seeing 
  bloodshed.”
  81–00
  “I keep trophies from the bodies I have slain, 
  turning them into adornments.”
  Part 1: Soul of the Hunt
  Part 1: Soul of the Hunt
  
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  DDAL09-20 Where Devils Fear to Tread (v1.0)
   Predation. Beasts in the Death Dells become unusually 
  primal. Predators kill far more than what they need for 
  food. Carcasses of prey are left to rot in an unnatural 
  display of wasteful slaughter. Animals normally considered 
  prey are immediately unsettled and hard to control. Mounts 
  with an Intelligence score less than 3 require a successful 
  DC 15 Wisdom (Animal Handling) check to control them in 
  the presence of a predator.
   Spikes. Large iron spikes frequently grow out of the 
  ground and stone surfaces in the Death Dells. Yeenoghu 
  often impales the bodies of the slain on these spikes. Areas 
  of spikes are difficult terrain. Any creature that enters an 
  area affected by spikes must also succeed on a DC 15 
  Dexterity saving throw or stop moving and take 7 (2d6) 
  piercing damage. Any creature knocked prone makes this 
  saving throw with disadvantage. Areas of spikes can be 
  added to any of the encounters in the Death Dells at the 
  DM’s discretion.
  Tracking the Commander
  The characters are trying to locate the commander’s soul 
  as quickly as possible, and doing so is very difficult. Here 
  are a number of possible ways the characters might try and 
  how they function in the Death Dells.
   Augury, Commune, Contact Other Plane, and 
  Divination. On his home layer, Yeenoghu blocks other 
  powerful entities from giving information about the location 
  of his prey.
   Commune with Nature. In addition to the generally 
  unnatural nature of the surrounding lands, the commander 
  does not count as any of the subjects that the spell detects.
   Dara, Divine Sense, and Detect Evil and Good. If Dara 
  retains her abilities as a Chosen (see the Saving Dara 
  side bar in the Adventure Primer), she or any character 
  using one of these abilities can sense the ground that the 
  commander has walked across as a slightly cleaner path, 
  tainted with the commander’s goodness. This gives the 
  characters a path to follow. For Dara to sense the path the 
  commander took, she must concentrate uninterrupted for 1 
  minute.
   Locate Creature. This spell is unlikely to be useful 
  as the characters are unlikely to be within 1,000 feet of 
  Commander de la Reue until they can see him. If the 
  characters are having a particularly hard time tracking him, 
  you might allow them to use it to triangulate his position 
  between this and Dara’s sense.
   Scrying. The commander is particularly difficult to scry 
  upon. He attempts to resist the spell with advantage and 
  has a +19 bonus to his saving throw. Even if he is found, the 
  10 feet of surrounding hellscape looks much like any place 
  else in the Death Dells.
   Tracking. The commander’s trail can be followed with 
  a successful DC 20 Wisdom (Survival) check. There is 
  an odd cinnamon scent associated with the commander’s 
  soul, and those who have the ability to track by scent gain 
  advantage to follow his trail.
   Other Abilities. Other spells and abilities that might 
  locate the commander do not work unless you deem that 
  they are appropriate. If you are running short on time or if a 
  solution is particularly creative, you may choose to allow the 
  party to skip one encounter in the “On the Trail” section.
  On the Trail
  As the characters hunt for the commander, the parties have 
  encounters that either advance or delay their search. If they 
  advance three times before they are delayed three times, 
  they manage to get to the commander’s soul before it is 
  devoured by Yeenoghu.
   Presented here are three advancing (A) and three 
  delaying (D) encounters. If the characters successfully 
  have a way to track the commander’s soul coming out 
  of the gate, they begin with an advancing encounter of 
  your choice. If the characters do not have a way to track 
  the commander or fail in their attempt to track his soul, 
  they begin with a delaying encounter of your choice. Each 
  encounter then has a resolution that tells you whether to 
  proceed with a delaying or advancing encounter, again of 
  your choice. Each encounter takes 1 hour. If you are using 
  Bonus Objective A, insert it after two encounters have 
  occurred.
  1A. Predators
  While cutting across the Dun Savanna, the party is spotted 
  as they near a watering hole by a group of hunters sent out 
  by Yeenoghu.
  Area Information
  The area has the following features.
   Dimensions and Terrain. The Dun Savanna is a wide-
  open plain of tall grass which provides advantage on 
  Dexterity (Stealth) checks. Occasional patches of the grass 
  grow particularly thick and sharp as razors.
  
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  DDAL09-20 Where Devils Fear to Tread (v1.0)
   Lighting. The blazing sun bakes the Dun Savanna with 
  intense heat and blinding light.
   Poisoned Pond. The watering hole, like most water 
  sources in the Death Dells, is filled with disease. Any 
  creature coming into contact with the water must 
  succeed on a DC 15 Constitution saving throw or contact 
  sight rot. Unlike the normal disease whose effects are 
  felt after the first day, the Death Dells accelerates the 
  incubation, and an infected creature feels its effects after 
  its first short or long rest.
   Razorgrass. Whenever a creature moves, it has a 1 in 
  6 chance of crossing a 5-foot patch of razorgrass. When a 
  creature moves through a razorgrass for the first time on 
  a turn, the creature must succeed on a DC 15 Dexterity 
  saving throw or take 8 (1d10 + 3) slashing damage. A 
  creature can use its reaction as it moves to pick out a safe 
  path by succeeding on a DC 15 Intelligence (Nature) or DC 
  20 Wisdom (Perception) check. If successful, the creature 
  notices any patches of razorgrass in its path.
  Disease: Sight Rot
  This painful infection causes bleeding from the eyes and 
  eventually blinds the victim.
   A beast or humanoid that drinks water tainted by sight 
  rot must succeed on a DC 15 Constitution saving throw or 
  become infected. One day after infection, the creature’s vision 
  starts to become blurry. The creature takes a −1 penalty to 
  attack rolls and ability checks that rely on sight. At the end 
  of each long rest after the symptoms appear, the penalty 
  worsens by 1. When it reaches −5, the victim is blinded until 
  its sight is restored by magic such as lesser restoration or heal.
   Sight rot can be cured using a rare flower called Eyebright, 
  which grows in some swamps. In Yeenoghu’s realm, it can 
  only be found in the Seeping Woods (2D). Given an hour, a 
  character who has proficiency with an herbalism kit can turn 
  the flower into one dose of ointment. Applied to the eyes 
  before a long rest, one dose of it prevents the disease from 
  worsening after that rest. After three doses, the ointment 
  cures the disease entirely.
  Creature Information
  The hunters are split between two groups. Two shoosuvas 
  are sneaking through the tall grass and can be spotted 
  by character with a passive Perception of 16 or better. 
  Meanwhile two gnoll fangs of Yeenoghu, each riding a roc, 
  are attempting to dive down on the characters out of the 
  sun and are seen by characters with a passive Perception 
  of 20 or better.
   The hunters attack, intent on killing all of the characters 
  until only one roc remains, at which point they remember 
  their actual mission to scout for Yeenoghu and the 
  remaining roc tries to flee.
  Adjusting the Scene
  Here are some suggestions for adjusting this scene:
  • Very Weak: Remove a gnoll fang of Yeenoghu and a 
  shoosuva.
  • Weak: Remove a gnoll fang of Yeenoghu.
  • Strong: Add a roc.
  • Very Strong: Add a gnoll fang of Yeenoghu, a roc, and a 
  shoosuva.
   What Do They Want? As minions of Yeenoghu, they 
  primarily want to slaughter the characters and devour their 
  flesh. Secondarily they are supposed to be helping their 
  master search for a lost soul in the Death Dells, and if they 
  remember through their bloodlust, tell him.
   What Do They Know? Rip, rend, and tear. Somewhere 
  there is prey to hunt and the characters look like it. They 
  also know that Yeenoghu senses the taint of goodness in 
  his realm. It’s made him hungry and he is hunting it—a final 
  hunt before joining his forces that have recently landed in 
  Avernus. The bulk of their forces and those of other demon 
  lords have already begun the attack.
  Playing the Pillars
  Here are some suggestions for this encounter:
   Combat. The rocs and their riders prefer to fight in the air, 
  with the rocs either carrying victims into the air with their 
  talons to be dropped from 100+ feet or attacking with the 
  reach of their beaks as they fly by and the riders strafe with 
  javelins. The shoosuvas try to focus their attacks on a foe that 
  is separated from the party to paralyze the foe and drag it 
  away into the tall grass.
   Exploration. The gnolls and shoosuvas recognize the 
  poisoned water and razorgrass and try to use the terrain to 
  their advantage when possible, attempting to trap characters 
  between the dangerous terrain on one side and attacks from 
  the other.
   Social. While the hunters are not a significant threat to the 
  characters, this fight offers to highlight the frenzied bloodlust 
  that blazes in the hearts of Yeenoghu’s followers as well as 
  how the plane affects visitors. Yeenoghu’s minions cannot be 
  reasoned with; they seek only carnage.
  Development
  If this was not the party’s third advancing encounter, use 
  these criteria to decide whether the characters advance to 
  an advancing (A) or delaying (D) encounter.
   Advancing. If the characters stop the scouting party 
  from escaping to warn Yeenoghu, choose an advancing (A) 
  encounter.
   Delaying. If any of the scouting party escaped to warn 
  Yeenoghu, choose a delaying (D) encounter.
  2A. Escaped Slaves
  A group of five escaped slaves (commoners) are fleeing 
  across the savanna and catch sight of the characters from 
  250 feet away.
  Area Information
  The area has the following features.
   Dimensions and Terrain. Dry grass grows to the waist 
  of a Medium-sized creature, covering low rolling hills.
   Lighting. The blazing sun bakes the Dun Savanna with 
  intense heat and blinding light.
  Creature Information
  The escapees’ response depends on the appearance of 
  the party. If the characters appear monstrous or demonic, 
  the slaves scream and run in the opposite direction. 
  However, if the characters appear to be possible heroes, 
  they excitedly come forward. The first to speak is a halfling 
  female (commoner) named Odalle, originally a sailmaker 
  from Luskan.
  
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  DDAL09-20 Where Devils Fear to Tread (v1.0)
   What Do They Want? All of the commoners were 
  captured by cultists of Yeenoghu and cast into the Death 
  Dells to serve as slaves and eventual prey for endless 
  hunts. They are crazed with fear and desperate to escape 
  the Abyss.
   What Do They Know? They recently saw a glowing 
  human in plate armor and can give directions where the 
  soul was heading allowing the characters to cut time off the 
  search, but they only trade the information for a way out. 
  Also, they know that there were previously vast numbers of 
  demons, gnolls, and undead gathering on the savanna, but 
  they are gone now.
  Playing the Pillars
  Here are some suggestions for this encounter:
   Combat. The slaves are not a match for the characters and 
  run if attacked or confronted with any violence. They do not 
  defend each other, but instead flee, leaving others to suffer.
   Exploration. A successful DC 20 Intelligence (Investigation) 
  check notes that several of the slaves have leaves in their hair, 
  and trees are not to be found in the savanna, suggesting they 
  have come from the Seeping Woods to the west.
   Social. The escaped slaves are panicked and not especially 
  willing to negotiate. They want out now! Anyone who can 
  grant that (such as by a plane shift spell) immediately gains 
  their trust and all of the details they can remember about 
  where in the Seeping Woods they saw the commander’s soul 
  and just how close Yeenoghu is to catching him. If necessary, 
  they might be convinced to take the portal to Avernus with a 
  successful DC 20 Charisma-based skill check if the characters 
  lead them to it. However, taking the commoners to the portal 
  takes time that the characters don’t have, so unless the 
  characters split up or use magic to transport the escapees, 
  the shortcut doesn’t help them. Of course, if they split up, 
  they don’t have all of their members for the next encounter.
   It is possible that the characters might trick the commoners 
  into relaying the information and then renege on the deal. In 
  this case, they follow the characters hoping to find a way to 
  freedom, and Dara does her best to care for the poor souls.
  Development
  If this was not the party’s third advancing encounter, use 
  these criteria to decide whether the characters advance to 
  an advancing (A) or delaying (D) encounter.
   Advancing. If the characters negotiate for the location 
  of the commander’s soul, and the entire group doesn’t 
  have to travel back to the portal, choose an advancing (A) 
  encounter.
   Delaying. If the characters are not able to get the 
  information and proceed without it, or if they get it but 
  travel back to the portal, choose a delaying (D) encounter.
  3A. Watering Hole
  The trail leads toward an oasis of green on the savanna 
  where the ruins of some structure pierce the greenery. The 
  promise of shade and fresh water is tempting.
  Area Information
  The area has the following features.
   Dimensions and Terrain. A few tall bushes with many 
  tiny leaves surround a lily-covered pond under the shade 
  of acacia-like trees. Woody vines snake across the ruins. 
  Greenery is more prevalent as the oasis is close to the 
  Seeping Woods.
   Lighting. The blazing sun of the Dun Savanna is blunted 
  by the foliage, offering a refuge from the sun. On the pond 
  or out from under the foliage, the sun is as merciless as 
  always.
   Interesting Insects. Insects are a common sight in the 
  Abyss and especially in Yeenoghu’s realm. A character 
  with a passive Investigation of 15 or higher notices several 
  dozen beetles feasting on some of the plants along a path 
  through the oasis and nowhere else. A successful DC 15 
  Intelligence (Nature) check notes that the beetles should 
  be carnivorous and have no interest in these plants. Closer 
  inspection and a successful DC 15 Wisdom (Perception) 
  check notices a few opalescent droplets on the leaves 
  attracting the bugs. As the character watches, one of the 
  beetles consumes a droplet and then rapidly begins to 
  morph into a beautiful butterfly.
   The droplets radiate magic and good. A successful DC 20 
  Intelligence (Religion) check suggests it might be residue 
  from the commander’s soul, suggesting a path to follow.
   Pond. Clean-looking water fills the 20-foot-radius 
  pond. Unfortunately, it is not safe. Any creature drinking 
  the water must succeed on a DC 20 Constitution saving 
  throw to avoid the effects. Those that fail feel fine for 1 
  minute, after which they take 10 (3d6) poison damage at 
  the beginning of their turn as blood begins to ooze from 
  every pore. Once characters have started taking damage, 
  they may attempt another saving throw at the end of each 
  round to shake off the effect. Characters with a passive 
  Perception of 16 or higher notice bones, both animal and 
  humanoid, in the mud. A mantrap lily (see “Creature 
  Information”) is floating in the center of the pond.
   Ruins. Two ruined walls meet to form the corner of some 
  long-destroyed stone building. Blocks of stone with well-
  weathered edges can be seen in the pond. Rude carvings 
  deface what remains of the walls. What few words there 
  are have been scrawled in Abyssal and praise the brutality 
  of Yeenoghu and his brood. A character that succeeds on a 
  DC 15 Intelligence (Investigation) check notes that some of 
  the more recent scrawl appears to be vaguely reminiscent 
  of a map. It suggests an attempt to rapidly advance to the 
  Styx and from there break through to Dis and the lower 
  layers of the Nine Hells.
   Searching the ruins notes that it is a frequent campsite. 
  Characters that succeed on a DC 15 Wisdom (Perception) 
  check find several tracks. Most are clearly from gnolls, but 
  some are larger, and some are not humanoid. A character 
  that succeeds on a DC 20 Wisdom (Survival) check notes 
  the large, flame-scarred prints were caused by a balor, and 
  the furrows are reminiscent of a large snake, probably 
  several mariliths.
  Creature Information
  A mantrap water lily floats in the center of the pond, 
  surround by dozens of normal lily pads. After the 
  characters disturb the water, or when they have been in 
  the oasis for at least three rounds, it releases its Attractive 
  Pollen and waits for prey to come close enough to Engulf. 
  When engulfing a creature, it pulls itself and its prey below 
  the surface of the water, adding suffocation to its victim’s 
  challenges.
  Treasure
  Characters searching the remains of the campsite find a 
  few coins and a carved bone idol.
  
