TEXT: DDEP09-01 
   
   
   
   
  Infernal Pursuits 
  A Season 9 D&D Adventurers League Epic 
   
   
   
   
   
   
   
  A horse race in Baldur’s Gate becomes a hellish battle on infernal war machines in Avernus when 
  the characters get caught between two evil merchants… and must hang on for dear life. 
   
  A four-hour D&D Epic™ adventure for Tier 1 and 2 characters.  
  Optimized for APL 3 & 8.  
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  2 
  CREDITS 
   
  Designers: Will Doyle, James Introcaso, Shawn Merwin 
   
  D&D Adventurers League Guildmaster: Chris Lindsay 
   
  D&D Adventurers League Wizards Team: Adam Lee, 
  Chris Lindsay, Mike Mearls, Matt Sernett 
   
  D&D Adventurers League Administrators: Greg 
  Marks, Alan Patrick, Travis Woodall, Lysa Chen,  
  Claire Hoffman, Amy Lynn Dzura 
   
  Playtesters: Lee Brimmicombe-Wood, Dom Ireland 
   
   
   
  Version History:  
  01.07.19 - v1.1: 1st Draft Complete  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards 
  of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the 
  Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the 
  express written permission of Wizards of the Coast. 
   
  ©2019 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, 
  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  3 
  Introduction 
  Welcome to Infernal Pursuits, a D&D Adventurers 
  League™ adventure, part of the official D&D 
  Adventurers League™ organized play system and the 
  Season 9 storyline season. This version, to be used at 
  Descent, differs from the public version of the event. 
   This is a D&D Epic™ 3-hour interactive adventure, 
  designed for four or more tables playing together. 
  Each group must contain three to seven 1st-to-4th-
  level or 5th-to-10th-level characters. Characters 
  outside these level ranges cannot participate. 
   Infernal Pursuits starts in the city of Baldur’s Gate 
  but soon moves to Avernus, the first layer of the 
  Nine Hells. To escape, the characters must carry out 
  an audacious heist using infernal war machines.  
  Event Administrators 
  Guidelines for coordinating this event appear in appendix F, 
  “Administrator Guide.” If you’re not helping coordinate, you 
  do not need to read or print this section of the adventure.  
  Adjusting This Adventure 
  This adventure provides suggestions for adjusting 
  for smaller or larger groups, characters of higher or 
  lower levels, and characters a bit more powerful 
  than the adventure’s optimized level. You’re not 
  bound to these adjustments; they’re for convenience.  
   To figure out whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the total by the number of 
  characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s APL. To approximate the 
  party strength, consult the following table. 
  Determining Party Strength 
  Party Composition 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 
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a 
  recommendation is not offered or appropriate for 
  your group, you don’t have to make adjustments. 
  Before Play at the Table 
  Before you start play, consider the following: 
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  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 Wisdom (Perception) scores, 
  and anything specified as notable by the 
  adventure (such as backgrounds, traits, flaws, etc.) 
  Playing the Dungeon Master 
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide 
  the narrative and bring the words on these pages to 
  life. To facilitate this, keep in mind the following: 
   You’re Empowered. Make decisions about how 
  the group interacts with the adventure; adjusting or 
  improvising is encouraged, so long as you maintain 
  the adventure’s spirit. This doesn’t allow you to 
  implement house rules or change those of the 
  Adventurers League, however; they should be 
  consistent in this regard. 
   Challenge Your Players. Gauge the experience 
  level of your players (not the characters), try to feel 
  out (or ask) what they like in a game, and attempt to 
  deliver the experience they’re after. Everyone should 
  have the opportunity to shine. 
   Keep the Adventure Moving. When the game 
  starts to get bogged down, feel free to provide hints 
  and clues to your players so they can attempt to 
  solve puzzles, engage in combat, and roleplay 
  interactions without getting too frustrated over a 
  lack of information. This gives players “little 
  victories” for figuring out good choices from clues. 
  Watch for stalling—play loses momentum when this 
  happens. At the same time, make sure that the 
  players don’t finish too early; provide them with a 
  full play experience. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  4 
  Adventure Primer 
  Into the eternal darkness, into fire and into ice. 
  —The Divine Comedy by Dante Alighieri 
  Background 
  Life in BALDUR’S GATE has not been easy of late. To 
  cheer up the citizens of his city GRAND DUKE 
  ULDER RAVENGARD organized the KISMET 
  DERBY, a horse race honoring TYMORA during the 
  festival of HIGHHARVESTIDE. Ulder hopes this 
  event lifts the citizens’ spirits and changes Baldur’s 
  Gate’s fortune. 
   MAHADI, a rakshasa warlock of Asmodeus, plans 
  to transport all the racers to his home plane of 
  AVERNUS, the first of the NINE HELLS. Here, Mahadi 
  plots to put the racers’ skills to use stealing a trove 
  of SOUL COINS from his rival, a night hag named 
  MAD MAGGIE. To survive the task, the rakshasa 
  wants to outfit each team of racers with an 
  INFERNAL WAR MACHINE. 
  Episodes 
  The adventure is spread over five episodes that 
  take 4 hours in total to play. 
   Episode 1: Kismet Derby. As the characters wait 
  for the Kismet Derby to start, they are transported to 
  Avernus, where Mahadi makes an offer they can’t 
  refuse. The characters customize an infernal war 
  machine to use for the rest of the adventure. 
   Episode 2: Soul Coin Heist. Using skills, strength, 
  or brute force, the characters steal soul coins from 
  Mad Maggie’s minions.  
   Episode 3: The Getaway. The characters drive the 
  soul coins back to Mahadi’s portal and contend with 
  Mad Maggie’s crew on the way.  
   Episode 4: Finish Line. Mad Maggie sends her 
  crew through the portal to Baldur’s Gate, where they 
  finish the battle for the soul coins. 
   Episode 5: Conclusion. The results of the 
  adventure are announced.  
  Adventure Hooks 
  Use the hooks below to draw the characters into the 
  adventure. 
   Try Your Luck. The characters formed a racing 
  team that has come to participate in the Kismet 
  Derby, for fun or for fortune. See “Team 
  Introductions” in episode 1 for more information. 
   Prophesy of Doom. Hellish visions drew the 
  character to Baldur’s Gate. Now they seek to warn 
  others of the impending doom.  
  Adventurers League Epic 
  Infernal Pursuits is a special D&D Epic™ adventure, 
  which means it’s meant for multiple tables to play at 
  the same time. The characters at your table work 
  with the characters at other tables to accomplish a 
  common goal: steal as many soul coins from Mad 
  Maggie as possible and get home without dying. 
   Each table is run by a DM. A lead administrator, 
  called the commander, runs the event. The 
  commander keeps track of the overall flow of the 
  event, announces when episodes begin and end, 
  answers DM questions, and makes sure everything 
  runs smoothly. The commander probably has other 
  administrators assisting them in running the event: 
  answering questions, tracking time, playing the role 
  of NPCs during the event, etc. Full instructions for 
  performing the commander’s role can be found in 
  appendix F, “Administrator Guide.” 
  Group Captain 
  Before the adventure begins, ask the players to 
  designate one character as the group’s captain. Since 
  time limits are hard and fast during the adventure, 
  the captain makes decisions for the group when they 
  can’t agree on a course of action through other 
  means (such as voting). If your table group can’t pick 
  a group captain, appoint someone to the job. 
  Hard Choices 
  During episode 3, the commander regularly pauses 
  play and picks a player to resolve a hard choice for 
  convoy. When a hard choice is announced, stop what 
  you’re doing and listen until the choice is resolved. 
  The effects of each hard choice affect all groups in 
  the event. 
  Wandering Villains 
  This event also calls for three administrators to play 
  wandering villains. These administrators roam from 
  table to table during the event and take over as 
  temporary DMs for short interactions with the 
  players. When a wandering villain appears at your 
  table, stop what you’re doing and wait for the 
  administrator to resolve the interaction! 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  5 
  Special Quests 
  Special quests are introduced throughout the event. 
  When a special quest is announced, the commander 
  calls for volunteers from any table. These volunteers 
  leave their groups and move to a special table where 
  a guest DM runs them through an encounter.  
   No more than two players from a single table can 
  join each special quest. If players leave your table, do 
  NOT rebalance the scenes facing the group: that’s the 
  price they pay for their comrades’ heroism!  
   The two special quests on offer are detailed in 
  appendix F, “Administrator Guide.” Only prepare 
  these quests if you’ve been chosen as a Guest DM. 
  Soul Coins 
  At the start of play, each DM receives 30 tokens 
  representing 30 soul coins. Award these to your 
  players when specified by the text. The goal of the 
  adventure is to acquire as many soul coins as 
  possible and deliver them to Mahadi at the end of 
  the event.  
   Once acquired, players can sacrifice their soul 
  coins to obtain beneficial effects:  
  • A character can sacrifice a soul coin to regain 11 
  (2d10) hit points. 
  • A character can sacrifice a soul coin to regain a 
  spell slot of 3rd level or lower. 
  • A character can sacrifice a soul coin to enhance or 
  heal their infernal war machine (see handout 1, 
  “War Machine Rules Summary,” in appendix 
  D). 
   Each time a character sacrifices a soul coin, they 
  are destroying a soul contained within. That 
  character must succeed on a DC 10 Wisdom saving 
  throw or gain a level of exhaustion. 
   You must store spent or lost soul coins in a 
  separate pile or receptacle. At the end of the event, 
  it’s vital to know how many coins were spent or lost 
  as well as how many were claimed! 
  Infernal War Machines 
  Infernal war machines are vehicles used by devils 
  and warlords in Avernus powered by the souls of the 
  damned. They use special rules found in appendix C. 
  The players should get familiar with some of these 
  rules as well, so give them handout 1, “War 
  Machine Rules Summary,” from appendix D as 
  soon as they arrive at the table. 
  Interactive Restrictions 
  The following restrictions apply throughout this 
  D&D Epic™ event (these rules are also summarized 
  on handout 3, “Convoy Map,” in appendix D). 
  Short and Long Rests 
  The event plays out in just a few hours of game time. 
  Players can’t afford to take long rests and can take 
  only one short rest. Opportunities to earn 
  additional short rests occur during play. As a general 
  note, casting catnap in an attempt to gain an 
  additional short rest is not helpful, as even 10 
  minutes can spell doom for the adventurers. 
  Spellcasting 
  From the start of the adventure, the characters must 
  drive like hell to reach their goals in time, making it 
  difficult to cast certain spells.   
  • There is no time to cast spells with a casting time 
  of longer than 5 minutes before the event begins.  
  • Spells with a casting time of longer than 5 minutes 
  can only be cast during the event if the group 
  takes a short rest.  
  • Spells with a casting time of longer than 1 hour 
  can’t be cast during the event at all. 
  • Spells that affect areas over 200 feet in radius (e.g. 
  control weather) can affect other groups nearby at 
  the administrators’ discretion. Inform the 
  administrators if one of your players casts a spell 
  with such a range. 
  Spellcasting Services 
  Between quests or episodes, allied clerics can 
  provide any of the spellcasting services listed in the 
  Adventurers League Dungeon Master’s Guide. Players 
  must cover the component costs for these spells, 
  which are cast instantly and without the 
  requirement to spend downtime days. Remember 
  that in a pinch, characters can also sacrifice soul 
  coins to provide healing!  
  Special Preparations 
  Some Dungeon Masters enjoy preparing showpiece 3D 
  terrain for D&D Epic™ adventures. In this adventure, the best 
  props to build are the infernal war machines. The size listed 
  for each war machine determines its basic footprint, but 
  don’t feel you have to stick to those forms. Let your 
  imagination run wild!  
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  6 
  Pillars of Adventure  
  Some sections of Infernal Pursuits let characters 
  tailor the adventure to their preference. Each quest 
  on handout 3, “Convoy Map,” in appendix D has an 
  icon which represents one of D&D’s three pillars of 
  play: 
   
  Combat. This quest features deadly battles 
  and fast action. 
   
   
  Exploration. This quest features puzzle-
  solving, stealth, or tests of skill. 
   
   
  Social Interaction. This quest features 
  information-gathering, persuasion, and 
  other social challenges. 
   
  Most quests feature other pillars to lesser degrees. 
  Encourage your players to choose quests that match 
  their preferred play style and the specialties of their 
  characters. 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  7 
  Episode 1: Kismet Derby 
  Faster, faster, faster, until the thrill of speed 
  overcomes the fear of death. 
  —Hunter S. Thompson 
  Allotted Time: 20 minutes 
  In this episode, the characters gather for the Kismet 
  Derby, get transported to Avernus, meet Mahadi, and 
  build their infernal war machine. 
  Team Introductions 
  Give the characters the following information while 
  you wait for the commander to begin: 
  • The characters gather a few miles outside the city 
  of Baldur’s Gate, about to participate as a team in 
  the Kismet Derby, a horse race honoring Tymora, 
  goddess of luck, held during the festival of 
  Highharvesttide. 
  • The race begins here and ends at The Wide, a large 
  marketplace with the city. 
  • The team with the racer and horse that wins the 
  Kismet Derby wins the favor of Grand Duke Ulder 
  Ravengard. 
  • In a few moments, Grand Duke Ulder Ravengard 
  will announce the rules and start the race. 
   While you wait for the lead administrator to 
  address the tables (see “Go to Hell”), have the 
  characters introduce themselves and have each 
  share a distinct feature that makes them an excellent 
  part of a racing team. (For instance, “As a halfling, 
  my light weight allows my horse to run faster,” or “I 
  cast the charm person spell to distract other racers, 
  so my teammates can get a head start.”) 
  Go to Hell 
  Once everyone is mustered and seated, the 
  commander reads or paraphrases the following: 
  There we were, standing on the River Chionthar [chee-AWN-
  thar], the city of Baldur’s Gate in the distance and the sun 
  shining on a pleasant, windy autumn day. A crowd of 
  thousands lined the race route. 
   
  The city’s Grand Duke, Ulder Ravengard, cut an impressive 
  figure as he stood in front of us and cleared his throat, 
  getting ready to speak, and hopefully start the race. Me? I’m 
  standing right next to him. In case we haven’t met, my 
  name’s Mirt, also called ‘Old Wolf’. I’m an ex-adventurer and 
  a moneylender by trade. Enough about be though! 
   
  Before the Grand Duke could speak, a mystical chanting 
  echoed in the morning air. Three mysterious figures 
  appeared behind us, uttering an incantation in some dark 
  language. As I reached for my blade, dust rose from the 
  grass-covered ground: swirling, choking, howling, and 
  generally making a nuisance of itself. When the dust settled, 
  Ulder, the horses, the crowd, and the fine autumn weather 
  were gone, replaced with this oppressive heat, a red sky, a 
  wasteland of dust, and rumbling volcanoes in the distance, 
  and will someone tell whoever’s making that strange 
  cackling, shrieking noise to shut up? 
   
  A man dressed in fine colorful robes shows up, looking like 
  a Turmish bottle merchant. Behind him, enormous strange 
  machines belch fire and vibrate with unstable energy. 
  The admin playing Mahadi then addresses the 
  characters:  
  “Welcome to Avernus racers! I am Mahadi [mah-HAH-dee], 
  servant of Asmodeus and Master of the Mahadi’s Wandering 
  Emporium! Apologies for taking you away from your 
  celebratory race, but I have a more exciting challenge for 
  people with your skills. My rival, Mad Maggie, stole my trove 
  of soul coins, and I need your help getting them back. 
  Retrieve what’s mine, and I’ll gratefully send you back to your 
  world with a thanks that befitting a king’s remembrance. 
  Refuse this task, and you can find your own way home. 
  Come! There are preparations to complete.” 
  The commander announces the arrival of Pipyap: 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  8 
  As Mahadi moves closer, you see a fat imp fluttering between 
  your groups. This is the devil Pipyap! He and his cohort imps 
  offer magic and healing – at a price. 
  After the commander addresses the group, the DMs 
  continue the adventure. 
  Mahadi’s Plan 
  After his initial address, Mahadi provides the 
  following information to the characters. Revel in 
  roleplaying the powerful rakshasa warlock, who 
  sees the racers as lesser beings. 
  • Soul coins are a currency used in the Nine Hells. 
  Each coin holds the soul of a humanoid who was 
  damned to the Nine Hells upon death. 
  • A person can only carry so many soul coins at 
  once, since each is heavy with the sins of the soul 
  inside, so Mahadi called many racers for the task 
  of getting his coins back. 
  • Mad Maggie has teams of redcaps, madcaps, and 
  other monsters at her command. The soul coins 
  are divided among her teams. Each team drives an 
  infernal war machine, a vehicle made for chases, 
  races, and battles in the wastes of Avernus. Each 
  war machine is powered by souls of the damned. 
  • Mahadi grants each team of racers their own 
  infernal war machine to fight Mad Maggie’s crew. 
  • Once the characters steal the soul coins from Mad 
  Maggie’s crew, they need to race across Avernus 
  back to Mahadi’s safehouse, led by the rakshasa. 
  Mahadi warns that Maggie’s crew will give chase. 
  • The characters are unlikely to recover every soul 
  coin, but if each group can bring at least seven 
  coins back to him, Mahadi will reward them. 
  Mahadi answers no specific questions about the 
  reward, simply stating, “Fear not, for you shall 
  receive such thanks as fits a king’s remembrance.” 
  He reminds stubborn characters that they’re 
  welcome to retire in Avernus… REALLY! Characters 
  who are reluctant to work with Mahadi because he is 
  a rakshasa are told that Maggie and her crew are 
  creatures of evil who trick good creatures into deals 
  to steal their souls (as does Mahadi, but he doesn’t 
  mention this). 
  Customizing War Machines 
  Once the characters have all the information they 
  need, give them handout 2, “Building a War 
  Machine,” from appendix D and allow them to use 
  the rest of the time allotted in this episode to build 
  their war machine according to the handout’s rules. 
  If you haven’t already, give them handout 1, “War 
  Machine Rules Summary” for appendix D.  
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  9 
  Episode 2: Soul Coin Heist 
  If you’re going through hell, keep going. 
  —Winston Churchill 
  Allotted Time: 40 minutes 
  In this episode, the characters attempt to steal back 
  Mahadi’s soul coins from Mad Maggie’s crew. 
  Approaching Mad Maggie’s Camp 
  When this episode begins, the commander should 
  read or paraphrase the following text to everyone 
  playing: 
  Mahadi hops into an infernal war machine that looks like an 
  iron saber-tooth tiger covered in spikes. As he speeds across 
  the wastes of Avernus, your caravan of wicked vehicles 
  follows, kicking up bone dust and ash from the barren 
  ground. After miles of traveling through the hellish 
  wasteland, you see a few blazing campfires ahead. Mahadi 
  halts his vehicle and the caravan stops behind him. 
  The admin  playing Mahadi then addresses the 
  characters: 
  “Here’s the plan. Maggie’s caravan is spread out, which 
  means we have the element of surprise. Each of your groups 
  should be able to steal the coins from one of Maggie’s teams. 
  I don’t care how you get them, just bring them to me and 
  load them onto that juggernaut over there. When you hear 
  my horn, it’s time to leave.” 
  Objective 
  The characters must steal as many soul coins as they 
  can from one of Mad Maggie’s teams before the time 
  limit for this episode runs out. Each of Maggie’s 
  teams carries ten soul coins between them. 
  Getting the Soul Coins 
  The players must figure out for themselves how to 
  locate the coins:  
  • A detect magic spell reveals auras of abjuration 
  magic radiating from belt pouches carrying soul 
  coins. 
  • A detect evil and good spell, a paladin’s Divine 
  Sense feature, or similar magic detects the coins as 
  evil fiendish objects. 
  • A character who succeeds on a DC 12 Wisdom 
  (Insight) check notices that the creatures seems 
  particularly concerned with checking the contents 
  of their belt pouches. 
  • Any captured creature with soul coins can be 
  convinced to hand the coins over and reveal the 
  location of other soul coins in the camp with a 
  successful DC 14 Charisma (Intimidation) check. 
  • Characters who kill a creature that carries soul 
  coins can loot its body as an action. 
  The characters can attempt to gain the soul coins 
  however they like.  
  Interactive Element: Battle Nearby! 
  Violent infighting among Mad Maggie’s minions is not an 
  uncommon occurrence. If one of Maggie’s team breaks into 
  combat with a group of characters, the other teams assume 
  it is infighting that will work itself out… probably. 
   
