TEXT: D&D Descent into Avernus glyph, simpliﬁed
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  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D 
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  by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
  A Four to Six-Hour Adventure for 5th through 10th Level Characters.
  Optimized For: APL 8
  An Avernus Rising Adventure
  DDAL 09-08
  Credits
  Credits
  Designer: Cameron Blair
  Editing: Travis Woodall, Greg Marks, Hannah Rose
  D&D Adventurers League Guildmaster: Chris Lindsay
  Art Director and Graphic Designer: Rich Lescouflair
  Interior Art: provided by Wizards of the Coast
  D&D Adventurers League Wizards Team: Adam Lee, Ari 
  Levitch, Chris Lindsay, Mike Mearls
  D&D Adventurers League Administrators: Alan Patrick, 
  Amy Lynn Dzura, Travis Woodall, Claire Hoffman, Greg 
  Marks, Ma’at Crooks, LaTia Bryant, Shawn Merwin, 
  Will Doyle
  Playtesters: Doug Davis, Scott Holmgren, Kerry Kaszak, 
  James Lehner, Matthew Marranda, Daniel Oliveira, 
  Matthew Roderick, Lance Schantz, JJ Tin, Marcello 
  Velazquez, Andy Wieland
  IN THE GARDEN OF EVIL
  Long before it was a war-ravaged battlefield, Avernus was a den of temptation; a place 
  to which ambitious, greedy, and covetous mortals were lured by the promise of power, 
  wealth, and love. While the plane no longer serves this purpose, small pockets of 
  terrible beauty remain. You have been sent in search of one such oasis to locate a fallen 
  celestial. Will you be able to find it? More importantly, will the creature still be capable 
  of service as an agent of good?
  
  2
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  DDAL09-08 In the Garden of Evil (v1.1)
  The Forest Beckons
  Call to Action
  Bloodroot Grove
  Story Objective A
  1
  The Heart of the 
  Grove
  Story Objective B
  2
  The Bleeding 
  Heart
  Bonus Objective A
  A
  Steel Willows
  Bonus Objective B
  B
  Adventure Primer
  Adventure Primer
  “And into the forest I go, to lose my mind and find my soul.”
  —Mariah Danu
  This adventure is designed for three to seven 5th- to 10th-
  level characters and is optimized for five characters with 
  an average party level (APL) of 8. Characters outside this 
  level range cannot participate in this adventure.
   This adventure occurs in Bloodroot Grove, a lost oasis in 
  Avernus, the first layer of the Nine Hells.
  Background
  During ZARIEL’S GREAT RIDE, a unicorn named 
  ZHALRUBAN served as a mount to one of Zariel’s 
  lieutenants, SHALREL PRALL, a virtuous and honorable 
  PALADIN. When Shalrel succumbed to fear and fled from 
  battle, however, Zhalruban was distraught. The unicorn 
  retreated with her rider into BLOODROOT GROVE, 
  hoping to shelter there while she tried to convince Shalrel 
  to remain by Zariel’s side. Once inside, however, the duo 
  was beset by DEVILS. They fought valiantly, but when 
  defeat seemed inevitable, the devils made Zhalruban 
  an offer she couldn’t refuse: in exchange for sparing the 
  paladin’s life, the unicorn would be forever confined to 
  Bloodroot Grove.
  Overview
  The adventure’s story is spread over three parts and takes 
  approximately four hours to play. The adventure begins 
  with a Call to Action. It also contains two optional bonus 
  objectives, each taking one additional hour to play.
  • Call to Action: The Forest Beckons. The characters 
  discover strange signs of Zariel’s Great Ride and enter 
  Bloodroot Grove.
  • Part 1: Bloodroot Grove. The characters explore the 
  depths of the grove, discover its dangerous delights, and 
  reach the Heart of the Grove. This is Story Objective A.
  • Part 2: The Heart of the Grove. The characters 
  overcome Zhalruban’s devilish keepers and beseech her 
  to return to the light. This is Story Objective B.
  • Bonus Objective A: Bleeding Heart. The characters 
  discover and defend a dying Hellrider who requires a 
  hair from Zhalruban’s tail to sew his magical wound 
  shut. This bonus objective is found in Appendix 1 and 
  occurs during Part 1: Bloodroot Grove.
  • Bonus Objective B: Steel Willows. Agents of Zariel 
  hunt the characters and lay a trap within the dense 
  forest of Bloodroot Grove. This bonus objective is found 
  in Appendix 2 and takes place after completing Story 
  Objective B.
  Adventure Hooks
  The players may have participated in other adventures this 
  season, or this may be their first foray into Avernus. Below 
  are some adventure hooks to introduce the players to 
  Bloodroot Grove.
   The Crusade Endures. If the players have taken part in 
  the previous trilogy, they approach Bloodroot Grove after 
  acquiring the battle plans from Plagueshield Point. Dara 
  tells the party that they might find more information, and 
  perhaps even an alliance, from a heroic unicorn and her 
  mistress who fled into Bloodroot Grove during the doomed 
  battle. At Dara’s behest, the characters approach the forest 
  to sway the pair to their cause.
   Emporium Whispers. Characters who have completed 
  the bonus objective The Price of Knowledge in DDAL09-05 
  Faces of Fortune learned from Elliach that Zhalruban, a 
  unicorn, was rumored to have been seen and heard on the 
  outskirts of Bloodroot Grove. As the emporium passed by 
  the blighted forest, the players chose to seek the celestial to 
  further bolster their companions in Dara’s quest.
   Welcome to Hell. If the characters are entering Avernus 
  for the first time, they come to consciousness near 
  Mahadi’s Wandering Emporium and are quickly discovered 
  by Fai Chen. He whisks them to meet Dara, the young 
  Chosen of Ilmater, who is their best chance for getting 
  out of the Hells alive. Dara informs the characters of her 
  mission and beseeches them to aid her by searching for 
  a lost celestial, a unicorn rumored to be in the nearby 
  Bloodroot Grove.
   Out of Balance. If this adventure is being used separate 
  from this seasons content, whispers spread through the 
  planes of existence of a dangerous corruption that could 
  disrupt the nine hells ability to defeat the armies of the 
  abyss.  Whether sent by celestials, devils, or a servant of the 
  balance, the characters are dispatched to Bloodroot Grove, 
  the source of the corruption. There they must prevent 
  the growing corruption from destabilizing this region of 
  Avernus and tipping the scales of the blood war.
  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.
  
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  DDAL09-08 In the Garden of Evil (v1.1)
  Estimated Duration: 15 minutes
  In the Middle Distance
  The woodland edge of Bloodroot Grove is eerily quiet. The 
  forest is both a haven from the harsh plains of Avernus and 
  a bitter trap waiting for its next victims. Massive trees with 
  thick leaves fill the horizon and wide paths lead into the 
  forest itself.
  Rounding a curve in a ravine, you see a great forest of tall, 
  white trees with blood-red leaves that extends as far as 
  the eye can see. A thin line of smoke curls from behind 
  one of the boulders along the road—a campfire? Or 
  something else?
  Area Information
  This small roadside camp has the following features.
   Dimensions & Terrain. The flat ground is littered with 
  large boulders. Behind one boulder, a tendril of smoke 
  twists and curls into the sky.
   Light. The ambient light of Avernus brightly lights the 
  area, though as the characters get closer to Bloodroot 
  Grove, the light dims.
   Smells & Sounds. The thuds of distant meteor-falls and 
  the din of faraway battles are normally audible throughout 
  the plains of Avernus, but the sounds here are muffled and 
  fade away as the forest grows thicker.
   Camp. Tucked away in the shelter of two large boulders 
  is a campsite. A figure beside the small campfire is fully 
  covered by its bedroll. The body is unmoving.
   Sleeping Figure. The figure responds to neither 
  prodding nor calling out. Drawing back the blanket reveals 
  that it is a corpse with warm blood still oozing from their 
  wounds. Roots grow in and around the body, pulling them 
  beneath the ground. All the equipment nearby except for a 
  journal, however, is rusted and half-buried in drifts of dust.
   Examining the body with a successful DC 11 Wisdom 
  (Medicine) check reveals that the corpse appears to have 
  only recently died of blood loss from multiple stab wounds. 
  However, its clothing is quite old and a badge depicting 
  a horse’s head beneath a sunburst is emblazoned upon 
  the chest; the nature of Avernus has prevented the body 
  from rotting. Characters who participated in the Betrayal 
  is in the Blood trilogy or those who succeed on a DC 11 
  Intelligence (History) check know that the badge bears the 
  symbol of the Hellriders. Characters from Elturgard or 
  those with the Soldier background make this check with 
  advantage.
  Creature Information
  If the characters use speak with dead or similar magic, the 
  corpse speaks erratically before the roots that have grown 
  around the body pull it into the ground.
   What Do They Want? The Hellrider originally wanted 
  nothing more than to see Zariel’s mission succeed, but 
  before their death their goal was to return to their home in 
  Elturgard.
   What Do They Know? The Hellrider is a last bastion of 
  knowledge on the fall of Zariel’s forces and the desertion 
  that they, Shalrel, and Zhalruban all partook in, but they 
  don’t know much about the rest of Bloodroot Grove. If 
  the characters don’t speak to the Hellrider directly, their 
  journal contains the same information.
  Treasure
  Most of what the Hellrider carried is rusted or rotted, but 
  a pouch at their waist contains a handful of old gold coins 
  and a small folded piece of paper upon which is written a 
  prayer to Torm.
  What Went Before
  This adventure occurs after the Behind Infernal Lines trilogy. In 
  these adventures, the characters accompanied Fai Chen and 
  Dara on their journey into Avernus. Once there, Dara plotted 
  a way to free the spirits of the Hellriders who joined Zariel on 
  her fated ride into the Nine Hells. To do so, the characters 
  stormed an infernal fortress and learned the location of the 
  Hellriders’ doomed final battle.
  Call to Action
  As the characters investigate the area, they find a set of 
  fresh hoof prints leading deep into the forest. The tracks 
  are deep (as if the creature was running) and marked by 
  drops of blood. A character who succeeds on a DC 13 
  Intelligence (Nature) check determines the tracks don’t 
  belong to just any hooved creature, but that of a unicorn—
  and a wounded one at that. The characters must ultimately 
  find their way to the Heart of the Grove, the great tree 
  where Zhalruban has made her home.
  Call to Action: The Forest Beckons
  Call to Action: The Forest Beckons
  
  4
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  DDAL09-08 In the Garden of Evil (v1.1)
  Estimated Duration: 2 hours
  Bloodroot Grove
  Originally grown of good intentions, Bloodroot Grove is 
  a forest filled with strange and terrible plants that even 
  devils fear.
  Area Information
  The grove has the following features:
   Dimensions & Terrain. Like many other areas in 
  Avernus, the vast forest of Bloodroot Grove isn’t subject 
  to the normal rules of space. The ground is mostly flat, 
  except for occasional, large ravines that are filled with the 
  same white trees as elsewhere in the forest, making them 
  difficult to see at a distance. Occasional roots trip up the 
  unwary, and once in a while, a rare stream passes through 
  the area, though the water is usually brackish and nigh-
  undrinkable.
   Light. The sky overheard glows with the ambient light 
  of Avernus, but a thick canopy of blood-red leaves shades 
  the forest floor, where a thin fog clings to the ground. The 
  forest is dimly lit.
   Smells & Sounds. It’s completely silent here. The smell 
  of wet earth and rot fills the air, only eclipsed by the sickly-
  sweet smell of fruits hanging from some of the trees.
   White Trees. The trees here are tall and slender. In the 
  upper canopy, the branches sport smooth-edged, blood-red 
  leaves, which cover the ground beneath as they fall.
   Bloodroot Flora. The characters might encounter the 
  strange and terrible plants that grow within the forest (see 
  Appendix 4).
  Using the Bloodroot Flora
  The Bloodroot flora offer a way to enhance an encounter, rest, 
  or travel. Here are a few ways to incorporate them into the 
  game:
  • While traveling, a character could be tempted by a strange 
  fruit hanging from a tree, which can impart corruption and 
  hallucinations.
  • In the middle of combat, a hangman vine could grab onto a 
  character and begin to strangle them.
  • A tree full of screeching leaves could attract the attention of 
  a larger threat.
  Navigating the Forest
  At the beginning of each day spent in the forest, the 
  characters must succeed on a DC 15 group Wisdom 
  (Survival) check. On a failure, the group becomes lost and 
  may have another encounter with the dangerous flora and 
  fauna of the forest. Characters suffering from corruption 
  make this check with disadvantage.
  Corruption in Bloodroot Grove
  The infernal nature of Bloodroot Grove can leave its mark on 
  creatures traveling within it. If a creature consumes fruit, sap, 
  water from streams, or any vegetation native to Bloodroot 
  Grove they must make a DC 15 Constitution saving throw. 
  On a failure, they gain a form of Bloodroot corruption (see 
  Appendix 4).
  Part 1: Bloodroot Grove
  Part 1: Bloodroot Grove
  