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  DDAL09-20 Where Devils Fear to Tread (v1.0)
  Development
  If this was not the party’s third advancing encounter, use 
  these criteria to decide whether the characters advance to 
  an advancing (A) or delaying (D) encounter.
   Advancing. If the characters find the commander’s path, 
  choose an advancing (A) encounter.
   Delaying. If the characters do not find the commander’s 
  path, or if they stop to rest here, choose a delaying (D) 
  encounter.
  1D. Doresain’s Delegation
  Doresain, the King of Ghouls, is a vassal of Yeenoghu 
  and must occasionally offer tribute to his conqueror. His 
  minions are coming out of a portal in the Screaming Peaks 
  from the 421st layer of the Abyss, known as the White 
  Kingdom.
  Area Information
  The area has the following features.
   Dimensions and Terrain. The area is filled with rocky 
  hills, and the plentiful large boulders offer many places to 
  hide. The ravine is roughly 30 feet wide.
   Lighting. The sun does not extend into the deep delves 
  between the rocky hills, making everything here clouded 
  with shadow. The area is considered in dim light.
   Boulders and Scree. The floor of the ravine is covered 
  in loose scree, making footing in some areas treacherous. 
  Several randomly placed, 15-foot-diameter patches of scree 
  are difficult terrain. In addition, there are several boulders 
  large enough to hide behind and gain cover.
   Steep Walls. The walls of the ravine are very steep and 
  require a DC 15 Strength (Athletics) check to climb. The 
  wall on the west side is 50 feet high, while the east side is 
  20 feet high.
  Creature Information
  A nightwalker, two maurezhi, four ghasts, and eight gnoll 
  witherlings are leading thirty commoners that are to be 
  presented to Yeenoghu as tribute for his hunts. Seeing 
  more mortals, the nightwalker sees the opportunity to add 
  to their tribute and orders an immediate attack.
  Adjusting the Scene
  Here are some suggestions for adjusting this scene:
  • Very Weak: Remove a maurezhi and four witherlings.
  • Weak: Remove four witherlings.
  • Strong: Add a maurezhi.
  • Very Strong: Add a maurezhi and two ghasts.
   What Do They Want? The undead and demons want 
  only to kill or enslave mortals, complete their tasks, and 
  then return to the White Kingdom so they can join the 
  attack their demon prince has already begun on Avernus. 
  The commoners want nothing more than to be returned to 
  safety on the Prime. They beg the characters to aid them.
   What Do They Know? They know nothing about the 
  commander’s missing soul, as the demons and undead 
  have only just arrived. The commoners know nothing 
  helpful.
  Playing the Pillars
  Here are some suggestions for this encounter:
   Combat. During combat, the nightwalker tries to avoid 
  being within 30 feet of the commoners so as to avoid killing 
  them with its annihilating aura; however, if the characters 
  stay at a distance, making combat difficult, it drags the 
  commoners into its aura as bait and lets them die. It 
  continues to do so until the characters approach to face it.
   Exploration. Part of the 20-foot-high wall is unstable. A 
  character who succeeds on a DC 15 Wisdom (Survival) 
  check notices that it can be brought down. Characters with 
  the Stonecunning trait may apply the benefit to this check. If 
  30 points of damage are done to the wall (including area-
  of-effect spells), a section crumbles into the ravine, filling a 
  30-foot-long by 15-foot-wide area with fallen rock. Creatures 
  in the area suffer 33 (6d10) bludgeoning damage, and if 
  they are Large or smaller, they are restrained, half buried in 
  the rubble. Those that succeed on a DC 20 Dexterity saving 
  throw take half damage and are not restrained. As an action, 
  a creature can free itself with a successful DC 15 Strength 
  (Athletics) or Dexterity (Acrobatics) check. Creatures can free 
  another creature with a successful Strength (Athletics) check.
   Social. The maurezhi use their Assume Form ability to hide 
  among the commoners so they can pretend to be slaves 
  in need of rescuing. They purposefully put themselves in 
  dangerous positions to lure would-be heroes in close. Until 
  they are discovered, they can use Raise Ghoul on the ghasts 
  with impunity.
  
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  DDAL09-20 Where Devils Fear to Tread (v1.0)
  Treasure
  The witherlings are carrying a trunk on poles that is filled 
  with coins and gems for Yeenoghu.
  Development
  Use these criteria to decide whether the characters 
  advance to an advancing (A) or delaying (D) encounter.
   Advancing. If the characters bring the rescued 
  commoners with them or if they leave them to their own 
  devices, choose an advancing (A) encounter.
   Delaying. If the characters travel back to the portal or 
  otherwise spend time ferrying the commoners to safety, 
  choose a delaying (D) encounter.
  2D. Dinner Party
  Under the shade of the yellow-leafed trees of the Seeping 
  Woods, a few humans eke out a passable existence in a 
  tiny settlement called Harsh. Harsh survives primarily 
  by logging the forest and making offers of lumber to the 
  occasional gnoll that ventures into the woods.
   When the characters arrive, the villagers are laying out a 
  midday meal on long planks balanced on logs.
  Area Information
  The area has the following features.
   Dimensions and Terrain. Harsh consists of five 
  buildings: three domiciles, a smokehouse, and a building 
  for the storing of tools and lumber. The village is 
  surrounded by dozens of wooden carvings of ferocious 
  beasts ranging in size from that of a cat to larger than a 
  house. Some are clearly snarling gnolls, but several are 
  fantastical beasts or more abstract symbols.
   Lighting. The bright sun is muted under the yellow 
  canopy of the Seeping Woods, making it well-lit but much 
  more comfortable.
   Food. The food is of average quality, but after months 
  in the Nine Hells for most of Dara’s companions, it likely 
  seems delicious. Unfortunately, the “meat” is all that 
  remains of few travelers, supplemented with a butchered 
  hog to allay suspicion. Also, while none of the characters’ 
  meals are poisoned, the cups they are given to pour water, 
  ale, or wine into have been coated with oil of taggit poison. 
  After a few minutes, any character not immune to poison 
  must succeed on a DC 13 Constitution saving throw or 
  become poisoned for 24 hours. A poisoned creature falls 
  unconscious but wakes up if it takes damage.
   Rest. The village is a “safe,” suitable place to rest.
  Creature Information
  When they are seen, three villagers approach cautiously, 
  clearly ready for trouble. If the characters are open to 
  talking, Ligach (female human warlock of the fiend) 
  introduces herself and two other villagers: Domelch and 
  Uid (both male humans that use the statistics of a frost 
  giant everlasting one but are Medium humanoids who 
  speak Common). The other nine villagers (various ages/
  genders, human berserkers) stay back.
   They invite the characters to rest and take a meal with 
  them so they might talk over what the party is doing here.
   What Do They Want? Ligach quickly sizes up the 
  characters as adventurers and thus not a group the 
  villagers of Harsh want to engage in direct combat. Instead 
  she tries to encourage the party to stay and rest…so 
  eventually once they have let their guard down the villagers 
  might butcher them for their next meal.
   What Do They Know? Life in Harsh is not as pastoral 
  as it might seem, and the energies of the Death Dells have 
  changed its inhabitants. The group have become cannibals. 
  They actually know nothing about the commander, but 
  Ligach implies that she has seen him and promises to tell 
  them more if they treat her and the villagers well, starting 
  with sharing a meal. Ligach tells a vague story about a lost 
  soul heading through the Cursewallow, and also seeing 
  the Beast of Butchery out on the hunt with his gnolls. She 
  claims to know a shortcut, but of course, it’s all lies.
  Adjusting the Scene
  Here are some suggestions for adjusting this scene:
  • Very Weak: Remove one frost giant everlasting one and four 
  berserkers.
  • Weak: Remove four berserkers.
  • Strong: Add four berserkers.
  • Very Strong: Add one frost giant everlasting one and four 
  berserkers.
  Playing the Pillars
  Here are some suggestions for this encounter:
   Combat. The villagers do not want a fair fight. In fact, if the 
  characters decide not to stay or don’t succumb to the poison, 
  they let them leave. Only if they can surprise the adventurers 
  while they are at a disadvantage do they try to murder 
  them. If they are attacked, the villagers become enraged 
  and give themselves over to the murderous madness of the 
  Death Dells. If forced to fight, Ligach makes liberal use of 
  banishment to even the odds.
   Exploration. Any character who can surreptitiously search 
  the village with a successful DC 15 Intelligence (Investigation) 
  check will find signs of the villagers’ despicable lifestyle. 
  There are human bones piled around some of the larger 
  wooden gnoll statues, like an offering. There is a partially 
  butchered man in the smokehouse behind a deer carcass. 
  Also, a successful DC 15 Wisdom (Medicine) check notes 
  that several of the villagers have strange deformities and a 
  trembling disorder suggestive of a cannibalistic diet.
   Social. Domelch has a second head named Domeh 
  sprouting from his chest that he keeps hidden under his shirt. 
  Domeh disagrees with everything that Domelch says or does, 
  and if the characters somehow manage to converse with 
  Domeh, it takes very little to get the two of them arguing with 
  each other and potentially giving clues that the villagers are 
  cannibals.
  Development
  Use these criteria to decide whether the characters 
  advance to an advancing (A) or delaying (D) encounter.
   Advancing. If the characters don’t stay for a short rest or 
  longer, they proceed to an advancing (A) encounter.
   Delaying. If the characters stay for a meal or a rest, they 
  proceed to a delaying (D) encounter.
  3D. The Prince of Teeth
  The 422nd layer of the Abyss has had many rulers, including 
  Bechard the Obyrith Lord of Tempests who was betrayed by 
  his lieutenant Thirthralleth to the Tanari that now rule the 
  Abyss. In reward for his aid, the demons tied Thirthralleth to 
  a boulder and have been slowly killing it for millennia.
  
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  DDAL09-20 Where Devils Fear to Tread (v1.0)
   Thirthralleth appears as a gargantuan mass of matted 
  fur studded with great fanged maws, all of which spew 
  incoherent noises.
  Area Information
  The area has the following features.
   Dimensions and Terrain. Thirthralleth’s prison is a flat 
  rock the size of a stable with chains thicker than a human 
  embedded into it.
   Lighting. The blazing sun bakes the Dun Savanna with 
  intense heat and blinding light.
   Chains. Eighteen chains are anchored to the four corners 
  of the rock, threaded through Thirthralleth’s mouths and 
  intertwined with its hair. Each has a complicated lock that 
  can be opened with a successful DC 30 Dexterity check 
  with proficiency in Thieves’ Tools. However, if the character 
  is not able to hover above the rock or has less than a 20-
  foot reach, the character will need to stand on the rock to 
  reach the locks. To do so safely requires a successful DC 
  25 Dexterity saving throw. Those that fail contact one of the 
  imprisoning runes.
   Imprisoning Runes. The rock to which Thirthralleth is 
  chained is covered in Abyssal runes that glow with obvious 
  power. A character that takes time to search the rock and 
  makes a successful DC 15 Intelligence (Investigation) 
  check can find 1,001 runes. Touching any of the runes 
  causes a creature to suffer 14 (4d6) force damage each 
  round it is in contact with the rune.
   A successful DC 15 Intelligence (Arcana) check can 
  determine that the runes are specifically designed to cage 
  an Obyrith, the demons that once ruled the Abyss before the 
  current Tanari. Each is the equivalent of a 9th-level spell and 
  should all of them be dispelled, Thirthralleth could be freed.
  Creature Information
  Thirthralleth, the Obyrith Prince of Teeth, has long since 
  ceased to be coherent. It now only whimpers and gibbers 
  between gnashing its toothy maws at anything that comes 
  near. Thirthralleth speaks no languages but makes frequent 
  noises. Anyone attempting to contact it telepathically finds 
  only terrifyingly incoherent thoughts and must succeed 
  on a DC 20 Wisdom saving throw or fall unconscious for 
  10 minutes and gain a short-term madness. A character 
  that manages to maintain their sanity can discern only two 
  coherent thoughts: a murderous hatred for all living things 
  and the desire to consume.
  Development
  Use these criteria to decide whether the characters 
  advance to an advancing (A) or delaying (D) encounter.
   Advancing. If the characters do not allow themselves to 
  become distracted by Thirthralleth’s prison for more than a 
  few minutes, proceed to an advancing (A) encounter.
   Delaying. If the characters become distracted by 
  Thirthralleth’s prison for more than 10 minutes, proceed to 
  a delaying (D) encounter.
  Catching the Commander
  Once the characters complete either three advancing (A) or 
  three delaying (D) encounters, they successfully catch up 
  to Commander Rotger De La Reue. Unfortunately, so has 
  Yeenoghu and his horde. How long the demons have been 
  here and the commander’s fate depends on whether the 
  characters completed three advancing (A) or three delaying 
  (D) encounters first.
   If the party completed three advancing (A) encounters 
  first, the commander’s soul has not yet been destroyed. 
  They crest a low rise to see a glowing humanoid of soul 
  stuff wandering confused, harried by the demons and 
  gnolls as Yeenoghu strides forward to consume the soul. 
  There is still a chance.
   If the party completed three delaying (D) encounters first, 
  the second wave is already present, and they arrive just as 
  Yeenoghu tears the soul into two pieces and drinks from 
  the larger piece. The demons howl with savage glee as the 
  light of the soul fades away. The characters have failed.
  Area Information
  The area has the following features.
   Dimensions and Terrain. The characters begin on a 
  low, grass-covered rise, with the commander’s soul and 
  Yeenoghu’s pack 20 feet away at the bottom of the rise. 
  There is a flat gulley 40 feet wide before another hill that 
  prevents the characters from seeing oncoming waves, but 
  their howls are easily heard.
   Lighting. The blazing sun bakes the Dun Savanna with 
  intense heat and blinding light.
   Commander De La Reue. The commander’s soul cannot 
  be touched by mortals, but it can be herded by using an 
  action to block the soul’s path and direct it. A creature can 
  use an action to change the soul’s path. Force effects such 
  as a wall of force, an unbarred forcecage, or an Otiluke’s 
  resilient sphere will block the soul’s path, but no physical 
  objects do. At the end of each round the commander’s soul 
  moves 1d6 × 5 feet in a random direction if it has not been 
  herded. If it has been herded, it moves in the direction it 
  was last herded.
   Dara. If Dara can be brought adjacent to the 
  commander’s soul, she can begin the ritual to bring him 
  back. Doing so takes three rounds. Once she begins, the 
  soul ceases moving. Once she finishes, the commander is 
  resurrected and becomes physical. If the party is doing fine, 
  he is too confused upon his resurrection to be helpful and 
  is still recovering until the fight is over. If the party needs 
  help, he immediately grabs his sword and joins the fray.
  Creature Information
  Yeenoghu’s demonic horde is not well organized, and each 
  round a wave crests the opposite hill and joins the fight.
   Wave One. When the characters arrive, a gnoll fang of 
  Yeenoghu, two gnoll pack lords, and twelve gnolls have 
  surrounded the commander and are attempting to herd his 
  soul up the opposite hill, toward Yeenoghu.
   Wave Two. Yeenoghu, the Beast of Butchery and demon 
  prince, arrives. Note that seeing the demon prince requires a 
  madness saving throw (see “Setting Information” in part 1).
   Wave Three. A flind mounted on a monstrous peryton 
  and four gnoll archers each under the effects of a potion 
  of flying crest the hill. They target flying creatures first and 
  those avoiding melee second.
   Wave Four. Three maurezhi and six ghasts join the fray.
   Wave Five. Crackfang and four armanites ride over 
  the hill. Note that Crackfang’s Aura of Hate benefits all of 
  Yeenoghu’s horde. Crackfang is riding one of the armanites.
  
