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DDAL09-06 - Infernal Insurgency

DDAL09-06 - Infernal Insurgency

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0% found this document useful (0 votes)
761 views44 pages

DDAL09-06 - Infernal Insurgency

DDAL09-06 - Infernal Insurgency

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oceantownship
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DDAL 09-06

INFERNAL INSURGENCY
An Avernus Rising Adventure
Fai Chen reveals that a draft of the Hellriders’ original attack plan might still exist,
and it won’t be easy to get it. If you can recover these, it would be extremely helpful in
your quest to locate their remains and free their spirits. It might very well be a suicide
mission, though when you’re in Avernus, what isn’t? Fortunately, the wily merchant has
just the plan for a group of heroes unconcerned with the odds.
Part Two of the Behind Infernal Lines series of adventures.

A Four to Six-Hour Adventure for 5th


D&Dthrough
Descent10th
into Level Characters.
Avernus glyph, simplified
Optimized For: APL 8

Credits
Primary Secondary
Designer: The GM Tim D&D Adventurers League Administrators: Alan Patrick,
Amy Lynn Dzura, Travis Woodall, Lysa Penrose, Claire
Editing: Travis Woodall, Greg Marks, Hannah Rose
Hoffman, Greg Marks
D&D Adventurers League Guildmaster: Chris Lindsay
Playtesters: Robert Allison, Henry Champoux, Daniel
Art Director and Graphic Designer: Rich Lescouflair
Chapman, Jared Fegan, Travis Fuller, Ian Hawthorne,
Art and Cartography: Chad Wild, other interior art
Frank LoPiccolo, Matthew Maranda, Chris McGovern,
provided by Wizards of the Coast
Dagny Mol, Daniel Oliveira, Timothy Roberts, Dave
D&D Adventurers League Wizards Team: Adam Lee, Ari Rosser, Jia Jian Tin, Marcello Velazquez, Christina
Levitch, Chris Lindsay, Mike Mearls Wheeler

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.
Adventure Primer Adventure Hooks
Dara and Fai Chen come to the party with a new task.
They need someone to draw troops away from the ruins of
This adventure is designed for three to seven 5th- to 10th-
Plagueshield Point, making it easier to infiltrate. The plan
level characters and is optimized for five characters with
is to cause a distraction at the Dump, so that there will be
an average party level (APL) of 8. Characters outside this
fewer forces at Plagueshield Point when the raid begins
level range cannot participate in this adventure.
(see DDAL09-07 The Diabolical Dive). The following hooks
This adventure takes place in the war-ravaged plains of
offer some additional ways to involve the characters in the
Avernus, on the banks of the River Styx.
adventure:

Background Mine’s Better Than Yours. After the characters arrive


at Mahadi’s Wandering Emporium, one of the characters
The extravagant VOID CHATEAU was once the envy overhears Fai Chen and Mahadi making bets over drinks.
of many in Waterdeep. Much like its owner, the mage They challenge each other to prove who can recruit a more
CHALICE VOID, the chateau was pompous, brash, and skilled team to infiltrate and blow up a secret weapons lab
beautiful. Everyone knew that Void was dabbling in the and munition depot. Fai Chen approaches the characters,
DARK ARTS and it was no surprise when the chateau and Mahadi will have a team attempting to accomplish the
simply appeared atop a hill outside of the Sword Coast same goal.
village of Amphail. For many years, the chateau sat on the Glory & Honor. There have been rumors of a weapons
hill—until, early one morning, everyone in town woke to a development workshop hidden somewhere in Avernus.
terrible howl, as if from the very depths of the Nine Hells. The Lords’ Alliance considers this a threat to Dara’s
People rushed outside to see the Void Chateau drawn into mission. The characters are asked to get into the Dump,
Avernus—never to be seen again. do as much damage as possible, and get out with any plans
The chateau, now known as THE DUMP, is embedded they can find. The plans should be delivered to the Lords’
in the banks of the RIVER STYX. Inhabited by devils and Alliance operative, Flip Franklins, in Mahadi’s Wandering
the THE ROTTEN COGS, a tribe of goblins damned to Emporium.
live in Avernus, it is now an operational munition dump
for PLAGUESHIELD POINT, one of ZARIEL’S heavily Adventure Flowchart
guarded command posts located beneath the River Styx. This section provides a basic understanding of not only
the flow of the adventure, but also the outline of the
Overview different paths that your players may take in reaching
their stated objective.
The adventure’s story is spread over three parts and takes
approximately four hours to play. The adventure begins
with a Call to Action scene. It also contains two optional
bonus objectives—each taking an additional hour to play.
• Call to Action: Now That You’re Here. Fai Chen has a
Now That You’re
dirty job that needs doing.
Here
Call to Action
• Part 1: Shock and Awe. The party must gather
information about the munition depot, find a crew, and
scout out the site to make their plans. This is Story
Objective A.
• Part 2: Shock & Awe. The time has come for the 1 A
characters to infiltrate the munitions depot and inflict as
much damage as possible without getting caught. This is Formulating A Plan A Silver Lining
Story Objective B. Story Objective A Bonus Objective A
• Bonus Objective A: Silver Lining. In exchange for
additional intelligence, Burney the Barber is willing to
disclose the location of a silver dragon who would be
a powerful ally for Dara’s plan. This bonus objective is
described in Appendix 1. 2
• Bonus Objective B: Of Angels and Goblins. Grinka
Shock and Awe
Swamphair has created a new weapon that is a danger
Story Objective B
to the characters’ plans: a construct that can track good
aligned creatures and is specifically constructed to B
harm celestials. This bonus objective is described in
Of Angels and
Appendix 2.
Goblins
Bonus Objective B

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DDAL09-06 Infernal Insurgency (v1.1)
2
Call to Action: Now That You’re Here
Estimated Duration: 15 minutes Light. Though there is no sun, Avernus is constantly
brightly lit—is it ever night here? Despite this, lamps hang
It’s a Dirty Job, And You from all the tents within the emporium.
Sound. The emporium is filled with the chatter of
Get to Do It merchants trying to make an honest (or dishonest) living.
The occasional thud of meteors falling and screams of fear
Inside the tenuous solace provided by Mahadi’s Wandering
and pain can be heard in the distance.
Emporium, Fai Chen and Dara approach the characters
with a not-so-modest request.
Creature Information
Fai Chen approaches, nervously tugging on his mustache,
Neutral Territory with his familiar Drandeldew (a faerie dragon) and Gary
Mahadi strictly enforces the rules that are written over the (his donkey) in tow. Fai Chen has many different versions
banner that is hung over the entrance: “All are welcome. No of himself wandering the emporium, all of them working
fighting! No spellcasting! No exceptions!” Any violence or use
for the good of Fai Chen and Dara. It can be disconcerting
of magic—even for benign effects—breaks these dictates and
brings down the wrath of Mahadi on those foolish enough to
to see three Fai Chens, all slightly different, having a
tempt fate. conversation and completing each other’s sentences. Dara
As warned, Mahadi doesn’t suffer a rulebreaker. Anyone sits silently on a stool, staring at the sky in contemplation.
caught (and the enchantment placed over the space to detect She has been particularly distant of late. The evil of
spellcasting ensures it), is banished from the emporium Avernus wears on her.
by Mahadi (a rakshasa) and earns the No Exceptions! story What Do They Want? Fai Chen and Dara have a job for
award. Those who resist are beset upon by Mahadi, along the characters—no matter how crazy it might sound: to find
with as many of his indentured servants (salamanders, the actual location of the Dump, infiltrate it, and wreak as
hobgoblin captains, incubi and succubi, and even an much chaos as is humanly possible without getting caught.
erinyes)—suffering an additional level of exhaustion and What Do They Know? On the banks of the River Styx is
being reduced to 1 hit point. a munitions and machinery depot called the Dump. Within
the Dump, Zariel’s legions forge machinery and weapons
bound for the front lines of the Blood War. Fai Chen
Area Information believes that if the Dump is attacked, then Plagueshield—
suspecting an attack by demons—will send reinforcements,
The emporium has the following features:
making breaking into the command post Plagueshield
Dimensions & Terrain. The omnipresent dust swirls along
Point much easier. Fai Chen doesn’t care about the ongoing
the barren ground beneath the oppressive red sky of Avernus.
war here in Avernus: this is about helping Dara get the
Mahadi’s Wandering Emporium itself is a collection of
plans she needs to locate the missing Hellrider souls.
multicolored tents in the middle of several immense infernal
war machines arranged in a horseshoe shape.

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DDAL09-06 Infernal Insurgency (v1.1)
3
Call to Action
Fai Chen calls the characters together and spells out the
mission without mincing words.

“We’re sure the Dump is crawling with devils, and we need


to put a dent in their numbers. If we kill enough of them,
then Plagueshield Point, where the plans are, is bound
to send reinforcements. For now, find out the location of
the Dump, get the supplies you need, find a way in and
out of the emporium without being seen, and then head
out to scout the site and finalize your plan. Don’t get seen
or killed out there, else you’re bound to get your soul
hammered into a coin—or worse, you’ll tip off the devils
about what we’re planning.”

What Do They Know? Fai Chen lays out the situation


for the party. He admits he and Dara know very little about
the location of the munitions dump, only that it is on the
River Styx and is a situation they must take advantage of.
He thinks that Z’Neth the Beastmaster might have more
information about the Dump, including rumors that the
salamanders at the Gearbox have helped people sneak
out of the Emporium every now and then. It’s possible
that Elliach, a transmutation sorcerer, might have some
explosive items the characters could use to wreak some
havoc at the Dump. A second Fai Chen comes inside to
tell the party that Flip Franklins, a new arrival, has the
Wandering Emporium (see area B in Part 1] and may be
able and to help the party. Finally, a third Fai Chen informs
the party that if they need any contracts while making
deals with the merchants of the Emporium, they can find
or summon Fhet’Ahla, who is able to write up and notarize
such things, by asking any of the imps flitting through the
emporium. He reminds the party that while within the
confines of Mahadi’s Wandering Emporium, they are under
the protection of Mahadi and the rules of the emporium.
If they are seen or caught leaving the emporium, that
protection no longer applies—thus discretion is the best.
Once the characters sneak out, they must make their way
to the Dump to finish any reconnaissance.
BONUS OBJECTIVE A. If utilizing this additional
content, the Shou merchant directs the characters to
speak to Burney before departing. Fai Chen has it on
good authority that the Calishite woman knows of a silver
dragon who is trapped in Avernus. Dara is in the Hells to
gather any good people trapped here, and a silver dragon
might prove to be an invaluable ally. While the dragon
isn’t a pressing issue for the time being, Fai Chen asks the
characters to look for more information.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL09-06 Infernal Insurgency (v1.1)
4
Part 1: Formulating a Plan
Estimated Duration: 90 minutes Area Information
There’s a Time for Talk The emporium, enclosed by several infernal war machines,
is roughly shaped like a horseshoe. It has the following
The characters interact with the inhabitants of the features:
emporium to gather information, weapons, and allies for Prices. Any item or service from the Player’s Handbook
the strike. Once ready, they make their way to the Dump to can be found at their regular price.
complete their plans. Special Items. Rare goods are available for a soul coin
or two. If the characters have no soul coin s, then the
Story Objective A merchant may ask the buyer to complete a task and have
Gather information and investigate the Dump, then come Fhet’Ahla notarize a contract forfeiting their soul if they
up with a viable plan. fail to complete the job. The same costs apply for traded
information. If a merchant offers information in exchange
for a favor, the character must either leave a soul coin as
The sounds of haggling, the clink of coin, and the smells collateral or sign an Infernal contract.
of exotic wares from a thousand different worlds waft
enticingly in the wind. Dozens of imps flit back and forth,
Creature Information
making deliveries among the stalls and tents. There’s The creatures in the emporium are described in the
always a deal to be made here—and that’s good for you,
sections where they are located. Further details about
their personalities and motivations can be found in the
since you’ll likely need to make a few.
Dramatis Personae.

Marketplace Gossip
As the characters explore the emporium, they can interact
with its denizens to gather useful information. Z’Neth can
give them the location of the Dump and the floor plans, while
the other merchants have tidbits of information and useful
supplies. Franklins has an only slightly used suit of armor,
and Elliach has some transmutation bombs that can be
used to cause an explosion in the Dump. Finally, the trio of
salamander smiths know a way to get out of the emporium.
Once the characters have the information they need, they can
head out to scout the Dump (see A Time for Action, below).