  If your characters get into a combat encounter during this 
  scene, before you roll initiative, shout, “Battle nearby!” loud 
  enough so the tables adjacent to yours can hear you and 
  raise a battle flag (could be as simple as a piece of paper with 
  the word “BATTLE” and your table’s tier on it). 
   
  If you hear a DM at a table adjacent to yours shout, “Battle 
  nearby!” and your table is not currently involved in a combat 
  encounter, take note. The sounds of combat so close puts 
  Mad Maggie’s minions at your table on high alert. Any ability 
  checks that the characters at those tables make to influence, 
  sneak by, or steal from Mad Maggie’s minions are made with 
  disadvantage for the rest of this episode. 
  Area Information 
  Mad Maggie’s teams are spread across an enormous 
  campground. Each team has its own campsite that 
  sits 100 feet away from other campsites. Each camp 
  has an earth ripper infernal war machine parked 
  nearby. 
   Atmosphere. The smell of sulfur and smoke is in 
  the air. An occasional volcanic rumble or meteor 
  impact is heard in the distance. Laughter, 
  conversations, and music come from other 
  campsites. 
   Dimensions. There are enough rocky outcrops 
  around to sneak up on the camp without being seen 
  if the characters succeed on their stealth checks.  
   Illumination. The volcanic activity of Avernus and 
  the blazing campfires bathe the whole area in bright 
  light. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  10 
  Creatures/NPCs 
  The creatures encountered within the camps depend 
  on the tier of the characters: 
  Tier 1 Creatures 
  The following creatures are members of the camp: 
  • Maragus. This redcap, a small fey creature that 
  looks a bit like a gnarled, wicked gnome with a red 
  hat, has gone too long without a fight. If the 
  characters approach Maragus in peace, he tries to 
  bait them into a fight by hurling insults. Maragus 
  carries 5 soul coins in his belt pouch. 
  • Smoke Mephits. Maragus leads a crew of five 
  smoke mephits created by Mad Maggie. These 
  lazy mephits do anything to get out of work and 
  are supposed to be tuning up the earth ripper. If 
  the characters approach in peace, the mephits 
  mock and play pranks on them, such as imitating 
  voices in a childish manner, making fun of a 
  character’s clothing, pilfering small items, tying 
  the laces of a character’s boots together, or just 
  giving a nasty little poke in the ribs. Each mephit 
  carries 1 soul coin in a tiny belt pouch. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene, according 
  to your group. 
  • Very Weak: Reduce the number of smoke mephits to two. 
  The redcap has 30 hit points and carries 8 soul coins. 
  • Weak: Reduce the number of smoke mephits to two. The 
  redcap carries 8 soul coins. 
  • Strong: The redcap has 60 hit points. 
  • Very Strong: Replace the five smoke mephits with seven 
  dust mephits that each carry 1 soul coin. The redcap 
  carries 3 soul coins. 
  Tier 2 Creatures 
  The following creatures are members of the camp: 
  • Cartolixa. This medusa was taken in by Mad 
  Maggie after the night hag convinced Cartolixa to 
  be unashamed of her appearance, telling the 
  medusa she is truly beautiful. Ever since, Cartolixa 
  walks brazenly through Avernus with her face 
  uncovered. If the characters approach the camp 
  peacefully, she fishes for compliments from them. 
  The medusa carries 6 soul coins in a belt pouch. 
  • Redcaps. Cartolixa leads four bloodthirsty 
  redcaps. The redcaps care only for violence and 
  eagerly await the chance to battle any creature 
  Cartolixa gives them permission to attack. Each 
  redcap carries 1 soul coin in a belt pouch. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene, according 
  to your group. 
  • Very Weak: Reduce the number of redcaps to two. The 
  medusa has 90 hit points and carries 8 soul coins. 
  • Weak: Reduce the number of redcaps to two. The medusa 
  carries 8 soul coins. 
  • Strong: Increase the number of redcaps to five. The 
  medusa carries 5 soul coins. 
  • Very Strong: Increase the number of redcaps to seven. The 
  medusa carries 3 soul coins. Playing the Pillars 
  Wandering Villains 
  If your table raises the battle flag (see the 
  “Interactive Element: Battle Nearby” sidebar), 
  wandering guardians played by administrators may 
  come by to check on your table. These guardians are 
  Chukka and Clonk, the kenku brothers (see “Chukka 
  and Clonk”). Chukka and Clonk do not take damage 
  during this episode of the adventure. 
   When Chukka and Clonk arrive at the table, they 
  demand to know what’s happening at the site. If a 
  character tries to pretend the fight is just a spat 
  among Maggie’s minions or something other than it 
  is, a successful DC 15 Charisma (Deception) check 
  gets the kenku brothers to move along to the next 
  table and never return to yours.  
   If the characters fail to fool the kenku, each 
  brother makes a shortbow attack (+6 to hit, 1d6 + 3 
  piercing damage on a hit) against a character before 
  moving on to the next table. 
   The kenku keep moving among the tables with 
  raised flags until the end of the episode, skipping 
  over tables that have fooled them. Each table only 
  gets one chance to fool the kenku (meaning the 
  second time Chukka and Clonk appear at a table, 
  they attack immediately). 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  11 
  Stealing the Coins 
  Three general methods of approach are covered 
  here, but if the players want to try something 
  outside the box, let them go for it! 
  Assault 
  If the characters assault the camp (or if combat 
  breaks out because a different plan fails), the 
  enemies fight to the death. If the characters assault 
  the camp, the enemies fight back, using the earth 
  ripper if the characters ride their infernal war 
  machine into combat. The leader drives the earth 
  ripper from the helm while the other creatures 
  occupy the weapon stations. 
   The enemies battle the characters until their 
  leader falls, after which the remaining forces flee 
  deeper into the camp. If the characters don’t kill the 
  runners by the end of the round after their leader 
  has fallen, another 1d4 + 2 creatures allied with Mad 
  Maggie join the fray. These creatures are smoke 
  mephits if the characters are tier 1 and redcaps if 
  the characters are tier 2. These reinforcements do 
  not carry soul coins. 
  Deception 
  If the characters approach the camp pretending to 
  be allies of Mad Maggie, they can persuade Maggie’s 
  minions to stand down with a successful group 
  check using Charisma (Deception) opposed by the 
  lead enemy’s Wisdom (Insight) check. Maggie’s 
  forces don’t easily hand over their soul coins but can 
  be convinced with a series of successful ability 
  checks. Use of spells such as detect thoughts or 
  charm monster, or clever thinking can bypass ability 
  checks. 
   Tier 1 Creatures. The redcap Maragus is 
  desperate for blood and his mephit minions are lazy 
  and feckless. 
  • A character who succeeds on a DC 12 Wisdom 
  (Insight) check can tell Maragus is longing for 
  something. A character who succeeds on a DC 15 
  Intelligence (Arcana) check knows that redcaps 
  need to soak their caps in blood every three days 
  and love battle.  
  • If a character offers to duel Maragus for his coins 
  he agrees, submitting to his opponent if they 
  reduce his hit points to half their maximum. After 
  soaking his cap in any blood he drew from the 
  character, he hands over his soul coins. This one-
  on-one fight doesn’t attract the attention of other 
  camps (see “Battle Nearby!”). Maragus gladly 
  murders his opponent if he looks to be winning.   
  • A character who succeeds on a DC 11 Wisdom 
  (Insight) check can tell the mephits are lazy and 
  are avoiding work on the earth ripper. A friendly 
  character can tune up the earth ripper with a 
  successful DC 15 Intelligence check made with 
  tinker’s tools. If the character succeeds, the 
  grateful mephits are easily persuaded to part with 
  their soul coins. 
   Tier 2 Creatures. The medusa Cartolixa is 
  learning to be proud of her looks, but deep down she 
  is still insecure about her appearance. Her redcaps 
  hate her.  
  • A character who succeeds on a DC 12 Wisdom 
  (Insight) check discerns that Cartolixa is worried 
  about her looks. She is easily persuaded to 
  undergo a makeover or wardrobe change to make 
  her look even more beautiful in exchange for her 
  soul coins. If the character uses a spell to make 
  Cartolixa look like any creature other than a 
  medusa, Cartolixa attacks in a rage. If a character 
  succeeds on a DC 15 Charisma (Deception or 
  Persuasion) check to convince the medusa she is 
  beautiful, Cartolixa hands over her soul coins. 
  • Any character who succeeds on a DC 12 Wisdom 
  (Insight) check discerns that the redcaps hate 
  Cartolixa. They loath constantly praising the 
  hideous medusa but are terrified of her. 
  Characters who offer to assassinate Cartolixa can 
  earn their coins.   
  Stealth and Sleight of Hand 
  Stealthy characters could try to move through the 
  campsite, picking the pockets of unsuspecting 
  creatures (or attempt to pick the pocket of a 
  creature while other characters engage that creature 
  in conversation). 
   To get into position without being noticed, a 
  character must succeed on a Dexterity (Stealth) 
  check opposed by the highest passive Wisdom 
  (Perception) score of any enemy creature in the 
  campsite. Once in place, the character can pick a 
  target’s pocket with a successful Dexterity (Sleight of 
  Hand) check opposed by the creature’s passive 
  Wisdom (Perception) score. If a character is caught 
  picking a pocket, Mad Maggie’s minions attack. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  12 
  Finishing Early 
  If the characters finish the episode with time to 
  spare, they are stopped by a group of hostile 
  redcaps who just want to fight. The number of 
  redcaps the characters encounter is equal to their 
  APL divided by 2, rounded up. 
  Time’s Up 
  Once the allotted time for this stage is finished, 
  Mahadi’s horn sounds. It’s time to go! The characters 
  have just enough time to loot any corpses for soul 
  coins before they proceed to episode 3.  
   The characters had the opportunity to steal 10 
  soul coins in this episode, but even if they have 0, 
  they must move on and hope the other teams from 
  Baldur’s Gate fared better. There are more 
  opportunities to earn coins later. 
  Managing Time in Episode 3 
  Episode 3 lasts for 60 minutes, and the action of the 
  episode is interrupted a few times (every 15 
  minutes) for special missions, dramatic choices, and 
  other moments. 
   It is important to help your players remain 
  focused during the episode. When there are 
  interruptions, make sure the players are paying 
  attention to what is happening in the overall story – 
  and when the interruptions end, get them back into 
  their missions quickly. 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  13 
  Episode 3: The Getaway 
  Ladies and gentlemen, boys and girls... dyin' time’s 
  here!  
  —Mad Max Beyond Thunderdome (1985) 
  Allotted Time: 1 hour 
  Mounted on infernal war machines, the characters 
  thunder across the plains of Avernus to reach 
  Mahadi’s portal before Mad Maggie’s forces catch up. 
  Beginning the Escape 
  When this episode begins, the commander reads or 
  paraphrases the following text as an announcement:  
  As your infernal machines skid away from Mad Maggie’s 
  forces, the Mahadi roars at you from his vehicle! 
  The admin playing Mahadi continues: 
   “It’s time to thrash those infernal machines across the plains 
  of hell and get back to my hideout! If you can hold onto my 
  coins, I’ll reopen the portal to your home! But watch out! 
  Mad Maggie is thirsty for revenge and her minions are 
  already gunning their engines to give chase. Strap in heroes! 
  If you get caught, there’ll be HELL TO PAY!” 
  The commander continues: 
  Our journey begins on the burning plains of Avernus. Rivers 
  of lava snake between dunes of ash and bone, and meteors 
  streak from the fiery skies! 
  Choosing Quests 
  In this episode, groups choose a quest from those 
  listed on handout 3, “Convoy Map,” in appendix D. 
  Each successful quest adds 3 to 10 victory points to 
  the convoy’s total. If enough are won, the convoy 
  reaches Mahadi’s portal in episode 4 just ahead of 
  Mad Maggie’s war machines. To succeed, each group 
  must score an average of eight victory points.  
  • When your group completes their quests, write 
  down the number of victory points scored on the 
  handout 3, “Convoy Map” in appendix D.  
  • At the end of this episode, the commander collects 
  up the handouts and announces the success or 
  failure of the getaway.  
  Hellscape Terrain 
  As this episode plays out, the infernal war machines 
  trundle through various types of hellscape terrain as 
  called out by the commander during play. Each 
  terrain type has a different effect on play.  
   Burning Plains. This terrain type imposes no 
  special effects on play. 
   The Rust Yard. This terrain type imposes the 
  following penalties: 
  • During combat, any character carrying nonmagical 
  metal weapons or wearing nonmagical metal 
  armor must make a DC 10 Dexterity saving throw 
  at the end of each of their turns. On a failure, their 
  items corrode in the magical winds.  
  • Each affected weapon takes a permanent and 
  cumulative -1 penalty to damage rolls. If its 
  penalty drops to -5, the weapon is destroyed.    
  • Each affected armor or shield takes a permanent 
  and cumulative -1 penalty to the AC it offers. 
  Armor reduced to an AC of 10 or a shield that 
  drops to a +0 AC bonus is destroyed. 
  • Characters who take the Dodge action on their 
  turn or end their turn hidden from the wind or 
  inside their infernal war machine are unaffected. 
  The denizens of Avernus are immune to these 
  effects. 
   Valley of Stolen Screams. Any character that 
  speaks a sentence aloud or casts a spell with a verbal 
  component must succeed on a DC 15 (DC 10 at Tier 
  1) Constitution saving throw or lose their voice to 
  the wind. If casting a spell, the spell slot is wasted. 
  The denizens of Avernus are immune to these 
  effects. 
   Hell Swarm. All creatures in the event are 
  deafened while passing through this terrain. During 
  combat, each character takes 2 poison damage per 
  tier at the end of each of their turns. Creatures that 
  take the Dodge action on their turn or end their turn 
  unexposed to the air do not take this damage. The 
  denizens of Avernus are immune to these effects. 
   Chattering Dunes. During combat, each character 
  that can hear the chattering must make a DC 12 
  Charisma saving throw at the start of each of their 
  turns. On a failed save, the creature uses its action to 
  attack the nearest creature to it using the weapon or 
  spell attack that is likely to cause the most damage. 
  The creature is released from this enchantment at 
  the end of its turn. The denizens of Avernus are 
  immune to this effect. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  14 
  Quest 3A: Defeat the War Machines! 
   
   
  Introduction 
  If the players choose this quest, read or paraphrase:  
  Mad Maggie’s infernal war machines swerve back and forth 
  along your convoy, belching out death and destruction! With 
  a motorized roar, you steer your own infernal war machine 
  toward her vehicles and prepare to strike back!  
  To complete this quest, the players must destroy, 
  capture, or otherwise disable at least three infernal 
  war machines. If they finish early, destroying 
  additional machines earns the players extra points. 
  Setup 
  This encounter pits the player group against three 
  infernal war machines: an earth ripper and two 
  tormentors. The earth ripper begins play 50 feet 
  from the player’s machine. The tormentors start at 
  100 feet away.  
   Statistics for the infernal war machines are 
  provided in appendix C, “Infernal Machine Rules.”  
  Reinforcements 
  This battle should last at least 45 minutes. If your 
  players finish too early, add more tormentors to the 
  battle as needed. Feel free to extend the battle if 
  everyone is having fun! 
  Creatures/NPCs: Earth Ripper 
  The earth ripper carries the following creatures: 
  • One driver (Tier 1: redcap / Tier 2: korred) 
  • Two gunners (Tier 1: jackalweres / Tier 2: 
  madcaps) 
  • Two boarders (Tier 1: jackalweres / Tier 2: 
  madcaps) 
  • Four boggle slave mechanics 
   If the driver or a gunner is slain, another 
  combatant can switch positions to replace them in 
  that role. 
  Creatures/NPCs: Tormentors 
  Each tormentor carries the following creatures: 
  • One driver (Tier 1: redcap / Tier 2: korred) 
  • One gunner (Tier 1: jackalwere / Tier 2: madcap) 
   If the driver or gunner is slain, the other 
  combatant can switch positions to replace them in 
  that role. 
  Boarding Actions 
  Any creature can attempt to jump from one infernal war 
  machine onto another. When you make a long jump, you 
  cover a number of feet up to your Strength score if you move 
  at least 10 feet on foot immediately before the jump. When 
  you make a standing long jump, you can leap only half that 
  distance. Either way, each foot you clear on the jump costs a 
  foot of movement. Note that the difficult terrain of the 
  infernal machines makes it harder to get a running start, so 
  boarders may need to use the Dash action to get the most 
  out of their jumps! To land successfully on the moving 
  vehicle, a jumping creature must succeed on a DC 12 
  Dexterity (Acrobatics) check or fall to the ground below, 
  taking 3 (1d6) bludgeoning damage at tier 1, or 10 (3d6) 
  bludgeoning damage at tier 2. 
  Boggle Slaves  
  The earth ripper carries a quartet of boggle slaves 
  who work as mechanics. When the encounter begins, 
  one of these creatures peeks its head out of the cargo 
  hatch and furtively beckons for the characters to 
  jump inside. 
   If anyone enters the cargo hold, the boggles beg 
  them to liberate them from their evil master. Due to 
  the extremely loud engine noise, nobody can hear 
  each other: instead, you must roleplay the entire 
  scene using gestures. If the characters agree to help, 
  the boggles promise to travel with the group and 
  repair their infernal war machines when needed. 
  They also reveal that the driver of their vehicle 
  carries soul coins (see “Treasure”).  
   If liberated, the boggles remain good to their 
  word. When embarked on an infernal war machine, 
  a boggle can use its action to repair 3 (1d6) points of 
  damage to the vehicle. 
   
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene, according 
  to your group. 
  Steer your infernal war 
  machine into a high-speed 
  duel with Mad Maggie’s 
  bandits! 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  15 
  • Very Weak: Remove both tormentors and their crews. 
  • Weak: Remove one tormentor and its crew. 
  • Strong: Add one tormentor and its crew. 
  • Very Strong: Add two tormentors and their crews. 
  Treasure  
  The driver of the earth ripper carries 5 soul coins in 
  a pouch at their belt. Characters who destroy the 
  earth ripper can claim this treasure from its 
  wreckage. 
  Completing Objectives 
  If the characters survive, they score points for the 
  following objectives: 
  • Defeat the infernal war machines. 
  • Liberate the four boggles. 
  • Defeat any additional infernal war machines.  
  Scoring 
  Scoring is as follows: 
  • Complete one objective = 3 points 
  • Complete two objectives = 6 points 
  • Complete three objectives = 10 points   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  16 
  Quest 3B: Trailblazers 
   
  Introduction 
  If the players choose this quest, read:  
  The terrain ahead is horrible to behold. To guide the convoy 
  safely through it, you gun the engines on your infernal war 
  machine and power ahead to blaze the safest trail!  
  To complete this quest, the players must chart a 
  course through the wilds using a map given to them 
  by Mahadi’s imps. Each time they are delayed during 
  an encounter, the points they can earn on this quest 
  are reduced.  
  Setup 
  When you begin this encounter: 
  • Hand over handout 4: Trailblazer Route Map 
  from appendix D. 
  • Explain that the players must chart a course from 
  the start of the map to the end, visiting each of the 
  locations on their chosen route.  
  Refer to appendix C, “Infernal War Machine Rules” if 
  the players get into trouble on route.  
  Locations 
  Play out the following scenes if the players visit 
  these locations. 
  Area A: Devil’s Canyon 
  This canyon slashes through the hellscape as far as the eye 
  can see. Soon after you enter, you spot a lightweight infernal 
  war machine perched on the canyon walls high above. As you 
  move down the canyon, it guns its engine and starts to tail 
  you from on high. 
  This tormentor is a scout from the Gut Gang (see 
  area B). The vehicle has the following crew:  
  • One driver (Tier 1: bearded devil / Tier 2: chain 
  devil) 
  • One gunner (Tier 1: bearded devil / Tier 2: chain 
  devil) 
   Tell the players that the convoy is unlikely to take 
  this route unless they shake the tail, destroy the rival 
  war machine, or find a way to negotiate passage. If 
  this scene takes longer than 10 minutes to resolve, 
  mark down one delay in your notes.   
   Shake the Tail. Run a chase through the canyon 
  using the Chase Complications table from appendix 
  C. Reward creative ideas to distract or deceive the 
  rival crew. 
   Destroy the Rival Machine. The canyon walls are 
  high and perilous, so players can’t just drive their 
  vehicle up to meet the threat. If the characters can 
  lure their enemy into the canyon or somehow fly up 
  to face them, they can fight them up close. 
   Negotiate. The Gut Gang are crazed outlaws of 
  Avernus who are loyal to no one. However, they’re 
  prepared to hear terms if the players choose to 
  parley. Run this as per the negotiation with Dioman 
  in the Gut Gang Turf (see area B). 
  Area B: Gut Gang Turf 
  Up ahead, you spot a circle of infernal war machines camped 
  out on the blasted earth. Fires blaze throughout their camp 
  and hellish music thuds through the air. There’s no way your 
  convoy is getting through here without cutting some sort of 
  deal. 
  The characters are outnumbered. The Gut Gang has 
  over a dozen infernal war machines and as many 
  bearded devils as you need to overrun the group. 
  However, they’re in a partying mood right now and 
  are willing to negotiate a pact if the characters can 
  strike the right terms.  
   The Gut Gang are outlaws and renegades with no 
  loyalty to any infernal power. They’re so named for 
  their habit of gutting victims and using the innards 
  to fashion ghastly musical instruments. Their leader 
  is a crazed bearded devil named Dioman. 
   