  Adjusting the Scene
  Here are some suggestions for adjusting this scene:
  • Very Weak: Remove four gnolls (wave one), two archers 
  (wave three), one maurezhi (wave four), three ghasts (wave 
  four), and two armanites (wave five). There is an additional 
  round between each wave.
  • Weak: Remove four gnolls (wave one), two archers (wave 
  three), three ghasts (wave four), and one armanite (wave 
  five).
  • Strong: Add two gnoll pack lords (wave one), two archers 
  (wave three), one maurezhi (wave four), and one armanite 
  (wave five).
  • Very Strong: Add two gnoll pack lords and one marilith 
  (wave one), one monstrous peryton and two archers (wave 
  three), one maurezhi and three ghasts (wave four), and two 
  armanites (wave five).
  Treasure
  Crackfang carries a defender (greatsword) and wears a crude 
  necklace sporting a human skull encased in gold and gems.
  Playing the Pillars
  Here are some suggestions for this encounter:
   Combat. Crackfang smites liberally and tries to kill as many 
  characters as possible, reveling in the slaughter. He uses his 
  Defender to increase his AC if it seems like the characters are 
  easily hit. If the table is Strong or Very Strong, he has casts aid 
  and aura of purity before arriving on the field. Yeenoghu stops 
  at nothing to kill all of the characters and never flees.
   Exploration. The gnolls try to harry the commander’s soul 
  toward Yeenoghu. If the commander has not already been 
  herded by an ally, any gnoll within movement range who 
  is not engaged in combat moves to the commander and 
  direct it toward Yeenoghu. If Yeenoghu is adjacent to the 
  commander’s soul and not being attacked, on his turn he 
  uses his action to consume the soul.
   Social. While it’s not likely that Yeenoghu’s horde is up 
  for conversation, this is a great opportunity to play up the 
  savage rage the gnolls feel, and how it is only amplified by the 
  presence of the demon prince.
  Death of a Demon Lord
  The death of Yeenoghu on his home plane is a thing that 
  can change the order of the universe.
  As the Gnoll Lord falls, the ground shakes. Yeenoghu’s 
  chest splits open and a cloud of flies bursts forth, 
  momentarily blotting out the sun. The demon’s still-
  beating heart begins to swell, growing well beyond the 
  cavity that housed it. A wretched rotting stench rides 
  the wind as the demons look hungrily at the receptacle 
  of the demonic power.
  Ask characters that are adjacent to Yeenoghu 
  what they do. Before them lies the receptacle of 
  all of Yeenoghu’s power and the right to control 
  the stuff of the Abyss. If any character moves 
  to touch it, Dara, if she is alive, warns them not 
  to touch it as it’s evil! Any character that picks 
  up the heart has the overwhelming urge to eat 
  it. They get one more chance to throw away the 
  pure evil, but if the character chooses not to, the 
  character bites into the heart and as they consume it, 
  the adventurer dissolves away, flowing into the ground. 
  The character begins the slow, painful metamorphosis 
  into a demon prince and the land responds. Have the 
  player describe what their layer of the Abyss will look 
  like as the land begins changing. The character gains the 
  Demon Prince story award, permanently retiring them 
  from play FOREVER. If Commander De La Reue is alive, 
  the player may play him for the rest of the adventure. If not, 
  they may play Dara (if she is alive).
   Any character that possessed the story award Lost Hope 
  from DDAL09-19 Fang and Claw loses that story award if 
  the party kills Yeenoghu.
  Development
  When the characters are ready to flee back through 
  the portal into Avernus, proceed with Part 2.
  
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  DDAL09-20 Where Devils Fear to Tread (v1.0)
  Estimated Duration: 1 hour 20 minutes
  Following the attempt to recover the commander’s soul, 
  the characters can return back through the portal and then 
  the demonic mobile fortress known as the House of Gore 
  (DDAL09-19 Fang and Claw). They exit atop the House at 
  the Maw Gate: a 30-foot-tall archway that opens into the 
  citadel interior normally blocked by a red-hot portcullis that 
  currently stands open. From the balcony 200 feet in the air, 
  the characters have an excellent view of the battlefield. The 
  hordes of the Abyss are swarming the infernal lines in a 
  terrifying battle.
   Allow the characters a moment to take in the battle by 
  attempting an Intelligence (History) check. Characters 
  with an appropriate martial background feature, such as 
  Military Rank from the soldier background, gain advantage 
  on this check.
  • DC 0: The characters are behind the demonic lines. 
  From this vantage, it is clear the abyssal forces 
  composed of demons, gnolls, and undead vastly 
  outnumber the defenders of Avernus. The demonic 
  forces carry many banners with the heraldry of different 
  abyssal lords, but the triple-headed flail of Yeenoghu is 
  the most common, followed by the rotted ghoul skull 
  of Doresain.
  • DC 5: Far on the left flank there is a group of infernal 
  hellfire engines atop some tall hills, obliterating any of 
  the demons that move in their direction but otherwise 
  not participating in the battle. A group of mounted 
  humans in white seem to be surrounding them 
  protectively. Colorful pennants declare it as Mahadi’s 
  Wandering Emporium.
  • DC 10 (the characters DO NOT have the Ice Pact 
  story award): The demons are overwhelming the 
  infernal lines. While the devils are putting forth a stout 
  defense, it is not adapting well to the demons’ constantly 
  changing tactics.
  • DC 10 (the characters DO have the Ice Pact story 
  award): The demons are pressing the infernal lines, but 
  they are holding for now. The devils have instituted a 
  flexible, layered defense that is adept to adjusting for the 
  demons’ constantly changing tactics. You can pick out 
  General Everbleed at the core of the infernal leadership.
  • DC 15: It appears the demons’ goal is the port on 
  the river. If they take it, not only will they command 
  the Styx, but they will have access to the armories 
  of the Nine Hells in Dis. If they break through and 
  destroy the foundry city, the diabolic forces will be 
  greatly weakened.
  • DC 20: Zariel herself is nowhere to be seen. Nothing 
  could have kept her from defending Avernus, but the 
  battle stretches beyond the horizon so it is likely that her 
  attention is elsewhere—such as wherever Yeenoghu’s 
  vassal Doresain, the King of Ghouls, has taken the 
  field—when it is sorely needed here. Given how trusted 
  General Everbleed was in her court, it is likely she trusts 
  him to defend this area.
  Part 2: Bloodwar!
  Part 2: Bloodwar!
  
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  DDAL09-20 Where Devils Fear to Tread (v1.0)
  Story Objective B
  Survive, and change the course of the Bloodwar.
  What to Do?
  Dara’s mission in Avernus has finally finished. She has no 
  ideas how to proceed. The characters have several options 
  now:
  • Return to Mahadi’s Wandering Emporium: This 
  is where their allies are and probably a good source 
  of information and reinforcement. If the party is 
  accompanied by Commander De La Reue, he believes 
  their first priority should be to link up with the rest of the 
  Bloody Hooves at the emporium.
  • Attack the demons: The party has the element of 
  surprise, and if the demons break through, it could be a 
  major defeat for the Nine Hells in the Blood War, which 
  could lead to the demons spreading their chaos to other 
  planes. This could happen before or after the characters 
  visit the emporium
  • Attack the devils: After all their time in the Nine 
  Hells, some characters might be looking for a chance 
  at payback. This could happen before or after the 
  characters visit the emporium.
  • Do nothing or leave Avernus: A bit anti-climactic, but 
  Dara’s mission is officially over as far as she knows. The 
  commander, if present, is strongly against this. If the 
  party chooses this route their adventure is over.
  If you are using Bonus Objective B, it should be inserted 
  after the characters visit the emporium (if they do) but 
  before they attack the demons or devils.
  Mahadi’s Emporium
  From the vantage of a nearby hilltop, Mahadi’s Wandering 
  Emporium and the party’s other allies are gawking at 
  the spectacle of the demonic invasion, unsure how best 
  to proceed. The arrival of the characters is met with 
  significant hope, which quickly turns to joy if they are in the 
  company of the commander, or despair if they are not.
   Mahadi quickly takes charge and calls a council to 
  determine the best way to proceed. This scene is intended 
  to be freeform, with many of the allies the characters have 
  made over their time in Avernus present and looking to 
  them for guidance while offering their suggestions and aid. 
  If the characters did not ally with any of the NPCs listed 
  here, feel free to remove them.
  • Commander de la Reue. The commander has learned 
  from the failure of the Hellriders’ previous ride and 
  realizes the Bloody Hooves cannot allow the balance 
  of the Bloodwar to tip, even if it means aiding the Hells 
  in repelling the demons. If he is present, at one point 
  during the upcoming combats have the Hellriders 
  perform an epic charge into the demon lines. Hopelessly 
  outnumbered but screaming out to the gods of light, 
  they willingly sacrifice themselves to do what is right. 
  Draw one or a few enemies away from the characters 
  as they move to confront the Bloody Hooves (DM’s 
  discretion as to the right amount for any given fight as 
  needed by the characters).
  • Dara. Dara isn’t sure what to do but will happily side 
  with whatever the characters decide. She uses whatever 
  powers or spells she has remaining and can accept soul 
  coins to grant boons as mentioned in Appendix 7.
  • Fai Chen. Fai Chen believes the right thing is to assault 
  the demons, but he doesn’t have a good plan on how 
  to do it. He can identify any items the characters have 
  found so far. If they need a ride, his cart and Gary the 
  mule stand ready to help. During the fighting, Fai Chen 
  has a scroll of disintegrate which he can use to remove 
  one forcecage or similar effect if the party is not able.
  • Gaarelmorian. The dragon knows that fighting the 
  demons is the right choice. Once during the battle, 
  the characters can call down his breath weapon as 
  an action, causing an icy blast in a 60-foot cone. Each 
  creature in that area must make a DC 20 Constitution 
  saving throw, taking 58 (13d8) cold damage on a failed 
  save, or half as much damage on a successful one.
  • Sir Gidor Honorsbright. Sir Gidor is in favor of riding 
  out and attacking the devils whom he blames for 
  corrupting Zariel. If the commander is present, he defers 
  to the commander instead. Sir Gidor has been studying 
  the battle and can offer any of the information from the 
  Intelligence (History) check at the beginning of part 2 
  that they characters failed to garner.
  • Glanring Ironbelly. The dwarven paladin is devoted to 
  protecting Dara. He believes that the characters should 
  take some action but has no preference as long as 
  something is done. He hopes to stick next to Dara on the 
  same mount and use his reaction to intercept any attacks 
  meant for her, automatically taking any damage she 
  would have taken from that attack. He has 100 hit points.
  • Hadriel. The celestial griffon is the commander’s mount 
  and is happy to be reunited. If the commander is not 
  present, he will allow himself to be ridden by Glanring 
  or Sir Gidor.
  • Horst Atheraice. Horst believes the right thing to 
  do is leave the Bloodwar to the Bloodwar and ride to 
  Elturel’s aid, ignoring what is right in front of them. If 
  the commander is present, he defers to the commander 
  instead. If needed, Horst is willing to use one of his slots 
  to cast heal before the combat.
  • Mahadi. Mahadi is strongly in favor of helping the forces 
  of the Nine Hells to repel the demons. He points out how 
  not only are the forces of the Nine Hells key to protecting 
  the rest of planes from the Abyss, but the gods will not 
  look kindly on those heroes who were in place to save all 
  the known worlds but walked away. Mahadi can accept 
  soul coins to grant boons as mentioned in Appendix 
  7. In addition, he can grant a long rest to any character 
  who agrees with his request to aid the Hells and does 
  not have the No Exceptions! story award. During the 
  fight, describe his infernal war engines as laying down 
  covering fire to clear the way for the characters if the 
  party chooses to attack the demons.
  • Raskamedies. The angel suggests a stealthy approach to 
  eliminate key targets among the demons. Unfortunately, 
  he doesn’t want to be seen and break the agreement for 
  celestials to stay out of the Bloodwar. He will stay back 
  and protect the emporium. If the characters are not able 
  to get a long rest from Mahadi, he can grant all of them a 
  blessing that confers a short rest.
  
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  DDAL09-20 Where Devils Fear to Tread (v1.0)
  • Verwyyr. The angel strongly believes in a direct, violent 
  approach to the demon problem. Unfortunately, he 
  doesn’t want to be seen and break the agreement for 
  celestials to stay out of the Bloodwar. He will stay back 
  and protect the emporium.
  • Zhalruban. The unicorn believes in attacking either the 
  devils or demons, but prefers to act as a mount for Dara 
  if possible or Glanring Ironbelly if not. She can use her 
  Healing Touch or Teleport to help as needed.
  It is up to the characters to decide how to proceed, but it is 
  clear the destiny of the planes hangs in the balance. They 
  have minutes at most before they must act.
  Attacking the Demons
  Attacking the demonic hordes might be enough to help 
  Avernus stand against the Abyss and stop the demons 
  from driving into the heart of the Nine Hells. This action 
  is the only way to prevent one side from gaining a huge 
  advantage in the Blood War and endangering all of the 
  known universe.
   Targets. Disrupting the demonic forces requires two 
  strikes. First there is a group of gnoll commanders that are 
  leading the gnolls, undead, and minor demons from above 
  the fray. If those commanders are destroyed, the chaff will 
  turn on each other and allow the devils to focus on more 
  powerful demons. Second, the demonic leadership needs 
  to be defeated to leave the armies of the Abyss in disarray.
   The Wages of Sin. The fury of Yeenoghu’s brood 
  intensifies against those tainted by the evil of the Hells. 
  They gain a +1 bonus to hit a character for every three soul 
  coin charges (rounded down) that the character has spent 
  with anyone (such as Mahadi or Fai Chen) except Dara. 
  Remember each whole soul coin has three charges.
  Target One: War Gnolls!
  There are four gnoll pack lords riding rocs above 
  the battlefield and calling commands to the chaff and 
  disposable hordes. They are staying 50 feet apart and 70 
  feet above the battlefield. There are also seven evil mages 
  using invisibility, shadowing each of them (for a total of 
  twenty-eight) from the ground.
   Getting There. If the characters do not fly or teleport to 
  the gnolls, they have no way to get to them but by fighting 
  through the battle. Any character approaching the area 
  without flying or teleportation suffers 40 – the character’s 
  AC slashing damage fighting their way there. You might add 
  or subtract 5 to 15 points from the damage suffered based 
  on the quality of the character’s plan.
  Playing the Pillars
  Here are some suggestions for this encounter:
   Combat. Each of the gnolls try to stay away from enemies 
  using their mobility unless it becomes clear that distance is 
  a disadvantage to them. If the characters attack one of the 
  gnolls, the others come to its aid. Rather than roll for each 
  creature or type of creature, it is recommended that you have 
  each group act together. The gnoll uses its bow and the evil 
  mages use magic missile cast at 2nd level (10 force damage 
  each for a total of 70 force damage per pack) on the same 
  target. They try to avoid obvious arcane casters who are likely 
  to cast shield.
   Exploration. There are clouds of smoke 100 feet above the 
  battlefield. Flying characters and the mounted gnolls might 
  use it to block line of sight.
   Social. None of the demonic soldiers are willing to talk.
  
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  DDAL09-20 Where Devils Fear to Tread (v1.0)
  Target Two: Command
  The leader of the Abyss’s attack ride atop a massive 
  platform of stone, carried by thousands of mortal slaves 
  who lost their souls to the Abyss.
   Getting There. To get to the platform, the characters 
  might fly or teleport, or they must fight through the battle 
  as in the Target One section.
   Dimensions and Terrain. The demon commanders are 
  around a stone block littered with maps on the 60-foot-
  square marble platform. At the corners of the platform 
  are 15-foot, spike-covered chains spinning rapidly. Anyone 
  within the area of the chains must succeed on a DC 
  20 Dexterity saving throw or suffer 27 (6d8) magical 
  bludgeoning damage.
   Occupants. A balor and two mariliths command the 
  forces of the Abyss. The mariliths try to summon at the first 
  opportunity.
   Reinforcements. If the characters are having an easy 
  time assaulting the infernal leaders, each round add a 
  mix of five ghasts, evil mages, or gnoll archers. The 
  reinforcements either focus on a single character or aid the 
  attacks of their leaders.
  Playing the Pillars
  Here are some suggestions for this encounter:
   Combat. The demons make sure to kill unconscious 
  characters at the first opportunity.
   Exploration. The stone block is covered with Abyssal 
  runes which any creature can touch. Touching a rune as a 
  bonus action targets the creature with cure wounds (cast as 
  a 3rd-level spell), fly, or a lightning bolt. If the creature is a 
  demon, it can control what spell targets them. If the creature 
  is not a demon, it can control the effect with a successful 
  DC 20 Intelligence (Arcana) check. This check is made with 
  disadvantage if the creature cannot read Abyssal. On a failure, 
  the spell effect is random.
   Social. None of the demonic soldiers are willing to talk.
  Treasure
  The balor has a pouch with a rod of the pact keeper +2, 
  three soul coins, several gems, a spell scroll of gate, a 
  potion of flying, and a potion of longevity.
  Adjusting the Scene
  Here are some suggestions for adjusting this scene:
  • Very Weak: Remove one marilith.
  • Weak: The mariliths have 30 less hp and do not try to 
  summon until the second round.
  • Strong: Add one marilith.
  • Very Strong: Add one marilith and one balor.
  Attacking the Devils
  Attacking the infernal lines will likely fully swing the battle 
  in the favor of the Abyss, potentially allowing them to drive 
  deep into the heart of the Nine Hells and forever changing 
  the face of the Blood War and endangering all of the known 
  universe. Very few of the party’s allies agree with the choice 
  of this path, and should they choose it, they will not aid the 
  party. They walk this road alone.
   Targets. Disrupting the infernal forces requires two 
  strikes. First, there are four iron towers from which signals 
  are coming to the devils. Those signal stations need to be 
  cleared out. Second, the diabolical leadership needs to be 
  defeated to leave the armies of the Hells in disarray.
   The Wages of Sin. The taint of the Hells infects the 
  characters and gives the devils power over them. Whenever 
  a character must make a saving throw versus an ability 
  or spell originating from a devil, the character makes the 
  saving throw with a −1 penalty for every three soul coin 
  charges (rounded down) that the character has spent 
  with anyone (such as Mahadi or Fai Chen) except Dara. 
  Remember each whole soul coin has three charges.
  