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DDAL09-06 Infernal Insurgency (v1.1)
5
Market Tents B. Franklins’ Tent
Area Tent Location This is very much the tent of a soldier—neat and orderly.
Colonel Flip Franklins was part of Duke Ravengard’s
A. The Gearbox West end of the horseshoe honor guard from Baldur’s Gate when the Duke was pulled
B. Franklins’ Tent On the outer edge of the into Avernus.
emporium What Do They Want? Colonel Franklins is looking for a
C. The Pens East end of the horseshoe safe way out of the emporium.
What Do They Know? Franklins stayed behind in
D. Terror Troop Hidden in the emporium the emporium when the other refugees left, mistakenly
trash or storage area blaming themselves for the Duke’s plight and the trouble
E. Burney the Barber Near the center of the arch in the Terror Troop has gotten into. However, they have since
the horseshoe realized the folly of that decision: they can’t stay with the
F. Fhet’Ahla’s wagon Near the center of the emporium when it moves next, unless they sign a contract
marketplace promising their soul to Mahadi. They’re willing to do
anything to leave.
G. Tarkleby’s Translations On the west side of the Treasure. If the characters agree to help him, Franklins
horseshoe gives them a suit of glamoured studded leather and a soul
H. Elliach’s Transmutations On the east side of the coin.
horseshoe.
C. The Pens
I. Fang Yi’s Armaments Close to Fai Chen’s tent There are few places in any of the Planes with a smell quite
J. Beirgone, Not Beirgotten Beirgroach’s missing stash like the one emanating from the Pens. The hobgoblin beast
master Z’Neth has a few creatures on display, including
a displacer beast with feathers and an owlbear with tiny
wings. There are two smaller pens to either side of the tent
Gary: A Mule or Something More? entrance with “FOR SALE” signs. The left one reads, “Hell
Fai Chen’s mule tends to follow the players, showing up at Puppies. Loyal and Evil. A Fiend’s Best Friend.” The sign
the various locations they visit, and even arriving before they on the right simply reads, “Cats.” Z’Neth insists that all cats
do. It nuzzles at their packs in search of food, or rubs against
come from one of the layers of the Hells. Each animal costs
their hands in search of an oh-so-lovely scratch behind the
25 gp and behave as normal dogs and cats except for their
ear. There’s no malign intent here: it’s simply a great way
to instill a bit of paranoia in the characters, who may be red coloring and penchant for staring into flames.
unwilling to act against the mule for fear of arousing Fai What Do They Want? Z’Neth left the Rotten Cogs
Chen’s or Mahadi’s anger. because they were mistreating the creatures they used.
She wants the party to bring her two blue guard drake
eggs back to Z’Neth. As usual, the characters must sign a
A. The Gearbox contact agreeing to forfeit their souls if they fail to deliver
On the west side of the emporium, Rash, Skids, and the goods.
Scrapper (salamander triplets) run a smithy and war What Do They Know? Z’Neth knows the location of
machine repair shop, and keep the infernal engines that the Dump from her time with the Rotten Cogs. After
power the emporium running. They’re expert smiths—for the contract is signed, she draws the maps of what she
those willing (and more importantly, able) to pay. remembers about the Dump on a piece of hide. The Dump
What Do They Want? The Rotten Cogs, a group of is approximately four hours from the Mahadi’s Wandering
goblins who live in the Dump, are known to be skilled Emporium.
inventors. The salamander brothers hope to use the goblin Z’Neth’s maps are in Appendices 4-7. These include both
inventions to earn a favour or two out of Mahadi (or better player and DM handouts.
yet, pay off their debt to him). Since the salamanders can’t D. Terror Troop Training
leave the emporium, they want the characters to bring This small corner is tucked behind and between boxes,
something back. crates, and a war machine; it’s just big enough for five
What Do They Know? If the heroes agree to bring the people to train. The Terror Troop consists of Dorr, Ghafo,
salamanders one of the war machine projects that the Cogs Wink Sugarmilk, Humkoris Adris, and Galiethiel the Quiet.
are working on, they’ll reveal a discrete way to slip out of What Do They Want? They are happy to help whomever
the emporium—hiding in the large piles of scrap metal that can retrieve their contracts (effectively transferring
are left behind when the emporium moves. ownership of their souls to the party members, which the
BONUS OBJECTIVE B. If utilizing this additional troop thinks is better than a fiend or being forged into
content, the characters are asked to investigate the Rotten a soul coin). Also, the chance to be useful on their own
Cogs workshop in addition to stealing their plans. In the accord rather than waiting to die or be sold as a slave is
workshop, they are to find a prototype construct that the intoxicating. They will want to be armed before sneaking
goblins are working on, and destroy it. out. Fang Yi has weapons and armor to buy.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL09-06 Infernal Insurgency (v1.1)
6
What Do They Know? Before signing infernal contracts, H. Ichor All Over
the Terror Troop were mercenaries in the service of Elliach is a brilliant transmuter, and as such has become a
Baldur’s Gate that were in Elturel when it was pulled into successful demon ichor refiner since moving to Avernus.
the Hells. When they signed the contracts to find shelter in
the Hells, they were delivered by a particularly greedy imp
(Beirgroach from DDAL09-05 Faces of Fortune: The Story Communicating as Elliach
of Fai Chen) whom they remember mentioning the Rusty As a result of repeated contact with demon ichor, the
Blades or something to that effect. transmuter’s arms have turned into long, twisted-looking
tentacles. The fingers are elongated and supernaturally flexible,
but still present at the ends. His ears sprouted wings and flew
Dangerous Duty off months ago. Since then, Elliach has turned to pantomime
If the party brings Franklins or the Terror Troop on board to and lip reading to express himself and make sense of others.
infiltrate The Dump the troop operates on their own, doing In order to convey his information, it is recommended that
whatever the party decides when they make their plans. you physically act out his gestures to the best of your ability.
They’re intended to not survive yet can help do damage, For example, when discussing the unicorn, Zhalruban, he may
used as cannon fodder, used to save the party, used to set use a finger to pretend he has a horn and make whinnying
transmutation bombs, etc., for the players in Story Objective sounds. However, exercise caution to avoid portraying
B. They are meant to assist and be an added moral quandary him in a mocking or comedic manner. In a pinch, he may
for the party, not simply the ones to do all the work. Use the methodically write out names or other words that would be
gladiator stat block for Franklins and the thug stat block for particularly difficult to get across (or if players are struggling).
the rest of the Terror Troop. When doing so, using your non-dominant hand may better
simulate the handwriting produced by his tentacles.

E. Shave and a Haircut Elliach is willing to trade some of his newest weapons
Burney the Barber’s Tent and healing station. Burney that he has come up with. He excitedly brags these
appears to be a well-kept, cheerful Calishite woman weapons cause a lot of damage, just don’t be nearby when
providing barber services (up to and including medical they go off. Six arcane explosives might be offered to the
attention for those with injuries and ailments; treat Burney team in return for a piece of the rubble that is created
as if she had the Healer feat and proficiency in healer’s by the explosions so that Elliach can study the residue
kits and herbalism kit). Burney charges 1 gp for each on them and continue his experiments (this is another
service provided. If offered a soul coin, she turns it down contract of course). These need to be placed in the
with a look of disgust and disappointment. She won’t even munitions dump in so they won’t be found.
touch it. Burney provides spellcasting services, though she
charges more for these service (see Adventurers League
Dungeon Master’s Guide). Any character that has used
Kaboom
three more soul coin charges draw angry glares from There are only six transmutation bombs. If the party loses
any or uses them for any other purpose than blowing up the
Burney and she refuses them service.
building, there is not enough suitable rubble to take back in
BONUS OBJECTIVE A. Burney has information about
trade. These items are specific to this mission and do not
the location of a silver dragon named Gaarelmorian that is travel with the characters after.
currently in Avernus. If the characters are in the vicinity of one of these bombs
F. Fhet’Ahla when it goes off—Each creature in a 30-foot-radius sphere
centred on that point must make a DC 14 Dexterity saving
This tent is constantly rustling with the comings and throw. A target takes 14 (4d6) fire damage and 17 (5d6)
goings of dozens of imps. A sign outside reads “From here force damage on a failed save, or half as much damage on a
to Avernus.” Within are several worktables, a desk, and a successful one.
half dozen shelves. Every surface is covered with scrolls, The fire spreads around corners. It ignites flammable
scraps of paper, and small metal plaques with lines of objects in the area that aren’t being worn or carried.
infernal scribed across them, if any character can read
infernal, three of the plaques say “duplicate, triplicate, and
paranoid”. Tools for writing and carving into metal are I. Fang Yi’s Swords
within easy reach from most anywhere. Fang Yi (an arcanaloth), operates a weapons shop on the
G. Tarkleby’s Translations edges of the emporium. The section of armaments here is
adequate but of just barely normal quality. There is nothing
This tent is the closest thing to a library and lore shop
special about the weapons and standard prices apply. Just
that the emporium has. Grimble Tarkleby’s services
don’t let her know the party is doing a job for Fai Chen
include arcane supplies: components, empty spell books,
or she’ll try to inflate the prices. She regularly complains
parchment, pens, ink, etc. Tarkleby specializes in self-
about the imps all over the emporium. She is paranoid of
written translation books—the more expensive, the more
Fhet’Ahla and keeps tabs on his minions, if the party buys
accurate. He also provides translating services here in
an item from her she tells them where Beirgroach hid the
the emporium, for a modest fee of course, as comprehend
chest. All of Fang Yi’s weapons are encased in blocks of
languages is prohibited. His prices are 15 gold for base
magical glass that dissolve when they are taken from the
translations. He would be willing to give them potion of
emporium. This prevents them from being used to break
comprehend languages for a soul coin. His potions only last
the Wandering Emporium’s rules.
24 hours before dissipating. Tarkleby blames Avernus,
others think he builds the potions to fade to ensure
continual business.

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DDAL09-06 Infernal Insurgency (v1.1)
7
J. Beirgone, Not Beirgotten
Beirgroach had a secret, on one rare occasion while
Nothing Like a
Fhet’Ahla was away from the tent, Beirgroach found
himself flush with defiance and bravery. Before he even
Scouting Party
knew what his little wings were doing, he found himself This is the second half of Part 1. Here the party can
carrying a large—for an imp—chest. He was certain there survey the area. They can do it via foot, through magic,
were contracts in the chest as he had collected them a by air, or from a distance. It might not be a bad idea to
couple days earlier. This was Beirgroach’s first betrayal remind players that if they can see someone in a desert
(DDAL09-05 Faces of Fortune: The Story of Fai Chen). environment the same could be said back. Low stealth
He hid the chest near his big stash the party or Mahadi checks could result in glinting armor or weapons, or maybe
found in the previous adventure. The contracts to the the character makes noise that gives their position away.
Terror Troop are inside this locked box. A successful DC 15
Intelligence (Investigation) check reveals the chest in the Area Information
area that the characters either know about from playing the The area has the following features:
previous adventure, or by following the directions given by Dimensions & Terrain. Dust is always hanging in the
Fang Yi. air. The ridge along the river is sharp giving a decent view
to the munition’s depot. There are large rocks inside impact
Just In Case craters and rubble from landslides throughout the area.
Light. The ever-present glow of Avernus brightly lights
If this adventure is being played as a one-shot, or if the
players didn’t find the stash in DDAL09-05, have Fang Yi or the area (is it ever night here?). Occasional boulders and
any of the other merchants tip the players that they saw the impact craters provide shadows for the heroes to hide
imp always lurking around a junk pile near the Gearbox. behind.
Sound. The sound of the river Styx along with the
tormented souls within it and the wind.
Beirgroach could never figure out the lock. The lid to
Fhet’Ahla’s chest is locked with a cryptex box. Since there
are no spells allowed in the emporium, Fhet’Ahla chose this Keep a Pace
intricate locking system that has no keyhole to pick. See If the characters linger outside for too long, they risk calamity
Appendix 3. in the form of one of the meteors that frequently falls to
the surface. After each hour, a meteor targets a random
character. That character and each creature within 20 feet of
The Cryptex it must make a DC 15 Dexterity saving throw, taking 11 (3d6)
The answer to the puzzle is “FATE.” Attempting any other fire damage and 11 (3d6) bludgeoning damage, or half as
answer results in the lock spraying out purple dye in a 15- much on a successful save. Alternatively, the group might be
foot cone away from the lock. Any creature in the area must overcome by swarms of insects or a roll on the below random
succeed on a DC 15 Dexterity saving throw or be covered in encounter table.
the stuff. The dye lasts for 1 hour and can be washed off with
a sufficient quantity of alcohol. Fhet’Ahla’s imps immediately
identify the dye as coming from one of Fhet’Ahla’s chests
and demands a soul coin in compensation. Fhet’Ahla may Creature Information
even try to pin the theft on the party rather than suffer the The cracked desert hellscape is flush with creatures
embarrassment of admitting he was robbed by Beirgroach. waiting to steal, enslave, or kill for a soul coin. If the DM
needs an encounter while getting to, or surveying, the
Dump use an encounter from below.
And a Time for Action…
Avernus Random Encounter Table
Now that they have their information and allies, they need
to scout out the munitions dump and finalize their plans. d6 Encounter
The party arrives at the edge of the canyon from the south. 1 1 bulezau
Read or paraphrase: 1 babau
2 2 nupperibo
Looking down into the river valley the Dump appears out 1 hobgoblin devastator
of place. You see a castle that was dropped literally into 1d6 goblins

the river valley. Instead of sliding down it merged with the 3 1 bulezau
1 shadow demon
rockface embedding it there.
A meteor falls from the sky and impacts the east wall of 4 1 incubus
1d6 imp
the canyon raining oxidized rock into the River Styx below.
Best to survey the area quickly and finalize your plans. 5 1d3 vrock
6 1 vrock
1 babau
1 shadow demon

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DDAL09-06 Infernal Insurgency (v1.1)
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B1. The River Styx
Playing the Pillars
The river has carved some pretty sharp edges and some
Here are some suggestions for this encounter:
classic V-shaped valleys at this point. If the players make
Combat. The bulezaus likely do their best to stay at least
a DC 25 Wisdom (Perception) check from where they
30 feet away from one another to get the most out of their
come up to the canyon, they can make out souls in the river Rotting Presence. The dretches however, aren’t terribly
reaching out from the black water with a final grasp of concerned with tactics, and are prone to just attacking the
hope before descending further down into the Nine Hells. nearest enemy en-masse. Cultists are a bit smarter and
may pick off the weaker opponents. Nearby patrols may
More Than Wet be drawn to the sound of combat—making everyone’s job
more difficult. Dalgro is aware of this and may hide from the
Any creature other than a fiend that tastes or touches the
characters if he’s able to do so.
river’s water is affected by a feeblemind (DC 15 Intelligence Exploration. If the party doesn’t interfere, then Dalgro is
saving throw). This saving throw is repeated each turn as likely to continue his planned assault on The Dump from the
long as the character is contact with the water or until it dome; His cult fanatic might use spells to bypass the guards
fails. If not removed after 30 days, the effect is permanent, allowing the demon group to sneak in leaving the heroes an
and the creature loses all memories. Only a wish or divine unguarded way in.
intervention can restore memories lost to the river’s water. Social. On the off chance the party joins forces with the
Any water removed from the river—done by succeeding on a demon, Dalgro is very likely to turn on the at them first
DC 17 Dexterity saving throw—loses potency after 24 hours. opportunity after they deal blows to the depot, possibly
attacking them as they exit or trying to trap them inside on
The top floor of Dump is 100 feet down, 150 feet to the escape.
ground floor, from the top of the canyon. Climbing down the
river canyon only requires one member of the party with
pitons succeeding on a DC 15 Strength (Athletics) check. A
failure could result in a dunk in the river or falling damage
depending where the character climbed from.
B2. Unfortunate Souls
The river canyon here are the remains of an old C curve in
the river Styx. The softer land created a flattened surface
for the river to gouge till it met the resistance where the
chateau known as the Dump is embedded into the wall at
the midpoint of the curve. Taking a moment on the ridge
of the canyon allows the party to see paths going to and
from the chateau to the upper ridge behind the chateau.
There’s a group of bodies that have long decomposed along
one of the paths closer to the dome. It looks like a group of
humanoids and demons. Perhaps they attempted an attack,
were prisoners till they met the end of their usefulness, or
maybe they were food for the blue guard drakes. Hopefully
the party’s fate is better than theirs.
B3. Fox & Scorpion
While scouting the ridge the scout, or even the entire party,
may come across a Dalgro Carrionclaw (a babau) leading
a team of two bulezau, three dretches, three cultists, and
a cult fanatic. Carrionclaw is up on the ridge doing the
same thing the party is—planning an attack. If the demon
notices the characters, the demon detachment hides in
attempt to continue his ambush on the Dump unhindered.
If the group sees the demons first perhaps they can use
them as a distraction to their own infiltration.
What Do They Want? Dalgro is ambitious to say the
least. He’s here to make a name for himself and restore his
fallen graces. The cultists and dretches are fodder; there
are always more where they came from.