  5
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  DDAL09-08 In the Garden of Evil (v1.1)
  A. Entering Bloodroot Grove
  Once the characters move past the fallen Hellrider, they 
  enter the oppressive atmosphere of Bloodroot Grove.
  Taking your first steps into the forest, you’re smothered in 
  an almost tangible silence. The sounds of birds chirping 
  and the movement of creatures on the forest floor are 
  conspicuously absent here.
  When describing the environment in Bloodroot Grove, 
  emphasize the vibrant colors of the flora, the too-sweet smell 
  of the fruit, and the ever-present feeling of being watched.
   Fed by Flesh. Due to the lack of sun in Avernus, 
  the trees of Bloodroot Grove don’t synthesize food by 
  photosynthesis; instead, they’re fed by blood and, in some 
  cases, flesh.
   Forbidden Fruit. The forest produces various types of 
  fruit that have no nutritional value and an addictively sweet 
  taste. A creature who consumes any of the sweet fruit 
  becomes impulsive, irritable, and defensive of their new 
  favorite food. Characters find emaciated devils, mortals, 
  and other beasts huddled around fruit-bearing plants 
  endlessly feasting on the deceptive fruit. If a character 
  eats some of these fruits and fail a DC 10 Willpower 
  saving throw, they become addicted to the fruit. This 
  effect can be cured by a lesser restoration spell or 
  similar magic.
   Spreading Corruption. Many trees have been 
  infected by the parasitic fruit devil’s harvest 
  and have mutated to suit the fruit’s purposes. 
  These trees now bleed a corrupted sap that 
  carries the vile fruits corruptive properties. Any 
  tree touched by the sap eventually grows more 
  devil’s harvest.
  Locations in Bloodroot
  As the characters traverse the forest 
  of Bloodroot Grove, they encounter 
  challenges that reflect Zhalruban’s 
  corruption or that of the forest. It’s 
  recommended that the characters 
  participate in three to four encounters 
  before proceeding to Part 2.
  Bloodroot Grove Encounters
  d10
  Encounter
  1
  B1. Carnivorous Plants
  2
  B2. Fallen Devil
  3
  B3. Great Oak’s Fall
  4
  B4. Harvest Farm
  5
  B5. Obelisk of Silvanus
  6
  B6. Pit of Anguish
  7
  B7. Tree of Skin
  8
  B8. Sickened Orchard
  9
  B9. Troop of Woe
  10
  B10. Untainted Husk
  B1. Carnivorous Plants
  In the absence of proper sustenance, these plants feed off 
  of one another in a symbiotic, cannibalistic relationship.
  Creature Information
  This clearing is dominated by a large corpse flower, its 
  buds swollen with corruption. Decaying corpses are littered 
  around its exposed root system. An assassin vine hides at 
  the edge of the clearing, waiting for its next meal.
   The assassin vine attacks the last creature to enter the 
  clearing. Once the assassin vine engages the characters, 
  the corpse flower attacks.
  Adjusting the Scene
  Here are some suggestions for adjusting this scene:
  • Very Weak: Replace the corpse flower with a shambling 
  mound.
  • Very Strong: Add a corpse flower.
  Treasure
  One of the corpses wears a platinum and silver ring set 
  with a ruby.
  
  6
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  DDAL09-08 In the Garden of Evil (v1.1)
  B2. Fallen Devil
  Creatures hiding from infernal dangers often find refuge 
  amongst the trees of Bloodroot Grove.
  A wet, heavy cough echoes through the trees, drawing your 
  attention to a large figure walking towards you along the 
  path. An old, gnarled horned devil rests its weight on a 
  cane, avoiding the roots stuck in the path.
  Creature Information
  Malenkthis is a horned devil who has made his home in 
  Bloodroot Grove.
   What Do They Want? Wounded and in no condition 
  to command any lesser devils nor wanting to serve any 
  greater, Malenkthis has found comfort in his self-imposed 
  exile. In those rare instances where he happens across a 
  traveler, he’s willing to act as a guide for the price of a soul 
  coin (or a treant’s heart if the characters encounter B3. 
  Great Oak’s Fall later in the adventure).
   What Do They Know? Malenkthis has spent decades 
  exploring this vile forest and knows many, though not all, 
  of its secrets. He knows of Zhalruban and her story and 
  can lead the characters near the unicorn’s lair, but not any 
  closer than a half day’s travel—muttering something about 
  being forbidden from allowing the great tree’s shadow to 
  fall upon him. If the characters secure Malenkthis’s aid, 
  they have advantage on the next Wisdom (Survival) group 
  check made to navigate the forest.
  Treasure
  Malenkthis carries a few spare coins and small gems on 
  him, but has survived with the bare essentials since his fall. 
  If Malenkthis is defeated, the characters can claim his staff. 
  While it’s not magical, destroying it voids all the contracts 
  bound to Malenkthis’s service—freeing his obligors.
  B3. Great Oak’s Fall
  To dissuade anyone from seeking her out, Zhalruban 
  created a plant that produced a nectar that instills fear in 
  any who smelled it. Like Zhalruban herself, this plant was 
  slowly corrupted by the forest. The nectar now enthralls 
  any who touch it.
  Between the trees, you see a treant bent over the gaping 
  petals of a huge flower. Vines wrapped around the treant’s 
  form hold it in place. The flower oozes nectar that spills 
  into the treant’s open mouth and trickles into pools 
  around it.
  Area Information
  The area has the following features:
   The Flower. The tendrils holding the treant have AC 20, 
  20 hit points, and are immune to poison damage. The treant 
  can be forcefully pried free of the vines with three successful 
  DC 17 Strength (Athletics) checks before two failures. 
  Alternatively, if the characters feed the treant an angel’s 
  weed seed pod (see Appendix 4), it immediately recovers 
  and bursts free from the vines with a powerful roar.
  Creature Information
  A treant is here, bound by the tendrils of an immense, 
  brightly colored flower.
  Adjusting the Scene
  Here are some suggestions for adjusting this scene:
  • Very Weak: Replace the treant with a tree blight.
  • Very Strong: The flower is a tree blight that defends its claim 
  to the treant.
   What Do They Want? The treant is clearly suffering, 
  groaning and shaking its limbs as its mouth fills to the 
  point where must swallow, its eyes rolling back in delirium. 
  It wants nothing more than its freedom. However, in its 
  stupor, it can’t tell friend from foe, so it’s likely to attack 
  those who free him.
   What Do They Know? The treant originally sought 
  to destroy the flower, but succumbed to the flower’s 
  intoxicating nectar. The tendrils drain the life from the 
  treant, while the flower nourishes it with its nectar. The 
  treant knows of the great danger at the heart of Bloodroot 
  Grove, and if freed, aids characters plagued by corruption 
  from the plants of Bloodroot.
  Treasure
  If the treant is killed, its corpse contains a crackling, 
  watermelon sized burl (the treant’s heart). It is warm to the 
  touch and valuable.
  B4. Harvest Farm
  You come upon an odd orchard. A single tree stands 
  tall in a clearing filled with the stumps of felled trees. 
  Alongside the solitary tree stands a devil, snipping at 
  volunteer growth.
  Area Information
  The area has the following features:
   Dimensions & Terrain. The devil’s tree is in the middle 
  of a large clearing where the usual white trees have been 
  cut away.
   The Tree. The tree is similar to the white trees 
  found elsewhere in the forest, but bears the pungent 
  and dangerous fruit devils’ harvest. Six roots, which 
  Tol’Rukaz can animate as if they were chains, span a 
  40-foot-radius surrounding the tree. A creature that starts 
  its turn grappled by a root takes 7 (2d6) necrotic damage 
  and Tol’Rukaz regains a number of hit points equal to the 
  necrotic damage dealt.
   Smells & Sound. An overpowering, acrid smell of bitter 
  fruit fills the air around the clearing.
  Creature Information
  Tol’Rukaz (a chain devil) tends a single tree bearing large, 
  red fruit. His companion Tilly (a hell hound) growls at the 
  characters when they approach.
  
  7
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  DDAL09-08 In the Garden of Evil (v1.1)
  Adjusting the Scene
  Here are some suggestions for adjusting this scene:
  • Very Weak: Tol’Rukaz is a barbed devil.
  • Very Strong: Add a hell hound named Belly.
   What Do They Want? Tol’Rukaz ignores the characters 
  until they engage with him. The fiend is quite proud of his 
  tree and wants to see it grow. Tilly keeps a watchful eye 
  and reacts only if the characters attempt to take any fruit.
   What Do They Know? Tol’Rukaz knows about 
  Zhalruban and her story. He also knows the general 
  direction of the Heart of the Grove and is willing to 
  share this information, but only if a character will take 
  a fruit from his tree and plant it on the Material plane 
  within the next one-hundred and one days. If they agree, 
  Tol’Rukaz conjures a steel knife and carves the terms of the 
  contract into the bark of his tree. A character that carves 
  their initials into the tree is bound to the contract. The 
  characters have no way of knowing it, but once planted, 
  such a fruit grows into a similar tree that bears delicious 
  fruit, but other plants within a mile wither and die.
  Treasure
  Tol’Rukaz carries a number of gems on his person and 
  Tilly wears an iron collar.
  B5. Obelisk of Silvanus
   A sudden calm envelops you as you step into a wide 
  clearing. The grass is lush and verdant, and moss grows 
  on rocks unlike any seen in Avernus. Three tree stumps 
  sit equidistant from an obelisk that pierces the sky in the 
  center of the clearing.
  Area Information
  The clearing has the following features:
   Dimensions & Terrain. The clearing with the obelisk in 
  the center is a rough 25-foot-diameter circle. Vibrant green 
  grass and similar small ferns and bushes bearing nuts and 
  fruit grow around the stumps and rocks in the clearing.
   Wildlife. Small wildlife such as mice, rabbits, and voles 
  run between the blades of grass and watch anything that 
  enters the clearing from the safety of inside the stumps or 
  within the bushes.
   Smells & Sound. The smell of fresh dew on blades 
  of grass saturates the air. A gentle symphony of crickets 
  and small birds gives the glade a sense of calm. No sound 
  leaves the confines of the clearing.
   Obelisk. The 15-foot-tall obelisk of blue and green crystal 
  stands atop a 5-foot-tall plinth that is 10 feet on a side. 
  A plaque on the plinth reads (in Elvish) “For an unasked 
  burden.” Any creature that completes a short or long rest 
  within 20 feet of the obelisk gains the benefits of a greater 
  restoration spell.
  Creature Information
  If a creature defaces or destroys the obelisk (AC 18, 75 hit 
  points, immune to poison and psychic damage), it releases 
  a shock wave of energy that conjures three wood woads.
   What Do They Want? The wood woads exist to protect 
  the obelisk at any expense—including their own lives.
   What Do They Know? As solitary creatures, the wood 
  woads only know of the surrounding dangers. Each wood 
  woad offers a single angel’s weed seed pod (see Appendix 
  4) if they believe the party intends to protect the obelisk.
  Adjusting the Scene
  Here are some suggestions for adjusting this scene:
  • Very Weak: Remove a wood woad.
  • Very Strong: Add a wood woad.
  Treasure
  Each of the wood woads have a single angels’ weed seed 
  pod growing from their bodies.
  B6. Pit of Anguish
  A forgotten trap lingers here to snare unwelcome travelers.
  A two-foot-long shard of silvery metal juts from the middle 
  of this empty clearing.
  