   
  Blaze ahead of the convoy to 
  uncover the best route 
  through the hellscape!  
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  17 
   Dioman offers the group a deal. Each character 
  must “amaze him” to pass through. He suggests that 
  they perform a trick or performance that he’s never 
  seen before, beat him in a musical duel, reveal an 
  interesting secret about a fellow group member, or 
  offer him something his heart desires. Dioman 
  allows no conferring among the characters. He 
  wants to see their “own souls” at work. 
   Ask each group member to write down what they 
  offer Dioman and then go around the table, asking 
  each player to reveal their offerings. Whether 
  Dioman accepts an offering is up to you. Gauge each 
  offer on the reception it receives at the table, 
  Dioman’s own personality, or an appropriate ability 
  check. Dioman is a maniac thrill seeker who 
  particularly enjoys anything to do with loud, shouty 
  music.  
   If at least half the players or more impress 
  Dioman, he lets the convoy pass through his turf 
  unmolested. If not, they must seek another route 
  around and are delayed here.  
  Area C: Damnation Derby 
  Up ahead, you see a trio of fast-moving infernal war 
  machines battling each other within a ragged crater. Devils 
  line the crater wall, betting on who survives.   
  Tell the characters that they can choose to simply 
  roll on past, but they have an opportunity here to 
  win some soul coins if they enter the battle. If the 
  characters enter their war machine into the derby, 
  they face three tormentor infernal war machines, 
  each crewed by a pair of bearded devils.  
   It costs 2 soul coins to enter the derby. The 
  characters can pull out at any time if they need to 
  move on, but they lose their ante. If the combat lasts 
  longer than 15 minutes, the groups count as delayed 
  for this stage.  
   Resolve the battle. If the characters defeat any war 
  machines, they win their ante back, plus additional 
  soul coins based on the number of enemy vehicles 
  they destroyed: 
  • 1 vehicle: 2 soul coins 
  • 2 vehicles: 4 soul coins 
  • 3 vehicles: 6 soul coins 
  Area D: Soul Trader 
  A black tent is pitched in the blasted earth here. Smoke coils 
  from the top of the tent and the air is filled with the odor of 
  cooking meat. A metal sign driven into the ground outside 
  the tent reads “Soul Trader.”  
  Characters who enter the tent are met by a greedy 
  and overweight imp named Fester. Five grossly fat 
  nupperibo slaves are obediently cooking 
  themselves in a fire pit before him, cutting off choice 
  cuts of sizzling meat from their own limbs to be 
  gobbled up by their master.  
   The imp offers to grant each character a soul coin 
  in return for making a simple pact. The terms are 
  branded onto the willing flesh of one of the 
  nupperibos and must be consumed by both parties 
  to consummate the deal. 
   Fester’s pact is simple. He wants to be told the one 
  thing that has hurt the character most in their life. If 
  the character agrees to the pact, they must speak 
  truthfully. If a player convinces Fester (i.e. you) that 
  the incident was truly hurtful, the imp conjures a 
  coin out of thin air and hands it to the character. 
  However, Fester mercilessly teases the character 
  about the incident until they leave his presence and 
  tries his best to get under their skin. If any character 
  attacks Fester, he transforms into his true form: a 
  barbed devil (tier 1) or a horned devil (tier 2). 
  Characters who fight Fester count as delayed for this 
  stage. 
  Area E: Blood Fen 
  A shallow lake of bubbling blood stretches ahead of you, 
  wreathed in clouds of flies. Your war machine can plunge 
  through the lake, but the profane aura of the miasma tugs at 
  your very soul.  
  The blood fen causes anyone passing through it to 
  become miserable and despondent. Characters know 
  innately that only one thing can shake the spell: a 
  blood sacrifice must be made to the lake. If they kill a 
  living creature and pour its blood into the lake, they 
  can gather their resolve and pass through without 
  being delayed. If they fail to make a sacrifice, the 
  aura of the fen works its way into their minds and 
  drive despondently onwards, eventually getting lost. 
  They are delayed here.  
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  18 
  Area F: Misery Bridge 
  A bridge of skulls spans the lake of blood ahead. In all your 
  lives, you’ve never seen anything so depressing.   
  Characters passing over the bridge are beset by a 
  terrible urge to leap from their vehicle and drown in 
  the blood below. Each character must succeed on a 
  DC 16 (DC 12 at Tier 1) Charisma saving throw or 
  succumb to the urge. Before the players roll, go 
  around the table and ask each player to describe any 
  measures they’re taking to cheer themselves or their 
  companions. Particularly clever attempts to break 
  the suffering should grant affected characters 
  advantage on their saving throws. Attempts to chain 
  characters to the machine automatically fail – those 
  securing the chains simply give up halfway through.   
   If the characters need to rescue anyone from the 
  blood below, the group counts as delayed.   
  Completing the Objective 
  Players who complete this quest score points for 
  charting a course with minimal delays. 
  Scoring 
  Scoring is as follows: 
  • Delayed three times = 0 points 
  • Delayed twice = 3 points 
  • Delayed once = 6 points 
  • No delays = 10 points   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  19 
  Quest 3C: Infiltrate the Bandits 
   
   
  Introduction 
  If the players choose this quest, read:  
  Mad Maggie recruits a horde of rag-tag miscreant raiders to 
  her cause. If you disguise yourselves as denizens of hell, you 
  can infiltrate her warband and undermine it from within!    
  To complete this quest, the players must invent 
  devilish personas and approach Mad Maggie as new 
  recruits. If they impress her, they can use their 
  insider knowledge to aid their allies.  
  Preparing the Ruse 
  The players have five minutes to prepare their ruse 
  before approaching Mad Maggie’s juggernaut. Give 
  each player a copy of handout 5: “Cover Stories” 
  from appendix D and ask each player to secretly 
  write down the answers to each of the following 
  questions: 
  1. Who are you pretending to be and how have you 
  disguised yourself? 
  2. Where in Avernus is your gang territory? (Make 
  up somewhere that sounds suitably evil!) 
  3. What is the name of your evil gang? 
  4. What favor does your evil gang want for pledging 
  loyalty to Mad Maggie?  
   Now go around the table and ask each player to 
  reveal their answer to question 1. Once the players 
  have introduced their new personas, ask them to 
  pass you the handouts with the rest of the answers. 
   Read out each set of answers in turn and ask the 
  players to vote on their favorite (in case of a tied 
  vote, the group captain has the casting vote). Inform 
  the players that they’re not allowed to make any 
  written notes about these options. They must try to 
  remember them!  
   
  Meeting Maggie’s Gang  
  Read the following once the players have agreed on 
  their gang’s origin, name, and demands: 
  With your story and disguises in place, you steer your infernal 
  war machine in a circle to approach Mad Maggie’s warband 
  from the rear. After signaling that you mean them no harm, 
  you’re invited onboard a hulking juggernaut at the heart of 
  the warband, where Mad Maggie sits atop a throne of rusted, 
  oily gears. 
  The players find themselves inside a Gargantuan 
  infernal war machine filled with Mad Maggie’s thugs. 
  Tell the players that combat would be crazy here: on 
  their own, the group is clearly outnumbered and 
  outmatched. Play out the scene using the theater of 
  the mind. 
  Introductions 
  A pompous flameskull named Barnabus escorts the 
  characters inside the war machine. He picks the 
  group captain to act as spokesperson:  
  • The group captain must introduce the members of 
  their gang one-by-one without interruption or 
  guidance from their comrades. 
  • The group captain must reveal the name of their 
  gang with suitable aplomb.    
   The players must succeed on a DC 10 group 
  Charisma (Deception) check to impress Mad Maggie 
  (see “Completing the Objective”). If the group 
  captain gets any of their comrade’s details wrong, 
  those characters make their checks with 
  disadvantage. If half or more of the characters 
  succeed, Mad Maggie is impressed by the group. If 
  half or more fail, she sneers dismissively but still 
  believes them.    
   Mad Maggie remains distracted by the ongoing 
  chase and has little time to attend to new recruits. 
  After introductions have been made, Barnabus 
  advises the newcomers to hang out with the gang 
  until Mad Maggie is ready to better hear their terms. 
  If the characters can impress her underlings, they 
  have a better chance of impressing her.     
  Hanging Out with the Gang 
  Describe the following and invite the players to 
  mingle as they please:  
  • A group of redcap mechanics is desperately trying 
  to repair the war machine’s smoking engines.  
  Pose as hellish bandits to 
  infiltrate Mad Maggie’s 
  warband and undermine 
  them from within!  
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  20 
  • A jackalwere uses a spyglass to survey the convoy 
  while shouting instructions to the juggernaut’s 
  drivers.  
  • A group of redcaps are sharing stories about the 
  cruelest things they’ve ever done.  
  • Two madcaps are arm-wrestling over bowls 
  containing hell scorpions. Anyone stung by a hell 
  scorpion must succeed on a DC 15 Constitution 
  saving throw or take 16 (3d10) poison damage 
  per tier and gain a level of exhaustion.   
  • A redcap (tier 1) or a korred (tier 2) challenges 
  any of his fellow gangsters to face him in a one-on-
  one duel to the death. 
  • A drunken jackalwere dares his comrades to 
  adlib a song about Mad Maggie’s glory.  
   Players can earn Mad Maggie’s respect by getting 
  involved in any of these activities. Use combat, 
  roleplay, or an appropriate skill or ability check to 
  resolve each interaction – e.g. Strength (Athletics) 
  for arm wrestling – but be prepared to grant 
  advantage or automatic successes if the players act 
  out their scenes well!  
  An Interview with Mad Maggie 
  Once everyone has had a chance to interact with her 
  crew, Mad Maggie signals for the group to approach 
  her. She then asks each character one of the 
  following questions:  
  • “What’s the maddest thing you ever done?” 
  • “What particular skill do you bring to the table?” 
  • “Ever betrayed one of your own?” 
  • “What’s your weakness? We all got one!” 
  • “Where in hell are you from?”  
  • “So, do you find me attractive?” 
   Mad Maggie has a wicked sense of humor and 
  respects those who dare to show her some cheek. As 
  DM, you must judge whether the players impress 
  her. If at least half of the group performs well, she 
  turns to the group captain and asks to hear their 
  demands for joining.  
   If the players have completed at least two 
  objectives (see “Completing the Objectives”), Mad 
  Maggie grants the group their request – within 
  reason! - and assigns them a place in her warband. 
  However, if this quest has taken less the 30 minutes 
  to play, she demands that they prove their worth by 
  fighting some of her bandits. 
  • At tier 1, the group must fight a redcap and two 
  jackalweres.  
  • At tier 2, the group must fight a korred and two 
  madcaps.    
  If the characters defeat these enemies, they are 
  admitted into the gang for real. From within, the 
  characters can now feed her forces misinformation 
  or lead the enemy astray! The quest is a success!  
   If the players failed two or more objectives, Mad 
  Maggie orders her bandits to hurl the upstarts 
  overboard. Each character takes bludgeoning 
  damage equal to half their hit point maximum.     
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene, according 
  to your group. 
  • Very Weak: Remove both jackalweres or both madcaps. 
  • Weak: Remove one jackalwere or one madcap. 
  • Strong: Add one jackalwere or one madcap. 
  • Very Strong: Add two jackalweres or two madcaps. 
  Treasure 
  If the group joins Mad Maggie’s forces, she gives 
  each character a soul coin from her hoard to “guard 
  with their life”.  
  Completing Objectives 
  If the characters survive, they score points for the 
  following objectives: 
  • The group impresses Mad Maggie with their 
  introduction.  
  • At least half of the group impressed Mad Maggie 
  while interacting with her crew. 
  • Every group member impressed Mad Maggie 
  during her interview. 
  Scoring 
  Scoring is as follows: 
  • Complete one objective = 3 points 
  • Complete two objectives = 6 points 
  • Complete three objectives = 10 points 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  21 
  Quest 3D: Guard the Bank 
   
   
  Introduction 
  If the players choose this quest, read:  
  Most of your stolen soul coins are stored in “the Bank,” a 
  gargantuan war machine that thunders along at the heart of 
  your convoy. Mad Maggie’s bandits are launching an all-out 
  assault on the Bank to steal your coins! You must stop them!    
  To triumph in this quest, the players must defend 
  the Bank against Mad Maggie’s forces and prevent 
  them from stealing any soul coins.   
  Setup 
  This encounter pits the players against four 
  tormentor infernal war machines and their crews. 
  Simultaneously, the group must protect a juggernaut 
  nicknamed “the Bank.” The Bank begins play 20 feet 
  away from the player’s machine. The tormentors 
  start 150 feet behind.   
   The Bank has special rules for governing play (see 
  “The Bank” below). Statistics for the infernal war 
  machines are provided in appendix C, “Vehicle 
  Rules.” 
  Reinforcements 
  This battle should last at least 45 minutes. If your 
  players finish too early, add more tormentors to the 
  battle as needed. Feel free to extend the battle to fill 
  the full 90-minute episode duration if everyone is 
  having fun! 
  Creatures/NPCs 
  Mad Maggie’s bandits fill the following roles on each 
  of the four tormentor infernal war machines.  
  • One driver (Tier 1: redcap / Tier 2: korred) 
  • One gunner (Tier 1: jackalwere / Tier 2: madcap) 
  • One boarder (Tier 1: jackalwere / Tier 2: 
  madcap) 
   If the driver or a gunner is slain, another 
  combatant can switch positions to replace them in 
  that role. Mad Maggie forces have orders to destroy 
  the Bank and recover any soul coins held within. 
  They try to attack the Bank where possible.   
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene, according 
  to your group. 
  • Very Weak: Remove two tormentors and their crews. 
  • Weak: Remove one tormentor and its crew. 
  • Strong: Add one tormentor and its crew. 
  • Very Strong: Add two tormentors and their crews.  
  The Bank 
  The Bank uses the statistics of an earth ripper 
  infernal war machine with the following 
  modifications:  
  • It doesn’t have any accessible stations. 
  • It doesn’t suffer normal mishaps.  
  • Its hit points are handled differently (see below). 
   Move the Bank yourself at the end of each round. 
  It always tries to move away from the enemies. Keep 
  track of the amount of damage the Bank suffers at 
  your table. Whenever this exceeds 100 hit points of 
  damage, ask the group captain to report the loss 
  through to the administrators. Based on the number 
  of groups playing and the losses received, the 
  administrators periodically announce the current 
  state of the Bank. Use the spaces provided on 
  handout 3: Convoy Map from appendix D to record 
  the bank’s current state: 
   Unharmed. No special effects.  
   Damaged. The Bank’s AC is reduced to 14 and its 
  damage threshold drops to 5. 
   Burning. The Bank is engulfed in flames. A 
  creature that ends its turn embarked on the Bank 
  takes 7 (2d6) fire damage per tier.  
   Wrecked. The Bank crashes and is captured by 
  Mad Maggie’s forces. This quest ends in failure and 
  can no longer be undertaken by anyone in the 
  convoy. In addition, every group loses one soul coin!  
  Boarders 
  Mad Maggie’s boarders are trying to enter the Bank 
  and steal the soul coins stored within. Any boarder 
  that ends its turn on the Bank can spend their next 
  action loading their bags with soul coins. Once 
  Ride shotgun for the 
  infernal war machine 
  carrying your convoy’s 
  hoard of soul coins! 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  22 
  loaded, the boarders try to return to their infernal 
  war machines and escape the area!    
  Boarding Actions 
  Any creature can attempt to jump from one infernal war 
  machine onto another. When you make a long jump, you 
  cover a number of feet up to your Strength score if you move 
  at least 10 feet on foot immediately before the jump. When 
  you make a standing long jump, you can leap only half that 
  distance. Either way, each foot you clear on the jump costs a 
  foot of movement.  Note that the difficult terrain of the 
  infernal machines makes it harder to get a running start, so 
  boarders may need to use the Dash action to get the most 
  out of their jumps! To land successfully on the moving 
  vehicle, a jumping creature must succeed on a DC 12 
  Dexterity (Acrobatics) check or fall to the ground below, 
  taking 3 (1d6) bludgeoning damage at tier 1, or 10 (3d6) 
  bludgeoning damage at tier 2.  
  Treasure  
  Four of Mad Maggie’s boarders each carry a single 
  soul coin. A character can claim a coin if they spend 
  an action to search the body of a slain boarder.  
  Completing the Objective 
  If the characters survive, they score points for the 
  following objectives: 
  • Defeat the infernal war machines. 
  • Prevent the boarders from escaping with any 
  stolen soul coins. 
  • Defeat any additional infernal war machines.  
  Scoring 
  Scoring is as follows: 
  • Complete one objective = 3 points 
  • Complete two objectives = 6 points 
  • Complete three objectives = 10 points 
     
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  23 
  Episode 4: Finish Line 
  Long is the way 
  and hard, that out of hell leads up to light. 
  —Paradise Lost by John Milton 
   
  Allotted Time: 45 minutes 
   
  In this episode, the characters return to Baldur’s 
  Gate, but hell follows. The characters must save the 
  city from (figuratively) going to hell as Mad Maggie 
  and her minions lay waste to it, harvesting innocent 
  souls with a massive infernal machine. 
   The commander should call a 5-minute break to 
  tally the points from episode 3. Your table must turn 
  in their Convoy Map handouts.  
   After the points are tallied and success or failure 
  verified, the commander again addresses everyone. 
  The Short Way Home 
  When this episode begins, the commander reads or 
  paraphrases the following text as an announcement: 
  As your caravan flees Mad Maggie’s pursuing hoard, you see 
  a portal open in the distance. Mahadi’s voice rises above the 
  din of the infernal machines.  
   