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DDAL09-06 Infernal Insurgency (v1.1)
9
B4. Patrols The wagon is beginning its descent down the northern
There are always patrols around the perimeter outside the canyon wall. If the party wants to intercept it, they’ll need
castle, around the roof of the larger tower, and up along the to hurry.
ridge of the canyon. Every fifteen minutes of play/table time Due to the terrain, and the heat, and need for stealth
roll for a random unit in to pass by each outdoor location moving quickly in this environment is not easy. Creatures
out of combat. In combat after three rounds a random unit rushing to catch the wagon must succeed on a DC 15
could join the fight if the DM feels it is appropriate. Roll on Constitution saving throw or gain a level of exhaustion.
the Random Patrol Table in Part 2 for a unit.
Adjusting the Scene
Plague of Plagueshield Here are some suggestions for adjusting this scene:
Instruct any character who was seen or who enters combat • Strong: Mugmerch is accompanied by a merregon
five or more times while in the Dump earns the Plague of • Very Strong: Mugmerch is accompanied by an indentured
Plagueshield story award. Their legend has grown and the barbed devil
devils of nearby Plagueshield Point have heard of them from
survivors of their assault on the Dump.
At the end of the session have the player make a rumor What do They Want? Mugmerch is playing the long
or nickname for their character. The fiends of Plagueshield game, and having a good time doing it. He’s a barghest who
Point in DDAL09-07 The Diabolical Dive will have heard of a is enjoying the odd quiet kill of the goblins to keep them
character with this story award. If playing this adventure as paranoid. What he really wants is to make his main kill.
a one-shot perhaps you could have Nuldrath (C9) know the He’s not likely to reveal he is a barghest.
nickname or rumor and use them in the final battle. What do They Know? Mugmerch learned that someone
If doing the trilogy, the DM should ask what the character’s important is coming to The Dump. Maybe a General,
nickname and apply it for encounters in the Point making
maybe even Zariel. He is not telling the other goblins
them more challenging. DMs are encouraged to interject the
player rumors into the fiend’s knowledge. This award is a
because he enjoys the idea of the mayhem he’ll get to
wonderful opportunity to add party or character specific role- witness. If persuaded or treated well, he might be willing
play into combat. to share this information with the party. Other things
Mugmerch may know is in the Dramatis Personae.
If he realizes any of the party are good aligned it would
B5. The Dump take some very serious convincing for Mugmerch to
The actual munitions dump was once a warlock’s castle betray his tribe If the party is doing Bonus Objective B
that was included in a contract for his soul. Lucky for he might spill the beans about Swamphair, and needing
him, the devil he made the deal with was killed, unlucky to find the secret entrance in the lower levels. Mugmerch
for him the contract had a not getting off that easy clause doesn’t especially like his tribe and if he is praised or
and the house was still teleported here. Unfortunately for otherwise treated well (see sidebar below), he might help
the warlock, he was in the house when it was sent, some the characters get inside to see what chaos the cause.
of the goblins think he was trapped in the rock when the Everything’s finally coming up Mugmerch!
house materialized here, while others think he haunts the
house. The Rotten Cogs found the place and turned it into
a workshop meets munitions dump. Playing the Pillars
Chateau. The building is right against and partly inside Here are some suggestions for this encounter:
the wall of the canyon. There is a large double door entrance Combat. If the players attack Mugmerch he’s likely to first
release his hell hounds and call for help. If it is while a patrol
for the vehicles and smaller doors inlaid into the large ones
is near him, the alarm is sounded and the entire mission
for humanoids. The smaller tower is used as a watch tower,
is going to be that much more difficult. Mugmerch would
and a simple, yet effective wall has been added. There are probably try to get to the chateau and leave the hell hounds to
arrow slits 15ft up the newer 20 ft. high walls. fight to the death.
Over the years some new entrances have been added, Exploration. If the party watches the merchant, the party
there is one on the back side of the large tower dome, and might see the wagon steer off the road from the main doors
another along the rock face of the canyon hidden next to and disappear behind the guard tower seemingly into the
the guard tower. Full details on The Dump in Part 2. rock wall leading to C20.
Social. Mugmerch might be willing to trade with the party
B6. The Trader if they approach him normally, he is a merchant after all and
The characters encounter Mugmerch (a barghest who has no reason to suspect them—unless they exude good. On
appears to be a finely dressed goblin) driving a large, a Persuasion (Charisma) DC17 check Mugmerch may even
metal trading cart—heavy with trade goods—drawn by bring them with him into the Dump as his guests. If the party
four hell hounds. His goods include large and small metal is able to get Mugmerch to warm up to them through chatter
wares from discarded or destroyed infernal war machines about his beets, wares, outfit, mocking the goblins, grant the
scavenged from the wastes, food stuffs, brews of some character advantage on the Persuasion check
kind, sub-par weapons, a large somewhat working ballista
with no ammo, and an unhealthy number of beets.

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DDAL09-06 Infernal Insurgency (v1.1)
10
Part 2: Shock & Awe
Estimated Duration: 2 hours 15 minutes
Something Different.
The Dump This is not your typical dungeon crawl. The goal is to get in
and out as quietly as possible while doing as much damage
When Void Chateau was dragged to hell Chalice Void was and causing as much mayhem as possible. A plan relying on
unfortunate enough to be in the house. Being pulled down force may end poorly for the heroes.
and trapped in Avernus has had its toll. Get In: Sneaking in through the upper dome (14) then
Void Chateau has fallen under the ownership of the progressing down or watching Mugmerch in Part l (B4) may
let the party discover the secret entrance to the Lower Levels
Rotten Cogs and the devils that are ordered to work for and
(20). Another option for the party is to go in with Mugmerch,
with the Cogs. They now refer to it as The Dump and they
or they are able to use the glamoured studded leather and bluff
are pumping out war machines and weapons for Zariel’s the guard.
forces. Time in Avernus has started to warp the goblins who Inside: The creatures are likely to view the party with
have rust-colored skin and small horns reminiscent of imps. curiosity first. If the party are disguised as goblins, they
quickly discover that the goblins only speak goblin and
Been Here Too Long infernal so the goblins may question accents or dialect if
the heroes interact with them or don’t speak their native
The Rotten Cog goblin tribe has been here generations now language. The party might instead attempt Dexterity (Stealth)
and as such have taken on more fiendish qualities than what checks against passive Perception, perhaps attempting quick
the party may be used to seeing from goblins. While they quiet strikes taking out one team of enemies at a time. If too
still have their wits about them, they have succumbed to the many infernal soldiers go missing, the Commander is bound
magical effects of being in Avernus too long. All Rotten Cog to get suspicious and increase patrols or unit strength. The
goblins have the Monster Type of Small humanoid (fiend) random table is built to show varied levels of units in the
rather than Small humanoid (goblinoid). Dump. If it is too easy for your players just maximize the
numbers rather than roll.
Get Out: This could be done quietly—the party sneaks out
Getting in might seem pretty easy. Getting out without and the bombs explode from a distance. The Terror Troop
being seen or caught might be more difficult. can set off the explosions. If the alarm has been raised and
the characters need to make a quick escape, they might steal
Story Objective B. a war machine bursting triumphantly out of the front gate.
Sufficiently damaging the munitions dump without getting If they made the deal with the salamanders, they’ll need one
anyway.
seen or caught is Story Objective B.

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DDAL09-06 Infernal Insurgency (v1.1)
11
Area Information Boredom
The area has the following features: So long as the alarm has not been sounded during the
Ceilings. The ceilings in this building are all 10 feet high mission, most of the units are bored and not incredibly
unless otherwise specified. attentive, giving the party advantage on Dexterity (Stealth)
Light. Everything is well lit with torches, lanterns unless checks.
otherwise specified.

Creature Information The Go-Wrong


While the characters infiltrate the Dump, there are many If the party interrogates or makes a deal with Mugmerch in
patrols and groups they must avoid Every fifteen minutes Part 1 then they learn that someone important is coming to
of play/table time roll on the Random Patrol Table in Part the Chateau:
2 for a unit. For random encounters in the Dump roll 1d20 one of Zariel’s Generals, General Everbleed.
on the following table; the various key members of The Everbleed (an ice devil) is annoyed about being on
Dump are detailed in the Dramatis Personae. Rather inspection duty, though he does like to see what the
than leave all to chance, if you feel more comfortable Rotten Cogs have come up with. Everbleed arrives
doing so you should feel free to have patrols appear when halfway through the mission and travels with a barghest
appropriate. and a merregon in case any goblins or devils have any
Deus Ex Franklins. If there are moments when the unfortunate moments of bravery.
heroes are really stuck and need help, Colonel Franklins
and/or the Terror Troop are here to assist; even sacrifice General Rampage
themselves in truly cinematic ways: in a mighty explosion, If the party does not engage with Mugmerch let one of
sabotaging a war machine, luring a patrol away with deadly the characters overhear a nervous devil talking to another
results. fiend about the General. Let the party see the ferocity
Alarm. If the alarm is sounded, then every patrol and all and enjoyment that Everbleed derives from his work. The
stationary creatures are on alert and expecting an attack. characters should be as terrified as the goblins and devils are.
Patrol times are halved in all areas and add a random The General and his inspection team should be played up as
patrol that arrives to reinforce every combat in round a roving threat the characters want to avoid.
three. If the characters can stay hidden for a reasonable (a
round or two, though this is a good opportunity for the DM
to control the pacing) amount of time after sounding the
alarm it stops.
C. The Dump
Since being gutted by the Cogs, the chateau has lost most
Random Patrol Table of its original luster. Along with becoming a munitions lab
and garage has led to the Chateau to being called Dump.
d20 Encounter There are remnants of the chateau’s former glory sparsely
1–12 No encounter littered throughout the building: an out of reach painting
13 2 nupperibos here, well-worn paint on the walls, a chandelier now used
3 imps as part of an infernal war machine, etc.
1 barbed devil
14 1 incubus The Dump is more imposing as you get closer to it. It
6 imps looks bigger than you expected. The walls are substantial
15 1 hobgoblin devastator and have been some-what maintained. The patrols are
2 imps regular though look bored. None the less this is not the
2 spined devils
time to think you’re going to have it easy.
16 1 nightmare
2 spined devils
3 nupperibos C1. War Machine Garage
17 2 nupperibos The garage doubles as a workshop. At one time this large
1 merregon building was multiple floors of rooms and extravagance.
4 goblins Now, the ceiling here is 30 feet high, as the Rotten Cogs
gutted this part of the Chateau to make room for the
18 1 black abashai
infernal war machines they are building. The walls are
5 goblins
studded with remnants of the previous floors jutting from
19 1 incubus the walls where they were crudely hacked away. There
2 blue guard drakes are small holes in the roof as it was never designed to be
4 goblins hollowed out and repairs have been challenging.
20 1 black abashai A door to the main tower is on the south wall and in
2 blue guard drakes the north west corner of the garage there is a large set of
makeshift stairs going up to a suspended room. In that
same corner under the suspended room is a pile of rubbish
that helped name the place. There usually are six goblins,
four imps, and two spined devils in the garage working
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DDAL09-06 Infernal Insurgency (v1.1)
12
on the machines or at workbenches. It is a very dangerous Area C8. If utilizing BONUS OBJECTIVE A, the
idea for the party to engage in combat in this room, though characters find Trondoz Wildsnow here. Otherwise, roll or
there may be ways to sneak through maybe even hijack a pick from the Random Patrol Table., above.
war machine to get back to Mahadi’s Emporium. Area C9. The Dump commander Nuldrath (a black
Inside the garage are three war machines. Two smaller abashai) is in this room with a pair of merredon guards
war machines have large mean looking additions—a mix on watch in the hall outside. Nuldrath has lost favor with
between a cattle guard and a bladed battering ram on the Tiamat and has gone to Zariel. Nuldrath hates working
front and mounted crossbows on each side. Both look fully in this place especially when the Rotten Cogs started
functional, offering a possible way out for the party. The experimenting on the drakes for weapons. If he can stop
third war machine is double the size of the others and has that and inform Tiamat that he spared some dragonkin
a simply terrifying visage, but is still incomplete. There from an archdevil, he believes she will grant him her favor
are goblins working on the war machines, and at benches again. For amnesty (he is willing to write up a contract) he
along the back wall while ordering different devils around. offers to aid the party if they save the drakes in area 15c.
It is clear that the goblins are the mechanically minded Treasure. Nuldrath has a chest with some of the Dump’s
members of the team. payroll inside as well as two soul coins, and an bullet of
tiefling slaying.
C2. Watch Tower Entrance & Stairs
The entrance is a small simple door. When a patrol passes,
they send one guard from the ground floor to the top floor Oops, No Map!
to check the door and look outside. None of the goblins or This floor should create a bit of a complexity for the party as
devils like this job and they are inattentive while climbing they didn’t factor it into their original plans. Z’neth was never
the stairs. If the party times it right the entrance and roof on this floor and didn’t know about it.
are unguarded as the guard is inside walking the stairs.
C3. Staircase
This staircase is the only way up or down inside and sees
frequent use. If the DM wants to add more stress when the
party is on the staircase roll on the Random Patrol Table.
C4-6. Storerooms
Simple storerooms. There are food stuffs, basic tools, spell
components, explosive alchemical substances, subpar
weapons and armor here. If Mugmerch makes it in without
interference, his wares are brought up here.