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  DDAL09-20 Where Devils Fear to Tread (v1.0)
  Target One: Signal Stations
  There are four iron towers spread across the infernal lines. 
  Each is 50 feet from the next at the corners of a square, 
  and the battle rages right below them. Every so often, a 
  series of colored fireworks shoot off from one of the towers, 
  giving directions to the devilish forces.
   Getting There. The towers have no windows or doors; 
  they are solid iron. The devils access them by flying. If 
  the characters do not fly or teleport to them, they have 
  no way to get to them but by fighting through the battle. 
  Any character approaching a tower without flying or 
  teleportation suffers 40 – the character’s AC slashing 
  damage fighting their way to the tower. You might add or 
  subtract 5 to 15 points from the damage suffered based on 
  the quality of the character’s plan.
   Climbing the 100-foot-tall iron tower requires a 
  successful DC 20 Strength (Athletics) check.
   Dimensions and Terrain. Each tower is 40 feet in 
  diameter and placed 50 feet from the next tower. There are 
  angled crenulations that offer cover from ranged attacks.
   Occupants. Atop each tower is a spined devil and seven 
  evil mages, all mortal diabolist followers of Zariel. The evil 
  mages are all under the effects of invisibility. The spined 
  devil is huddled under a crenellation with a torch and box 
  of fireworks.
  Playing the Pillars
  Here are some suggestions for this encounter:
   Combat. Each tower is in range of the occupants of the 
  others. If the characters attack one of the towers, the others 
  come to their aid. Rather than roll for each creature or type 
  of creature, it is recommended that you have each tower act 
  together. The spined devil uses its tail spines, and the evil 
  mages use magic missile cast at 2nd level (10 force damage 
  each for a total of 70 force damage per tower) on the same 
  target. They try to avoid obvious arcane casters who are likely 
  to cast shield.
   Exploration. A fire effect can be used to detonate the crate 
  of fireworks, causing 5 fire damage to all creatures on the roof 
  of the tower.
   Social. None of the infernal soldiers are willing to talk.
  Target Two: Command
  From a massive iron boat tied to a pier jutting into the Styx, 
  the command staff of this part of the battlefield direct the 
  Infernal armies.
   Getting There. To get to the docks, the characters 
  might fly or teleport, fight through the battle, or somehow 
  navigate the Styx. Unless immune to the river’s effects 
  (such as being carried by a water elemental summoned by 
  the special bowl of commanding water elementals from 
  DDAL09-07 Diabolical Dive, a creature that touches water 
  from the Styx is targeted by a feeblemind spell (save DC 
  20) and must repeat the saving throw whenever it starts its 
  turn in the river, until it fails the save.
   Dimensions and Terrain. The devil commanders are 
  around a table littered with maps on the deck of an iron 
  ship. Ample boxes, sails, and piles of rope provide cover or 
  complicate the battlefield.
   Occupants. A red abishai and two ice devils command 
  the forces of the Nine Hells. If General Everbleed was not 
  slain in DDAL09-19, he is one of the ice devils. If attacked, 
  they ruthlessly do everything in their power to eradicate 
  the threat permanently. The ice devils try to summon at the 
  first opportunity.
   Reinforcements. If the characters are having an easy 
  time assaulting the infernal leaders, each round add a mix 
  of five spined devils, evil mages, or tiefling berserkers. 
  The reinforcements either focus on a single character or 
  aid the attacks of their leaders.
  Treasure
  One of the ice devils has a pouch with a rod of the pact 
  keeper +2, three soul coins, several gems, a spell scroll of 
  gate, a potion of flying, and a potion of longevity.
  Adjusting the Scene
  Here are some suggestions for adjusting this scene:
  • Very Weak: Remove one ice devil.
  • Weak: The ice devils have 30 less hp.
  • Strong: Add one ice devil.
  • Very Strong: Add one ice devil and one abishai.
  
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  DDAL09-20 Where Devils Fear to Tread (v1.0)
  Wrap-Up
  Refer to either of the following depending upon the 
  characters’ chosen path.
  Attack the Demons
  As the last of the demons falls, the legions of the Hells 
  rally and push forward. The hordes of the Abyss break amid 
  confusion and are driven forth. Several legions of devils 
  begin to surround you, the beleaguered champions of light: 
  the Chosen Dara, a handful of Hellriders, Fai Chen, and you.
  Readying for the next battle, the paragons of good know 
  it will be their last. Then a silence falls across you and you 
  are wrapped in a warm light. All of your hurts and aches 
  are gone. You know you are safe and loved. Dara begins 
  to float above you and in a flash all of you are transported 
  from Avernus to Baldur’s Gate. You are filled with a sense 
  of fulfillment and achievement.
  In the days that follow, Dara is not seen again, but you 
  know wherever she is, her painful labors have ended.
  These characters receive the Thanks of Ilmater story 
  award.
  Attack the Devils
  As the final leaders of Avernus fall, the demonic hordes 
  surge onto the docks and from there into Dis via the Styx. 
  The forces of the Abyss have gained the upper hand in the 
  Blood War. It may take years, but it is likely that from here 
  demons will spread across the planes slaughtering and 
  destroying all in their path. Soon all of reality will be blood 
  and pain, and you helped it happen. You are the harbingers 
  of the last doom.
  These characters receive the Tipping the Balance story 
  award.
  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 successfully completing this adventure, each 
  character gains a level. At their discretion, they may choose 
  to decline advancement. Remind your players that the 
  amount of gold that their characters can earn per level is 
  limited; 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 5:
  • Defender (greatsword)
  • Rod of the pact keeper +2
  • Spell scroll (gate)
  • Potion of flying
  • Potion of longevity
  • Soul coins (3)
  Story Awards
  If earned during the adventure, the characters receive 
  the following story awards; these items are described in 
  Appendix 6:
  • Birth of a Demon Prince
  • Enemy of Elisande
  • Thanks of Ilmater
  • Tipping the Balance
  Dungeon Master Rewards
  For running this adventure, one of your characters gains a 
  level. That character receives gold based on their tier prior 
  to advancement:
  Tier
  GP Earned
  1
  80 gp
  2
  240 gp
  3
  1,600 gp
  4
  6,000 gp
   You may also complete DM Quests for running this 
  adventure. See the Adventurers League Dungeon Master’s 
  Guide for more information.
  
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  DDAL09-20 Where Devils Fear to Tread (v1.0)
  Dramatis Personae
  The following NPCs feature prominently in this adventure:
   Dara (DAH-ra). Dara is a ten-year-old human girl, wise 
  beyond her years, who was raised by priests of Ilmater 
  in Amn. She found and read from the Book of Exalted 
  Deeds—which bestowed upon her great wisdom and the 
  powers of a full-fledged cleric of Ilmater.
  • What They Want. Dara is on a holy mission into 
  Avernus to find the souls of lost angels and mortal 
  Hellriders who accompanied Zariel during her decent 
  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 magic items for magic items but accepts coin 
  for consumables and appreciates the value of a soul coin 
  (which is a magic item). He is always accompanied by his 
  mule, Gary, and a blue faerie dragon, Drandeldew.
  • What They Want. Fai Chen is keen to sell his wares to 
  the Bloody Hooves before they depart for Elturel.
  • 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.
  Elisande (EL-eh-Sahnd). Chosen of the god Cyric, 
  Elisande is a fourteen-year-old orphan human girl and 
  troublemaker from a disturbing, isolated island village in 
  the Stormy Bay. Her years of malnourishment make her 
  smaller than other children her age, and she is frequently 
  mistaken for a younger age. She is fascinated with 
  outsiders still, despite several years of wandering beyond 
  her village. She has few morals and, due to her upbringing, 
  no true concept of right or wrong. If she wants something, 
  it should be hers. Elisande was encountered in several 
  previous adventures, always managing to be wherever 
  major events took place. Elisande has previously been 
  encountered in several season 1, 2, 3, and 7 adventures. 
  She refers to those not from her island as Outsides. She 
  had recently been trapped in the Hells by the night hag 
  Tal’Kandelagrag and escaped to wander the planes with 
  the help of adventurers.
  • What They Want. Elisande is all id. She wants to 
  experience and is easily distracted. She especially 
  likes goats.
  • You Aren’t Real. Elisande has trouble accepting 
  that the feelings or desires of others have value or 
  meaning. She’s not malicious; she just doesn’t realize 
  others matter.
  Gaarelmorian (GARE uhl MORE ee uhn) A silver dragon 
  who followed his love into Avernus when a devil claimed 
  her soul.
  • What They Want. Gaarelmorian is currently blinded 
  by his desire to be reunited with his love. His desire 
  has made him cautious, desperately afraid to do 
  anything to displease Yxxygirizeeg and risk losing 
  Xyrianalassa forever.
  • Short Sighted. Gaarelmorian’s desire is making him 
  quick to abandon what is right, foolish, and perhaps not 
  as perceptive as he otherwise would be.
  Sir Gidor Honorsbright (gi-DOOR). Uneasy with the 
  responsibilities of command suddenly thrust upon him, 
  Gidor is nevertheless dedicated to ensuring that he does all 
  that he can to keep his subordinates safe.
  • What They Want. Sir Gidor wants nothing more than to 
  keep the Bloody Hooves safe. He tries to stay strong for 
  his troops, but he struggles to remain determined.
  • Honor and Loyalty. Sir Gidor was once loyal to Zariel 
  but, knowing what Zariel has become, seeks a new 
  cause to which to pledge his sword.
  Glanring Ironbelly (GLAN ring). Glanring is a Hellrider 
  who came to Weatherstone seeking a way to help Zariel 
  (before her fall). He physically resembles his sister Kelda. 
  He is a natural leader; he expects people to listen when he 
  speaks and to follow his orders.
  • What He Wants. Glanring wants to serve Zariel—or at 
  least who she used to be, even if it means destroying her 
  to redeem her legacy.
  • Listen to Me. Glanring ever seeks to be in charge of a 
  given situation—even if he knows that someone else is 
  better suited.
  Horst Atheraice (HORST). The High Priest of Torm and 
  leader of the clerics of the Bloody Hooves.
  • What They Want. He believes that the needs of Elturel 
  outweigh the retrieval of the soul of the regiment’s 
  commander.
  • Pragmatic. Horst believes the fight against evil and 
  injustice is greater than any one person.
  Mahadi (muh HAH dee). Appearing as a brown-skinned 
  Turmish merchant lord, Mahadi is a rakshasa in service to 
  Asmodeus. He is completely dedicated to, and open about, 
  his policy of neutrality with customers.
  • What They Want. Mahadi serves his master by 
  collecting information on customers. And he certainly 
  collects plenty of souls and debts for himself while doing 
  so. He very much wants Dara’s pure and god-touched 
  soul as a prize.
  • 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.
  
  Raskamedies (RASS kuh mee dees). This celestial deva 
  looks like a squat human with ivory skin, with the exception 
  that his head resembles that of an owl.
  • What They Want. Nervous and a little hesitant, 
  Raskamedies is a wise advisor and strategist. His only 
  goal is to protect Dara.
  • Awkwardly Scholastic. While much more reserved 
  than Verwyyr, Raskamedies is able to see things in 
  the varying shades of gray that exist beyond Verwyyr’s 
  black-and-white worldview. He is clumsy in social 
  situations and loath to be put in the spotlight.
  Commander Rotger de la Reue (Roat-gar day la Roo). 
  The commander is a devout believer in the duty of good to 
  spread light throughout the planes. He is the commander 
  of the Bloody Hooves, and his word was only second to the 
  angel Zariel.
  • What They Want. The Commander seeks to take an 
  active role in doing good and will gladly lead the Bloody 
  Hooves back into the struggle. Better they should die 
  heroes than flee home as cowards.
  • Charismatic Leader. The commander’s faith is strong 
  as iron and, he is the kind of person a soldier would 
  follow to the Nine Hells—literally.
  Verwyyr (VER weer). This celestial deva looks like a tall 
  human with deep brown skin, with the exception that his 
  head resembles that of a great hound.
  • What They Want. Impatient and a little rash, Verwyyr 
  would love kill every fiend in Avernus, but his main goal 
  is to protect Dara.
  • Jovially Menacing. Verwyyr suffers no evil in his 
  presence. However, he is otherwise pleasant-natured 
  and quick with a joke.
  Zhalruban (ZALL roo bann). This pious and good-hearted 
  unicorn served her mistress, Shalrel, who fought at the 
  behest of Zariel before she fell. Zhalruban has reluctantly 
  embraced her captivity and sought to make Bloodroot 
  Grove as dreadful as possible to dissuade anyone from 
  discovering her failure.
  • What They Want. Part of Zhalruban wants the chance 
  to be at the vanguard of the armies of good once more, 
  but she is weighed down by her desire to hide her failure 
  and protect her fallen mistress.
  • Undisclosed Desires. After a century and a half spent 
  imprisoned in and corrupted by Bloodroot Grove, a 
  small part of Zhalruban has come to enjoy the dominion 
  and power she holds over the corrupted forest.
  
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  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-20 Where Devils Fear to Tread (v1.0)
  Creature Statistics
  The following creatures appear in this adventure.
  Archer
  Archer
  Medium humanoid (any race), any alignment
  Armor Class 16 (studded leather armor)
  Hit Points 75 (10d8 + 30)
  Speed 30 ft.
    STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  18 (+4) 
  16 (+3) 
  11 (+0) 
  13 (+1) 
  10 (+0)
  Skills Acrobatics +6, Perception +5
  Languages any one language (usually Common)
  Challenge 3 (700 XP)
  Archer’s Eye. As a bonus action, the archer can add 1d10 to its 
  next attack or damage roll with a longbow or shortbow.
  Actions
  Multiattack. The archer makes two attacks with its longbow.
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage.
  Longbow. Ranged Weapon Attack: +6 to hit, ranged 150/600 ft., 
  one target. Hit: 8 (1d8 + 4) piercing damage.
  Stat Block Modifications
  The archers has the following modifications:
  • The archers are chaotic evil gnolls who speak Abyssal and 
  Gnoll.
  Armanite
  Armanite
  Large fiend (demon), chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 84 (8d10 + 40)
  Speed 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   21 (+5) 
  18 (+4) 
  21 (+5) 
  8 (-1) 
  12 (+1) 
  13 (+1)
  Damage Resistances cold, fire, lightning
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 11
  Languages Abyssal, Telepathy 120 ft.
  Challenge 7 (2,900 XP)
  Magic Resistance. The armanite has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The armanite’s weapon attacks are magical.
  Actions
  Multiattack. The armanite makes three attacks: one with its 
  hooves, one with its claws, and one with its serrated tail.
  Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 12 (2d4 + 5) bludgeoning damage.
  Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 
  10 (2d4 + 5) slashing damage
  Serrated Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one 
  target. Hit: 16 (2d10 + 5) slashing damage
  Lightning Lance (Recharge 5-6). The armanite looses a bolt of 
  lightning in a line 60 feet long and 10 feet wide. Each creature 
  in the line must make a DC 15 Dexterity saving throw, taking 27 
  (6d8) lightning damage on a failed save or half as much damage 
  on a successful one.
  