  “You’ve kept your end of the bargain, and so I’ll keep mine. 
  Your home is on the other side of the portal. Drive through it, 
  and then we’ll settle up with the coins.” 
  If the players succeeded, the commander announces:  
  Your convoy is triumphant! Some of Mad Maggie’s forces are 
  still with you, but the bulk of her vehicles have now fallen 
  behind! However, the fight is not yet over!  
  If the players failed, the commander announces:  
  Your convoy has failed to shake Mad Maggie’s forces! A few 
  of her minions have fallen behind, but the bulk of her 
  machines are still with you! And the fight is not yet over!  
  The DMs take over now. As the characters drive 
  through the portal, their infernal warmachines 
  disintegrate. The characters are left strewn about 
  the city streets of Baldur’s Gate, with the same 
  crowd that was looking forward to the race now 
  staring at them in wonder. 
   Describe how some of the bystanders cheer, 
  others gasp in horror at the sudden appearance of 
  the characters, and many just seem confused. Only a 
  few moments pass before the portal begins to close. 
  Then its closing halts for a moment, and the armies 
  of hell pour through. Mad Maggie’s forces are 
  looking for revenge! 
   These forces do not drive infernal machines, but 
  instead they run, fly, or crawl. One infernal machine 
  does come through, however: a hellish contraption 
  that Mad Maggie created called the Soul Reaper.  
  Objective 
  Defeat the devilish minions of Mad Maggie that are 
  reaping souls, which are being fed into the infernal 
  machine known as the Soul Reaper. As the Soul 
  Reaper attacks, characters can damage it and 
  hopefully send it back to hell. 
  Area Information 
  The streets of Baldur’s Gate are exactly as they were 
  when the characters were pulled away: only a few 
  minutes have passed on this world. However, the 
  intrusion of Avernus into this world causes some 
  problems. 
   Atmosphere. The skies are clear, but a smoky haze 
  pours through the gates, blocking the direct rays of 
  the sun. 
   Dimensions. The streets of Baldur’s Gate in this 
  area are thirty-feet wide and lined with tall 
  buildings.  
   Illumination. Dim light is all that can penetrate 
  the haze that rolls through the portal from Avernus. 
  Creatures/NPCs 
  Servants of Mad Maggie burst through the portal 
  soon after the characters, along with the Soul 
  Reaper. Mad Maggie ordered her servants to kill as 
  many people as possible, knowing that the Soul 
  Reaper would create more soul coins that she could 
  use to replace those stolen from her. 
   Each of the leaders at the different tiers carries 
  one soul coin. If the characters defeat that leader, it 
  drops the soul coin. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  24 
  Tier 1 Creatures 
  The following creatures are members of the invasion 
  force: 
  • Spined Devil. A spined devil servant of Mad 
  Maggie leads the charge through the portal. The 
  creature, called Murrhn, attempts to slay anything 
  in its path, understanding that any souls released 
  while the Soul Reaper is present will go into the 
  infernal war machine. 
  • Vargouille. Three vargouilles serve the spined 
  devil. They use their stunning screeches as often 
  as they can, and those that can’t screech try to kiss 
  stunned victims. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene, according 
  to your group. 
  • Very Weak: Remove two vargouilles. Reduce the hit points 
  of the spined devil to 11. The vargouille can’t use its 
  stunning shriek. 
  • Weak: Remove two vargouilles. 
  • Strong: Add one vargouille. Only two vargouilles can use 
  stunning shriek. 
  • Very Strong: Add three vargouilles. Only three vargouilles 
  can use stunning shriek. 
  Tier 2 Creatures 
  The following creatures are members of the invasion 
  force: 
  • Vrock. A vrock called Sprieker serves Mad Maggie 
  as one of her advance guards. He and his 
  merregon underlings live to raid sites in the 
  mortal world and taste the sweet flesh of their 
  victims. 
  • Merregon. Three merregons serve the vrock 
  Sprieker as trusted mercenaries. The merregons 
  are loyal bodyguards to the vrock, giving their 
  lives for his. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene, according 
  to your group. 
  • Very Weak: Remove two merregons. 
  • Weak: Remove one merregon. 
  • Strong: Add one merregon. 
  • Very Strong: Add one vrock. 
  Success/Failure Complications 
  At the end of each round of combat, you can roll on 
  the following complication chart. If the players as a 
  whole succeeded in episode 3, add +5 to the result of 
  the roll. 
  Complications 
  d20 
  Effect 
  1 
  A group of devils flies past your party, slashing at you 
  with teeth and claws. You take 4 slashing damage per 
  level of your character. A successful DC 10 
  Constitution saving through halves that damage. 
  2-6 
  Gouts of hellfire spill across the battlefield, hitting all 
  of the characters and their opponents. Characters 
  take 2 fire damage per character level, and monsters 
  2 per CR. A successful DC 10 Dexterity saving throw 
  halves that damage. 
  7-10 
  Several tiny devils rush up to you and begin biting at 
  your ankles. Unless you succeed on a DC 10 
  Constitution saving throw, you have disadvantage on 
  your next attack. 
  11-19 
  No effect. 
  20+ 
  A paladin in service to Baldur’s Gate heals the person 
  in your party with the least amount of hit points. That 
  character regains 2 points per character level, to a 
  minimum of 10. 
   
  Setting the Scene 
  As the attack unfolds, describe how Mad Maggie’s 
  minions move toward innocent bystanders, making 
  it clear they’re doomed unless the characters 
  intervene. Describe a couple of innocents dying and 
  having their souls ripped from their bodies. When 
  that happens the souls streak toward the Soul 
  Reaper and power the machine. Grant inspiration to 
  any characters who succeed in rescuing innocents.   
  Fighting the Soul Reaper 
  Once during this episode, an administrator may 
  come to your table to play the part of the Soul 
  Reaper. Let the admin take over, giving each 
  character one round to damage the machine. Then 
  the machine attacks the characters. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  25 
  Mahadi 
  Mahadi watches the battle with a mix of impatience 
  and interest. He’s in awe that Mad Maggie would 
  spend so much power to follow him back to the 
  mortal world, and he’s interested in seeing how the 
  characters deal with her attack. 
  Time’s Up 
  Once the allotted time for this episode is finished, 
  the commander calls time and give the following 
  announcement, as Mad Maggie loses the power to 
  keep the portal open: 
  With an ear-piercing howl, the portal to hell wavers. The 
  fiendish creatures littering the streets of Baldur’s Gate warp 
  as if being sucked through a thin straw. Mad Maggie, the 
  hellish crone whose treasure you stole, appears in the rapidly 
  closing portal. “You’ve stolen from me, and I won’t forget 
  that. I’ll see you again, and the next souls I taste will be 
  yours!” 
   
  She ends her tirade with a cackle, and as the portal snaps 
  shut before her, the cackle continues to echo through the 
  streets of Baldur’s Gate… and in your minds. 
  Congratulate your players on surviving Avernus, and 
  then move on to episode 5: “Conclusion.”  
   
   
  Playing the Pillars 
  Use the following suggestions to adjust this episode, if you think it will make the gameplay more fun.  
   
  COMBAT 
  EXPLORATION 
  SOCIAL 
  If the characters defeat all the 
  enemies before time is called, 
  allow them to start a battle 
  against another group of the 
  same enemies, but for a party 
  one step weaker than they 
  fought before. If they can 
  defeat this group as well, 
  award each character an 
  additional soul coin. 
  Rather than having the 
  encounter take place in the 
  streets of Baldur’s Gate, the 
  characters see a group of 
  devils enter an orphanage 
  that’s used as a front for a 
  gang of thieves. The building 
  is a maze of narrow 
  passageways, with numerous 
  locked doors and traps.  
  A group of children who came 
  to watch the race must be 
  cleared from the area. While 
  creatures attack, the 
  characters must do whatever 
  they can to keep the children 
  together, calm, and safe as 
  they lead them away from the 
  carnage. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  26 
  Episode 5: Conclusion 
  Allotted Time: 15 minutes 
  After the action of episode 4 ends, one player and 
  the DM from each table come up the HQ. The player 
  carries the soul coins that the players collected, and 
  the DM carries the soul coins that the players lost or 
  were unable to recover.  
   Two containers should be placed in a visible spot, 
  held aloft by volunteers, etc. One container is for 
  Mahadi, and the players place their coins into that 
  container. The other container is for Mad Maggie, 
  and the DMs place their coins in that container. 
   After all the tables have placed their coins in the 
  respective containers, the coins are counted. When 
  the totals are tabulated, the results should be read. 
  Treasure Unlocks 
  If the characters failed to earn enough coins for 
  Mahadi’s container, then they only receive the 
  regular treasure unlock.  
   If the characters earned enough coins for Mahadi’s 
  container, he provides them with the bonus treasure 
  unlock for each tier. 
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  27 
  Rewards 
  Upon completing the adventure, the characters each receive rewards based upon their accomplishments. These 
  rewards include advancement and treasure, and may include special rewards, such as story awards or new 
  downtime activities, as follows: 
  Advancement and Treasure Checkpoints 
  Tier 1 Awards 
  The characters receive four advancement checkpoints and four treasure checkpoints for completing this 
  adventure. 
  Tier 2 Awards 
  The characters receive four advancement checkpoints and eight treasure checkpoints for completing this 
  adventure. 
  Player Awards 
  The characters earn the following player awards for completing the adventure.   
  Magic Item Unlock (Tier 1 & 2) 
  Regardless of success or failure, characters completing the adventure at either tier unlock the following item: 
   Necklace of Adaptation. This award can be found in appendix E. 
  Special Magic Item Unlock (Tier 1) 
  If the players recover enough soul coins for Mahadi, players completing the adventure at this tier unlock the 
  following special item: 
   Helm of Telepathy. This award can be found in appendix E. 
  Special Magic Item Unlock (Tier 2) 
  If the players recover enough soul coins for Mahadi, players completing the adventure at this tier unlock the 
  following special item: 
   Mantle of Spell Resistance. This award can be found in appendix E. 
  Story Awards 
  At the completion of this adventure, the characters may earn the following story award: 
   Minted Soul. Characters gain this story award if they fail to recover enough soul coins for Mahadi at the end of the 
  adventure. This award can be found in appendix E. 
   Promised Soul. Characters gain this story award if they sell their soul to a devil to benefit the alliance. This award 
  can be found in appendix E. 
  DM Rewards 
  In exchange for running this adventure, you earn advancement and treasure checkpoints and downtime as 
  though you played the adventure, but none of the adventure’s player awards.  
   However, this adventure may qualify for rewards earned by completing DM Quests. See the ALDMG (Adventurers 
  League Dungeon Master’s Guide) for more information about DM Quests. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  28 
  Appendix A. NPCs and Locations 
  Mad Maggie 
  Mad Maggie is a night hag warlock of the hellscape of 
  Avernus. She is ruthless and cunning with a wicked 
  sense of humor. Although she is evil, she is not 
  without a sense of warrior-like honor and has 
  respect for those tough enough to tangle with her 
  and get in a few licks.  
   Her gang of miscreants scavenge the hellscape for 
  wrecked infernal war machines to rebuild them into 
  their own, ramshackle war machines that they then 
  use to raid traders, devil legions and others who 
  wander into her territory. Even in the wastelands of 
  hell, there is always some lost wanderer, crazy 
  adventurer, or foolish soul who winds up needing 
  help, and desperate people are her specialty as they 
  are so deliciously corruptible.   
  Mahadi  
  Mahadi is a rakshasha who appears as a wealthy 
  merchant lord of Turmish descent. He is the 
  proprietor of the Souk, a traveling marketplace that 
  deals in all manner of wares throughout Avernus. In 
  addition to his roles within the Souk, Mahadi’s true 
  purpose is to act as the eyes and ears of Asmodeus 
  on Avernus. As a deal broker and moderator, he’s 
  privy to all manner of dealings that may otherwise 
  escape the attention of his patron.   
  Chukka and Clonk 
  The Kenku Brothers have been with Mad Maggie 
  since before coming to Avernus. Clonk is the bigger 
  of the two, and is the strong, silent type. Chukka is 
  noisy, animated, full of crow, and does all the 
  interacting with people. Along with their gang 
  duties, Chukka and Clonk are attempting, along with 
  the help of the flameskull Barnabus, to manufacture 
  an infernal war machine that can fly.  
  Gulah 
  Gulah is an oni who is in the gang to find the Cloak of 
  Flies, a powerful magic item that was lost in the 
  wastelands of Avernus. She exudes confidence and 
  always seems to have a smirk on her face as if she 
  knows a secret joke.  
  Pipyap 
  Pipyap is a very friendly, albeit ill-willed, devil. He is 
  honest in his dealings and talkative. He was 
  summoned from the Nine Hells by Halvin Graingle, a 
  member of the Cult of the Dragon, to act as his 
  familiar. After Halvin's disappearance, Pipyap was 
  released from his service and wandered the 
  Forgotten Realms to slake his own pleasures. He’s 
  now wound up back in the Nine Hells and is keen to 
  earn the respect of any warlock who can summon 
  him back to the mortal world.    
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  29 
  Appendix B. Monster & NPC Statistics 
   
  Barbed Devil 
  Medium fiend (devil), lawful evil 
  Armor Class 15 (natural armor) 
  Hit Points 110 (13d8 + 52) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  17 (+3) 
  18 (+4) 
  12 (+1) 
  14 (+2) 
  14 (+2) 
   
  Saving Throws Str +6, Con +7, Wis +5, Cha +5 
  Skills Deception +5, Insight +5, Perception +8 
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t silvered 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 18 
  Languages Infernal, telepathy 120 ft. 
  Challenge 5 (1,800 XP) 
  Barbed Hide. At the start of each of its turns, the barbed 
  devil deals 5 (1d10) piercing damage to any creature 
  grappling it. 
  Devil’s Sight. Magical darkness doesn’t impede the devil’s 
  darkvision. 
  Magic Resistance. The devil has advantage on saving 
  throws against spells and other magical effects. 
  Actions 
  Multiattack. The devil makes three melee attacks: one 
  with its tail and two with its claws. Alternatively, it can use 
  Hurl Flame twice. 
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage. 
  Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) piercing damage. 
  Hurl Flame. Ranged Spell Attack: +5 to hit, range 150 ft., 
  one target. Hit: 10 (3d6) fire damage. If the target is a 
  flammable object that isn’t being worn or carried, it also 
  catches fire. 
   
  Bearded Devil 
  Medium fiend (devil), lawful evil 
  Armor Class 13 (natural armor) 
  Hit Points 52 (8d8 + 16) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  15 (+2) 
  15 (+2) 
  9 (−1) 
  11 (+0) 
  11 (+0) 
   
  Saving Throws Str +5, Con +4, Wis +2 
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t silvered 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 10 
  Languages Infernal, telepathy 120 ft. 
  Challenge 3 (700 XP) 
  Devil’s Sight. Magical darkness doesn’t impede the devil’s 
  darkvision. 
  Magic Resistance. The devil has advantage on saving 
  throws against spells and other magical effects. 
  Steadfast. The devil can’t be frightened while it can see an 
  allied creature within 30 feet of it. 
  Actions 
  Multiattack. The devil makes two attacks: one with its 
  beard and one with its glaive. 
  Beard. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 6 (1d8 + 2) piercing damage, and the target 
  must succeed on a DC 12 Constitution saving throw or be 
  poisoned for 1 minute. While poisoned in this way, the 
  target can’t regain hit points. The target can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success. 
  Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one 
  target. Hit: 8 (1d10 + 3) slashing damage. If the target is a 
  creature other than an undead or a construct, it must 
  succeed on a DC 12 Constitution saving throw or lose 5 
  (1d10) hit points at the start of each of its turns due to an 
  infernal wound. Each time the devil hits the wounded 
  target with this attack, the damage dealt by the wound 
  increases by 5 (1d10). Any creature can take an action to 
  stanch the wound with a successful DC 12 Wisdom 
  (Medicine) check. The wound also closes if the target 
  receives magical healing. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  30 
  Boggle 
  Small fey, chaotic neutral 
  Armor Class 14 
  Hit Points 18 (4d6 + 4) 
  Speed 30 ft., climb 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   8 (−1) 
  18 (+4) 
  13 (+1) 
  6 (−2) 
  12 (+1) 
  7 (−2) 
    
  Skills Perception +3, Sleight of Hand +6, Stealth +6 
  Damage Resistances fire 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Sylvan 
  Challenge 1/8 (25 XP) 
  Boggle Oil. The boggle excretes nonflammable oil from its 
  pores. The boggle chooses whether the oil is slippery or 
  sticky and can change the oil on its skin from one 
  consistency to another as a bonus action. 
  Slippery Oil: While coated in slippery oil, the boggle gains 
  advantage on Dexterity (Acrobatics) checks made to 
  escape bonds, squeeze through narrow spaces, and end 
  grapples. 
  Sticky Oil: While coated in sticky oil, the boggle gains 
  advantage on Strength (Athletics) checks made to grapple 
  and any ability check made to maintain a hold on another 
  creature, a surface, or an object. The boggle can also climb 
  difficult surfaces, including upside down on ceilings, 
  without needing to make an ability check. 
  Dimensional Rift. As a bonus action, the boggle can create 
  an invisible and immobile rift within an opening or frame it 
  can see within 5 feet of it, provided that the space is no 
  bigger than 10 feet on any side. The dimensional rift 
  bridges the distance between that space and any point 
  within 30 feet of it that the boggle can see or specify by 
  distance and direction (such as “30 feet straight up”). 
  While next to the rift, the boggle can see through it and is 
  considered to be next to the destination as well, and 
  anything the boggle puts through the rift (including a 
  portion of its body) emerges at the destination. Only the 
  boggle can use the rift, and it lasts until the end of the 
  boggle’s next turn. 
  Uncanny Smell. The boggle has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Actions 
  Pummel. Melee Weapon Attack: +1 to hit, reach 5 ft., one 
  target. Hit: 2 (1d6 − 1) bludgeoning damage. 
  Oil Puddle. The boggle creates a puddle of oil that is either 
  slippery or sticky (boggle’s choice). The puddle is 1 inch 
  deep and covers the ground in the boggle’s space. The 
  puddle is difficult terrain for all creatures except boggles 
  and lasts for 1 hour. 
   If the oil is slippery, any creature that enters the 
  puddle’s area or starts its turn there must succeed on a DC 
  11 Dexterity saving throw or fall prone. 
   If the oil is sticky, any creature that enters the puddle’s 
  area or starts its turn there must succeed on a DC 11 
  Strength saving throw or be restrained. On its turn, a 
  creature can use an action to try to extricate itself from the 
  sticky puddle, ending the effect and moving into the 
  nearest safe unoccupied space with a successful DC 11 
  Strength check. 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  31 
  Chain Devil (Kyton) 
  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 weapons that aren’t silvered 
  Damage Immunities fire, poison 
  Comdition Immunities poisoned 
  Senses truesight 120 ft., passive Perception 11 
  Languages Infernal, telepathy 120 ft. 
  Challenge 8 (3,900 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 two attacks with its chains.  
  Chains. 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 the 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, providing that the chains aren’t being worn 
  or carried. 
   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 on its own but can’t make attacks while grappling. 
  An animated chain reverts to its inanimate state if reduced 
  to 0 hit points or if the devil is incapacitated or dies. 
  Reactions 
  Unnerving Mask. When a creature the devil can see starts 
  its turn within 30 feet of the devil, the devil can create the 
  illusion that it looks like one of the creature’s departed 
  loved ones or bitter enemies. If the creature can see the 
  devil, it must succeed on a DC 14 Wisdom saving throw or 
  be frightened until the end of its turn. 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  32 
  Clay Golem 
  Large construct, unaligned 
  Armor Class 14 (natural armor) 
  Hit Points 133 (14d10 + 56) 
  Speed 20 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  9 (-1) 
  18 (+4) 
  3 (-4) 
  8 (-1) 
  1 (-5) 
   
  Damage Immunities acid, poison, psychic; bludgeoning, 
  piercing, and slashing from nonmagical weapons that 
  aren’t adamantine 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Languages understands Dethek but can’t speak 
  Challenge 9 (5,000 XP) 
  Acid Absorption. Whenever the golem is subjected to acid 
  damage, it takes no damage and instead regains a number 
  of hit points equal to the acid damage dealt. 
  Berserk. Whenever the golem starts its turn with 60 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 an object smaller than itself. Once the 
  golem goes berserk, it continues to do so until it is 
  destroyed or regains all its hit points. 
  Immutable Form. The golem is immune to any spell or 
  effect that would alter its form. 
  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: +8 to hit, reach 5 ft., one 
  target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target 
  is a creature, it must succeed on a DC 15 Constitution 
  saving throw or have its hit point maximum reduced by an 
  amount equal to the damage taken. The target dies if this 
  attack reduces its hit point maximum to 0. The reduction 
  lasts until removed by the greater restoration spell or 
  other magic. 
  Haste (Recharge 5-6). Until the end of its next turn, the 
  golem magically gains a +2 bonus to its AC, has advantage 
  on Dexterity saving throws, and can use its slam attack as a 
  bonus action. 
   