Forgone Explosives!
If the players did not get the transmutation bombs from
Elliach in Part 1 it is possible they can use six of the barrels
of explosive material. It’s simply viscous liquid that smells of
extremely potent alcohol that could be turned into bombs. It
would not be wise to keep or move them around often. The
party can set them carefully around The Dump, using the
same statistics as Kaboom! in Part 1 A-H.

C7-9. Command Bedrooms


These chambers house the officers.
Area C7. Here the party finds the locked doors to Chalice
Void’s chambers (DC 15 Dexterity check with proficiency
in thieves’ tools). Chalice Void (a deathlock) is here,
lamenting being stranded in Avernus. He desperately wants
his house back and is likely to do anything he can to help
any interlopers that might run off the fiends. He figures
out the party is going to destroy it, he does not approve.
This is the only room that none of the current residents of
the house have entered. If the party does enough scouting,
they hear rumors of a haunted room. The last Chateau
Commander spent time there and one day never came out
alive. Here is where General Everbleed is housed when he
arrives. The Dump commander sends the General here
in the hopes the rumors are true and the General won’t
come out. If the General gets here before the characters,
he encounters Chalice Void and easily overcomes the
deathlock. He has Void imprisoned area 15a until he can
be further questioned.

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DDAL09-06 Infernal Insurgency (v1.1)
13
C10. Logistics Offices BONUS OBJECTIVE B. If utilizing this content, the
This 25-by-15-foot suspended room is where the garage characters discover a report, written in Goblin, from
below is managed. It’s also where the blueprints for the Grinka Swamphair. He has created a new weapon that is
infernal war machines and some old military invasion a danger to the characters plans: something called P.R.A.T.
plans are stored. A hobgoblin devastator, an incubus, and that can track Good-aligned creatures and is specifically
two imps are here going over some plans for the large war constructed to harm celestials and aasimar.
machine below. C11. Former Library
This room was once Void’s massive library. The Rotten
Adjusting the Scene Cogs have plundered it of anything of value and now use it
Here are some suggestions for adjusting this scene: as a lounge. There are often devils or goblins here playing
• Very Weak and Weak: Remove the hobgoblin devastator and dragon dice, three dragon ante, and other games. Roll on
an imp. the Random Patrol Table to see who’s here.
• Strong: Add a spined devil Treasure. The characters might recover a finely crafted
set of dragon dice made of green infernal steel.
Triple the Fun. If the party agreed to retrieve blueprints C12. Switchback up the Ridge
for the salamanders, they’re here. This pathway leads up to the ridge from the dome (area 14.
Dome) on the top of the main tower.
C13. Tower Top Floor
The patrolling guard from the tower entrance (C2) comes
outside to check the roof every fifteen minutes and then
goes back down.
C14. Dome
This chamber was at one point an astronomical
observatory. There is a relief on the inside of the dome of
the summer solstice night sky. There are pinholes in the
wall where the star light would have shone through. A lever
is set into the floor—currently in the up position of a cross.
If the lever is pulled, the dome begins to spin and shift to
another star season. When the dome rotates there is a loud
rumble that shakes the tower. This attracts the attention of
one of the random patrols.
C15. Beast Cages
These cages are used to store beasts for Grinka
Swamphair’s research.
Area 15a. A dead beast that looks like a blue guard drake
fused with a spined devil rots against the rear wall.
Area 15b. This cage contains a vrock with the head of
a hell hound crudely stitched to it. It is unconscious and
clearly close to death.
Area 15c. If the characters search this cage, they find two
random trinkets. Otherwise, this cage is empty unless you
are using Bonus Objective B, in which case it’s unusually
clean compared to the other two cages. The characters find
the entrance to the secret tunnels here.
C16. Blue Guard Drake Cage
There are always two-to-four blue guard drakes in
this large cage. They are being bred here for use and
experimentation by the Rotten Cogs. They’re not well cared
for and are hungry. A successful DC 13 Wisdom (Animal
Handling) check calms the drakes. This check is made with
disadvantage if the character does not feed them as part of
attempting the check. Too much random interaction with
these beasts, without a successful Animal Handling check,
agitates the drakes who begin to hiss and roar. Goblins
in the area arrive shortly after to shut the beasts up.If the
check is successful, the drakes can be brought with the
characters or turned loose on the Rotten Cogs.
Treasure. If the characters agreed to Z’Neth’s deal, they
find two drake eggs here. If the characters recovering living
guard drakes, Z’Neth pays for them in gold.

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DDAL09-06 Infernal Insurgency (v1.1)
14
C17 & 18. Barracks A lone black abashai—Commander Nuldrath if the party
Here is where the devils and most of the goblins are didn’t kill him already—sits in the driver seat of the last
barracked. Each room is often occupied. Roll on the war machine and tries to drive it out the gates as the party
encounter table or pick a unit from the list for each room. jumps on. Because there is nowhere to go this devil fights
A passive Perception DC 13 determines the rooms are to the death. If the characters don’t have them, the war
occupied before opening the door. machine has cages of beasts and eggs in its trunk.

C19. Rotten Cog Labs


This room looks like the mix between mad scientist and
Adjusting the Scene
horror house. There’s a large operating table in the center, Here are some suggestions for adjusting this scene:
workbenches surrounding the room, with shelves above • Very Weak or Weak: Replace with a barbed devil.
crowded with jars filled with all manner of foulness. Is that • Strong or Very Strong: Add a merregon
lone eyeball following them? A spare set of manacles are on
the operating table.
A very dead and very emaciated angel hangs on the east
wall from manacles set into the wall. It wears a shirt with a
Pity Th’Fool
bullseye drawn in blood on its chest. A character examining
the dead angel that succeeds on a DC 18 Wisdom As you make your way back across the desert plains of
(Medicine) check deduces that the creature had been Avernus you hear the distant rumble of thunder, yet there
tortured and experimented upon before its very essence
are no clouds. You turn back to see the escaped war
was drained from it. The keys to the manacles holding the
carcass up and the set on the operating table are on rig that machine barreling down on you laden with goblins and
can be found on a nearby workbench. If utilizing BONUS devils alike.
OBJECTIVE B, this celestial was the first successful test of
the new weapon. Have the players to roll initiative. Allow a round of ranged
C20. Beast Entrance combat before the other war machine closes using some
This is a portcullis that leads down a dark tunnel. It is the sort of speed boasting technology. Just as the war machine
entrance the Cogs use to get the larger beasts in and out of nears, a meteor falls from the sky landing on the goblin
the lower levels and is the same secret entrance Mugmerch driver who received a warning too late.
uses allowed to carry on his way in part B4. Lifting the gate Dust and debris fills the air, then the party emerges,
takes a combined Strength of 25, or someone can pull the worn, yet alive and well (with their war machine intact).
lever found inside the room near the gate.
Many Thanks
Wrap-Up: Love It When A The Salamander Trio sneaks the party in as promised. If
the characters return with one of the new prototype war
Plan Comes Together. machines, Mahdi excuses them for sneaking out in thanks
for the edge the prototype will provide in dealing with
There are many options to how the party escapes The
the gangs of Avernus. The characters must complete any
Dump and while every session will be different, here are
deals they made with the different merchants of Mahadi’s
two common possibilities.
Wandering Emporium—including any from the Bonus
Fade Away. If the party chose to leave quietly, the
Objectives.
munitions dump goes up in a massive arcane explosion.
Chaos breaks loose as the garage roof caves in, injured
troops pour out of the burning structure, and one of the It has been an incredibly long day. Dara seems lighter or
two smaller war machines comes pealing out of the garage.
at least a bit more lucid than she has in days. Fai Chen
There is not a lot of time before the fiends realize the
Dump was sabotaged. comes to you with a large smile on his face. “Well, that was
Out With a Bang. Nothing like a great escape. As the impressive. I rarely see Mahadi nearly break a smile when
explosions from the bombs start to go off, chaos ensues. he’s not being paid. The fact that you work for me and not
Everbleed blames whomever is closest with deadly results him will grind on him for years,” the Shou man chuckles
and gets caught in an explosion from one of the bombs or
for a moment then sobers up.
a trap the characters had set. The chaos makes the Dump
less guarded, allowing the party to escape. “Alright, get some rest. You’ll need it before our
As the characterless find their way back to the garage, infiltration into Plagueshield Point.” With that Fai Chen
fire from the explosions is close to the flammables in the leave the room. Dara follows and holds at the tent flap,
storage area. Goblins are now trying to save their precious she turns back and says, “Thank-you.” Then leaves, the flip
work and themselves. Another explosion rocks the Dump
falling closed behind her.
and fresh charred rubble buries the large infernal war
machine and the goblins that were trying desperately to
finish it and escape. One of the smaller two, crewed by a If characters are awarded the Plague of Plagueshield
random patrol, punches out through the gates, smashing story award make sure they come up with a rumor about
them open. the character and maybe the group if they all are awarded.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL09-06 Infernal Insurgency (v1.1)
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Rewards
At the end of the session, the characters receive rewards
based upon their accomplishments.

Player Rewards
The characters earn the following rewards:
Advancement
Upon completing this adventure, each character gains
a level. At their discretion, they may choose to decline
advancement. Remind those that express an interest in this
that they have a limit to how much gold they can earn per
level; declining advancement means that they may reach a
point where they earn no gold.
Gold
Award each character gold for each hour of the session.
Adventures typically features cues for this, but you can add
it where you see fit. The maximum gold that you can award
a character per hour is determined by their tier, as follows:

Tier Hourly GP Award GP Limit per Level


1 20 gp 80 gp
2 30 gp 240 gp
3 200 gp 1,600 gp
4 750 gp 6,000 gp

Magic Item(s)
If found during the adventure, the characters can keep
the following magic items; these items are described in
Appendix 10.
• Glamoured studded leather
• Arrow of tiefling slaying
• Potion of fire giant strength
• Soul coin

Story Awards
The characters may earn one or more of the following story
awards; these story awards are described in Appendix 11:
• Plague of Plagueshield.
• No Exceptions!

Dungeon Master Rewards


In exchange for running this adventure, you earn
advancement and treasure checkpoints for the
characters’ completion of objectives, above.
You may complete DM Quests for running this adventure.
See the ALDMG (Adventurers League Dungeon Master’s
Guide) for more information about DM Quests.

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DDAL09-06 Infernal Insurgency (v1.1)
16
Dramatis Personae • Sibling Effectiveness. Picture these three working
together like close siblings, arguing while doing the task
The following NPCs and locations feature prominently at hand, to the untrained eye it will look super chaotic, it
in this adventure. They are listed here in order they are is in fact well honed and super effective.
presented in the written module. Colonel Flip Franklins. genderfluid human fighter.
Mahadi (muh HAH dee). Appearing as a brown-skinned Franklins was part of the Flaming Fist honor guard for
Turmish merchant lord, Mahadi is actually a rakshasa in Duke Ravengard. They were off duty when the Descent
service to Asmodeus. He is completely dedicated to his happened and feels nothing but guilt that they were not on
policy of neutrality with customers. duty. Franklins is willing to help the party fairly easily as
• What They Want. Mahadi serves his master by they have a need to take their frustrations out on something.
collecting information on customers. And he certainly • What do They Want? To get out of Avernus with soul
collects plenty of souls and debts for himself while doing intact—even if that is via death
so. He very much wants Dara’s pure and god-touched • Fist of Glory. Doesn’t have a suicide wish, but if the
soul as a prize. only way out of hell is to die Franklins is likely to take as
• A Charismatic Host. Mahadi is more than willing to many fiends with them as possible.
act as a negotiator and broker for all sorts of creatures Z’Neth, the Hobgoblin Beast Master. Z’Neth is an expert
in Avernus. His adherence to rules makes him a beast master and trainer of all manner of creatures. In fact,
smart choice and endears him to those he spies on the more disgusting a creature appears, the more adorable
for Asmodeus. it is to this strange hobgoblin ranger. Within the Emporium,
Dara (DAH ra). This 10-year-old child was raised by priest Z’Neth maintains portable stabling for beasts of burden
of Ilmater in Amn, where she found and read from the and has a small collection of exotic critters that she’s happy
Book of Exalted Deeds, after which she was revealed as a to put on display for a reasonable price.
Chosen of Ilmater. • What They Want. Z’Neth wants more creatures to add
• What They Want. Dara is on a holy mission into to the Pens.
Avernus to find the souls of lost angels and mortal • Gentle Giant. Z’Neth may be stuck in hell but she has
Hellriders who accompanied Zariel during her Descent the creatures and stables she’s always wanted. She is
into the Nine Hells. fiercely gentle and kind to the creatures. She doesn’t
• Wise Beyond Her Years. Dara is very single-minded suffer abuse from anyone towards them.
about accomplishing her mission and often sounds Terror Troop. The Troop uses the chaos of the emporium
much more knowledgeable and mature than her years to their advantage, training almost in plain sight. The troop
would suggest. is made up of five individuals: Sabah Human female, Diago
Fai Chen (FIE CHEN). A Shou man, apparently in his human trans male, Mormo tiefling male, Delre female
late 30s, Fai is well-known for the strange travelling dwarf, and Franklins. The four other than Franklins all owe
caravan from which he barters and sells magical items and soul debts. Use
rarities. He only trades for magic items but takes coin for • What They Want. They want to be set free. All made
consumables and appreciates the value of a soul coin. He foolhardy deals with devils. And only made that
is always accompanied by his mule, Gary, and blue faerie realization too late.
dragon, Drandeldew • Forever is a Long Time. All four of the terror troop are
• What They Want. Fai Chen’s not terribly pleased to be dedicated to finding any way out of their contracts and
back at the emporium; he wasn’t as ready to return as he the emporium.
thought he was. He knows that Mahadi’s generosity isn’t
Burney the Barber. Burney presents as a cheerful
granted out of any sort of benevolence, so he wants to get
Calishite woman providing barber services up to and
as much done within the month as is possible.
including medical attention for those with injuries and
• Mysterious and Resourceful. Fai Chen always seems ailments; treat Burney as if she had the Healer feat and
to know more than he’s telling, but never offers to share. proficiency in healer’s kits and herbalism kit.
When in a pinch though, he’s willing to lend a hand to • What They Want. Burney enjoys all manner of stories
those who need it, particularly for an underdog. (frequently making them up as she goes along),
Rash, Skids, and Scrapper. These salamanders are an especially those with a moral twist at the end.
intrepid trio of gearheads. Knowledgeable in the upkeep of • Coin Collection. Burney charges 1 gp for each service
infernal war machines and expert smiths, these salamanders provided. If offered a soul coin, she turns it down
owe Mahadi a debt for taking them in and secreting with a look of disgust and disappointment. She won’t
them away after a bold escape from the Bel’s Forge. The even touch it.
salamanders talk to each other in Ignan. Rash has learned
some broken common and speaks for the group though
getting Tarkleby’s help with translation might be warranted.
• What They Want. To make Mahadi proud and get
famous doing it. To do that they want Rotten Cog
infernal war machine blueprints so they can make
them better.