  22
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  DDAL09-20 Where Devils Fear to Tread (v1.0)
  Balor (Summoner Variant)
  Balor (Summoner Variant)
  Huge fiend (demon), chaotic evil
  Armor Class 19 (natural armor)
  Hit Points 262 (21d12 + 126)
  Speed 40 ft., fly 80 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   26 (+8) 
  15 (+2) 
  22 (+6) 
  20 (+5) 
  16 (+3) 
  22 (+6)
  Saving Throws Str + 14, Con +12, Wis +9, Cha +12
  Damage Resistances cold, lightning; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses truesight 120 ft., passive Perception 13
  Languages Abyssal, Telepathy 120 ft.
  Challenge 19 (22,000 XP)
  Death Throes. When the balor dies, it explodes, and each creature 
  within 30 feet of it must make a DC Dexterity saving throw, taking 
  70 (20D6) fire damage on a failed save, or half as much damage 
  on a successful one. The explosion ignites flammable objects 
  in the area that aren’t being worn or carried, and it destroys the 
  balor’s weapons.
  Fire Aura. At the start of each of the balor’s turns, each creature 
  within 5 feet of it takes 10 (3d6) fire damage, and flammable 
  objects in the aura that aren’t being worn or carried ignite. A 
  creature that touches the balor or hits it with a melee attack while 
  within 5 feet of it takes 10 (3d6) fire damage.
  Magic Resistance. The balor has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The balor’s weapon attacks are magical.
  Actions
  Multiattack. The balor makes two attacks: one with its longsword 
  and one with its whip.
  Longsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one 
  target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning 
  damage. If the balor scores a critical hit, it rolls damage dice three 
  times, instead of twice.
  Whip. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. 
  Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and 
  the target must succeed on a DC 20 Strength saving throw or be 
  pulled up to 25 feet towards the balor.
  Teleport. The balor magically teleports, along with any equipment 
  it is wearing or carrying, up to 120 feet to an unoccupied space 
  it can see.
  Summon Demon (1/Day) The demon chooses what to summon 
  and attempts a magical summoning.
   A balor has a 50 percent chance of summoning 1d8 vrocks, 
  1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or 
  one goristro.
   A summoned demon appears in an unoccupied space within 60 
  feet of its summoner, acts as if an ally of its summoner, and can’t 
  summon other demons. It remains for 1 minute, until it or its 
  summoner dies, or until its summoner dismisses it as an action.
  Berserker
  Berserker
  Medium humanoid (any race), any chaotic alignment
  Armor Class 13 (hide armor)
  Hit Points 67 (9d8 + 27)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  12 (+1) 
  17 (+3) 
  9 (−1) 
  11 (+0) 
  9 (−1)
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 2 (450 XP)
  Reckless. At the start of its turn, the berserker can gain advantage 
  on all melee weapon attack rolls during that turn, but attack rolls 
  against it have advantage until the start of its next turn.
  Actions
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 9 (1d12 + 3) slashing damage.
  Commoner
  Commoner
  Medium humanoid (any race), any alignment
  Armor Class 10
  Hit Points 4 (1d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0)
  Senses passive Perception 10
  Languages Any one language (usually Common)
  Challenge 0 (10 XP)
  Action
  Club. Melee Weapon Attack: +2 to hit, range 5 ft., one target. Hit: 
  2 (1d4) bludgeoning damage.
  
  23
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-20 Where Devils Fear to Tread (v1.0)
  Crackfang
  Crackfang
  Medium humanoid (gnoll), chaotic evil
  Armor Class 13 (leather armor)
  Hit Points 136 (16d8 + 64)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  14 (+2) 
  18 (+4) 
  13 (+1) 
  16 (+3) 
  18 (+4)
  Saving Throws Str +7, Con +7, Wis +6, Cha +7
  Damage Resistances necrotic, psychic
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned, stunned
  Senses darkvision 60 ft., passive Perception 13
  Languages Abyssal, Common, Gnoll
  Challenge 6 (2,300 XP)
  Aura of Hate. While Crackfang isn’t incapacitated, he and all 
  allied gnolls, fiends, and undead within 30 feet of him deal 4 extra 
  damage whenever they hit with a melee weapon attack (already 
  factored into Crackfang’s attacks). This extra damage is of the 
  same type as the weapon’s damage type.
  Defender. Each turn Crackfang may choose decrease his bonus to 
  hit and damage with his longsword by +1, +2, or +3 to increase his 
  AC by the same amount.
  Divine Smite. When Crackfang hits with a melee weapon attack, 
  he can expend one 1st-level spell slot to deal an extra 9 (2d8) 
  necrotic damage to the target, in addition to the weapon’s 
  damage. The extra damage increases 1d8 for each spell level 
  higher than 1st.
  Rampage. When Crackfang reduces a creature to 0 hit points with 
  a melee attack on its turn, the gnoll can take a bonus action to 
  move up to half its speed and make a bite attack.
  Regeneration. Crackfang regains 10 hit points at the start of his 
  turn. If he takes fire or radiant damage, this trait doesn’t function 
  at the start of his next turn. His body is destroyed only if he starts 
  its turn with 0 hit points and doesn’t regenerate.
  Spell Casting. Crackfang is a 16th-level spellcaster. His 
  spellcasting ability is Charisma (spell save DC 15). Crackfang has 
  the following paladin spells prepared:
  1st level (4 slots): command, detect magic, divine favor, thun-
  derous smite
  2nd level (3 slots): aid, branding smite, magic weapon
  3rd level (3 slots): blinding smite, dispel magic, remove curse
  4th level (2 slots): aura of purity, staggering smite
  Actions
  Multiattack. Crackfang makes two fist attacks or two attacks with 
  his longsword.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 
  Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on 
  a DC 15 Constitution saving throw or take 7 (2d6) poison damage.
  Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  11 (2d6 + 4) bludgeoning damage. If the target is a creature 
  against which Crackfang has sworn vengeance, the target takes an 
  extra 14 (4d6) bludgeoning damage. Instead of dealing damage, 
  Crackfang can grapple the target (escape DC 14) provided the 
  target is Large or smaller.
  Magic Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 16 (2d8 + 7) slashing damage or 18 (2d10 + 7) 
  slashing damage if used with two hands and an extra 14 (4d6) 
  fire damage.
  Vengeful Glare. Crackfang targets one creature it can see within 
  30 feet of it and against which it has sworn vengeance. The target 
  must make a DC 15 Wisdom saving throw. On a failure, the 
  target is paralyzed until he deals damage to it, or until the end of 
  his next turn. When the paralysis ends, the target is frightened 
  of Crackfang for 1 minute. The frightened target can repeat the 
  saving throw at the end of each of its turn, with disadvantage if it 
  can see Crackfang, ending the frightened condition on itself on 
  a success.
  Evil Mage
  Evil Mage
  Medium humanoid, lawful evil
  Armor Class 12
  Hit Points 22 (5d8)
  Speed 30 ft.
    STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   9 (-1) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0)
  Saving Throws Int +5, Wis +3
  Skills Arcana +5, History +5
  Senses passive Perception 11
  Languages Common, Draconic, Dwarvish, Elvish
  Challenge 1 (200 XP)
  Spellcasting. The mage is a 4th-level spellcaster that uses 
  Intelligence as its spellcasting ability (spell save DC 13; +5 to hit 
  with spell attacks). The mage knows the following spells from the 
  wizard’s spell list:
  Cantrips (at will): light, mage hand, shocking grasp
  1st level (4 slots): charm person, magic missile
  2nd level (3 slots): hold person, misty step
  Actions
  Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one 
  target. Hit: 3 (1d8 - 1) bludgeoning damage.
  Stat Block Modifications
  The evil mage has the following modifications:
  • They are tieflings that speak Abyssal and Infernal instead of 
  Dwarvish and Elvish.
  • They are resistant to fire damage.
  
  24
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-20 Where Devils Fear to Tread (v1.0)
  Flind
  Flind
  Medium humanoid (gnoll), chaotic evil
  Armor Class 16 (chain mail)
  Hit Points 127 (15d8 + 60)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   20 (+5) 
  10 (+0) 
  19 (+4) 
  11 (+0) 
  13 (+1) 
  12 (+1)
  Saving Throws Con +8, Wis +5
  Skills Intimidation +5, Perception +5
  Senses darkvision 60 ft., passive Perception 15
  Languages Abyssal, Gnoll
  Challenge 9 (5,000 XP)
  Aura of Blood Thirst. If the flind isn’t incapacitated, any creature 
  with the Rampage trait can make a bite attack as a bonus action 
  while within 10 feet of the flind.
  Actions
  Multiattack. The flind makes three attacks: one with each of its 
  different flail attacks or three with its longbow.
  Flail of Madness. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 10 (1d10 + 5) bludgeoning damage, and the target 
  must make a DC 16 Wisdom saving throw. On a failed save, the 
  target must make a melee attack against a random target within 
  its reach on its next turn. If it has no targets within its reach even 
  after moving, it loses its action on that turn.
  Flail of Pain. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 10 (1d10 + 5) bludgeoning damage plus 22 (4d10) 
  psychic damage.
  Flail of Paralysis. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one target. Hit: 10 (1d10 + 5) bludgeoning damage, and the 
  target must succeed on a DC 16 Constitution saving throw or be 
  paralyzed until the end of its next turn.
  Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one 
  target. Hit: 4 (1d8) piercing damage.
  Frost Giant Everlasting One
  Frost Giant Everlasting One
  Huge giant (frost giant), chaotic evil
  Armor Class 13 (patchwork armor)
  Hit Points 189 (14d12 + 98)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   25 (+7) 
  9 (-1) 
  24 (+7) 
  9 (-1) 
  10 (+0) 
  12 (+1)
  Saving Throws Str +11, Con +11, Wis +4
  Skills Athletics +11, Perception +4
  Damage Immunities cold
  Senses darkvision 60 ft., passive Perception 14
  Languages Giant
  Challenge 12 (8,400 XP)
  Extra Heads. The giant has a 25 percent chance of having more 
  than one head. If it has more than one, it has advantage on 
  Wisdom (Perception) checks and on saving throws against being 
  blinded, charmed, deafened, frightened, stunned, or knocked 
  unconscious.
  Regeneration. The giant regains 10 hit points at the start of its 
  turn. If the giant takes acid or fire damage, this trait doesn’t 
  function at the start of its next turn. The giant dies only if it starts 
  its turn with 0 hit points and doesn’t regenerate.
  Vaprak’s Rage (Recharges after a short or long rest). As a bonus 
  action, the giant can enter a rage at the start of its turn. The rage 
  lasts for 1 minute or until the giant is incapacitate. While raging, 
  the giant against the following benefits:
  • The giant has advantage on Strength checks and Strength sav-
  ing throws.
  • When it makes a melee weapon attack, the giant gains a +4 bo-
  nus to the damage roll.
  • The giant has resistance to bludgeoning, piercing, and slash-
  ing damage.
  Actions
  Multiattack. The giant makes two attacks with its greataxe.
  Greataxe. Melee Weapon Attack: +11 to hit, reach 10 ft., one 
  target. Hit: 26 (3d12 + 7) slashing damage, or 30 (3d12 + 11) 
  slashing damage when raging.
  Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one 
  target. Hit: 29 (4d10 + 7) bludgeoning damage.
  Stat Block Modifications
  The frost giant everlasting ones have the following 
  modifications:
  • They are Medium sized humanoids (human).
  • They speak Common instead of Giant.
  
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  DDAL09-20 Where Devils Fear to Tread (v1.0)
  Ghast
  Ghast
  Medium undead, chaotic evil
  Armor Class 13
  Hit Points 36 (8d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  17 (+3) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
  8 (−1)
  Damage Resistances necrotic
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Common
  Challenge 2 (450 XP)
  Stench. Any creature that starts its turn within 5 feet of the 
  ghast must succeed on a DC 10 Constitution saving throw or be 
  poisoned until the start of its next turn. On a successful saving 
  throw, the creature is immune to the ghast’s Stench for 24 hours.
  Turning Defiance. The ghast and any ghouls within 30 feet 
  of it have advantage on saving throws against effects that 
  turn undead.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 
  12 (2d8 + 3) piercing damage.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  10 (2d6 + 3) slashing damage. If the target is a creature other than 
  an undead, it must succeed on a DC 10 Constitution saving throw 
  or be paralyzed for 1 minute. The target can repeat the saving 
  throw at the end of each of its turns, ending the effect on itself on 
  a success.
  Gnoll
  Gnoll
  Medium humanoid (gnoll), chaotic evil
  Armor Class 15 (hide armor, shield)
  Hit Points 22 (5d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  12 (+1) 
  11 (+0) 
  6 (-2) 
  10 (+0) 
  7 (-2)
  Senses darkvision 60 ft., passive Perception 10
  Languages Gnoll
  Challenge 1/2 (100 XP)
  Rampage. When the gnoll reduces a creature to 0 hit points with 
  a melee attack on its turn, the gnoll can take a bonus action to 
  move up to half its speed and make a bite attack.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 
  (1d4 + 2) piercing damage.
  Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft., or 
  range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 
  6 (1d8 + 2) piercing damage if used with two hands to make a 
  melee attack.
  Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one 
  target. Hit: 5 (1d8 + 1) piercing damage.
  Gnoll Fang of Yeenoghu
  Gnoll Fang of Yeenoghu
  Medium fiend (gnoll), chaotic evil
  Armor Class 14 (hide armor)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  15 (+2) 
  15 (+2) 
  10 (+0) 
  11 (+0) 
  13 (+1)
  Saving Throws Con +4, Wis +2, Cha +3
  Senses darkvision 60 ft., passive Perception 10
  Languages Abyssal, Gnoll
  Challenge 4 (1,100 XP)
  Rampage. When the gnoll reduces a creature to 0 hit points with 
  a melee attack on its turn, the gnoll can take a bonus action to 
  move up to half its speed and make a bite attack.
  Actions
  Multiattack. The gnoll makes three attacks: one with its bite and 
  two with its claws.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 
  6 (1d6 + 3) piercing damage, and the target must succeed on a 
  DC 12 Constitution saving throw or take 7 (2d6) poison damage.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  7 (1d8 + 3) slashing damage.
  Stat Block Modifications
  This Gnoll Fang of Yeenoghu has the following modifications:
  • Multiattack. The gnoll makes three attacks: one with its bite 
  and two with its claws, or three attacks with its javelins.
  • Javelins. Ranged Weapon Attack: +4 to hit, range 30/120 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage.
  
  26
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  DDAL09-20 Where Devils Fear to Tread (v1.0)
  Gnoll Pack Lord
  Gnoll Pack Lord
  Medium humanoid (gnoll), chaotic evil
  Armor Class 15 (chain shirt)
  Hit Points 49 (9d8 + 9)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  14 (+2) 
  13 (+1) 
  8 (-1) 
  11 (+0) 
  9 (-1)
  Senses darkvision 60 ft., passive Perception 10
  Languages Gnoll
  Challenge 2 (450 XP)
  Rampage. When the gnoll reduces a creature to 0 hit points with 
  a melee attack on its turn, the gnoll can take a bonus action to 
  move up to half its speed and make a bite attack.
  Actions
  Multiattack. The gnoll makes two attacks, either with its glaive or 
  its longbow and uses its Incite Rampage if it can.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 
  (1d4 + 3) piercing damage.
  Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 
  Hit: 8 (1d10 + 3) slashing damage.
  Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one 
  target. Hit: 6 (1d8 + 2) piercing damage.
  Incite Rampage (Recharge 5-6). One creature the gnoll can see 
  within 30 feet of it can use its reaction to make a melee attack if it 
  can hear the gnoll and has the Rampage trait.
  Gnoll Witherling
  Gnoll Witherling
  Medium undead, chaotic evil
  Armor Class 12 (natural armor)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  8 (-1) 
  12 (+1) 
  5 (-3) 
  5 (-3) 
  5 (-3)
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 7
  Languages Gnoll understands but can’t speak
  Challenge 1/4 (50 XP)
  Rampage. When the witherling reduces a creature to 0 hit points 
  with a melee attack on its turn, it can take a bonus action to move 
  up to half its speed and make a bite attack.
  Actions
  Multiattack. The witherling makes two attacks: one with its bite 
  and one with its club, or two with its club.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 
  (1d4 + 2) piercing damage.
  Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  4 (1d4 + 2) bludgeoning damage.
  Reactions
  Vengeful Strike. In response to a gnoll being reduced to 0 hit 
  points within 30 feet of the witherling, the witherling makes a 
  melee attack.
  