  Flameskull 
  Tiny undead, neutral evil 
  Armor Class 13 
  Hit Points 40 (9d4 + 18) 
  Speed 0 ft., fly 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   1 (−5) 
  17 (+3) 
  14 (+2) 
  16 (+3) 
  10 (+0) 
  11 (+0) 
   
  Skills Arcana +5, Perception +2 
  Damage Resistances lightning, necrotic, piercing 
  Damage Immunities cold, fire, poison 
  Condition Immunities charmed, frightened, paralyzed, 
  poisoned 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Common 
  Challenge 4 (1,100 XP) 
  Illumination. The flameskull sheds either dim light in a 15-
  foot radius, or bright light in a 15-foot radius and dim light 
  for an additional 15 feet. It can switch between the options 
  as an action. 
  Magic Resistance. The flameskull has advantage on saving 
  throws against spells and other magical effects. 
  Rejuvenation. If the flameskull is destroyed, it regains all 
  its hit points in 1 hour unless holy water is sprinkled on its 
  remains or a dispel magic or remove curse spell is cast on 
  them. 
  Spellcasting. The flameskull is a 5th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 13, +5 to 
  hit with spell attacks). It requires no somatic or material 
  components to cast its spells. The flameskull has the 
  following wizard spells prepared: 
  Cantrip (at will): mage hand 
  1st level (3 slots): magic missile, shield 
  2nd level (2 slots): blur, flaming sphere 
  3rd level (1 slot): fireball 
  Actions 
  Multiattack. The flameskull uses Fire Ray twice. 
  Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., one 
  target. Hit: 10 (3d6) fire damage. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  33 
  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 that 
  aren’t adamantine 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages understands the languages of its creator but 
  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 an 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 Form. 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. 
   
  Horned Devil 
  Large fiend (devil), lawful evil 
  Armor Class 18 (natural armor) 
  Hit Points 148 (17d10 + 55) 
  Speed 20 ft., fly 60 ft. 
    
   
  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 that aren’t silvered 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 13 
  Languages Infernal, Common, 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 must 
  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: 14 (4d6) fire damage. If the target is a 
  flammable object that isn't being worn or carried, it also 
  catches fire. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  34 
  Imp 
  Tiny fiend (devil, shapechanger), lawful evil 
  Armor Class 13 
  Hit Points 10 (3d4 + 3) 
  Speed 20 ft., fly 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   6 (−2) 
  17 (+3) 
  13 (+1) 
  11 (+0) 
  12 (+1) 
  14 (+2) 
   
  Skills Deception +4, Insight +3, Persuasion +4, Stealth +5 
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t silvered 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 11 
  Languages Infernal, Common 
  Challenge 1 (200 XP) 
  Shapechanger. The imp can use its action to polymorph 
  into a beast form that resembles a rat (speed 20 ft.), a 
  raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or 
  back into its true form. Its statistics are the same in each 
  form, except for the speed changes noted. Any equipment 
  it is wearing or carrying isn’t transformed. It reverts to its 
  true form if it dies. 
  Devil’s Sight. Magical darkness doesn’t impede the imp’s 
  darkvision. 
  Magic Resistance. The imp has advantage on saving 
  throws against spells and other magical effects. 
  Actions 
  Sting (Bite in Beast Form). Melee Weapon Attack: +5 to 
  hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, 
  and the target must make on a DC 11 Constitution saving 
  throw, taking 10 (3d6) poison damage on a failed save, or 
  half as much damage on a successful one. 
  Invisibility. The imp magically turns invisible until it attacks 
  or until its concentration ends (as if concentrating on a 
  spell). Any equipment the imp wears or carries is invisible 
  with it. 
  Jackalwere 
  Medium humanoid (shapechanger), chaotic evil 
  Armor Class 12  
  Hit Points 18 (4d8) 
  Speed 40 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  15 (+2) 
  11 (+0) 
  13 (+1) 
  11 (+0) 
  10 (+0) 
   
  Skills Deception +4, Perception +2, Stealth +4 
  Damage Immunities bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren't silvered 
  Senses passive Perception 12 
  Languages Common (can't speak in jackel form) 
  Challenge 1/2 (100 XP) 
  Shapechanger. The jacklwere can use its action to 
  polymorph into a specific Medium human or a jackal-
  humanoid hybrid, or back into its true form (that of a Small 
  jackal). Other than its size, its statistics are the same in 
  each form. Any equipment it’s weapon or carrying isn't 
  transformed. It reverts to her true form if it dies. 
  Keen Hearing and Smell. The werewolf has advantage on 
  Wisdom (Perception) checks that rely on hearing or smell. 
  Pack Tactics. The jackalwere has advantage on an attack 
  roll against a creature if at least one of the jackalwere’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  Actions 
  Bite (Jackal or Hybrid Form Only). Melee Weapon Attack: 
  +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing 
  damage.  
  Scimitar (Human or Hybrid Form Only). Melee Weapon 
  Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) 
  slashing damage. 
  Sleep Gaze. The jackalwere gazes at one creature it can see 
  within 30 feet of it. The target must make a DC 10 Wisdom 
  saving throw. On a failed save, the target succumbs to a 
  magical slumber, falling unconscious for 10 minutes or 
  until someone uses an action to shake the target awake. A 
  creature that saves against the effect is immune to this 
  jackalwere’s gaze for the next 24 hours. Undead and 
  creatures immune to being charmed aren’t affected by it. 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  35 
  Korred 
  Small fey, chaotic neutral 
  Armor Class 17 (natural armor) 
  Hit Points 102 (12d6 + 60) 
  Speed 30 ft., burrow 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   23 (+6) 
  14 (+2) 
  20 (+5) 
  10 (+0) 
  15 (+2) 
  9 (−1) 
    
  Skills Athletics +9, Perception +5, Stealth +5 
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., tremorsense 120 ft., passive 
  Perception 15 
  Languages Dwarvish, Gnomish, Sylvan, Terran, 
  Undercommon 
  Challenge 7 (2,900 XP) 
  Command Hair. The korred has at least one 50-foot-long 
  rope woven out of its hair. As a bonus action, the korred 
  commands one such rope within 30 feet of it to move up 
  to 20 feet and entangle a Large or smaller creature that 
  the korred can see. The target must succeed on a DC 13 
  Dexterity saving throw or become grappled by the rope 
  (escape DC 13). Until this grapple ends, the target is 
  restrained. The korred can use a bonus action to release 
  the target, which is also freed if the korred dies or 
  becomes incapacitated. 
   A rope of korred hair has AC 20 and 20 hit points. It 
  regains 1 hit point at the start of each of the korred’s turns 
  while it has at least 1 hit point and the korred is alive. If the 
  rope drops to 0 hit points, it is destroyed. 
  Innate Spellcasting. The korred’s innate spellcasting ability 
  is Wisdom (save DC 13). It can innately cast the following 
  spells, requiring no components: 
  At will: commune with nature, meld into stone, stone shape 
  1/day each: conjure elemental (as 6th-level spell; galeb 
  duhr, gargoyle, earth elemental, or xorn only), Otto’s 
  irresistible dance 
  Stone Camouflage. The korred has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
  Stone’s Strength. While on the ground, the korred deals 2 
  extra dice of damage with any weapon attack (included in 
  its attacks). 
  Actions 
  Multiattack. The korred makes two attacks with its 
  greatclub or hurls two rocks. 
  Greatclub. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 10 (1d8 + 6) bludgeoning damage, or 19 (3d8 + 
  6) bludgeoning damage if the korred is on the ground. 
  Rock. Ranged Weapon Attack: +9 to hit, range 60/120 ft., 
  one target. Hit: 15 (2d8 + 6) bludgeoning damage, or 24 
  (4d8 + 6) bludgeoning damage if the korred is on the 
  ground. 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  36 
  Madcap 
  Small fey, chaotic evil 
  Armor Class 13 (natural armor) 
  Hit Points 60 (8d6 + 32) 
  Speed 25 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  13 (+1) 
  18 (+4) 
  10 (+0) 
  10 (+0) 
  9 (−1) 
    
  Skills Athletics +6, Perception +2 
  Senses darkvision 60 ft, passive Perception 12 
  Languages Common, Sylvan 
  Challenge 4 (1,100 XP) 
    
  Irrational Hatred. Each madcap has a unique and irrational 
  hatred for a common object, creature, or aspect of the 
  world that it finds frustrating. Any madcap that sees the 
  source of its hatred flies into an unstoppable combustive 
  rage (see Reactions).  
  Iron Boots. While moving, the madcap has disadvantage 
  on Dexterity (Stealth) checks. 
  Outsize Strength. While grappling, the madcap is 
  considered to be Medium. Also, wielding a heavy weapon 
  doesn’t impose disadvantage on its attack rolls. 
  Actions 
  Multiattack. The madcap makes three attacks with its 
  pikestaff.  
  Pikestaff. Melee Weapon Attack: +6 to hit, reach 10 ft., 
  one target. Hit: 9 (1d10 + 4) piercing damage, or 15 (2d10 + 
  4) piercing damage if the madcap is raging.  
  Ironbound Leap. The madcap leaps 9 feet of its movement 
  from a standing jump or 18 feet if it moves 10 feet in a 
  straight line before jumping. Any creature within 5 feet of 
  the madcap when it lands must succeed on a DC 14 
  Dexterity saving throw or take 15 (2d10+4) bludgeoning 
  damage and be knocked prone. If the madcap is raging, the 
  distances that it can jump are doubled.   
  Reactions 
  Combustive Rage. When a creature hits the madcap with 
  an attack, the demonic ichor coating its cap explodes into 
  flame and drives the madcap into a fearsome rage. While 
  raging, the madcap doubles its damage dice on Strength-
  based attacks (included in the attacks) and makes Strength 
  checks and Strength saving throws with advantage. Any 
  creature apart from another madcap that starts its turn 
  within 5 feet of the raging madcap is sprayed with burning 
  demonic ichor and must succeed on a DC 14 Constitution 
  saving throw or be poisoned until the start of its next turn.  
  At the end of each of the madcap’s turns, it takes 5 fire 
  damage. The rage ends when the madcap dies or the 
  creature that triggered its rage dies. 
  Example Irrational Hatreds  
  Madcaps spend most of their lives brooding about their irrational 
  hatreds. Madcaps sometimes seek out other madcaps who share 
  their hatreds and gang together. To quickly determine a madcap’s 
  hatred, roll a d8 on the following table:  
  d6 
  Irrational Hatred 
  1   
  Revealing clothing 
  2   
  Poetry less than three decades old  
  3   
  People with red hair 
  4  
  Anyone who says “right” at the end of a sentence 
  5  
  Nasal jewelry 
  6  
  Children 
  7  
  Improvised music 
  8  
  The number five 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  37 
  Magma Mephit 
  Small elemental, neutral evil 
  Armor Class 11 
  Hit Points 22 (5d6 + 5) 
  Speed 30 ft., fly 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   8 (−1) 
  12 (+1) 
  12 (+1) 
  7 (−2) 
  10 (+0) 
  10 (+0) 
    
  Skills Stealth +3 
  Damage Vulnerabilities cold 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Ignan, Terran 
  Challenge 1/2 (100 XP) 
  Death Burst. When the mephit dies, it explodes in a burst 
  of lava. Each creature within 5 feet of it must make a DC 11 
  Dexterity saving throw, taking 7 (2d6) fire damage on a 
  failed save, or half as much damage on a successful one. 
  False Appearance. While the mephit remains motionless, 
  it is indistinguishable from an ordinary mound of magma. 
  Innate Spellcasting (1/Day). The mephit can innately cast 
  heat metal (spell save DC 10), requiring no material 
  components. Its innate spellcasting ability is Charisma. 
  Actions 
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire 
  damage. 
  Fire Breath (Recharge 6). The mephit exhales a 15-foot 
  cone of fire. Each creature in that area must make a DC 11 
  Dexterity saving throw, taking 7 (2d6) fire damage on a 
  failed save, or half as much damage on a successful one. 
   
  Medusa 
  Medium monstrosity, lawful evil 
  Armor Class 15 (natural armor) 
  Hit Points 127 (17d8 + 51) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  15 (+2) 
  16 (+3) 
  12 (+1) 
  13 (+1) 
  15 (+2) 
   
  Skills Deception +5, Insight +4, Perception +4, Stealth +5 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Common 
  Challenge 6 (2,300 XP) 
  Petrifying Gaze. When a creature that can see the 
  medusa’s eyes starts its turn within 30 feet of the medusa, 
  the medusa can force it to make a DC 14 Constitution 
  saving throw if the medusa isn’t incapacitated and can see 
  the creature. If the saving throw fails by 5 or more, the 
  creature is instantly petrified. Otherwise, a creature that 
  fails the save begins to turn to stone and is restrained. The 
  restrained creature must repeat the saving throw at the 
  end of its next turn, becoming petrified on a failure or 
  ending the effect on a success. The petrification lasts until 
  the creature is freed by the greater restoration spell or 
  other magic. 
   Unless surprised, a creature can avert its eyes to avoid 
  the saving throw at the start of its turn. If the creature 
  does so, it can’t see the medusa until the start of its next 
  turn, when it can avert its eyes again. If the creature looks 
  at the medusa in the meantime, it must immediately make 
  the save. 
   If the medusa sees itself reflected on a polished surface 
  within 30 feet of it and in an area of bright light, the 
  medusa is, due to its curse, affected by its own gaze. 
  Actions 
  Multiattack. The medusa makes either three melee 
  attacks—one with its snake hair and two with its 
  shortsword—or two ranged attacks with its longbow. 
  Snake Hair. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one creature. Hit: 4 (1d4 + 2) piercing damage plus 14 
  (4d6) poison damage. 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage. 
  Longbow. Ranged Weapon Attack: +5 to hit, range 
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage 
  plus 7 (2d6) poison damage. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  38 
  Merregon 
  Medium fiend (devil), lawful evil 
  Armor Class 16 (natural armor) 
  Hit Points 45 (6d8 + 18) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  14 (+2) 
  17 (+3) 
  6 (−2) 
  12 (+1) 
  8 (−1) 
   
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t silvered 
  Damage Immunities fire, poison 
  Condition Immunities frightened, poisoned 
  Senses darkvision 60 ft., passive Perception 11 
  Languages understands Infernal but can’t speak, telepathy 
  120 ft. 
  Challenge 4 (1,100 XP) 
  Devil’s Sight. Magical darkness doesn’t impede the 
  merregon’s darkvision. 
  Magic Resistance. The merregon has advantage on saving 
  throws against spells and other magical effects. 
  Actions 
  Multiattack. The merregon makes two halberd attacks, or 
  if an allied fiend of challenge rating 6 or higher is within 60 
  feet of it, the merregon makes three halberd attacks. 
  Halberd. Melee Weapon Attack: +6 to hit, reach 10 ft., one 
  target. Hit: 9 (1d10 + 4) slashing damage. 
  Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 
  100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage. 
  Reactions 
  Loyal Bodyguard. When another fiend within 5 feet of 
  the merregon is hit by an attack, the merregon causes 
  itself to be hit instead. 
   
  Nightmare 
  Large fiend, neutral evil 
  Armor Class 13 (natural armor) 
  Hit Points 68 (8d10 + 24) 
  Speed 60 ft., fly 90 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  15 (+2) 
  16 (+3) 
  10 (+0) 
  13 (+1) 
  15 (+2) 
   
  Damage Immunities fire 
  Senses passive Perception 11 
  Languages understands Abyssal, Common, and Infernal but 
  can’t speak 
  Challenge 3 (700 XP) 
  Confer Fire Resistance. The nightmare can grant resistance 
  to fire damage to anyone riding it. 
  Illumination. The nightmare sheds bright light in a 10-foot 
  radius and dim light for an additional 10 feet. 
  Actions 
  Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) 
  fire damage. 
  Ethereal Stride. The nightmare and up to three willing 
  creatures within 5 feet of it magically enter the Ethereal 
  Plane from the Material Plane, or vice versa. 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  39 
  Nupperibo 
  Medium fiend (devil), lawful evil 
  Armor Class 13 (natural armor) 
  Hit Points 11 (2d8 + 2) 
  Speed 20 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  11 (+0) 
  13 (+1) 
  3 (−4) 
  8 (−1) 
  1 (−5) 
   
  Skills Perception +1 
  Damage Resistances acid, cold; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t silvered 
  Damage Immunities fire, poison 
  Condition Immunities blinded, charmed, frightened, 
  poisoned 
  Senses blindsight 10 ft. (blind beyond this radius), passive 
  Perception 11 
  Languages understands Infernal but can’t speak 
  Challenge 1/2 (100 XP) 
  Cloud of Vermin. Any creature, other than a devil, that 
  starts its turn within 20 feet of the nupperibo must make a 
  DC 11 Constitution saving throw. A creature within the 
  areas of two or more nupperibos makes the saving throw 
  with disadvantage. On a failure, the creature takes 2 (1d4) 
  piercing damage. 
  Hunger-Driven. In the Nine Hells, the nupperibos can 
  flawlessly track any creature that has taken damage from 
  any nupperibo’s Cloud of Vermin within the previous 24 
  hours. 
  Actions 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage. 
   
  Redcap 
  Small fey, chaotic evil 
  Armor Class 13 (natural armor) 
  Hit Points 45 (6d6 + 24) 
  Speed 25 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  13 (+1) 
  18 (+4) 
  10 (+0) 
  12 (+1) 
  9 (−1) 
    
  Skills Athletics +6, Perception +3 
  Senses darkvision 60 ft, passive Perception 13 
  Languages Common, Sylvan 
  Challenge 3 (700 XP) 
    
  Iron Boots. While moving, the redcap had disadvantage on 
  Dexterity (Stealth) checks. 
  Outsize Strength. While grappling, the redcap is 
  considered to be Medium. Also, wielding a heavy weapon 
  doesn’t impose disadvantage on its attack rolls. 
  Actions 
  Multiattack. The redcap makes three attacks with its 
  wicked sickle.  
  Wicked Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 9 (2d4 + 4) slashing damage.  
  Ironbound Pursuit. The redcap moves up to its speed to a 
  creature it can see and kicks with its iron boots. The target 
  must succeed on a DC 14 Dexterity saving throw or take 20 
  (3d10+4) bludgeoning damage and be knocked prone.   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  40 
  Smoke Mephit 
  Small elemental, neutral evil 
  Armor Class 12 
  Hit Points 22 (5d6 + 5) 
  Speed 30 ft., fly 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   6 (−2) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
   
  Skills Perception +2, Stealth +4 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Auran, Ignan 
  Challenge 1/4 (50 XP) 
  Death Burst. When the mephit dies, it leaves behind a 
  cloud of smoke that fills a 5-foot-radius sphere centered on 
  its space. The sphere is heavily obscured. Wind disperses 
  the cloud, which otherwise lasts for 1 minute. 
  Innate Spellcasting (1/Day). The mephit can innately cast 
  dancing lights, requiring no material components. Its 
  innate spellcasting ability is Charisma. 
  Actions 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 4 (1d4 + 2) slashing damage. 
  Cinder Breath (Recharge 6). The mephit exhales a 15-foot 
  cone of smoldering ash. Each creature in that area must 
  succeed on a DC 10 Dexterity saving throw or be blinded 
  until the end of the mephit’s next turn. 
   