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DDAL09-06 Infernal Insurgency (v1.1)
17
Fhet’Ahla. This amnizu provides imps as couriers as taking a cut of their spoils in hopes of buying his way
well as a variety of spell-casting services for transmitting upward among the infernal hosts of Avernus.
information over long distances. Additionally, Fhet’Ahla is • A Cunning Coward. Beirgroach is full of honeyed words
also willing to pay 100 gp for a soul coin (minus 25 gp for and seems ready to please. Beneath that façade, he
each charge used from the coin) and acts as a notary for seethes, looking for opportunities to buy, cheat, or steal
the signing of infernal contracts. his way out of his current situation. If pressed, however,
• What They Want. To make all the deals, he believes his he quickly gives up what he knows.
control over the contracts gives him power! Dalgro Carrionclaw. Dalgro was once a prominent
• Kind of a Jerk. As with many amnizu, Fhet’Ahla is a lieutenant in the demon armies. He was the subject of
skilled tactician, but he spends most of his efforts on a successful advancement plot and escaped from total
finding ways to abuse his authority over the creatures betrayal. Now simply looked down upon Dalgro is planning
that serve him. All about the deal. to infiltrate and sabotage the Dump to do as much damage
Grimble Tarkleby. This gnarled old gnome looks like as possible and gain back the favor he lost.
they have made one too many deals with a devil and lost. • What They Want? Dalgro wants nothing more than to
Gimble speaks eighteen different languages, two of which gain back the position he believes should be afforded to
are non-verbal. him. He’s incessantly egotistical and sure of himself.
• What They Want. To buy his soul back from Mahadi • Lesser Than. Dalgro values his life over all others. If
who won his coin in a deal with a demon. he sees any of the attacks going poorly, he is very likely
• Unfortunately, Invaluable. Grimble is acutely aware to attempt escape—even if that means leaving his unit
how valuable he is to Mahadi. He’s confident if he can get behind to die.
enough souls to replace him, he’ll buy his freedom. He’s Mugmerch. A Rotten Cog goblin who was thrust into
probably wrong. being a trader, then became a barghest. Resenting both at
Elliach, the Transmuter (ELL ee ack). When they first first Mugmerch quickly learned that he was a very skilled
met, Mahadi saw the value in paying Elliach’s debts off and negotiator and flourished in both new roles. He is now
bringing him to Avernus to work in the emporium. Elliach’s respected with a certain amount of rank in his clan. He has
exposure to demon ichor has warped his arms, which made trades that have benefited himself and his goal of
have become tentacles with fingers at the ends. His ears hunting worthy goblin prey. He killed the previous Goblin
sprouted wings and flew away. As a result, he is deaf and Commander, not Void, and set the body to perpetuate that
relies on lip-reading and gestures to communicate. He’s not myth and keep himself in the clear.
mute but finds that the more he fakes it, the more others • What They Want. Mugmerch prides himself on his
underestimate him. ability to make-a-deal, and loves to show off his winnings
• What They Want. Elliach has lost his mind. He no (like his fine clothing he won in a really great game of
longer concerns himself with getting away, he just wants dragon dice with its previous owner on this past trading
to know how successful his creations are. run. When that owner found out Mugmerch played
• Roll of the Dice. Elliach is a notorious gambler. Though creatively, they got into a fight. Mugmerch still walked
most people think because he can’t hear, they can take away with the clothes and his hell hounds ate fresher
advantage—he has learned lipreading and plays the fool meat than they often get. It’s too bad he’ll have to find
well, often coming out ahead another dice buddy.).
Fang Yi This arcanaloth had done well for herself while • Gift of Gab. Mugmerch has a weakness. He doesn’t
Fai Chen was gone. She has been known to pass on know when to stop bragging. He is very likely to talk
information about who is picking up weapons to others about Zariel coming, his magic armor won in a card
who pay well enough allowing them to set up ambushes. game, the possible location of the blueprints or the
• What They Want. To destroy Fai Chen, economically drake eggs. He is happy with the developments he has
of course. done for the Cogs and feels unappreciated by his tribe
even though he didn’t want this job in the first place.
• Worst Timing. Fang was getting ready to do a major
Mugmerch would be willing to show off to worthy
expansion. She wants to completely expand her stock
individuals his accomplishments.
and supplies and move from weapons to more. She sees
herself as the next Fai Chen. She has even extended her General Everbleed. (ice devil) Everbleed argued against
debt with Mahadi to do so. Fai Chen being back hinders Zariel’s decision to adopt the goblin tribe into the fold, but he
her abilities to do so. has begun to see their worth. He still treats them as second-
class, though he does not interfere with them and takes his
Beirgroach (BEER GROWCH). frustrations out on a lesser devil like a dretch or nupperibo
This imp is kept by Fhet’Ahla as one of his messengers. He before a goblin. That doesn’t make the goblins any less
currently has a stash of coins and other goods hidden away terrified and they suffer abuse if there are no fiends around.
in one of the infernal machines that houses the Emporium
• What They Want. To do the inspection and get out of the
while they travel. If the players completed DDAL09-05
Faces of Fortune: The Story of Fai Chen, then Beirgroach Dump as fast as possible.
is likely gone or dead • Mean as Mean Can Be. Everbleed is ruthless and without
• What They Want. Beirgroach is greedy and mercy or consideration for any of the lesser beings who
opportunistic. He is also very eager for promotion after are here. He won’t harm the goblins lest he incur Zariel’s
many years serving as a courier for the Wandering wrath. He doesn’t have the same consideration for the
Emporium. He is working with the Rusty Razors and lesser Devils, and the Goblins don’t know he can’t touch
them either. Everyone fears Everbleed.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL09-06 Infernal Insurgency (v1.1)
18
Creature Statistics Barbed Hide. At the start of each of its turns, the barbed devil
deals 5 (1d10) piercing damage to any creature grappling it.
The following creatures are encountered in this adventure. Devil's Sight. Magical darkness doesn't impede the devil's
darkvision.
Babau Magic Resistance. The devil has advantage on saving throws
Medium Fiend, Chaotic Evil
against spells and other magical effects.
Armor Class 16 (Natural Armor) Actions
Hit Points 82 (11d8 + 33)
Multiattack. The devil makes three melee attacks: one with its tail
Speed 40 ft.
and two with its claws. Alternatively, it can use Hurl Flame twice.
STR DEX CON INT WIS CHA Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
19 (+4) 16 (+3) 16 (+3) 11 (+0) 12 (+1) 13 (+1) 6 (1d6 + 3) piercing damage.
Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
Skills Perception +5, Stealth +5
10 (2d6 + 3) piercing damage.
Damage Resistances cold, fire, lightning; bludgeoning, piercing,
and slashing from nonmagical attacks Hurl Flame. Ranged Spell Attack: +5 to hit, range 150 ft., one
Damage Immunities poison target. Hit: 10 (3d6) fire damage. If the target is a flammable
Condition Immunities poisoned object that isn't being worn or carried, it also catches fire.
Senses darkvision 120 ft., passive Perception 15
Languages Abyssal
Challenge 4 (1,100 XP) Barghest
Large fiend (shapechanger), neutral evil

Innate Spellcasting. The babau’s innate spellcasting ability is Armor Class 17 (Natural Armor)
Wisdom (spell save DC 11). The babau can innately cast the Hit Points 90 (12d10 + 24)
following spells, requiring no material components: Speed 60 ft., walk 30 ft. (in goblin form)
At will: darkness, dispel magic, fear, heat metal, levitate
STR DEX CON INT WIS CHA
Actions 19 (+4) 15 (+2) 14 (+2) 13 (+1) 12 (+1) 14 (+3)
Multiattack. The babau makes two melee attacks. It can also use
Weakening Gaze before or after making these attacks. Skills Deception +4, Intimidation +4, Perception +5, Stealth +4
Damage Resistances cold, fire, lightning; bludgeoning, piercing,
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: and slashing from non magical attacks
8 (1d8 + 4) slashing damage. Damage Immunities acid, poison
Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or Condition Immunities poisoned
range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 Senses blindsight 60ft., darkvision 60 ft., passive Perception 15
(1d8 + 4) piercing damage when used with two hands to make a Languages Abyssal, Common, Goblin, Infernal, telepathy 60 ft.
melee attack. Challenge 4 (1,100 XP)

Weakening Gaze. The babau targets one creature that it can see
within 20 feet of it. The target must make a DC 13 Constitution Shapechanger. The barghest can use its action to polymorph into
saving throw. On a failed save, the target deals only half damage a Small goblin or back into its true form. Other than its size and
with weapon attacks that use Strength for 1 minute. The target speed, its statistics are the same in each form. Any equipment it
can repeat the saving throw at the end of each of its turns, ending is wearing or carrying isn’t transformed. The barghest reverts to
the effect on itself on a success. its true form if it dies.
Fire Banishment. When the barghest starts its turn engulfed
Barbed Devil in flames that are at least 10 feet high or wide, it must succeed
on a DC 15 Charisma saving throw or be instantly banished to
Medium fiend (devil), lawful evil
Gehenna. Instantaneous bursts of flame (such as a red dragon’s
breath or a fireball spell) don’t have this effect on the barghest.
Armor Class 15 (Natural Armor)
Hit Points 110 (13d8 + 52) Keen Smell. The barghest has advantage on Wisdom (Perception)
Speed 30 ft. checks that rely on smell.
Innate Spellcasting. The barghest’s innate spellcasting ability is
STR DEX CON INT WIS CHA
Charisma (spell save DC 12). The barghest can innately cast the
16 (+3) 17 (+3) 18 (+4) 12 (+1) 14 (+2) 14 (+2)
following spells, requiring no material components:
Saving Throws Str +6, Con +7, Wis +5, Cha +5 At will: levitate, minor illusion, pass without trace
Skills Deception +5, Insight +5, Perception +8 1/day each: charm person, dimension door, suggestion
Damage Resistances cold; bludgeoning, piercing, and slashing
from nonmagical attacks that aren't silvered Actions
Damage Immunities fire, poison Bite. Melee Weapon Attack (true form only): +6 to hit, reach 5 ft.,
Condition Immunities poisoned one target. Hit: 13 (2d8 + 4) piercing damage.
Senses darkvision 120 ft., passive Perception 18
Languages Infernal, telepathy 120 ft. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
Challenge 5 (1,800 XP) 8 (1d8 + 4) slashing damage.

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DDAL09-06 Infernal Insurgency (v1.1)
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Black Abishai (Nuldrath) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7
(1d8 + 3) piercing damage.
Medium fiend (devil), lawful evil
Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6
Stat Block Data Armor Class 15 (Natural) (1d6 + 3) bludgeoning damage.
Hit Points 58 (9d8 + 18)
Speed 30 ft., fly 40 ft.
Bulezau
STR DEX CON INT WIS CHA Medium Fiend, Chaotic Evil
14 (+2) 17 (+3) 14 (+2) 13 (+1) 16 (+3) 11 (+0)
Armor Class 14 (Natural)
Saving Throws Dex +6, Wis +6 Hit Points 52 (7d8 + 21)
Skills Perception +6, Stealth +6 Speed 40 ft.
Damage Resistances cold; bludgeoning, piercing, and slashing
from nonmagical attacks that aren't silvered STR DEX CON INT WIS CHA
Damage Immunities acid, fire, poison 15 (+3) 14 (+2) 17 (+3) 8 (-1) 9 (-1) 6 (-2)
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 16 Damage Resistances cold, fire, lightning
Languages Draconic, Infernal telepathy 120 ft. Damage Immunities poison
Challenge 7 (2,900 XP) Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 9
Languages Abyssal telepathy 60 ft.
Devil's Sight. Magical darkness doesn’t impede the abishai’s Challenge 3 (700 XP)
darkvision.
Magic Resistance. The abishai has advantage on saving throws Rotting Presence. When any creature that isn’t a demon starts
against spells and other magical effects. its turn within 30 feet one or more bulezaus, that creature
Magic Weapons. The abishai’s weapon attacks are magical. must succeed on a DC 13 Constitution saving throw or take 1d6
necrotic damage plus 1 necrotic damage for each bulezau within
Shadow Stealth. While in dim light or darkness, the abishai can
30 feet of it.
take the Hide action as a bonus action.
Standing Leap. The bulezau’s long jump is up to 20 feet and its
Actions high jump is up to 10 feet, with or without a running start.
Multiattack. The abishai makes three attacks: two with its Sure-Footed. The bulezau has advantage on Strength and
scimitar and one with its bite. Dexterity saving throws made against effects that would
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. knock it prone.
Hit: 6 (1d6 + 3) slashing damage.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
Barbed Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one
8 (1d10 + 3) piercing damage plus 9 (2d8) acid damage.
target. Hit: 8 (1d12 + 2) piercing damage. If the target is a
Creeping Darkness (Recharge 6). The abishai casts darkness at creature, it must succeed on a DC 13 Constitution saving throw
a point within 120 feet of it, requiring no components. Wisdom against disease or become poisoned until the disease ends. While
is its spellcasting ability for this spell. While the spell persists, poisoned in this way, the target sports festering boils, coughs
the abishai can move the area of darkness up to 60 feet as a up flies, and sheds rotting skin, and the target must repeat the
bonus action. saving throw after every 24 hours that elapse. On a successful
save, the disease ends. On a failed save, the target’s hit point

Blue Guard Drake maximum is reduced by 4 (1d8). The target dies if its hit point
maximum is reduced to 0.
Medium dragon, unaligned

Armor Class 14 (Natural Armor)


Hit Points 52 (7d8 + 21)
Speed 30 ft., burrow 20 ft.