  8
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  DDAL09-08 In the Garden of Evil (v1.1)
  Area Information
  The area has the following features:
   Dimensions & Terrain. The clearing is 40 feet in 
  diameter. The ground is the same as the rest of Bloodroot 
  Grove: barren and dry except for the center of the clearing 
  around the metal horn, where the ground is a strange 
  green and spongy to the touch (visible if the characters 
  clear away the leaf litter obscuring it).
   Metal Horn. The metal shard appears to be a beautiful 
  spiraling unicorn horn, but a character who examines the 
  horn with a successful DC 13 Intelligence (Nature) check 
  determines that it’s not from a unicorn.
   Smells & Sound. A creature within 10 feet of the trap 
  with a passive Perception score of 17 or higher hears the 
  muttering of the gibbering mouthers within the trap.
   Pit Trap. Zhalruban created this trap to stymie any 
  adventurers foolish enough to enter Bloodroot Grove. Any 
  creature that touches the metal shard triggers the trap. The 
  trap doors are covered with a blanket of leaves and they 
  can’t be perceived unless the leaves covering it are cleared 
  away—in which case it’s easily noticed (no check required). 
  If triggered, the ground in a 25-foot square centered on the 
  shard falls away. Each creature in the area must succeed 
  on a DC 11 Dexterity saving throw or fall into a 30-foot-
  deep pit. The bottom of the pit is 20 feet square.
  Creature Information
  Five gibbering mouthers babble and slaver at the bottom 
  of the pit.
  Adjusting the Scene
  Here are some suggestions for adjusting this scene:
  • Very Weak: Remove two gibbering mouthers.
  • Very Strong: Replace the gibbering mouthers with cloakers.
  Treasure
  The bottom of the pit is covered in debris, among which are 
  a handful of Hellrider badges and a single potion of greater 
  healing.
  B7. Tree of Skin
  Ahead of you, a strange tree rises above the others. Its 
  bark is a sickly mottled brown, bare of leaves or fruit.
  From behind the tree, a large husk of a creature emerges, 
  leering at you. Its horrible white skin is pulled tight across 
  its spiked and winged body. A green devil carrying a pail of 
  disgusting, murky water empties the contents of its bucket 
  at the base of the tree.
  Area Information
  The area has the following features:
   Dimensions & Terrain. The ground around the tree is 
  gnarled with roots and littered with the discarded skeletons 
  of the devils’ victims.
   Tree of Skin. The tree is covered from root to branch in 
  the skin of all kinds of creatures. The skin of humans, elves, 
  demons, devils, orcs, half-orcs, and other races is stretched 
  over every inch of the tree. The tree has AC 16, 150 hit 
  points, immunity to psychic damage, and vulnerability 
  to fire damage. If the tree is destroyed, the contracts are 
  voided, freeing Hir’Ket’s obligors.
   Well. This well is 10 feet wide and 50 feet deep. A 
  doorway partially submerged in murky water opens into 
  an earthen chamber 50 feet on a side. Roots from the trees 
  above dangle from the ceiling and walls.
  Creature Information
  The tree is tended by Hir’Ket (a bone devil) and his servant 
  Derrith (a barbed devil). Unbeknownst to the characters, 
  two flesh golems reside in the bottom of the well.
   What Do They Want? Hir’Ket uses the tree to record his 
  contracts. At the moment, he’s desperate to know what is 
  poisoning the well and is willing to accept whatever help 
  he can get, even if the characters refuse a formal contract. 
  Derrith serves his master, dutifully caring for the contracts 
  stretched over the tree, but he secretly plots to kill Hir’ket 
  and claim ownership of the contracts.
   What Do They Know? Hir’Ket knows about Zhalruban 
  and regrets not binding her to his service. He happily 
  offers the characters insight into the dangers of Bloodroot 
  Grove and show them a path that leads to the Heart of 
  the Grove, if they promise to complete a task for him in 
  exchange. He claims that something at the bottom of 
  his well is poisoning the water, and asks the characters 
  to find it and fix the well. The flesh golems—created by 
  Derrith to overtake his master—are waiting to attack any 
  creature that falls down the well. Derrith telepathically 
  communicates with the characters and convince them 
  to kill Hir’ket—promising directions to the Heart of the 
  Grove in exchange. Otherwise, if the characters destroy 
  the flesh golems, Hir’Ket provides this information (along 
  with some gold coins for the trouble). In either case, this 
  gives the characters advantage on their next Wisdom 
  (Survival) check to navigate the forest or even an automatic 
  success if time is short. If the players decide to tell Hir’ket 
  about Derrith’s plan, Hir’ket quickly dispatches the barbed 
  devil (but still asks that the characters figure out what is 
  poisoning the well).
  Adjusting the Scene
  Here are some suggestions for adjusting this scene:
  • Very Weak: Remove a flesh golem.
  • Strong: Add a flesh golem.
  • Very Strong: Add two flesh golems.
  Treasure
  Hir’Ket hoards valuable trinkets as well as souls and skin. 
  His stash contains gold and silver charms of various deities 
  and rings of various sizes. He also carries some gold, a soul 
  coin and two angel’s weed seed pods in a pouch.
  B8. The Sickened Orchard
  As the corruption of Bloodroot Grove spreads, it continues 
  to worsen the blighted growth within. This thicket of trees 
  suffers from a corruption that causes their bark to bubble 
  and ooze.
  Area Information
  The orchard has the following features.
   Dimensions & Terrain. Covering a few thousand square 
  feet within Bloodroot Grove, the Sickened Orchard has 
  sucked the moisture from the ground, leaving it cracked 
  
  9
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-08 In the Garden of Evil (v1.1)
  and broken. The orchard is surrounded by a 25-foot-wide 
  strip of barren land where the corrupted trees have killed 
  any other forms of vegetation.
   Trees. The trees throughout the orchard are covered in 
  bulging blisters and pulsing veins of corruption.
   Corpses & Victims. The corpses of those foolish enough 
  to travel through the corrupted trees litter the expanse of 
  the orchard. Many of them have been pulled into the ground 
  to feed the endless hunger of these malformed trees.
  Creature Information
  If any creature moves within 5 feet of an infected tree, the 
  tree pulses and its bark bubbles and throbs. If the creature 
  is still within 5 feet of the tree at the end of the next round, 
  it explodes, dealing 14 (4d6) piercing damage to creatures 
  within 10 feet. A creature succeeding on a DC 13 Dexterity 
  saving throw reduces this damage by half. Any character 
  damaged by the tree must succeed a DC 14 Constitution 
  saving throw or become poisoned for 24 hours from the 
  slivers of toxic wood.
  Treasure
  At the center of the grove is a large collection of angel’s 
  weed that contains three seed pods (see Appendix 4).
  B9. Troop of Woe
  The forest is unusually silent, until you are startled by 
  what sounds like the howling of monkeys. In front of you 
  is a large tree with abnormally thick branches, covered in 
  strange monkey-like creatures hollering at you.
  This immense tree and its branches have grown through 
  and over the surrounding trees. Each heavy limb seems 
  to have a hovel made by the imps for their living quarters. 
  When the imps see trespassers enter the clearing, they 
  summon the entirety of the Troop of Woe, a few dozen 
  imps and four fiendish girallons.
  Area Information
  The area has the following features.
   Dimensions & Terrain. The troop has made their home 
  in a white tree that has grown from their care and fiendish 
  influence. The ground around the tree is littered with half-
  eaten fruits along with the discarded clothing and remains 
  of the troop’s victims.
   Tree Hovels.  The imps have made ramshackle homes 
  from leaves and branches among the limbs of this tree.
  Creature Information
  The characters find the imps jabbering and relaxing in 
  their tree hovel before noticing them.
   What Do They Want? The troop prefers to stay in their 
  hovel, eat, and fight with one another and have no intention 
  of starting a fight but instead the stalk mortals they find. 
  If the troop is engaged in combat, the imps flee and the 
  devilish girallons defend the troop’s retreat.
   What Do They Know? The Troop knows the rough 
  locations of a handful of landmarks within the forest. The 
  only location that they do not know and refuse to travel 
  near is the Heart of the Grove.
   If the Troop end up following the characters, they make 
  quite a racket as they travel—attracting possible dangers 
  and imposing disadvantage on any Dexterity (Stealth) 
  checks the characters might make to remain unseen or 
  unheard. Once the characters enter combat while the 
  troop is following them, the troop hoot and holler at 
  the characters, pointing out flaws and belittling misses 
  or mistakes. The imps try and goad the characters into 
  entering a contract with them for additional combat 
  prowess while the girallons watch to defend the imps. If the 
  players attack, the imps flee and return to their tree while 
  the girallons enter combat.
   BONUS OBJECTIVE A. If utilizing this additional 
  content, the imps all know where an elf named Lancel 
  Darkblade can be found. As Lancel was fighting their way 
  deeper into the grove they were harassed by the troop 
  before being beset by the devils plaguing them now.
  Adjusting the Scene
  Here are some suggestions for adjusting this scene:
  • Very Weak: Remove two girallons.
  • Weak: Remove a girallon.
  • Very Strong: Add two girallons.
  Treasure
  The Troop of Woe have various mundane coins.
  B10. Untainted Husk
  A remnant of the Feywild, this tree is starved of light and 
  water but still holds some its magic. This encounter should 
  be run only if the characters are struggling. However, once 
  the Husk has been found, it can’t be found again—no matter 
  how hard the characters might try.
  Just ahead of you the path, enters a wide clearing. In the 
  center of it is the husk of an ancient tree. Its bark is graying 
  and its leafless branches still extend into the sky, reaching 
  for a sun that was never there. A large hole in the trunk 
  leads to the hollow center of the once-great tree.
  Area Information
  The Husk has the following general features.
   Dimensions & Terrain. The Husk’s huge trunk is a full 
  40 feet in diameter. The tree is hollow and forms a chamber 
  with several holes in its sides that let in the strange, 
  ambient light of Avernus. The ground inside the tree is 
  covered in moss, soft to the touch and easy to rest upon.
   The tree is a safe haven for any characters travelling 
  through Bloodroot Grove, since the devils and other 
  denizens seem to avoid it. The characters can safely rest 
  within the Husk, though they may be suspicious of such a 
  seemingly lucky opportunity.
  Treasure
  A number of succulent, golden fruit dangle within the 
  chamber. Each fruit (one for each character) functions 
  as a potion of healing if eaten. Additionally, a cluster of 
  angel’s weed with two seed pods grows in the middle of 
  the chamber.
  
  10
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-08 In the Garden of Evil (v1.1)
  Estimated Duration: 1 hour 45 minutes
  A. The Heart of the Grove
  The Heart of the Grove is a gargantuan tree that towers 
  above the rest of the forest and is the home—and prison—of 
  Zhalruban, the corrupted unicorn.
   Story Beat. Here, the characters defeat or redeem the 
  corrupted unicorn.
  The immense tree before you has branches the size of 
  castle towers, roots pushing up from the ground that rival 
  city walls, and leaves so immense that if one fell it could 
  level a house.
  Your eyes find the maw that opens into a great tunnel 
  leading beneath the tree. For brief moment, the silhouette 
  of a great horse can be seen as a strange, pulsing light 
  emanates within.
  Area Information
  The grove has the following features.
   Dimensions & Terrain. The space around the Heart of 
  the Grove is characterized by sickly moss that squishes 
  under your feet. The three’s massive roots have starved all 
  smaller trees of any sustenance, leaving it the only tree for 
  hundreds of feet.
   Heart of the Grove. The roots of this immense, 400-foot-
  tall tree range from 2 feet in diameter to 15 – 20 feet. A 
  roughly 30-foot-wide opening sits at the bottom of the tree, 
  leading to Zhalruban’s subterranean lair.
   Hovels. There are several ramshackle wooden huts are 
  built into the roots of the great tree.
   Light. The ambient light of Avernus appears bright 
  compared to the shadowy landscape in the rest of 
  Bloodroot Grove. Light emanates from within the tunnel 
  that leads below.
   Smells & Sounds. The silence of Bloodroot Grove 
  continues in this area. A strange smell of decay hangs in 
  the area.
  Creature Information
  Two barbed devils and one bone devil bind the unicorn to 
  the grove.
   What Do They Want? The devils’ goal is to keep 
  Zhalruban within the bounds of Bloodroot Grove, as 
  described in their contract with her (see Zhalruban’s 
  Contract, below).  Their lies have kept the unicorn 
  confined for over a century as they grow in strength from 
  the contract’s power. They don’t discuss the terms of the 
  contract with anyone, though a character that succeeds on 
  a DC 20 Charisma (Deception or Persuasion) check eases 
  the devil’s taciturn demeanor.
  Part 2: Heart of the Grove
  Part 2: Heart of the Grove
  