  Spined Devil 
  Small fiend (devil), lawful evil 
  Armor Class 13 (natural armor) 
  Hit Points 22 (5d6 + 5) 
  Speed 20 ft., fly 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  15 (+2) 
  12 (+1) 
  11 (+0) 
  14 (+2) 
  8 (−1) 
   
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t silvered 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 12 
  Languages Infernal, telepathy 120 ft. 
  Challenge 2 (450 XP) 
  Devil’s Sight. Magical darkness doesn’t impede the devil’s 
  darkvision. 
  Flyby. The devil doesn’t provoke an opportunity attack 
  when it flies out of an enemy’s reach. 
  Limited Spines. The devil has twelve tail spines. Used 
  spines regrow by the time the devil finishes a long rest. 
  Magic Resistance. The devil has advantage on saving 
  throws against spells and other magical effects. 
  Actions 
  Multiattack. The devil makes two attacks: one with its bite 
  and one with its fork or two with its tail spines. 
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 5 (2d4) slashing damage. 
  Fork. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6) piercing damage. 
  Multiattack. Ranged Weapon Attack: +4 to hit, range 
  20/80 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 
  3 (1d6) fire damage. 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  41 
  Vargouille 
  Tiny fiend, chaotic evil 
  Armor Class 12 
  Hit Points 13 (3d4 + 6) 
  Speed 5 ft., fly 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   6 (−2) 
  14 (+2) 
  14 (+2) 
  4 (−3) 
  7 (−2) 
  2 (−4) 
   
  Damage Resistances cold, fire, lightning 
  Damage Immunities fpoison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 8 
  Languages understands Abyssal, Infernal, and any 
  languages it knew before becoming a vargouille, but 
  can't speak 
  Challenge 1 (200 XP) 
  Actions 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage plus 10 (3d6) 
  poison damage. 
  Kiss. The vargouille kisses one incapacitated humanoid 
  within 5 feet of it. The target must succeed on a DC 12 
  Charisma saving throw or become cursed. The cursed 
  target loses 1 point of Charisma after each hour, as its 
  head takes on fiendish aspects. The curse doesn’t advance 
  while the target is in sunlight or the area of a daylight 
  spell; don’t count that time. When the cursed target’s 
  Charisma becomes 2, it dies, and its head tears from its 
  body and becomes a new vargouille. Casting remove curse, 
  greater restoration, or a similar spell on the target before 
  the transformation is complete can end the curse. Doing so 
  undoes the changes made to the target by the curse. 
  Stunning Shriek. The vargouille shrieks. Each humanoid 
  and beast within 30 feet of the vargouille and able to hear 
  it must succeed on a DC 12 Wisdom saving throw or be 
  frightened until the end of the vargouille’s next turn. While 
  frightened in this way, a target is stunned. If a target’s 
  saving throw is successful or the effect ends for it, the 
  target is immune to the Stunning Shriek of all vargouilles 
  for 1 hour. 
  Vrock 
  Large fiend (demon), chaotic evil 
  Armor Class 15 (natural armor) 
  Hit Points 104 (11d10 + 44) 
  Speed 40 ft., fly 60 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  15 (+2) 
  18 (+4) 
  8 (-1) 
  13 (+1) 
  8 (-1) 
    
  Saving Throws Dex +5, Wis +4, Cha +2 
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical weapons 
  Damage Immunities poison 
  Comdition Immunities poisoned 
  Senses truesight 120 ft., passive Perception 11 
  Languages Abyssal, telepathy 120 ft. 
  Challenge 6 (2,300 XP) 
  Magic Resistance. The vrock has advantage on saving 
  throws against spells and other magical effects. 
  Actions 
  Multiattack. The vrock makes two attacks: two with its 
  beak and one with its talons.  
  Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 10 (2d6 + 3) piercing damage.  
  Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 14 (2d10 + 3) slashing damage. 
  Spores (Recharge 6). A 15-foot-radius cloud of toxic spores 
  extends out from the vrock. The spores spread around 
  corners. Each creature in the area must succeed on a DC 14 
  Constitution saving throw or become poisoned. While 
  poisoned in this way, a target takes 5 (1d10) poison 
  damage at the start of each of its turns. A target can repeat 
  the saving throw at the end of each of its turns, ending the 
  effect on itself on a success. Emptying a vial of holy water 
  on the target also ends the effect. 
  Stunning Screech (1/Day). The vrock emits a horrific 
  screech. Each creature within 20 feet of it that can hear it 
  and isn’t a demon must succeed on a DC 14 Constitution 
  saving throw or be stunned until the end of the vrock’s 
  next turn. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  42 
  Appendix C. Infernal War Machine Rules 
   
  Infernal Pursuits uses new rules for infernal war 
  machines, hellish land vehicles made for battle in the 
  wastes of Avernus. These brutal weapons are 
  powered by the souls of the damned!  
   The following rules for infernal war machines are 
  critical for running Infernal Pursuits. Get familiar 
  with these rules and share handout 1, “War Machine 
  Rules Summary,” with your table as soon as they’re 
  seated (i.e. before the event has officially started). 
  Infernal War Machine Statistics 
  Being quasi-magical, soul-powered devices, infernal 
  war machines have the same statistics as all 
  creatures, with a few extra entries. 
  • Creature Capacity. Every war machine can only 
  hold the number of creatures listed in this entry. 
  One Medium creature takes up as much space as 
  four Tiny creatures and one Small creature. One 
  Large creature takes up the space of four Medium 
  creatures, one Huge creature takes up the space of 
  nine Medium creatures, and one Gargantuan 
  creature takes up the space of sixteen Medium 
  creatures. For every Medium creature (rounded 
  down) the crew capacity is exceeded, the speed of 
  the war machine is reduced by 5 feet. 
  • Cargo Capacity. Every war machine can hold as 
  much cargo as this entry specifies. 
  • Damage Threshold. A war machine with a 
  damage threshold has immunity to all damage 
  unless it takes an amount of damage from a single 
  attack or effect equal to or greater than its damage 
  threshold value, in which case it takes damage as 
  normal. 
  • Mishap Threshold. When the infernal war 
  machine takes an amount of damage from a single 
  attack or effect is equal to or greater than its 
  mishap threshold value, it suffers a mishap (see 
  “Mishaps”). 
  Vehicle Facing 
  It’s important to track which direction a vehicle is 
  facing during its turn. If using miniatures, a vehicle 
  can be positioned toward any of the four main 
  compass points – north, south, east, or west.  
   When moving a vehicle, it must move in the 
  direction it is facing or execute a 90 degree turn 
  maneuver. For every 5 feet that a vehicle moves 
  forward, it can drift 5 feet to either side without 
  needing to execute a turn maneuver.     
  Embarked on War Machines 
  Anyone on or in a war machine is embarked on it. 
  Stations 
  War machines have stations that an embarked 
  creature can occupy by using all of their movement 
  to get into position. Leaving a station costs no 
  movement. An embarked creature can use the action 
  options provided by the station it’s occupying. A 
  station’s action options can only be used once per 
  round and only one creature at a time may occupy a 
  station.  
   Helm. An embarked creature who occupies the 
  helm can use their movement to move the war 
  machine, or their action to perform attack 
  maneuvers. 
   Weapons. An embarked creature who occupies a 
  weapon station can use their action to attack or 
  activate the weapon. 
  Moving while Embarked 
  Vehicles are considered difficult terrain. A creature 
  can move from the exterior of the vehicle to the 
  interior as part of their movement. While sheltering 
  inside the vehicle, the creature can’t be targeted by 
  attacks and can’t see outside the vehicle.  
   If a creature on the exterior of a vehicle falls 
  prone, they must succeed on a DC 15 Dexterity 
  saving throw or fall from the vehicle.  
  Falling from Infernal War Machines 
  In a high-speed chase, falling from a vehicle is a 
  dangerous thing. When a creature falls off a war 
  machine, it takes 14 (3d6) bludgeoning damage plus 
  another 1d6 bludgeoning damage for every 10 feet it 
  fell, to a maximum of 20d6. The creature lands 
  prone, unless it avoids taking damage from the fall.  
  Making Repairs 
  Some mishaps (see “Mishaps”) cause malfunctions in 
  war machines (see the Mishaps table) in ways that 
  can be repaired by embarked creatures.  
   To make a repair, an embarked creature must 
  move to the damaged area, and as an action make a 
  successful check associated with the mishap (as 
  shown on the table). If the embarked creature uses 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  43 
  appropriate tools as part of the check, they add their 
  proficiency bonus. 
   Characters can also sacrifice soul coins to repair 
  their vehicle (see “Soul Coins and War Machines”).  
  Helm Actions  
  An embarked creature occupying the war machine’s 
  helm station can perform the following maneuvers. 
  War Machine Movement  
  By using all of its movement speed, the creature 
  occupying the helm station can move the vehicle up 
  to its speed and make one 90-degree turn. 
  War Machine Attack Maneuver  
  An embarked creature occupying the war machine’s 
  helm can use their action to perform one of the 
  following attack maneuvers.  
   Ram. The infernal war machine moves up to its 
  speed in a straight line. During this move, it can 
  enter Large or smaller creatures’ spaces. A creature 
  whose space the infernal war machine enters must 
  make a DC 18 Dexterity saving throw. On a 
  successful save, the creature is pushed 5 feet to the 
  nearest unoccupied space out of the infernal war 
  machine’s path. On a failed save, the creature falls 
  prone and takes 28 (8d6) bludgeoning damage. 
   If the infernal war machine remains in the prone 
  creature’s space, the creature is also restrained until 
  it’s no longer in the same space as the infernal war 
  machine. While restrained in this way, the creature, 
  or another creature within 5 feet of it, can make a DC 
  18 Strength check. On a success, the creature is 
  shunted to an unoccupied space of its choice within 
  5 feet of the infernal war machine and is no longer 
  restrained. 
    If the vehicle ends the its movement within reach 
  of a creature or object, the creature at the helm can 
  attempt to ram the target by making an attack roll 
  using the creature’s Dexterity bonus (and adding the 
  creature’s proficiency bonus if the creature is 
  proficient with land vehicles). If the attack succeeds, 
  the target takes 22 (4d10) bludgeoning damage and 
  the vehicle used to make the attack takes half the 
  damage. If the vehicle used to attack has the ram 
  attachment (see handout 2, “Building a War 
  Machine”), the attack deals 33 (6d10) bludgeoning 
  damage and the vehicle takes no damage. 
   Sideswipe. As an action, the creature occupying 
  the helm can make a special melee attack to attempt 
  to nudge a vehicle to push it away. If the creature 
  can make multiple attacks with the Attack action, a 
  nudge can replace one of them. 
   The target must be no more than one size category 
  larger that your vehicle and must be within your 
  vehicle’s reach. Instead of making an attack roll, the 
  creature occupying the helm makes a Strength check 
  using the vehicle’s Strength modifier, contested by 
  the target vehicle’s Strength or Dexterity check. If 
  the target vehicle has no one at the helm, it 
  automatically fails the check. If the aggressor wins 
  the contest, the target vehicle is knocked 10 feet 
  directly away from the aggressor vehicle, and all of 
  the target vehicle’s embarked creatures must 
  succeed on DC 10 Strength check or fall prone. 
  Opportunity Attacks 
  War machines do not normally make opportunity 
  attacks. Creatures do not provoke opportunity 
  attacks when war machines move them. 
  Crashing and Prone 
  War machines that are knocked prone or that move 
  into the space occupied by a creature or object of 
  sufficient size suffer a crash. 
  Crashing 
  If a war machine moves into the space occupied by a 
  creature or object that is of sufficient size, the 
  vehicle instead crashes. A vehicle avoids crashing if 
  the object or creature is at least two size categories 
  smaller than it. However, that creature or object still 
  takes damage from the impact. 
   When a vehicle crashes, it must immediately make 
  a Strength saving throw with a DC determined by the 
  size of the creature or object it crashed into. The 
  object or creature must also make the saving throw 
  using the vehicle’s size to determine its DC. If the 
  object has no listed Strength score, you can use the 
  listed save bonus from the Crash Save table. 
  Crash Save 
  Size 
   
  DC 
  Bonus 
  Small or less 
  5 
  +0 
  Medium  
  10 
  +0 
  Large 
   
  15 
  +2 
  Huge 
   
  20 
  +2 
  Gargantuan 
  25 
  +5 
   On a failed saving throw, the vehicle and creature 
  or object immediately stops moving and takes 
  damage based on the creature’s or object’s size as 
  shown on the Crash Damage table. If the vehicle’s, 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  44 
  creature’s, or object’s saving throw succeeds, it stops 
  moving and takes half the damage (rounded down). 
  Crash Damage 
  Object Size 
  Bludgeoning Damage 
  Small 
   
  5 (2d4) 
  Medium  
  5 (2d4) 
  Large 
   
  10 (4d4) 
  Huge 
   
  20 (8d4) 
  Gargantuan 
  25 (10d4) 
   Creatures embarked on a vehicle risk injury when 
  it crashes. Such creatures must also succeed on 
  Strength saving throws with the same DC or take 5 
  (2d4) bludgeoning damage and get knocked prone. If 
  the vehicle was destroyed, a creature that fails takes 
  damage equal to the crash damage suffered by the 
  vehicle and is knocked prone, while one that 
  succeeds suffers half damage. 
  Prone 
  If a war machine is knocked prone, assuming it is not 
  immune to that condition, it crashes. A prone vehicle 
  is flipped on its side or top and is unable to move 
  unless its statistics say otherwise. It suffers the 
  effects of crashing into a vehicle of its size (see 
  “Crashing”). 
   A vehicle must be picked up or pushed back on to 
  its proper side to stop being prone. A character who 
  makes a successful Strength (Athletics) check as an 
  action rights the war machine. The DC for the check 
  equals 15 for a Large war machine, 20 for a Huge 
  war machine, and 25 for a Gargantuan war machine. 
  Dexterity Saving Throws 
  If a situation arises where both the infernal war 
  machine and one or more embarked creatures on it 
  are required to make a Dexterity saving throw, start 
  with the infernal war machine. If it succeeds, the 
  embarked creatures have advantage on their saves. 
  Spells 
  Many spells require the caster to choose a point 
  within range. This can get complicated if the caster 
  and its target are embarked on infernal war 
  machines that are screeching across a dusty 
  wasteland at high speeds. As a general rule, if a spell 
  or spell effect is anchored to a location on an infernal 
  war machine or on an embarked creature, it moves 
  with the infernal war machine. 
  Soul Coins and War Machines 
  In Infernal Pursuits, the characters carry soul coins 
  which contain the souls of the damned. As a bonus 
  action, a character embarked on an infernal war 
  machine can feed 1 soul coin to the machine to 
  achieve one of the following effects: 
  • The war machine’s speed increases by 20 feet 
  until the end of the character’s next turn. 
  • The next time a weapon on the war machine deals 
  damage to a creature before the end of the 
  character’s next turn, it deals an additional 10 
  force damage (this can also be applied to attack 
  maneuvers). 
  • The infernal war machine regains 20 hit points. 
  A character can feed more than 2 soul coins into a 
  war machine to double the effect but doing so causes 
  the vehicle to have a mishap (see “Mishaps”). 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  45 
  Vehicle Chases 
  If the players get into a vehicle chase through 
  Avernus, use following Chase Complications table to 
  add drama to the encounter (see Chases in chapter 8 
  of the Dungeon Master’s Guide).  
  Avernus Chase Complications 
  D29 
  Complication 
  1 
  You head straight into a herd of grossly fate 
  nupperibo devils. A vehicle makes a DC 15 Strength 
  or Dexterity check (your choice) to get through the 
  herd. On a failed check, the herd counts as 60 feet 
  of difficult terrain. If a vehicle ends its turn in the 
  herd, each embarked creature must make a DC 11 
  Constitution saving throw with disadvantage or 
  take 1d4 piercing damage. 
  2 
  Uneven ground threatens to slow your progress. A 
  vehicle makes a DC 10 Dexterity check to navigate 
  the area. On a failed check, the ground counts as 
  40 feet of difficult terrain. 
  3 
  A massive dust storm descends on you. Visibility is 
  reduced to 20 feet. Vehicle have disadvantage on 
  their next Chase Complications ability check. 
  Embarked creatures that are exposed must make a 
  DC 10 Constitution check. On a failed check, 
  embarked creatures spend their next turn 
  coughing, and can make no attacks. 
  4 
  Your path takes you right into a swarm of hell 
  hornets. The swarm makes an opportunity attack 
  against a vehicle and any embarked creatures that 
  are exposed. (+5 to hit; 4d4 piercing damage on a 
  hit). 
  5 
  A field of bubbling tar pits looms before you. A 
  vehicle makes a DC 10 Dexterity check. On a fail, it 
  becomes restrained. At the start of each turn, the 
  driver can make a successful DC 15 Strength check 
  using the vehicle’s Strength to free the vehicle. 
  6 
  You barrel toward a patch of Hell Sand. The 
  vehicle’s driver makes a Wisdom (Perception) 
  check to spot and avoid it. On a fail, the vehicle 
  spins out of control and finishes its move going in a 
  random direction. 
  7 
  Piles of devil bones from some ancient battle litter 
  the landscape in great mounds. The rumbling of 
  your Infernal war machine threatens to cause an 
  avalanche. Vehicles make a Dexterity check (Huge 
  vehicles and bigger have disadvantage). On a fail, 
  you trigger an avalanche, and take 5d4 
  bludgeoning damage. The terrain counts as difficult 
  for the next 40 feet. 
  8 
  You come upon a sudden 15-foot drop off. A 
  vehicle must make a DC 10 Dexterity check. A 
  vehicle takes 8d4 bludgeoning damage on a failed 
  save, or half as much damage on a successful one. 
  9 
  Columns of flame erupt all around you. A vehicle 
  makes a DC 10 Dexterity check or take 8d6 fire 
  damage. Embarked creatures that are exposed take 
  half damage. 
  10 
  An infernal creature chases after you. The DM 
  chooses the creature. 
  11 
  Spiked chains burst from the cracked ground to 
  lash the hull of your Infernal war machine, making 
  a melee attack against each embarked creature at 
  +4 to hit, dealing 11 (2d6+4) bludgeoning damage. 
  12 
  You come upon a field of immense, teetering 
  stones that seem to defy gravity. It seems to you 
  that only a small bit of effort could bring them 
  tumbling down. Each pillar has AC 17, and damage 
  threshold of 35. If the damage threshold is 
  exceeded, the pillar collapses in a random 
  direction.  
  13 
  You speed toward the enormous, skeletal remains 
  of some anonymous long-dead monster. The bones 
  looming above you are ancient and brittle. A 
  vehicle must make a DC 10 Strength check or crash. 
  Vehicles of Gargantuan size automatically succeed. 
  14 
  You pass by what looks like an infernal war 
  machine graveyard. A dozen or so derelict vehicle 
  dot the landscape, some half buried in the 
  gathered dust. If a vehicle dashes, it must make a 
  DC 10 Dexterity check or crash into one of the 
  derelict Infernal war machines. 
  15 
  Your Infernal war machine races through a cloud of 
  bleak gnats. The infernal insects burst against the 
  hull, shedding magical darkness around them for 2 
  rounds. 
  16-20 
  Relatively open expanse (no complication). 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  46 
  Mishaps 
  Infernal war machines are dangerous but 
  temperamental machines. The hazards of Avernus’s 
  vast wastes and the onslaught of enemies are more 
  than enough to push vehicles to breaking points. 
   Roll on the Mishaps table when one of the 
  following occurs to a war machine: 
  • The war machine suffers a critical hit. 
  • The war machine takes an amount of damage from 
  a single attack or effect equal to or greater than its 
  mishap threshold value. 
  • A risky or difficult maneuver is attempted with the 
  war machine (at the DM’s discretion). 
   