STR DEX CON INT WIS CHA


16 (+3) 11 (+0) 16 (+3) 4 (-3) 10 (+0) 7 (-2)

Skills Perception +2
Damage Resistances lightning
Senses darkvision 60 ft., passive Perception 12
Languages Draconic understands but can’t speak
Challenge 2 (450 XP)

Actions
Multiattack. The guard drake makes two attacks: one with its bite
and one with its tail.

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DDAL09-06 Infernal Insurgency (v1.1)
20
Cult Fanatic Deathlock (Chalice Void)
Medium humanoid (any race), any non-good alignment Medium undead, neutral evil

Armor Class 13 (Leather Armor) Armor Class 12 (15 With Mage Armor)
Hit Points 33 (6d8 + 6) Hit Points 36 (8d8)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2) 11 (+0) 15 (+2) 10 (+0) 14 (+2) 12 (+1) 16 (+3)

Skills Deception +4, Persuasion +4, Religion +2 Saving Throws Int +4, Cha +5
Senses passive Perception 11 Skills Arcana +4, History +4
Languages Any one language (usually Common) Damage Resistances necrotic; bludgeoning, piercing, and
Challenge 2 (450 XP) slashing from nonmagical attacks that aren't silvered
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Dark Devotion. The fanatic has advantage on saving throws Senses darkvision 60 ft., passive Perception 11
against being charmed or frightened. Languages the languages it knew in life
Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting Challenge 4 (1,100 XP)
ability is Wisdom (spell save DC 11, +3 to hit with spell attacks).
The fanatic has the following cleric spells prepared: Innate Spellcasting. The deathlock’s innate spellcasting ability
Cantrips (at will): light, sacred flame, thaumaturgy is Charisma (spell save DC 13). It can innately cast the following
1st level (4 slots): command, inflict wounds, shield of faith spells, requiring no material components:
2nd level (3 slots): hold person, spiritual weapon
At will: detect magic, disguise self, mage armor
Actions
Spellcasting. The deathlock is a 5th-level spellcaster. Its
Multiattack. The fanatic makes two melee attacks. spellcasting ability is Charisma (spell save DC 13, +5 to hit with
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or spell attacks). It regains its expended spell slots when it finishes a
range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage short or long rest. It knows the following warlock spells:
Cantrips (at will): chill touch, eldritch blast, mage hand
Cultist 1st–3rd level (2 3rd-level slots): arms of Hadar, dispel magic, hold
person, hunger of Hadar, invisibility, spider climb
Medium humanoid (any race), any non-good alignment
Turn Resistance. The deathlock has advantage on saving throws
Armor Class 12 (Leather Armor) against any effect that turns undead.
Hit Points 9 (2d8)
Speed 30 ft. Actions
Deathly Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 9 (2d6 + 2) necrotic damage.
11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+-)

Skills Deception +2, Religion +2


Senses passive Perception 10
Languages Any one language (usually Common)
Challenge 1/8 (25 XP)

Dark Devotion. The cultist has advantage on saving throws


against being charmed or frightened.

Actions
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Hit: 4 (1d6 + 1) slashing damage.

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DDAL09-06 Infernal Insurgency (v1.1)
21
Dretch Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a
Small fiend (demon), chaotic evil
medium or smaller creature, it must succeed on a DC 15 Strength
saving throw or be knocked prone.
Armor Class 11 (Natural Armor)
Hit Points 18 (4d6 + 4) Reactions
Speed 20 ft.
Parry. The gladiator adds 3 to its AC against one melee attack that
STR DEX CON INT WIS CHA would hit it. To do so, the gladiator must see the attacker and be
11 (+0) 11 (+0) 12 (+1) 5 -3) 8 (-1) 3 (-4) wielding a melee weapon.

Damage Resistances cold, fire, lightning


Damage Immunities poison
Goblin
Small humanoid (goblinoid), neutral evil
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 9
Armor Class 15 (Leather Armor, Shield)
Languages Abyssal, telepathy 60 ft.
Hit Points 7 (2d6)
Challenge 1/4 (50 XP)
Speed 30 ft.

Actions STR DEX CON INT WIS CHA


8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1)
Multiattack. The dretch makes two attacks: one with its bite and
one with its claws. Skills Stealth +6
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 Senses darkvision 60 ft., passive Perception 9
(1d6) piercing damage. Languages Common, Goblin
Challenge 1/4 (50 XP)
Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit:
5 (2d4) slashing damage.
Nimble Escape. The goblin can take the Disengage or Hide action
Fetid Cloud (1/Day). A 10-foot radius of disgusting green gas as a bonus action on each of its turns.
extends out from the dretch. The gas spreads around corners,
and its area is lightly obscured. It lasts for 1 minute or until a Actions
strong wind disperses it. Any creature that starts its turn in that
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
area must succeed on a DC 11 Constitution saving throw or be
Hit: 5 (1d6 + 2) slashing damage.
poisoned until the start of its next turn. While poisoned in this
way, the target can take either an action or a bonus action on its Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one
turn, not both, and can't take reactions. target. Hit: 5 (1d6 + 2) piercing damage.

Gladiator (Flip Franklins) Hell Hound


Medium humanoid (any race), any alignment Medium fiend, lawful evil

Armor Class 16 (Studded Leather, Shield) Armor Class 15 (Natural Armor)


Hit Points 12 (15d8+45) Hit Points 45 (7d8 + 14)
Speed 30 ft. Speed 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2) 17 (+3) 12 (+1) 14 (+2) 6 (-2) 13 (+1) 6 (-2)

Saving Throws Str +7, Dex +5, Con +6 Skills Perception +5


Skills Athletics +10, Intimidation +10 Damage Immunities fire
Senses passive Perception 11 Senses darkvision 60 ft., passive Perception 15
Languages Common Languages Understands Infernal but can't speak it
Challenge 5 (1800 XP) Challenge 3 (700 XP)

Brave. The gladiator has advantage on saving throws against Keen Hearing and Smell. The hound has advantage on Wisdom
being frightened. (Perception) checks that rely on hearing or smell.
Brute. A melee weapon deals one extra die of its damage when Pack Tactics. The hound has advantage on an attack roll against a
the gladiator hits with it (included in the attack). creature if at least one of the hound's allies is within 5 feet of the
creature and the ally isn't incapacitated.
Actions
Multiattack. The gladiator makes three melee attacks or two
Actions
ranged attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7
(1d8 + 3) piercing damage plus 7 (2d6) fire damage.
Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and
range 20/60 ft., one creature. Hit: 11 (2d6 + 4) piercing damage, Fire Breath (Recharge 5–6). The hound exhales fire in a 15-foot
or 13 (2d8 + 4) piercing damage if used with two hands to make a cone. Each creature in that area must make a DC 12 Dexterity
melee attack. saving throw, taking 21 (6d6) fire damage on a failed save, or half
as much damage on a successful one.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL09-06 Infernal Insurgency (v1.1)
22
Helmed Horror 1st level (4 slots): fog cloud, magic missile, thunderwave
2nd level (3 slots): gust of wind, Melf’s acid arrow, scorching ray
Medium construct, neutral
3rd level (3 slots): fireball, fly, lightning bolt
4th level (1 slot): ice storm
Armor Class 20 (plate, shield)
Hit Points 60 (2d6) Actions
Speed 30 ft.
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1)
STR DEX CON INT WIS CHA
bludgeoning damage if used with two hands.
18 (+4) 13 (+1) 16 (+3) 10 (+0) 10 (+0) 10 (+0)

Skills Perception +4
Damage Resistance bludgeoning, piercing, and slashing from
Ice Devil (General Everbleed)
Large fiend (devil), lawful evil
nonmagical Attacks that aren't Adamantine
Damage Immunities Poison, Necrotic, Force Armor Class 18 (Natural Armor)
Condition Immunities blinded, charmed, deafened, frightened, Hit Points 180 (19d10 + 76)
paralyzed, petrified, poisoned, stunned Speed 40 ft.
Senses blindsight 60 ft. (blind beyond this radius)
Languages understands the languages of its creator but can’t
STR DEX CON INT WIS CHA
speak
21 (+5) 14 (+2) 18 (+4) 18 (+4) 15 (+2) 18 (+4)
Challenge 4 (1100 XP)
Saving Throws Dex +7, Con +9, Wis +7, Cha +9
Magic Resistance. The helmed horror has advantage on saving Damage Resistances bludgeoning, piercing, and slashing from
throws against spells and other magical effects. nonmagical attacks that aren't silvered
Damage Immunities cold, fire, poison
Spell Immunity. The helmed horror is immune to three spells Condition Immunities poisoned
chosen by its creator. Typical immunities include fireball, heat Senses blindsight 60 ft., darkvision 120 ft., passive Perception 12
metal, and lightning bolt. Languages Infernal, telepathy 120 ft.
Challenge 14 (11,500 XP)
Actions
Multiattack. The helmed horror makes two longsword attacks.
Devil's Sight. Magical darkness doesn't impede the devil's
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one darkvision.
target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing
damage if used with two hands. Magic Resistance. The devil has advantage on saving throws
against spells and other magical effects.

Hobgoblin Devastator Actions


Multiattack. The devil makes three attacks: one with its bite, one
(Grinka Swamphair) with its claws, and one with its tail.
Medium humanoid (goblinoid), lawful evil
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit:
12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage.
Armor Class 13 (Studded Leather)
Hit Points 45 (7d8 + 14) Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Speed 30 ft. Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit:
STR DEX CON INT WIS CHA
12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage.
13 (+1) 12 (+1) 14 (+2) 16 (+3) 13 (+1) 11 (+0)
Wall of Ice (Recharge 6). The devil magically forms an opaque wall
Skills Arcana +5 of ice on a solid surface it can see within 60 feet of it. The wall
Senses darkvision 60 ft., passive Perception 11 is 1 foot thick and up to 30 feet long and 10 feet high, or it's a
Languages Common, Goblin hemispherical dome up to 20 feet in diameter.
Challenge 4 (1,100 XP) When the wall appears, each creature in its space is pushed out
of it by the shortest route. The creature chooses which side of the
Arcane Advantage. Once per turn, the hobgoblin can deal an extra wall to end up on, unless the creature is incapacitated. The creature
7 (2d6) damage to a creature it hits with a damaging spell attack then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold
if that target is within 5 feet of an ally of the hobgoblin and that damage on a failed save, or half as much damage if successful.
ally isn’t incapacitated. The wall lasts for 1 minute or until the devil is incapacitated
or dies. The wall can be damaged and breached; each 10-foot
Army Arcana. When the hobgoblin casts a spell that causes section has AC 5, 30 hit points, vulnerability to fire damage, and
damage or that forces other creatures to make a saving throw, immunity to acid, cold, necrotic, poison, and psychic damage.
it can choose itself and any number of allies to be immune to If a section is destroyed, it leaves behind a sheet of frigid air
the damage caused by the spell and to succeed on the required in the space the wall occupied. Whenever a creature finishes
saving throw. moving through the frigid air on a turn, willingly or otherwise, the
Spellcasting. The hobgoblin is a 7th-level spellcaster. Its creature must make a DC 17 Constitution saving throw, taking
spellcasting ability is Intelligence (spell save DC 13, +5 to hit with 17 (5d6) cold damage on a failed save, or half as much damage
spell attacks). It has the following wizard spells prepared: on a successful one. The frigid air dissipates when the rest of the
wall vanishes.
Cantrips (at will): acid splash, fire bolt, ray of frost, shocking grasp
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL09-06 Infernal Insurgency (v1.1)
23
Imp Incubus
Tiny fiend (devil), lawful evil Medium fiend (shapechanger), neutral evil

Armor Class 13 Armor Class 15 (Natural Armor)


Hit Points 10 (3d4 + 3) Hit Points 66 (12d8 + 12)
Speed 20 ft., fly 40 ft. Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2) 8 (-1) 17 (+3) 13 (+1) 15 (+2) 12 (+1) 20 (+5)

Skills Deception +4, Insight +3, Persuasion +4, Stealth +5 Skills Deception +9, Insight +5, Perception +5, Persuasion +9,
Damage Resistances cold; bludgeoning, piercing, and slashing Stealth +7
from nonmagical attacks that aren't silvered Damage Resistances cold, fire, lightning, poison; bludgeoning,
Damage Immunities fire, poison piercing, and slashing from nonmagical attacks
Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 15
Senses darkvision 120 ft., passive Perception 11 Languages Abyssal, Common, Infernal, telepathy 60 ft.
Languages Common, Infernal Challenge 4 (1,100 XP)
Challenge 1 (200 XP)
Telepathic Bond. The fiend ignores the range restriction on its
Shapechanger. The imp can use its action to polymorph into a telepathy when communicating with a creature it has charmed.
beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly The two don't even need to be on the same plane of existence.
60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form.
Shapechanger. The fiend can use its action to polymorph into a
Its statistics are the same in each form, except for the speed
Small or Medium humanoid, or back into its true form. Without
changes noted. Any equipment it is wearing or carrying isn't
wings, the fiend loses its flying speed. Other than its size and
transformed. It reverts to its true form if it dies.
speed, its statistics are the same in each form. Any equipment it
Devil's Sight. Magical darkness doesn't impede the imp's is wearing or carrying isn't transformed. It reverts to its true form
darkvision. if it dies.
Magic Resistance. The imp has advantage on saving throws Actions
against spells and other magical effects
Claw (Fiend Form Only). Melee Weapon Attack: +5 to hit, reach 5
Actions ft., one target. Hit:6 (1d6 + 3) slashing damage.
Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach Charm. One humanoid the fiend can see within 30 feet of it
5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 15 Wisdom saving throw or be magically
must make a DC 11 Constitution saving throw, taking 10 (3d6) charmed for 1 day. The charmed target obeys the fiend's verbal or
poison damage on a failed save, or half as much damage on a telepathic commands. If the target suffers any harm or receives
successful one. a suicidal command, it can repeat the saving throw, ending the
Invisibility. The imp magically turns invisible until it attacks or effect on a success. If the target successfully saves against the
until its concentration ends (as if concentrating on a spell). Any effect, or if the effect on it ends, the target is immune to this
equipment the imp wears or carries is invisible with it. fiend's Charm for the next 24 hours.
The fiend can have only one target charmed at a time. If it
charms another, the effect on the previous target ends.
Draining Kiss. The fiend kisses a creature charmed by it or a
willing creature. The target must make a DC 15 Constitution
saving throw against this magic, taking 32 (5d10 + 5) psychic
damage on a failed save, or half as much damage on a successful
one. The target's hit point maximum is reduced by an amount
equal to the damage taken. This reduction lasts until the target
finishes a long rest. The target dies if this effect reduces its hit
point maximum to 0.
Etherealness. The fiend magically enters the Ethereal Plane from
the Material Plane, or vice versa.