  11
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-08 In the Garden of Evil (v1.1)
   What Do They Know? The bearded devils are aware of 
  the extent of their treachery: with no way to keep Shalrel 
  alive, they followed the letter of the contract and not the 
  spirit. Shalrel sits a husk, save for a small section of her 
  skin that serves as the parchment for the contract. This 
  gives her a semblance of life that keeps Zhalruban under 
  the devils’ thumb. The devils would only willingly reveal 
  their scheme to those they truly trust—in other words, no 
  one. If any violence is threatened, the devils quickly claims 
  that harming them will violate Zhalruban’s contract, killing 
  her and binding her soul to the forest forever. Any character 
  who succeeds on a DC 15 Wisdom (Insight) check can tell 
  this claim is false. Alternatively, the devils can be persuaded 
  to allow the characters to pass with a successful DC 20 
  Charisma (Deception) check by a character clever enough 
  to invent a smart enough ruse. If Malenkthis accompanied 
  the characters to the Heart of the Grove, he privately 
  offers to help them bypass the devils guarding Zhalruban. 
  If the characters promise to let Malenkthis drink a pint 
  of Zhalruban’s blood, he uses his rank as a horned devil 
  to coerce the devils into believing that the characters are 
  agents of Zariel. While reluctant, the devils eventually 
  capitulate rather than risk facing Zariel’s wrath.
  Adjusting the Scene
  Here are some suggestions for adjusting this scene:
  • Weak: Replace the barbed devils with a bearded devil.
  • Strong: Replace the barbed devils with a chain devil.
  • Very Strong: Replace the bone devil with an erinyes.
  Zhalruban’s Contract
  Zhalruban and the devils agreed to the following terms:
  • Shalrel will remain alive.
  • Zhalruban must remain in Bloodroot Grove.
  If either of these tenants are broken, the other term of the 
  agreement can be broken.
  B. Zhalruban’s Den
  Once the characters enter the subterranean Heart of the 
  Grove, read the following aloud:
  A cavern full of roots and the whispers of the dead 
  welcomes you. A great beating heart of plant matter and 
  strange ichor festers in the center of the cavern, pulsing 
  with light.
  Before the heart you finally see Zhalruban. The once 
  great unicorn is now drained of hope and light. Wide-eyed, 
  gaunt, and covered in corrupted sores, Zhalruban pants, 
  her fetid breath washing over you. She eases her weight 
  from each of her hooves in a strange, sickly dance before 
  her clouded eyes meet yours.
  Area Information
  Zhalruban’s den has the following features:
   Dimensions & Terrain. The cavern is 45 feet wide 
  and 20 feet high, filled with roots that are hungry for 
  sustenance. Any creature that doesn’t move on its turn 
  must succeed on a DC 13 Strength save or become 
  restrained by grasping roots (escape DC 13). Any creature 
  restrained by the roots for the first time or who starts its 
  turn restrained by them takes 7 (2d6) necrotic damage at 
  the start of its turn. Zhalruban regains hit points equal to 
  the necrotic damage dealt.
   Corrupted Heart. The heart-shaped knot of plant fiber 
  in the center of the chamber is 8 feet tall and 4 feet wide. 
  The heart is immune to all damage. Any melee strike 
  against the heart pushes the attacker back 5 feet. A detect 
  magic spell determines that the heart itself isn’t magic, but 
  the roots feeding into it are. The dispel magic spell does 
  nothing to affect the heart.
   The heart is the stasis cage for Shalrel’s withered body. 
  She can be seen through the plant fiber with a successful 
  DC 13 Wisdom (Perception) check. On a 17 or higher, the 
  player is able to make out more details. Shalrel is mostly 
  dead. An infernal rune, branded on her shoulder, throbs 
  with light. Roots attach around the rune and into her 
  skin. The rune glows with a fiendish light to any character 
  using Divine Sense or detect magic. A successful DC 15 
  Intelligence (Investigation) check reveals that the large 
  roots connecting the heart to the earth are filled with the 
  blood that the trees of Bloodroot Grove harvest.
   Roots. Three enormous roots grow from the base of the 
  corrupted heart and intertwine with the earth above before 
  returning to the ground. They pulse with the same strange 
  energy that emanates from the heart.
  Creature Information
   What Do They Want? Zhalruban wants to do good; she 
  yearns for another chance to ride in the light and guide 
  those on the path of good once more. However, she also 
  wants to hide away from her failure of allowing herself and 
  Shalrel to become imprisoned by devils.
   What Do They Know? Having been swindled by the 
  devils guarding her, Zhalruban believes that Shalrel is 
  still alive. She hopes that someday they can return to the 
  cause of good and endeavors to keep her mistress alive 
  at any cost. This is her last grasp on existing as a being of 
  goodness and light.   Zhalruban knows that Shalrel’s body 
  is kept within the tree’s corrupted heart and protects it 
  with her life. The unicorn immediately assumes that the 
  characters as harbingers of justice come to punish her 
  and her mistress for their failure. If the characters attempt 
  to persuade Zhalruban to leave the forest, she seems 
  to almost jump at the idea of being able to fight for her 
  redemption—but then she immediately retreats into herself, 
  reminding the characters of Shalrel, the contract, and her 
  failure to protect those good of heart.
   BONUS OBJECTIVE A. If using this bonus objective, any 
  mention of Lancel Darkblade, the fallen Hellrider wounded 
  in the forest, eases Zhalruban’s temperament towards the 
  players. A successful DC 17 Charisma (Persuasion) check 
  convinces Zhalruban to lend them one of her hairs—or to 
  aid Lancel herself once she is redeemed.
  
  12
  Playing the Pillars
  Here are some optional suggestions for this encounter:
   Combat. Zhalruban is reluctant to initiate any combat. She 
  only fights if the players attack her or the corrupted heart, 
  she battles viciously once provoked. If the players choose to 
  attack, the corrupted heart and roots sprouting from it begin 
  to pulse. The pulse grows in intensity as the unicorn becomes 
  weaker. If the three roots connected to the heart are still intact 
  when Zhalruban is reduced to 0 HP, they pulse ones more 
  and she returns to her hit point maximum at the end of the 
  following round. Each root has an AC of 15 and 30 hit points. 
  Once all the roots are destroyed, the heart bursts open and 
  reveals the putrefying corpse of Shalrel.
   Exploration. Characters can find evidence of corruptive, 
  fiendish energies pulsing from the heart and the roots 
  connected to it, suggesting that if the roots are destroyed, the 
  heart surrounding Shalrel would fall apart.
   Social. The fallen celestial unicorn can also be redeemed 
  by convincing her to leave the forest with the characters. 
  To successfully convince Zhalruban, the players must help 
  her discover purpose beyond Bloodroot Grove. A DC 17 
  Charisma (Persuasion) check is required to sway Zhalruban 
  to any idea. Informing Zhalruban of Zariel’s fall and her new 
  position as ruler of Avernus lowers the DC to 15.  If any proof 
  of the devils’ deception is provided, the DC lowers further to 
  10. If the players succeed in swaying Zhalruban, she wishes 
  to see her once vibrant mistress. When she discovers the 
  lifeless body and realizes that the contract has been broken, 
  Zhalruban mourns for Shalrel.
  Redeeming Zhalruban
  Shalrel’s true fate must be revealed before Zhalruban can 
  begin her journey of redemption. If the devils’ treachery is 
  exposed, Zhalruban is filled with anguish at Shalrel’s fate 
  and severs the roots feeding infernal magic into Shalrel’s 
  body, ending her life. After a moment of grief, Zhalruban 
  agrees to join the characters and aid in their quest.
   All Shalrel’s armor and belongings have rotted away 
  save for her arrow-catching shield. Zhalruban begs the 
  characters to take it so that it may the forces of good once 
  more.
   If Zhalruban’s jailors see that the contract is broken, 
  they do anything in their power to force her into another, 
  but with Zhalruban’s new resolve she refuses all offers. 
  The devils soon turn on the players and strike at them in 
  revenge.
  Slaying Zhalruban
  If Zhalruban is killed, the roots of the tree shudder and 
  send a shockwave of energy throughout the surrounding 
  area. The heart of the grove withers and dies with 
  Zhalruban does, revealing Shalrel’s lifeless body.
   All Shalrel’s armor and belongings have rotted away save 
  for her arrow-catching shield. If anything is taken from her 
  body, her form crumbles into dust.
   If the devils are alive, they attack the characters when the 
  contract is ended. Bloodroot Grove endures but any further 
  corruption from the contract’s presence is ended. Another 
  corrupted entity or a more powerful devil may claim 
  Bloodroot Grove as their own in Zhalruban’s absence.
  Wrap-Up: Reclamation
  If Zhalruban has been redeemed, much of the blood-red 
  foliage begins to turn green at the edges. Though still a 
  corrupted oasis in the middle of Avernus, a great weight 
  has been lifted from this once wondrous gift from Silvanus.
   Before they leave the forest, Zhalruban offers the 
  characters a choice:
  • Holy Protector. Zhalruban can return with the 
  characters to Dara, becoming her protector for future 
  adventures in case Dara needs to leave the Emporium. 
  Characters who return to the Emporium with Zhalruban 
  earn this story award.
  • A Welcome Haven. Zhalruban can stay and tend to 
  Bloodroot Grove, beginning the forests purification and 
  granting the players a place to rest safely during future 
  adventures. Characters who leave Zhalruban to tend to 
  Bloodroot Grove earn this story award.
   Either way, Zhalruban thanks the characters and 
  beams with pride at the opportunity to champion the 
  forces of good once more. She relays that she has heard 
  whispers of a mighty dwarven warrior and a dragon 
  elsewhere in Avernus who might also be able to aid the 
  forces of good (these creatures are found in DDAL09-09 
  Ruined Prospects and DDAL09-10 Tipping the Scales, 
  respectively).
  
  13
  Rewards
  The characters receive rewards based upon their 
  accomplishments. Aside from advancement, these rewards 
  are earned during the session.
  Character Rewards
  The characters earn the following rewards:
  Advancement
  Upon completing this adventure, each character gains 
  a level. At their discretion, they may choose to decline 
  advancement. Remind those that express an interest in this 
  that they have a limit to how much gold they can earn per 
  level; declining advancement means that they may reach a 
  point where they earn no gold.
  Gold
  Award each character gold for each hour of the session. 
  Adventures typically features cues for this, but you can add 
  it where you see fit. The maximum gold that you can award 
  a character per hour is determined by their tier, as follows:
  Tier
  Hourly GP Award
  GP Limit per Level
  1
  20 gp
  80 gp
  2
  30 gp
  240 gp
  3
  200 gp
  1,600 gp
  4
  750 gp
  6,000 gp
  Magic Item(s)
  If found during the adventure, the characters can keep 
  the following magic items; these items are described in 
  Appendix 5:
  • Arrow-catching shield
  • Greater healing potion
  • Soul coin
  Story Awards
  The characters may earn these story awards during play; 
  these story awards are described in Appendix 6:
  • Holy Protector
  • A Welcome Haven
  Dungeon Master Rewards
  For running this adventure, you gain a DM Reward. This 
  reward can be redeemed for levels, magic items, and other 
  season-themed things. See the Adventurers League DM 
  Rewards document for more info.
  