  Mishaps 
  d20 
  Effect 
  Repair DC 
  1 
  Engine explosion! The vehicle’s engine bursts 
  into flame, dealing 6d6 fire damage to the 
  vehicle and creatures embarked on the 
  vehicle or within 10 feet of it. The vehicle 
  immediately moves double its speed in a 
  straight line. Until a repair is made, the 
  vehicle takes 2d6 fire damage at the start of 
  each of its turns. 
  20 (Str) 
  2 
  Steering mechanism locked! The vehicle 
  cannot make turns, and automatically fails 
  Dexterity checks and saving throws until a 
  repair is made. 
  15 (Str) 
  3 
  Soul energy is bleeding out! The vehicle’s 
  speed is reduced by half until a repair is 
  made. 
  15 (Dex) 
  4-6 
  Weapon destroyed! DM determines which 
  weapon is no longer operational. 
  — 
  9 
  Caustic smoke! Thick smoke spews out from 
  the Infernal war machine to engulf the 
  creature occupying the helm. The creature 
  takes 5 (2d4) acid damage. If its eyes are 
  exposed, it is blinded until the end of its next 
  turn. 
  — 
  10 
  Engine shriek! The Infernal war machine lets 
  out a high-pitch scream that echoes in the 
  minds in all who hear it. All creatures within 
  60 feet of the vehicle must succeed on a DC 
  15 Intelligence save or take 14 (3d6) psychic 
  damage.  
  — 
  11-12 
  Damaged wheel! The vehicle’s speed is 
  reduced by 15 feet. The vehicle has 
  disadvantage on Dexterity checks and saving 
  throws until a repair is made. 
  15 (Dex) 
  13-16 
  Skid! The vehicle has disadvantage on all 
  Dexterity checks and saving throws for 1 
  round. 
  — 
  16-19 
  Armor failure! The vehicle’s AC is reduced by 
  2 until the armor is repaired. 
  10 (Str) 
  20 
  Flip! The vehicle jerks to one side, and rolls. 
  All embarked creatures must succeed on a 
  DC 20 Dexterity (Acrobatics) check or fall 
  from the vehicle. Roll any die. On an even 
  result, the war machine lands back on its 
  wheels. On an odd result, the war machine 
  lands on its back and requires a successful 
  Strength (Athletics) check made as an action 
  to be righted. The DC for the check equals 15 
  for a Large war machine, 20 for a Huge war 
  machine, and 25 for a Gargantuan war 
  machine. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  47 
  Infernal War Machine Types 
  Tormentor 
  Large vehicle 
  Creature Capacity 3 Medium creatures 
  Cargo Capacity 2 tons 
  Armor Class 14 
  Hit Points 40 (damage threshold 10) 
  Mishap Threshold 20 
  Speed 150 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  18 (+4) 
  14 (+2) 
  1 (−5) 
  1 (−5) 
  1 (−5)  
   
  Damage Resistances cold, psychic 
  Damage Immunities fire, poison 
  Condition Immunities blinded, charmed, deafened, 
  frightened, incapacitated, paralyzed, petrified, 
  poisoned, stunned, unconscious 
  Raking Scythes 
  Whenever the infernal warmachine moves, it inflicts 16 
  slashing (3d10) damage to any creature that it moves 
  within 5 feet of. A creature can take this damage only 
  once during your turn. 
  Station: Helm (1 crew) 
  Cover three-quarters (+5 AC) 
  Move up to vehicle speed with up to two 90 degree turns. 
  Station: Lightning Harpoon (1 crew) 
  Cover half (+2 AC) 
  Ranged Weapon Attack: +5 to hit, range 120ft., one 
  target. Hit: 9 (2d8) piercing damage plus 7 (2d6) lightning 
  damage. On a hit, if the target is a vehicle, its speed is 
  reduced by 5 ft. 
  Reactions 
  Juke. The Hellfire Interceptor can use its reaction to gain 
  advantage on a Dexterity saving throw. 
  Earth Ripper 
  Huge vehicle 
  Creature Capacity 8 Medium creatures 
  Cargo Capacity 10 tons 
  Armor Class 16 
  Hit Points 150 (damage threshold 10) 
  Mishap Threshold 35 
  Speed 100 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   23 (+6) 
  16 (+3) 
  14 (+2) 
  1 (−5) 
  1 (−5) 
  1 (−5)  
   
  Damage Resistances cold, psychic; bludgeoning, piercing, 
  slashing from nonmagical attacks that aren’t silvered 
  Damage Immunities fire, poison 
  Condition Immunities blinded, charmed, deafened, 
  frightened, incapacitated, paralyzed, petrified, 
  poisoned, stunned, unconscious 
  Chomper 
  Melee Weapon Attack: +7 to hit, reach 5 ft., one target in 
  front of it. Hit: 27 (5d10) piercing damage plus 14 (4d6) 
  fire damage. 
  Station: Helm (1 crew) 
  Cover three-quarters (+5 AC) 
  Move up to vehicle speed with up to one 90 degree turn. 
  Station: Infernal Screamer (1 crew) 
  Ranged Weapon Attack: +7 to hit, range 120 ft., one 
  target. Hit: 22 (4d10) thunder damage. If the target is 
  within 60 ft., the damage is 33 (6d10) thunder damage. 
  On a successful Dexterity check, the target takes half 
  damage. 
  Station: Wrecking Ball 
  Melee Weapon Attack: +7 to hit, reach 15 ft., one target. 
  Hit: 36 (8d8) bludgeoning damage. On a successful hit, the 
  target was a vehicle, it must succeed on a Strength saving 
  throw or immediately move their speed in a random 
  direction. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  48 
  Appendix D. Handouts 
  The following handouts are used during the adventure. Print at least one copy of each, though one copy of each per 
  player is ideal. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  49 
  Handout 1. War Machine Rules Summary 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  50 
  Handout 2. Building a War Machine  
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  51 
  Handout 3: Convoy Map 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  52 
  Handout 4: Trailblazer Route Map 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  53 
  Handout 5: Cover Stories 
   
   
   
   
   
   
   
   
   
   
   
  1. 
  Who are you pretending to be and how have you disguised yourself? 
   
   
   
   
   
   
   
   
   
  2. 
  Where in Avernus is your gang territory? (Make up somewhere that 
  sounds suitably evil!) 
   
   
   
   
   
   
   
   
  3. 
  What is the name of your evil gang? 
   
   
   
   
   
   
   
   
  4. 
  What favor does your evil gang want for pledging loyalty to Mad Maggie?  
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  54 
  Appendix E. Magic Item and Story Award Handouts 
   
  Tier 1 & 2 Magic Item Unlock: Necklace of Adaptation 
  Wondrous item, uncommon (requires attunement) – Magic Item Table F 
  The pendant of this necklace is an ovoid puzzle box of jagged black metal that screeches as it is operated. To activate 
  the item, the puzzle box must be manipulated into a new configuration. While wearing this necklace, you can breathe 
  normally in any environment, and you have advantage on saving throws made against harmful gases and vapors 
  (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).  
  Tier 1 Magic Item Unlock (Special): Helm of Telepathy 
  Wondrous item, uncommon (requires attunement) – Magic Item Table F 
  This cruel helm has been crafted to look like the screaming face of a devil. It’s always warm to the touch, and when 
  you wear it you hear devilish whisperings that you can never quite discern. While wearing this helm, you can use an 
  action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you 
  can use a bonus action to send a telepathic message to a creature you are focused on. It can reply – using a bonus 
  action to do so – while your focus on it continues.  
   While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) 
  from the helm on that creature. Once used, the suggestion property can’t be used again until the next dawn.    
  Tier 2 Magic Item Unlock (Special): Mantle of Spell Resistance 
  Wondrous item, uncommon (requires attunement) – Magic Item Table G 
  This sleeveless shawl is made from the stitched skin of many demons and devils. You have advantage on saving 
  throws against spells while you wear this item. 
  Story Award: Promised Soul 
  Your soul has been promised to a devil of the Nine Hells. If you die, it claims your soul and subjects it to an eternity 
  of torment. The only way you can be restored to life is via a wish or true resurrection spell, after which you can 
  remove this award.  
  Story Award: Minted Soul 
  A portion of your soul has been minted into a soul coin: part of the damnable currency of the Nine Hells. As the coin 
  moves through the markets of the inferno, you feel an echo that affects your mind. At the start of every gaming 
  session you participate in, roll a d6 to determine an effect for that game.  
   
  d6 
  Effect 
  1-3 
  No effect  
  4  
  Your soul coin is spent wisely by its owner. You gain inspiration at the start of this session. 
  5  
  Your soul coin is spent foolishly by its owner.  You can’t earn inspiration during this session.  
  6  
  Your soul coin is stolen from its owner. You can only spend inspiration to benefit other players during this 
  session.   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  55 
  Appendix F. Administrator Guide 
  This section provides guidance on running Infernal 
  Pursuits as a D&D Epic™ event for your game day or 
  convention. 
  Participants 
  The adventure requires the following participants. 
  Four or More Groups 
  A minimum of four groups is needed. 
  • Each group requires 3-7 players. All players in a 
  group must belong to the same tier (i.e. level 1-4 at 
  tier 1 or level 5-10 at tier 2).  
  • There’s no limit to how many groups can 
  participate.  
  • At least one group must represent each tier. 
  Dungeon Masters (one per Group) 
  Each table has one Dungeon Master. Dungeon 
  Masters should read this adventure beforehand and 
  prepare all encounters listed. 
  Guest Dungeon Master 
  The guest Dungeon Master runs special quests for 
  volunteers throughout the event.  
  • The administrators can take on the role of the 
  guest DM if needed. Each administrator simply 
  bows out of their normal duties when they need to 
  run a special quest.  
  3-4 Administrators 
  The administrators adjudicate interactive events and 
  answers questions posed by DMs. 
  • Administrators can also assume the role of 
  wandering NPCs: Chukka and Clonk, Gulah, and 
  Pipyap. It’s recommended that administrators 
  dress up for these roles! 
  • A fourth administrator dresses up as Mad Maggie 
  for the finale. Note: as Chukka and Clonk and 
  Gulah have retired by this stage, this role could be 
  performed by one of the other administrators.  
  • Administrators liaise between tables to adjudicate 
  interactive events. 
  One Commander 
  The commander oversees the event and announces 
  important events. It’s vital that players can hear the 
  commander’s announcements.   
  Setup 
  The following steps are important for ensuring the 
  event runs smoothly.  
  Step 1. Prepare Headquarters 
  Headquarters (or “HQ”) is an area set aside for the 
  administrative staff.  
  • The commander needs a clock or stopwatch, a pen 
  or pencil, and at least one copy of this adventure.  
  • Two receptacles for collecting soul coins should be 
  placed at HQ, one labelled “Mahadi” and the other 
  labelled “Mad Maggie.” 
  • The commander should have the order of events 
  from the end of this appendix ready.  
  Step 2. Prepare Tables 
  One table is required for each group. All tables need 
  a good view of HQ, so they can see and hear the 
  commander’s updates.  
  Step 3. Allocate Soul Coins 
  Each DM should be given 30 “soul coins.” These can 
  be poker chips, beads, scraps of paper, or any other 
  token, chip, or counter that works for you. You 
  should keep a large reserve of coins at HQ, in case 
  DMs need more.  
  Step 4. Muster Groups 
  During muster, players are assigned to Dungeon 
  Masters and tables. 
  Step 5. Count Groups 
  To calculate victories in episode 3, the 
  administrators need to know how many groups are 
  playing. When the event begins, the administrators 
  must count the groups and log them on the 
  commander’s victory tracker. 
  Step 6. Play!  
  When play begins, the commander reads the briefing 
  aloud to the assembled players (see “Order of 
  Events”, below). 
  Interactive Elements 
  As a D&D Epics™ event, Infernal Pursuits features 
  several opportunities for players to interact with 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  56 
  other tables. The administrative team must be ready 
  to coordinate these interactive elements.  
  Soul Coins 
  You need a physical representation of soul coins for 
  this event (see “Setup”). These soul coins are traded 
  back and forth between the DM, the players, and 
  other tables throughout the adventure. At the start 
  of play, each DM should get 30 soul coins.  
   At the end of the event, each table needs to bring 
  their coins back to the commander and place them in 
  vessels labeled “Mahadi” or “Mad Maggie”. The 
  vessels are used for determining the success or 
  failure of the event in episode 5, “Conclusion.” 
  Interactive Events 
  Some episodes feature moments where choices 
  made on one table can affect other tables nearby. 
  These are: 
  • In episode 2, combat breaking out on one table 
  puts the enemies on high alert on all adjacent 
  tables.  
  • In episode 3, damage to the juggernaut nicknamed 
  “The Bank” is shared across all tables.   
   All administrators should be ready and able to 
  adjudicate these events as needed.   
  Hard Choices 
  During episode 3, the commander regularly picks a 
  player to resolve a hard choice for convoy. The 
  effects of each hard choice affect all groups in the 
  event. Hard choices are detailed in the “Order of 
  Events”, below.  
  Hellscape Terrain 
  During episode 3, the players pass through various 
  types of hellish terrain, each of which impose 
  different complications on play. The commander 
  makes an announcement whenever the players 
  enter a new region (see “Order of Events”).   
  Special Quests 
  Two special quests are introduced throughout the 
  event (see “Order of Events”). When a special quest 
  is announced, the administrators call for volunteers 
  from across the convoy. These volunteers leave their 
  groups and move to a special table where a guest DM 
  runs them through the encounter. The two quests on 
  offer are detailed under “Special Quests”, below.  
  Wandering Villains 
  Three special villains are played by the 
  administrators, who wander the event visiting tables 
  at random. See “Order of Events” to determine when 
  these characters are introduced.  
   Chukka and Clonk. This pair of kenku ne’er-do-
  wells are old friends of Mad Maggie. One 
  administrator can play both characters 
  simultaneously: ideally by wearing a crow mask 
  with a secondary crow head mounted on their 
  shoulder. Clonk rarely talks, and Chukka is loud and 
  nosy. 
   When Chukka and Clonk arrive at the table, they 
  demand some salvage to help transform their 
  infernal machine into a flying vehicle. If a character 
  hands over an appropriate item within thirty 
  seconds, Chukka and Clonk move on to harass 
  another table. The administrator judges if the 
  salvage offered is sufficiently useful for their needs. 
  Mundane gear may require some fast-talking to 
  persuade them, but magic items always please them.  
   If the characters fail to impress Chukka and Clonk, 
  they ram the group’s infernal machine for 22 (4d10) 
  bludgeoning damage and trundle off to harass 
  another table. 
   Chukka and Clonk also have a special role to play 
  in episode 2, “Soul Coin Heist,” as outlined in the 
  “Wandering Villains” section of that episode. 
   Gulah. This arrogant Oni has decided to toy with 
  her enemies rather than slaughter them outright. 
  When she arrives at a table, she demands that the 
  players amuse her with a joke otherwise she 
  “smashes their wagon to smithereens.” Gulah only 
  accepts one joke per visit. Gulah prefers crude jokes, 
  but really any joke will do unless it intentionally 
  mocks devils or is particularly long-winded, If the 
  joke amuses her, she spares the group and passes on 
  without attacking. If the joke fails to amuse her, she 
  rams the group’s infernal machine for 22 (4d10) 
  bludgeoning damage and trundles on to harass 
  another table. 
   Pipyap. This imp moves from table to table, 
  offering deals for spellcasting services, magic items, 
  and other favors. The players should feel free to call 
  Pipyap over whenever they want to make a deal. 
  Pipyap is willing to make trades as shown on the 
  “Pipyap’s Deals” table. If a character makes a deal for 
  a spell with a costly material component (such as 
  raise dead), the character must pay for the cost of the 
  component as well.  
   Whenever a character makes a deal with Pipyap, 
  the imp magically conjures forth a contract written 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  57 
  in Infernal on humanoid skin and inked in blood. 
  Once the contract is signed, the exchange is made. 
   
   
  Pipyap’s Deals 
   
  Good or Service Provided 
  Cost 
  1 soul coin, a potion of healing, the casting of a 1st-level spell or 
  cantrip 
  1 soul coin, 1 treasure checkpoint, an uncommon or greater rarity 
  consumable magic item 
  2 soul coins, a potion of greater healing, a potion of hill giant 
  strength, a potion of resistance, the casting of a 2nd-level spell 
  2 soul coins, 2 treasure checkpoints, a rare or greater rarity 
  consumable magic item 
  3 soul coins, a potion of frost giant strength, a potion of 
  invulnerability, a potion of mind reading, a potion of superior 
  healing, the casting of a 3rd-level spell 
  3 soul coins, 3 treasure checkpoints, any permanent magic item 
  4 soul coins, a potion of invisibility, a potion of fire giant strength, a 
  potion of supreme healing, the casting of a 4th-level spell 
  4 soul coins, 4 treasure checkpoints, an uncommon or greater 
  rarity permanent magic item 
  5 soul coins, a potion of storm giant strength, the casting of a 5th-
  level spell, total restoration of a damaged or destroyed infernal war 
  machine 
  5 soul coins, 5 treasure checkpoints, a rare or greater rarity 
  permanent magic item 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  58 
  The Soul Reaper 
  As soon as episode 4 starts, administrators should 
  begin visiting tables, playing the part of the infernal 
  war machine known as the Soul Reaper. 
  The Soul Reaper Attacks 
  The Soul Reaper is a Gargantuan-sized infernal war 
  machine, powered by fire, brimstone, and the souls 
  of the damned. It belches hellfire from eyeholes, 
  slams creatures with piston-driven arms, and 
  emanates noxious fumes from four exhaust pipes in 
  the rear. 
  When the Soul Reaper attacks, immediately halt any 
  encounter currently in progress. The Soul Reaper 
  does the following, in order: 
  1. The Soul Reaper targets the two creatures (the 
  highest-level characters, and the ones with the 
  lowest AC in a tie, and then your choices after 
  that), with a soul-curdling bash attack. 
  2. The rest of the characters are targeted by a hellish 
  flame attack. Targets must succeed on a DC 15 (DC 
  12 at Tier 1) Dexterity saving throw. On a failed 
  save, targets at Tier 1 take 9 (2d8) radiant and fire 
  damage, or half as much on a successful save. 
  Targets at Tier 2 take 18 (4d8) radiant and fire 
  damage, or half as much on a successful save. 
  Targets that fail the save are also overwhelmed 
  with noxious gases, stunning them until the end of 
  their next turn back in the normal combat. 
  Soul-Curdling Bash. Melee Weapon Attack: +3 to hit at 
  Tier 1, +7 to hit at Tier 2, two creatures. Hit: 5 (1d10) 
  bludgeoning damage if the character is level 1-2, 11 
  (2d10) bludgeoning damage if the character is level 3-
  4, 22 (4d10) bludgeoning damage if the character is 
  level 5-7, and 26 (5d10) bludgeoning damage if the 
  character is level 8-10. 
   After the Soul Reaper attacks, all the characters 
  can make an attack against it. The Soul Reaper’s AC 
  is 10, and it succeeds on all saving throws. It is 
  immune to radiant and fire damage. It is immune to 
  all conditions. 
   Keep track of how many points damage each table 
  does to the Soul Reaper at each tier. Those number 
  can be tallied and compared to the success criteria. 
  Tier 1 tables must average at least 20 points of 
  damage, and Tier 2 tables must average at least 
  35 points of damage. 
   
   
  Order of Events 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  59 
  The commander must supervise the following events 
  and make the listed announcements when prompted 
  to do so by the text.  
  +5 Mins: Introduction  
  Once everyone is settled, the commander makes the 
  following announcement: 
  You stand on the River Chionthar [chee ‘awn-thar], the city 
  of Baldur’s Gate in the distance and the sun shining on a 
  pleasant, windy autumn day. A crowd of thousands lines the 
  race route. 
   
  The city’s Grand Duke, Ulder Ravengard, cuts an 
  impressive figure as he stands in front of you and clears his 
  throat, getting ready to address the crowd and start the race. 
  Before he can speak, a mystical chanting echoes in the 
  morning air. Three figures, a human, a half-elf, and a tiefling, 
  appear behind Ulder, uttering an incantation in a dark 
  language. At the same time, dust rises from the grass-
  covered ground: swirling, choking, howling, and obscuring 
  your vision. When the dust settles, Ulder, the horses, the 
  crowd, and the fine autumn weather are gone, replaced with 
  oppressive heat, a red sky, a wasteland of dust, and rumbling 
  volcanoes in the distance. Somewhere far off, hideous 
  creatures cackle and shriek. 
   
  An individual with the head of a great white tiger appears 
  before you, dressed in fine colorful robes. His hands are 
  inverted, with the palms on the outside as he beckons to you. 
  Behind him are lines of enormous, strange machines that 
  belch fire and vibrate with unstable energy. 
   
  “Welcome to Avernus racers! I am Mahadi, servant of 
  Asmodeus and Master of the Souk! Apologies for taking you 
  away from your celebratory race, but I have a more exciting 
  challenge for people with your skills. My rival, Mad Maggie, 
  stole my trove of soul coins! I need your help getting them 
  back. Retrieve what’s mine, and I’ll gratefully bestow gifts 
  upon each of you before I send you back to your world. 
  Refuse this task, and you can find your own way home. 
  Come! There are preparations to complete.” 
  The commander also announces the arrival of 
  Pipyap on the scene: 
  As Mahadi moves closer, you see an overweight imp 
  fluttering between your groups. This is the devil Pipyap! He 
  offers magic and healing – at a price. 
  +20 Mins: Episode Two Intro 
  The commander makes the following 
  announcement: 
  Mahadi calls for everyone to follow him. The rakshasa hops 
  into an infernal war machine that looks like an iron saber-
  tooth tiger covered in spikes. As he speeds across the wastes 
  of Avernus, your caravan of wicked vehicles follows, kicking 
  up bone dust and ash from the barren ground. After miles of 
  traveling through the hellish wasteland, you see a few blazing 
  campfires ahead. Mahadi halts his vehicle and the caravan 
  stops behind him. 
   