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DDAL09-06 Infernal Insurgency (v1.1)
24
Merregon Nupperibo
Medium fiend (devil), lawful evil Medium fiend (devil), lawful evil

Armor Class 16 (Natural) Armor Class 13 (Natural)


Hit Points 45 (6d8 + 18) Hit Points 11 (2d8 + 2)
Speed 30 ft. Speed 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 17 (+3) 6 (-2) 12 (+1) 8 (-1) 16 (+3) 11 (+0) 13 (+1) 3 (-4) 8 (-1) 1 (-5)

Damage Resistances cold; bludgeoning, piercing, and slashing Skills Perception +1


from nonmagical attacks that aren't silvered Damage Resistances acid, cold; bludgeoning, piercing, and
Damage Immunities fire, poison slashing from nonmagical attacks that aren't silvered
Condition Immunities frightened, poisoned Damage Immunities fire, poison
Senses darkvision 60 ft., passive Perception 11 Condition Immunities Blinded, charmed, frightened, poisoned
Languages understands Infernal but can’t speak, telepathy 120 ft Senses blindsight 10 ft. (blind beyond this radius), passive
Challenge 4 (1,100 XP) Perception 11
Languages understands Infernal but can’t speak
Challenge 1/2 (100 XP)
Devil’s Sight. Magical darkness doesn’t impede the merregon’s
darkvision.
Cloud of Vermin. Any creature, other than a devil, that starts
Magic Resistance. The merregon has advantage on saving throws
its turn within 20 feet of the nupperibo must make a DC 11
against spells and other magical effects.
Constitution saving throw. A creature within the areas of two or
Actions more nupperibos makes the saving throw with disadvantage. On
a failure, the creature takes 2 (1d4) piercing damage.
Multiattack. The merregon makes two halberd attacks, or if an
allied fiend of challenge rating 6 or higher is within 60 feet of it, Hunger-Driven. In the Nine Hells, the nupperibos can flawlessly
the merregon makes three halberd attacks. track any creature that has taken damage from any nupperibo’s
Cloud of Vermin within the previous 24 hours.
Halberd. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 9 (1d10 + 4) slashing damage. Actions
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6
100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage. (1d6 + 3) 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.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL09-06 Infernal Insurgency (v1.1)
25
Shadow Demon Shield Guardian (P.R.A.T.)
Medium fiend (demon), chaotic evil Large construct, unaligned

Armor Class 13 Armor Class 17 (Natural Armor)


Hit Points 66 (12d8 + 12) Hit Points 142 (15d10 + 60)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (-5) 17 (+3) 12 (+1) 14 (+2) 13 (+1) 12 (+2) 18 (+4) 8 (-1) 18 (+4) 7 (-2) 10 (-0) 3 (-4)

Saving Throws Dex +5, Cha +4 Skills Damage Immunities Poison


Skills Stealth +7 Condition Immunities Charmed, Exhaustion, Frightened,
Damage Vulnerabilities Radiant Paralyzed, Poisoned
Damage Resistances acid, fire, necrotic; bludgeoning, piercing, Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10
and slashing from nonmagical attacks Languages Understands commands given in any language but
Damage Immunities cold, lightning, poison can't speak
Condition Immunities exhaustion, grappled, paralyzed, petrified, Challenge 7 (2,900 XP)
poisoned, prone, restrained
Senses darkvision 120 ft., passive Perception 11
Languages Abyssal, telepathy 120 ft. Bound. The shield guardian is magically bound to an amulet.
Challenge 4 (1,100 XP) As long as the guardian and its amulet are on the same plane of
existence, the amulet's wearer can telepathically call the guardian
to travel to it, and the guardian knows the distance and direction
Incorporeal Movement. The demon can move through other to the amulet. If the guardian is within 60 feet of the amulet's
creatures and objects as if they were difficult terrain. It takes 5 wearer, half of any damage the wearer takes (rounded up) is
(1d10) force damage if it ends its turn inside an object. transferred to the guardian.
Light Sensitivity. While in bright light, the demon has Regeneration. The shield guardian regains 10 hit points at the
disadvantage on attack rolls, as well as on Wisdom (Perception) start of its turn if it has at least 1 hit point.
checks that rely on sight.
Spell Storing. A spellcaster who wears the shield guardian's
Shadow Stealth. While in dim light or darkness, the demon can amulet can cause the guardian to store one spell of 4th level or
take the Hide action as a bonus action. lower. To do so, the wearer must cast the spell on the guardian.
The spell has no effect but is stored within the guardian. When
Actions commanded to do so by the wearer or when a situation arises that
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. was predefined by the spellcaster, the guardian casts the stored
Hit: 10 (2d6 + 3) psychic damage or, if the demon had advantage spell with any parameters set by the original caster, requiring no
on the attack roll, 17 (4d6 + 3) psychic damage. components. When the spell is cast or a new spell is stored, any
previously stored spell is lost.

Actions
Multiattack. The guardian makes two fist attacks.
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
11 (2d6 + 4) bludgeoning damage.

Reactions
Shield. When a creature makes an attack against the wearer of the
guardian's amulet, the guardian grants a +2 bonus to the wearer's
AC if the guardian is within 5 feet of the wearer.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL09-06 Infernal Insurgency (v1.1)
26
Spined Devil Swarm of Insects
Small fiend (devil), lawful evil Medium swarm of Tiny beasts, unaligned

Armor Class 13 (Natural Armor) Armor Class 12 (Natural Armor)


Hit Points 22 (5d6 + 5) Hit Points 22 (5d8)
Speed 20 ft., fly 40 ft. Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 12 (+1) 11 (+0) 14 (+2) 8 (-1) 3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5)

Damage Resistances cold; bludgeoning, piercing, and slashing Damage Resistances bludgeoning, piercing, slashing
from nonmagical attacks that aren't silvered Condition Immunities charmed, frightened, grappled, paralyzed,
Damage Immunities fire, poison petrified, prone, restrained, stunned
Condition Immunities poisoned Senses blindsight 10 ft., passive Perception 8
Senses darkvision 120 ft., passive Perception 12 Languages --
Languages Infernal, telepathy 120 ft. Challenge 1/2 (100 XP)
Challenge 2 (450 XP)
Swarm. The swarm can occupy another creature's space and
Devil’s Sight. Magical darkness doesn’t impede the devil’s vice versa, and the swarm can move through any opening large
darkvision. enough for a Tiny insect. The swarm can't regain hit points or
Flyby. The devil doesn’t provoke an opportunity attack when it gain temporary hit points.
flies out of an enemy’s reach. Actions
Limited Spines. The devil has twelve tail spines. Used spines Bite. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the
regrow by the time the devil finishes a long rest. swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing
Magic Resistance. The devil has advantage on saving throws damage if the swarm has half of its hit points or fewer.
against spells and other magical effects.

Actions Thug (Terror Troop)


Medium humanoid (any race), any non-good alignment
Multiattack. The devil makes two attacks: one with its bite and
one with its fork or two with its tail spines. Armor Class 11 (Leather Armor)
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 Hit Points 32 (5d8+10)
(2d4) slashing damage. Speed 30 ft.
Fork. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3
STR DEX CON INT WIS CHA
(1d6) piercing damage. 15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0)
Tail Spine. Ranged Weapon Attack: +4 to hit, range 20/80 ft., one
target. Hit: 4 (1d4 + 2) piercing damage plus 3 (1d6) fire damage. Skills Intimidation +2
Senses passive Perception 10
Languages Common
Challenge 1/2 (100 XP)

Pack Tactics. The thug has advantage on an attack roll against a


creature if at least one of the thug’s allies in within 5 feet of the
creature and the ally ins’t incapacitated.

Actions
Multiattack. The thug makes two melee attacks.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 5 (1d6 + 2) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range
100/400ft ft., one target. Hit: 5 (1d10) piercing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL09-06 Infernal Insurgency (v1.1)
27
Vrock White Abashai (Trondoz
Large fiend (demon), chaotic evil
Wildsnow)
Armor Class 15 (Natural Armor) Medium fiend (devil), lawful evil
Hit Points 104 (11d10 + 44)
Speed 40 ft., fly 60 ft. Armor Class 15 (Natural)
Hit Points 68 (8d8 + 32)
STR DEX CON INT WIS CHA Speed 30 ft., fly 40 ft.
17 (+3) 15 (+2) 18 (+4) 8 (-1) 13 (+1) 8 (-1)
STR DEX CON INT WIS CHA
Saving Throws Dex +5, Wis +4, Cha +2 16 (+3) 11 (+0) 18 (+4) 11 (+0) 12 (+1) 13 (+1)
Damage Resistances cold, fire, lightning; bludgeoning, piercing,
and slashing from nonmagical attacks Saving Throws Str +6, Con +7
Damage Immunities poison Damage Resistances bludgeoning, piercing, and slashing from
Condition Immunities poisoned nonmagical attacks that aren't silvered
Senses darkvision 120 ft., passive Perception 11 Damage Immunities cold, fire, poison
Languages Abyssal, telepathy 120 ft. Condition Immunities poisoned
Challenge 6 (2,300 XP) Senses darkvision 120 ft., passive Perception 11
Languages Draconic, Infernal telepathy 120 ft.
Challenge 6 (2,300 XP)
Magic Resistance. The vrock has advantage on saving throws
against spells and other magical effects.
Devil's Sight. Magical darkness doesn’t impede the abishai’s
Actions darkvision.
Multiattack. The vrock makes two attacks: one with its beak and Magic Resistance. The abishai has advantage on saving throws
one with its talons. against spells and other magical effects.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: Magic Weapons. The abishai’s weapon attacks are magical.
10 (2d6 + 3) piercing damage.
Reckless. At the start of its turn, the abishai can gain advantage
Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. on all melee weapon attack rolls during that turn, but attack rolls
Hit: 14 (2d10 + 3) slashing damage. against it have advantage until the start of its next turn
Spores (Recharge 6). A 15-foot-radius cloud of toxic spores
extends out from the vrock. The spores spread around corners.
Actions
Each creature in that area must succeed on a DC 14 Constitution Multiattack. The abishai makes two attacks: one with its
saving throw or become poisoned. While poisoned in this way, longsword and one with its claw.
a target takes 5 (1d10) poison damage at the start of each of its Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
turns. A target can repeat the saving throw at the end of each of target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing
its turns, ending the effect on itself on a success. Emptying a vial damage if used with two hands.
of holy water on the target also ends the effect on it.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
Stunning Screech (1/Day). The vrock emits a horrific screech. 8 (1d10 + 3) slashing damage.
Each creature within 20 feet of it that can hear it and that isn't a
demon must succeed on a DC 14 Constitution saving throw or be Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
stunned until the end of the vrock's next turn. 5 (1d4 + 3) piercing damage plus 3 (1d6) cold damage.

Reactions
Vicious Reprisal. In response to taking damage, the abishai
makes a bite attack against a random creature within 5 feet
of it. If no creature is within reach, the abishai moves up to
half its speed toward an enemy it can see, without provoking
opportunity attacks.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL09-06 Infernal Insurgency (v1.1)
28
Appendix 1: A Silver Lining
(Bonus Objective A)
Estimated Duration: 1 hour What do They Know? Like most abashai he knew of
Nuldrath and his fall from grace with the Queen. Wildsnow
A Silver Lining used Nuldrath’s desire to be back in her graces in order to
get a place to hide. Wildsnow has very little interest in what
A white abishai named Trondoz Wildsnow resides at the the Rotten Cogs or Nuldrath are doing here. The pettiness
Dump. It’s rumored that he has been inside the tower of of the fiends is inconsequential and that one day his queen
Arkhan the Cruel. If the characters can capture Trondoz will rise and all will bow to her. Also mortals make the best
alive and bring him to Burney, Burney promises them the slaves.
location of Gaarelmorian the silver dragon. Retrieving this
information is one of the potential hooks for DDAL09-10
Tipping the Scales. Playing the Pillars
Here are some suggestions for this encounter:
Story Objective. Combat. Wildsnow and his drakes fight to the death in the
Finding and capturing Trondoz Wildsnow from the Dump close quarters room. Wildsnow is likely to call for help if he
and returning him Burney alive is Story Objective A. thinks that Nuldrath is nearby.
Exploration. Wildsnow is not expecting anyone. The blue
A. Storytime guard drakes are laying down near the door and Wildsnow is
his desk with his side to the door.
At the emporium. See Part 1: Encounter A5 for the setting Social. Wildsnow doesn’t come willingly unless he believed
information in the emporium. A5 and for Burney’s Tent. that it would hinder Arkhan’s attempts to find him. If he
learns of a silver dragon or any of the metallic forces are in
Storyteller Shares WhatShe Avernus he refuses to cooperate, as they are enemies of his
Queen Tiamat and he must warn her immediately.
Wants
Burney the Barber has information about the location of
a silver dragon named Gaarelmorian that is currently in
Avernus. A silver dragon would be a powerful ally for Dara’s C. Now What?
plan to help defend Elturel. Burney is willing to trade the Now that the party has captured Wildsnow they have to
location of the silver dragon if the characters gather some secure him and get him out. There are manacles in the
additional intelligence for her. She prefers not to speak to labs in Part 2: Encounter C19. What do the party do
characters who have used more than three charges from with him till then? If they leave him here tied up, there is
soul coin s unless she has no choice. If there is no such a chance someone will come across him. They could take
character to deal with, she relents, but only for Dara. him outside except risk the same problem. If left outside,
the demons might also claim him as a hostage. Taking him
B. The Find along as they complete their sabotage might work; perhaps
Wildsnow (a white abashai) doesn’t know Burney is he’ll find the whole exercise entertaining as the characters
sending a force after him. He is just a particularly paranoid destroy Nuldrath’s current post.
fiend and hiding from Arkhan the Cruel after infiltrating
Arkhan’s tower. He is just making plans and planning his
next steps. Wildsnow doesn’t completely trust Nuldrath, so
The Return
Now the easy part, right? The damage is begun, the chaos
he keeps his guard pets (a pair of blue guard drakes) with
is raging, how does the party get Wildsnow back. If they’re
him in the room.
sneaking out, they could steal Mugmerch’s Wagon, have a
strong character strong carry him, or if they went out with
Adjusting the Scene a bang Wildsnow, might even be impressed that they did
Here are some suggestions for adjusting this scene: so much damage to a rival of Tiamat and goes willingly.
• Very Weak: Remove the blue guard drakes The characters can always stuff him in the trunk of a war
• Weak: Remove a blue guard drake machine. Characters that deliver Wildsnow to Burney
• Strong: Replace a blue guard drake with a merregon the Barber are informed of the location of Gaarelmorian
• Very Strong: Add two merregon the dragon, and a name with a warning. Kesaiash
(kez A EE ash) is a bone devil somehow involved with
Gaarelmorian’s troubles, and it’s especially fond of telling
What do They Want? Currently Wildsnow is hiding from dangerous lies to mortals.
the forces of Arkan. He wants to rest, recuperate from his
escape, and get back to his queen Tiamat.