  14
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-08 In the Garden of Evil (v1.1)
  Dramatis Personae
  The following NPCs feature prominently in this adventure.
  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.
  Shalrel Prall (SHAWL rell). A once-great paladin, Shalrel 
  served in Zariel’s vanguard during her Great Ride. She 
  succumbed to fear, fled with her steed and companion 
  Zhalruban, and was eventually dealt a mortal wound. 
  Through Zhalruban’s deal with the devils, she was kept in 
  a coma by the devils’ magic but she is now almost entirely 
  dead, her body serving as the contract between the two 
  parties.
  • What They Want. Shalrel wants nothing more than for 
  her perpetual pain to end. Stuck in a loop of suffering, 
  physically and spiritually, Shalrel would beg for death if 
  she could.
  • Passive Enmity. Though she carries a great love for her 
  companion, Shalrel has grown to despise Zhalruban 
  for striking a deal with the devils. Shalrel blames the 
  unicorn for her current suffering.
  Malenkthis (muh LAYNK thiss). A horned devil wounded 
  and left for dead in an ancient battle of the Blood War, 
  Malenkthis has made Bloodroot Grove his home. 
  Malenkthis walks with a cane and uses his ruined wings 
  as a sort of cloak. His cane is etched with the terms of a 
  scores of infernal contracts made between him and his 
  clients.
  • What They Want. Malenkthis hungers for any 
  opportunity to deal with strangers and does his utmost 
  to convince any newcomer to Bloodroot Grove that they 
  need a guide to navigate the deep forest.
  • Burning Ambition. Deep within his infernal heart, 
  Malenkthis wants to make Bloodroot Grove his domain. 
  He’s eager to assert dominance over other devils.
  The Troop of Woe. The Troop of Woe are a contingent of 
  imps and other assorted devils corrupted by the forest and 
  Zhalruban’s strange influence over the grove. The imps 
  have diminished wings and oversized forearms; they walk 
  primarily on all fours, making them adept at climbing. 
  Along with their mutated arms, the imps have enlarged 
  canines and wide ape-like mouths. Though their wings and 
  arms have changed, their characteristic stinger still hovers 
  prominently behind them, waiting to strike.
  • What They Want. The Troop have no greater desire 
  than to watch others suffer—and to profit from their 
  suffering.
  • Mocking Barrage. Knowing their strengths, The Troop 
  keeps their distance, proposing deals to compensate for 
  characters’ inadequacies and mocking them until they 
  succumb to a deal.
  Lancel Darkblade. Compatriot to Shalrel and Zhalruban, 
  Lancel fled from Zariel’s army soon after Shalrel urged 
  Zhalruban towards Bloodroot Grove.
  • What They Want. Lancel sought justice and truth 
  when he joined Zariel’s Great Ride and continues to 
  seek those ideals if he survives the strange confines of 
  Bloodroot Grove.
  • Secret Coward. Though staunch in his beliefs and 
  convictions, Lancel deserted the Great Ride for fear of 
  death and shudders at the thought of suffering or pain.
  Hrazhilen (RAH zill uhn) and Rowlkazra (roll KAHZ 
  ruh). These devils are agents of Zariel, sent by Zariel 
  herself to end the characters’ incursion into Bloodroot 
  Grove. This duo has been successful on their past several 
  assignments from Zariel and wish to continue pleasing 
  their mistress.
  • What They Want. Driven by sadism and ambition, 
  Hrazhilen and Rowlkazra seek out their targets to 
  accomplish their mission, but not before sating their 
  torturous desires.
  • Unending Loyalty. This pair has no intention of starting 
  any contracts with their targets, as other devils might do. 
  Hrazhilen and Rowlkazra’s devotion to Zariel outshines 
  their ambition.
  
  15
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-08 In the Garden of Evil (v1.1)
  Creature Statistics
  The following creatures are encountered in this adventure.
  Assassin Vine
  Assassin Vine
  Large plant, unaligned
  Armor Class 13
  Hit Points 85 (10d10 + 30)
  Speed 5ft., climb 5ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  10 (+0) 
  16 (+3) 
  1 (-5) 
  10 (+0) 
  1 (-5)
  Damage Immunities cold, fire
  Condition Immunities blinded, deafened, exhaustion, prone
  Senses blindsight 30ft., passive Perception 10
  Languages -
  Challenge 3 (700 XP)
  False Appearance. While the assassin vine remains motionless, it 
  is indistinguishable from a normal plant.
  Action
  Constrict. Melee Weapon Attack: +6 to hit, reach 20 ft., one target. 
  Hit: The target takes 11 (2d6 + 4) bludgeoning damage, an it is 
  grappled (escape DC 14). Until this grapple ends, the target is 
  restrained, and it takes 21 (6d6) poison damage at the start of 
  each of its turns. The vine can constrict only one target at a time.
  Entangling Vines. The assassin vine can animate normal vines 
  and roots on the ground in a 15-foot square within 30 feet of it. 
  These plants turn the ground in that area into difficult terrain. A 
  creature in that area when the effect begins must succeed on a 
  DC 13 Strength saving throw or be restrained by entangling vines 
  and roots. A creature restrained by the plants can use its action 
  to make a DC 13 Strength (Athletics) check, freeing itself on a 
  successful check. The effect ends after 1 minute or when the 
  assassin vine dies or uses Entangling Vines again.
  Barbed Devil
  Barbed Devil
  Medium fiend (devil), lawful ev
  Armor Class 15 (natural armor)
  Hit Points 110 (13d8 + 52)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  17 (+3) 
  18 (+4) 
  12 (+1) 
  14 (+2) 
  14 (+2)
  Saving Throws Str +6, Con +7, Wis +5, Cha +5
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks not made with silvered weapons
  Damage Immunities fire, poison
  Senses darkvision 120 ft., passive Perception 18
  Languages Infernal, telepathy 120 ft.
  Challenge 5 (1,800 XP)
  Barbed Hide. At the start of each of its turns, the barbed devil 
  deals 5 ( 1d10) piercing damage to any creature grappling it.
  Devil’s Sight. Magical darkness doesn’t impede the devil’s 
  darkvision.
  Magic Resistance. The devil has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The devil makes three melee attacks: one with its tail 
  and two with its claws. Alternatively, it can use Hurl Flame twice.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  6 (1d6 + 3) piercing damage.
  Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 
  10 (2d6 +3) piercing damage
  Hurl Flame. Ranged Spell Attack: +5 to hit, range 150 ft., one 
  target. Hit: 10 (356) fire damage. If the target is a flammable 
  object that isn’t being worn or carried, it also catches fire.
  Bearded Devil
  Bearded Devil
  Medium fiend (devil), lawful evil
  Armor Class 13 (natural armor)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  15 (+2) 
  15 (+2) 
  9 (-1) 
  11 (+0) 
  11 (+0)
  Saving Throws Str +5, Con +4, Wis +2
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks not made with silvered weapons
  Damage Immunities fire, poison
  Senses darkvision 120 ft., passive Perception 10
  Languages Infernal, telepathy 120 ft.
  Challenge 3 (700 XP)
  Devil’s Sight. Magical darkness doesn’t impede the devil’s 
  darkvision.
  Magic Resistance. The devil has advantage on saving throws 
  against spells and other magical effects.
  Steadfast. The devil can’t be frightened while it can see an allied 
  creature within 30 feet of it.
  Actions
  Multiattack. The devil makes two attacks: one with its beard and 
  one with its glaive.
  Beard. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on 
  a DC 12 Constitution saving throw or be poisoned for 1 minute. 
  While poisoned in this way, the target can’t regain hit points. The 
  target can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success.
  Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 
  Hit: 8 (1d10 + 3) slashing damage. If the target is a creature 
  other than an undead or a construct, it must succeed on a DC 
  12 Constitution saving throw or lose 5 (1d10) hit points at the 
  start of each of its turns due to an infernal wound. Each time 
  the devil hits the wounded target with this attack, the damage 
  dealt by the wound increases by 5 (1d1)). Any creature can take 
  an action to stanch the wound with a successful DC 12 Wisdom 
  (Medicine) check. The wound also closes if the target receives 
  magical healing.
  
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  DDAL09-08 In the Garden of Evil (v1.1)
  Bone Devil
  Bone Devil
  Large fiend (devil), lawful evil
  Armor Class 19 (natural armor)
  Hit Points 142 (15d10 +60)
  Speed 40 ft., fly 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  16 (+3) 
  18 (+4) 
  13 (+1) 
  14 (+2) 
  16 (+3)
  Saving Throws Int +5, Wis +6, Cha +7
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks not made with silvered weapons
  Damage Immunities fire, poison
  Senses darkvision 120 ft., passive Perception 12
  Languages Infernal, telepathy 120 ft.
  Challenge 9 (5,000 XP)
  Devil’s Sight. Magical darkness doesn’t impede the devil’s 
  darkvision.
  Magic Resistance. The devil has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The devil makes three melee attacks: two with its 
  claws and one with its sting.
  Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 
  8 (1d8 + 4) slashing damage.
  Sting. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 
  Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, 
  and the target must succeed on a DC 14 Constitution saving 
  throw or become poisoned for 1 minute. The target can repeat the 
  saving throw at the end of each of its turns, ending the effect on 
  itself on a success.
  Chain Devil
  Chain Devil
  Medium fiend (devil), lawful evil
  Armor Class 16 (natural armor)
  Hit Points 85 (10d8 + 40)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  15 (+2) 
  18 (+4) 
  11 (+0) 
  12 (+1) 
  14 (+2)
  Saving Throws Con +7, Wis +4, Cha +5
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks not made with silvered weapons
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 11
  Languages Infernal, telepathy 120 ft.
  Challenge 8 (3,900 XP)
  Devil’s Sight. Magical darkness doesn’t impede the imp’s 
  darkvision.
  Magic Resistance. The imp has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The devil makes two attacks with its chains.
  Chain. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 
  Hit: 11 (2d6 + 4) slashing damage. The target is grappled (escape 
  DC 14) if the devil isn’t already grappling a creature. Until this 
  grapple ends, the target is restrained and takes 7 (2d6) piercing 
  damage at the start of each of its turns.
  Animate Chains (Recharges after a Short or Long Rest). Up to four 
  chains the devil can see within 60 feet of it magically sprout razor-
  edged barbs and animate under the devil’s control, provided that 
  the chains aren’t being worn or carried.
   Each animated chain is an object with AC 20, 20 hit points, 
  resistance to piercing damage, and immunity to psychic and 
  thunder damage. When the devil uses Multiattack on its turn, 
  it can use each animated chain to make one additional chain 
  attack. An animated chain can grapple one creature of its own but 
  can’t make attacks while grappling. An animated chain reverts 
  to its inanimate state if reduced to 0 hit points or if the devil is 
  incapacitated or dies.
  Reactions
  Unnerving Mask. When a creature the devil can see starts its 
  turn within 30 feet of the devil, the devil can create the illusion 
  that it looks like one of the creature’s departed loved ones or 
  bitter enemies. If the creature can see the devil, it must succeed 
  on a DC 14 Wisdom saving throw or be frightened until the end 
  of its turn.
  
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  DDAL09-08 In the Garden of Evil (v1.1)
  Corpse Flower
  Corpse Flower
  Large plant, chaotic evil
  Armor Class 12
  Hit Points 127 (15d10 +45)
  Speed 20 ft., climb 20ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  14 (+2) 
  16 (+3) 
  7 (-2) 
  15 (+2) 
  3 (-4)
  Condition Immunities blinded, deafened
  Senses blindsight 120ft. (blind beyond this radius), passive 
  Perception 12
  Languages -
  Challenge 8 (3,900 XP)
  Corpses. When first encountered, a corpse flower contains the 
  corpses of 1d6 + 3 humanoids. A corpse flower can hold the 
  remains of up to nine dead humanoids. These remains have total 
  cover against attacks and other effects outside the corpse flower. 
  If the corpse flower dies, the corpses within it can be pulled free.
   While it has at least one humanoid corpse in its body, the 
  corpse flower can use a bonus action to do one of the following:
  • The corpse flower digests one humanoid corpse in its body and 
  instantly regains 11 (2d10) hit points. Nothing of the digested 
  body remains. Any equipment on the corpse is expelled from 
  the corpse flower in its space.
  • The corpse flower animates one dead humanoid in it its body, 
  turning it into a zombie. The zombie appears in an unoccupied 
  space within 5 feet of the corpse flower and acts immediately 
  after it in the initiative order. The zombie acts as an ally of the 
  corpse flower but it isn’t under its control, and the flower’s 
  stench clings to it (see the Stench of Death trait).
  Spider Climb. The corpse flower can climb difficult surfaces, 
  including upside down on ceilings, without needing to make an 
  ability check.
  Stench of Death. Each creature that starts its turn within 10 feet 
  of the corpse flower or one of its zombies must make a DC 14 
  Constitution saving throw, unless the creature is a construct or 
  undead. ON a failed save, the creature is incapacitated until the 
  end of the turn. Creatures that are immune to poison damage 
  or the poisoned condition automatically succeed on this saving 
  throw. ON a successful save, the creature is immune to the 
  stench of all corpse flowers for 24 hours.
  Actions
  Multiattack. The corpse flower makes three tentacle attacks.
  Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one 
  target. Hit:9 (2d6 + 2) bludgeoning damage, an the target must 
  succeed on a DC 14 Constitution saving throw or take 13 (3d6) 
  poison damage.
  Harvest the Dead. The corpse flower grabs one unsecured dead 
  humanoid within 10 feet of it and stuffs the corpse into itself, 
  along with any equipment the corpse is wearing or carrying. The 
  remains can be used with the Corpses trait.
  Erinyes
  Erinyes
  Medium fiend (devil), lawful evil
  Armor Class 18 (plat)
  Hit Points 153 (18d8 + 72)
  Speed 30 ft., fly 60ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  16 (+3) 
  18 (+4) 
  14 (+2) 
  14 (+2) 
  18 (+4)
  Saving Throws Dex +7, Con +8, Wis +6, Cha +8
  Damage Resistance cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks not made with silvered weapons
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses truesight 120 ft., passive Perception 12
  Languages Infernal, telepathy 120 ft.
  Challenge 12 (8,400 XP)
  Hellish Weapons. The erinyes’s weapon attacks are magical 
  and deal an extra 13 (3d8_ poison damage on a hit (included in 
  the attacks).
  Magic Resistance. The Erinyes has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The Erinyes makes three attacks.
  Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8) slashing damage, or 9 (1d10 + 4) slashing 
  damage if used with two hands, plus 13 (3d8) poison damage.
  Longbow. Ranged Weapon Attack:  +7 to hit, range 150/600 ft., 
  one target. Hit: 7(1d8 + 3) piercing damage plus 13 (3d8) poison 
  damage, and the target must succeed on a DC 14 Constitution 
  saving throw or be poisoned. The poison lasts until it is removed 
  by the lesser restoration spell or similar magic.
  Reactions
  Parry. The Erinyes adds 4 to its AC against one melee attack that 
  would hit it. To do so, the Erinyes must see the attacker and be 
  wielding a melee weapon.
  