  “Here’s the plan. Maggie’s caravan is spread out, which 
  means we have the element of surprise. Each of your groups 
  should be able to steal the coins from one of Maggie’s teams. 
  I don’t care how you get them, just bring them to me and 
  load them onto that juggernaut over there. When you hear 
  my horn, it’s time to leave.” 
  +1Hr: Episode Three Intro 
  The commander makes the following 
  announcement: 
  Mahadi’s horn bellows across the campsite! As your infernal 
  machines skid away from Mad Maggie’s forces, the rakshasa 
  roars at you from his vehicle! 
    “It’s time to thrash those infernal machines across the 
  plains of hell and get back to my hideout! If you can hold 
  onto my coins, I’ll reopen the portal to your home! But watch 
  out! Mad Maggie is thirsty for revenge and her minions are 
  already gunning their engines to give chase. Strap in heroes, 
  it’s going to be a BUMPY RIDE!”  
  The commander also announces the first hellish 
  terrain: 
  Our journey begins on the burning plains of Avernus. Rivers 
  of lava snake between dunes of ash and bone, and meteors 
  streak from the fiery skies! 
  The commander also announces the first special 
  quest: 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  60 
  Mad Maggie’s forces are close behind, and now she’s 
  preparing to unleash her flesh golem Mickey on the convoy! 
  We need five volunteers who are willing to leave their groups 
  and join forces to stop him! Stand up if you want to join this 
  party!  
  +1Hr 15 Minutes: Introduce Chukka, Clonk, and Gulah 
  The commander makes the following 
  announcement: 
  Mickey isn’t the only elite fighter that Mad Maggie has in her 
  gang. Now she’s unleashed three of her captains – the kenku 
  brothers, Chukka and Clonk, and the crazed oni, Gulah! 
  Watch out for these villains!    
  +1Hr.30 Mins: Hard Choice (Arkhan’s Bargain)  
  The commander selects a player at random to make 
  this decision. When they reach the player’s table, 
  they make the following announcement:  
  We’re almost at Mahadi’s portal, racers! To reach it, we must 
  cross the Chattering Dunes! This final stretch sees your war 
  machines churning through dunes of chattering teeth. 
  Behold! The dragonborn champion Arkhan the Cruel comes 
  to us from his tower. He offers YOU a choice! 
   
  “The magic of these dunes will drive you mad unless you 
  accept MY bargain. My axe, Fane-Eater, demands blood. Will 
  you offer your own neck to it, or stand up and choose TWO 
  of your comrades to feed it? Accept my deal and the 
  madness is lifted. What say you?”   
  • This player must either take a blow from Arkhan’s 
  axe, abstain from the choice, or choose two others 
  to take the hit (the player must stand up and point 
  to two other players as victims). 
  • Whoever is struck by Arkhan’s weapon must make 
  a DC 15 Constitution saving throw, dying outright 
  on a failed save, or losing all their remaining hit 
  points on a successful one.    
   If Arkhan feeds his axe, the commander makes the 
  following announcement:  
  Arkhan’s axe has sated itself on blood! Everyone in the 
  convoy is now immune to the effects of the Chattering 
  Dunes!  
  If the player abstains from the choice, the 
  commander makes the following announcement:  
  Arkhan has been refused and you’re now at the mercy of the 
  Chattering Dunes! The maddening gnashing drives mortals to 
  attack friend and foe alike! 
  +1Hr. 45 Mins: Hard Choice (The Price of Greed)  
  The commander selects a player at random to make 
  this decision. When they reach the player’s table, 
  they make the following announcement:  
  With the end now in sight, the devil lord Bel appears to offer 
  YOU a bargain!  
   
  “This heist of yours amuses me. I’m sure you’d like more 
  coins, but at what cost? I offer YOU six additional soul coins, 
  but in return, all your comrades shall suffer a setback. Do you 
  accept my bargain?”  
  • If the player accepts the coins, their group gains 
  six soul coins.  
  • At the same time, the administrator makes the 
  following announcement: 
  Your comrade has accepted Bel’s deal. All characters are 
  wracked by pain and lose half their remaining hit points!  
  +2Hr.: Episode 4 Intro  
  The commander makes the following 
  announcement: 
  As your caravan flees Mad Maggie’s pursuing hoard, you see 
  a portal open in the distance. Mahadi’s voice rises above the 
  din of the infernal machines.  
   
  “You’ve kept your end of the bargain, and so I’ll keep mine. 
  Your home is on the other side of the portal. Drive through it, 
  and then we’ll settle up with the coins.” 
  Call a five-minute recess and instruct the groups to 
  hand in their Convoy Map handouts. Quickly total 
  the amount of victory points earned by all groups, 
  and then announce whether the convoy has beaten 
  Mad Maggie’s forces: 
   
  Number of groups x 5 = Victory Points required 
  for success in episode 3.   
   
  If the players succeeded, announce:  
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  61 
  Your convoy is triumphant! Some of Mad Maggie’s forces are 
  still with you, but the bulk of her vehicles have now fallen 
  behind! However, the fight is not yet over!  
  If the players failed, announce:  
  Your convoy has failed to shake Mad Maggie’s forces! A few 
  of her minions have fallen behind, but the bulk of her 
  machines are still with you! And the fight is not yet over!  
  +2Hr. 45 Mins: Coin Count 
  The commander makes the following 
  announcement: 
  With an ear-piercing howl, the portal to hell wavers. The 
  fiendish creatures littering the streets of Baldur’s Gate warp 
  as if being sucked through a thin straw. Mad Maggie, the 
  hellish crone whose treasure you stole, appears in the rapidly 
  closing portal. “You’ve stolen from me, and I won’t forget 
  that. I’ll see you again, and the next souls I taste will be 
  yours!” 
   
  She ends her tirade with a cackle, and as the portal snaps 
  shut before her, the cackle continues to echo through the 
  streets of Baldur’s Gate… and in your minds. 
  Tell the group captains to bring any soul coins 
  carried by their groups to HQ and place them inside 
  Mahadi’s pot. When everyone is done, count the soul 
  coins inside the pot to determine if the players have 
  earned Mahadi’s favor.  
  Number of groups x 7 = Soul Coins required to 
  win Mahadi’s favor.  
  If the players won Mahadi’s favor, announce:  
  Mahadi leaps onto an upturned cart to announce the results 
  of your heist! His snarling voice echoes through the streets!  
   
  “Racers! You’ve reclaimed the soul coins that Mad Maggie 
  stole from me! But have you gathered enough to earn my 
  favor? I can tell you… you have! I’ll return now to the Nine 
  Hells but leave you some credit to spend in my bazaar. 
  Farewell - until we meet again!” 
   
  And with that, Mahadi vanishes in a burst of flame! 
  For earning Mahadi’s favor, all players unlock both 
  magic items listed in the “Rewards” section – the 
  basic magic item, and a special magic item for their 
  tier!  
   If the players failed to win Mahadi’s favor, 
  announce:  
  Mahadi leaps onto an upturned cart to announce the results 
  of your heist! His snarling voice echoes through the streets!  
   
  “Racers! You’ve reclaimed the soul coins that Mad Maggie 
  stole from me! But have you gathered enough to earn my 
  favor? I can tell you… you have not! I’ll return now to the 
  Nine Hells but I’ll take piece of each of your souls with me to 
  mint into new coins! Farewell… until we meet again!” 
   
  And with that, Mahadi vanishes in a burst of flame!  
  For failing to earn Mahadi’s favor, all players gain 
  the “Minted Soul” story award and only unlock the 
  basic magic item listed in “Rewards”.  
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  62 
  Special Quest 1: Kill Mickey!  
   
   
  Introduction 
  When this quest begins, read or paraphrase:  
  Mad Maggie screams with rage from atop her war machine, 
  “Get them, Mickey!” Suddenly an enormous steed made of 
  darkness and fire streaks out of the ashen sky carrying a 
  creature made of different humanoid parts. This hideous 
  monster lets loose a deep laugh as it raises a cannon to its 
  shoulder and fires lightning at one of Mahadi’s war machines, 
  flipping it through the air in a thunderous explosion. 
   
  “Stop that golem!” Mahadi roars. 
  To triumph in this quest, the characters must end 
  Mickey’s reign of terror.   
  Creatures/NPCs 
  Mickey rides upon a nightmare named Cinder. 
  Mickey is a flesh golem with the following action 
  option: 
  Lightning Cannon (Recharge 5-6). Mickey fires a line of 
  lightning 100 feet long and 5 feet wide from his 
  cannon. Each creature and vehicle in the line must 
  make a DC Dexterity saving throw. A creature takes 21 
  (6d6) lightning damage on a failed save, or half as 
  much damage on a successful one. 
   
   Mickey is loyal to Mad Maggie and fights to the 
  death. Cinder (and any other creatures) flee if 
  Mickey falls. 
  Tier 1 Creatures 
  If the characters have a tier 1 APL, Mickey and 
  Cinder have no other allies. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene, according 
  to your group. 
  • Very Weak: The nightmare can only take the Dash, 
  Disengage, and Dodge actions, and the flesh golem has 
  only 60 hit points, no immunity to bludgeoning, piercing, 
  and slashing damage, and his Lightning Cannon attack 
  option only recharges on a 6. 
  • Weak: The nightmare can only take the Dash, Disengage, 
  and Dodge actions. 
  • Strong: Increase the flesh golem’s hit points to 132. 
  • Very Strong: Increase the flesh golem’s hit points to 132 
  and the nightmare’s hit points to 104. 
  Tier 2 Creatures 
  If the characters have a tier 2 APL, Cinder has 104 
  hit points, six magma mephits ride on the mount 
  with Mickey, and Mickey has the statistics of a clay 
  golem with the following changes: 
  • Mickey’s size is Medium. 
  • Mickey has the Lighting Cannon attack action 
  option, which deals 28 (8d6) lightning damage on 
  a failed save. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene, according 
  to your group. 
  • Very Weak: Remove the magma mephits from the 
  encounter, and the clay golem has 196 hit points. 
  • Weak: Reduce the number of magma mephits to four. 
  • Strong: Increase the number of magma mephits to nine. 
  • Very Strong: Increase the number of magma mephits to 
  nine, and the clay golem has 196 hit points. 
  Completing the Objective 
  The characters have 30 minutes to kill Mickey or 
  otherwise end his rampage for good. If they do not 
  kill them golem in the allotted time, Mickey gets 
  away and fires his lightning cannon at five different 
  tables, chosen at random by the commander. The 
  war machine driven by each of these tables takes 21 
  (6d6) lightning damage.
  Mad Maggie has 
  unleashed her flesh golem 
  consort Mickey to ravage 
  the convoy! Go kill him!    
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  63 
  Special Quest 2: Silver-Tongued Devils 
   
   
  Introduction 
  When this quest begins, read or paraphrase:  
  Three hulking shapes with bat wings sweep through the air. 
  These horned devils land off to the side of the action, 
  conversing with each other, hands exchanging soul coins as 
  they bet on the outcome of your desperate battle. Mahadi 
  nods his head to you, “Those are greater devils! Offer them a 
  deal to aid our escape.” 
  To triumph in this quest, the characters must cut a 
  deal with the three horned devils to help them 
  escape Mad Maggie’s forces. 
  Approaching the Devils 
  When the characters approach the horned devils, the 
  devils take note and summon lesser devils to speak 
  with the characters. These minions tell the 
  characters to halt and state their business. A 
  character who makes a convincing argument and 
  succeeds on a DC 15 Charisma (Intimidation or 
  Persuasion) check gets the minions to escort them to 
  their masters. The minions attack the group if a 
  character fails this check, or attempts to push past 
  the minions or harm them. They fight to the death to 
  defend their masters. 
  Tier 1 Creatures 
  If the characters have a tier 1 APL, the horned devils 
  summon three spined devils as minions. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene, according 
  to your group. 
  • Very Weak: The horned devils summon two imps as 
  minions. 
  • Weak: The horned devils summon two spined devils as 
  minions. 
  • Strong: The horned devils summon four spined devils as 
  minions. 
  • Very Strong: The horned devils summon five spined devils 
  as minions. 
  Tier 2 Creatures 
  If the characters have a tier 2 APL, the horned devils 
  summon three barbed devils as minions. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene, according 
  to your group. 
  • Very Weak: The horned devils summon two barbed devils 
  as minions. 
  • Weak: The horned devils summon one barbed devil and 
  two bearded devils as minions. 
  • Strong: The horned devils summon four barbed devils as 
  minions. 
  • Very Strong: The horned devils summon one chain devil 
  and three barbed devils as minions. 
  Creatures/NPCs 
  The three horned devils are Porxos, Taramus, and 
  Axvos. If the characters get past their minions, the 
  devil agree to chat with the characters. 
  • Porxos is a fan of music, sugary confections, and 
  puns. She talks with far more words and energy 
  than necessary. 
  • Taramus is a sadist that takes pleasure in fire, 
  torturing others, and causing others emotional 
  distress. He keeps quiet unless someone brings up 
  one of his passions, and then he becomes very 
  interested. 
  • Axvos is a thrill-seeker who enjoys making bets, 
  taking on battles he knows he can win, and playing 
  pranks on others. He likes to crack jokes and 
  laughs at them himself, even if no one else does. 
   If the characters attack the horned devils, the 
  devils flee rather than deal with angering Mahadi. 
  Completing the Objective 
  Begin timing this event once the characters start 
  interacting with the horned devils. The devils are 
  willing to help Mahadi if they can strike a deal with 
  the characters. Each devil’s cooperation requires an 
  individual deal made with that devil. The devil’s 
  terms are based on their Mood Score, as shown on 
  the Devil Mood Scores table. Each devil starts with a 
  Mood Score of 0. If the characters fought and killed 
  The devious barons of hell 
  are willing to aid your 
  convoy, but only if you cut 
  the right deal!    
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  64 
  their minions, each devil starts with a Mood Score of 
  -1. 
   When the characters ask the devils to aid Mahadi’s 
  forces, each devil explains what they’d need in 
  exchange. Each time a devil’s Mood Score changes, 
  the devil tells the characters the new terms of the 
  deal. The devils are willing to make deals for any 
  requirements equal to or lower than their Mood 
  Scores. 
  Changing Mood Scores 
  To change a devil’s mood score, a character must 
  offer a compelling argument for why the devil 
  should be willing to accept less. If the character 
  succeeds on a DC 15 Charisma (Persuasion) check, 
  the devil’s Mood Score increases by 1. If the 
  character fails this check by 5 or more, the devil’s 
  Mood Score decreases by 1. If the character tries to 
  relate to a devil by mentioning something the devil 
  enjoys (e.g. bonding over a love of candy with 
  Porxos), the character has advantage on the check. If 
  the devil has a negative mood score, the character 
  has disadvantage on the check. 
   If the character use magic to influence a devil and 
  the devil notices (either from the magic failing or 
  wearing off), the devil’s Mood Score decreases by 1. 
  Otherwise the magic affects the devil as normal. 
   A character can discover a devil’s passion by 
  succeeding on a DC 17 Wisdom (Insight) check while 
  interacting with the devil. You should drop other 
  hints about this during play (such as making 
  Taramus constantly play with a magical flame). 
  Competition Complication 
  After 15 minutes of negotiation, the horned devils 
  and characters are approached by Bloodwind, 
  Marrowsnap, and Gorebeard, three redcaps 
  working for Mad Maggie. The horned devils warn the 
  characters and the redcaps to remain nonviolent 
  during negotiations, otherwise they’ll leave. 
   The redcaps are willing to make trades with any 
  devil that has a negative Mood Score to get that devil 
  to come fight on Mad Maggie’s side. Such devils give 
  the characters one final chance to take a deal at their 
  current Mood Score. If the characters don’t take the 
  devil up on this deal, it instead makes its deal with 
  Mad Maggie’s forces (see “Aftermath”). 
   If the characters attack the redcaps, the redcaps 
  fight back to the death and the devils leave. 
  Finalizing a Deal 
  When a devil and characters reach a deal they are 
  satisfied with, the devil snaps its fingers an imp 
  appears with a contract written in Infernal on 
  humanoid skin and inked in blood. After the devil 
  and the characters making the deal have signed, the 
  devil goes to work (see “Aftermath”). 
   If 30 minutes of negotiating pass without a deal 
  being made or if a devil’s Mood Score reaches -4, the 
  devil leaves the area, disgusted with the characters 
  and their inability to negotiate. 
  Aftermath 
  When all the deals are done or 30 minutes of 
  negotiating have passed, tell the commander the 
  results of the characters’ interaction with the devils. 
  The characters must fulfill their end of the bargain 
  before the devils lift a finger to help. 
  • For each devil that agreed to help Mahadi, pick a 
  table at random. These tables gain an allied NPC 
  horned devil (controlled by the DM or a player 
  the DM chooses), which aids the group until it dies 
  or the characters leave Avernus. 
  • For each devil that agreed to help Mad Maggie, 
  pick three tables at random. This devil flies by and 
  makes Hurl Flame attacks against every character 
  at those tables.
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP09-01 Infernal Pursuits 
   
   
  65 
  Devil Mood Scores 
  Mood Score 
  Porxos’s Requirements 
  Taramus’s requirements 
  Axvos’s requirements 
  3 
  Porxos requires a character to sing 
  her a song, give her something 
  sweet to eat, or tell her a pun that 
  makes her laugh. 
  Taramus requires a character tell 
  him a story of personal and deep 
  emotional or physical pain. 
  Axvos requires witnessing one 
  character pranking another 
  character or one of the other devils. 
  2 
  Porxos requires 2 soul coins. 
  Taramus requires 2 soul coins. 
  Axvos requires 2 soul coins. 
  1 
  Porxos requires a small portion of a 
  character’s energy. The devil saps 
  the character’s life force, giving the 
  character one level of exhaustion. 
  Taramus requires a character let the 
  devil burn them with fire. This 
  character takes 14 (4d6) fire 
  damage that cannot be reduced in 
  any way. 
  Axvos requires a character to give 
  him a permanent magic item of 
  common or greater rarity, or a 
  consumable magic item of rare or 
  greater rarity. 
  0 
  Porxos requires a portion of a 
  character’s energy. The devil saps 
  the character’s life force, giving the 
  character two levels of exhaustion. 
  Taramus requires the hand of a 
  character. This character can no 
  longer hold anything with two 
  hands, can hold only a single object 
  at a time, and only magic such as 
  the regeneration spell can restore 
  the character’s lost hand. 
  Axvos requires a character to give 
  him a permanent magic item of 
  uncommon or greater rarity. 
  -1 
  Porxos requires a large portion of a 
  character’s energy. The devil saps 
  the character’s life force, giving the 
  character three levels of 
  exhaustion. 
  Taramus requires the eyes of a 
  character. This character becomes 
  blinded, and only magic such as the 
  regeneration spell can restore the 
  character’s lost eyes.  
  Axvos requires a character to 
  become terrified of another. Axvos 
  chooses one character other than 
  the one making the deal. For the 
  duration of the adventure, the 
  character who made the deal is 
  frightened of the chosen character. 
  -2 
  Porxos requires a character give up 
  a piece of a soul in the form a 
  personality trait, which is lost 
  permanently and cannot be 
  regained. 
  Taramus requires a character give 
  up a piece of a soul in the form of a 
  bond, which is lost permanently and 
  cannot be regained. 
  Axvos requires a character to give 
  up a piece of a soul in the form of 
  an ideal, which is lost permanently 
  and cannot be regained. 
  -3 
  Porxos requires a character’s soul. 
  The character gains the “Promised 
  Soul” story award. 
  Taramus requires a character’s soul. 
  The character gains the “Promised 
  Soul” story award. 
  Axvos requires a character’s soul. 
  The character gains the “Promised 
  Soul” story award. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S09 - Descent - Inglorious Redemption/DDEP09-01 - Infernal Pursuits.pdf