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Appendix 2: Of Angels and Goblins
(Bonus Objective B)
Estimated Duration: 1 hour A. The Dump Rots
Of Angels and Goblins While investigating room Part 2: Encounter C10 the
characters find a report that a particularly talented
Grinka Swamphair has created a new weapon that is a goblin inventor named Grinka Swamphair has created a
danger to the characters plans: a construct that can track new weapon in the tunnels below that is a danger to the
Good-aligned creatures and is specifically constructed to characters plans: something called P.R.A.T. A weapon
harm celestials and aasimar. This mission adds a set of that can track good aligned creatures and is specifically
tunnels only present if this Bonus Objective is being utilized. constructed to harm celestials and aasimar. While
investigating Part 2: Encounter C19, they find evidence
Story Objective. that the weapon works.
Defeating Grinka Swamphair and destroying the prototype They must destroy the prototype and the plans, or risk
and its plans is Story Objective B. having it show up later in the course of their missions
hunting for Dara! An investigation of Encounter C15c
reveals a hidden entrance to the tunnels into the rock face.
The map for this area is Appendix 8.

B. Rotten Horrors
This secret entrance is just for goblins, they are very careful
the devils don’t know about it. The blue guard drakes in C16
know that is where their tormentors come from.

Area Information
The tunnels have the following features:
Ceilings. Natural basaltic caves with ceilings ranging in
height from 15- to 60-feet high.
Light. Complete darkness. The goblins can see in the
dark and it helps keep the test subjects subdued.
Sound. Relatively silent, though there is the odd goblin
chatter if the unit leaders are awake. And there are also
screams of torment from creatures being tested on.
Smell. The scent in here is nearly unbearable for
most humanoids. Characters must succeed on a DC
18 Constitution saving throw DC 18 be poisoned while
in these tunnels. Any goblinoid, kobold, orc, or half-orc
characters gain advantage on the saving throw and those
who do not breathe are immune.

Creature Information
Grinka Swamphair (a hobgoblin devastator) is most
likely to be found in area 2 or area 4. If he’s awake, he’s
accompanied by three goblins. If attacked, he immediately
calls his construct to him. Until this moment the party
should not know that the weapon is a construct.

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If the party can set them free, they cause enough havoc
P.R.A.T. that the characters gain advantage on all Dexterity (Stealth)
Pretty Radical Angel Terminator. This shield guardian has the checks.
following changes:
• It can detect any celestial, aasimar or good aligned creature B2. Sleeping Section
up to 600 ft. It knows the direction and general movement The Rotten Cogs don’t really like the devils and consider
within that range. This does not give specific details. them a work force at best. To separate themselves from
• The P.R.A.T. has resistance to necrotic and radiant damage. the general workers the Cog goblin leaders, including
• The creature’s Spell Storing trait is removed and it is Swamphair, sleep here.
immune to the fireball, heat metal, and lightning bolt spells. If the party attacks while Swamphair is not present, there
• The creature’s Shield reaction is replaced with Staggering are there are three hobgoblin devastators here instead.
Smite. Upon hitting a celestial, aasimar or good aligned
creature with a melee weapon attack, the P.R.A.T can use
a reaction to have the attack deal an extra 10 (3d6) psychic Adjusting the Scene
damage to the target and force the target to attempt a Here are some suggestions for adjusting this scene:
Wisdom saving throw. On a failed save, the target has • Very Weak: Remove two hobgoblin devastators.
disadvantage on attack rolls and ability checks, and can’t • Very Strong: Add a white abashai skinned as a goblin.
take reactions until the end of its next turn. After using this
reaction three times, the P.R.A.T. can’t do so again until it
completes a short or long rest.
B3. Living Space
This area is littered with refuse, storage and food prep:
P.R.A.T. gives attack priority in this order: celestial, meats most rotten, some fresh from all sorts of creatures
aasimar, paladin or cleric of a good domain, if there is an and critters fill the tables in this area. A small underground
aasimar paladin or cleric of a good deity P.R.A.T. does not creek that feeds into the River Styx provides fresh water.
stop attacking them until they go unconscious. Grinka Treasure. One of the hobgoblins has a potion of fire giant
Swamphair fights to the death and keeps himself behind strength tucked into his belt.
P.R.A.T. and the other goblins. B4. Test Area
The labs above are good for many things but this larger
Adjusting the Scene space is better for the big tests like those trying to enhance
Here are some suggestions for adjusting this scene: the blue guard drakes. The goblins have started harvesting
• Very Weak: Replace the shield guardian with a helmed devils, demons, and drakes of all sorts for parts. Some are
horror with the same damage resistance. dead and missing half their organs, some are just tortured
• Very Strong: Add a white abashai. and chained, while others are fresh and waiting. What
appears to be a statue stands in the middle of the room.
This is the P.R.A.T.
B1. Holding Area If one of the characters is a celestial, aasimar, or good-
Here there are a mess of creatures and prisoners waiting to aligned, or if they party brought Flip Franklins with them
be subjects: devils, drakes, goblins, humanoids. Almost all to the dump, the P.R.A.T already know they are coming and
emaciated and weak, all chained to the floor or walls with has warned Swamphair that the heroes are coming so they
pitons and manacled chains. can set up an ambush.

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Appendix 3: Fhet’s Lock
The four center wheels have Infernal letters on them and can be rotated. Around the caps, is a poem:

You must, you can, you might, you won’t


Whatever you do
I decide what you don’t
You fight, you cede, you fly, you give
Whatever you try
I decide how you live
A will, a way, a soul, a heart
Whatever you are
I control from the start

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Appendix 4: Dump & River Styx Map
This is one of two maps provided by Z’Neth.

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Appendix 5: Dump & River Styx Map (Labeled)

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Appendix 6: Z’Neth’s Maps
This is one of the hand drawn hide maps drawn by Z’Neth
for the group.

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Appendix 7: Z’Neth’s Maps (Labeled)
This is the DM layout and numbers of Chateau Void, aka
The Dump. Note the group. Z’Neth map is
missing a floor and is presented out of order as it’s drawn
from memory.

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Appendix 8: Rotten Cog Map

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Appendix 9: Infernal War Machine

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Appendix 10: Magic Item
The following magic items are found in this adventure. Soul Coin
Glamoured Studded Leather Wondrous item, uncommon
Armor (studded leather), rare Soul coins are about 5 inches across and about an inch
thick, minted from infernal iron. Each coin weighs 1-third
While wearing this armor, you gain a +1 bonus to AC. You
of a pound and is inscribed with Infernal writing and a spell
can also use a bonus action to speak the armor's command
that magically binds a single soul to the coin. Because each
word and cause the armor to assume the appearance
soul coin has a unique soul trapped within it, each has a
of a normal set of clothing or some other kind of armor.
story. A creature might have been imprisoned as a result of
You decide what it looks like, including color, style, and
defaulting on a deal, while another might be the victim of a
accessories, but the armor retains its normal bulk and
night hag’s curse.
weight. The illusory appearance lasts until you use this
Carrying Soul Coins. To hold a soul coin is to feel the
property again or remove the armor. This item can be
soul bound within it—overcome with rage or fraught with
found in the Dungeon Master’s Guide.
despair. An evil creature can carry as many soul coins as it
Made from tough yet flexible giant abyssal crocodile
wishes (up to its maximum weight allowance). A non-evil
hide leather, studded with what look to be teeth to make it
creature can carry a number of soul coins equal to or less
studded leather.
than its Constitution modifier without penalty. A non-evil
Bullet of Tiefling Slaying creature carrying a number of soul coins greater than its
Weapon (bullet), very rare Constitution modifier has disadvantage on its attack rolls,
ability checks, and saving throws.
An arrow of slaying is a magic weapon meant to slay a
Using a Soul Coin. A soul coin has 3 charges. A creature
particular kind of creature. Some are more focused than
carrying the coin can use its action to expend 1 charge
others; for example, there are both arrows of dragon
from a soul coin and use it to do one of the following:
slaying and arrows of blue dragon slaying. If a creature
Drain Life. You siphon away some of the soul’s essence and
belonging to the type, race, or group associated with an
gain 1d10 temporary hit points.
arrow of slaying takes damage from the arrow, the creature
Query. You telepathically ask the soul a question and receive
must make a DC 17 Constitution saving throw, taking an
a brief telepathic response, which you can understand. The
extra 6d10 piercing damage on a failed save, or half as
soul knows only what it knew in life, but it must answer
much extra damage on a successful one.
you truthfully and to the best of its ability. The answer is
Once an arrow of slaying deals its extra damage to a
no more than a sentence or two and might be cryptic.
creature, it becomes a nonmagical arrow. This item can be
found in the Dungeon Master’s Guide. Freeing a Soul. Casting a spell that removes a curse
on a soul coin frees the soul trapped within it, as does
Potion of Fire Giant Strength expending all of the coin’s charges. The coin itself rusts
Potion, rare from within and is destroyed once the soul is released. A
When you drink this potion, your Strength score becomes soul can also be freed by destroying the coin that contains
23 for 1 hour. The potion has no effect on you if your it. A soul coin has AC 19, 1 hit point for each charge it has
Strength is equal to or greater than that score. This item remaining, and immunity to all damage except that which
can be found in the Dungeon Master’s Guide. is dealt by a hellfire weapon or an infernal war machine’s
furnace. Freeing a soul from a soul coin is considered a
good act, even if the soul belongs to an evil creature.

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Appendix 11: Story Awards
The characters can earn the following story awards during
this adventure:

Plague of Plagueshield
You’ve delivered a great blow to the forces of Zariel. The idea
that mere mortals could strike a blow at the fiendish forces
has struck concern, fear, and spite into the minds of the
fiends in the area. Your rumors precede you…are they true?

No Exceptions!
You’ve broken Mahadi’s only rules: “No fighting! No
spellcasting! No exceptions!” By choosing to break the
rules, you’ve been kicked out of Mahadi’s emporium. Now
you must survive in the wastes without its safe shelter. You
start any tier 2 Avernus Rising adventure at half hit points
and with a level of exhaustion that can’t be removed.

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Appendix 12: Dungeon Master Tips
To DM an adventure, you must have 3 to 7 players—each Point players to the D&D Adventurers League Players
with their own character within the adventure’s level range Guide for reference. If players wish to spend downtime
(see Adventure Primer). Characters playing in a hardcover days and it’s the beginning of an adventure or episode,
adventure may continue to play to but if they play a different they can declare their activity and spend the days now,
hardcover adventure, they can’t return to the first if outside or they can do so at the end of the adventure or episode.
its level range. Players should select their characters’ spells and other
daily options prior to the start of the adventure, unless
the adventure specifies otherwise. Feel free to reread the
New to D&D Adventurers League?
adventure description to help give players hints about what
http://dnd.wizards.com/playevents/organized-play
they might face.
New to the Annual Storyline?
http://dndadventurersleague.org/storyline-seasons/descent-
Adjusting This Adventure
into-avernus/ To determine whether you should consider adjusting the
adventure, add up the total levels of all the characters and
divide the result by the number of characters (rounding .5
or greater up; .4 or less down). This is the group’s average
Preparing the Adventure party level (APL). To approximate the party strength for
Before you start play, consider the following: the adventure, consult the table below.
• Read through the adventure, taking notes of anything
you’d like to highlight or remind yourself of while Determining Party Strength
running the adventure, such as a way you’d like to Party Composition Party Party Strength
portray an NPC or a tactic you’d like to use in a combat.
Familiar yourself with the adventure’s appendices 3-4 characters, APL less than Very weak
and handouts. 3-4 characters, APL equivalent Weak
• Gather any resources you’d like to use to aid you in 3-4 characters, APL greater than Average
running this adventure--such as notecards, a DM screen, 5 characters, APL less than Weak
miniatures, and battlemaps.
5 characters, APL equivalent Average
• Ask the players to provide you with relevant character
information, such as name, race, class, and level; passive 5 characters, APL greater than Strong
Perception score, and anything the adventures specifies 6-7 characters, APL less than Average
as notable (such as backgrounds, traits, flaws, etc.) 6-7 characters, APL equivalent Strong
Players can play an adventure they previously played as
6-7 characters, APL greater than Very strong
a Player or Dungeon Master but may only play it once with
a given character. Ensure each player has their character’s
adventure logsheet (if not, get one from the organizer)
with their starting values for level, magic items, gold and
downtime days. These are updated at the conclusion of the
session. The adventure information and your information
are added at the end of the adventure session—whether the
completed the adventure or not.
Each player is responsible for maintaining an accurate
logsheet. If you have time, you can do a quick scan of a
player’s character sheet to ensure that nothing looks out
of order. If you see magic items of very high rarities or
strange arrays of ability scores, you can ask players to
provide documentation for the irregularities. If they cannot,
feel free to restrict item use or ask them to use a standard
ability score array.

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