  27
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-20 Where Devils Fear to Tread (v1.0)
  Ice Devil (Summoner Variant)
  Ice Devil (Summoner Variant)
  Large fiend (devil), lawful evil
  Armor Class 18 (natural armor)
  Hit Points 180 (19d10 + 76)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   21 (+5) 
  14 (+2) 
  18 (+4) 
  18 (+4) 
  15 (+2) 
  18 (+4)
  Saving Throws Dex +7, Con +9, Wis +7, Cha +9
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Damage Immunities cold, fire, poison
  Condition Immunities poisoned
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 12
  Languages Abyssal, Telepathy 120 ft.
  Challenge 14 (11,500 XP)
  Devil’s Sight. Magical darkness doesn’t impede the devil’s 
  darkvision.
  Magic Resistance. The marilith has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The devil makes three attacks: one with its bite, one 
  with its claws, and one with its tail, or two attacks: one with its 
  spear and one with its tail.
  Ice Spear. Melee Weapon Attack: +10 to hit, reach 10 ft., one 
  target. Hit: 14 (2d8 + 5) piercing damage plus 10 (3d6) cold 
  damage. If the target is a creature, it must succeed on a DC 15 
  Constitution saving throw, or for 1 minute, its speed is reduced 
  by 10 feet; it can take either an action or a bonus action on each 
  of its turns, not both; and it can’t take reactions. The target can 
  repeat the saving throw at the end of each of its turns, ending the 
  effect on itself on a success.
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 
  12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage.
  Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage.
  Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 
  12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage.
  Wall of Ice (Recharge 6). The devil magically forms an opaque wall 
  of ice on a solid surface it can see within 60 feet of it. The wall 
  is 1 foot thick and up to 30 feet long and 10 feet high, or it’s a 
  hemispherical dome up to 20 feet in diameter. 
   When the wall appears, each creature in its space is pushed 
  out of it by the shortest route. The creature chooses which side 
  of the wall to end up on, unless the creature is incapacitated. The 
  creature then makes a DC 17 Dexterity saving throw, taking 35 
  (10d6) cold damage on a failed save, or half as much damage on 
  a successful one. 
   The wall lasts for 1 minute or until the devil is incapacitated 
  or dies. The wall can be damaged and breached; each 10 foot-
  section has AC 5, 30 hit points, vulnerability to fire damage, and 
  immunity to acid, cold, necrotic, poison, and psychic damage. 
  If a section is destroyed, it leaves behind a sheet of frigid air 
  in the space the wall occupied. Whenever a creature finishes 
  moving through the frigid air on a turn, willingly or otherwise, the 
  creature must make a DC 17 Constitution saving throw, taking 
  17 (5d6) cold damage on a failed save, or half as much damage 
  on a successful one. The frigid air dissipates when the rest of the 
  wall vanishes.
  Summon Devil (1/Day) The devil chooses what to summon and 
  attempts a magical summoning. An ice devil has a 60 percent 
  chance of summoning one ice devil. 
   A summoned devil appears in an unoccupied space within 
  60 feet of its summoner, acts as if an ally of its summoner, and 
  can’t summon other devils. It remains for 1 minute, until it or its 
  summoner dies, or until its summoner dismisses it as an action.
  Marilith (Summoner Variant)
  Marilith (Summoner Variant)
  Large fiend (demon), chaotic evil
  Armor Class 18 (natural armor)
  Hit Points 189 (18d10 + 90)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  20 (+5) 
  20 (+5) 
  18 (+4) 
  16 (+3) 
  20 (+5)
  Saving Throws Str +9, Con +10, Wis +8, Cha +10
  Damage Resistances cold, fire, lightning; bludgeoning, piercing, 
  and slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities poisoned
  Senses truesight 120 ft., passive Perception 13
  Languages Abyssal, Telepathy 120 ft.
  Challenge 16 (15,000 XP)
  Magic Resistance. The marilith has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The marilith’s weapon attacks are magical.
  Reactive. The marilith can take one reaction on every turn 
  in combat.
  Actions
  Multiattack. The marilith makes seven attacks: six with its 
  longsword and one with its tail.
  Longsword. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  creature. Hit: 13 (2d8 + 4) slashing damage.
  Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. 
  Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or 
  smaller, it is grappled (escape DC 19). Until this grapple ends, the 
  target is restrained, the marilith can’t make tail attacks against 
  other targets.
  Teleport. The marilith magically teleports, along with any 
  equipment it is wearing or carrying, up to 120 feet to an 
  unoccupied space it can see.
  Summon Demon (1/Day) The demon chooses what to summon 
  and attempts a magical summoning. A marilith has a 50 percent 
  chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 
  1d3 nalfeshnees, 1d2 mariliths, or one goristro. A summoned 
  demon appears in an unoccupied space within 60 feet of its 
  summoner, acts as if an ally of its summoner, and can’t summon 
  other demons. It remains for 1 minute, until it or its summoner 
  dies, or until its summoner dismisses it as an action.
  Reactions
  Parry. The marilith adds 5 to its AC against one melee attack that 
  would hit it. To do so, the marilith must see the attacker and be 
  wielding a melee weapon.
  
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  DDAL09-20 Where Devils Fear to Tread (v1.0)
  Mantrap
  Mantrap
  Large plant, unaligned
  Armor Class 12
  Hit Points 45 (7d10 + 10)
  Speed 5 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  14 (+2) 
  12 (+1) 
  1 (-5) 
  10 (+0) 
  2 (-4)
  Condition Immunities blinded, deafened, exhaustion,
  prone
  Senses tremorsense 30 ft., passive Perception 10
  Languages --
  Challenge 1 (200 XP)
  Attractive Pollen (1/Day). When the mantrap detects any 
  creatures nearby, it can use its reaction to release pollen out to 
  a radius of 30 feet. Any beast or humanoid within the area must 
  succeed on a DC 11 Wisdom saving throw or be forced to use 
  all its movement on its turn to get as close to the mantrap as 
  possible. An affected target can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on a success.
  False Appearance. While the mantrap remains motionless, it is 
  indistinguishable from an ordinary tropical plant.
  Actions
  Engulf. Melee Weapon Attack: +4 to hit, reach 5 ft., one medium 
  or smaller creature. Hit: The target is trapped inside the 
  mantrap’s leafy jaws. While trapped in this way, the target is 
  blinded and restrained, has total cover from attacks and other 
  effects outside the mantrap, and takes 14 (4d6) acid damage at 
  the start of each of the target’s turns. If the mantrap dies, the 
  creature inside it is no longer restrained by it. A mantrap can 
  engulf only one creature at a time.
  Maurezhi
  Maurezhi
  Medium fiend (demon), chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 88 (16d8 + 16)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
  12 (+1) 
  15 (+2)
  Skills Deception +5
  Damage Resistances cold, fire, lightning, necrotic;
  bludgeoning, piercing, and slashing from nonmagical
  attacks
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, poisoned
  Senses darkvision 120 ft., passive Perception 11
  Languages Abyssal, Elvish, Telepathy 120 ft.
  Challenge 7 (2,900 XP)
  Assume Form. The maurezhi can assume the appearance of any 
  medium humanoid it has eaten. It remains in this form for 1d6 
  days, during which time the form gradually decays until, when the 
  effect ends, the form sloughs from the demon’s body.
  Magic Resistance. The maurezhi makes two attacks: one with its 
  bite and one with its claws.
  Actions
  Multiattack. The maurezhi makes two attacks: one with its bite 
  and one with its claws.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  14 (2d10 + 3) piercing damage. If the target is humanoid, its 
  Charisma score is reduced by 1d4. This reduction lasts until the 
  target finishes a short or long rest. The target dies if this reduces 
  its Charisma to 0. It rises 24 hours later as a ghoul, unless it has 
  been revived or its corpse has been destroyed.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  12 (2d8 + 3) slashing damage. If the target is a creature other than 
  an undead, it must succeed on a DC 12 Constitution saving throw 
  or be paralyzed for 1 minute. The target can repeat the saving 
  throw at the end of each of its turns, ending the effect on itself on 
  a success.
  Raise Ghoul (Recharge 5-6). The maurezhi targets one dead ghoul 
  or ghast it can see within 30 feet of it. The target is revived with all 
  its hit points.
  
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  DDAL09-20 Where Devils Fear to Tread (v1.0)
  Monstrous Peryton
  Monstrous Peryton
  Large monstrosity, chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 144 (17d10 + 51)
  Speed 20 ft., fly 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  14 (+2) 
  16 (+3) 
  9 (-1) 
  14 (+2) 
  10 (+0)
  Saving Throws Str +8, Dex +6, Wis +6
  Skills Perception +6
  Senses darkvision 60 ft., passive Perception 16
  Languages understands Common and Elvish but can’t
  speak.
  Challenge 11 (7,200 XP)
  Flyby. The peryton doesn’t provoke opportunity attacks when it 
  flies out of an enemy’s reach.
  Keen Sight and Smell. The peryton has advantage on Wisdom 
  (Perception) checks that rely on sight or smell.
  Legendary Resistance (3/day). If the peryton fails a saving throw, 
  it can choose to succeed instead.
  Actions
  Multiattack. The peryton makes two attacks: one with its gore 
  and one with its talons.
  Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 
  12 (2d6 + 5) piercing damage.
  Talons. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 16 (2d10 + 5) slashing damage.
  Warp Shadow. The peryton chooses up to three creatures within 
  60 feet of it that it can see. Each creature must succeed on a 
  DC 14 Wisdom saving throw or become cursed. While cursed, 
  whenever the creature makes an attack roll, an ability check, or a 
  saving throw, it must roll d4 and subtract that number from the 
  roll. A cursed creature can repeat this saving throw at the end 
  of each of its turns, ending the effect on itself with a success. 
  A creature that succeed on this saving throw is immune to this 
  peryton’s Warp Shadow for 24 hours.
  Legendary Actions
  The peryton can take 3 legendary actions, choosing from the 
  options below. Only one legendary action option can be used at 
  a time and only at the end of another creature’s turn. The peryton 
  regains spent legendary actions at the start of its turn.
  • Detect. The peryton makes a Wisdom (Perception) check.
  • Talons Attack. The peryton makes one attack with its talons.
  • Dive Attack (Costs 2 Actions). The peryton moves up to its 
  speed toward one target of its choosing. It then makes a gore 
  attack that deals an extra 9 (2d8) piercing damage on a hit.
  Nightwalker
  Nightwalker
  Huge undead, chaotic evil
  Armor Class 14
  Hit Points 297 (22d12 + 154)
  Speed 40 ft., fly 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   22 (+6) 
  19 (+4) 
  24 (+7) 
  6 (-2) 
  9 (-1) 
  8 (-1)
  Saving Throws Con +13
  Damage Resistances acid, cold, fire, lightning, thunder;
  bludgeoning, piercing, and slashing from nonmagical
  attacks
  Damage Immunities necrotic, poison
  Condition Immunities exhaustion, frightened, grappled,
  paralyzed, petrified, poisoned, prone, restrained
  Senses darkvision 120 ft., passive Perception 9
  Languages --
  Challenge 20 (25,000 XP)
  Annihilating Aura. Any creature that starts its turn within 30 
  feet of the nightwalker must succeed on a DC 21 Constitution 
  saving throw or take 14 (4d6) necrotic damage and grants the 
  nightwalker advantage on attack roles against it until the start of 
  the creature’s next turn. Undead are immune to this aura.
  Life Eater. A creature reduced to 0 hit points from damage dealt 
  by the nightwalker dies and can’t be revived by any means short 
  of a wish spell.
  Actions
  Multiattack. The nightwalker uses Enervating Focus twice or uses 
  Enervating Focus and Finger of Doom, if available.
  Enervating Focus. Melee Weapon Attack: +12 to hit, reach 15 ft., 
  one target. Hit: 28 (5d8 + 6) necrotic damage. The target must 
  succeed on a DC 21 Constitution saving throw or its hit point 
  maximum is reduced by an amount equal to the necrotic damage 
  taken. This reduction lasts until the target finishes a long rest.
  Finger of Doom (Recharge 6). The nightwalker points at one 
  creature it can see within 300 feet of it. The target must 
  succeed on a DC 21 Wisdom saving throw or take 26 (4d12) 
  necrotic damage and become frightened until the end of the 
  nightwalker’s next turn. While frightened in this way, the creature 
  is also paralyzed. If a target’s saving throw is successful, the 
  target is immune to the nightwalker’s Finger of Doom for the 
  next 24 hours.
  
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  DDAL09-20 Where Devils Fear to Tread (v1.0)
  Red Abishai
  Red Abishai
  Medium fiend (devil), lawful evil
  Armor Class 22 (natural armor)
  Hit Points 225 (30d8 + 120)
  Speed 30 ft., fly 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   23 (+6) 
  16 (+3) 
  19 (+4) 
  14 (+2) 
  15 (+2) 
  19 (+4)
  Saving Throws Str +12, Con +10, Wis +8
  Skills Intimidation +10, Perception +8
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t silvered.
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 18
  Languages Draconic, Infernal Telepathy 120 ft.
  Challenge 19 (22,000 XP)
  Devil’s Sight. Magical darkness doesn’t impede the abishai’s 
  darkvision.
  Magic Resistance. The abishai has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The abishai’s weapon attacks are magical.
  Actions
  Multiattack. The abishai can use its Frightful Presence. It also 
  makes three attacks: one with its Morningstar, one with its claw, 
  and one with its bite.
  Morningstar. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 10 (2d10 + 6) slashing damage.
  Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 
  17 (2d10 + 6) slashing damage.
  Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 
  22 (3d10 + 6) piercing damage plus 38 (7d10) fire damage.
  Frightful Presence. Each creature of the abishai’s choice that is 
  within 120 feet and aware of it must succeed on a DC 18 Wisdom 
  saving throw or become frightened of it for 1 minute. A creature 
  can repeat the saving throw at the end of each of its turns, ending 
  the effect on itself on a success. If a creature’s saving throw is 
  successful or the effect ends for it, the creature is immune to the 
  abishai’s Frightful Presence for the next 24 hours.
  Incite Fanaticism. The abishai chooses up to four of its allies 
  within 60 feet of it that it can see. For 1 minute, each of those 
  allies makes attack rolls with advantage and can’t be frightened.
  Power of the Dragon Queen. The abishai targets one dragon it can 
  see within 120 feet of it. The dragon must make a DC 18 Charisma 
  saving throw. A chromatic dragon makes this save disadvantage. 
  On a successful save, the target is immune to the abishai’s Power 
  of the Dragon Queen for 1 har. One a failed save, the target is 
  charmed by the abishai for 1 hour. While charmed in this way, the 
  target regards the abishai as a trusted friend to be heeded and 
  protected. This effect ends if the abishai or its companions deal 
  damage to the target.
  Roc
  Roc
  Gargantuan monstrosity, unaligned
  Armor Class 15 (natural armor)
  Hit Points 248 (16d20 + 80)
  Speed 20 ft., fly 120 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   28 (+9) 
  10 (+0) 
  20 (+5) 
  3 (-4) 
  10 (+0) 
  9 (-1)
  Saving Throws Dex +4, Con +9, Wis +4, Cha +3
  Skills Perception +4
  Senses passive Perception 14
  Languages —
  Challenge 11 (7,200 XP)
  Keen Sight. The roc has advantage on Wisdom (Perception) 
  checks that rely on sight.
  Actions
  Multiattack. The roc makes two attacks: one with its beak and 
  one with its talons.
  Beak. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 
  Hit: 27 (4d8 + 9) piercing damage.
  Talons. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 
  Hit: 23 (4d6 + 9) slashing damage, and the target is grappled 
  (escape DC 19). Until this grapple ends, the target is restrained, 
  and the roc can’t use its talons on another target.
  Shoosuva
  Shoosuva
  Large fiend (demon), chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 110 (13d10 + 39)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  13 (+1) 
  17 (+3) 
  7 (-2) 
  14 (+2) 
  9 (-1)
  Saving Throws Dex +4, Con +6, Wis + 5
  Damage Resistances cold, fire, lightning; bludgeoning,
  piercing, and slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities charmed, frightened, poisoned
  Senses darkvision 60 ft., passive Perception 12
  Languages Abyssal, Gnoll, Telepathy 120 ft.
  Challenge 8 (3,900 XP)
  Rampage. When it reduces a creature to 0 hit points with a melee 
  attack on its turn, the shoosuva can take a bonus action to move 
  up to half its speed and make a bite attack.
  Actions
  Multiattack. The shoosuva makes two attacks: one with its bite 
  and one with its tail stinger.
  Bite: Melee Weapon Attack: +7 to hit, reach 15 ft., one creature. 
  Hit: 13 (2d8 + 4) piercing damage, and the target must succeed 
  on a DC 14 Constitution saving throw or become poisoned. While 
  poisoned, the target is also paralyzed. The target can repeat the 
  saving throw at the end of each of its turns, ending the effect on 
  itself on a success.
  