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  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-08 In the Garden of Evil (v1.1)
  Flesh Golem
  Flesh Golem
  Medium construct, neutral
  Armor Class 9
  Hit Points 93 (11d8 + 44)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  9 (-1) 
  18 (+4) 
  6 (-2) 
  10 (+0) 
  5 (-3)
  Damage Immunities lightning, poison; bludgeoning, piercing, and 
  slashing from nonmagical attacks not made with adamantine 
  weapons
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands the languages of its creator buy can’t 
  speak
  Challenge 5 (1,800 XP)
  Berserk. Whenever the golem starts its turn with 40 hit points 
  or fewer, roll a d6. On a 6, the golem goes berserk. On each of 
  its turns while berserk, the golem attacks the nearest creature it 
  can see. If no creature is near enough to move to and attack, the 
  golem attacks an object, with preference for a n object smaller 
  than itself. Once the golem goes berserk, it continues to do so 
  until it is destroyed or regains all its hit points.
   The golem’s creator, if within 60 feet of the berserk golem, can 
  try to calm it by speaking firmly and persuasively. The golem must 
  be able to hear its creator, who must take an action to make a DC 
  15 Charisma (persuasion) check. If the check succeeds, the golem 
  ceases being berserk. If it takes damage while still at 40 hit points 
  or fewer, the golem might go berserk again.
  Aversion of Fire. If the golem takes fire damage, it has 
  disadvantage on attack rolls and ability checks until the end of its 
  next turn.
  Immutable From. The golem is immune to any spell or effect that 
  would alter its form.
  Lightning Absorption. Whenever the golem is subjected to 
  lightning damage, it takes no damage and instead regains a 
  number of hit points equal to the lightning damage dealt.
  Magic Resistance.  The golem has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Actions
  Multiattack. The golem makes two slam attacks.
  Slam.  Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:  
  13(2d8 + 4) bludgeoning damage.
  Gibbering Mouther
  Gibbering Mouther
  Medium aberration, neutral
  Armor Class 9
  Hit Points 67 (9d8 + 27)
  Speed 10 ft., swim 10ft.,
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  8 (-1) 
  16 (+3) 
  3 (-4) 
  10 (+0) 
  6 (-2)
  Condition Immunities prone
  Senses darkvision 60 ft., passive Perception 10
  Languages -
  Challenge 2 (450 XP)
  Aberrant Ground. The ground in a 10-foot radius around the 
  mouther is dough like difficult terrain. Each creature that start its 
  turn in that area must succeed on a DC 10 Strength saving throw 
  or have its speed reduced to 0 until the start of its next turn.
  Gibbering. The mouther babbles incoherently while it can see 
  any creature and isn’t incapacitated. Each creature that starts its 
  turn within 20 feet of the mouther can hear the gibbering must 
  succeed on a DC 10 Wisdom saving throw. On a failure, the 
  creature can’t take reactions until the start of its next turn and 
  rolls a d8 to determine what it does during its turn. ON a 1 to 
  4, the creature does nothing. On a 5 or 6, the creature takes no 
  action or bonus action and uses all its movement to move in a 
  randomly determined direction. On a a7 or 8, the creature makes 
  a melee attack against a randomly determined creature within its 
  reach or does nothing if it can’t make such an attack.
  Actions
  Multiattack. The gibbering mouther makes one bite attack and, if 
  it can, uses its Blinding Spittle.
  Bites. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 
  17 (5d6) piercing damage. If the target is Medium or smaller, it 
  must succeed on a DC 10 Strength saving throw or be knocked 
  prone. IF the target is killed by this damage, it is absorbed into 
  the mouther.
  Blinding Spittle (Recharge 5-6). The mouther spits a chemical 
  glob at a point it can see within 15 feet of it. The glob explodes in 
  a blinding flash of light on impact. Each creature within 5 feet of 
  the flash must succeed on a DC 13 Dexterity saving throw or be 
  blinded until the end of the mouther’s next turn.
  
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  DDAL09-08 In the Garden of Evil (v1.1)
  Girallon
  Girallon
  Large fiend(devil), lawful evil
  Armor Class 13
  Hit Points 59 (7d10 +21)
  Speed 40 ft., 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  16 (+3) 
  16 (+3) 
  5 (-3) 
  12 (+1) 
  7 (-2)
  Skills Perception +3, Stealth +5
  Senses darkvision 60 ft., passive Perception 13
  Languages understand Infernal but can’t speak it
  Challenge 4 (1,100 XP)
  Keen Smell. The girallon has advantage on Wisdom (Perception) 
  checks that rely on hearing or smell.
  Pack Tactics. The hound has advantage on an attack roll against a 
  creature if at least one of the hound’s allies is within 5 feet of the 
  creature and the ally isn’t incapacitated.
  Devil’s Sight. Magical darkness doesn’t impede the girallon’s 
  darkvision.
  Magic Resistance. The girallon has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The girallon makes five attacks: one with its bite and 
  four with its claws.
  Bite.  Melee Weapon Attack +6 to hit, reach 5 ft., one creature. Hit: 
  7 (1d6 +4) piercing damage.
  Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit:  
  7 (1d6 + 4) slashing damage.
  Hell Hound
  Hell Hound
  Medium fiend, lawful evil
  Armor Class 15 (natural armor)
  Hit Points 45 (7d8 + 14)
  Speed 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  12 (+1) 
  14 (+2) 
  6 (-2) 
  13 (+1) 
  6 (-2)
  Skills Perception +5
  Damage Immunities fire
  Senses darkvision 60 ft., passive Perception 15
  Languages understand Infernal but can’t speak it
  Challenge 3 (700 XP)
  Keen Hearing and Smell. The hound has advantage on Wisdom 
  (Perception) checks that rely on hearing or smell.
  Pack Tactics. The hound has advantage on an attack roll against a 
  creature if at least one of the hound’s allies is within 5 feet of the 
  creature and the ally isn’t incapacitated.
  Steadfast. The devil can’t be frightened while it can see an allied 
  creature within 30 feet of it.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 
  (1d8 + 3) piercing damage plus 7 (2d6) fire damage.
  Fire Breath (Recharge 5-6).  The hound exhales fire in a 15-foot 
  cone. Each creature in that area must make a DC 12 Dexterity 
  saving throw, taking 21 (6d6) fire damage on a failed save, or half 
  as much damage on a successful one.
  Horned Devil
  Horned Devil
  Large fiend (devil), lawful evil
  Armor Class 18 (natural armor)
  Hit Points 178 (17d10 + 85)
  Speed 20 ft., fly 60ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   22 (+6) 
  17 (+3) 
  21 (+5) 
  12 (+1) 
  16 (+3) 
  17 (+3)
  Saving Throws Str +10, Dex +7, Wis +7, Cha +7
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks not made with silvered weapons
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 120ft., passive Perception 13
  Languages Infernal, telepathy 120 ft.
  Challenge 11 (7,200 XP)
  Devil’s Sight. Magical darkness doesn’t impede the devil’s 
  darkvision.
  Magic Resistance. The devil has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The devil makes three melee attacks: two with its 
  fork and one with its tail. It can use Hurl Flame in place of any 
  melee attack.
  Fork. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 
  Hit:15 (2d8 + 6) piercing damage.
  Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 
  Hit: 10(1d8 + 6) piercing damage. If the target is a creature 
  other than an undead or a construct, it muse succeed on a DC 
  17 Constitution saving throw or lose 10 (3d6) hit points at the 
  start of each of its turns due to an infernal wound. Each time 
  the devil hits the wounded target with this attack, the damage 
  dealt by the wound increases by 10 (3d6). Any creature can take 
  an action to stanch the wound with a successful DC 12 Wisdom 
  (Medicine) check. The wound also closes if the target receives 
  magical healing.
  Hurl Flame. Ranged Spell Attack: +7 to hit, range 150 ft., one 
  target. Hit: 13 (4d6) fire damage. If the target is a flammable 
  object that isn’t being worn or carried, it also catches fire.
  
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  DDAL09-08 In the Garden of Evil (v1.1)
  Imp
  Imp
  Tiny fiend (devil, shapechanger), lawful evil
  Armor Class 13
  Hit Points 10 (3d4 +3)
  Speed 20 ft., fly 40ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   6 (-2) 
  17 (+3) 
  13 (+1) 
  11 (+0) 
  12 (+1) 
  14 (+2)
  Skills Deception +4, Insight +3, Persuasion +4, Stealth +5
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks not made with silvered weapons
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 11
  Languages Infernal, Common
  Challenge 1 (200 XP)
  Shapechanger. The imp can use its action to polymorph into a 
  beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 
  60 ft.), or a spider (20 ft., climb 20ft.), or back into its true form. 
  Its statistics are the same in each form, except for the speed 
  changes noted. Any equipment it is wearing or carrying isn’t 
  transformed. It reverts to its true form if it dies.
  Devil’s Sight. Magical darkness doesn’t impede the imp’s 
  darkvision.
  Magic Resistance. The imp has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target 
  must make a DC 11 Constitution saving throw, taking 10 (3d6) 
  poison damage on a failed save, or half as much damage on a 
  successful one.
  Invisibility. The imp magically turns invisible until it attacks or 
  until its concentration ends (as if concentrating on a spell). Any 
  equipment the imp wears or carries is invisible with it.
  Orthon
  Orthon
  Large fiend (devil), lawful evil
  Armor Class 17 (half plate)
  Hit Points 105 (10d10 + 50)
  Speed 30 ft., climb 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   22 (+6) 
  16 (+3) 
  21 (+5) 
  15 (+2) 
  15 (+2) 
  16 (+3)
  Saving Throws Dex +7, Con +9, Wis +6
  Skills Perception +10, Stealth +11, Survival +10
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t silvered
  Damage Immunities fire, poison
  Condition Immunities charmed, exhaustion, poisoned
  Senses darkvision 120 ft., truesight 30 ft., passive Perception 20
  Languages Common, Infernal, telepathy 120ft.
  Challenge 10 (5,900 XP)
  Invisibility Field. The orthon can use a bonus action to become 
  invisible. Any equipment the orthon wears or carries is also 
  invisible as long as the equipment is on its person. This 
  invisibility ends immediately after the orthon makes an attack roll 
  or is hit by an attack.
  Magic Resistance. The orthon has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Infernal Dagger. Melee Weapon Attack:  +10 to hit, reach 5 ft., one 
  target. Hit: 11 (2d4 + 6) slashing damage, and the target must 
  make a DC 17 Constitution saving throw, taking 22 (4d10) poison 
  damage on a filed save, or half as much damage on a successful 
  one. On a failure, the target is also poisoned for 1 minute. The 
  poisoned target can repeat the saving throw at the end of each of 
  its turns, ending the effect on itself on a success.
  Brass Crossbow. Ranged Weapon Attack: +7 to hit, range 100/400 
  ft., one target. Hit: 13 (2d10 + 3) piercing damage, plus one of the 
  following effects:
  1. Acid. The target must make a DC 17 Constitution saving throw, 
  taking an additional 17 (5d6) acid damage on a failed save, or 
  half as much damage on a successful one.
  2. Blindness (1/Day). The target takes 5 (1d1)) radiant damage. 
  In addition, the target an all other creatures within 20 feet of it 
  must each make a successful DC 17 Dexterity saving throw or 
  be blinded until the end of the orthon’s next turn.
  3. Concussion. The target and each creature within 20 feet of it 
  must make a DC 17 Constitution saving throw, taking 13 (2d12) 
  thunder damage on a failed save, or half as much damage on a 
  successful one.
  4. Entanglement. The target must make a successful DC 17 Dex-
  terity saving throw or be restrained for 1 hour by strands of 
  sticky webbing. A restrained creature can escape by using an 
  action to make a successful DC 17 Dexterity or Strength check. 
  Any creature other than an orthon that touches the restrained 
  creature must make a successful DC 17 Dexterity saving throw 
  or become similarly restrained.
  5. Paralysis (1/Day). The target takes 22 (3d10) lightning damage 
  and must make a successful DC 17 Constitution saving throw or 
  be paralyzed for 1 minute. The paralyzed target can repeat the 
  saving throw at the end of each of its turns, ending the effect on 
  itself on a success.
  6. Tacking. For the next 24 hours, the orthon knows the direction 
  and distance to the target, as long as it’s on the same plane of 
  existence. If the target is on a different plane, the orthon knows 
  which one, but not the exact location there.
  Reactions
  Explosive Retribution.  When it is reduced to 15 hit points or 
  fewer, the orthon causes itself to explode. All other creatures 
  within 30 feet of it must each make a DC 17 Dexterity saving 
  throw, taking 9 (2d9) fire damage plus 9 (2d8) thunder damage 
  on a failed save, or half as much damage on a successful one. 
  This explosion destroys the orthon, its infernal dagger, and its 
  brass crossbow.
  
  21
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-08 In the Garden of Evil (v1.1)
  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 not made with silvered weapons
  Damage Immunities fire, poison
  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 imp’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 imp 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 2-/80 ft., one 
  target. Hit:  4 (1d3 + 2) piercing damage plus 3 (1d6) fire damage.
  Treant
  Treant
  Huge plant, chaotic good
  Armor Class 16 (natural armor)
  Hit Points 138 (12d12 + 60)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   23 (+6) 
  8 (-1) 
  21 (+5) 
  12 (+1) 
  16 (+3) 
  12 (+1)
  Damage Vulnerabilities fire
  Damage Resistances bludgeoning, piercing
  Senses passive Perception 13
  Languages Common, Druidic, Elvish, Sylvan
  Challenge 9 (5,000 XP)
  False Appearance. While the treant remains motionless, it is 
  indistinguishable from a normal tree.
  Siege Monster. The treant deals double damage to objects and 
  structures
  Actions
  Multiattack. The treant makes two slam attacks
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit:16 (3d6 + 6) bludgeoning damage.
  Rock. Ranged Weapon Attack: +10 to hit, range 60/80 ft., one 
  target. Hit: 28 (4d10 + 6) bludgeoning damage.
  Animate Trees (1/Day). The treant magically animates one or two 
  trees it can see within 60 feet of it. These trees have the same 
  statistics as a treant, except they have Intelligence and Charisma 
  scores of 1, they can’t speak, and they have only the Slam action 
  option. An animated tree acts as an ally of the treant. The tree 
  remains animate for 1 day or until it dies; until the treant dies or is 
  more than 120 feet from the tree; or until the treant takes a bonus 
  action to turn it back into an inanimate tree. The tree then takes 
  root if possible.
  
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  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-08 In the Garden of Evil (v1.1)
  Tree Blight
  Tree Blight
  Huge plant, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 149 (13d12 + 65)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   23 (+6) 
  10 (+0) 
  20 (+5) 
  6 (-2) 
  10 (+0) 
  3 (-4)
  Condition Immunities blinded, deafened
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 10
  Languages understands Common and Druidic but doesn’t speak
  Challenge 7 (2,900 XP)
  False Appearance. While the blight remains motionless, it is 
  indistinguishable from a dead tree.
  Siege Monster. The blight deals double damage to objects and 
  structures
  Actions
  Multiattack. The blight makes four attacks: two with its branches 
  and two with its grasping roots. If it has a target grappled, 
  the blight can also make a bite attack against that target as a 
  bonus action.
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:19 
  (3d8 + 6) piercing damage.
  Branch. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. 
  Hit: 16 (3d6 + 6) bludgeoning damage.
  Grasping Root. Melee Weapon Attack: +9 to hit, reach 15 ft., one 
  creature not grappled by the blight. Hit: The target is grappled 
  (escape DC 15). Until the grapple ends, the target takes 9 (1d6 + 
  6) bludgeoning damage at the start of each of its turns. The root 
  has AC 15 and can be severed by dealing 6 slashing damage or 
  more to it at once. Cutting the root doesn’t hurt the blight but 
  ends the grapple.
  Wood Woad
  Wood Woad
  Medium plant, lawful neutral
  Armor Class 18 (natural armor, shield)
  Hit Points 75 (10d8 + 30)
  Speed 30 ft., climb 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  12 (+1) 
  16 (+3) 
  10 (+0) 
  13 (+1) 
  8 (-1)
  Skills Athletics +7, Perception +4, Stealth +4
  Damage Vulnerabilities fire
  Damage Resistances bludgeoning, piercing
  Condition Immunities charmed, frightened
  Senses darkvision 60 ft., passive Perception 14
  Languages Sylvan
  Challenge 5 (1,800 XP)
  Magic Club. In the wood woad’s hand, its club is magical and 
  deals 7 (3d4) extra damage (included in its attacks).
  Plant Camouflage. The wood woad has advantage on Dexterity 
  (Stealth) checks it makes in any terrain with ample obscuring 
  plant life.
  Regeneration. The wood woad regains 10 hit points at the start of 
  its turn if it is in contact with the ground. If the wood woad takes 
  fire damage, this trait doesn’t function at the start of the wood 
  woad’s next turn. The wood woad dies only if it starts its turn with 
  0 hit points and doesn’t regenerate.
  Tree Stride. Once on each of its turns, the wood woad can use 10 
  feet of its movement to step magically into one living tree within 5 
  feet of it and emerge from a second living tree within 60 feet of it 
  that it can see, appearing in an unoccupied space within 5 feet of 
  the second tree. Both trees must be Large or bigger.
  Actions
  Multiattack. The wood woad makes two attacks with its club.
  Club. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  14 (4d4 + 4) bludgeoning damage.
  
  23
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-08 In the Garden of Evil (v1.1)
  Zhalruban
  Zhalruban
  Large fiend, lawful evil
  Armor Class 18 (plate barding)
  Hit Points 135 (18d10 + 18)
  Speed 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   21 (+5) 
  14 (+2) 
  15 (+2) 
  11 (+0) 
  17 (+3) 
  16 (+3)
  Damage Immunities fire, poison
  Condition Immunities charmed, paralyzed, poisoned
  Senses Darkvision 60ft., passive Perception 13
  Languages Celestial, Elvish, Infernal Sylvan, telepathy 60 ft.
  Challenge 8 (3,900 XP)
  Devil’s Sight. Magical darkness doesn’t impede Zhalruban’s 
  darkvision.
  Fiery Charge. If Zhalruban moves at least 20 feet straight toward 
  a target and then hits it with a horn attack on the same turn, 
  the target takes an extra 9 (2d8) fire damage. If the target is a 
  creature, it must succeed on a DC 16 Strength saving throw or be 
  knocked prone.
  Innate Spellcasting. Zhalruban’s innate spellcasting ability is 
  Charisma (spell save DC 14). Zhalruban can innately cast the 
  following spells, requiring no components:
  At will: detect evil and good, druidcraft, fire bolt, pass without trace
  1/day each: calm emotions, entangle, faerie fire, hellish rebuke
  Magic Resistance. Zhalruban has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. Zhalruban’s weapon attacks are magical.
  Actions
  Multiattack. Zhalruban makes two attacks: one with her hooves 
  and one with either her horn or infernal blast.
  Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit:12 (2d6+5) bludgeoning damage.
  Horn. Melee Weapon Attack:  +8 to hit, reach 5 ft., one target. Hit:  
  10 (1d10+5) piercing damage.
  Infernal Ray. Ranged Spell Attack: +6 to hit, range 60 ft., one 
  target. Hit: 21 (6d6) fire damage. If the target is a creature, it 
  must succeed on a DC 14 Dexterity saving throw or catch on fire. 
  At the start of each of its turns, the creature takes 7 (2d6) fire 
  damage. The fire can be extinguished by spending an action.
  Healing Touch (3/Day).  Zhalruban touches another creature with 
  her horn. The target magically regains 21 (4d8 +3) hit points. 
  In addition, the touch removes all diseases and neutralizes all 
  poisons afflicting the target.
  Teleport (1/Day). Zhalruban magically teleports herself and up 
  to three willing creatures she can see within 5 feet of her, along 
  with any equipment they are wearing or carrying, to a location 
  Zhalruban is familiar with, up to 1 mile away.
  Legendary Action
  Zhalruban 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. Zhalruban 
  regains spent legendary actions at the start of its turn.
  • Hooves. Zhalruban makes one attack with her hooves.
  • Infernal Ray (Costs 2 Actions). Zhalruban makes one attack with 
  her Infernal Ray.
  • Heal Self (Costs 2 Actions).  Zhalruban magically regains 21 
  (4d8 + 3) hit points.
  • Infernal Trample (Costs 3 Actions). Zhalruban moves her speed 
  in a straight line. During this movement, she can pass through 
  a hostile creature’s space—making an attack with her hooves 
  against any creature whose space she moves through. This 
  movement doesn’t provoke opportunity attacks.
  Zombie
  Zombie
  Medium undead, neutral evil
  Armor Class 8
  Hit Points 22 (3d8 + 9)
  Speed 20ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  6 (-2) 
  16 (+3) 
  3 (-4) 
  6 (-2) 
  5 (-3)
  Saving Throws Wis +2
  Damage Immunities poison
  Condition Immunities poisoned
  Senses Darkvision 60ft., passive Perception 8
  Languages understands the languages it knew in life but can’t 
  speak
  Challenge 1/4 (50 XP)
  Undead Fortitude. If damage reduces the zombie to 0 hit points, 
  it must make a Constitution saving throw with a DC of 5 + the 
  damage taken, unless the damage is radiant or from a critical hit. 
  On a success, the zombie drops to 1 hit points instead.
  Actions
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:4 
  (1d6 + 1) bludgeoning damage.
  