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  DDAL09-20 Where Devils Fear to Tread (v1.0)
  Spined Devil
  Spined Devil
  Small fiend (devil), lawful evil
  Armor Class 13 (natural armor)
  Hit Points 22 (5d6 + 5)
  Speed 20 ft., fly 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10(+0) 
  15(+2) 
  12(+1) 
  11(+0) 
  14(+2) 
  8(−1)
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t silvered
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 12
  Languages Infernal, telepathy 120 ft.
  Challenge 2 (450 XP)
  Devil’s Sight. Magical darkness doesn’t impede the devil’s 
  darkvision.
  Flyby. The devil doesn’t provoke an opportunity attack when it 
  flies out of an enemy’s reach.
  Limited Spines. The devil has twelve tail spines. Used spines 
  regrow by the time the devil finishes a long rest.
  Magic Resistance. The devil has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The devil makes two attacks: one with its bite and 
  one with its fork or two with its tail spines.
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 
  5 (2d4) slashing damage.
  Fork. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 
  (1d6) piercing damage.
  Tail Spine. Ranged Weapon Attack: +4 to hit, range 20/80 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage plus 3 (1d6) fire damage.
  Yaacrou the Beast
  Yaacrou the Beast
  Large fiend (demon), chaotic evil
  Armor Class 21 (natural armor)
  Hit Points 243 (18d10 + 144)
  Speed 50 ft., fly 150 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   26 (+8) 
  22 (+6) 
  26 (+8) 
  25 (+7) 
  25 (+7) 
  30 (+10)
  Saving Throws Int +14, Wis + 14, Cha +17
  Skills Deception + 17, Intimidation + 17, Perception + 14
  Damage Resistances cold, fire, lightning; bludgeoning, piercing, 
  and slashing from non-magical attacks.
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened,
  poisoned
  Senses truesight 120 ft., passive Perception 24
  Languages All, Telepathy 120 ft.
  Challenge 21 (33,000 XP)
  Demonic Weapons. Yaacrou’s weapon attacks are magical. When 
  Yaacrou hits with any weapon, the weapon deals an extra 6d8 
  necrotic damage (included in the attack).
  Innate Spellcasting. Yaacrou’s spellcasting ability is Charisma 
  (spell save DC 25). It can innately cast the following spells, 
  requiring no material components:
  At will: detect evil and good, invisibility
  3/day each: blade barrier, dispel evil and good, forcecage
  1/day each: commune, control weather
  Magic Resistance. Yaacrou has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. Yaacrou makes two attacks with its claws or 
  steel feathers.
  Claws: Melee Weapon Attack: +15 to hit, range 150/600 ft., 
  one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) 
  necrotic damage.
  Steel Feathers: Ranged Weapon Attack: +13 to hit, range 150/600 
  ft., one creature. Hit: 15 (2d8 + 6) piercing damage plus 27 
  (6d8) necrotic damage. If the target is a creature that has 100 hit 
  points or fewer, it must succeed on a DC 15 Constitution saving 
  throw or die.
  Feather Storm: Yaacrou releases a swirling mass of feathers to 
  hover magically in an unoccupied space within 5 feet of it. If 
  Yaacrou can see the feathers, Yaacrou can mentally command 
  them as a bonus action to fly up to 50 feet and either make one 
  attack against a target or return to Yaacrou. If the feathers are 
  targeted by any effect, Yaacrou is considered to be holding it. The 
  feathers fall if Yaacrou dies.
  Healing Touch (4/day): The Yaacrou touches another creature or 
  itself. The target magically regains 40 (8d8 + 4) hit points and is 
  freed from any curse, disease, poison, blindness, or deafness.
  Legendary Actions
  Yaacrou can take 3 legendary actions, choosing from the options 
  below. Only one legendary action option can be used at a time 
  and only at the end of another creature’s turn. Yaacrou regains 
  spent legendary actions at the start of its turn.
  • Teleport. Yaacrou magically teleports, along with any equipment 
  it is wearing or carrying, up to 120 feet to an unoccupied space 
  it can see.
  • Searing Burst (Costs 2 Actions). The Yaacrou emits a magical, 
  chaotic energy. Each creature of its choice in a 10-foot radius 
  must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire 
  damage plus 14 (4d6) necrotic damage on a failed save, or half 
  as much damage on a successful one.
  • Summon Shoosuva. After being injured on another creature’s 
  turn, Yaacrou summons a shoosuva from the ichor seeping 
  from the wound.
  
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  DDAL09-20 Where Devils Fear to Tread (v1.0)
  Yeenoghu
  Yeenoghu
  Huge fiend (demon), chaotic evil
  Armor Class 20 (natural armor)
  Hit Points 333 (23d12 + 184)
  Speed 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   29 (+9) 
  16 (+3) 
  26 (+8) 
  16 (+3) 
  24 (+7) 
  15 (+2)
  Saving Throws Dex +10, Con +15, Wis + 14
  Skills Intimidation + 9, Perception + 14
  Damage Resistances cold, fire, lightning
  Damage Immunities poison, bludgeoning, piercing, and
  slashing from nonmagical attacks.
  Condition Immunities charmed, exhaustion, frightened,
  poisoned
  Senses truesight 120 ft., passive Perception 24
  Languages All, Telepathy 120 ft.
  Challenge 24 (62,000 XP)
  Innate Spellcasting. Yeenoghu’s spellcasting ability is Charisma 
  (spell save DC 17, +9 to hit with spell attacks). He can innately 
  cast the following spells, requiring no material components:
  At will: detect magic, spiritual weapon (8th-level spell, 4d8 +2 force 
  damage on a hit, appears as a flail)
  3/day each: dispel magic, fear, invisibility
  1/day each: teleport
  Legendary Resistance (3/day). If Yeenoghu fails a saving throw, he 
  can choose to succeed instead.
  Magic Resistance. Yeenoghu has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. Yeenoghu’s weapon attacks are magical.
  Rampage. When Yeenoghu reduces a creature to 0 hit points with 
  a melee attack on its turn, Yeenoghu can take a bonus action to 
  move up to half its speed and make a bite attack.
  Actions
  Multiattack. Yeenoghu makes three flail attacks. If an attack hits, 
  he can cause it to create an additional effect of his choice or at 
  random (each effect can be used only once per multiattack):
  1. The attack deals an extra 13 (2d12) bludgeoning damage.
  2. The target must succeed on a DC 17 Constitution saving throw 
  or be paralyzed until the start of Yeenoghu’s next turn.
  3. The target must succeed on a DC 17 Wisdom saving throw or 
  be affected by the confusion spell until the start of Yeenoghu’s 
  next turn.
  Flail. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. 
  Hit: 15 (1d12 + 9) bludgeoning damage.
  Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 
  14 (1d10 + 9) piercing damage.
  Legendary Actions
  Yeenoghu can take 3 legendary actions, choosing from the 
  options below. Only one legendary action option can be used at 
  a time and only at the end of another creature’s turn. Yeenoghu 
  regains spent legendary actions at the start of his turn.
  • Charge. Yeenoghu moves up to his speed.
  • Swat Away. Yeenoghu makes a flail attack. If the attack hits, the 
  target must succeed on a DC 24 Strength saving throw or be 
  pushed 15 feet in a straight line away from Yeenoghu. If the sav-
  ing throw fails by 5 or more, the target falls prone.
  • Savage (Costs 2 Actions). Yeenoghu makes a bite attack against 
  each creature within 10 feet of him.
  Lair Actions
  On initiative count 20 (losing initiative ties), Yeenoghu can take a 
  lair action to cause one of the following effects; he can’t use the 
  same effect two rounds in a row.
  • Yeenoghu causes an iron spike—5 feet tall and 1 inch in diam-
  eter—to burst from the ground at a point he can see within 100 
  feet of him. Any creature in the space where the spike emerges 
  must make a DC 24 Dexterity saving throw. On a failed save, 
  the creature takes 27 (6d8) piercing damage and is restrained 
  by being impaled on the spike. A creature can use an action to 
  remove itself (or a creature it can reach) from the spike, ending 
  the restrained condition.
  • Each gnoll or hyena that Yeenoghu can see can use its reaction 
  to move up to its speed.
  • Until the next initiative count 20, all gnolls and hyenas within 
  the lair are enraged, causing them to have advantage on melee 
  weapon attack rolls and causing attack rolls to have advantage 
  against them.
  Warlock of the Fiend
  Warlock of the Fiend
  Medium humanoid (any race), any alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft.
    STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  14 (+2) 
  15 (+2) 
  12 (+1) 
  12 (+1) 
  18 (+4)
  Saving Throws Wis +4, Cha +7
  Skills Arcana +4, Deception +7, Persuasion +7, Religion +4
  Damage Resistances slashing damage from nonmagical attacks 
  not made with silvered weapons
  Senses darkvision 60 ft., passive Perception 11
  Languages any two languages (usually Abyssal or Infernal)
  Challenge 7 (2,900 XP)
  Innate Spellcasting. The warlock’s innate spellcasting ability is 
  Charisma. It can innately cast the following spells (spell save DC 
  15), requiring no material components:
  At will: alter self, false life, levitate (self only), mage armor (self only), 
  silent image
  Spellcasting. The warlock is a 17th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 15, +7 to hit with 
  spell attacks). It regains expended spell slots when it finishes a 
  short or long rest. It knows the following warlock spells:
  Cantrips (at will): eldritch blast, fire bolt, friends, mage hand, minor 
  illusion, prestidigitation, shocking grasp
  1 st-5th level (4 5th-level slots): banishment, burning hands, flame 
  strike, hellish rebuke, magic circle, scorching ray, scrying, stinking 
  cloud, suggestion, wall of fire
  Dark One’s Own Luck (Recharges after a Short of Long Rest). 
  When the warlock makes an ability check or saving throw, it can 
  add a d10 to the roll. It can do this after the roll is made but 
  before any of the roll’s effects occur.
  Actions
  Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 
  3 (1d6 + 3) bludgeoning damage plus 10 (3d6) fire damage.
  
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  DDAL09-20 Where Devils Fear to Tread (v1.0)
  Estimated Duration: 60 minutes
  After the characters complete two scenes in Part 1, you 
  may choose to insert this additional encounter.
  Wandering the landscape, you spot a thin, young girl, hair 
  wild and face smeared with mud. Two knives are slipped 
  into a rope belt tied over her ragged dress. Seeing you, she 
  pads over with bare feet. “Greets Outsides. You loss and 
  gone toos.”
  Elisande recently acquired a very large Chultan goat 
  (events of DDAL07-18 Turn Back the Endless Night) and 
  wandered into the Hells. While there, she was tricked, lost 
  her goat, and was trapped in Malbolge by the Night Hag 
  Tal’Kandelagrag before eventually escaping to wander the 
  planes with the help of adventurers (DDAL00-11 Pipyap’s 
  Guide to All of the Nine Hells). Not really having a way to 
  get home, she has wandered from the Hells into the Abyss.
   Characters who have never met Elisande but succeed on 
  a DC 15 Intelligence (History) check have heard of her. She 
  frequently appears at moments of great import, and some 
  say she is one of the Chosen. Those that have met her likely 
  know that she is the Chosen of Cyric, the Black Sun, and 
  she is quite deadly when provoked.
  Bonus Objective A
  Convince Elisande not to murder Dara.
  Girls Will Be Girls
  While Elisande is happy to see the characters, the moment 
  she notices Dara, she takes an instant dislike to the 
  younger girl. She has begun to succumb to the taint of the 
  Death Dells, and her vicious side is becoming even less 
  controllable. She encourages the characters to abandon 
  Dara and travel with her instead. If they mention their 
  quest, she even offers to help, if Dara is left behind.
   For her part, Dara is confused by the older girl, who is 
  no bigger than herself and much less educated. She bears 
  Elisande no ill will and at first tries to be friends before 
  giving up in the face of hostility.
   It is clear by Elisande’s violent personality that she has 
  succumbed to the Madness of Yeenoghu and is likely to 
  escalate from insults to violence against Dara if she does 
  not get her way or is not convinced otherwise. As the 
  Chosen of Cyric, Elisande offers bullying threats and lies 
  while Dara, the Chosen of Ilmater, quietly endures.
  Defusing the Situation
  It falls to the characters to find a way to defuse the 
  situation without an escalation. While Dara is fairly weak, 
  Elisande is more than the equal of any one character. The 
  characters must successfully achieve three successes on a 
  DC 20 Charisma (Persuasion) check before achieving three 
  failures. Dara is no help. The DM is encouraged to roleplay 
  the interactions rather than just allow a few dice rolls.
   Things Elisande Likes: Elisande responds positively 
  to any of the following, and good ideas involving these 
  should receive advantage to their check. A character with a 
  passive Insight of 15 or higher can tell that these areas of 
  persuasion are working when tried (before rolling).
  • Encouraging her to direct her violence by killing lots and 
  lots of difficult prey, like demons.
  • Telling the truth to her. She always knows when you lie.
  • Appealing to their past friendship.
  • Suggesting that Dara, like the characters, are part of her 
  pack or tribe and so she should protect her. When others 
  try to harm Dara, it is a sign of them trying to show 
  dominance over Elisande.
  • Giving Elisande a gift, especially if it’s a goat or 
  goat related.
   Things Elisande Hates: Elisande responds negatively 
  to any of the following, and ideas involving these should 
  receive disadvantage to their check. A character with a 
  passive Insight of 15 or higher can tell that these areas of 
  persuasion are not working well when tried (before rolling).
  • Praising her or using flattery in a way not described in 
  her “likes” list.
  • Telling her that she should protect the weak, be gentle, 
  or otherwise look out for Dara for any selfless reason.
  • Attempting to use Deception. She always knows 
  when you lie.
  • Attempting to use Intimidation. Her affinity for murder 
  is further heightened by threats due to the taint 
  of Yeenoghu.
  • Telling her to do good or do the right thing with no 
  expectation of reward or entertainment.
  Appendix 1: 
  Appendix 1: Belle of the Brawl
  Belle of the Brawl 
  (Bonus Objective A)
  (Bonus Objective A)
  
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  DDAL09-20 Where Devils Fear to Tread (v1.0)
  Successes and Failures
  Each time a character makes an attempt to sway Elisande, 
  her mood changes as follows:
  • One Success: Elisande calms and begins to listen to the 
  characters.
  • Two Successes: Elisande shyly looks away, not feeling 
  guilty, but hoping to please the characters.
  • Three Successes: Elisande agrees to either go away or 
  accompany the characters on their mission, based on the 
  argument the characters were making.
  • One Failure: Elisande begins fingering one of her 
  knives and eyeing Dara with ill-disguised hatred.
  • Two Failures: Elisande pushes Dara to the ground to 
  show how weak Dara is.
  • Three Failures: Elisande quickly strikes Dara for 35 
  points of damage, potentially killing her. If Dara does not 
  die and the characters do not attack Elisande, she walks 
  away from them in disgust.
  Attacking Elisande?!
  It is possible that some character may try to subdue 
  Elisande. Doing so is foolhardy, but sometimes Tymora 
  rewards fools. Assume Elisande resists any spell as if she 
  used Legendary Resistance, and any attack only wounds her. 
  Once attacked, she responds to the character that attacked 
  her. She steps out of the offending character’s shadow, 
  surprising them, and attacks them before teleporting away 
  as a bonus action. Dara is saved, but the offending character 
  earns the Enemy of Elisande story award.
  Elisande’s Surprise
  Multiattack. Elisande makes four attacks with her daggers, 
  one of which may be a Death Attack. Elisande’s weapon 
  attacks score critical hits on a roll of 19 or 20.
  Dragonbone Dagger. Melee Weapon Attack: +16 to hit, 
  reach 5 ft., one target. Hit: 8 (1d4 + 6) piercing damage 
  plus 7 (2d6) acid damage. If Elisande has advantage on the 
  attack roll or if one of her allies is adjacent to her target and 
  not incapacitated, the attack deals an additional 21 (6d6) 
  piercing damage.
  Death Attack (1/Turn). When Elisande attacks and hits 
  a creature that is surprised, it must succeed on a DC 20 
  Constitution saving throw or take double damage from her 
  attack.
  Bringing Elisande
  If the characters convince Elisande to accompany them, 
  she does so, serving as a capable scout that is nearly 
  impossible to spot. In combat, the DM should use her only 
  as necessary and never take the spotlight away from the 
  players. She might kill a minion and then easily become 
  distracted mutilating the body, or she could run off to steal 
  something shiny. She is not good at following plans. If the 
  characters are in over their heads, she might perform a 
  Multiattack on a significant threat. If they are doing well, 
  she might only kill a few gnolls. The DM should use her in 
  part 2 with appropriate discretion.
  