  24
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-08 In the Garden of Evil (v1.1)
  Appendix 1: The Bleeding Heart 
  Appendix 1: The Bleeding Heart 
  (Bonus Objective A)
  (Bonus Objective A)
  Estimated Duration: 1 hour
  Lancel Darkblade is a Hellrider who sought shelter 
  amongst the trees of Bloodroot Grove when it became clear 
  that Zariel’s defeat was inevitable. Following Shalrel and 
  Zhalruban, Lancel was immediately beset upon by fiends. 
  One hundred and fifty years later, Lancel is still gravely 
  wounded fighting to their last breath. He’s no idea that it’s 
  been almost a century and a half since their ride; to him, it 
  feels as if it’s been only a few hours.
  Combing through the heavy foliage of Bloodroot Grove, 
  you stumble upon a raging battle. A gravely wounded 
  Hellrider, grips their weapon with one hand while fending 
  off a devil with the other.
  Bonus Objective A
  Recovering a strand of Zhalruban’s hair to save Lancel is 
  Bonus Objective A.
  Area Information
  The area has the following features:
   Dimensions & Terrain. The site of this battle is a small 
  craggy clearing decorated with sharp rocks that Lancel 
  has used as cover to save his life several times already. The 
  clearing is 35 feet across.
  Creature Information
  Lancel (LG male elf knight) is here, fighting off two 
  bearded devils and two spined devils.
   What do They Want? The devils assailing Lancel were 
  among the outriders that pursued any deserters from 
  Zariel’s vanguard and seek to accomplish their mission.
   What do They Know? The devils, denizens of Bloodroot 
  Grove, discovered the fallen Hellrider and bent their will 
  to wound and torture Lancel. The devils know the magical 
  properties of Lancel’s wound and the general location 
  of Zhalruban; the outriders were initially ordered to kill 
  Zhalruban as well but were turned away by the unicorn’s 
  keepers. If the characters intervene the devils turn their 
  attention to them allowing the Hellrider to crawl to safety. 
  With the devils dispatched, the Hellrider introduces himself 
  and tells the characters of Shalrel’s flight from battle 
  and the wound he suffered in his attempt to aid Shalrel. 
  Lancel’s wound is bound by a strange magic born of the 
  corrupted Grove. No spell, potion, or conventional means 
  can aid Lancel. Lancel, knowing nothing of Zhalruban’s fall, 
  petitions the characters to bring him a strand of hair from 
  the unicorn’s tail to sew his wound closed. The characters 
  recover the hair once Zhalruban has been convinced to 
  leave the Grove or defeated in combat. This side quest 
  should be begun before Part 2 but can only be completed 
  after part 2. When Lancel is healed he joins the characters 
  and Zhalruban.
  Adjusting the Scene
  Here are some suggestions for adjusting this scene:
  • Very Weak: Remove a barbed devil and a spined devil
  • Weak: Remove a barbed devil; replace the spined devils with 
  a bearded devil
  • Strong: Replace the spined devils and barbed devil with a 
  horned devil.
  • Very Strong: Add a barbed devil
  Treasure
  The band of devils assaulting Lancel carries a trophy, an 
  ancient banner of the Hellriders along with other trinkets 
  looted from the corpses of the devil’s victims.
  
  25
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-08 In the Garden of Evil (v1.1)
  Appendix 2: Steel Willows 
  Appendix 2: Steel Willows 
  (Bonus Objective B)
  (Bonus Objective B)
  Estimated Duration: 1 hour
  Zariel has taken notice of the characters and has 
  dispatched a pair of her most dangerous agents to stop 
  them. While the players are making their way through the 
  forest, read the following aloud:
  The sound of metal ominously gliding across metal rings 
  out as you come upon a pair of barren trees. The chains 
  hanging from the branches drip fresh gore.
  Area Information
  The area has the following features.
   Dimensions & Terrain. The pair of trees covered in 
  chains stand 20 feet apart amid the forest. The terrain 
  immediately surrounding them is slick with gore and 
  assorted body parts that have been flayed and removed 
  from their original owners.
   Chained Trees. Chains cover the trunks of both trees 
  and wrap around in spirals across each branch. 
  Blood-stained links hang low from each 
  branch, in a macabre mockery of drooping 
  willow branches.
  Creature Information
  Hrazhilen and Rowlkazra (chain devils) 
  lurk in the branches, concealed by the 
  numerous chains.
   What Do They Want? Hrazhilen and 
  Rowlkazra were dispatched by Zariel to 
  slay the characters and prevent them from 
  redeeming Zhalruban. In conjunction with 
  their mission from their mistress, the pair 
  of chain devils wish to revel in the pain and 
  suffering of the characters.
   What Do They Know? The orders given 
  to Hrazhilen and Rowlkazra gave no 
  other information about the characters 
  other than that they were “mortal filth” 
  who must be dispatched before they cause 
  any trouble. The chain devils have heard 
  only fleeting reports of Hellriders stranded in 
  Bloodroot. They use the hanging chains from the 
  trees to maximum effect, animating the chains as 
  often as possible to grapple a character.
  Adjusting the Scene
  Here are some suggestions for adjusting this scene:
  Very Weak: Replace a chain devil with a bearded devil.
  Very Strong: Replace a chain devil with an orthon.
  Treasure
  Amongst the hanging chains the players find a collection of 
  silver trinkets and gems.
  
  26
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-08 In the Garden of Evil (v1.1)
  Appendix 3: Zhalruban’s Den Map
  Appendix 3: Zhalruban’s Den Map
  
  27
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-08 In the Garden of Evil (v1.1)
  Appendix 4. Flora of Bloodroot Grove
  Appendix 4. Flora of Bloodroot Grove
  The forest contains a number of different plants that 
  corrupt mortals.
   Corruption. Many of the plants and beasts within 
  Bloodroot Grove excrete or consume a sap that is highly 
  addictive and dangerous to ingest. Any creature that ingests 
  the sap experiences intense hallucinations, which can 
  manifest in various ways. If a player completes a long rest 
  while under the effects of corruption, they gain a level of 
  corruption until they consume an angel’s weed seed pod. 
  A level of corruption can also be removed with a lesser 
  restoration spell.
  Bloodroot Corruption
  Hallucination
  Description
  The Worm
  The character is plagued 
  by the presence of a great 
  devilish worm that burrows 
  beneath the ground and 
  seems to be hunting them.
  Wood Whispers
  The trees grow faces 
  and leer at the character, 
  whispering to each other of 
  how their body will break 
  beneath their roots and feed 
  their growth.
  Forbidden Fruit
  The fruit of the many nearby 
  trees and plants seem to 
  pulse with life and their 
  acrid smell turns pleasant 
  and enticing.
  Hopeless Good
  The character sees brief 
  images and hears voices 
  whispering about their 
  failures.
   Flora. Bloodroot Grove is home to many types of plants. 
  There are recognizable and unremarkable plants, but also 
  strange, terrible, and wholly alien ones unique to the grove. 
  Some plants have vines that twist onto themselves and 
  resemble nooses, leaves that appear to be made of human 
  skin, or fruit resembling lidless eyes that seem to dart 
  around hungrily.
  • Hangman Vines. Thin vines lash out at the necks 
  of creatures that pass within 5 feet of this plant. The 
  creature must succeed on a DC 13 Strength saving 
  throw or be restrained (escape DC 13) 5 feet off of the 
  ground and unable to breathe (see the suffocation rules 
  in the Player’s Handbook).
  • Screeching Leaves. If a creature passes within 10 feet 
  of one of these trees, the leaves begin to rub against 
  one another, emitting a terrifying sound like that of a 
  screaming human that can be heard from 300 feet away.
  • Sightless Sorrow. These berries resemble eyeballs 
  and grow in pairs. Anyone foolish enough to eat one 
  must succeed on a DC 13 Constitution saving throw 
  or take 22 (4d10) poison damage and be poisoned for 
  10 minutes. While poisoned in this way, the creature is 
  blinded, their eyes constantly weeping tears of blood. 
  The creature can repeat the saving throw every minute, 
  removing the condition early on a success. If the poison 
  runs its full course without being removed, the blindness 
  is permanent: the creature’s eyes wither away into two 
  tiny black seeds and fall to the ground (later growing 
  into new sightless sorrow plants). At this point, only 
  greater restoration, regenerate, or wish can restore the 
  victim’s eyesight.
  • Devil’s Harvest. The fruit of this parasitic plant 
  has seeds that attach to other trees, latching on and 
  corrupting their hosts. The trees change produce more 
  of the highly addictive fruit a sickly sap that serves 
  as cider for devils and corrupting nectar for other 
  creatures.
  • Angel’s Weed. The devils of the grove hate this plant. 
  The root of the weed is thick and forks to form a pair of 
  leaves from which sprouts a round, white bulb, giving 
  the plant the appearance of an angel with outstretched 
  wings. When consumed, the bulbs stave off the grove’s 
  corruption. Any creature afflicted with corruption from 
  any of the local fauna that eats a seed pod is cured of the 
  corruption but gains a level of exhaustion. These plants 
  are exceptionally rare, and each plant bears only a few 
  seed pods.
  
  28
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-08 In the Garden of Evil (v1.1)
  Appendix 5: Character Rewards
  Appendix 5: Character Rewards
  If found during the adventure, the characters can keep 
  the following magic items; it’s suggested that you print off 
  enough copies of this page to be able to give one to each of 
  your players (crossing off rewards they didn’t receive during 
  the session):
  Arrow-Catching Shield
  Armor (shield), rare
  You gain a +2 bonus to AC against ranged attacks while you 
  wield this shield. This bonus is in addition to the shield’s 
  normal bonus to AC. In addition, whenever an attacker 
  makes a ranged attack against a target within 5 feet of 
  you, you can use your reaction to become the target of the 
  attack instead. This item can be found in the Dungeon 
  Master’s Guide.
   This round, metal shield is decorated with braids of 
  hair from the unicorn Zhalruban and emblazoned with 
  the insignia of the Hellriders on the boss of the shield. 
  The boss itself pulses with magic when the shield attracts 
  ranged attacks.
  Potion of Greater Healing
  Potion, uncommon
  You regain 4d4+4 hit points when you drink this potion. 
  The potion’s red liquid glimmers when agitated.
   The potion is held in a bottle decorated with metal 
  sculpted to resemble branches that reach to the stopper.
  Soul Coin
  Wondrous item, uncommon
  Soul coins are about 5 inches across and about an inch 
  thick, minted from infernal iron. Each coin weighs 1-third 
  of a pound and is inscribed with Infernal writing and a spell 
  that magically binds a single soul to the coin. Because each 
  soul coin has a unique soul trapped within it, each has a 
  story. A creature might have been imprisoned as a result of 
  defaulting on a deal, while another might be the victim of a 
  night hag’s curse.
   Carrying Soul Coins. To hold a soul coin is to feel the 
  soul bound within it—overcome with rage or fraught with 
  despair. An evil creature can carry as many soul coins as it 
  wishes (up to its maximum weight allowance). A non-evil 
  creature can carry a number of soul coins equal to or less 
  than its Constitution modifier without penalty. A non-evil 
  creature carrying a number of soul coins greater than its 
  Constitution modifier has disadvantage on its attack rolls, 
  ability checks, and saving throws.
   Using a Soul Coin. A soul coin has 3 charges. A creature 
  carrying the coin can use its action to expend 1 charge 
  from a soul coin and use it to do one of the following:
  Drain Life. You siphon away some of the soul’s essence 
  and gain 1d10 temporary hit points.
  Query. You telepathically ask the soul a question and 
  receive a brief telepathic response, which you can 
  understand. The soul knows only what it knew in life, but 
  it must answer you truthfully and to the best of its ability. 
  The answer is no more than a sentence or two and might 
  be cryptic.
   Freeing a Soul. Casting a spell that removes a curse on a 
  soul coin frees the soul trapped within
  it, as does expending all of the coin’s charges. The coin 
  itself rusts from within and is destroyed once the soul is 
  released. A soul can also be freed by destroying the coin 
  that contains it. A soul coin has AC 19, 1 hit point for 
  each charge it has remaining, and immunity to all damage 
  except that which is dealt by a hellfire weapon or an 
  infernal war machine’s furnace. Freeing a soul from a soul 
  coin is considered a good act, even if the soul belongs to an 
  evil creature.
  
  29
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-08 In the Garden of Evil (v1.1)
  Appendix 6: Story Awards
  Appendix 6: Story Awards
  This appendix includes descriptions of the various story 
  awards that might be earned for completing the adventure.
  Holy Protector
  Filled with the pride and glory she once felt in the vanguard 
  of the Hellriders, you have guided Zhalruban to her 
  redemption. She has found her purpose in Dara’s mission 
  and taken to the chosen of Ilmater as steadfastly as she did 
  for Shalrel, her previous master.
   Zhalruban now serves as a guide, protector, and mount 
  for Dara in all future adventures.
  A Welcome Haven
  You have helped to redeem Zhalruban who has joined your 
  and Dara’s quest. You have instructed her to stay within 
  Bloodroot Grove to tend the once divine forest, so that they 
  both can return to their once sacred standing.
   As you travel through the depths and dangers of Avernus 
  you will always find a haven from devils and other 
  adversaries amongst the trees of Bloodroot Grove.
  
  30
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-08 In the Garden of Evil (v1.1)
  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 7: Dungeon Master Tips
  Appendix 7: Dungeon Master Tips
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S09 - Descent - Inglorious Redemption/DDAL09-08 - In the Garden of Evil.pdf