  Estimated Duration: 60 minutes
  As the characters are moving through the battlefield, they 
  witness the power of the abyssal armies. Yaacrou the Beast 
  is tearing through the infernal lines in search of worthy foes.
  The creature is a true horror. A gale stirs from its 
  thousand-feathered wings. Dozens of spiked, insectile 
  spears impale foes, feeding the devilish corpses into 
  a gargantuan maw at its fur-covered center. Its shape 
  constantly shifts and warps to create a new nightmare. It 
  is clear that the devils have no answer for this horror and 
  their lines are quickly being decimated. Soon their center 
  will crumble, and with it any hope to repel the demons.
  A sibilant voice whispers across the battlefield, “Who dare 
  faces Yaacrou?” The same throat then screams deeper than 
  a volcano, “Who would duel the Beast? I challenge you!”
  The demon, of course, hopes to lure out those foolish 
  enough to fight it in single combat. It has no intention of 
  fighting fair, but should anyone present themselves, in a 
  hundred different voices it orders the other demons to 
  make room for the hero’s death. Of course, any sense of fair 
  play will be revealed as a lie quickly enough.
  Bonus Objective B
  Defeat Yaacrou the Beast.
  A Dishonorable Duel
  Yaacrou the Beast is pushing across the battlefield, with 
  two shoosuva demons harrying those who try to escape the 
  Beast’s slaughter. Yaacrou, speaking in many different voices, 
  calls for foes to face it in single combat. The characters are 
  welcome to simply attack the demon, but if one of them 
  steps forward as champion, it makes a show of an honorable 
  duel. The shoosuvas move near a different character and 
  growl, but they do not attack while Yaacrou moves to face off 
  with the champion of the Hells. Unfortunately, it is a ruse—
  as soon as given an advantageous opportunity, the demons 
  betray their word and attack the party.
   Ice Pact Story Award. If the characters possess the Ice 
  Pact story award from DDAL09-19 Fang and Claw and have 
  allied with General Everbleed, the General and a second ice 
  devil arrive to witness the duel, expecting treachery. When 
  the demons betray the party, the devils engage one of the 
  shoosuvas and eventually defeat it for the party. They may 
  provide additional aid at the DM’s discretion.
   Savior of My Enemy’s Enemy Story Award. If the 
  characters have the Savior of My Enemy’s Enemy story 
  award from DDAL09-07 The Diabolical Dive where they 
  rescued a group of drow from infernal captivity, a yochlol 
  demon in the form of a drow woman approaches one of 
  the characters, appearing out of the haze of battle. She 
  warns the character that the duel is a trap, but the drow 
  of Plagueshield Point remember their debt. She offers 
  the characters the blessing of Lolth (as bless that lasts 
  for the duration of this encounter) and a vial of enchanted 
  unicorn’s blood, enough for one weapon. When applied to a 
  weapon, for the next 5 minutes, demons hit by the weapon 
  take an additional 6d6 radiant damage. The effect wears off 
  before the next combat.
  Adjusting the Scene
  Here are some suggestions for adjusting this scene:
  • Very Weak: Summon shoosuva takes 3 legendary actions.
  • Weak: Summon shoosuva takes 2 legendary actions.
  • Strong: Yaacrou can use Healing Touch as a legendary 
  action.
  • Very Strong: Yaacrou can cast a spell or use Healing Touch 
  as a legendary action.
  Playing the Pillars
  Here are some suggestions for this encounter:
   Combat. If not immediately attacked, Yaacrou always 
  summons a Feather Storm before the combat starts. Yaacrou 
  makes an effort to damage other characters with its Searing 
  Burst or by sending its shoosuvas to attack them.
   Exploration. A crowd of demons quickly gathers to watch 
  the duel. The characters might try to use the crowd to gain 
  cover or concealment.
   Social. Yaacrou is a creature of chaos and slaughter. It 
  taunts its intended victims constantly.
  Appendix 2: Demonic Duel 
  Appendix 2: Demonic Duel 
  (Bonus Objective B)
  (Bonus Objective B)
  
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  DDAL09-20 Where Devils Fear to Tread (v1.0)
  Appendix 3: Dara
  Appendix 3: Dara
  Dara, Chosen of Ilmater
  Dara, Chosen of Ilmater
  Medium humanoid (human), lawful good
  Armor Class 11
  Hit Points 20 (3d8 + 6)
  Speed 30 ft.
    STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   8 (-1) 
  12 (+1) 
  14 (+2) 
  10 (+0) 
  17 (+3) 
  12 (+1)
  Damage Resistances radiant; bludgeoning, piercing, and slashing 
  from nonmagical attacks
  Condition Immunities charmed, exhaustion, frightened
  Skills Medicine +4, Religion +2
  Senses passive Perception 10
  Languages Celestial, Common
  Magic Resistance. Dara has advantage on saving throws against 
  spells and other magical effects.
  Innate Spellcasting. Dara’s spellcasting ability is Wisdom (spell 
  save DC 13). Dara can innately cast the following spells, requiring 
  no material components:
  1/day: aid, commune, healing word, lesser restoration
  1/week: true resurrection
  Spellcasting. Dara is a 2nd-level spellcaster. Her spellcasting 
  ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). 
  Dara has the following cleric spells prepared:
  Cantrips (at will): light, sacred flame, thaumaturgy
  1st level (3 slots): bless, cure wounds, sanctuary
  Actions
  Club. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 
  (1d4-1) bludgeoning damage.
  
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  DDAL09-20 Where Devils Fear to Tread (v1.0)
  Commander Rotger de la Reue
  Commander Rotger de la Reue
  Medium humanoid (human), lawful good
  Armor Class 17 (breastplate, shield)
  Hit Points 120 (16d8 + 48)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  13 (+1) 
  17 (+3) 
  14 (+2) 
  16 (+3) 
  19 (+4)
  Saving Throws Wis +6, Cha +7
  Skills Athletics +5, Medicine +6, Persuasion +7
  Senses passive Perception 13
  Languages Common
  Divine Health. Commander de la Reue is immune to disease.
  Lay on Hands. Commander de la Reue has a pool of healing 
  power that can restore up 40 hit points. As an action, he you 
  can touch a creature and restore a number of hit points to that 
  creature, up to the maximum amount remaining in the pool. 
  Alternatively, he can expend 5 hit points from the pool to cure the 
  target of one disease or neutralize one poison affecting it.
  Magic Resistance Aura. While holding his sword, Commander de 
  la Reue creates an aura in a 10-foot radius around him. While this 
  aura is active, Commander de la Reue and all creatures friendly to 
  him in the aura have advantage on saving throws against spells 
  and other magical effects.
  Actions
  Multiattack. Commander de la Reue makes two melee 
  weapon attacks.
  Magic longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing 
  damage when used with two hands. If the target is a fiend or an 
  undead, it takes an extra 11 (2d10) radiant damage.
  Command Ally. Commander de la Reue targets one ally it can 
  see within 30 feet of it. If the target can see and hear him, both 
  Commander de la Reue and the target can make one weapon 
  attack as a reaction and gain advantage on the attack roll.
  Sense Alignment. Commander de la Reue chooses one creature 
  he can see within 60 feet of him and determines it alignment, as 
  long as the creature isn’t hidden from divination magic by a spell 
  or other magical effect.
  Appendix 4: Commander de la Reue
  Appendix 4: Commander de la Reue
  
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  DDAL09-20 Where Devils Fear to Tread (v1.0)
  If found during the adventure, the characters can keep the 
  following magic items:
  Deathshield (Defender)
  Weapon (greatsword), legendary (requires attunement)
  You gain a +3 bonus to attack and damage rolls made with 
  this magic weapon.
   The first time you attack with the sword on each of your 
  turns, you can transfer some or all of the sword’s bonus 
  to your Armor Class, instead of using the bonus on any 
  attacks that turn. For example, you could reduce the bonus 
  to your attack and damage rolls to +1 and gain a +2 bonus 
  to AC. The adjusted bonuses remain in effect until the start 
  of your next turn, although you must hold the sword to gain 
  a bonus to AC from it. This item is found in the Dungeon 
  Master’s Guide.
   This defender is a greatsword and is made out of crude 
  black iron. Inscribed upon the blade in Abyssal is the name 
  Deathshield.
  Rod of the Pact Keeper +2
  Rod, rare (requires attunement by a warlock)
  While holding this rod, you gain a +2 bonus to spell attack 
  rolls and to the saving throw DCs of your warlock spells.
   In addition, you can regain one warlock spell slot as an 
  action while holding the rod. You can’t use this property 
  again until you finish a long rest. This item is found in the 
  Dungeon Master’s Guide.
   This rod has an opal carved like a clawed fist clutching a 
  skull at its tip. The haft is covered in the names of angels, 
  written backwards in Infernal.
  Potion of Flying
  Potion, very rare
  When you drink this potion, you gain a flying speed equal 
  to your walking speed for 1 hour and can hover. If you’re 
  in the air when the potion wears off, you fall unless you 
  have some other means of staying aloft. This potion’s clear 
  liquid floats at the top of its container and has cloudy white 
  impurities drifting in it. This item is found in the Dungeon 
  Master’s Guide.
  Potion of Longevity
  Potion, very rare
  When you drink this potion, your physical age is reduced 
  by 1d6 + 6 years, to a minimum of 13 years. Each time 
  you subsequently drink a potion of longevity, there is a 10 
  percent cumulative chance that you instead age by 1d6 + 6 
  years. Suspended in this amber liquid are a scorpion’s tail, 
  an adder’s fang, a dead spider, and a tiny heart that, against 
  all reason, is still beating. The ingredients vanish when 
  the potion is opened. 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 one-
  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 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.
  Spell Scroll (gate)
  Scroll, legendary
  A spell scroll bears the words of a single spell, written 
  in a mystical cipher. If the spell is on your class’s spell 
  list, you can read the scroll and cast its spell without 
  providing any material components. Otherwise, the scroll 
  is unintelligible. Casting the spell by reading the scroll 
  requires the spell’s normal casting time. Once the spell is 
  cast, the words on the scroll fade, and it crumbles to dust. 
  If the casting is interrupted, the scroll is not lost.
   If the spell is on your class’s spell list but of a higher level 
  than you can normally cast, you must make an ability check 
  using your spellcasting ability to determine whether you 
  cast it successfully. The DC equals 19. On a failed check, 
  the spell disappears from the scroll with no other effect. 
  This item is found in the Dungeon Master’s Guide.
   This scroll is inscribed with the spell gate.
  Appendix 5: Character Rewards
  Appendix 5: Character Rewards
  
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  DDAL09-20 Where Devils Fear to Tread (v1.0)
  The characters may earn the following story awards during 
  the adventure:
  Birth of a Demon Prince
  Against all advice and sanity, you have consumed the 
  essence of the Demon Prince Yeenoghu on his home plane: 
  the 422nd layer of the Abyss. Raw chaos and incarnate 
  evil flows through your body, warping it into the monster 
  that your nightmares feared might dwell within. As you 
  change, the layer responds to suit your whims, twisting 
  with newfound corruption. You are forever retired from 
  D&D Adventurers League play and you cannot be returned 
  by any means. This character’s story has ended for you, but 
  your friends have gained a powerful new enemy who knows 
  them all too well.
  Enemy of Elisande
  You have attempted to solve a problem with Elisande by 
  using violence against her. The Chosen of Cyric will not 
  forget.
  Thanks of Ilmater
  You have worked the will of the gods of light to maintain 
  the balance of the Blood War. If you are 20th level (or 
  upon achieving 20th level) you may select the boon of 
  immortality or the boon of planar travel from the Dungeon 
  Master’s Guide. If you select the boon of planar travel, it 
  takes you to the Brightwater: the realm of Ilmater and Sune 
  in the Seven Heavens of Celestia.
  Tipping the Balance
  You have drastically altered the balance of the Blood War, 
  potentially bringing about the end of reality. All devils 
  bare you a grudge and you make all Charisma checks 
  against fiends at disadvantage. In addition, they no longer 
  answer your call. All spells or abilities that summon a devil 
  automatically fail.
  Appendix 6: Story Awards
  Appendix 6: Story Awards
  
  40
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  DDAL09-20 Where Devils Fear to Tread (v1.0)
  In season 9 adventures, characters have begun to collect 
  soul coins. This infernal currency made from evil souls has 
  a value to some fiends. Beyond the magical abilities that 
  can be activated by spending 1 of the 3 charges each coin 
  has, characters of tier 2 or higher have the opportunity 
  to spend these coins in Avernus. In addition to specific 
  opportunities that present themselves in adventures, two 
  individuals are willing to accept these coins.
  • Mahadi, master of the Wandering Emporium, is willing 
  to barter goods and services for them.
  • Dara, Chosen of Ilmater, seeks to destroy them and free 
  the trapped souls within.
  The following table lists what Mahadi and Dara are willing 
  to give you based on the number of charges on a coin 
  that you trade to them. All spellcasting services may be 
  acquired at the beginning or end of an adventure, or during 
  the adventure if the NPC is present.
  • Limits Are Limits. Bonus gold from Mahadi is subject to 
  the maximum gold for your level.
  • A Stain Upon Your Soul. Redeeming soul coins with 
  Mahadi or Fai Chen requires that you note the number 
  of Soul Coin Charges Used on your character’s logsheet. 
  You do not need to track charges spent with Dara.
  Appendix 7: Spending Soul Coins
  Appendix 7: Spending Soul Coins
  Charges
  Mahadi
  Dara
  1
  Free spellcasting service from ALDMG (100 gp or less)
  Free spellcasting service from ALDMG (40 gp or less)
  1
  Aid cast on targets you designate
  3
  Free spellcasting service from ALDMG (1,000 gp or less)
  Free spellcasting service from ALDMG (100 gp or less)
  3
  Heroes’ feast
  Potion of greater healing
  3
  100 gp
  3
  Gain a level
  6
  Free spellcasting service from ALDMG (3,000 gp or less)
  Free spellcasting service from ALDMG (1,000 gp or less)
  6
  Yugoloth charm (as summon greater demon, but you get a 
  merrenoloth)
  Gain a level
  9
  Conjure celestial charm (you get a pegasus)
  9
  500 gp
  Commune
  27
  5,000 gp
  True resurrection
  
  41
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-20 Where Devils Fear to Tread (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 8: Dungeon Master Tips
  Appendix 8: Dungeon Master Tips
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S09 - Descent - Inglorious Redemption/DDAL09-20 - Where Devils Fear to Tread.pdf